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vage Wjlds
ature Collection series presents a
lenge player characters and haunt
etting. From deadly swarms to
111: Savage Bestiary is packed
er 150-creatures of every challenge level, each compatible
he v.3.5 rules. It also includes a spe appendix dith new
nts of the titans - additional powers to make your monsters

I
Requires the use of the Dungeor
Dragons@ Players Handbook, v
publjshed by Wjzards of the Coo
TM

Credj ts
Authors: Developers:
Jose de la Puente Alvarez, Steve Berman, Terje Erwing Joseph D. Carriker, Jr., and Anthony Pryor
Bjelkholm, Kraig Blackwelder, Ed Bourelle, Brett Boyd,
Scott Brigs, Samuel R. Carter, Craig Ccchrane, Loris Ed i tor:
Pier Luigi Colombo, Chuck Corley, Timothy Patrick Scott Holden-Jones
Dee, David Ayala de Gamy, Graf Douglas, Jonathan
Duhrkmp,StevenEhrbar,MichaelFerguson,MichaelK. Managing Editor:
Gill, John L. Hall, Randy Hancks, Todd R. Hankinson, Andrew Bates
Jeff Harknw, Brannon Hollingsworth, Matt Holman,
Robert Holmberg, Richard Hughes, Cameron Ironside, Art Director:
EricJansing,LysleKapp,MichaelKletch,NathanKnaack, Richard Thomas
Jean-Michel Lavarenne, Rhiannon Louve, Mark E.
Malcolm, James Maliszewski, Ari Marrnell, Joseph Layout and Typesetting:
Mashuga,JohnMcCarty,Greg McNutt, h e n Miguez, Mike Chaney
Jesse Mohn, Scott Moore, Matt ODowd, Lars Omlor,
Benjamin A. Paulus, Charles W. Plemons 111, Anthony Graphj c D esjgner:
Pryor, Kevin R. Rank, Scott Resnick, Benjamin David Mike Chaney
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Schnelle, Gary Louis Schotter Jr., Lee Scolin, Blaine InteriorArtists:
Seitz, James B. S h k e y , Jr., Andrew Shockney, John Andrew Bates, Mike Chaney, Beth Trott, David Day,
Henry Stam,C.A. Suleiman,JeffTabrum-Lovie,Nicho- Jeff Rebner, Veronica Jones, John Bridges, Jim Nelson,
lasJ.Thalasinos,MarcinTurkot, JefferyAllenWeskamp, Jeremy McHugh, James Stowe, Richard Thomas, Brian
JamesWilber, Adam Windsor, JeffreyMaurice Yurkiw, Leblanc, Steve Ellis, and Talon Dunning
Andrea Zander, Matthew Zander, Gael Zimmermann.

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S T U D I O S PRINTED IN CANADA
CREATURE C O L L E C T I O N 111: SAVAGE BESTIARY

Dessication Beetle 54
Types 5 Devil, Fear 55
Angel 5 Devil, Gladius 57
Custodian 5 Devil, Hellbat 58
Daemon 6 Devil, Hive 59
Dark Triumvirate 7 Devil, Infernal Sentinel 61
Demon 8 Devil, Malleus 62
Devil 8 Devil, Malocchio 63
Golem, Spontaneous 8 Devil, Pain 65
Intercessor 9 Devil, Shelnizu 66
Phoenix 9 Devil, Waterbringer 68
Monsters Dire Hyena 69
Dirgewood Tree 70
Allegorhai-Horai 10
Dragon, Fleshwrack 72
Angel, Battle 11
Dragon, Icewrack 74
Angel, Harvest 12
Dread Crawler 76
Angel, Storm 13
Drendari Monkey 77
Angel, Sun 14
Ethereal Destrier 78
Angel, Zhaleha 15
Eyedra 79
Ashborn Arachnae 16
Ferrite Beetle 81
Ashcloud 18
Flay Beast 82
Asuran Lockwatcher 19
Forge Beast 83
Barbed Thrasher 20
Forsaken Spirit 85
Barrow Writher 21
Gate Worm 86
Bitterfly 22
Gatemaster 87
Bleak Crow 23
Ghoul Hound 88
Canopy Creeper 24
Ghoul, Gormul 90
Carcass 26
Ghoul, Overghoul 91
Carnival Krewe, Bayou Seer 27
Ghoul, Poisonbearer 93
Carnival Krewe, the Piper 29
Glassilisk 94
Carnival Krewe, Shark-Folk 31
Glitterbug 95
Charduni Battle Ram 32
Golem, Amalgam 96
Corpse Hound 34
Golem, Amber 97
Custodian, Mosaic 35
Golem, Bramble 99
Custodian, Ward 36
Golem, Coral 100
Daemon, Assassin 37
Golem, Ember 101
Daemon, Belsameths Watchman 38
Golem, Hive 103
Daemon, Dread Child 40
Golem, Moon 105
Daemon, Jade Empress 42
Golem, Penumbral 107
Daemon, Mantis Spider 43
Golem, Sand 108
Daemon, Pride 44
Golem, Spontaneous -Gallows 109
Dallisad 46
Dart Blossom
Golem, Spontaneous - Hide 112
47
Deep Stalker
Golem, Spontaneous - Hoard 115
48
Golem, Spontaneous - Plague 117
Demon, Anger 49
Gray Lancer 119
Demon, Drought 50
Gray Man, The (Herald of Otossal) 120
Demon, Fluted 51
Grillin 122
Demon, Monitor 53
Grim Puppeteer 123
TABLE O F C O N T E N T S

Hellfire Bloodshark 124 Shellrak 170


Hiveskin 126 Shen Shenagar 171
Horned Boar 127 Silver Puma 173
Intercessor, Punishing 128 Slarecian Keeper of the Ages 174
Intercessor, Robed Pacifier 129 Slavers Pet 176
Inviting Death 131 Slon 178
Iron Serpent 133 Speakerstones 181
Jin-Sat 134 Spider, Saber 182
Jungle Squid 135 Stormwing 184
Living Bog 136 SunFiend 185
Love-Scorned Soul 138 Swarm, Bee 186
Marble Sentinel 139 Swarm, Dunefish 187
Momus Marionette 143 Swarm, Gilings 188
Mist Murderer 144 Swarm, Glutton Locust 189
Monkey Lizard 145 Swarm, Hive-Fly 190
Mulchworm 146 Swarm, Perahnikyit 190
Mummy, Spiderweb 147 Swarm, Poison Wing 191
Naga, Blood-Mist 149 Swarm, Termite 192
Ooze, Crimson 150 Swarm, Wasp 193
Ooze, Stone Builder 151 Tent Bird 193
Overseer 152 Thunderbones 195
Pain Doll 153 Tobaryl 196
Patient Doom 154 Unbegotten 197
Pearl Cheetah 155 Windigo 198
Phase Mass 157
Phoenix, Autumn 158
Appendix One: Template Creatures 200
Blessed Theocrat 2 00
Phoenix, Black 159
Envenomed 202
Phoenix, Storm 161
162
Hydran 204
Plague Gator
163
Infested 207
Remembrance
Lycanthrope, Wereviper 208
Quillwolf 165
Multi-Armed 212
Razor Leaf 166
Sand Hulk 167
Seraphic Creature 2 14
Soulless 216
Sand Sloth 168
Wild Bier 219
Sand Trapper 169
Legal &OpenGame License 221

As in the MM, feats marked with a superscript B () are bonus feats. Creatures can use these feats even if they
do not have the its prerequisites.
PREFACE

Since the release of Creature Collection in late excitement of your own campaign. These creatures
2000, Sword and Sorcery Studios has presented hun- are yours now -do with them what you will!
dreds of new and creative monsters -most authored The Scarred Lands wouldnt be what it is with-
by the fans and players themselves -to enhance d20 out the fans, who have played a major role in shaping
campaigns and to terrorize and thrill player characd the setting and assisting in its development. As in
ters around the world. Creature Collection 111: previous Creature Collection tomes and in the simi-
Savage Bestiary presents a fresh assortment of mond larly successful Relics and Rituals series, this volume
sters, all compatible with the v.3.5 rules. is the result of the hard work and prolific imagination
Its an impressive lineup of beasts, ranging from of fans, players and Game Masters. O n behalf of both
puny 1 hit point creatures that become dangerous in myself and my talented co-developer, the inimitable
swarms to mighty wrack dragons, celestials, and out- Joseph D. Carriker, Jr., Id like to offer my thanks to
siders. Of course, as with all the monsters in each all of you who have helped make the Scarred Lands
Creature Collection tome, each of these critters is setting such a dynamic success.
suitable for use in any campaign. Creature Collection 111: Savage Bestiary is
Game design is a rich and challenging endeavor, only the latest example of this unique collaboration
providing exposure to some of the most imaginative between designers and players, and it is certain not to
and capable individuals in both the gaming industry be the last.
and the fan community. Every one of the creatures Special thanks are also due our capable editor,
contained in this volume is a labor of love for its Scott Holden-Jones, for his rock-solid assistance in
creator, and hopefully it will provide you with more converting all these creatures to the v.3.5 rules and
and better opportunities to increase the variety and format.

Anthony Pryor
Scarred Lands Developer
CREATURE C O L L E C T I O N 111: SAVAGE BESTIARV

Most entries in this book fit into the standard type


categories that youll find in the MM. Some new varia-
tions on a few existingtypes and evennew types altogether in Madriels Hjerarchy
are presented here for ease of reference. See the alpha-
Madriels Angelic Hierarchy also includes
betical listings that follow for specific creatures.
some creatures found in the MM. A number of
devas and many lantern archons are members of
Angel the Hierarchy, and a few leaders among the An-
According to the church of Madriel, her highest gelic Orders are planetars. Nelcamion, the chief of
celestial servants -known collectively as angels -are the Battle Angels, is a solar. GMs should feel free
structured in an organization called the Angelic Hierar- to include other celestial beings among their num-
chy. The various kinds of angels are grouped into Orders bers as well. In all cases, though, the angels
according to their powers and their roles in furthering alignments should be always neutral good.
the workof the Archangel Madriel (the supreme head of Any celestial subtypes and celestial traits of
the Hierarchy). A powerful angel of the proper type, MM celestials used as servants of Madriel should
possibly the first angel of that class created by Madriel, be altered to the angel subtype found herein, and
leads each order. For instance, Raphaeus leads the any alignment subtypes should be altered to suit
angelic order of hopes (see Creature Collection 11). her neutral good alignment. Any special attacks or
Some summoners in the Scarred Lands choose qualities that reflect a lawful or chaotic alignment
the commanders of the angelic orders as their should be altered, ifnecessary, to suit the creatures
extraplanar patrons: These summoners are known as new alignment of neutral good. For instance, a
Celestialists. Their spells usually relate to their chaos hammer or an orders wrath spell-like ability
patrons sphere of influence - thus, a summoner would not be appropriate for a Madrielite angel,
serving Saoriel, chief of the storm angels, will gain nor should one have access to the Chaos or Law
spells dealing with air, lightning, and weather, as well domains if it has cleric spellcasting abilities. A
as those that aid or promote good. hound archon used as a Madrielite angel should
There are tensions between the Celestialists and have attacks that count as good-aligned weapons
certain Madrielite clerics, who feel that the summoners for purposes of penetrating damage reduction, but
use angels as pawns, just as evil wizards use devils and not as lawful-aligned.
demons. Others feel that the Celestialistsbonds ofservice Finally, the MM celestials weapon should be
come too close to outright worship of the angels, rather changed to spear or longspear if the listing in its
than giving due worship to the Angel of Mercy herself. statistics block is not already one of those weapons:
thus, a planetar who serves Madriel would wield a
Combat +3 spear or a +3 longspearrather than a +3 greatsword.
Angels of Madriel are first and foremost caretak-
ers, healers, and providers, but many serve as warriors
at need; none of Madriels angels desires or relishes equals the angels HD). (The defensive benefits from
battle, but most understand its necessity. Generally, the circle are not included in an angels stat block.)
angels will use ranged attacks and magic wherever --Lay on Hands (Su) :As the paladin class feature,
possible, joining melee only if it becomes necessary. except that each day the angel can heal an amount of
Angel Traits: Angels of Madriel posses the fol- damage equal to its own full normal hit points.
lowing traits (these traits replace those found under - Tongues (Su): All angels can speak with any
the angel subtype in Chapter 7 of the MM): creature that has a language, as though using the
-Darkvision out to 60feet and low-light vision. tongues spell (caster level equals the angels HD). This
-Immunity to disease,fire,electricity,and petrification. ability is always active.
- Resistance to acid 10 and cold 10.
- +4 racial bonus on saves against poison. ustoans
-Good-Aligned (Ex) :A n angels natural weapons, As Madriel created her angels, so too did Corean
as well as any weapon it wields, are treated as good- create a breed of servitors to guard his favored mortals
aligned for the purpose ofovercoming damage reduction. and to perform various heavenly duties. These beings
- Magic Circle against Evil (Su) : A magic circle he called custodians. Custodians and angels often
against evil effect (as the spell) always surrounds an work together to further the goals of their creators,
angel of Madriel out to a 30-foot radius (caster level since Coreans and Madriels goals are often closely in
C R E A T U R E C O L L E C T I O N 111: SAVAGE B E Y C l A R V

fight only out of necessity and duty, many custodians


recognize and adore the glory of fighting for a just
cause, although both angels and custodians share a
Coreans custodians are generally more war- similar purity of purpose.
like than Madriels angels, and count avorals,
Custodian Traits: Custodians posses the follow-
ghaele, hound archons, planetars, and solars
ing traits:
among their number. GMs should feel free to
include other celestial beings among their num-
-Darkvision out to 60feet and low-light vision.
bers as well. In all cases, though, the custodians -Immunity to disease,fire, petrification, and poison.
alignments should be always lawful good. -Resistance to acid 10, cold 10, and electricity 10.
Any celestial subtypes and celestial traits of -Good- and Lawful-Aligned ( E x ) :A custodians
MM celestials used as servants of Corean should natural weapons, as well as any weapon it wields, are
be altered to the custodian subtype found herein, treated as being both lawful-aligned and good-aligned
and any alignment subtypes should be altered to for the purpose of overcoming damage reduction.
suit his lawful good alignment. Any special at- - Protective Aura (Su): Against attack made or
tacks or qualities that reflect a chaotic alignment effects created by evil creatures, this ability provides
should be altered, if necessary, to suit the a +4 deflection bonus to AC and a +4 resistance
creatures new alignment of lawful good. For bonus on saving throws to anyone within 20 feet of
instance, a chaos hammer spell-like ability would the custodian. Otherwise, it acts as both a magic
not be appropriate for a custodian, nor should circle against evil and a lesser globe of invulnerability,
one have access to the Chaos domain if it has both with a radius of 20 feet (caster level equals the
cleric spellcasting abilities. A ghaele used as a custodians HD). This aura can be dispelled, but the
Coreanic custodian should have attacks that custodian can create it again as a free action on its
count as good-aligned and lawful-aligned weap- next turn. (The defensive benefits from the aura are
ons forpurposes ofpenetrating damage reduction, not included in a custodians stat block.)
not good-aligned and chaotic-aligned. - Tongues (Su) : All custodians can speak with
Finally, the MM celestials weapon should be any creature that has a language, as though using the
changed to longsword or greatsword if the listing in tongues spell (caster level equals the custodians HD).
This ability is always active.

Daemon
line. In fact, some angels have either chosen or been
Daemons are creatures ofevil that inhabit the lower
appointed to serve Corean directly, and both custodi-
planes. Most serve Belsameth the Slayer,but not all were
ans and angels often answer to higher-ranking
created by her -some trace their creation back to the
individuals within their respective celestial orders.
titans, or beings even more ancient. Yet other daemons
Custodians occasionally share some offices with serve Vangal or Chardun, though not often or for any
Hedradas divine servants - the intercessors (4.v.) length of time, and still others serve only themselves. A
-although their relationship is rarely as close as that
rare few remain loyal to titanic masters or dark lords
between the custodians and Madriels angels. Other more ancient and foul yet. And still others act as the
custodians serve Goran the Dwarven God; these mercenaries of the lower planes, selling their services
custodians have a decidedly dwarven cast to their out to demons and devils alike, acting as bodyguards,
appearance, although they are otherwise similar to scouts, assassins, counselors, and so on.
Coreans servants. Except where otherwise noted, daemons speak
Like the Celestialists who deal with Madriels Daemonic, Titan, and Draconic.
angels, a small sect of Coreanic summoners works
with the Keepers of the Eternal Flame to serve both Combat
the angelic and custodial orders of Madriel and Corean. Daemons are malevolent and self-serving to the
While the same purists who question the Celestialists
last. They can occasionally be reasoned (or bargained)
purposes might find these summoners actions prob. with, but in general they simply seek to do as much harm
lematic, the Coreanic summoners are wholly trusted
as possible - whether physical, emotional, or spiritual
and accepted by the Keepers. -with as little risk to themselves as they can arrange.
Combat Daemon Traits: Daemonspossesthe followingtraits:
- Immunity to acid, disease, and poison.
Custodians are guardians and healers, particud
larly for those mortals who espouse Coreans teachings, -Resistance to cold 10,electricity 10, and fire 10.
but they think of themselves as both artisans and -Evil-Aligned ( E x ) ; A daemons natural weapons,

warriors as well. Where Madriels angels generally as well as any weapon it wields, are treated as evil-aligned
for the purpose of overcoming damage reduction.
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARV

Dark Triumvirates
Popular belief, especially among those who worship cent victims. The most favored of the gods' mortal servants
the gods of good, claims that the forces of evil can never are protected from these fiends influence by their deities'
work together for long: Evil, it is said, always destroys itself. unified decree, for the dark gods know that there are some
Those who follow the gods of darkness know better, goals that only mortals can achieve.
though, for such creatures as those that make up the dark Agiven triumvirate oftenmaintainsone or more small
triumvirate are proof that evil can and does work together lairs for itself, always heavily protected from observation
for the greater ill. and accessible only by teleportation. In addition to their
Created by a pact between the three greatest dark usefulnessashiddenmeeting places, these remote locations
gods,Belsameth,Chardun, andvangal, in the aftermathof also function as safe havens and staging grounds for their
the Divine War, a dark triumvirate consists of three evil schemes. The masters of these lairs are frequently absent, so
creatures - a daemon, a demon, and a devil - that they are commonly protected by a group of fanatics, often
combine forcesto spreadevil across Scam. Anger demons, with the aid of lesser outsiders or powerful mortal servitors
fear devils, and pride daemons are the three types most who worship the dark gods collectively.
commonly found in a dark triumvirate, for it is to Serve in
just such a function that each was created. Combat
The horrors of the DivineWardrove many mortalsto All members of a dark triumvirate share these basic
worship the strongest and most merciless of the gods. qualities.
Together these three wrought endless havoc upon the Augmentation (Ex):Each member ofa dark triumvi-
forces of the titans, but in the aftermath of the war, when rate gains a + 1profane bonus to the save Dc of each of its
peace and healingwere most needed, mortalsbegan to turn special abilities if another of its triumvirate is within 100
from evil, embracing the compassionofCorean,the mercy feet. If all three members are withm 100feet of each other,
of Madriel, and the free-spirited benevolence of Tanil. thii bonus increases to +2.
Belsameth the Slayer saw the mortals move away Cloak of Darkness: Each member of a dark triumvi-
from her and her fellow evil gods and was concerned. rate is bonded with its midnight-black cloak, which can
Calling Chdun and Vangal to council, she proposed a never be removed. This garment acts as both a minor cloak
pact that would work to their mutual benefit. They would of h p h t and a cloak of protection 4. Further, when
create agents in the world who would build upon the worst wrapped in its cloak, the fiend is completely immune to
emotions of mortals and ensure that strife and misery divination spellsof 6th level or less and gains a +20profane
continued even in the Divine War's aftermath,a constant bonus on Disguise checks to conceal its true form.
reminderofthethreeevi1gods'powers.Thesebeingswould Telepathy (Ex):Amember of adark triumvirate may
c q out the collective will of their creators. communicate telepathically with any creature within 100
The Ravager agreed, for the prospect of more blood- feet that has a language. Each member of the triumvirate
shed pleasedhim. The Great General agreed,sincewarfare may communicatewith its fellow members at any distance,
would keep h i people skilful and obedient. And so it was even if they are on different planes.
that each gal created a powerful pact, bonded together Uncanny Dodge (Ex):A member of a dark triumvi-
with dark magic. rate can not be flanked, save by a rogue with more levels
To this day, even the evil gods' own worshippers are thanhalf the fiend's HD.
largely unaware of the existence of the triumvirates. The Vanishing Remains (Ex):A member of a dark
three members of a triumvirate always remain in the triumvirate disappears instantly and immediately upon its
shadows, taking great pains to hide their existence and death, along with its d y black cloak. Nothing short of
perpetuatetheir elaborateschemesthrough ignorantinter- direct divine intervention can stop this from occurring.
mediaries andpawns.Theirplotsrange frombaroqueaffairs Will of the Dark Lord (Ex):Subservient only to its
stretching over decades to a simple deception perpetrated master(s),a member of a dark triumvirate is immune to
in an evening, or bloody violence carried out upon inno- mind-affecting spells or abilities.

- See in Darkness ( E x ) : All daemons can see success. Roll d% and compare the result to the die roll
perfectly in darkness of any kind, even that produced range given in the daemon's specific description: On a
by a deeper darkness spell. failure, no daemons answer the summons. Daemons
-Summon Daemon (Sp) : Most daemons can sum- summoned in this way remain for 1 hour, then return
mon others of their kind as though casting a summon whence they came. A daemon that is itself summoned
monster spell, but they have only a limited chance of cannot use its own summon daemon ability.
- Telepathy.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Demon
Demons of the Scarred Lands setting tend to Quellthe Unqujet
serve Vangal the Reaper, or at least recognize the Prevents a spontaneous golem from rising
wisdom of paying lip service to him and obeying his Lev$: T m Ritual-Drd 6
direct orders. Some, however, remain loyal to certain Conponentr V, S,M, DF, XP
titans or other eldritch beings or else serve no masters casten-3
but themselves -when they are not forced to do the Pmxy Yes: 10 followers per caster
bidding of other demons more powerful than them-
Castingllm 1 how
Range:Close (25 ft. + 5 R/2 levds)
selves, or of mortal spellcasters mighty enough the
Areg 100-ft.radlus
bend the demons to their will.
[)uation: Instantaneous
Except where otherwise noted, demons speak SavinglhWNone
Abyssal, Titan, and Draconic. Otherwise, demons in SpdlReSiNo
the Scarred Lands share all the traits of standard
demons from the MM. Descnptjon
Some few of the Ushadan druids of Termana
evil have become aware that their lands are more sub-
Devils of Scarn serve Chardun almost without ject to the creation of spontaneous golems than are
exception - many were created by him to serve others. Generations ago, the druid Goran Emeth
during the Divine War, although others can trace and his disciples created this ritual in the hope of
their histories back to beyond that time. preventing the creation of any more of these crea-
Except where noted, devils speak Infernal, Titan, tures. Unfortunately, the ritual proved to be of only
and Draconic. Otherwise, devils in the Scarred Lands moderate effectiveness and, due to the scarcity of
share all the traits of standard devils from the MM. spontaneous golems even on Termana, never be-
came commonly used or even widely known.

Spell Effect
Magic comes either from the gods -even the best When cast at the site of a recent emotionally
ofwhom are at times unpredictable, temperamental, or charged event that might result in the rising of a
simply distracted - or from the essence of Mesos, a spontaneous golem, this ritual prevents such a crea-
titan and a being of primal chaos. Is it any wonder, ture from manifesting. The moment the spell is cast,
then, that even the most advanced practitioners of a wave of soothing energy washes out from the
magic, the greatest wizards and the wisest priests, still center of effect to the limits of the rituals range,
have an imperfect understanding of how their art cleansing any emotional taint that might result in a
works? Most spells and rituals may be predictable and spontaneous golem. This spell does not render the
crafting magic items may be formulaic,but by no means site safe from any future events that might result in
are all the mysteries already solved. Sometimes, despite such a golem, however.
all attempts at control, magic will have its own way. Unfortunately, the spell must be cast before the
One of the most hideous and frightening results golem rises, and no known way exists of determin-
of uncontrolled or unplanned magic is the phenom- ing whether a particular emotional event will result
enon that spellcasters have come to call spontaneous in a spontaneous golem.
golems. No wizard alive can say precisely what causes Material Components: Earth, wood, or plant
such an occurrence, only that -the gods help every- matter collected from the center of the area or event
one - it happens. that may result in the golem.
Spontaneous golems are constructs, much like X P Cost: 100 XP per caster.
the more common golem varieties, but they have no
creator and are completely independent. A place of
great pain, great fear, or great sorrow may, if condi- T o date, spontaneous golems seem to have ap-
tions are just right, become the birthplace of one of peared somewhat more frequently on the continent
these hideous, soulless things. of Termana (normally in the few civilized regions of
These creatures are extremely rare. Even the most that hostile continent) than anywhere else, although
learned sages may have heard of only a handful of spontane- Ghelspad has seen some. Perhaps this has something
ous golems, and few if any can honestly claim to have seen to do with the wild and unpredictable nature of the
more than one, if any. Still, it is an indisputable fact that Ushada and other spirits of Termana, some of whom
these things exist, and those adventuroussortswho seem to resent the encroaching presence of the newer (and
attract trouble like a magnet should not be too surprised if usually god-worshipping) nations.
they have the misfortune to someday encounter one.
C R E A T U R E C O L L E C T I O N 111: S A V A G E B E S T I A R Y

All four of the spontaneous golems found in the sors use spells and spell-like abilities first and fore-
alphabetical listings are unique creatures, complete most, but are not afraid to meet foes face to face.
with specific backgrounds. The GM should feel free Intercessor Traits: Intercessors posses the fol-
to alter their stories to better fit her existing cam- lowing traits:
paign. Better still, she might use the examples below -Darkvision out to 60 feet and low-light vision.
as inspiration to create her own spontaneous golems, -Immunity to disease, petrification, and poison.
birthed in either the horrors of Scarn or the twisted
-Resistance to acid 10, cold 10, electricity 10,
annals of her own settings history.
fire 10, and sonic 10.
Although they lack intelligence, the spontane-
-Lawful-Aligned ( E x ) : An intercessors natural
ous golems possess a degree of cunning. More than
weapons, as well as any weapon it wields, are treated
this, they are spurred on by a particular driving need
as being lawful-aligned for the purpose of overcoming
or impulse, and they are capable of acting in whatever
damage reduction.
manner seems most likely to bring about the goals
- Magic Circle against Chaos (Su): A magic
they instinctively pursue.
circle against chaos effect (as the spell) always sur-
lnt- rounds an intercessor out to a 30-foot radius (caster
level equals the intercessors HD). (The defensive
Before either angels or daemons were created, there benefits from the circle are not included in a
were intercessors-divine beings who served Hedrada intercessors stat block.)
the Lawgiver as his intermediariesand executors among -Tongues (Su): All intercessors can speak with
the divine races he so cherished.In time, the Divine War any creature that has a language, as though using the
loomed large, and Hedrada girded both himself and his tongues spell (caster level equals the intercessors
intercessors for battle. Many of these graceful, wise HD). This ability is always active.
beings were destroyed in the war, but some yet survive in - Telepathy.
Hedradas Vaults of Eternity, blessed with the bearing
and the acumen of the Judge and authorized to act in his
name on the Material Plane.
hoeniy
Intercessors can be concerned or aloof, compas- There are several species of phoenix found
sionate or severe, arrogant or selfless, erudite or throughout the Scarred Lands. Legend holds that the
amicable. As might be expected among the celestial first Phoenix was a herald of Denev, created to reflect
servants of the God of Justice and Law, the interces- the eternal natural cycle of creation and destruction.
sors have a highly regimented and efficient hierarchy, When the original Phoenix lived out its allotted
and tend toward stern, merciless judgment. Just as lifespan, it is said to have built a great funeral pyre and
Hedradas favored city is ruled by four theocrats who immolated itself. Once its body was consumed, all
govern in the name of justice, knowledge, law, and that remained was the Phoenixs egg, from which the
wealth, so too are the intercessors divided into four creature once more emerged to live out its life, serving
sects that monitor those four aspects of culture and Denev in the far corners of S c a m
society among their lords chosen people. T he No one knows what happened to this first and
taurosphinx, Hedradas herald, works closely with the greatest Phoenix. Some say that it was annihilated
intercessors to do Hedradas work. during the Divine War, while others maintain that its
Intercessors are implacable enemies of both de- egg remains hidden, unhatched, somewhere on the
mons and daemons, although they bear a certain continent of Asherak.
grudging respect for Chardun and his devils -as long However, a number of other lesser phoenixes
as they do not work openly against the goals of have appeared across the Scarred Lands, most notably
Hedrada. Intercessors work well with Coreans custo- in the course of the Divine War. These are believed
dians, but have reservations regarding the loose to have risen from the fallen feathers of the original
orders of the Angelic Hierarchy. Phoenix, transformed by high local concentrations of
magical energy such as those that often resulted from
Combat the violence of the Divine War and the defeat of the
Most intercessors are not willing warriors but, titans. Three of the best-known of these lesser phoe-
like their god, they can be fierce when roused or nixes are described in the alphabetical listings.
defending what they feel is right. In combat, interces-
CREATURE COLLECTION 111: SAVAGE BEITIARV

Allergorhaj -Horhaj
(Death Worm)
MediunAberration
Hit Dice: 5d8+25 (47 hp)
Initiative: +3
speed: 20 ft. (4 squares), burrow 20 ft.
AC: 18(+3Dex,+5 natural), touchl3,flat-footed
15
B a s e A W W +3/+4
Attadc Bite +4 melee (2d6tI) or tail slap t4 melee
(ld4t1) or poison spray+7 ranged (poison)
FdAttadc Bite +4 melee (2d6tl) and tail slap -1 melee
(ld6);or poisonspray +7ranged (poison)
+=JR=ck 5 ft.15 ft
SpeCtdAttdS Polson, shodc
Darkvision60 ft., lure, resistances

--
SpeCtalQudk
saws Fort +6, Ref +4,Will +3
Abili Str 12, Dexl6, Con 20, Int 2, WE 8,Cha 4
Skilk: Hide +5, Move Silently +5,Survlval+3
F&
Emrirormsnt:
Organizatiw
-Rating:
Track, Weapon Focus (poison spray)
Warm desert or underground
Solitary or pair
3
--
T m None closest target. Bites and non-shocking tail slaps are
Aliment: Always neutral generally utilized only to buy the creature time and
Advancement- 6-8 HD (Medium); 9-15 HD (Large) to confuse opponents as it moves into a more
LevdAdjustment: - advantageous position to use one of its special
attacks.
Whatseemed at f i s t tobe an mment clump of vegetation While burrowed under the ground waiting for
F O ~ a t o ~ W o f a n ~ s e FWhhmfi@' @ d ~ , prey, allergorhai-horhai have total concealment.
from the sand to atrack. Poison (Ex):Spit (ranged touch), once every
2 rounds, range increment 10 feet (30 feet maxi-
Description mum); contact, Fort DC 17, initial damage 2d4
Allergorhal-horhai, Or ''death worms," in the Con/secondary damage 2d4 Dex. T h e allergorhai-
patois of the Iron Sands nomads, are desert-dwell- horhai can use this attack up to five times per day.
ing, burrowing creatures that vaguely resemble Shock (Ex):Tail slap, once every 3 rounds,
4-foot '0 6-foot-long earthworms. They generally damage 4d6 electricity, Reflex DC 17 half, T h e
vary from pink to dark red in color, with a large Save DC is ~ ~ ~ ~ ~ ~ ~ ~ ~
mouth opening at one end and three small green
Lure (Ex):Allergorhai-horhai frequently hide
leaflike appendages protruding from the other.
underground, leaving their tail -which resembles
Death are occasionally encountered In a bunch of rich, leafy green plant fronds -exposed
pairs, though no One knows whether these are above ground as a lure. A creature that does not
mates or siblings. There is still much to be learned spot the hidlng death may make a DC 20
about the and Of these creatures* Knowledge (nature) check to realize that the tail is
the
In Of have expressed Inter- not actually aplant. Anything gettingclose enough
est In learning more about death and to inspect or make contact with the tail automati-
cycles~ perhaps hopLng that poison can be cally suffers the effect of a shock attack (see above),
Or made Into more substances* without the worm needing to make any attack roll.
Combat Contact using a non-conductive object, such
as a wooden staff, does not trigger a discharge.
Death buried Just below
'le Poking or prodding the tail with a conductive item
the desert leaving their appendages such as a steel sword, however, will both trigger the
exposed as a lure, waiting patiently for a potential shock and conduct ,t the wielder.
meal to wander nearby. After an initial shock
Resistances (Ex): Altergorhai-horhai have
the death worm typically breaks the desert electricity resistance 15 and fire resistance 10. In
surface and follows up by spitting poison at the
addition, they receive a +8 bonus o n Fortitude
saves against any type of poison.
CREATURE COLLECTION 111: SAVAGE BEsTlARV

Angel, Battle Nelcamion, a great solar,is the chief of the Order of the
Angels of Battle.
1%8+78 (136 hp)
Initiative: +8 Combat
speed: 40 ft. (8 squares), fly 100ft. (good)
AC: 33 (-1 size, +4Dex, +13 natural, +7 +2mithri/ Battle angels were created for combat, and they are
chainmaiil),touch 13, flat-footed 33 foremost among the fighters of Madriels Hierarchy. Still,
BaFeAttadJGapple: +13/+24 they always try diplomacyand mediation before resorting to
Attadc +Zgreatsword+.Zmelee(M6+12/14-2O)or combat -unless commanded otherwise by Nelcamion or
+2mgh~(+4)mpiteompositelongbow+l8ranged the Archangel herself- but they are fearless and doughty
(2d6+6/x3) when the clarion call to battle comes.
FdAttadc +2greatswd+21/+16/+11melee (3d6+12/
lQ-2O)or +2migh@(+4)cmpite.mpos;lelongbow Commanders Nimbus (Su):A t will, the battle
+18/+13/+8 ranged(2d6+6/x3) angel can emit an aura of golden light equivalent to a
10ftJl0 ft. daylight spell out to 30 feet. All of the angels allies
Commanders nimbus, consecrate weapon, within this light gain a + 2 sacred bonus to attacks,
spell-like abilities damage rolls, and saving throws, as well as a +4morale
Angel traits, damage reduction lO/evil, im- bonus on all saves against fear effects. Meanwhile, all
proved uncannydodge, regeneration5, spell of the angels enemies in the lit area suffer a -2 sacred
resistance 27, uncanny dodge, wariors skill
penalty to attacks, damage rolls, and saving throws.
Fort +16 ( 2 0 against poison), Ref +12, Will
+11 Consecrate Weapon (Su):Once per day, a battle
M i Str 25, Dex 18,Con 22, Int 13, W s 16, Cha 17 angel can imbue any weapon it wields with the bane
Skilk: Concentration+14, Craft or Knowledge(any ability against any one creature type. This power lasts
two) +8, Diplomacy+l6,Heal+14, Intimidate for up to 1 hour.
+16, Listen +14, Perform (sing) +lo, Search Spell-Like Abilities: At will--battlecry*(E15),
+14,SenseMotive+14,Spot+14,Survival+10
burst of energy**, c m t i n d j h m , detected, dispelevil (E
F& Cleave, Combat Expertise, Diehard, Dodge,
Endurance, Flyby Attack, Geat Fortitude, 18),removefear (E14),sotllofmercy*;3/day~la~s~~,
ImprovedInitiative, Mcbiltty, Power Attack, see invisibility; l/day-blade banier (E19). Caster level
SpringAttack, Whirlwind Attack 13th. The save Dcs are Charisma-based.
Usually Madriels Paradise Regeneration (Ex):A battle angel takes damage
Solitary, pair, squad(3-6), twp(7-10), or from evil-aligned weapons and from effects with the
battalion (11-16)
evil descriptor.
15
Warriors Skill (Ex):Each battle angel retains
No coins; half goods;standard items
Always neutral good the combat training and experience it gained in mor-
14-25 HD (Large); 26-34 HD (Huge) tal life, having the bonus feats of a fighter of a level
- equal to its HD.

Td and serene, the king stands


s e w d feet ralkr thrm a large human.
G r a c e f u l P u l n g s r i s e f i t s k k . Itwars
silverymweritslustrmgoldenskin,
and 1s armed wlth a mapjkent greatsword
and h+. Youknow in your hemt that it 1s
a deadly foe of d that 1s e d .

Description
Madnel the Redeemer greatly prefers peace to war,
harmony to conflict. But when the Divine War broke out,
she reallzed that shewould need celestial warriors who could
defend the mortal peoples she loved. Reluctantly, she took
the souls of great wmors who had died UI the defense of
others, who had gladly sacdiced themselves to save others
from assault, rape, and murder, and she made them lnto
powerfulangelswhowouldcanythefighttothetitanspawn.
These battle angelsbecame Madnels front-he command-
ers, and they saved countless mocents from slaughter.
CREATURE COLLECTION 111: SAVAGE BESTIARV

gods,but until that day comes, these angelsovetsee the fields


and see that none starve.
Hit Dcg 8d8+32 (68 hp)
Initiative: +3 Harvest angels have green hair and earth-brown skin.
30 R. (6 squares), fiy 100Ft. (good) They alwayssmell like freshflowersand loam. Their leader in
speed:
AC: 22(+3Dex,+'? natural), touch 13,flat-fmtd the Angelic Hierarchy is named Casrianna.
14
+8/+10 Combat
t3 keen scythe +13 mdee (2d4+6/1?-20/ Harvest angels are not warriors,having been created
x4) to tend crops and feed the hungry. If their fields or the
FdAttadc t3 keen Kythe +13/+8 melee (2d4+6/14- farmers under their care are threatened, however, they
201x4)
5 FtJ5 Ft. can fight furiously using their magic and, if necessary,
Spell-like abilities, spelk their +3 keen scythes.
Angel traits, damagereductionlO/evil, divine Spell-Like Abilities: At will-aid, create water,
sustenance, Field blessing, spell resistance 21 entangle (DC14),live wood* (DC 17),speak withplants; 3/
saves Fort+lO(+l4againstpoison), Ref+?, Will+? day-neate food and drink, plant growth, repel vermin (DC
Abili Str 15, Dex 16, Con l?, lnt 16, Wis 16, Cha 17 17), see invisibility; l/day+ontrolplants (DC 2 2 ) , liveoak,
Skilk Concentration +15, Diplomacy +14, Handle plane shift. Caster level 8th. The save DCs are Charisma-
Animal +14, Heal +14, Hide 44, Knowledge based.
(nature) +14, Listen+14,Profession(farmer)
c17, Search+14, Sense Motive+14, Spot +14 Spells: Harvest angels can cast divine spells as 4th-
Faats: Alertness, Flyby Attack, Skill Focus (ProFes- level clerics with access to the Plant and Sun domains.
sion [farmer]) The save DCs are Wisdom-based.
Usually Madriel's Paradise Typical cleric spells prepared (4/4+1/3+1; save DC 13
Solitary, pair, or team (3-4) + spell leuel): Odetect magic, gutdance, light, purify food
4 and drink; l s t 4 r e to wood*t, bless water, deathwatch,
No coins; standardgoodsand items Madriel's empathic resonance", obscuring mist; Znd--bread
Always neutral good of life**, calm emotions, heat metal?, make whole.
4-18 HD (Medium); 14-24 HD (Large)
+4
t Domain spell.
Divine Sustenance (Su): Each day, a harvest angel
Despite the being's serene, otherworldly appearance, it can bless living creatures so that they do not require food
seems somehow akin to the land itself. It is outwardly humamid, or feel the effects of hunger. This power can be used to
buthasgreenhairandrich,emth-coloredskin. Clad assuage 24 days' worth of hunger in total, for up to
8 days maximum per target. Thus, a harvest
_ _pair o.f - b r m r"'---..
in dark earth tones, it s p m s a large &,.

feathered win@. gel can bless up to 24 creatures so that

Description
Madrielcreatedtheseangelslong
combinationofcreatures anddays
before the Divine War to help feed
up to 24 maximum. Blessing a
the hungry by protecting fields and
orchards, and, ifnecessary,by provid-
ing miraculous harvests to prevent tenance is a standard action.
starvation. When the continent of Field Blessing (Su) :
Asherak was devastated during the The harvest angel can
Divlne War and mortals there began bless all food-producing
to starve to death, the First Angel of plants within a square
Mercy felt their agony and sent the mile area. The plants be-
harvest angels to the city-states. gin to grow at an
Within a week's time, their fields had incredible rate and pro-
provided a full season's harvest and duce an entire season's
many thousands of lives were saved. harvest in only a week's
Madriel then b u n d these celestials to time. Thus, a single field
can produce two harvests
the cities and ordered them to sustain and feed the
in a single season. This
mortals until Asherak was healed and could provide
food for its children once more. How long it will take power is usable once per
for Asherak to recover is &own, perhaps even to the week, but can only be used
once per year on a given area.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Angel, Storm them. They are the fastest fliers among angels, roaring
LargeW(Angel9 9- Gwd) through the air as if they were being driven by storm-winds.
Hit Dice: 12d8+48(102 hp)
n Their leader in the Angelic Hierarchy is named Sa'oriel.
Initiative: +o
40 R. (8squares), fly 150R. (petfed) A number of these angels also serve Syhana, the
speed: Cloudmaiden, and these tend to be the most peaceful and
AC: 26 (-1 size, +4D ~+13 ~ natural),
, touch 13,
flat-footed 22 gentle of their kind.
+12/+21
+3shockingburstthunderingspeartl9 melee Combat
(ld8+10/x3plus ld6 electricity) When storm angels must do battle, they do so directly,
FdAttadc +3shockingburst thu&~spew+l?/+14/ flying in headlong and attackingwith their +3shockingburst
+9melee (ld8tlO/x3plus ld6 electricity)
10 R./lO R. thudring s w . They usually surround themselves with
Cloak of winds, spell-like abilities forceful winds to cast aside any creatures that try to engage
Angeltraits,damagereductionlO/evil, giRoF theminmelee, anduse theirspell-likeabilities togoodeffect
flight, spell resistance 25 when free to do so.
Forttl2(t16againstpois0n),Ref+14,Will+11 Cloak of Winds (Su):At will as a free action, a storm
Str 20,Dexl9,Con 18,lnt 15,Wisl7,Cha 20 angelmay surround itselfwithaswirlingwindstormina30-
Concentration t19, Escape Artist t19, Hide foot radius. Storm angels may always ignore the negative
t19, Intimidate +20,Knowledge (any two) effectsof high winds resulting from their own or other storm
t17, Listen t18, Move Silently 49, Sew
Motive +18,Spot t20
angels' powers or from natural weather pattern.
Feats: cleave, Combat Reflexes, Improved Initia- See Table 3-24: Wind Effects in the DMG for more
tive, LightningReflexes, Power Attack information on the wind's effects.
Usually Madriel's Paradise Spell-Like Abilities: At willLcurttrol winds (E2@),
Solitary, pair, OT tempest (5-8) detected, dopundraft** (DC17);3 / d a y 4 lightning (E
14 u o r d : (Dc19);
1 8 ) , c ~ n l i ~ ~ ( D c 1 9 ) , p o ~ e r e thunder*
No coins; double goods;standard items l/day~~~ghtningst((DC2@),concrolPueather(DC22);
Always neutral good I/week--phshft, s t o f m g a n c e ( E 2 4 ) .Caster level
13-20 HD (Large); 21-36 HD (Huge) 12th.The save Dcs are Chamma-based.
t8
Gift of Flight (Su):By touching a living creature with
I

its wings, a storm angel may grant that creature the power of
The m a r e is a tauhummidevithshimmeringblue-black
flight. Treat the gift of flight as the ouerlandjlightspell (caster
feathered win@and bluish skin. It speaks witha mice of thunder,
level equals the angel's HD). The angel can use
and lightningflashes in its eyes. It ccnries a black and silverspear
thls power up to three times per day.
in its mighty h a d . The evind rises as if to h er
aI
d an morning
thundersm. A

Descnptj on
These an-
gels were
formed during
the Divine War
to do battle with
Lethene and Gulaben,
whocontestedbothMadnel'sand
Enkill'sclaimsto rule over the skies of
Scam. After the war, when the titanesses
were defeated, Madnel commanded most of
the storm angels to watch over the cities of
Asherak.Theyremainthere tothBday,usingtheir
powers to bring rain and repelling the horrible sand-
storms that would otherwise destroy mortals' meager
crops. They work closely with harvest angels to keep
Asherak's people from starvation.
Storm angels look much like other angels, tall and
beautiful, with bnght-feathered wings. However, their eyes
flash like lightning,and their hair always billows and waves
as ifinastrongwind.Thefreshscentofraina1wayssurrounds
CREATURE COLLECTION 111: SAVAGE BESTIARV

Angel, Sun Spell-Like Abilities: At will&, continual fim,


--(Ang$,FAqhlar,Good) daylight, detect evil, detect undead,fire shield,flme (DC15); 7/
Hit D i lld8+33 (82 hp)
Initii +8 day4anest's farsirike* (E18), seuring light (E18); 3/
40 ft. (8 squares), fly 120 R. (good) d a y 4 p l e v i l (DC2O),~ri~ingflames* (DC 19),su&am
speed: (E22), w d offire (E19); l/day&ly word (E22),
AC: 25 (+4Dexterity, +11natural), touch 14, flat-
footed 21 plane shift, sunburst (DC 23). Caster level 11th. The save
Ba~eAttack/hppk +11/+15 Dcs are Chansma-based.
AbCk +3silver f7ammg bunt longsspear+18 melee Spells: Sun angels can cast divine spells as 10th-level
(1d8+Q/x3Plus1d6fire)or+Z"ammglongbow clerics with access to the Good and Sun domains. The save
+17 ranged (ld8+2/x3 plus ld6 fire) DCs are Wdom-based.
FdAttadc +3silverflammgburst longspea+l8/+13/+8
melee(ld8+?/x3 plus ld6 fire) or +Zfiammg T y p d cleric splls prepared (6/6+1/5+1/4+ 1/4+1/3+I;
longbow +17/+12/+7ranged (ld8+2/x3 plus s a v e m f 5 +spekelel):&--clean*,create wuter, detectmagic,
ld6 fire) detectpomn, &nce,l.mfrfdanddri+ lst-bkss wuter,
spaoe/Reach: 5 ft.15 ft. (10 ft. with spear) divine favor , Madriel's empatluc resonurn*, minor symbol of
SpectdAttadCs: Spell-like abilities, spells, turn undead dimity*, protectwn from evil?, r m e fern, smite*; 2nd-
SpecdQUdlties: Angel traits, damage reduction lO/evl quell c m m d n g pes-*, cm em m , mrse of solidity*, divine
darkness, spell resistance 25
w i s h * , gentle repse, heat metal?; 3 r d 4 n i s h s&*,
saves F~+lo(+14agal~tpo~n),Ref+11,wi11+12 inmi&lity pge, life force @anSfer*,neg&ue energy p r o t e c ~ ,
Abili Str I?, Dex 19, Con 16, Int 16, We 20, Cha 21
sunspear*t; 4th--cloak of righteousness" t,fie&
of mow-
su
lk Concentration +17, Diplomacy +1?, Escape
Artist +18,Heal +I?, Intimidate +I?,Kmwl- mt~ 2 resmb
neucrali~e~oison~ 5th--break
edge (any two) +17, Listen +1?, Search +17, m h n m t ,-a%Wm, flame sirikd, seetng.
Sense Motive +1?, Spot +1? t Domain spell.
F& Empower Spell-Like Ability (searmg hght), Turn Undead (Su):Sun angels can turn or destroy
ExtraTurning,ImprovedInitiative, Improved
Turning undead as a cleric whose level equals the angel's HD.
Uswlly Madriel's Paradise Quell Darkness (Su):A constant radiance equal to a
organnation: Solitary or pair daykght spell surrounds a sun angel in a 30-foot radius. This
We
l ngeRabng: 13 radiance countersany spellor magical effect in the area that
-
7 No coins; double goods;standard items (in- produces darknes or has the shadow descriptor, or any spell
cludingweapons) or power that deals ability score damage or inflicts ability
Alignment: Always neutral good dram or negative level(s). Treat this banishing effect as the
Advancement- 12-21 HD (Medium); 22-33 HD (Large) spell grater dispelling cast at a
LevdAdjlsbnent: +Q level equal to the

Lookingat dus becng is like gazingat the sun, yet somehow


itsbnlliantgheisnotblmding.Thecreutureatallandhumanoid,
mthshiningwhtewings,buttk&reaso&&thutitsfeatures
ureimpossibletomukeout.Itbearsagreat,longspearofgold
and szlver u d a golden boeo with a silvm siring.

Descrjptjon
Madriel created these angels to spread her
holy light into the deepest darkness: They are
known as Lightbringersto her faithful. Sun angels
arefrequent1y sent to counterthe plots OfMadriel's
twin slster Belsameth, Goddess of Darkness.
Sun angels are tall, slender, and dazzling,
withgolden skinand mighty white-goldpinions.
A brilliant golden light mash their featuresat all
times. The leader of their order in the Hierarchy
is a planetar named Shamaziel.

Combat
Each of these angels wields a +3 silver
flarmngburstlongspar and a+2jluminglongh, which
they use to battle undead, lycanthropes, and other
creatures of darkness without hesitation.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Angel, Zhaleha
Small Outsider (Angel, Extraplanar, Good)
Combat
Hit Dice: 2d8+4 (13 hp) While they do not participate directly in combat,
Initiative: +O Zhaleha act fearlessly and selflessly in the face of evil
Speed: 20 ft. (4 squares), fly 60 Ft. (good) or ofdanger to their charges. They tend to the wounded,
AC: 15 (+1 size, +4natural), touch 11, Flat- relying on their damage reduction, sanctwzry, and
footed 15 magic circle abilities to protect them from harm.
Base AttacWGappIe: +2/-4 Zhaleha will use their numbers and their positive
Attack: -
energy aura to the best advantage, often forming living
Full Attack: -
walls to repel or entrap and destroy undead opponents.
SpaceIReach: 5 ft.15 ft.
Special Attacks: Spell-like abilities
Spell-Like Abilities: A t will-bless, create water,
Special Qualities: Angel traits, damage reduction 10/evil, detect poison, light, purify food and dnnk; 3/day--cure
positive energy aura, spell reststance 21 light wounds, sanctuary (DC 13); l/day-cure disease,
Saves: Fort +5, Ref +3, Will +5 neutralize poison; l/week-plane shift. Caster level 2nd.
Abilities: Str 6, Dex 11, Con 14, Int 11, Wis 15, Cha The save DCs are Charisma-based.
14 Positive Energy Aura (Su): Zhaleha project an
Skills: Concentration + 7 7 Diplomacy + 4 9 Es- aura of positive energy equivalent to the consecrate
cape Artist + 5 9 Heal+lo Knowledge spell in a 20-foot radius. Further, living creatures
(nature) +5, Listen t7, Rope Use +O (+2
bindlngs), search+5, senseMotlve within the aura recover hit points at twice the normal
+7, Spot +7, Survival +2 (+4 rate (i.e., 4 hp/level per day of rest), while undead
aboveground) within the aura take 1 point of damage per minute.
Feats: Skill Focus (Heal)
Environment: Usually Madriels Paradise
Organization: Pair or band (3-8)
Challenge Rating: 2
Treasure: None
Alignment Always neutral good
Advancement Range: 3-6 HD (Small)
Level Adjustment: +4

Trus beingresembfes an elf-maid,sawe that it is


only two feet tall. Clad in h g , pa~tel-cohedrobes,
herfaceticmeredbygossamer
weik, and she mows eulth a
strange, almost dime calm.

Description
Also known as dew maidens,
these creatures are the physical em-
bodiment ofMadriels ideals ofmercy
and benevolence. They wear veils and long
robes, their small wings often hidden among
the folds. Sent by Madriel to aid and com-
fort her people, they radiate her healing
power. In the tales of the Ubantu, Zhaleha
are said to be responsible for placing the
dew on plants before dawn.
Zhaleha seldom speak, but are un-
afraid to walk into danger to tend the
wounded. Those who have hearddew maid-
ens voices describe them as those of
whispering children. They always move
about in groups. In Asherak, they are often
found tending the gardens and hospitals
around Madrielite cities such as Hetanu.
CREATURE COLLECTION 111: SAVAGE BEnlARV

Ashbom Arachnae
A$lbomAradrnae AshbanAradnseMdther
bw- HUgeMagdM
18dlO+QO(184 hp)
Hit Dice: 4d10+27(76 hp)
Initiative: +5 +5
speed: 40 ft. (8 squwes), climb 20 ft. 30 R. (6 squares), climb 20 ft.
AC: 20 (-1 size, +1Dex, +10 natural), touch 10, flat-footed 19 31 (-2 size, +1 Dex, +22 natural), touch 9,
flat-footed 30
Attadc Bite +13 melee (2d6+6 and poison) Bite+25melee (2d8+8 and pokon)
FdlAttadc Bite +13 melee (2d6+6 and poison) Bite +25melee (2d8+8 and poison)
and 2 talons +22 melee(ld10+4)
10ftJ5 ft. 15ft./10 ft. (15 ft. with talon)
Poison, web Poison, web
Alien mind, darkvision120 R., immunities, Alien mind, darkvision120ft., immunities,
resistances, tremorseme 60 ft., true seeing resistances, tremorsense 60 ft., trueseeing
saves: Fort +4, Ref +7, Will +4 Fort +16,Ref +12, Will +10
&lii Str 18, Dex 12, Con 17, Int 10, Wis 12, Cha 6 Str 26, Dex 12, Con 21, lnt 10, Wis 14, Cha 11
Skills: Climb +13, Hide +5,Jump +15, Climb +14, Hide +7*, Jump +lo,
Move Silently +7, Spot +20 Move Silently +15*, Spot +22
lmprovedInitiative, ImprovedNaturalAttack Ability Focus (poison), ImprovedInitiative,
(bite), Skill Focus (Spot), Weapon Focus(bite) ImprovedNaturalAttack (bite), lronWill,
Multiattack, Skill Focus (Spot), Weapon Focus(bite)
Warm desert or underground Warm desert or underground
Solitary, pair, or brood Solitary
(3-5 ashborn arachnae, 1ashborn arachne mother)
6 12
Standard Standard
Always chaotic neutral Always chaotic neutral
10-18 HD (Large) 14-34 HD (Huge); 35-54 HD (Gargantuan)
- -

The creature looks like a @guntic,black-jLwed spider with cunning as would humans, even going so far as to use the
redbandsarounditsabdomen. Itglrtreswithinnum&kh~q accumulated treasure of past victims to lure fortune-seekers
red eyes, each glitteringwith cunning malice. to their doom.

Descriptjon Combat
Crawlingprecariouslyon the undersideofledges,rocks, Whenhunting, ashbomarachnaeensnaretheirpreyin
or debris throughout the warm lands of Asherak are the powerful webs, then use their poison to pacify the struggling
magical spider-beastshown as ashbom arachnae. Infused victim. The adult arachnaespoison is enough to weaken or
with the blood of the titan Kadum, these beasts are believed incapacitate ahuman, and that of the most ancient ashbom
to be a powerful mutation of the most venomous species of arachnae mothers is said to be sufficientlypotent to disable
spider that stalked the land of Scam before the Divine War. even a titan.
Their name comes from the popular belief that they rise Poison (Ex):Bite,FortitudeDC 17,initialandsecond-
spontaneouslyfrom the ash-covered wastes of Asherak. a q damage ld8 Str.
At birth, ashbom arachnae are white in color and their Web (Ex):Ashbomarachnae may create and use webs
carapace has a papery texture. Growth to adulthood takes 2 as monstrous hunting spiders one size larger than them-
to4years,butonlyatinyfractionsurvivethatlong,sincethe selves. (Thus, a Large ashbom arachnae uses its web as a
cannibalistic arachnids feed on their own broodmates. A Huge hunting spider.) SeeChapter3: Vermin in the MM for
mature adult ashborn arachnae appean as an enormous more information on monstrous spiders webs.
grayish spider 8 to 10 feet in diameter, its abdomen sur- Alien Mind (Ex): Being descended from vermin,
rounded by red bands, head bristling with dozens of pairs of ashborn arachnae have an intelligence that is completely
red eyes.These creatureshavea thick,black-furredcarapace alien to non-arachnoid creatures. This grants them two
that protects them from the dangerous predators in the benefits: first, they gain an ability similar to the rogue ability
Desert of onn. slippery mind, except that arachnae gain a second save
Ashbom arachnae are well adapted to their environ- against any mind-affecting spell or effect, not just enchant-
ment, and they use their incredibly acute vision to good ments; second, any non-arachnoid creature attempting to
effectwhenhunting. Morenotable, though, is their remark- contact or read an ashborn arachnaes mind directly must
able intelligence, which allows them to use tactics and make a Will save (E 10 + 1/2 the ashbom arachnaesHD
CREATURE COLLECTION 111: SAVAGE BESTIARV

+ the ashborn arachnaes Wisdom modifier) or fail and, in Web (Ex): Ashbom arachnae mothers have fully
addition, be stunned for 1 round. developed spinnerets,unlike males; they may create and use
(Ex): Ashborn arachnae are immune to webs asmonstrous web-spinningspiders one size larger than
disease and poison. themselves. (Thus,aHugeashbom arachnaemotherusesits
Resistances (Ex): Ashborn arachnae have cold, fire, Web as aG%Fhanweb*sPinning spider-)See Chapter3
and sonic resistance 5, as well as acid and electricity re+ Vermin in the MM for more information on monstrous
tance 10. spiderswebs.
True Seeing (Ex):Thisability isanaturalextensionof Resistances (Ex): Ashborn arachnae mothers have
the araches tremorsense ability, and functions asthe spell cold, fire, and sonic resistance 10, as well as acid and
of the same name. electricity resistance 20.
Skills: Ashbom arachnae have a +8 racial bonus on Skills: Ashbom arachnae mothers have a +8 racial
Climb and Jump checks and a +IO racial bonus on Spot bonUsonClimbandSpOtCheCks.~eYC~alWaYsCh~~tO
checks. They canalwayschoosetotake lOonClimbchecks, take IOonClimbchecks,even ifrushedorthreatened. *They
even if rushed or threatened. have a +6 racial bonus on Hide and Move
Silently checks when using
Ashbom Arachnae
Mother
A n ashborn arachnae
mother usually reprduces three
or four times per year, although
some do so as many as six times,
laying batches of up to 750 eggs
each time. !2ggs are suspended
throughout her web and in the
area nearby in sacks holding a
dozen or more eggs each, each egg
being roughly 14 inches in diam-
eter. Only one in several thousand
young is female (and thus capable of
becoming amother itsel0 ,and less than half o
these can expect to reach maturity.
An ashborn arachnae mother is similar in
appearance to a full-grown male, but its outer
shell ishairless and shinyblack, with areddish
h o u r g la s s
shape o n
the under-
side of her
spherical ,
abdomen. Her
body 1s easily half
agamthesueofatypi-
cal adult male,
reachmg 15feet or A
more in diameter A
whenfully grown;
some specimens
have been reported at
twice that sue.
\h \e
\-.
In addition to its terri- 2
fving bite attack. an arachnae --x=P9
I O

have developed
mothers two elongated
wicked hooks
forelegs
she can use to rake prey.
that /& -

-6====-d

Poison (Ex): Bite, Fortitude Dc 26, /


/

initial and secondary damage 2d8 Str.


CREATURE COLLECTION 111: SAVAGE BEnlARV

Ashcloud living creatures they find. They use their great agility
Largeu(F+4 and flight to close with slow-moving opponents, usu-
Hit Dice: 12d12(78 hp)
ally reserving Flyby Attack and their engulf ability for
Initiative: +7
quicker foes or against numbers of targets.
speed: Fk 30ft. ( 9 0 4 Burn (Ex):An ashclouds touch attack deals 2d6
AC: 15 (-1 size, +3 Dex, +3deflection), touch 15,
flat-footed 12 points of fire damage. Flammable substances or crea-
t6l- tures touched by an ashcloud must make a DC 15
Touch +8 melee (burn) Reflex save or be ignited (see Catching on Fire in
2 touches t8 melee (bum) The Environment, Chapter 8, DMG).
10ftJl0 R. A creature or flammable item that remains in
Burn, engulf, smother contact with an ashcloud for 1 full round takes 16
Blindsight 120R., cloudform, damage reduc- points of fire damage.
tion 5/magic, fire subtype, immunity tosonic,
lifeseme, undead traits Engulf (Ex): An ashcloud can simply engulf
saves: Fort +4, Ref +7, Will +? creatures smaller than itself. It cannot make a touch
Abili Str-,Dexl7,Con-, Int 10,Wisl3,Chal6 attack on a round during which it attempts to engulf.
Skill% Hidetll,MoveSilently+I5,Searcht12,Spot To engulf a target, the ashcloud need only move into
+13, Survival+13 that creatures space. The target of the engulf attack
F& Combat Reflexes, Dodge, Flyby Attack, Im- may make an attackofopportunity against the ashcloud,
proved Initiative, Mobility but doing so prevents it from making a Reflex save
warmdesert (DC 10 + 1/2 the ashclouds HD + the ashclouds Dex
Solitary modifier) to avoid being engulfed. Engulfed creatures
7 automatically take burn damage every round and are
None
also smothered (see below). Creatures that make their
Always neutralevil
Reflex save dodge back or aside (playerschoice) when
13-19 HD (Large); 20-36 (Huge)
- the ashcloud moves into their space.
The body of a creature slain while engulfed by a n
A ~& & c~~ o f d ,u s t w a ii7degendentofhdd, ashcloud bursts into flames and is completely con-
as $ d ~ m =d u o hinekence, t youfeel a rtrsh of sumed at the beginning of the ashclouds next turn.
stifinghat as it waches. The ashes of victims one or two sizes smaller than the

Description
None remember when these deadly creatures first
appeared, but they have been a scourge since before
the Titanswar, roaming deserts such as the wastelands
of blighted Asherak, sometimes carried
along by sandstorms. Although attributed
to Chern by the divine races, titanspawn
themselves blame these undead on the
goddess Belsameth, or sometimes on the
Lord of Destruction, Vangal.
Ashclouds resemble dark dust
clouds, moving like swarms of ma-
levolent insects.Their physical form
is nearly invulnerable, being al-
ready reduced to mere ashes, but
their animating spirit may be
harmed by magical frost, force,
or positive life-energy at-
tacks. They are deaf, but
have verv acute senses
-.
a

otherwise.

Combat
Ashclouds pur-
sue and engage all $
. - -
-
XI c
CREATURE COLLECTION 111: SAVAGE BESTIARY

ashcloud merge with it and cause it to grow: a victim ing out and suffocating. Leaving the ashcloud ends the
two sizes smaller grants it one extra HD, while a victim checks, but a creature that had begun to make Consti-
one size smaller grants it 2 HD (up to its maximum of tution checks is nauseated for ld3 rounds after leaving
36 HD and size Huge). Aresist energy (fire) spell cast on the clouds space.
the victims corpse prevents this transformation for Successfully turning an ashcloud forces it to expel
ld 4 rounds, while a protection from energy (fire) spell any engulfed victims.
cast on the victims corpse prevents the transforma- Cloudform (Ex): This ability is identical with
tion for the spells duration. Similar spells or powers the effects of the spell gaseous form.
may also retard or stop this process, at the GMs
Fire Subtype (Ex): Ashclouds are immune to
discretion. fire. They take half again as much (+50%) damage
Touch-range healing spells applied to an engulfed from cold attacks, regardless of whether a saving throw
creature damage the ashcloud instead. is allowed, or if the save is a success or a failure. They
Smother (Ex): Any creature engulfed by an also suffer a 4penalty on saves against cold effects.
ashcloud must make a DC 16 Reflex save or begin to Further, on a failed save against a cold attack, an
smother. If the creature makes its save, it catches its ashcloud is effectively slowed for a number of rounds
breath in time and merely begins the process of suffo- equal to one-quarter the total number of hit points
cation normally (see Suffocation i n T h e taken from cold damage.
Environment, Chapter 8, DMG). If the save is failed, Lifesense (Su): Ashclouds can sense the pres-
the creature is nauseated, and is unable to hold its ence of and the direction toward all living creatures
breath: It must begin making Constitution checks within one mile.
immediately (per the suffocation rules) to avoid pass-

Asuran Lockwatcher
FineCarrbud
Hit Dice: 1/2d10 (2 hp)
Initiative: +1
speed: 20 Ft. (4 squares), climb 20 Ft.
AC: 28 (+8size, +1 Dex, +1 natural, +8cover),
touch 27,flat-footed 19
+o/-20
Poisonneedle +?melee(1 plus poison)
Poisonneedle +?melee (1 plus poison)
1/2 ftJ0 Ft.
Poison
Construct traits, darkvision 60 Ft., damage
reduction Ei/bludgeoning
Fort +0,Ref+5(+1 without cover), Will -5
Str 2, Dex 13, Con -, lnt -, Wis 1, Cha 1
-
Weapon Finesse
Any
Solitary
1/4
None
Always neutral
-
-

A tiny metalk speck mp~esabout with $pent purpose ables. The wizards answer was the lockwatcher, a tiny,
ins& t
h lock. insectlike construct that can hide inside a lock and
strike any unauthorized hand that attempts to force
Description the lock open. The lockwatcher is typically armed
Tired of the predations of thieves, the powerful with a poison that causes painful swelling, slowing
House Asuras in the city of Shelzar contracted myste- would-be thieves and allowing them to be captured
rious wizard-artificer Aramis Darkraven to create a alive. So far, the use of these constructs has not spread
device that could inconspicuously guard their valu- widely beyond the City of Sin, but it is surely only a
CREATURE COLLECTION 111: SAVAGE BEsTlARV

matter of time before Telos Asuras finds a way to make to notice its presence; if it remains unnoticed until an
their production profitable. unauthorized person examines or tries to manipulate
Recently, Darkravenhas been approached by agents the lock, it attacks from surprise. As long as an Asuran
of both the Cult of Ancients and the Courtesans of Idra. lockwatcher dwells inside a lock, any attempts by
He has refused to give them information regarding the unauthorized persons to open the lock will fail until
lockwatchers, as his contract precludes their manufac- the lockwatcher is destroyed.
ture for any parties other than House Asuras. By some Poison (Ex):Although they can be outf~ttedwith any
means, though, these other interested groups are sure to type of injury-delivered poison, Asuran lockwatchers are
discover the secrets of the lockwatchers construction. most oftenarmed withblue whinnis, Large scorpionvenom,
or giant wasp poison (see DMG, Table 8-3: Poisons). A
Combat clockwatcher can hold enough doses of a single type of
An Asuran lockwatcher remains hidden inside a poison for four injections before it must be refilled (it can be
lockuntil an unauthorized person puts an unprotected refilled by any person authorized to open its lock).
hand, ear, or eye to the keyhole. Should this happen,
the lockwatcher strikes from its hiding place with its Constructjon
poisoned needle attack. Operating from within the Asuran lockwatchers are crafted from an alloy of
safety of their keyholes, lockwatchers gain the benefit brass and requires a successful DC 16 Craft
of improved cover (+8 AC, +4 to Reflex saves, and (weaponsmithing) check.
+10 on Hide checks) and can only be struck by When the lockwatcher is created, the creator may
appropriate light piercing weapons (Le. the point of a assign up to a number of specific creatures equal to his
Small or Medium dagger, a Small rapier, etc.). Only if caster level to be authorized by the construct to open
the lock itself is destroyed or badly damaged does the the lock it protects.
lockwatcher emerge. CL 5th; Craft Construct (see MM, Chapter 6),
The lockwatcher is quite inconspicuous, and a arcane lock, fabncate, lesser gem, shrink item, creator
character must make a Spot check opposed to the must be 5th level and able to cast arcane spells; Price
clockwatchers Hide check (+27 Hide bonus in total) 12,000 gp; Cost 6,000 gp + 480 XP.

Barbed Thrasher
Large Plant
Hit Dice: 4d8+12(30 hp)
Initiative: -1
Speed: 0 ft.
AC: 18 (-1 size, -1 Dex, +10 natural), touch
8, flat-footed 18
Base AttacWGrapple: +3/t13
Attack: Vine tentacle +8 melee (ld8+6)
Attacks: 6 vine tentacles +8 melee (ld8+6)
Space/Reach: 10 ft./30 ft.
Special Attacks: Blood drain, improved grab, poison
Special Q u d i Damagereduction 5/slashing, plant traits,
tremorsense 60 ft.
Saves: Fort +7, Ref to,
Will t 1
Abilities: Str22,Dex?,Con 16,lnt -, WislO, Cha
2
Skills: -
Feats: -
Environment: Warm forest
Organization: Solitary, pair, or cluster (3-4)
Challenge Rating: 4
Treasure: Standard
Alignment Always neutral
Advancement Range: 5-12 HD (Large); 13-15 HD (Huge)
Level Adjustment: -
Descrjptjon
Deep in the swelterlngjungles ofTermana,the druids of
The tree is a gnarled, twisted growth, covered in Mormousetheirfoulm~l~andd~k~~~totainttheve~
leaves, with thick tendrils extending along the ground from Plant life itself. Barbed t h m h trees are One fearsome result
its trunk. It emits a thick, rich odor, much like the scent of Of *ese nmals; these aberrant mons~OG1tles have quickly
fresh blood. spread throughout the region and lnto tropical areas beyond.
CREATURE COLLECTION 111: SAVAGE BESTIARV

The barbed thrasher is a carnivorous tree native to the animalswill normally be ignoredunlessthe plant has not fed
sweltering jungles of the Gamulganjus. It is usually found for some time. The vines are quick and extremely strong,
growing near lush watering holes where suitably large prey becoming tighter as the prey struggles against them.
islikelytogather,butcanjustaseasilybefoundinanyjungle Once the vine has a solid hold on a victim, dozens of
orsemi-tropical1ocation.Thethrashernormallygrowsamid barbs extend and pierce the flesh. Some of the barbs inject
dense undergrowth due to the richness of the surrounding a toxin that immediately weakens the victim and begins to
soil, a direct result of its predations. break down and dissolve its tissues. Other barbs act as tiny
Thrashersappearas IO-foot-talltreeswiththick,gnarled siphons and begin extracting the fluids until the body is
trunks that averageabout 3feet indiameter at the base. From drained. Draiied carcasses are left to rot near the trunk to
the crown of the tree sprout thick branches covered in lush lure more prey.
leaves,while six thick, vine-like tendnls hang down and lie Blood Drain (Ex): A barbed thrasher drains blood,
alongthegroundup to30feetfiomthetreeitself.Thecrown dealing ld4 points of Constitution damage in any round
of the tree and the upper few feet of the vines are covered in when it begins its turn with a hold on a victim. Thls
small pods of seeds that small animals and birds may cany continues until the victim is dead or has managed to escape.
away, allowingthe trees to spread to new locations.The tree A thrasher that drains 32 or more points of Constitution is
also oozes with a sap that smells like fresh blood to entice sated for one full week and does not attack any more
larger carnivorousprey. The six mobile vines extend around creatures during that time unless provoked.
the base in alldirections, usually along established pathways ImprovedGrab(Ex): Abarbedthrashermusthitwith
and game trails. Under the s h of the vines are hundreds of a vine attack to use this ability. If it establishes a hold, it
semi-retractablebarbed thorns. automatically injects its poison and may drain blood. A
barbed thrasher vine that has a hold on an opponent deals
Combat ld4 points of damage to the victim if forcibly removed.
When Small or larger prey comes within range, the Poison (Ex):Grapple (hold),FortIX15,ld4Str/ld4
thrasher attemptstograb itusingthenearest tendnl. Smaller Str.

BarrowWnther
10d10+30(85 hp)
+O
40 ft., burrow 30 ft.
14(-1 size, +10 natural), touch4, flat-footed
14
+71+16
Slam +11 melee (ld&5) or claw +11 melee
(ld4+5)
FdAttadc Slam+ll melee(ld&5) and 4 claws+6melee
(ld4+2)
10ft.15 ft.
Eruptfromtheewth, improvedgrab,writhing
Charnelsense, construct traits, damage re-
duction 5lmagic, darkvision 60 ft.,
tremorsense 30 ft.
sues Fort +3, Ref +3, Will t 5
Abili Str 20, Dex 10,Con -, Int -, Wis 14, Cha
1
-
-
Any landor underground
Solitary, pair, or patrol (3-5)
7
None
Always neutral
11-18 HD (Large); 14-30 HD (Huge)
-
CREATURE COLLECTION 111: SAVAGE BEnIARV

The creature is a crawlingnighrmme-its My is thatof a Combat


great, thick w m , but at one e n d g e s the undead kadof a large
A barrow writher slams into its foes, often surfacing
humanoid, jaws gnar;hing. Worse still, it drags itself along the
from below and attacking from surprise. If it hits, the hands
ground with dorens of rotting or fleshless h a
nds and arms,
pull the enemy along the constructsflanksto be crushed as
@pzrently sewn directly to the creaturesMy.
the barrow writher twists and contorts.
Descriptjon Erupt from the Earth (Ex):A barrow writher lying
stationary just beneath the surfaceof the earth is noticeable
A barrow writher is a 12-foot-long construct in
only with a Dc 30 Spot check; while burrowing, it can be
the form of a segmented worm, with the head of a large
detectedwith a E 20 Listencheck. If it remains undetected
zombie or ghoul grafted on one end. Along its sides,
until it rises up from beneath the ground, it may take a full
the rotting arms of zombies or skeletons are sewn in
attackduring its surpriseround, even ifit has alreadymoved.
rows. The creature slithers while being helped by a
waving motion of the hands. Though it has no intel- Improved Grab (Ex):A barrow writher must hit with
ligence and cannot speak coherently, the zombie head a claw attack to use this ability. If it establishesa hold, it may
sometimes mutters broken threats or admonishments writhe (see below).
on behalf of the Ghoul King. Writhing (Ex):As a free action,a barrow writher may
These monstrosities were loosed on Termana by enter aspasmany time it begins its turn witha hold on at least
the Ghoul King to retrieve the dead. Barrow writhers one victim: By arcing its body and rolling and t w i s t i
travel nearly as well through the ground as they can furiouslythroughoutitstum,itdeals2d8+5pointsofdamage
atop it, but while underground they can sense where to any creature it holds throughout its turn. This damage is
the dead are buried. Cemeteries or battlefields are in addition to any other attacksor actions the writher might
beacons to them. When a barrow writher finds a take during its turn. If the writher kills a grappledcreature,
number of dead, it tunnels through the area, its hands it simply holds the body until it returns to its master.
grasping limbs, bones, and whole bodies, before re- Charnelsense (Su): A barrow writher may sense the
turning to the surface. The creature holds the dead presenceofanydead (notundead)creaturewithinone mile.
along its length, ready for delivery to the Ghoul King.

Bjtterfly
Large- (Air, M) Description
Hit Dice: &18+40(76 hp)
Initiative: +4 Bitterflies seem content to roam the wastes of
10 ft., fly 30 ft. (poor) Asherak, ignoring others unless disturbed or attacked,
speed:
AC: 17(-lsize,+8natural), touch?,flat-footedl7 in which case they whirl the sand and grit beneath into
EaseAWGappk +6/+15 a choking, stinging duststorm that makes them even
AttadC Slam+10 melee (ld10+7) harder to catch.
FullAttadc Slam +10 melee (ld10+7) The Ubantu tribesman consider seeing a bitterflys
space/Reedx 10ft.15 ft. slow glide over the desert a fortunate sign. They refer
SpeCldAttXk Armor penetration, sandstorm to these elementals as the Salismuth, which translates
SpecldQudk Amalgam,damagereduction51-, darkvision roughly to the desert freed. Their legends suggest
60 ft., elemental traits, half damage from
that these weird elementals were first called to Scam
bludgeoning, immunity to slashingand pierc-

-
generations ago by a conclave of adepts who sought to
ing
swes Fort +11, Ref +2, Will +5 tame the desert by controlling the unceasing winds.
m i Str 20, Dex 10, Con 20, Int 6, Wis 13, Cha ? What they summoned was a living amalgam of sand
Skllk: Listen.+6, Spot +7 and sky, unwilling to serve its summoners. The first
F& Flyby Attack, lmproved Initiative, lron Will summoned bitterflies escaped the adepts control and
Warm desert have been roaming Asherak ever since.
Solitary Bitterfly is a translation of the original Ledean
chdlengew 6 name for these creatures, coined by early explorers
Treaare: None who sought to capture them, only to discover what a
Alignment: Always neutral risky, sometimes fatal endeavor this was. Tribal adepts
Advancement- 9-15 HD (Large); 16-24 HD (Huge) hint that the gritty essence from these creatures can
LevdAdjuEbnent: - somehow enhance certain magics cast in the desert,
~

but so far foreign sages have been unable to substanti-


The bloeolngclowlofdmksandseems tomowewithwiufd ate such claims.
intelligence.As you wmh, the and itself takes on the s b ofan
enonnms moth-likecreature.
CREATURE COLLECTION 111: SAVAGE BESTIARV

equivalent of a greater duststorm accompanied by 60


Combat mph winds in a 90-foot radius; this effect is
stationary once produced (it does not
move with the bitterfly), and does
not inanyway hamperthe bitterfly.
The sandstorm lasts until the
bitterfly dismisses it or travels
more than 320 feet away from

See the Weather section


in the DMG, Chapter 3, and
also Table 3-24: Wind Effects,
for more information on the
sandstormseffects.
Amalgam (Ex): T he
bitterfly is an amalgam of air
and earth elemental. As such,
it is not affected by powers or
spells that target air or earth
elementals alone. For instance,
a cleric with either the air or
earth domain could neither turn
nor rebuke a bitterfly. However,
the bitterfly takes ld3 pointsofDex-
terity damage in addition to any other
effects when damaged by any attack
round action, a bitterfly can create the that has the water descriptor.

Bleak Crow
TlrrytVlagdBeast You see a large bird rather like a raven, yet its fearhers are a
Hit Dice: 2d10 (11 hp) pale, deadwhite. ltfixes youwithacold, unnerwingstare.
Initii +4
speed: 10ft., fly 40 Ft. (average) Description
AC: 18(+2size,+4 Dex,+Znatural),twch 16,flat- Despite their name, bleak crows look like large, white-
footed 14
+2/-10 feathered ravens rather than crows. These fell creatures
Claw +8melee (ld3-4) sometimes serve titans or evil gods, and have the supernatu-
Claw +8melee (ld3-4) ral ability to capture the souls of dying creatures; they are
2-112 Ft.10 ft. thought by some to be closely related to dread ravens (see
Capturesoul Creature Collection I). For several minutes after the bleak
Bokterundeadservant,damagereduction 51 crow captures a soul, its plumage becomes luminescent,
good,darkvision60 ft., spell resistance12 emitting a soft, eerie light and giving the bird an almost
Fort +3, Ref +7, Will +2 ghostly appearance.The body of an individual whose soul is
Str 3, Dex 19,Con 10, Int 10,WE14,Cha 13 thus captured rim as a mindless undead creature under the
Bluff c5, Hide t12, Intimidate+5,Listen +4, Crows control.
Move Silently +6, Spot +6
Bleak crows seldom attack directly, but often skulk
Persuasive, Weapon F i m
around adventurers or in dangerous areas, hoping to catch
Any land
the soul of apowerful individual. A bleakcrow can holdonly
Solitary or team (1 bleak crow a d 1 corpse
one soul at a time, so it tends to release a held spirit if the soul
PPP4
1 of a more powerful creature becomes available.
None Most bleak crows speak at least one humanoid tongue
Usually neutralevil common to their environment; although their speech is
3-6 HD (Tiny) broken and fragmented, they can usually make themselves
-(Improved Familiar) understood.
CREATURE C O L L E C T I O N 111: S A V A G E B E S T l A R V

Combat
Bleakcrowsareprfight-
ers, a m c h g directly only if a
creature whose soul they covet is
close to death. They prefer to let
their undead servants do the fighting,
and flee if directly assaulted.
capture Soul (Sp): As a standard
action, a bleak crow can capture the soul
of adying or recently dead creature within
30 feet. The soul of any creature that has
been dead for less than1hour is eligible to be
captured, but the crow must be able to see the
body to use this ability. The crow makes a Will
save with a Dc equal to its targetstotal HD during life.
If this check succeeds,the crow captures the soul, and the
body immediately rises as an undead servant of the crow.
The undead servant is
size (see the Zombie templat
number of bonus hit points equal to the victims total HD can have only one undead servant) at a time.
when it was alive. Due to the spiritual link between the bleak Bolster Undead Servant (Su): A bleak crow can
crow and the Ofthe CapturedSOUL the antal also gains dispel turning and bolster undead as if it was an evil cleric of
the benefit of the bleak Crows damage reduction and spell level equal to its HD, but only with respect to its mdead
resistance (ituses thecrowsHDtodetermine SR,not itsown) servant.
as long as it remains within 30 feet of the crow. Spell Resistance (Ex):The bleak crow has spell
A Creature whose soul is captured bY the bleak Crow resistanceequal to 10+ its HD. (Ableak crow that becomes
m o t be raised or resurrected in any way until the soul has afamiliarm its h e HD, not its mastersHD, to determine
been released. A soul can be released by the bleak crow thisvalue.)
voluntarily,though thls rarelyhappens; it is also released if the Skills: The bleak crow has a +2 racial bonus on Spot
crow is slain, or can be releasedby a kmited wish spell or similar

Canopy Creeper
L q eAnid From the thick jungle growth owerhead, a creature
Hit Dice: 4d8t4 (22 hp) strikes downward with terrifying speed. It is a large snake,
Initiative: +7 its scales a combination ofgreen and brown, its enormous,
speed: 30 Ft. (6 squares), climb 30 ft. needle-shQ fangs protruding.
AC: 16(-1 size,+3Dex,+4 natural),touch 12,flat-
footed 13 DescrjDtj on
+3/t11
The canopy creeper is a large poisonous snake
Bite +6melee (ld6+6)
that makes its home in the trees of jungles and rain
Bite +6melee (ld6+6)
forests, its mottled green and brown hide blending
10 FtJ5 ft.
Constrict, improvedgrab, poison
easily with the lush forest canopy. Though canopy
Scent
creepers resemble many of the other reptile species
Fort t5, Ref t7, Will t 1 that dwell in the Gamulganjus, they are most feared for
Str18,Dex16,Con12,1ntl,Wis12,Cha2 their terrible poison.
Balance +11, Climb +15,Hide t5*, Listen t7,
spot +7 Combat
ImprovedInitiative Canopy creepers lurk in the trees above game
Warm forest trails or pathways. When a lone creature walks under-
Solitary or pair neath, the snake strikes. Uncoiling from the canopy,
3 it lashes downward to bite the victim, injecting its
Standard paralytic poison. If the victim is paralyzed (and light
Always neutral enough), the creeper pulls its meal up to the canopy to
5-8 HD (Large); 4-15 HD (Huge)
eat in peace. It rarely attacks prey of size Large or larger,
-
CREATURE COLLECTION 111: SAVAGE BESTIARV

as this generally forces the creeper to crawl down to the 201-400 pounds constitutes a medium load, and 401-
ground to consume its meal. Canopy creepers some- 600 pounds heavy.
times stalk a group of people through the canopy for Constrict (Ex):O n a successful grapple check, a
hours, waiting for stragglers to separate from the group. canopy creeper deals ld6+6 points of damage.
A canopy creeper can sometimes be frightened Poison (Ex): Bite, Fort DC 15, ld6 Strlparalyzed
away from combat by a bright light or an open flame, for 2d6 hours.
especially if part of the forest canopy has been ignited. Improved Grab (Ex): To use this ability, the
However, a mated pair of canopy creepers will usually canopy creeper must hit with its bite attack. If it
fight to the death. establishes a hold, it can constrict.
A canopy creeper will typically focus on a single Skills: Canopy creepers have a +4 racial bonus on
target until it is paralyzed and then move on to another Hide, Listen, and Spot checks, a +8 racial bonus on
if outnumbered. If attacked while feeding, its initial Balance check, and a +10 racial bonus on Climb
response is to flee with its meal, carrying a paralyzed checks. They can always choose to take 10 on Climb
meal, held in its jaws, away through the canopy if a checks, even if rushed or threatened.
reasonable escape route is present. *In tall grass or underbrush, a canopy creeper has
A canopy creeper can lift and carry a creature a +8 racial bonus on Hide checks; if it is in the canopy
weighing up to 200 pounds without being hampered; of a tree, it has a +16 racial bonus on Hide checks.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Carcass
whole troops of undead elite,transporting and then blasphe-
Largew
Hit Dicg 9 1 2(38hp) mously expelling them into battle.
Initiative: -3 If forced to fght, a carcass uses its slam attack; if its
speed: 15ft. (3 squares) abdominal cavity is empty, it tries to envelop foes. Living foes
AC: lo(-1 size, -3Dex,+4 natural),touch6,flat- trapped by a caras are sometimes born back to its creator or
footed 10 master for torture or conversion into undead.
+2/+11 Envelop (Ex):A carcass is big, but its grotesquely
Slam +6melee (ld&5) or touch +6melee
(envelop)
distended abdominal cavity is mostly hollow. An empty
FullAttack 2 slams +6melee(ld8+5)or touch +6melee carcass can attempt to envelop opponents into its M y ,
(envelop) trapping them inside. Instead of using its slam attack, a n
10ft.110 ft. empty carcass can make a melee touch attack against a
Envelop, paralysis Medium or smalleropponent; thls deals no damagebut, if it
Darkvision 60 R., expel, undead hits, initiates a grapple check as a free action. This grapple
Fort+l,ReF-Z, Wi11+4 provokes an attack of opportunity normally,but even if the
Str 20, Dex 5, Con -, Int 2, Wis 10,Cha 2 carcass is hit, it may still continue the grapple.
Listen +4, Spot +4 If the carcassestablishes a hold, the opponent isdrawn
Toughness (2) into its M y and trapped. A trapped creature must save
Any land or underground againstthecarcassparalysis(seebe1ow);it isalsoconsidered
Solitary, pair, gang (3-6),or troop (7-15) grappled (the carcass is not) and, if it is not paralyzed, can
2 attempt to escape by succeeding at two grapple checks
None against the carcass on subsequent rounds -the first gets it
Always neutral
back to the abdomensopening and the second allows it to
6-9 HD (Large); 10-15 HD (Huge)
free itself completely. Also, dealing 10points of damage to
the carcasss interior (AC 13) with a light slashing or
Thecreaturebefore youisanobesemassofundeadfksh.As piercing weapon opens a hole large enough for a trapped
you watch, your h o r grows, for its abdomen splits o w to creature to slip out. The hole closes immediately after the
disgorge a mars of other undead cream-es, crawlingforth in an victim exapes; another trapped creature must cut its own
way out.
obscene parodr of birth.
Large carcassescan hold up to 2 Medium, 8 Small, 32
DescriDtjon
_ _ Tiny, 128Diminutive, or 512 Fine creatures within their
Gathered and created from the fallenranks of the abdominal cavities.
Ghoul Kings most stalwart enemies, these undead Paralysis (Su):Livingvictimstrappedby a c x m s
atrocities have been denied any hope of a dignified are subjected to a potent paralytic effect. Such crea-
death, mtead corrupted into some of the most go- tures must make a successful DC 12 Fortitude
tesque of the Ghoul Kings slaves. save each round or be paralyzed until ld4
rounds after the carcass expels it.
Bloated to an o h e size by the fell magics of
the GhoulKmg,carcass are grossly obese.Jagged Expel (Ex): As a standard action, a
horizontalincisions,throughwhichalltheirinter- carcasscanexpeluptolM~hm,4Small,
nal organs are removed, split their &tended 16 Tlny, 64 Diminutive, or 256 Fine
abdomens into gapingmaws, leavingthe crea- creaturesit has enveloped lnto any un-
turesnothng more thangiganticmttinghusks. occupied 5-foot quam it threaten.
Cnce the bodies are magically and surgically Trusdcesnotpvokeattacksttacksd
altd,theyarethenreanimatedandsentout opportunity upon the carcass
on stumps of morbid fit to tromp back itself, but creatures b e i ex-
against the ranks of the Ghoul I<mgs pelled may provoke attacks of
foes. opprtunityforleavingthecarcadsquare
- andpassingthroughothmasthecarcass
Combat
Thebulk, awkwardness,andstu- A newly expelled creature rolls
pidityofcarcassmakethemprly initiativeand enters combat normally
for any but the most auxiliary role in combat; on the following round, unless it IS
their true value instead relies u p n fear and
surpm. The abdomens of these swollenhor-
rors are often bulging with lifeless burdens,
allowing relatively few carcases to hide
CREATURE COLLECTION 111: SAVAGE BESTIARV

CamjvalKrewe, Bayou Seer


Bayouseer BayouW~8thLd~
MedmlvlomhsHulmoid MedunlvlomhsMmanold
4d8 (18 hp) 4d8+4plus 8d4+8(50 hp)
+2 +6
30 ft. (6 squares) 30 ft. (6squares)
13(+2Dex, +1 natural), touch 12, flat-footed 11 16(+2Dex, +1 natural, +3deflection), touch 15, flat-footed 14
+4/+4 +81+7
Claws +4melee (ld4) claws+7mdee (ld4-1)
Claws +4melee(ld4) Claws +7 melee (ld4-1)
5 Ft.15 Ft. 5 ft.15ft.
Spelk, spell-like abilities Spelk, spell-like abilities
Alternate form, benign aura, low-light vision Alternate form, benign aura, low-light vision
Fort +1,Ref +6,Will +5 Fort +4,Ref +8,Will +13
Str 10, Dex 14,Con 11,Int 13, Wis 12,Cha 17 Str 8,Dex 14,Con 12,lnt 16,WE 16,Cha 25
Bluff +?, Concentration+4,Diplomacy +5, Bluff+23,Concentration+15,Diplomacy +11,
Disguise+7,Knowledge (arcana) +3,Listen+5, Disguise+11(+13acting),lntim&te +?, Knowledge (arcana) +15,
Sense Motive +3,Spellcraft+5,Spot +2, Listen +7,Sense Motive +5,Spellcraft +1?, Spot +4,
Use Magic Device +7 Use Magic Device +11
Magical Affinity, Spell Focus(enchantment) EschewMaterials, lmproved Initiative, Magical Affinity,
Spell Focus (enchantment), Spell Penetration
Any land Any land
Solitary, pair, or covey (3-5) Solitary or covey (witch plus 2-4 bayw seen)
3 12
Double standard Double standard(includingring ofprotection +3
and c/o& of chatisma +2)
Usually neutral evil Usually neutral evil
By character class By character class
+5(cohort) +5(cohort)
Bayou seers turn their mortal patrons to evil in
The creature resembles a tall, slender elven female. insidious ways, promoting a thirst for sensual pleasures
Though she gazes at you with disturbingly empty black eyes, and a disregard for common folk and common de-
you cannot imagine that she is a threat to you -in fact, she cency. One can often (but certainly not always...)
seems quite harmless, despite her striking appearance. discern those courts in which a bayou seer holds sway
by the decadence and callousness of the ruler.
Descnptjon
These beautiful and seductive creatures from the Combat
Krewe of Mangroves appear to be more human than Bayou seers loathe combat (although they can
most anything else from the Carnival of Shadows, but certainly appreciate bloodshed), and go to great lengths
only fools judge by appearance. Bayou seers are always tonegotiate in any conflict. When the need forprotec-
female. Their natural form is that of a tall, graceful, tion arises, they always have several charmed servants
pale, and extremely thin humanoid with slightly nearby to take the brunt of any assault. Given their
pointed ears. They can take alternate forms, most benign aura ability, bayou seers use most of their
commonly those of a raven, spider, or lizard. Bayou actions to support their minions or cast defensive
seers can easily be mistaken for elves, except that their spells. Only as a last resort do they take the offensive.
eyes are completely black, with no distinguishable When they must, they use enchantment spells to
pupils, and they have long black fingernails. It has control their attackers, hoping to turn them against
been conjectured that they may be the rare offspring of each other.
elves and silken parasites (see Bbod Bayou). These monsters serve best as support for more
Of all the different krewe members, bayou seers powerful villains, or perhaps, when advanced suffi-
are the ones most likely to have been outside of the Bay ciently, as key villains themselves. Their powers of
of Tears, for they are often employed by unscrupulous divination make them excellent foils, justifying NPC
nobles of other lands, who covet the seers powers of knowledge of PC activities.
divination. Most of these itinerant divinersare actu- SpelLLike Abilities: 1/day--augury, scrying (DC
ally spies for the Jack of Tears. O n the surface, bayou 17); l/weekdivination, legendlore. Caster level 12th.
seers seem quite loyal to those whom they supposedly The save DCs are Charisma-based.
serve -but in truth they serve only the Jack of Tears.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Spells: Bayou seers cast spells as 4th-level sorcer- lustful gaze**t, see invisibility; 3rd-arcane parry**,
ers. They also have full access to spells from the clairaudiencelclairvoyance, dispel magcc, suggestiont;
Secrets** domain as if they were sorcerer spells known 4th-charmmonstert, detectscrymng, lessergeast; 5th-
by the seer. The save DCs are Charisma-based. dominateperson?, teleport;6th-nm-s~ suggestion?. Caster
Typical sorcerer spells known (6/7/4; save DC 13 + level 12th.
spell level): O d a z e t , detect magcc, detect poison, dows- Because of Spell Focus (enchantment),the save
ing*, read magic, steal sleep*?; 1st-harm person?, DC for these spells is 18 + spell level.
comprehend languages, identify; 2nd-locate object. The bayou witch may also cast spells from the
t Because of Spell Focus (enchantment), the save Secrets** domain as sorcerer spells.
DC for these spells is 14 + spell level.
Alternate Form (Su): A bayou seer can assume Bayou Seers as Characters
an alternate form at will as a standard action. This Most bayou seers with class levels are sorcerers.
ability functions as a polymorph spell cast on itself Some bayou seers take levels in wizard or cleric, and it
(caster level 8th), except that the seer does not regain 1s not unheard offor them to become loremasters,

hit points for changing form, and any individual bayou Bayou seer characters have the following racial
seer can assume only one particular form. This form is traits.
determined at the seer's birth, and must be an animal -+4Dexterity, +2 Intelligence, +2 Wisdom, +6
or vermin no larger than Tiny. Typically, a seer takes Charisma.
the form of a raven, lizard, spider, or viper, although - Medium size.
other forms have been known. - A bayou seer's base land speed is 30 ft.
Benign Aura (Su):Bayou seers exude an - Racial Hit Dice: A bayou seer begins
aura that makes them seem harmless and with 4 levels of monstrous humanoid, which
friendly to those who would attack them. provide 4 Hit Dice, a base attack
This aura is similar in effect to the sanctuary bonus of +4, and base saving throw
spell (caster level 8th; Will DC 15 negates), bonuses of Fort + 1, Ref +4, Will
except that opponents must save each time
they wish to attack the seer. This aura can be '
-Racial Skills: A bayou seer's mon-
dispelled, but the seer can create it again as strous humanoid levels give it skill points
equal to 7 x ( 2 + Int modifier, minimum
itself attacks, its benign aura is sup-
1).Its class skills are Bluff, Concentration,
pressed for 10 rounds. The save DC is
Diplomacy, Knowledge (arcana), Listen,
Charisma-based. Sense Motive, Spellcraft, Spot, and Use
Skills: Bayou seers have a +4racial Magic Device. Bayou seers gain a +4
bonus on Bluff and Disguise checks. racial bonus on Bluff and Disguise
Bayou Wjtch - Racial Feats: A bayou seer's
Bayou seers who gain great skill in sorcery monstrous humanoid levels give it two
become valuable commodities both among the
Krewes and in the various depraved courts of other
- + 1 natural armor bonus.
lands. Although they always seem to serve their
' -NaturalWeapons: Claws (ld4).
courtly masters well, bayou witches have only one
- Special Attacks (see above):
liege: the Jack of Tears.
Spell-like abilities, spells.
Combat - Special Qualities (see above):
The save DCs for this bayou witch's scrying (DC Alternate form, benign aura, low-light
21) and benign aura (DC 19) are adjusted for its
higher Charisma score. Automatic Languages:
Typicalsorcerer spells known ~6l8l8l7l7I6l4; Termanan, High Elven.
save DC 17 + spell leve1): O-urcane mark -Favored Class: Sorcerer.
detect magc, detect poison, daze?, flare, pres- -Level Adjustment: +5
tidigitation, read magic, resistance, steal
sleep*?; lst-change self, comprehend
languages, expeditious retreat, iden-

presence", invisibility ,
CREATURE COLLECTION 111: SAVAGE BESTIARY

Carnival Krewe, The Piper The Pipers preferred practice is to enter small
Medim Fey
towns and villages, offering to help solve an impos-
Hit D i 17d6 (89 hp)
sible problem - often one of his own design - for
Initiative: +8
a carefully appraised, exorbitant fee. The town elders
speed: 30 ft. (6 squares), swim 20 ft.
AC: 20 (+4Dex,+6 t4glameredleatt~ermor)~ agree, either because they dont believe he can SUC-
touch 14, flat-footed 16 ceed, or because they have been charmed by his
keAttack/Gappk t12/+12 natural allure or his magic. When the Piper succeeds
AbCk Spdlstwmgdaggw0f~~+l7(ld4tl/l?- at his boast and the townsfolk find they cannot pay
20) (for the Piper always prices his services just beyond
FdAttadc Spdlstwiy d w of v e m +17/+12/+7 what his victims can possibly pay), he storms away
(ld4+1/19-20) angrily. Yet he always returns the next day, using his
space/Raadr 5 ftJ5 ft. flute and his spells to steal their children away,
*dA* Spell-like abilities, spelk bringing them to Blood Bayou. Rescuers have until
SpeCdQuditk abilities 10/cold
iron, low-light vision
the next full moon to act, but to date none have
k Fort +5, ReF+14,Will t13 succeeded in winning these stolen children back from
Abili Str1O,Dex19,ConlO,lnt16,Wis17,Cha26 the Piper*
%lk: Balance +6, Bluff +23, Concentration +15, In the Bayou, under the light of the next full moon,
Craft (alchemy) t8, Diplomacyt25,Disguise the Piper uses the twisted forces of the Bayou (and the
+8 (t12 acting), Escape Artist +14, Gather taint of Kadum)
Information +17, Hide t13, lntimidate +IO,
Jump+7, Listen+28, Move Silently+l3, Per-
form(act) t13,PerForm(dance)+13,Perform
(oratory) +13, Perform (wind instruments)
+20[p,peofcommand],Perform(sing)+30,
R i b 1Casting+13, Sense Motive +12, Sleight
of Hand +1?, Spelkraft +I3 (+15 deciphering
scrolk), Spot +13, Swim +8,Tumble 44, Use
Magic Device+14(+16scrolls),UseRope+4
(+6 with bindings)
Feats: ExtendSpell,HeightenSpdl,lmprovedInitia-
tive, Spell Focus (enchantment), Student of
Riblx*, Weapon Finesse
Any
organ& Solitary (unique)
WlengeRating: 18
Treanre: Standard
Ngment: Neutralevil
AdvancementRange: By character class
LwdAdjustment: -

Anelm~bloodedminstrelmperformer,
cfadin wildcolors
and weannga bn& red q,puUs apipe from somewhereabout
h wmt and raises it to his lips.
Descnptjon
The Piper appears as a wandering min-
strel of half-elven heritage. Thin and tall,
he wears bright colors and sports a red
cap. A traveling sack hangs over a
shoulder. He looks like nothing
more than a simple bard,
traveling from village to vil-
lage and playing his pipe.
Few ever realize, at least unt
it is far too late, that this solitary
being is one of the oldest, cruelest evils ever to walk
upon Scarn.
CREATURE COLLECTION 111: SAVAGE BESTIARV

r Artjf act)
This is a woodwind instrument similar to an oboe, designed in an ancient and unique style. I t is also a
magic item of incredible power, thought to have been a gift to the Piper from the Laughing Man himself. Any
evil character who has at least 1 rank in Perform (wind instruments) receives a +5 bonus on Perform checks
while playing the pipe of command, and also receives the effects of a magic circle against good spell while playing.
When the pipe is played by a character with at least 5 ranks in Perform (wind instruments), all creatures
within 60feet may be affected, if the player wills it, as if by the spell dominate monster. Creatures with 1 HD
or less get no saving throw to avoid this effect; all other creatures in the area must make a DC 23 Will save
to avoid it.
Creatures that do make the Will save are still affected as if by the spell deep slumber if they have 2 to 4
HD; those with 5 or more HD who make their Will saves are unaffected, and are, in fact, immune to its powers
for 24 hours. The domination effect remains in place for as long as the instrument is played and for ld4 rounds
afterward (roll l d4 separately for each affected creature once the piper stops playing).

evil fey: redcaps, malevolent sprites, dananshee, and Spells: The Piper casts spells as a 17th-level bard. He
others. Their innocence is stripped away, replaced by alsohas full access to spellsfromthe Entrancement**, Evil,
cruelty and asavage hunger. It is not known whether the and Fey** domains, as if they were bard spells known to
Piper benefits in some way from this, or whether he him. The save D c s are Charisma-based.
merely does it for his own sadistic amusement. Bard spells k m (4/6/6/6/5/4/2; saw Dc 18 + spell
The Pipersorigin is unknown. Although he serves l e d ) : &dancing lights, daze?, filch*, flare, light, lullaby?;
the Momus, he does so without bowing or scraping: Ist+umprehend languages, cure light wounds, expeditious
they address each other as equals, both holding an retreat, hideous laughter?, silent image; 2 n d 4 b i * t , cats
amused glint in their eyes. The great sage Yugman has grace, rend the sowereign soul?, s u m m swam, wirtues
reportedly uncovered some fragmentary writings in an curse**; 3 r d - h m monster?, displacement,glibness,slow;
archaic dialect not used for over a thousand years - 4th-dominate person?, greater invisibility, mask of wirtueS ,
indeed, he attributes the text to the ancient slarecians summon monster W ; 5th-Austlinans wioknt scream**,
-that translates roughly as beware of him who sings h w a i l * , shadow w&, song of &cord?; 6th-chams
with beauty but steals our children. aegis**?, irresistibledance?, veil.
t BecauseofSpellFocus(enchantment), thesaveDC
Combat for these spells is 19 + spell level.
The Piper considers physical combat beneath him, S This spell can be found in The Wise and the
instead summoning monsters and swarms of vermin or Wicked.
using his pipe of cummand (see below) to dominate nearby Bardic Abilities: The Piper has all the class abilities
creaturesto fight on his behalf. He uses his other spells and of a 17th-level bard, including base attack, saves, skills,
his bardic music to demoralize and confuse the opposition class features, and spells.
if attacked. He always remains at a safe distance and flees Skills:ThePiperhasa+4racialbonusonHide, Move
before combat ends. Silently,Perform(sing), andUseMagicDevicechecksand
If the opposition appears to have the upper hand, he a +8racial bonus on Bluff, Diplomacy, Gather Informa-
will use dominated innocents (particularly children) as tion, Listen, Sleight of Hand, and Swim checks. He can
living shields,even to the point ofordering them to impale always choose to take 10 on Swim checks, even if rushed
themselves on enemy weapons, and use d i m i o n door or threatened.
and/or shadow walk to reach safety. He is wicked and
vengeful, though, and is likely to attack again at some later The Krewe of Fey
date, when his enemies are asleep, unsuspecting, or other- Evil fey tend to be solitary creatures, but many
wise weakened. acknowledge the Piper as their ruler. Together, they
The Piper always wears +4 glamed leather a m and form a loosely-allied group known as the Krewe of Fey
a cloak of charisma +4, and he carries a dagger of wenom with (they also call themselves the Unseelie Court, but
the spell sturingability, as well as his signature instrument, there are anumber of similar groups across Scarn that
the legendary pipe of cummnd. claim a similar title for themselves). They are the
Spell-Like Abilities: At will-f& fire, h& from most secretive of the Krewes; no one knows their true
animals (DC1 9 ) , ~ s e v i t h o u t t r a c e ; 3 / d a y ~ m i o n d o o r , numbers or their goals (except perhaps the Momus).
entangle (E 19),fog cloud; l/day-cmmune with nature, This Krewes members arent concentrated in the
longs&, wa7pwood(DC20).Casterlevel17th.Thesave Blood Bayou, but exist all across the Scarred Lands.
DCs are Charisma-based. Four times a year, a large number come forth at the
Pipers command to pay homage to the Jack of Tears.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Camjval Krewe, Shark-Folk folk come on land. They can survive for severalhours out of
Large--(AW) the water, and move as quickly as a human, fighting with
Hit Dice: 8d8+40 (76 hp)
their ferociousbites and slashing claws.
Initiative: +O
30 ft. (6 squares), swim 30 R. Shark-folk are not terribly intelligent,but can usually
speed:
AC: 15 (-1 +6 touch 7,ofoea-tdlf be counted on to follow the orders of the blood kraken who
15; on land 13 command them. There are rumors of independent gangs of
+8/t17 wild shark-folkroamingthe crimsonwatersof the Blood Sea.
Bite+l2melee(ldlOt7/17-2O)orshortspr
+8rayed (ld8t5) Combat
FdAttack Bite +12 melee (ld10+5/17-20) and Shark-folkare not terribly agile,especiallyon land,but
shortspear t 7 melee (ld8+2/x3); or
shortspear+8ranged(ld8t5) they are deadly opponents nonetheless. Their tactics are
10ft./10 ft. crude; in combat, shark-folkwill gang up on wounded foes,
Blood frenzy, lockingjaws biting and ripping at any availableflesh until opponents are
Amphibious, blindsense, darkvision 60 ft., dead. They are not knownfor theirdiscipline,and havebeen
fast healing1, fish out of water, keenscent known to break off combat to swallow bloody gobbets of
saves: Fort +7,Ref +6, Will +5 flesh - even that of their allies -before moving on to
Abiri Str 21, Dex 11, Con 20, Int 7, Wis 8, Cha 6 another foe.
%ilk Listen+5, Spot +5, Survival+1*, Swim +14 Groups of shark-folk are normally commanded by
Featr Alertness, lmproved Critical (bite), Power blood krakens, which remain submergednearby while their
Attack
troops wade ashore or assault vessels. Once set in motion,
Any aquatic ci-warm marsh
shark-folkgenerally fight until slain or until all foes have
Solitary, pair, shiver (3-6), xhod (7-12),
raidingparty(8-16, plusl-2 bloodMens), been killed, so the presence of a blood M e n is somewhat
or reef(10-40plus50%noncombatantsand superfluousafter battle has been joined.
1 leader of 3rd to 5th level) Blood Frenzy (Ex):When a shark-folk has not fed for
4 at least an hour and smells fresh blood, it immediately goes
Standard into a killing frenzy,a t t a c h the nearest foe or, ifno foe is
Usually lawful evil within 30 feet, the nearest creature. While frenzied, it gains
By character class a+4bonustoStrengthandConstitution,a+2moralebonus
+5 on Will saves, and a -2 penalty to Armor Class. This frenzy
lasts until the shark-folk has fed, or for a number of rounds
A large, hq-Wcreature emerges into wiew, looking equal to 3 + the shark-folk's current Constitution modifier
for aU the world like a bipedal shark. Its toothy maw grim at you
(minimum 3 rounds), whichever comes first.
sawagely , and it mowa clumsily on tevo m u s h kgs. As you
After it has killed an opponent, a frenzied shark-folk
watch, two arms with cfawed h a d unfold from its s&.
h
must make a Willsave (E15, +I perhoursinceit last
\A fed) or else stay and feed on the body for a number of
Descrjptjon
When ordinary sharks were exposed to the blood of
the titanKadum, somegrewdlsproportionatelyhuge and
malevolent. Others were transformed mdifferentways,
and many of this lattergroup changed mto fearsome
amphibious humanoids: the shk-folk. Today,
the shark-folkserve Queen Ran m the Jack
of Tears' &ewe of Waves. They act as
Ran's shock troops, attackmg ships and
raidmg coastal settlements that fail to pay
proper tnbute to the queen or that have 6
angered (or failed to amuse) the Jack of
Tears.
When swimmmg, these crea-
tures are almost mdistmpishable
from large, muscular sharks.
Their clawed arms and legs are
held tightly agalnst their bodies 3

and are extended only when the shark- ./


CREATURE COLLECTION 111: SAVAGE BESTIARY

rounds equal to 1 + the amount by which it failed its Will Keen Scent (Ex): Shark-folk can notice creatures by
save. While feeding in this way, it is considered dazed. scent in a 30-foot radius; they can smell fresh blood within
Locking Jaws (Ex): When a shark-folk makes a 180 feet. Underwater, this scent ability extends to 150feet;
successfulbite attack, it may establish a hold asif it had made furthermore, shark-folk can detect blood in the water at
a successfulgrapple check. This is a free action, and does not ranges approaching a mile. Shark-folk can track bleeding
provoke an attack of opportunity. A shark-folk that has a creatures by scent.
hold on an opponent may release its hold as a free action; if Skills: Shark-folk have a +8 racial bonus on Swim
it begins its turn with an opponent held in its jaws, it deals checks. They can alwayschoose to take 10on Swimchecks,
bite damage automatically. even if rushed or threatened. They can use the run action
Amphibious (Ex): Shark-folk can breathe both air while swimming, provided they swim in a straight line.
and water. However, they must make a Fortitude save (E *A shark-folk tracking acreature by scent while under-
15,+ 1per hour out of water) each hour they remain out of water has a +4racial bonus on Survival checks.
water or take ld8 points of nonlethaldamage from dehydrae
tion. Shark-Folk Characters
Blindsense (Ex):Shark-folk can locate creatures un- Shark-folksfavored class is barbarian, and most shark-
derwater within a 30-foot radius. This ability works only folk leaders are barbarians. Many also become fighters, and
underwater. somerarefew takelevels inranger,usuallychoosinghuman-
Fish Out of Water (Ex): When not in the water, aids as theirfmmdenemies.
shark-folk suffer a -2 circumstance penalty to AC and on
Reflex saves.

Chardunj Battle Ram opponents, despite their superior numbers and train-
Large Magical Beast
Hit Dice: 4d10+8 (30 hp)
ing. After one such battle, a dwarf war hero appealed
Initiative: +3 to Chardun. Because of his tenacity, agility, and great
40 ft. (8 squares) beard, this warrior had become known as The Ram,
speed:
AC: 15(-1 size, +3Dex,+3natural), touch 12,flat- which prompted him to wear a distinctive helm with
footed 12 curved rams horns. Great General, the Ram cried,
+4/+11 victory would be assured if only we had mounts of our
Butt +6 melee (2d6t4/1?-20 plus stun) own! I would gladly carry my brothers on my own back
Butt+6melee(2d6t4/1?-20 plusstun)and if only I could! At this, Chardun was inspired and
2 hooves +1 melee(ld4+1) transformed the warrior into the first battle ram. Five
10ft.15 ft. hundred other charduni were soon chosen to receive
Homsvirtue, powerfulcharge 3d6+4, stun this great blessing, and, riding upon these ferocious
Darkvision60 ft., dwarf traits, riseasundead creatures, the charduni vanquished the titanspawn
Fort +6, Ref+7, Will +3
with ease.
Str 17, Dex 16, Con 15, Int 5, Win 12, Cha 6
Battle rams are the size of a large, stout pony, but
Balancec8, Listen+4, Spot +4
Improved&IIIRushB,lmprovedSunder,Power weigh as much as a light warhorse. Though they
Attack resemble a cross between bighorn sheep and mountain
Cold cr temperate mountains goats, they are not in actuality related to either species
Solitary or squad (3-10 with Ramriders) and cannot reproduce with either. Battle rams are
3 remarkably nimble, and can climb even the steepest of
No coins; standard goods and items natural slopes. They have thick-boned skulls support-
Usually lawful evil ing massive, serrated, backward-curling horns that can
5-12 HD (Large) inflict horrible wounds. Males and females both have
+3 (c&rt) horns, although those of males are slightly wider and
more curled.
It is u rum, certainly, but like none you have seen Battle rams have no society of their own, but they
before. It stands ut least fivefeet tall ut the shoulder, but it is have a special place among the darkdwarves: Charduni
incredibly broad and muscular. Its eyes bum with ferocity, treat battle rams like family members rather than
and its head sports two tightly curled, sharply ridged horns. simple beasts -because they often are family. When
charduni recite their family lineages, they are always
Descrjptjon careful to include those members who became battle
During a Pivotal Point in the Titanswar, the rams, and their descendants refer to them proudly as
charduni were sufferinghorrible losses against mounted Blessed Rams of Chardun.
CREATURE COLLECTION 111: SAVAGE BElTlARV

The elite Ramriders are rowdy and prouddwarves, Combat


who often dye their own hair and beard?,dllU A -- L l l-
CL---*-
UdLS
Battle rams attack with their fearsome horns and
of their partners - never mounts11-- in matching
hooves. They ram foes either by charging or rearing
hues. Some Ramriders have been knovvn to coat the
back on their hind legs and crashing their deadly horns
horns of their ram partners with1 ---..:-..
V d l l U U s poisons. It is

also common for Ramriders to uvb XTQrious types of


v u
into an opponent. Battle rams that fall honorably in
barding to armor their partners. A Ramirider trainee is battle are resurrected by the powers of Chardun and
paired with a battle ram when both arc: yet children, continue to serve him as undead. These skeletal beasts
and the two are rarely apart from that (lav forward. If are often ridden by Chardun-slain, who were their
. _
a battle pa,.L
_ _ - -1...L -__-
ruler uieb U U L LIK rdlll survives. it is
Kamriders in life.
retired, often bet,,,,,,,, a --Jer. If a Ramrider loses
rrm*nn

uILLuI
Battle rams will never accept a non-dwarf rider,
___- ___
-__-_ ___-
=---- -_-,he hecnmes
his nmtner -R fnnt $I~ l d i e andr never rides and usually make every effort to kill anyone else who
again. attempts to mount them.
Rams Day is a Charduni religious holiday, char- Carrying Capacity: A light load for a charduni
acterized by revelry and tests of might, usually in the battle ram is up to 260 pounds; a medium load, 261-
form of drunken head-butting contests. 520 pounds; and a heavy load, 521-780 pounds. A
battle ram can drag 3,900 pounds.
Horns Virtue (Ex):Charduni battle rams horns
are considered magic weapons for the purpose of
penetrating damage reduction. Further, their horns
have a critical threat range of 19-20.
L Powerful Charge (Ex): A battle ram normally
begins combat with a charge attack. In addition to the
normal benefits and hazards of a charge attack, this
allows the beast to make asingle butt attack that deals
3d6+4 points of damage. The save DC for the rams
stun ability is increased by 2 on a charge.
Stun (Ex):Anyone struck by a battle rams butt
attack must make a DC 15Fortitude save or be stunned
for 1 round. (If the battle ram is charging, the DC
increases to 17.) The save DC is Strength-based.
Dwarf Traits (Ex):Charduni battle rams retain
some of the racial traits of charduni (see Appendix
Two of Creature Collection Revised), as follows:
- Battle rams can move at their normal speed
even when wearing medium or heavy barding or when
carrying a medium or heavy load (unlike other crea-
tures, whose speed is reduced in such situations).
-Stability: A charduni battle ram gains a +4
bonus on ability checks made to resist being bull
rushed or tripped when standing on the ground
(but not when climbing, flying, riding or other-
wise not standing firmly on the ground). This
bonus stacks with the usual stability bonus for
four-legged creatures.
- +2 racial bonus on saving throws
against poison and disease.
- +1 racial bonus on saving throws

against spells and spell-like effects.


-Y -
Rise as Undead (Su): In the same manner as
humanoid followers of Chardun, battle rams serve
their evil god loyally and, if slain in battle, rise from
the dead after 30 days. A risen battle ram gains the
skeleton template (see MM).
Skills: Charduni battle rams have a +4 racial
bonus o n Balance checks.
CREATWRE COLLECTION 111: SAVAGE BEnlARV

Corpse Hound
MedmMagdBeast confirmed,as expeditions to the Ghoul King's realm are few,
Hit Dice: 5d10+15(37 hp) far between, and invariably disastrous.
Initiative: +3 While corpse hounds prefer to eat rotting flesh, they
speed: 50 ft. (10sqwres) will bring down living prey for fresh meat if starving.
AC: 17(+4Dex, +3natural), touch 14, flat-footed
13 Combat
att tad do apple: +5/+7 Corpse hounds are crafty hunters, usually employing
Athrk: Bite +7melee (ld8+3plus necrotic bite) tactics similar to those of hyena packs. Against more pow-
Fd Attadc Bite +7mdee (ld8+3plus necrotic bite)
erful opponents they are cautious (but fearless), rushing in
space/Reedx 5 R.15 R.
and biting, then retreating to allow their necrotic bites to
SpeCldAttdS Necrotic bite, trip
take their toll.
SpeClalQudltk Damagereduction 5/magic, immunities,low-
light vision, xent Necrotic Bite (Su):Corpse hound saliva have acidic
saves Fort +7,Ref +7,Will +1 andnecromantic properties that breakdownrottingfleshso
Abilities Str 14,Dex 17,Con 17,lnt 3, Wis 10,Cha 6 that the hounds can more easily digest their fetid diet. A
Skilk: Listen +4,Hide +5*,Spot +4,Survival +2* corpse hound's bite deals ld6 points of acid damage to
F& Alertness, Combat Reflexes undead or dead flesh.
Emrirorment: Any land However, this enzyme is also hannful to living tissue:
organ& Solitary, pair,or pack(3-15) Bites from a corpse hound do not heal naturally and must be
MlengeW 4 cured with magic. Further, living creatures bitten may also
Treanre: None contract a magical rotting disease:
Aliment: Always neutral
Hound's breath-injury, 1day, Dc 15,ld3Con. (The
Advancement- 6-4 HD (Medium); 10-15 HD (Larqe)
save Dc is Constitution-based.)
LevdAdjurbnent: +3(cdwrt)
Trip (Ex): Acorpsehoundthathitswithitsbiteattack
youare c m j , . m ~27y a looks a bghyena can attempt to trip the opponent (+7 check modifier) as a
~h cOarSe fur ada black its back. It free action without making a touch attack or provoking an
~ m d pahgroeul-ingj,.mifi
, 16b a h s b & a ~ C k o f o P p o ~ i 'IfYthe
. attempt fa& the W e t
like weeks-old corpses. react to trip the corpse hound.
Immunities (Ex):Corpse hounds are immune to
Descrjptj on disease, fear, paralysis, ability damage, and ability or energy
Thecorpsehoundmot mactualityahound,butrather dram.
a vanety of hyena that has become adapted to an undead- Skills: *Due to their graylsh-brown coloration, corpse
infested environment. The corpse hound's &et hounds have a +4racial bonus on Hide checks in barren
almost entlrely of carrion, even if muchof thls camon is still 1mdsCaPeS or ruins. when tnckmg by scent,
animate: It hunts and devours zombies and other forms of they have a +4racial bonus on
lesser undead. At times, packs of these beasts have been Survlvalchecks.
known to bmg down creatures as strong as ghouls, and
unsubstantiated reports have credited them with bringing
down wights and even vampires.
Ghouls are the only natural (so to
speak) enemies of the corpse
as they often find themselves in
competitionforthesameputrid
feasts. Necromancers from
Hollowfaust, in search of a
breeding population of
corpse hounds to study,
have reported melees be-
tween huge packs of ghouls
and hounds. It is said that there are
large numbers of corpse hounds on the inhos-
pitable Isle of the Dead, and that these creatures
seem resfitant to the necromantic effects that
harm ordlnary mortals, but thls has not been
Custodjan, Ward ' ' In'
mediatelyshiftintoth e iviateenai 1 r
riane ana1 aerena I . I
its cnarge
MediUnoutsider(CustodiExtraplanar,Good,~ to the best of its abilit ies.
H I Dice: 10d8+40(85 hp) , I ,
*R Ward Custodians appear as strong, nome tlumanoids.
lnitiatii T"

30 ft. (6 squares), fly 100 ft. (4) but they prefer to remam out of sight on the Ethereal Plane.
speed: Many people who have been guarded by one against the
AC: 30 (t1 De%+'?natural,+8fullplate,+2shield),
touch 14, flat-footed 27 forces of darkness never knew they had such a powerful
+10/+15 protector shielding them from harm.
+3 ckfding longsword melee +18 melee
(ld8+8/1?-20) Combat
Full Atcadc +3def~iq/~wordmdee+18/+13 melee Ward custodians materialize from the Ethereal Plane
(ld8+8/17-20)
whenever their ward is threatened. They fight only to
5 k./5 ft.
protect their ward or to defend themselves dtheir ward 1s m
SDell-like abilittes
tustodian traits, damage redudion Io/evil, no danger.
danger sense, etherealness,harm's way, spell Spell-LikeAbilities: Atwill-&, c m m n d ( D c 15),
resistance25, ward-bond detected, dispel ei l (E19),inwisibility,potectlonfi.om e i l ,
saves Fort t11, Ref +11, Will t11 removefear (E15),sancmrj (E15),shieldoffath,shld
Abili Str20,Dex18,Con1Q,lnt16,Ws1Q,Cha1Q other; 3/daydiscemlies (E19),phneskfi,s e e m n d t y ,
Alb h ~ e n t r a t l o +I77
n DlPlOmY kd+I73 walloffie (DC18);l/day-spellimmunity, remouecurse (E
H1de+17~'ntimtdate+17~K""ed~(re'igion~ 17). Caster level 10th.The Save are hisma-based.
plus any other one) +16,Llsten +I?, Search
+I?, Sense Motive +17, Spot t19 Danger Sense (Su): Ward custodians can see a few
Feats: Alert-,ComtwtReflexes,Dodge,lmproved seconds ahead into the future, sensing threats before they
lnitiative happen, with respect to their ward. Treat thls ability as the
Uswllythe Mlthril Heavens -~ foresight,
spell - with the ward as the subject.
Solitary or bond (1 ward custodian and its Etherealness (Su): Ward custodians can shdt back
ward)
19
and forth between the Ethereal and the Material Planes at
13

No coins; standard goods;double items


ethereal or material as a free action.
A l m s lawful aood
Harm's Way (Ex):Once per round, if

/ - -A
11-16 HD (Me;iium);
17-30 HD (Large) thewardcustodianisinasquareadjacentto
. . . .. -
LevdAdjusbnent: +P

Tne beautiful, saintly creature is


like a taU wznged human with wquely
eEfinfeatures,resplendenting o b ar-
ma n d d wzth swordand shield.
You feel a great sense of peace and
secunty in its presence.

Descriptjon
Ward custodiansare sent by
Corean to protect important
peoplefromdanger.Madnel also
employs many ward custodians,
with Corean's blessings, al-
though they are known as
"guardian angels" when they
serve m her Angelic Hierarchy.
(Theirleader tn the Angelic Hier-
archyisnamedNazariel.) Regardless
of their order, they watch over
their charges from a position
nearby on the Ethereal Plane,
granting divine protection
through their ward-bond. If
the ward is ingrave danger,
a ward custodian will im-
CREATURE COLLECTION 111: SAVAGE BESTIARY

Custodjan, Mosajc
Spell-Like Abilities: At will--animate objects, con-
-(c-w
, GoodL
, awFul) tinual &me, dimension dour,fly (self only), d n g , soft..
Hit Dice: 7d8+14 (45 hp)
-1 +4 earthand stone,water b r d n g (self only); 7/day-f-,
30 R. (6 squares), swim 30 ft. makewhole,mnorcr& 3/day*re k&twounds,&pleuiil
speed:
AC: 21(+4Dex,+7 natural), twh14, flat-footed (E17))spike S t o n e s (E16)~S t m e Shape; IbY-mJm
17 creation, plane shifi, w d ofstone (DC17). Caster level 7th.
BaseAWbppk +7/+12 The save DCs are Charisma-based.
AttadC Bite +12 melee (ld6+5); or adamantine ConstructiveField (Su):Allobjects,items, and struc-
warhammer +13 melee(ld8+5/x3)
tures within60feetofawardcustdian, includingconstructs,
fidlAttadc Bite+12me1ee('d6+5)ad 2s'ams+7 melee
"heal" 1 hit point per minute. The mosaic custodian may
(Id&'); or adamantine warhammer +13/+8
melee (ld8+5/x3) a d bite +7 melee('db2) Or renew this Power as a free action.

space/Readx 5 R.15R. Sense Structural Integrity (Ex): As a full-round


SpeCldAttdS Spell-like abilities action, a mosaic custodian may determine the hardness, hit
SpecldQudk Comtructive field, custodian traits, damage polnts, and Break DC of any object or structure it sees.
reductionlO/evil, fast healing 2,semestruc- Stonecunning (Ex):Mosaic custodians have the
tural integrity, spell resistance 23,
stonecunning, vulnerability to sonic
stonecunning ability, as the dwarf racial trait of the same
saves Fort +7, Ref +?,Will +8 name.
Abilik Str20,Dex18,Con15,lnt 16,Wis16,Cha14 Skills: Mosaic custodians have a +2 racial bonus on
Skilh Concentration+12, craft or Profession (any Spot and Search checks, and a +8 racial bonus on Swim
three) +16, Disable Device +13, Knowledge checks.They can alwayschoose to take lOonSwimchecks,
(architecture and engineering) +13, Lsten even if rushed or threatened.
+13, Search +15, SenseMotive+13,Spot +15,
Swim +13
Feats: ImprovedSumle$,SkillFocus(foreachCraFt/
Professionskill known)
Usuallythe Mithril Heavens
olymabm Solitary, pair, or squad (3-5)
me
ln
geRa
-
t3 8
Treanre: No coins; double goods;standard items
Alignment: Always lawfulgccd
AhmK#mentR;ange: 8-15 HD (Medium); 16-21 HD (Large)
LevdAdjllstment: +7

The creature regmds at you mthsmaU, intelligenteyes.


lt 1s sk&dy shorter h a human, but broader,and is
in & m g scales. Its f a e 1s sh&dy bird&, evlth a smaU
mouthhkeabeak.

Description
Mosaic custodians were made by Corean to
create order and structure out of inanimate things.
They are builders, not warriors, and have little taste
for combat. A few of these creaturesare also thought
to serve Hedrada, whether as a gift fromCorean or of
their own free will, aidlng mortals in their artistic
endeavors. A great number of them serve Goran.
Some powerfuland evil mortals have enslaved mosaic
Custodians by magical means, and employ them to
create wondrous architectureor formidablefortifications.

Combat
Although unwilling to fight, mosaic custodians make
the most of their abilities in combat. They prefer to disable
theiropponentsratherthankillingthemoutright, andmake
full use of their adamantine warhammers and Improved
Sunder feat ln battle.
CREATURE COLLECTION 111: SAVAGE BElTlARV

Daemon, Assassjn
Mediioutsider(Ed-) Combat
Hit Dice: 7d8+14(48hp) A relentless killer, this daemon wields a + 2 keen
Initiative: +10 dagger that crumbles to dust if it is ever separated from
speed: 30 ft. (6squares) its owner. Typically, the daemon uses incorporeality
AC: 24(+6Dex, +4natural, +4deflection), touch to gain access to a target, and then strikes as quickly
20, flat-footed 20 and inconspicuously as possible. Often, it is able to
+7/+? carry out its assignment and kill its victim(s) without
+Zkeendacjgw+l5melee(ld4+4/17-2Oand
ever being noticed.
Poi4
FdAttadc +Zkeen dacjgw+15/+10
melee (1d4+4/17- Poison (Su): A n assassin daemon's dagger is
20 and poison) automatically and continually coated in a virulent
5 ft.15 ft. poison-injury, DC 17, l d6 Con/ld6 Con. The save
Death attack, sneak attack +46,poison, DC is Charisma-based.
spell-like abilities, spells This ability functions only with the assassin
Anassinfeatures,daemontraits,damagere-
daemon's + 2 keen dagger, and not with any other
dudion lO/good,improved uncanny dodge,
incorporeality, spell resistance25,telepathy weapon it might wield. This is an ability of the
100ft., uncannydodge, unremarkable daemon, not of the dagger.
seves: Fort +7,Ref +11, Will +7
Abili Str 14,Dex23,Con 14,Int 16,Wis 15,Cha I?
Skilk Balance+l6,Concentration+l2,Disguise+22,
EscapeArtist+16,
Hide+24, Listen+12,Move
Silently +24,Open Lock +16,Search +13,
Seme Motive +12,Spot +12
Dodge, ImprovedInitiative,Weapon Finesse
Usually the BlackestPit of Bekameth
Solitary
11
No coins; no goods;standard items
Always neutral evil
8-21 HD (Medium)
+8

Tnefigure seems wery ordnary,undnotat d threatening1


upparum. Strangely,you mmt determine its race or ewen
sex, ewen as you focus attention upon it.

Descnptjon
Crafted from the souls of Belsameth's most
skilled and efficient assassins, these fiends are
servants of the Goddess of Murder. The Sla
has reportedly promised to make Talina S
the head of the Cult of Ancients, into suc
a creature once her usefulness on Ghelspad
is at an end. Som therefore does not fear
her own death, and even looks forward to
it eagerly, for dying means she will become
an even more effective (and eternal) sere
vant of her goddess.
A n assassin daemon looks anything but F
daemonic. In fact, it looks like an entirely
ordinary humanoid, blending easily into crowds
and slipping past the most observant guards. It is
this undistinguished appearance that gives assas-
sin daemons their power, for they are able to go almost
anywhere without being noticed.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Spell-Like Abilities: At will-sassins senses, Incorporeality (Su): An assassin daemon can


darkness,disappear*,find traps, greater teleport (self plus 50 become incorporeal at will as a standard action (see
pounds of objects only), misdirection (DC16); 3/day- Incorporeality in the DMG, Chapter 8: Glossary).
bloodied blade, invisibility, locate creature, lure** (DC While incorporeal, it retains its damage reduction IO/
17),see invisibility; llday-discern location, greaminvisibil- good, hut loses its natural armor bonus to AC (reduc-
ity. Caster level 7th. The save DCs are Charisma-based. ing its AC to 20). Returning to a corporeal state is
Spells: Assassin daemons can cast arcane spells likewise a standard action.
as 7th-level assassins. The save DCs are Intelligence- Unremarkable (Su):Creatures must make a DC
based. 17 Will save to notice an assassin deamon, even if it
Typicalassassin spells known (4/4/3; save DC 13 + is fully corporeal and standing in the open. (The save
spell level): 1st-ghost sound,jump, obscuringmist, true DC is Charisma-based.) A creature affected by this
strike; 2nd-alter self, cats grace, foxs cunning, unde- ability will afterwards remember the daemon as an
tectable alignment; 3rdAeeper darkness, magic circle ordinary, nondescript member of whatever gender
against good, nondetection. and species the assassin daemon wishes. If the dae-
Assassin Features (Ex):Assassin daemons have mon attacks or otherwise takes an overtly hostile
all the class abilities of an assassin whose level equals action, this ability is negated, although in this case it
the daemons HD, including death attack (Fort DC might still remain unnoticed due to its other magic or
2O), sneak attack (+4d6), spells, uncanny dodge, and a successful Hide check.
improved uncanny dodge. Skills: Assassin daemons have a +8 racial bonus
on Disguise, Hide, and Move Silently checks.

Daemon,
Belsameths Watchman Description
b-(Daemon,w-) These daemons appear as large, scaly humanoids
Hit Dice: ?d8+27 (67 hp) with hundreds of glowing red, lidless eyes. They never
lnitiativg +3 need to sleep, and are assigned to guard the weak
speed: 40 ft. (8squares) points between the Blackest Pit and the Material
AC: 22 (-1 size, +3 Dex, +IO natural), touch 12, Plane, making sure that none of the damned flee from
flat-footed 19
Belsameths captivity into the world of the living. If a
keAWGqpk +9/+22
soul does escape, Belsameth will dispatch a watchman
Att& Bite +I3 melee (2d6+5) or claw +I3melee
(ld6+5) daemon to secure and drag it hack.
FdAttadc Bite+13melee(Zdb5) and Zclaws+ll melee Belsameths watchmen are rarely encountered in
(ld6+2) the Scarred Lands. When they appear, they are usually
space/Readr IO RJlO ft. hunting down escaped souls or they have been con-
SpecdAttacks: Spell-likeabilities, summonc/aem,touch the jured by Belsameths priesthood to serve as sentries, a
intangible task at which they excel. Some of the cities in Asherak
SpenalQUdi Blindsight ?O ft., daemon traits, damage re- have hound these daemons to their service and use
duction lO/good,sight, spell resistance 20,
stalwart, telepathy 100ft., unavoidable gaze
them as guards and warriors.
sm!x Fort +?, Ref +?, Will +?
Abili Str 21, Dex 16, Con 17, Int 11, WE 16, Cha 14
Combat
Skilk: Concentration+15, Escape Artist +15, Hide When attacking those who have escaped their
+15, Intimidate +14, Jump +17, Listen +17, mistresss dark realm, Belsameths watchmen use their
Search +22, Spot +Z mighty clawed hands to grasp and hold their quarry. If
F& Alertness, Improved Grapple, Multiattack, they are simply defending themselves or Belsameths
PowerAttack
realm, they use their spell-like abilities to great effect
Usually the Blackest Pit of Belsameth
before rending their foes limb from limb with claws
Organizatim Solitary
and bite.
wlengewng: ?
7-reanre: No coins; standardgoods;standarditems Spell-Like Abilities: At will-darkness, detect
Nigrment: Always neutral evil good, dimensionalanchor, discern location, greater teleport
AdvaK#mentb 10-18 HD (Large); I?-27 HD (Huge) (self plus 50 pounds of objects only), profane stare**
LevdAdjusbnent: +7 (DC 17),protection from good, righteous might; 3/day-
eyebite (DC 18),smite*;l/day-planeshift. Caster level
The monsters scaled, muscular body is covered with 9th. The save DCs are Charisma-based.
dozens ofglaringredeyes. These eyesfixyou withafearsome It may use discern location only o n a creature that
stare from which you find it almost impossible to look away has somehow escaped Belsameths Blackest Pit.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Touch the Intangible (Su): Belsameth's watch- other Belsameth's watchman with a 30% chance of
men can touch, attack, and grapple incorporeal success.
creatures normally. Unavoidable Gaze (Ex):Due to the eyes all over
Sight (Ex):Belsameth's watchmen can see in all a watchman daemon's body, a creature that tries to
directions at once, and thus cannot be flanked. Fur- avoid looking directly at it (such as to avoid its eyebite
ther, they can continually see as if with the spell true ability) has only a 20% chance of doing so successfully,
seeing. rather than the usual 50%. Further, the watchman
Stalwart (Su):A BeIsameth'swatchman receives may use its profane stare and eyebite abilities, as well as
a +lo bonus to its spell resistance (increasing its SR to any other gaze attacks it might develop, simulta-
30) against any spell or effect that would cause it to neously on any number of target creatures within
quit or forgo its duty, such as charm monster, symbol of range, rather than on a single target-
sleep, teleport other, etc. This does not apply to spells Skills: Due to their many eyes, Belsameth's
CREATURE COLLECTION 111: SAVAGE BEnlARV

Daemon, Dread Chjld


forting her as they set up camp for th e night.
SmaA outsider (DaenmQ vi\ E J h p h a r ) . . .. .
Hit Dice: 8d8 (36hp) . Awakening later trom a bloody nightmare,
Initiative: +3 Lardanna found her companions viciously mur-
speed: 20 ft. (4 squares) dered, while nearby the little girl chanted a
AC: 15(+1 size, +3 Dex, +1natural), touch 14, flat- horrid nursery rhyme while skipping rope with
footed 12 the intestines of one of the wizards companions.
+8/+2 Lardanna fled, and fortunately the daemon did
Dagger +7 melee (ld4-2) not pursue, leaving her alive to tell her story.
Dagger +7/+2(ld4-2) Dread child daemons look like human chil-
5 R./5 ft. dren (usually girls, but occasionally boys)
Dreadgaze, Fearautqspell-likeabilities,sum-
between 6 and 9 years of age; occasionally they
mon daemon
Daemon traits, damage reduction lO/blud- resemble children of other humanoid races.
geoning and good, regeneration 5, spell There is always something odd or disturbing
resistance 24, telepathy 60 ft., tongues about them, which most observers dont notice
Fort +6, ReF +?,Will +? until it is too late: sometimes its a minor physi-
Abili Str 7, Dex 16, Con 10, Int 17, Wis 17,Cha 20 cal oddity such as pale ski n, or a n eerie,
Skilk: Balance +12, Bluff +16, Concentration +11, unblinking gaze, while other times it is merely a
Diplomacy +12, Disguise +16, Escape Artist vague unease or prickling sensation a t the back
+16, Hide +18, lntimidate +13, Listen +16,
of t he neck. A dread childs general mood usu-
Move Silently +14, Sense Motive +14, Spot
+I6 ally appears to be one of great sadness, apathy, or
Agile, Alertness, Dodge disgust, except when it is thinking about killing
Usually the Blackest Pit of Bekameth
Solitary or pair
CREATURE COLLECTION I l l : SAVAGE BESTIARV
b-4

or actually engaged in t he act, when it reveals a of death (caster level 16th; Fort DC 2 3 ) . Any
wide, perverse smile of pleasure. creature t hat makes a successful saving throw
Th es e powerful daemons are crafted by against this ability cannot be affected again by
Belsameth from t he souls of those who died of t hat dread child daemons dread gaze for 24
childhood neglect, ritual sacrifice, murder, or hours. T h e save DC is Charisma-based.
abuse. No t content with t he seductresses and Fear A ura (Su): Free action, as t he fear
assassins who normally serve her, and seeking spell (DC 19); 15-foot radius. Any creature t hat
greater levels of depravity and decadence, t he makes a successful saving throw cannot be af-
goddess saw t he dark possibilities offered by fected again by t hat daemons fear aura for 24
daemons in th e form of innocent children. hours. Caster level 8th. T h e save DC is Cha-
W h e n n o t found in t he barren landscapes of risma-based.
Belsameths home plane, dread children appear Spell-Like Abilities: A t will-alter self,
in a variety of pitiful guises: t he ragged street charm monster (DC 19), clairaudience/clairvoy-
urchin, th e inlured child who has fallen down a ance, darkness, death knell (DC 1 7 ) , detect good,
ravine and begs for aid, t he little girl drowning detect thoughts (DC 1 7 ) , dimension door, doom
o n a n icy lake or, as in Lardannas case, t he ( D C 16), ethereal Jaunt (self plus 50 pounds of
terrified child lost in a dark and forbidding for- objects only), hold person ( D C 17), invisibility
est. No ruse or scheme is beneath these creatures, (self only), levitate , protection from good (self
for they are driven by the memory of t he pain only), rabbit feet*, telekinesis (DC 20); 6/day-
that they suffered in life at t h e hands of mortals; deeper darkness, modify memory ( D C 18),rend the
they have also been known t o lure gullible vic- sovereign soul* (DC 17), suggestion (DC 18),
tims into committing t he most foul and horrific vampiric touch (DC 18); 2/day-major image (DC
acts. 18), nightmare (DC 20), see invisibility; l/day-
Given their personal histories, these dae- plane shift, unholy blight (DC 19). Caster level
mons rarely target children for their attacks. 8t h. T h e save DCs are Charisma-based.
Combat Regeneration (Ex): Good weapons deal
Just before attacking, a dread child daemon normal damage to dread child daemons, as do
typically casts unholy blight and t hen activates spells or effects with t he good descriptor. A
its fear aura. If it has t he luxury of time, it uses dread child daemon t hat loses part of its body
hold person, suggestion, or telekinesis on poten- mass can regrow It In 2d6 minutes. Holding the
tially dangerous melee combatants. Dread child severed Portion against t he mass causes it to
daemons avoid melee combat as much as pos- reattach Instantly.
sible, preferring instead to stack t he deck in Summon Daemon (Sp): Once per day, a
their favor with darkness, dimension door, invis- dread child can attempt t o summon another
ibility, and ot her spell-like abilities. Unless dread child daemon or 2 despairs (see Creat ure
forced, they physically attack only helpless or Collection 11) with a 50% chance of success.
held targets. O nce per week, a dread child can attempt to
Dread children prefer bloody and painful summon Belsameths herald, Sashanae t he Cor-
fates for their victims, but if they fear defeat or rupted (see T h e Divine and t he D efeat ed), with
destruction, they try t o escape via ethereal jaunt a 5% chance of success.
or plane shift. Tongues (Su): Dread child daemons can
Dread Gaze (Su): A t will, as a standard speak with any creature t hat has a language, as
action, a dread child daemon can kill victims though using the tongues spell (caster level equals
with the sheer intensity of its hateful glare. This the daemons HD). T hi s ability 1s always active.
is a gaze attack t hat functions as the spell finger
CREATURE COLLECTION 111: SAVAGE BESTIARY

Daemon, Jade Empress . .

-
Fd A-

SptXdAW

SpeClalQudk
savg
+I greabwd +10/+5melee (2d6+7/1?-
ZO)am12wi~~es+5mdee(ld8+2/18-20)
5 ftJ5 Ft.
serrated wings, spell-like abilities, summon
daemon
Daemon hits, damage reduction lO/good,
spell resistance19, telepathy 100ft.
Fort +?, Ref +8,Will +6
guishable from a female high or forsaken elf (a Dc 30 Spot
-----_reveals wmething exotic about her, but nothing
che& ~ I

can causeherwingsto
__
more). Once thc. x,,a r i n a are shed, the empress cannot fly; she

tion (DC15 CcIncentration check).


._
3w with 1fullhour of concentra-

, - ~ ..
serrated Wings (hx):A jade empresss bony wings
have a hardness of 15 and 30 hp each. When used as
..

Abilities Str 19. Dex 16. Con l?. Int 16. Wis 13. ma20 weapons, they have acritlcal threat range of 1 W O .
%Ilk: Balance +lo, Bluff +14, Concentration +13, SpelbLike Abilities: At will-chann person (DC16),

+1O,Srvlvai+5 day-ptane stup.


Cleave, Dodge, Power Attack rEma-based.
Usuallythe Blackest Pit of Bekameth SummonDaemon (Sp):Once per day, a jade empress
solitary daemon can attempt to summon another jade empress
8 daemon with a 40%chance of success.
Standard
Always neutralevil
Advancement- 7-12 HD (Medium); 13-18 HD (Large)
LevdAdjushnmk +6

The creamre looks &e an elf wlth unmturdy pale skzn


wegaze. Fromherbmksprmttwhy,
extrusm, bnstlingwithspinesandra~or~

Jade empressesbony wings allow limited flight,


but they are more useful as weapons. These wings range
from jade green to a greenish-white, providing the dae-
mon part of her name; the title empresscomes from the
regal disdain these daemons show other races -including
other daemons.
Jadeempresseswere initiallyreleasedontothe Material
Plane from the dimensional r h that appeared over the
Eternal Isle when the titans sought to destroy the Citadel of
the Rose. The first of them appeared as elven females to
better seduce and destroy the Citadels forces. Their seduc-
tion attempts often failed even among the haughty elves,
however, as the daemons irrepressible arrogance turned
their intended conquests awry.
Some believe that the jade empresses are Belsameths
creations, or else creations of her herald Sashanae the
Corrupted, but most thlnk them to be extradimensional
creaturessummonedby the titans. They are rare outside the
contment of Termana.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Daemon, MantjsSpjder
Larse (Daemon,4-1 Combat
Hit Dice: 8d8t24 (60 hp) A mantis spiderdaemon prefers to follow its prey for as
Initiative: +6 long as possible, learning its strengths and weaknesses.
speed: 40 R. (8 squares), climb 40 R. Whenattackmg, they typically wait until the prey isisolated,
AC: 20(-1 size,t2Dex, t ? natural), touch I1,flat- and then ambush it from above.
footed 18
t8/+17 Improved Grab (Ex): To use this ability, the mantis
claw +12 melee (2d6+5) spider must hit with both claw attacks.
2claws t12 mdee(Zd6+5)andbitetl0mdee Poison(Ex):Bite,FortDC 17,ld8Con/ld8Conand
(ld8+2 plus pison) 1 Con drain.
10R.15ft. Spell-LikeAbilities: At willdetect good, dunemional
lm~vedgrab,plson,spell-likeablllties,wrm- u n c b , grimfeast*, knock, potectionfiumgood (selfonly);3/
mon daemon, web
day-slueldoffaith, slay living (E 16);l/day-unholy b@t
Daemon traits, damage redudion lO/good,
spell reslstance 18, telepathy 100ft. (DC 15). Caster level 8th. The save Dcs are Chansma-
saves: Fort +?. Ref t8. Will t? based.
Ablli Str 20, Dex 15, Con 16, lnt 13, Wis 16,Cha 13 Web (Ex): Mantis spider daemons may create and use
Skill% Climb t24, Hide +?,Jump +20,Listen t14, webs as monstrousweb-spinningspiderstwo sizes larger than
Move Silently +13, Searcht12, Sense Motive themselves. (Thus, a h g e mantis spider daemon uses its
t14, Spot t18, Survival t14 (t16 following web as a web-spinning Gargantuan monstrous spider.) See
tracks)
Chapter 3: Vermin in the MM for more dormation on
ImprovedInitiative, Multiattack, Track
monstrous spiderswebs.
Usuallythe Blackest Pit of Bekameth
Solitary SummonDaemon (Sp):Twice per day,amantis spider
8 daemon can attempt to summon another mantis spider
Standard daemon with a 30% chance of success.
Always neutralevil Skills: Mantis spider daemons have a +4racial bonus
7-12 HD (Large); 13-24 HD (Huge) on Jump and Spot checks and a +8racial bonus on Climb
checks. Theycanalwayschooseto take IOonClimbchecks,
even if rushed or threatened.
Thecreuture lookslikeunenomunnsspid.ercwerdinheu~
urmorplates, undits twofiontlegsuregrownintoevickedscythe-
claws.

Descnptjon
Jealous of the fear and respect that her mother
Belsameth garners from her fiendish
servitors,the demigoddessSethns the
Venom Queen has recently begun
to fashion her own fearsome ser-
vants. Reshaping the souls of her
most bitter and fanatical human
andspidereyegoblinworshippers,
Sethris created these horrid dae-
mons,withwicked forearmblades
llke those of a praying mantls. All
the rage and jealousy that the
Venom Queen fosters in her ser-
vants is transformed into apotent
acidic venom that dnps from the
daemonsmandibles.Sethrissends
these mantis spiders either to en-
act her own petty vengeances
against those who offend her or to
aid worthy mortal servants.
CREATURE COLLECTION 111: SAVAGE BEiTlARV

Daemon, Pride
with physical assaults. In such cases, they hang back
Large-(oaemon, 4Extraplanar)
Hit Dice: 10d8+40 (85 hp) using their items, spells and spell-like abilities, and
Initiative: +5 throwing blades to wear down their enemies from a
speed: 40 Ft. (8 squares) distance.
AC: 22(-1 size,+5Dex,+8natural), touch14, flat- The daemons spell-like abilities allow it to scout
Footed17 and assessa situationwell before it appears, and it is rarely
BaseAWGqpk +10/+16 fooled by illusions or subterfuge. A pride daemon is a
Atf& Claw+ll melee(ld4t2plus poison) or throw- patient and cunning foe and will retreat if faced with
ing blade +15 ranged( l d k 2 plus poison)
dangerous or uncertain odds, observing from a distance
FdAttadc 6 claws +11 melee (ld4+2 plus poison) or 6
throwing blades t15 ranged ( l d k 2 plus poi- and returning when its victims are more vulnerable and
son)
victory is assured.
space/Reedx 10RllO ft. Pride daemons always have a number of wands with
SpeadAttaCkr: AuraoFpride, poison,spell-likeabilities,spelk, them, and sometimes carry magic staffs as well. Com-
summon daerrm, throwing blades monly wielded wands include bulls grace**, cham
specdQu$ltk Daemon traits, damage reduction lO/good, monster, contagion, enervution,fireball, lightningbolt, mal-
Fast healing 5, master OF wands, spell resis-
aise**, polymorph other, ray of enfeeblement, shadow
tance 25, telepathy 100Ft.
save!x Fort +11, ReF+12, Will +11
conjuration,stinkingcloud,and walloffire. Common staffs
Abiri Str15,DexZO,Con18,1nt 22,Wisl?,Cha23
include fire, frost, Hornsaw wood*, swarming insects, or
Skilk BluFF+Z3,Concentration+17,Diplomacy t23, even night everlatine*. Ofcourse, they may carry other
Escape Artist +18, Hide t14, Intimidate +1?, wands or staves as well.
Knowledge (arcana) +25, Knowledge (the If destroyed, the pride daemons body disappears in
planes, plus any one) +1?, Listen +17, Move a flash of grey-streaked white flame, leaving behind only
Silently +18, Sense Motive +21, Spellcraft
t27, Spot +17 the magical wands and staves it carried. These items
F* CraFt Wad, Empower Spell, HeightenSpell, seem normal, but when the wands are used, the curse of
Weapon Focus (throwing blade) the pride daemons touch manifests itself. In addition to
Usuallythe Blackest Pit of Bekameth draining charges from the wand as usual, each use of a
organabon: Solitary or Triumvirate (with anger demon pride daemons wand also drains a point of Constitution
a d fear devil) permanently from any user who is not a pride daemon.
c h
d
el
nge
w 13 Removing this curse from the item requires a remove
T
- No coins; no goods;double items (usually curse from a divine caster who worships Belsameth (and
wands and staFFs) the item can then still only be used safely by a worshipper
Always neutral evil
of the Slayer), or else a break enchantment (against caster
Advancement- 11-22 HD (Large); 23-30 HD (Huge)
level 16th), limited wish, wish, or miracle spell.
~ A d j
- ~
Aura of Pride (Su): Any living creature within 90
Thetau, cloaked,emanatedcreanLrelooksimihrma white- feet of a pride daemon that does not worship Belsameth
Its face is contorted in a sneer of ovmweeningpnde.
skinned elf. must make a DC 21 Will save or be overcome with an
insidious feeling of superiority bordering on delirium.
Description Those who fail the save suffer a 4 penalty on Concen-
tration checks and on all Charisma-based checks for as
Pridedaemonsareself-indulgenceand hubrisgivenform
long as they remain within the area of effect and for 2d6
by vengeful Belsameth, that thm sins might bring even
rounds afterward. Worse, if any being disagrees with or
greater torment and despair to mortals. These cunning plot-
otherwise questions the judgment of any affected crea-
ters wrap themselves in black-hooded cloaks and travel the
ture, that creature must make a second DC 2 1 Will save
mortal world enactingconvoluted schemes of deception and
or attack the offending being, as if under the effects of the
trickery.Theyaremostoftenfoundinthecourtsofnob1esand
spell song of discord. It is thus possible for entire groups,
kmgs, whispering honeyed words and dark messages to the
especially those that are fractious to begin with, to set
vain and ambitious.
upon one another until none are left standing.
Few ever see the pride daemons true form beneath its
black cloak - an 8-fmt-tal1, emaciated creature with six
A creature that successfullysaves against the aura of
pride cannot be affected by the same daemons aura for
spindly arms, each hand ending in venom-dripping claws.
When angered or annoyed, the daemons eyes glow an
24 hours. The save D c s are charisma-based. This ability
is a mind-affecting compulsion.
unearthly red.
Poison (Ex):Claw or throwing blade, Fort DC 19,
Combat ld4+1 Int/ld4 Int and 1 Int drain.
Pride daemons avoid melee combat whenever pos- Spell-Like Abilities: At willnrcune eye, arcane
sible, preferring to allow sturdier minions or allies deal sight, darkness, detect good, detect thoughts (DC 18),
CREATURE COLLECTION 111: SAVAGE BESTIARY
&FZ

hideous laughter (DC 18), true seeing; 3/day-analyze may activate a wand without using any of the wand's
dweomer, crushing despair (DC ZO), dispel magic, greater charges. Spell effects powered in this manner are consid-
teleport (self plus 50pounds of objects only), inwisibility, ered to possess the evil descriptor even if the wand's spell
lure** (DC 19), scrying(DC ZO), suggestion (DC19); 1/ usually does not; wands whose spells normally have the
day-Belsumeth's strife* (DC 19), blasphemy (DC 23), good descriptor may never be activated in this way.
bloodied blade**, lesser globe of invulnerability, wirtue's Furthermore, a wand powered in this way is treated as
curse** (DC 19). Caster level 10th. The save DCs are having a caster level of 10th or the item's actual caser
Charisma-based. level, whichever is higher. Finally, half of any energy
Spells: Pride daemons can cast arcane spells as 8th- damage from the effects of a wand powered in this way
level sorcerers. The save DCs are Charisma-based. results directly from divine (unholy) power, and thus is
Typical sorcerer spells known (6/8/8/6/4;save DC 16 not subject to immunities, resistances, or similar magic
+ spell level): k i d splash, arcane mark, chill/wamth*, such as protection from energy.
daze, filch*, mage hand, resistance, touch offatigue; 1st- Summon Daemon (Sp): Once per day, a pride
fieldof razors**, magicmissile,protectionfroomgood,shield, daemon can attempt to summon another pride dae-
spider climb; Znd+ommnding presence", spectrul had, mon or ld4+ 1 despairs with a 35% chance of success.
touchofidiocy;3rd--fly, mindraid"; Skills: Pride daemons have a +4racial bonus on
4th-bolymo@h.
~- Bluff, Diplomacy, and Sense Mo-
Throwing Blades (Ex):
At will as a free action, a
pride daemon may form an
iron-hard black throwing
blade (treat as a Large shuriken)
from the poison that perpetually
oozes from beneath its fingernails.A
throwing blade returns immediately
to its liquid form upon contact,
thus dealing shuriken and poi-
son damage.
Master of Wands
(Ex): As a full-round ac-
tion, a pride daemon can
activateawandwitheach
of its SIX hands, giving it
access to a frightening
array of powers in any
given round; alternately,
it may activate any two
magical wands as a stan-
dardactionor asinglewand
as a move action. It may also
activate rods or staffs as part of
these actions, although activat-
ing a staff counts as activating
two wands. (Thus, for instance, it
can activate two staffs and two
wands as a full-round action.) The
pride daemon may always use any
wand, rod, or staff as if it were a
spellcaster with the appropriate
spell(s) on its list. A single item
may be activated no more than
once per round.
Moreover, a pride
daemon may use its own
fell power to fuel its wand
staffs) in lieu of expending charges. Once
per day for each HD the daemon has, it
CREATURE COLLECTION 111: SAVAGE BEnlARV

Dalljsad
small Anid reptiles that inhabit their desert homes.
Hit Dice: ld8+1(5 hp) Indeed, dallisad horns are repositories for anti-
Initiative: +4 venom. W h e n ground into power, dallisad horn
speed: 70 ft. (12 squares) can be used by alchemists and apothecaries alike.
AC: 15(+1size, +3 Dex, +1 natural), touch 14, flat- For this reason, t he animals are hunted extensively
footed 11 and have learned to be extremely wary of two-
+O/-6 legged creatures.
Hooves -1 melee (ld3-2)
Hooves -1 melee (ld3-2) Combat
5 ftJ5 ft.
- Dallisad are noncombatant in all but the most
Low-light vision, poison immunity, scent extreme circumstances, always preferring to run
Fort +3, Ref +6,Will +1 away at top speed. If pressed, they try to kick with
Str 6, Dex 18, Con 13, Int 1, Wis 12, Cha 5 their small hooves until they can escape.
Balance +12, Listen+5,Spot +5 Poison Immunity (Ex): Dallisad are immune
Alertness, RunE to the venom of any animal that has warm desert
Warm desert in its Environment entry.
Solitary, pair, or parcel (3-4) If dallisad horn is crushed into a powder and
114 brewed as tea, t he resulting brew acts as antitoxin
None (see Players Handbook, Chapter 7: Equipment). A
Always neutral DC 1 2 Craft (alchemy) or Profession (apothecary)
-
check is required to make the tea, which retains its
-
potency for up to 12 hours once brewed. Powdered
horn lasts up to a month before it loses its anti-
The trembling animal
toxin properties.
looks like a tiny deer with bright
black eyes and small horns.
Skills: Dallisad have a +8 racial bonus on
Balance checks.
Description
Dallisad ar e
s m al l , deer l i ke
creatures native
to harsh deserts of
Te r m ana and Asherak.
They are alert, shy creatures,
and are extremely fast and ag-
ile. They would be just another
unremarkable animal were it
not for the fact that they are
completely immune to the
venom of the poison.
ous snakes and other
CREATURE COLLECTION 111: SAVAGE BESTIARY

Dart Blossom
smdlplant time it grows 1d4new darts. The plant continues to attack
Hit Dice: ld8+1(5hp) until all of its darts have been used.
Initiatii c2 Ifany creature isstruckby adart fromeachofat least two
speed: 0 ft. ddferent dartblossoms,that creature becomesapossiblehost
AC: 13 (+1 size, +2Dex), touch 13, Flat-footed11 for pollination (see below).
BaseAttaddGapple: +O/-7 Pollination (Ex):The pollen of a blossoms dart isnt
Attadc Dart +3 ranged (ld4-3 and pollination) poisonous by itself, but if the pollen from two separate dart
FullAttadc 3 darts +3 ranged (ld4-3 and pollination) blossom plants enters the bloodstream of a creature, the
Wd 5 R./O ft. resultingreactionas pollinationoccurs is highly toxic. Every
specldAttad<s: Pollination time acreature is struck by anew blossom plant after the first
specdQudi Blindsight 30 ft., camouflage, plant traits dart, it must make a Fortitude save (Dc11,+ 1per dart after
saves Fort +3, Ref +2, Will -3
the second). If the save fails, the creature becomes a host for
Abili Str 4, Dex 15, Con 12, lnt -,We 2, Cha 1
- dart blossom seed pods: After just 1 hour, the mfected
Skills:
creature is sickened -waxing feverish, sweating profusely,
F e Point Blank Shop
Temperate or warm forest
and experiencing severe stomach cramps. Each hour there-
Pair, patch (3-12), or field (13-24) after, the infected creature must make another Fortitude
Organization:
113 save (Dcas above) or take 1point of Constitution damage;
WlengeMng:
T m . Standard thiscontinuesuntilthe pollinationishaltedorthecharacter
Always neutral dies. One day after death, the infected creatures stomach
mgrment:
Advancement- 2 HD (Small); 3 HD (Medium) ruptures, and ld4+1 young dart blossoms begin to grow out
LevdAdjusbnent: - of itsabdomen. Thepollinationcan be slowed byde2aypoison
and halted by a blight spell or similar magic, or by neutralize
Theplantis a n o r d i n m y - l ~ ~ ~ b l u e u n d y e l l o e v k o orn similar effects.
~
floevers. Suddenly, darts spuy from its colarful bloom. Creatures immune to poison are also immune to dart
blossom pllination. The save Dc is C.
Descnptjon Camouflage (Ex): Dart blossoms blend into their
The hot and humd jungles of Termana are perfect surroundings extremely well; those searching for an
greenhouses for dm dangerous p h t . Daa blossoms have unrevealed dart blossom must make a DC 20 Knowledge
daffodLlikedeepbluebloomswith2to8brightyellowstamens. (nature)checkoraDc20Searchcheck to findit. Itbecomes
Fieldsofdartblossomsnumbrupto24plan~,andevenbigger moreeasilyvisiblewhenitraisesitsblossomtoshootitsdarts.
fieldshavebeenreported,buttheplantseemstoreachsuchlarge Anyone looking for a dart blossom on the same round that
numbersonlywhentherearealargenumberofpreyanimalsin it fires can see it with a Dc 14 Spot check.
thearea.Largespecimenshavebeenrep~~nearl~ebodies
of water such asswampor stagnant ponds in the deep canopy
jungles flermanas interior.It is nunored that there
is a p e d variety of plant that reaches
enormous stze.

Combat
A dart blossom is camouflaged excep-
tionallywell,llftingitsbl~mandrevealing
its bright colors and its darts when it
sensesthe approach of apotential
host creature. If it senses two
targets, the plant firesone dart at
each; it fires three darts only if it
has three or more targets. It
always spreads its darts out
among as many targets as pos-
sibleoveracombat, trying to hit
every available target at least
once. A dart blossom typically has
12darts availablefor eachof its HD;
once theseareexpended,it isdefense-
lessuntiladayhaspassed, duringwhich
CREATURE COLLECTION 111: SAVACE BESTIARV

Deep Stalker
lodl2(65 hp)
+/
Swim 3 0 ft. (6 squares)
20 (-1 size, t 3 Dex,+8 natural),touch12,flat-
footed 17
+51+14
Tentacle +'? melee(ld&5)
7 tentacles t'? melee (ld8+5) and bite +4
melee (2d6t2)
10 ft./10 ft.
Energydrain, improvdgrab,constrictld8+5
Animatedead,da&rision60R,inkclowl,jet,
sunlight powerlessness,undead traits
Fort +3, Ref +6,Will +'?
Str 21, Dex 17, Con, lnt 13, Wis 14, Cha 12
Hide +12, Knowledge (any one) +14, Listen
+17,Search44, Spot +17, Swim +13
F& Alertness, Blind-Fight, Dodge, Improved Ini-
tiative
Any aquatic animating inkto create undead allies or simply to cover its
Solitary, pair, or fleet (3-9) escape.
7 Constrict (Ex):A deep stalker deals automatic ten-
None
tacle damage with a successful grapple check.
Always chaotic evil
Energy Drain (Su): Living creatures hit by a deep
11-22 HD (Large); 23-30 HD (Huge)
stalker's tentacle attack gain one negative level. The Dc is
IbfortheFortitudesave to remove anegativelevel.Thesave
Out ofthe murky water swim a nightmarish fm,much Dc is Charisma-based. For each such negative level be-
like an enormousrottingskull withan unemthy red light burning stowed, the deep stalker gains 5 temporary hit points.
in its empty sockets.It propels itselfalongwitha mars of wridng Improved Grab (Ex):To use this ability, the deep
tentach. stalker must hit an opponent of up to Medium size with an
arm attack. If it establishes a hold, it automatically drains
Description energy and constricts each round that the hold is main-
Some claim these creatures arise from slaughtered sea tained.
life,while others claim they are the twisted soulsof evil men AnimateDead (Su):Twiceperday,adeepstalkermay
who perished at sea. Perhaps they are some combination of choose to have its ink cloud (seebelow) animate any corpse
the two. Regardless, they are widely feared by mariners and with which it comes into contact. A single cloud can
are known to haunt lonely stretches of Ocean and inland animate up to 12 HD of undead, as if it were a single casting
lakes.There have evenbeen reports of deep stalkersstowing ofthe animatedeadspell (casterlevel 12th).Theseundeaddo
away in dark cargo holds and feeding upon a ship's hapless not attack the deep stalker,but attackany living foes within
crew. reach. The deep stalker cannot have more than 24 HD
Deep stalkers use their deadly tentacles to drain a worth of undead animated at one time.
victim's energy. They have a great aversion to natural light MtCloud (Ex): Adeepstalkercanemitacloudofjet-
and hunt primarily at night, preying upon swimmers and black ink in a 60-foot spread four times per day as a free
evensmallwatercraft. By day, they remain inunderseacaves action. The cloud provides total concealment, which the
or at depths where sunlight cannot reach them. The crea- deep stalker normally uses to escape a combat that is going
tures have been an ongoing h e a t to those who travel the badly or to cover itself when exposed to sunlight. Creatures
CeruleanOcean,particularly denizens ofthe Silver Isle who within the cloud are considered to be in total darkness.
patrol the waters around the Isle of the Dead. Jet (Ex): A deep stalker can jet backward once per
round as a full-round action, at a speed of 180feet.
Combat Sunlight Powerlessness (Ex):Deep stalkers are ut-
Deep stalkers smke opponents with their tentacles, terly powerless in natural sunlight (not merely a daylight
draining the life from their prey before finishing their victims spell) and flee from it.
with their powerful jaws. If a deep stalker encounters a large Skills: Deep stalkers have a +8 racial bonus on Swim
number o f f m or a powerful opponent, it resorts to using its checks. They can alwayschoose to take 10on Swimchecks,
even if rushed or threatened.

*"
CREATURE COLLECTION 111: SAVACE BESTIARV

Demon, Anger
LarTle-m=k
Hit Dice:
Demon, -.
12d8+60(114 hp)
In its true form, an anger demon looks like 9-foot-tall
emaciated minotaur with white fur and skin, glowing red
Initiative: +3 eyes, andsixmusculararms,eachwieldingaterribleweapon.
speed: 40 Ft. (8 squares)
AC: 25(-lsize,+3Dex,tl3natural),touchl2,flat- Combat
footed 22 An anger demon is always armed with magic
BaseAttadJGapple: +12/+23 weapons of + 1 or greater enhancement, each suited to
Attadc +lyeatavetl? melee(3d6+11/x3) the demon's great size; it typically wields a single
Full Attadc +1 greatave +I?/t14/+? melee (M&ll/x3) greataxe in its uppermost set of arms and four smaller
and 4 +I/ongswordStl? melee (2d6+4/1?-
weapons such as longswords or battleaxes in each of
20)
10FtJlO Ft. the others, but can be armed with any simple or martial
Aura OF rage, spell-like abilities, w m m d e - weapon. If reduced to 0 hit points, an anger demon
mon vanishes in a (harmless) greenish mist, leaving behind
Damage reduction lO/cold iron and good, only its weapons. If it was struck down by a melee
darkvision60 R., enhanced combat reflexes, attack, the weapons retain their magical powers; 0th-
fast healing 5, immunity to electricity and envise, they are rendered -2 cursed berserking weapons
poison, resistance to acid, cold, and fire 10,
(combing the penalties of a cursed -2 sword and a
spell resistance 20, telepathy 100ft.
Fort +13, Ref +11, Will +11 berserking sword).
saves
Abili Str24,Dex17,Con20,lnt15, Wts17,Cha16 A n anger demon appreciates good tactics and
SlUlk BluR 48, Concentrationt20, Hide t14, In- stealth, but its love of physical violence and gore
timidate t18, Jump +22, Knowledge (the sometimes interferes with its long-range plans. Its
planes) t17, Listen t18, Move Silently t18, usual tactics depend on its aura of rage, which forces
Search +17, Spot t18 foes to charge the demon so that it may use its reach
Feats Cleave, Combat Reflexes, Great Cleave, and enhanced combat reflexes to cut down wave after
MultiweaponFighting, Power Attack
wave of enemies before they can strike. It prefers
Usuallythe Pestilential Abyss
Solitary or Triumvirate (with pride daemon physically powerful minions, though it will utilize any
organnation:
and fear devil) servant that allows it to attain its goals.

x
13 Aura of Rage (Su): Any living creature within
No coins; 50% goods 120 feet of an anger demon that does not worship
double items (including Vangal must make a DC 19Will save or be overcome
magic weapons)
Always chaotic evil
13-21 HD (Large);
22-36 HD (Huge)
LevelAdjustment: -

ThecreatureistAllerthanahuman, I'(
CREATURE COLLECTION 111: SAVAGE BEnIARV

with a violent, mindless rage. Those who fail the save Vangal's wounding* (DC 16); llday-animate dead,
suffer a -2 penalty on attack rolls and a -2 penalty to blasphemy (DC ZO), chaos hummer (DC 16), unholy
AC for as long as they remain within the area of effect; blight (DC 16), verminplague". Caster level 12th.The
further, they must move at a run (or by the most save DCs are Charisma-based.
efficient means possible) toward the demon and attack Summon Demon (Sp): Once per day, an anger
it in melee combat. demon can attempt to summon 3d12 dretches, 2d4
A creature that successfully saves against the aura leonine demons (see Creature Collection 11),2 vrocks,
of rage cannot be affected by the same anger demon's or another anger demon with a 35% chance of success.
aura for 24 hours. The save DCs are Charisma-based. Enhanced Combat Reflexes (Ex): A n anger
This ability is a mind-affecting compulsion. demon may make a number of additional attacks of
Spell-Like Abilities: A t will-darkness , desecrate, opportunity each round equal to twice its Dexterity
detect good/law, detect magic, detect thoughts (DC 15), bonus.
greater teleport (self plus 50 pounds of objects only), Feats: In combination with its natural abilities,
rage (DC 16), see invisibility; 3/day--alter self, bloodied an anger demon's Multiweapon Fighting feat allows it
blade**, sap strength** (DC 16), Vangal's blessing**, to attack with all of its weapons at no penalty.

Hllge
Hit
Initii
speed:
-
Demon, Drought
(cidk Demon,w.
Dice:
+4
4Fire)
18d&144 (225 hp)

50 ft. (10 squares)


2 8 (-2 size, +4D ~+16 ~ natural),
, touch12,
Description
Sages believe that the titan Thulkas, Father of Fire,
created these creatures to destroy all the plant and animal
creations of his sister Denev, rendering them into ash and
AC:
flat-footed 24 then drying up the sources of water upon which all living
+ia/+37 1hings depend.
Slam +27melee(2d6+ll plus 2d6 fire)
2 slams +27 melee (2d6+11 plus 2d6 fire)
15 ft./15 ft.
Dehydration, immolation, spell-like abilities,
wrnm&m
Damage reduction lO/cold iron and gwd,
darkvision60 ft., fire subtype, flaming body,
immunitytoelectricityard poison, resistance
toacidandcold10,spellresistancel?, telepa-
thy 100 ft.
k Fort +14, Ref +15,Will +14
h i l i Str32,DexlQ,Con26,Int 15, Wn17,Cha16
%k Climb +32, Hi& +17, Intimidate +24, Jump
+32,Knowledge(theplanes)+23,Listen+26,
Move Silently +25, Search +23, Spot +26,
Survival+24
F& Alertness, Awesome Blow, Cleave, Diehard,
Endurance, lmproved &I1 Rush, Power At-
tack
Usuallythe Pestilential Abyss
Solitary, pair, or sccwge (3-4 drought de-
mom,2-5monitordemom,and2-5fiendish
fire elementals)
15
Nocoim;stamlardgoodsarditems(noflam-
mables)
Nigrment: Always chaotic evil
-Range: 14-34 HD (Huge); 35-54 HD(Gargantuan)
Level Adjllrbnent:

The monstrosity is somewhat humanoid in shape, but


appears to be made u-p wholly ofswirling dust andgloeomgemhs
-its My is slightly translucent and it g h s withafierceheat that
sucks even the least moisturefiom the air around it.
CREATURE C O L L E C T I O N 111: SAVAGE B E S T I A R V

Drought demonsare responsible for muchof Asheraks still subject to the Constitution damage (and dehydration)
devastation, for they scorched and seared the centralregion within 50feet.
of that continent. Madriels storm angelsslew most of them, Immolation (Su): As a standard action, a drought
and the survivors fled into the outer planes. They took up demon can cause its body to erupt in a 50-foot-radiusburst
residence in a regioncomposedofdust and ashandwithering of flame. This effect is instantaneous and deals ldlO points
heat and after a time came to serve Vangal, Lord of Slaugh- of damage to the demon itself, as it loses pxt of its own
ter. Today, Vangal still calls upon them at times to destroy substancetogeneratetheflames.Al1creatureswithin10feet
crops in his work as the g d of famine. of the drought demon take 1Od6 points of fire damage
Drought demons are composed of swirling hot air (ReflexDC27halfJ;forevet-ylOfeetbeyondthisradius,the
mixed with dust and ash: Thulkas shaped them from equal fire damage is reduced by 2d6 points -i.e., 8d6 points at a
parts heat, dust, ash, and wind. distanceof 11to20feet,6d6at 21 to30feet,andsoon. (The
save DC is Constitution-based.)
Combat Spell-Like Abilities: Atwill-chmsfLlme** (DC 15),
A drought demons terrible heat shrivelsplant life and dLnlcness,didhplants, heatmetal(DC 15),Gmtsfarsenke*
causes pa&l thirst in all living creatures within 100feet. If (DC 16),greaterte@m~(selfplus50poundsofobjectsonly);
the demon remains in a n area for very long, the soil itself 3/day+ontrol water (lower only; effect is permanent),
begins to crumble to silt. Drought demons attack with their control weather (toward drought conditions only),fie storm
fists, inflicting damage with heat and scouring dust. (E20),gasemfm; l/day---hOmdwihg( DC 2 1).Caster
Dehydration (Ex):Alllivingcreatureswithin100feet level 12th. The save Dcs are Charisma-based.
of a drought demon must make a DC 27 Fortitude save each Szmunon Demon (Sp): Once per day, a drought
round or take ld4 points of nonlethal damage and become demon can attempt to summon 2d4 locust demons (see
fatigued from dehydration (see Starvation and Thirst in Creature Collection 11) or another drought demon with a
Chapter 8 of the DMG).Within 50feet of the demon, the 40% chance of success, or a balor with a 10% chance of
damage increasesto ld8 nonlethal and 1point of Constitu- success.
tion damage per round. The save DC is Constitution-based. Flaming Body (Ex):The M y of a drought demon is
Creatures immune to fire are also unaffected by this ability; composedofashandfire. Anyonewithln 10feetofadrought
those resistant to fire may take less hit point damage,but are demon takes ld6 points of fire damage per round, and
anyone grappling such a demon takes 6d6 points of fire
damage per round.

Demon, Fluted organ& Solitary or retinue (Fluted demon and 1-8


charmed momten or NPCs)
Mediunoutsider(c)raotic,Demon,~,~nl) Chd
e
lngewng ?
Hit D i 8d8+8 (44 hp) Treaare: Standard
Initiative: +8 Ngwnent: Always chaotic evil
speed: 40 ft. (8 squares) Adwmmmt Range: 4-18 HD (Medium); 19-24 HD (Large)
AC: 22(+4 Dex,+8 natural), touch14,flat-footed LevdAdjusbnent: +6
18
+8/+? A wild, cacophonous piping emits fromthe taU, clowen-
Tongue touch +? melee (poison) or bite +? h d creature It has a long,swayingneckandamdish equine
melee(ld4+1 plus poison)
heud. It has no hibk m,and the piping u@ears to emanate
FdAttadc Tongue touch +?/+4 melee (poison) or bite
fromtheholesthatpierceitsneck.Itsforkedtungw~kersinand
+?melee (ld4+1 plus poison)
5 R./5R. (10ft. with tongue) outlikethatofasnake.
Demonic melodies, poison,spell-likeabilities,
summdemon Description
Damage reduction 10Icold iron or good, Fluted demons are the musicians of the lower
darkvision 60 Ft., immunityto electriilyand planes, often playing their mad tunes for demonic
poison, resistance to acid, cold, and fire IO, armies. They are sometimes summoned to Scarn to
scent, spell resistance20, telepathy 100 R.
holster mortal armies or demoralize foes. Some sages
s2rm Fort +7, Ref +lo, Will +8
Str 12, Dex 19, Con 13, lnt 16, Wis 15, Cha 20
attribute the origins of these foul bards to the twisted
Abili
Skilk: Concentration+12, Hide +16,Intimidate +16, mind of the titan Gulaben, who created them to
Jump +12,Listen+15, MoveSilently+15,Per- duplicate the wild howls of her screaming winds.
form (dance) +lo, Perform (neck flute) +11, Whatever their origin, fluted demons are an unusual
Search +14, Sense Motive +13, Spot +15, menace and an all-too-frequent blight upon Scarn.
Survival +13
These demons resemble cloven-hoofed, giraffelike
Feats: Alertness, Dodge, Improved Initiative
humanoids, standing nearly 8 feet tall and noticeably
Envirorment: Usually the Pestilential Abyss
CREATURE COLLECTION 111: SAVAGE BESTIAR\/

devoid of arms. Their long necks are punctuated by demon that is part of this melody. If the target fails its
various orifices which the demon opens and closes in save, it is affected as if by the spell dominate monster.
some alien parody of a wind instrument. They prance Any of the participating demons may issue telepathic
and cavort in a wild, unearthly fashion, accentuated commands to the target, and the most recent com-
all the more by their nervous dispositions. They fre- mand always takes precedence. The unholy opus
quently shoot their long tongues out as iftasting the air requires concentration and lasts only for as long as it is
around them. played.
Poison (Ex): Tongue or bite, Fort DC 15, ld6
Combat Wisll d6 Wis.
While capable of combat, fluted demons are cow- Spell-Like Abilities: At will-blur, darkness, de-
ardly Creatures that normally flee if confronted, or at tect good/law, detect magic, greater teleport (self plus 50
least retreat and keep their distance, allowing other pounds of objects only); 3/day-minor image; l/day-
creatures to fight for them. A fluted demon will seek to telekinesis
play its dread melodies for an unwitting audience, (DC 20).
typically seeking to charm opponents into guarding it caster
if it has no allies nearby already. Fluted demons target level 8t h.
stubborn opponents with their tongues to weaken T h e Save
their resolve.
Demonic Melodies (Su): As a standard action, a Charisma-
fluted demon may initiate any one of a number of based.
musical powers. In each case, a creature's Will saving
throw (DC 10 + 1/2 the demon's HD + the demon's Demon ( s p ) :
Charisma modifier) negates the effect, although saves Three times per
must be made each round a melody is played. Main- day, a fluted demon
taining a melody is a free action unless it also requires can attempt to sum-
concentration, in which case the demon must take a mon 2 babau demons
standard action each round to maintain the melody. 0 r anotherfluteddemon
The demon may stop any melody as a free action, ith a 30% chance
but once the music stops any melodic effect
currently in place is broken; however, any
target released from a melodic strain in this way
must make another Will save or be stunned for
round.
Only one demonic melody can be played at any
time by a given fluted demon. All demonic melodies
are sonic, mind-affecting abilities.
AbyssalAir: All creatures within 30 feet must save
or be affected as if by the spell charm monster. This
effect lasts for as long as the air is played, and for 1hour
per HD of the fluted demon afterward.
Chaotic Cacophony: All creatures within 90 feet
must save or be affected as if by the spell confusion. This
effect lasts for as long as the air is played. The chaotic
cacophony requires the fluted demon's concentration.
Demonic Dirge: Any one creature within 60 feet
must save or be affected as if by the spell crushing
despair. This effect lasts for as long as the air is played,
and for ldlO rounds afterward.
Loathsome Lullaby: All creatures within 90 feet
must save or be affected as if by the spell sleep. Any
number of 4-HD or weaker creatures may be affected,
but those with more than 4 HD are immune.
Unholy Opus: This melody is unique in that it can
only be performed properly by 5 or more fluted de-
mons playing in concert. The target creature cannot
be more than 30 feet from any individual fluted
CREATURE COLLECTION 111: SAVAGE BESTIARY

Demon, Monjtor
Largeoutsider (chaotic,Demon, m. Evil)
of destructive fires if the petitioners swore to worship and
obey the Iron God in the future.
Hit Dice: 12d8+60 (114 hp)
lnitiativg +7 All this changed when T h u h was banished during
speed: 40 ft. (8 squares) the Titanswar. Devastated by the loss of their lord, the
AC: 25(-1size,+3Dex,+13natural), touchl2,flat- monitor demons erupted in a mad orgy of destruction,
footed 22 burning and killing across the length and breadth of Scam.
k A W + +12/+23 They are said to be responsible for much of the destruction
Attadc Bite +1? mdee (2d6+7) that devastated parts of Asherak. Eventually, though, most
Full Attadc Bite+l?melee(2d6+7)and2claws+l6melee monitor demons finally pledged their allegiance to the god
(ld8+3) and tail slap +16 (M6+3)
Vangal, Lord of Destruction, for they felt that of all the gods
space/Readr 10 ft./lO ft.
he most closely resembled their lost creator.
SpeCtdAttdS Breath weapon, constrict M6+7,improved
grab, spell-like abilities, spells, w m m de- A few monitordemonsstilldwellon Asherak, continu-
mo
n ing to spread devastation. When they encounter water
SpeCdQudltier DamagereductionlO/good,darkvision60ft., sources,they attempt to d q them up; when they encounter
immunitytoelectricity, fire,and poison, resis- healthy greenery, they set it ablaze; when they come across
tancetoacidandcddl0,xe~spdlresistance
towns, they burn them to the ground. Surprisinglyhowever,
20, telepathy 100R.
Fort +13, Ref +11, Will +10
monitor demons only rarelyprey upon living creatures-at
saves
Str24, Dex 16, Con A, lnt 16,Wis 15, Cha 17 least directly.
Abili
Skilk: Climb +22, Concentration +20, Diplomacy
+18, Hide +14, lntimidate +18, Knowledge Combat
(any three)+8, Listen+l?, MoveSilently+l8, Surprisingly, monitor demons will not usually attack
Sense Motive +17, Spot +1?, Survival +17 livingbeings without cause,but fight ifattackedor ifanyone
F& Alertness, lmproved Initiative, Multiattack,
interferes with their he-making. They are known to hate
Power Attack, Weapon Focus (bite)
iron devils (see Creature Collection 11) for rejecting their
Uswlly the PestilentialAbyss
master Thulkas, and will attack them on sight.
organ- Solitary
ChdlengeRating: 14 Breathweapon (%):Every ld4rounds,30-footcone,
Treanre: Standard 12d6fire (ReflexDC21 half).ThesaveDCisConstitution-
Alignment: Usuallychaotic evil based.
Advancement- 13-18 HD (Large); 19-36 HD (Huge) Constrict (Ex):Amonitordemondeals3d6+7potnts
LevdAdjusbnent: - of damage with a successful grapple check.
Improved Grab (Ex):To use t h ~
The creature has the loewr My ofa heavy- ability, the monitor de-
scaled&, setevlthshortspmes Itsupper My monmusthitwithits
1s thatofa scaly snake- or Ezard-headed human- tailslapattack. Ifit
od It hses, reweahng cruel whte fangs and a establishesahold,
h n g , serpentme tongue A 7
Descriptjon
Monitor demons claim that they
were created by Thulkas, Father of Fire,
to act as wardens of fire, to make certain
that fire's destructive qualities were al-
ways respected. Scholars question this
assertion, though; Thulkas, they say,
nevershowedanytnterestinmortalsor
their respect for his creations, save for
derivingamusement from the destruc-
tion that his fire caused.
Nonetheless, believing themselves 1 -
the blessed children of Thulkas, the moni- A
tor demons took it upon themselves to create 4
fire wherever they believed their lord and his 4
creations were not given sufficient obeisance.
They could also be called upon to stop the effects
CREATURE COLLECTION 111: SAVAGE BESTIARY

Spell-Like Abilities:At will-buminghands (Dc14), grimfeast, injhct lightwoundst,protectionfromgood, shieldof


&tectgoc&w, greatertelepmt(selfplus50poundsofobjects faith; 2nd-aura of menace**, chaos fime**t, desecrate,
only); 3/day--~onholwater (lower only), diminkhplants; 1/ enthrall, gknnn*, h t e oasis**; 3rd- dead, dispel
week-chaoshammer (Dc19),unholy blight (E 19).Caster magic, Ganestsfarscrike?, Vangds wundine; 4th+on<
level 8th. The save Dcs are Charisma-based. demned*,Vangalsd.ogsofwar$, walloffire?; 5th-~hs@law,
Spells: Monitor demons can cast divine spells as 9th- fire shddt.
levelclericswithaccesstotheDestructionandFiredomains. t Domain spell.
The save Dcs are Wisdom-based. $ This spell is from The Divine and the Defeated.
T y p d cleric spells prepared (6/5+1l5+1/3+112+1 I1+l; Summon Demon (Sp): Once per day, a monitor
save Dc 15 + spell l e d ) : &--bleeding disease*, detect magic, demon can attempt to summon another monitor demon
gLadance,readmagic, resistance,shmkwave; I s t A n e , doom, with a40% chanceofsuccessoradrought demonwitha 25%
chance of success.

Desjccatjon Beetle
MediunwEeast tongues.Thedesiccationbeetledrainsthewater intoalarge
Hit Dice: 4d10+12 (37 hp) rubbery gland beneath its shell that swells as it takes on more
1nikh-e +2 liquid. If the beetle is slain, this reservoir of water can be
speed: 30 ft. (6 squares), Fly 60 ft. (poor) retrieved and used as a great, water-tight canteen. Storiestell
AC: 18(+2Dex,+6natural),touch12,flat-frnted ofUbantuwhohavesurvivedintheDesea.ofhusingonly
16 water harvested from desiccation beetles.
BareAttaddGapple: +41+5
Swarms of desiccation beetles seem to communicate
AttadC Proboxis +6 melee touch (dehydration) or
bite +6melee (ld4+1) through clicks and buzzing noises that they emit even when
FdAttadc 2 proboscises+6 melee touch (dehydration) covered with sand.
ami bite +1 melee (ld4)
5 ftJ5 R. (10 R with proboscis) combat
Dehydration A desiccation beetle generally bites only if hungry
Low-light vision, tremorsense 30 ft., (though it typically feeds only once per week or so), or if
waterseme attacked by an opponent that proves to have no water in its
Fort +7, Ref +6,Will +3
form (such as a construct or undead).The beetle will fly away
Str 13, Dex 14, Con 17, lnt 4, Ws 14, Cha 5 from a tough fight, lingering in the area to follow wounded or
Hide+l*,MoveSiiently+3,Lsten+6,Spot +6,
Survival +3* well-hydratedprey. They are clumsy fliers,and rarely use their
Alertness, Weapon Finesse tongues while in the air. Once a beetle has filled its reservoir,
Warm desert it will fly away, leaving fiustrated travelers behind.
Solitary, pair,cluster (3-5), or swarm(6-11) Desiccation beetles are surpris-
4 ingly intelligent, perhaps
None
Always neutral
5-7 HD (Medium); 8-12 HD (Large)
-

Out ofthe sands scutdesa six-foot-long beetle with a shiny


metallic green carapace.

Descrjptjon
Thedesiccationbeetleis acreatureofthelhertofh.
Ubantu tribesmen often fashion jewelry or baby cradles from
the beetlesexceptionallybeautiful green-goldcarapace. Few
Ubantu hunt the beetle, though, for it has a terrifyingpower:
It can drain water through a canteensskin- or from a living
body -with a mere brush of one of its two long proboscises,
leaving a party of travelers without water.. . or dead from
dehydration.
When adessication beetle senses water, it scuttlesor flits
toward it and attempts to drain the water with its bright green
CREATURE COLLECTION 111: SAVAGE BEJTIARV

even enough so to coordinate simple ambushes. Nonliving creatures (such as undead or constructs),or
A desiccationbeetleswater reservoir can hold 2 gallons living creatures not composed at least pmially of water (e.%
of water, plus 1gallon for every HD of the beetle. (Thus, a 9- e& elementals),are immune to this ability.
HD beetles reservoir holds up to 11 gallons.) Watersense (Ex):A desiccation beetle can sense water
Dehydration (Su):If a desiccation beetle succeeds at a within 300 feet, ncluding water within the bodies of livtng
touch attack with Itsproboscis,it deals ld6 points ofnonlethal kings, and can track the passage ofwater or water-containing
damage, dratning all water from any containers its target beings as if it had the scent ability.
carries and a portion from the targets body itself. The target Skills: Desiccation beetles have a -2 racial penalty on
immediatelybecomes fatigueddue to dehydration,and there- Hide checks.
after must make a Constitution check each hour (E10,+ 1 Whenadesiccationbeetlelies inwait under the surface
for each previous check) or take ld6 additional points of of the desea sand, it gains a +6circumstance bonus on Hide
nonlethal damage, as if he were sufferingfrom thirst. checks. When tracking water by means of its watersense
damaSe cannot be healed by any means until the vlctlm has ability,a desiccation beetle has a +4 racial bonus on Survival
consumed enough water to re-hydrate (see Starvation and check.
Thirst, DMG, Chapter 8).

Devil, Fear
Descnptj on
Hit Dice: 10d8+70 (115 hp)
Fear devils are the emissaries of the Lord of Dread,
Initiative: +4 created by Chardunto causefear in all they encounter.They
speed: 30 R. (6 squares)
wrap themselves in dark cloaks and travel the Scarredhds
AC: 25 (+4Dex, +11natural), touch14, flat-footed
21 doing their dark lords bidding. A surprising number of fear
+10/+18 demons serve the One in White, Minster Aarixthic of
+I cold iron short sword of wounding +16 Dunahnae, and the Theocracy of Charduns city-state
melee (ld6+5/1?-20 plus wounding) directly as investigators and enforcers.
FdAttadc Primary +lcoMironshwtswordof~x1ndiing
+14melee(ld6+5/1?-20pluswounding)and Combat
5off-hand+h/d~ronshortswordsofwound-
ing+14 dee(ld6+3/1?-20 plus wounding) Fear devils are masters of psychological warfare. They
5 RJ5 ft. are as interested in having a psychological advantage over a
Aura of fear, impale, poison, spell-like abili- foeas aphysicalone,andthey delight inmanipulation, using
ties, summondevil emotional attachments to terrifv and demoralize. Meticu-
Damage reduction IO/&, immunityto fire lousplanners, they usuallyobservetargets extensivelybefore
andpoison, regeneration5,resistancetoacid striking. When the time is right, the fear devil launches a
10 and cold 10, see in darkness, spell resis- sudden and precise attack, often focusing on a single indi-
tance 21, spikeddefeme, telepathy 100 Ft
vidual and using its grater t ekw ability to catch its prey
Sam% Fort +14, Ref +11, Will +10
unawares.
Abili Str 19,Dex l?,Con 25, Int 12, Wis 16, Cha 20
Skilk: Bluff+15,Concentration+17, Diplomacy+l5, Fear devils always seek to prepare themselves with
Disguise+5 (+7 acting), Hide +18, Intimidate assassins senses, and attack under cover of deeper darkness.
+30, Knowledge (religion) +11, Knowledge They try to engineer events so they can take a full attack on
(theplanes) +11,Listencl6, MoveSilently+l6, their first turn,wounding foes with their terrible iron swords
Sense Motive +16, Spot +16
then using their condemned ability to insure the victim
F& Improved Grapple, Multiweapon Fighting,
Power Attack, Weapon Focus (short sword) cannot receive healing magics. They often employ animate
Usually the lron Hells dead to raise disposable troops and distractions, and use
Solitary or Triumvirate (with anger demon desecrate to fortifv undead allies and servants. Fear devils
and pride daemon) enjoy giving their foes a false sense of security and will often
10 feign death or injury, for when the tide of battle suddenly
No coins; standard goods; double items (in- turns it makes the victim all the more susceptible to their
cludingmagic weapons) fears.
Ngment: Always lawful evil If reduced to 0 hit points, a fear devil disappears in a
11-21 HD (Medium); 22-30 HD (Large) burst of mky darkness, leaving behind only its magic weap-
LevelAdjusbnent: +8
ons. A n y who claim or use a fear devils sword begin a slow
decent toward fear and weakness: For every day that passes,
Tne being Lwks rather like a black-skinned dwmf with six the wielder suffers a cumulative -1 penalty against mind-
puw+hkingm, its whak My cowered with metal spikes
affecting spells and abilities, to a maximum penalty of 4.
that drip afoul i c h .
Discardingsuch a blade once it is claimedrequires a success-
CREATURE COLLECTION 111: SAVAGE BESTIARV

ful r m e curse or b reak enchantmentspell; this immediately durkms; l/day---c&d* (E19),order's wuth (E
negates any accumulated penalty from claiming the sword. 19),unholyblight(Dc19).CasterlevellOth.ThesaveDCs
Aura of Fear (Su):Any living creature within 60 feet are Charisma-based.
of a fear devil that does not worship Chardun must make a Summon D d (Sp): Once per day, a fear devil can
Dc 20 Will save or be paralyzedwith fnght. The devilneed attempt to summon ld4 bearded devilsor another fear devil
not be visiblenor able to see acreature for this ability to work. with a 35% chance of success.
Those who fail the save are paralyzed for as long as they Regeneration (Ex):Good-alignedsilver weapons and
remain within 60 feet of the demon and for ld6+ 1 rounds acid deal normal damage to fear devils (but note their
afterward. resistance to acid lo), as do spells or effects with the good
Acreature that successfullysavesagainst the auraoffear descriptor. A fear devil that loses part of its body m a s can
cannot be affected by the same fear devil's aura for 24 hours. regrow it in 2d6 minutes. Holding the severed portion
The save Dcs are Charisma-based. Thls fear ability is a against the mass causes it to reattach instantly.
mind-affectingcompulsion. SpikedDefense(Ex):Anycreaturestnkingafeardevil
Impale (Ex):With a successful grapple check, a fear in melee takes ld6+4 points of piercing damage (plus
devil deals 3d6+6 points of damage (plus poison) to a poison) from one of the devil's spikes. Note that weapons
grappled opponent. with exceptionalreach,such as longspears,do not endanger
Poison (Ex): Body spike, Fort Dc 22, slow for ld3 their usem in this way.
minutes/unconsciousness for ld3 hours. A fear devil will Anyone successfullygrappling a fear devil is automati-
sometimessmear its primary sword with thk poison prior to cally injured by ld4+1 spikes.
an assault against a poison-susceptible target; this applica- Skills: Fear devilshave a +4racial bonus on Hide and
tion is a move action, and the poison remains effectivefor 3 Move Silently checks and a +10racial bonus on Intimidate
rounds or one successful strike before wearing away. checks.
Spell-Like Abilities: At willdarkness, desecrate,de-
rectchaos/&, detect magic,fear (E 19),greater tekw (self
plus 50 pounds of objects only), see invishlity; 3/day-
CREATURE COLLECTION 111: SAVAGE BESTlARV

Devjl, Gladjus
LargeoUtsider(0enl. Evil,
9
- w their magic are at least as lethal as their claws and teeth, and
iftheycantalkopponentsintoharmingthemselves,why use
Hit Dice: 15d8+90(157hp)
Initiative: +10 any more energy than necessary?
speed: 40R.(8squares), climb 20 R.,swim 40R. When forced to fight, however, gladius devils do so
AC: 30 (-1 size, +6Dex, +15natural), touch 15, with great enthusiasm, usingspells to confuse, damage, and
flat-footed 24 hinder opponents, while attacking with their powerful
+15/+25 claws, fangs, and tails. They typically use grater t ew to
Claw +20melee (2d8t6/1?-20)
close with obvious spellcasters,whom they attack immedi-
2 claws +20melee (2d&6/19-20) and tail
slap +18melee (M6+3)and bite +18melee
ately, turning their attention to warrior types once the
(M6+3plus poison) spellcasters are neutralized.
10RJlO ft. Constrict (Ex):A gladius devil deals 3d6+9points of
ComtridMGtQ,improvedgrab,poison,spdl- damage with a successful grapple check.
like abilities,spells, summon &VI/ Improved Grab (Ex):To use this ability, the gladius
DamageredudionlO/goodandsilver, irnmu-
devil must hit an opponent with its tail slap attack. If it
nity to fire and poison, resistanceto acid 10
and cold 10,see in darkness, spell resistance establishes a hold, it may constrict.
27,telepathy 100ft. Poison (Ex):Bite, Fort DC 23,ld8 Comtitution/2d8
Fort +15,Rei+l5,Will t16 Constitution. A second Fortitude save is required against
Str22,Dex23,Con22,lnt23,Wis20,Cha25 both the initial and secondary damage to avoid half of the
BBlance +16,Bluff +25,Climb +, Comentra- Constitution damage being permanent drain rather than
tion+24,Dipbmacy+25,Gatherlnfmation temporarydamagP
+25,Intimidate+25,Jump +18,Knowledge
(arcana, religion) +24,Knowledge (any two) Spell-Like Abilities: At will--boaomkss pit", deeper
+24,Listen +23,Move Silently +18,Search hkmss,desecrate,de@ctcbs/gCddePctmagic,@lcbS/
+16,Seme Motive +16,Sleight of Hand +14, god (DC 22), dispel magic, enthrd (E19),gam t e w
Spot +20,Survival +17,Swim +24 (selfplus5Opoundsofobjectsonly),mass chamtmon~ter(DC
Feats: cleave, Dodge, 1mPrOVd Critical (Claws),
25), (E23), p h m ce& (E20),sphere of
lmproved Initiative, lron Will, Multiattack,
Power Attack
Usuallythe lron Hells
Solitary, pair, OT clutch (3-6)
17
Double standard
Always lawful evil
16-23 HD (Large), 24-45 (Huge)
-

The @proachingcreature has a long, sergentlile My with


lithe, seemingly unjointed a m and legs. It grins with malewo-
h e .

Descnptjon
Every general needs intelligence agents and
(dis)information experts, and the Great General is no A
exception. The individualswho fill this role for Chardun are
-
the gladiusdevils, also called the Swordsof Hell- tempters,
liars, and deceivers all. While Chardun employs malleus
devils or the like when subtlety is not necessary, gladius
devils are reserved for those times when Chardun's schemes
require discretion and tact.
Gladius devils resemble great serpents with sinewy
armsand legs. Their lean, elongated bodies constantly shdt
and undulate in time to rhythms mortals cannot hear,
creating an almost hypnotic effect.

Combat
Gladius devils are fond of combat, but they usually
prefer to discussmatters in acivilmanner -their words and
CREATURE COLLECTION 111: SAVAGE BESTIARY

deceptionj:(E19),suggestion(DC2O),wuterbrdung,,zone
oftruth (DC19);3 / d a y 4 h p h y (DC24), h m (E
undetectabledpmt;3rd-4xstoeu curse, blindness/de&wss,
24), greater invisibility, unhnlloeo; llday-Chdun's brand-
Chardun's torments", glyph of warding, magic circle ugaimt
i$* (Dc25),m s suggestion (DC23),sudshike* (E24);
good; 4 t h 4 r walk, dimd anchor, dismissal, summon
llweek-sdbind (DC26).Caster level 15th.ThesaveDCs
monster W,5th-greater command, mass in@ ligh wounds,
are Chansma-based.
planeshift, trueseeing Gth-greuterdzsplmagic, sydmloffh-.
j: This spell is from The Serpent and the Scepter.
IDomain spells are not included.
Spells: Gladius devils can cast divine spells as 12th-
&mmm Devil (Sp):Once per day, agladiusdevil can
level clerics. A gladius devil has access to any two of the
attempt to summon 2d10 heartclutch devils (see Creature
followingdomains:Domination*,Evil,Law,Streng&,Trick-
Collection II), ld6 fear devils, a homed devil, or another
ery, and War. The save DCs are Wdom-based.
gladius devil with a 40% chance of success.
Typicalc&s@spepuredt (6/7+1/5+1/5+1/4+1/4+11
Skills: Gladius devilshave a +8racial bonus on Climb
2+1; save Dc 15+ spell level):O-bleednzg disease", &we
and Swim checks. They can always choose to take 10 on
(d), readmagiqresiStance(x2); I s t - hne, cursewater, divine
Climb and Swim checks, even ifrushed or threatened.They
f u m , entropic shield, prevmimh's bounty", s h l d of faith,
can use the runaction while swimming,provided they swim
smite*; 2 n d 4 , commndngpresence", holdpmm,siknce,
in a straight line.

Devjl, Hellbat
M e d i ioutsider (Devil, Evil, EJcbqhw, Lawfrrl) they are also used as scouts and messengers because of
Hit Dice: 4d8+12(30 hp) their incredible speed.
Initiative: +10 Hellbats are among the most frequently encoun-
speed: 10ft. (2 squares), fly 120ft. (good) tered denizens ofchardun's domain. Tales of their cruelty
AC: 18(+6Dex, +2 natural), touch 16, flat-footed are told throughout the Scarred Lands, so that the sight
12
of even a singlehellbat on a battlefield can causehysteria.
BeSeAWGappk +4/+5
If an army led by priests of Chardun makes a particularly
AttadC Claw +5 melee(ld6+1)
gruesome sacrifice before a battle, the Slaver may reward
FdAt$dc 2 claws +5 melee (ld6+1) and bite +O melee
(2d6 plus poison) them with a cluster of hellbats to aid them.
w 5 ft.15 ft. Larger hellbats may act as steeds for other devils
speadAttZ& &ea& weapon, improvedgrab, poison or even for mortals that have proved themselves
speed*: Damage reduction 51good, immunijl to fire sufficiently determined, disciplined, and bloodthirsty
andpoison, flamingbody, resistancetoacid10 (if they can abide the devil's flames).
and cold 10,see in darkness, telepathy 60 ft.
suves Fort +7, Ref +lo, Will +6 Combat
Alnli Str 12, Dex 23, Con 16, Int 13, Wn 14, Cha ?
Hellbats use their speed, agility, and aerial ma-
%ilk: Climb +8,Escape Artist +13, Hide+13, Listen
+?, MoveSilently+l3,Search+8,Sense Mo- neuverability to great effect in battle. They are more
tive +?, Spot +?, Tumble (flying oniy) +13 than capable of shredding an opponent to pieces with
F& Blind-Fight!, Flyby Attack, ImprovedInitia- their hooked claws alone; given their vicious bite,
tive poison, and hellfire breath, they are formidable oppo-
usually the Iron Hells nents.
Solitary,pair,cluster(3-?) orflight (10-40) Hellbats enjoy ripping limbs from their prey and
4
then playing with the victim as it suffers. On the
No coins; standard goods;50% items
battlefield, where Chardun and his devils often deploy
Always lawfulevil
them, hellbats fly silently overhead, converging above
5 HD (Medium); 6-12 HD (Large)
the most dangerous foes and softening them up with
+3 (cohort)
streams of hellfire breathed from above. Large hellbats
h t i o e Ag gnr ~e aht ~s ~Rmn a im rv ees ms pt s ~i , , may swoop down and grab Small targets in their jaws
orange lames tr~ling&.k Its qves &ght eoith and subsequently drop them from great heights, a fate
hellfire and rage. that may or may not be delivered after the hellbat has
used its breath weapon to torture the grappled indi-
Descnptjon vidual.
Hellbats are enormous flaming bats from the Breath Weapon (Su): 3/day, 30-foot cone of
depths of Chardun's Iron Hells. They are frequently hellfire, 4d6 damage (Reflex DC 15 half). Half of this
used to hunt enemies of the Great General, although is fire damage, but the other half results directly from
divine (unholy) power and is therefore not subject to
being reduced by resistance to fire-based attacks, such
CREATURE COLLECTION 111: SAVAGE BESTIARY

(chill shield), and similar magic. Hellbats can use their


breath weapon while grappling creatures
with their bite attack.
The save DC 1s Constitu-
tion-based.
Improved Grab (Ex):
A hellbat must hit with its
bite attack to use this ability.
Poison: Bite,FortDCl5,
ld6 Dex/ld6 Dex.
Flaming Body (Ex): The body
of a hellbat is constantly bathed in roiling
flames. Anyone within 5 feet of a hellbat takes ld6
points of fire damage per round, and any creature or
object incontact withsuchadevil (for instance, when
grappling) takes 15 points of fire damage per round.

Devil, Hjve
Mecfunoutsider (Denl, Evil, EJdrqkm, Lawful) Descnptjon
Hit Dca: 4d8+12 (30 hp) Hive devils are highly organized and danger-
Initiative: +b
ous horrors created by the god Chardun. They are
speed: 40 R. (8 squares), climb 40 R.
ferocious opponents that dont hesitate to fight to
AC: 18(+2 Dex, +6 natural), touch 12, Flat-footed
.-6
1 the death.
+4/+7 From a distance, a hive devil is easily mistaken for
Claw +7 melee (ld8+3) a human warrior, but at close range it becomes clear
2 claws +7 melee(ld8+3) and bite +2 melee that this is not the case. The skin of a hive devil is
(ldhl) covered with a smooth layer of chitin that protects it
5 R.15 R. from damage; likewise, its black eyes are multifaceted,
Poison, summon devil vaguely like an insects.
Damageredudion5/goodorsilver,hivebild- The primary function of hive devils is the cre-
ing, hive mind, immunity to fire and poison,
resistametoacidlOandcddl0,seeindark- ation of the enormous black edifices called hives that
ness,telepathy 100R. act as command centers, barracks, and cover for infer-
Fort +7, Ref +6,Will +6 nal forces on the march. An army of hive devils can
Str 16, Dexl5, Con 17, Int 11, Wis 14, Cha 10 enter an area under cover of night, and, working
Balame+?,Climb+18,Disguise+7*,Hide+?, together, construct one or more hives within the space
Jump+lo, Listen+?, Move Silently+?, Spot of a few hours. Once the hive is completed, the hive
+? devils and their diabolic allies have a base from which
Dodge, Improvedlnitiative
to work to impose Charduns will in the area.
Usually the lron Hdk
Pocket (4-12), unit (13-48), or hive (50- Combat
150)
3 Hive devils prefer to attack when they outnumber
Standard their opponents; they exploit their advantage of num-
Always lawfulevil bers by attacking their enemies two (or more) to one,
5-8 HD (Medium) in an attempt to weaken or kill with their poisonous
- bite. Once a foe has fallen, hive devils are likely to use
the corpse as building material for a hive, making sure
What seemed to be h u m are d u n g of the kind. Thek to cover the face with hive foam to ensure its death.
skiniscwedeoithtchitinousp& like dwseofagreatinsect, Hive devils do not think of themselves in the
and their eyes are dmk and multifbceted. singular, but as part of a larger unit; consequently, they
do not hesitate to sacrifice themselves if such a sacri-
fice will help the unit attain its larger objective.
CREATURE COLLECTION 111: SAVAGE BESTIARV

-& * *
~ ~ ~ ~ ; ~ ~ ~ ~ . ~ - ~ ~ ~ , - , e b ~ . ~ - ~ ~ ~ ~ ~ ~ ~ ~ ~ .
Black Hives
The black hiivcscreatedby hivedcvilsare tall, ryyially five storieshigh, and are laid out on avertically oriented flmr
plan that rcquires agreat deal ofclimbinq. Those without the ability toclimbefiectively,levitate, or fly, whethcr through
magical or mundane means, are at a serious disadvantage in a devil hivc.
1)evil hives typically incorporate found objects into their compsition, so rocks, trees, destroyed siege engines,
victims(and allies)bdies,andthe like may all windup aspart ofthestructure. lndividualswhoattempt tointcrferewith
the hive-making process arc likely to find themselves as part of the hive itsclf.
The black walls of3 hive arc slightly ha-der than w a d (hadness 6) but much stronger, typically 2 feet thick; aside
froin their hardness, treat thcm as reinforced masonry walls (see DMG, Tablc 3-9: Walls). Hive devil foam is immune
tc, fire of any kind. Hive devils and their ilk like to keep hives as much like the lron Hells as pcxsible; thus, the inside of
a hive is generally in excess of 100 dcgees Fahrenheit.
In the event of a large incursion by the forcesof the Hells, hive devils may build hives for other sortsofdevils as well.
Lhring the Titanswar, whole tracts of countryside were covered by hivcs like cnormous, black, festering monoliths, as
Chxdun hrought in battalions of devils to wage war on the titans and their spawn.
Hive material is waterproof and, if hive de\ils are prcqxrly equipped or magically au,gmented,they can be built below
thc surface of water. Underwater hives look like upside-hvn grape clistcrs rising from the sea flwr.
If not maintained by hive dcvils, the black hives begin to rot within a ycx, and cvcn a largc hive depdes almost
completely into coarsc gray ash within the pacc of five years.
uw .IIp*!.2* r , ? z , * - r % * a , ~ e b w . % u . ? *i-.70,%%.
~ m

Poison (Ex): Bite, Fort DC 15, ld6 Con/2d4


Con.
Summon Devil (Sp): O n c e per day, a hi ve
devil can attempt to summon another hive devil
with a 50% chance of success.
Hive Making (Ex):Hive devils can create
large black structures, akin to wasps nests or
u
termite mounds, out of found objects and a thick
black foam that they can spew up from their A
stomachs. Freshly exuded hive foam takes only
seconds to harden, during which time t h e devils 1i
work with i t like a spider works with web silk;
once it hardens, t h e black foam is harder t han A
wood and completely unaffected by fire. Hive
devils hands secrete a n oil that pre-
vents hive foam from hardening
upon them.
Like spiders spinning webs,
hive devils are quiet, fast, and me- d
thodical. On average, 12 hi ve devils
working in tandem can create a five-story hive
i n just 8 hours.
Hive Mind (Ex):All hive devils within one
mile of each other are i n constant communica-
:
tion. If one is aware of a particular danger, they 4
all are. If one in a group is n o t flat-footed, none
of them are. No hive devil i n a particular group
is considered flanked unless all of t hem are.
Skills: Hive devils have a +8 racial bonus
o n Climb checks. T hey can always choose to
take 10 o n Climb checks, even if rushed or
threatened.
*Hive devils have a + 4 racial bonus o n 3
Disguise checks to appear as armored humans.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Devjl, Infernal Sentjnel


Large (Den\ Evil m. Lawhrl)
In combat, infernal sentinels always attack enemy
spellcastersfirst, chargingpast any defendersand provokmg
Hit Dice: 10d8+60(105 hp)
Initiative: +4 attacksof opportunity to do so if necessary. They invariably
40 ft. (8 squares), fly 80 ft. (average) carrygreatwarscepters,weaponssacredtotheircreator,with
speed:
AC: 23 (-1 size, +4Dex, +lo natud), touch 13, a +2 or better enhancement. Their fierce natures and the
flat-footed 19 favor of Chardun enable them to inflict fearsomedamage in
+10/+21 combat when armed with these weapons.
+2warscepter+l8 melee (3d8+12/x3) Smite Foe (Su):Once per day,an mfernal sentinelcan
+2warscepter +18/+13 melee (3d8+12/x3) additsCharismamcdifierasabonustoany singleattackroll.
and bite t11 d e e (2d6t3) and spines +11
melee (ld8+3) If the attack hits and the target is good or chaotic, it deals a
10ft./lO Ft. number of additional points ofdamageequalto the sentinel's
Create chardun-sbiin, smite foe, spell-like HD (maximum +2@).If the target is neither chaotic nor
abilities, spelk, summon devil, wancepter good,theattackdealsnoextradamage(the attackbonus still
-terY applies)
_. and the smite foe ability is considered expended for
BoonoFChardun,damagereductionlO/good, the day.
immunityto fireand poison, resistanceto acid
Spell-Like Abilities: At w i l l h , bkss, Chardun's
10 and cold 10, see in darkness, spell resis-
tame 22, telepathy 100 ft. twments* (E 17),darkms,detectchadgeud,greatertekm
Fort +17, Ref +15, Will +15 (self plus 50 pounds of objects only), protection fromchaos/
Str 25, DexlP,Con22,Int 16, Wis lP,Cha 18 g@Jd,smedWm* (E17);3/daY--buh-(E2@),
Cmentration+l?,Diplomacy+17,Hide+l3, ~ d . e r ' s ~ a t(E
h 18),&msh$, u*, bkht (E
Knowledge (any two) +16, Intimidate +17, 18); l/day--heal, mass suggestion (E23),word ofrecall; 1/
L i e n +I77 Move Silmtb +I79 Search +16, w e e k a l y war**. Caster level 10th. The save Dcs are
Sense Motive +17, Spot +17
Cnansw-based.
Feats: Cleave, Combat Expertise, Improved h 11
Rush, Power Attack Spells:Infernal sentinels can cast divine spells as 10th-
Usually the Iron Hells level clerics
Solitaryorsquad(1infernalsentindandZd4+2
Chardun-slain)
13
Doublestandard
Always lawful evil
11-17 HD (Large);
18-30 HD (Huge)
LevdAdjllsbnent:

T~neaturelooks~adrmgerous0pponent.T~
than an ogre andat least as masswe, zt has the eu~kedhead
of a batrandits backandam bnstle wthdeadly-loolung
spzm

Description
While few if any mortals know of these
devils' origin, some sages speculate that the
d e m a l sentinels were speciallymade from the
souls of those sworn into service in the church
of Chardun. Some believe that they were made
in response to Vangal's ferals,and to bolster the 1
ranks-of Chardunlidark dwarves in battle.

Combat
turemakes it anexcellent guardandsoldier, and
it follows the orders of any recognized senior I
member of Chardun's clergy and any officer of
his forces with at least as many HD as the devil
itself.
CREATURE COLLECTION 111: SAVAGE BESTIARY

with access to the Law, Strength, and War domains. The WarscepterMastery (Ex):An lnfemal sentinelusmg
save DCs are Wisdom-based. a warscepter deals damage as if the weapon were one size
TypkdclencspeUsprepzred (6/5+1/5+1/4+1/4+1/2+1; larger than its actual size. (This benefit has already been
sawem 14 +spUlewel): h r e m m ~ & , d e p c t m a g i c , incorporated into the statistics block above.)
gaudance,readmagic,resistance, wimq Ist-bune, battkcry*t, Boon of Chardun (Su): Due to Charduns blessing,
command,deatheuatch,divinefator,mute*;2 n U p m , infernalsentinelsmay addtheirChismabonus toall saving
bullsstrengtht,holdpason,resistenergy,siknce;3rd+nimate throws (thisis reflected in the statistics above).
dead, bestow curse, d q e l magic, magic circle aganst goodt, CreateChurdun-Slain(Sp):Once per day, an infernal
mmmon Ilk 4th-k walk, divine W d ,Md sentinel may animate a number of dead worshippers of the
Sreedomofmcwement,summonmonstern/;5th~pelchaost, Great General, making them into Chardun-slainunder the
summon monster V, true seeing. devils command. The total HD of Chardun-slain cannot
t Domain spells. exceed twice that of the infernal sentinel itself, and no
S u m D & l (Sp):Onceperday,anlnfernalsentinel infernalsentinelmaycontrolmore thanfour timesits HDin
canattempt tosummon ld6chaindevllswitha40%chance Chardun-slain at any given time. This ability otherwise
of success or a homed devil with a 20% chance of success. functions as the spell animate

Devil, Malleus
Medium Outsider (Devil, Evil, Extraplanar, Lawful) Descnptjon
Hit Dice: 10d8+20 (65 hp)
Malleus devils - the so-called Hammers of
Initiative: +6
Hell - are important agents of Chardun. It is they
Speed: 40 Ft. (8 squares), climb 40 ft.
AC: I? (+2 Dex, +7 natural), touch 12, flat- who are charged with hunting down the Overlords
footed 17 enemies and desecrating the temples of his rivals.
Base AttacWGapple: +10/+13
Attack: Claw +I3 melee (ld10+3)
Full Attack 2 claws +13 melee (ldlOt3) and bite +8
melee (ld6+1)
SpacelReach: 5 Ft./5 ft.
Special Attacks: Poison, spell-like abilities, summon devil
Special Qualities: Damagereduction lO/good, immunity to
fire and poison, resistanceto acid 10 and
cold 10, scent, see in darkness, spell re-
sistance 13, telepathy 100 ft.
saves: Fort +?, Ref +?, Will +?
Abilities: Str 17, Dex 15, Con 14, Int 13,
Wis 14, Cha 12
Skills: Climb +24, Hide +15, lntimidate
+13, Jump +16, Knowledge (the
planes) +8, Knowledge (any one)
+7, Listen +17, Move Silently +15,
Search +14, Spot +17
Feats: Alertness, Dodge, lmproved lni-
tiative, Power Attack
Environment: Usually the lron Hells
Organization: Solitary, pair, o r throng (3-6)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement Range: 11-16 HD (Medium); 17-20 HD
(Large)
Level Adjustment: +6

Outwardly humanoid, the creature appears to be


some unnatural amalgam of human and insect. Its body is
cowered with heavy chitin, hooked and wickedly barbed. Its
eyes are large and faceted, like those of some great grass-
hopper or bee. Its mouth looks like that of a crustacean,
opening and closing constantly.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Malleus devils are related to hive devils, but are much If the devil is fighting to subdue, it typically begins
less human in appearance. combat witheither holdpersonor suggestion;ifthis fails,
Malleus devils never leave the Iron Hells without and it has the luxury of time, it may try web or web
a reason. Chardun typically sends them out for very sphere repeatedly until it entraps the foe. Regardless,
specific missions, most often to bring back escapees or once the target is ensorcelled, the devil will use its
to obtain particular items. If one of the Hammers of paralytic bite to prevent the target from struggling as
Hell cannot adequately punish an escapee, legions of the devil returns with its quarry to Hell.
them will work together to enforce the Slaver's laws. Poison: Bite, Fort DC 17, 2d6 Dex/paralysis for
Because of their brutishnatures, malleus devils are not 4d4 minutes.
assigned to any task requiring subtlety. Spell-Like Abilities: At will-burning hands (DC
12), darkness, detect chaos/good, greater teleport (self
Combat plus 50 pounds of objects only), pyrotechnics (DC 13),
Malleus devils fight either to kill and devour or to web sphere" (DC 12); 3/day--desecrate, fireball (DC
subdue, depending on the exact nature of their mis- 14); l/day-greater invisibility, plane shift, suggestion
sion. In either case, they are likely to use greater (DC 14), web (DC 13). Caster level 10th. The save
invisibility just before launching the attack. If attacking DCs are Charisma-based.
with the intent to kill, they're likely to ambush their Summon Devil (Sp): Once per day, a malleus
target with a barrage of burning h a d and fireballs, devil can attempt to summon l d6 hive devils or
followed by melee attacks. If a devil's paralytic poison another malleus devil with a 35% chance of success.
takes effect, it disembowels its victim and eats him at Skills: Malleus devils have a +8 racial bonus on
its leisure. Climb checks. They can always choose to take 10 on
Climb checks, even if rushed or threatened.

Devjl, Malocchjo F& Alertness, ChainSpell', Empower Spelp, Es-


(Lord of Hell) chew Materiak', Greater Spell Penetration,
Heighten Spell', Improved Spell Capacity
MediunW(DenlEviVil~,Lawfirl) (loth), lron Will, Maximize Spell', Quicken
Hit Dice: 20d8+120(222 hp) SpeII,ScribeScrdB,SpeIIPenetrationB,Widen
Initiative: +8 Spell
speed: 4 0 ft. (8 squares) The lron Hells
AC: 33(+8Dex,+15natural),touch 18,flat-footed olyalrration: Solitary (unique) or court (Malocchio and
25 various devils)
+20/t26 ChaAengeWng 22
Claw +26 melee(2d6+6) TEZSUE Standard coins; double goods; triple items
2 claws +26melee (2d6+6) Ngrment: lawful evil
5 ft.15 ft. LwdAdjusbnent: -
Spell-like abilities, spells, summon devil
Damagereduction151goodand silver, immu- There is nodungouteoardythreateningabout themun,w b
nity to fire and poison, resistanceto acid 10 is clad in &odered robes and wemsfinejewelry. His dmk eyes
and cold 10, mind blank, see in darkness, spell
me intekgm and almostm y .The only unusual thing is the
resistance30, telepathy 100ft., wizard fea-
tures two smuU horns that sprout from hs forehead.
saves Fort t18, Ref +20, Will +21
Descriptjon
Abili Str23,DexZ7,Con23,lnt 32, Wis24,Cha28
%Ilk: Appraise +16,Bluff +B,Concentration+2Q, Malocchio is such a sophisticated and soft-spoken
Craft (alchemy) +21, Decipher Script +21, gentleman that one would scarcelyknow him for one of the
Diplomacy +36, Dsguise +14 (+16 acting), LordsofHellwereitnot forhisdelicatehorns and the retinue
EscapeArtist+l3,Forgery+26,Gatherlnfor-
mation+Zl,Hide+l8,lntimidate+31,Jump+l1, of powerful devils that usually attend him. Long before the
Knowledge (arcam) +34, Knowledge (reli- Titanswar, Malocchio was a favored wizard of Hedrada; his
gion, the planes) +31, Knowledge (all others) great cruel streak,however, eventually alienated the Gcd of
+16, ListentZ7, Move Silently +18, Perform Justice,sothewizardthencurriedthefavorofChardun, who
(oratory) +18, Ride +13, Ritual Casting +26, promoted him to devil status upon his death. Since then, he
Search +26(+28 for secret doors/compart-
merits). Sense Motive +30. Sleiaht of Hand
has risen to the highest circles of Chardun's diabolic ser-
t13, $elkraft +33, Spot +22, .5kival+14, vants-
Use Magic Device+1Q(c21 with scrolls), Use
Rope +10(+12 with bindings)
CREATURE COLLECTION 111: SAVAGE BESTIARV

From his enormous iron palace in the nether regionsof


the Iron Hells, Malocchio deals with those sorcerers and
sowereign soul", resist energy, spectral M , touch of &cy
wizards unwise enough to bargain with devils and subse-
3rd--chains of bindin$*, &placement, dispelmagic,fly, haste,
quently renege on their agreements. He himselfrends their
mampm*,mask of wirtuet; 4th-dimmwd anchor, en-
soulsasunderfor believingthat bargainingaway their soul to
hanced senses", ghostdweomer", r m e resistance", sacnjce
multiple devils somehow renders them immune from fair
spell", sold fog 5th-beede swarm**, dominate person, hold
collection practices.
monster, lightning bolt (empowered), mhphty", Stelan's
Malocchio has spent centuries dealing with wayward bloodtentach""; 6th-ac1dfog, chnlighcning,eyebite,fireball
spellcasters. He knows their jargon, their tricks, their phi- (widened),greater&lmagic,pssthe years"; 7th-fingerof
losophies,and their excuses, and he wields logic like a razor death,forcecage, g r e a i ~a r m sight, Mesos' containment**,
torip theirmindsapart.After an initial interview,Malocchio sew&, wawes of fatgue; 8th-sal (heightened), balefi*l
will take one of three steps: (i) He inflicts some quick polymorph (chained),demnd, mind bhnk (cast every day),
punishment onthe recalcitrantmage (removingfingers and horrid wiltin6 9t h-cm ure of Mesos"", gate, meteor swartn,
vocal chords, for example) and returns him whence he hestop, wdoffmce (quickened);lOth4integrate (quick-
came; (ii) He offers the mage a position in his employ ened), rm w e resistance" (chained, heightened [7th]).
(though only if the mage is exceptionally cruel and knowl-
edgeable); or (iii) He schedules him for an eternity of
t This spell is from The Wise and the Wicked.
torment as a toy for hell's sadistic denizens. h m Dad (Sp):Twice per day, Malocchio can
automatically summon 8 chain devils, 4 pain devils or
More than most devils, Malocchio has a particular
erinyes, or ld2 gladius devils. Once per day, he can attempt
loathing for the Material Plane. When it is time for a
to summon a pit fiend with a 50% chance of success.
transgressor to face punishment, Malocchio sends acontin-
gent of the most appropriate devils to capture his target and
Mind Blank (Su): Malocchio casts mind blank upon
himself every day, so it is for all intents and purposes always
drag him into hell. There, Malocchio tends to the unfortu-
in effect.
nate with notable enthusiasm.

Combat
Malocchio is a scholar and spellcaster, not a fighter. In
fact, he's perfectly happy letting a troupe of pit fiends and
lesser devilsfight his battles for him while he merely watches
and perhaps guards himself from errant blasts of magic.
If forced into battle himself, he always uses his greatest
andmostdevastatingspellsandabilitiesfirst;henever allows
himself to be swept up in the melee -and he has many
minions to ensure that such a thing never happens.
Defeating Malocchio along with all his cronies should
by all means be an epic undertaking.
Spell-Like Abilities: At will4hardun's torments"
(Dc2 I),c h a r m m t e r (DC22),darkness,detectchs/good,
detect t h g h t s (DC 20), dispel magic, dragon's bred" (DC
21),greater t e k p (self plus 50 pounds of objects only),
inwiszlnliy, magic circle against good, order's wrath (DC 22),
produceflame,pyrotechnics (DC20), true seeing, scrying(DC
suggestion (DC 21), tekkinesis (E24), unhalloeu, unholy
blight (DC22), wdoffire (E 22); 3/day--kechfield* (DC
26),mindraid" (DC2 1), p h shift, s a cri heart" (DC24),
w
symhl (any; DCvaries); l / d a y - b h p h y (DC2 3 , dictum
(E25),mass suggestion (DC 24). Caster level 20th. The
save Dcs are Charisma-based.
Spells: Malocchocancastarcanespellsasa20th-level
wizard. He has access to virtually every wizard spell known
across the planes. The save Dcs are Intelligence-based.
Typical wizard speUs prepared ~4/7l7l7l6l6l6l6l/5/5/2;
saw DC 21 + spell l e d ) : @-arcane m k , enumerate",
prestidigitation,touch of fatigue; lst-disguise self, jump,mage
amur, magic missile, s h l d , shocking grasp, wntriloqtusm;
Znd&bear'sendurance, eagle'sspkndor.,fox'scunning,rendthe
CREATURE COLLECTION 111: SAVAGE BESTIARY

Devjl, Pajn
Medm i outsider(Devll, EJhpbm, EvilLawlid) manage an entire dungeon of captives for her master, all the
Hit Dice: 7d8+14(45 hp) while enjoymg great sport with her charges.
Initiative: +2
speed: 30 R. (6 squares), Fly 30 R (good) Combat
AC: 19(+2 Dex, +7natural), touch 12, flat-footed Pain devils avoid direct combat d possible, as their
17 strengths are better suited to situations where they can
+7/+9 extract mformation from helpless captives. When forced
Claw +?melee(ld6t2) mto battle they fight with their sharp claws, with the
2 claws +?melee (ldb2) ultimate goal of escapmg the combat as quickly as possible.
5R/5R.
Domination (Su):A p a n devil can crush and subdue
Domination, painfulembrace, spell-like abili-
ties, summon devil
an opponent's will merely by looking into hs or her eyes.
Damage reduction lO/good, immunities, fast This 1s similarto agaze attack,except that the devil must use
healingl,reslstancetoacidlOandcold10,see a standard action, and those merely lookmg at her are not
indarknen,spellresistancel5,telepathylOO affected. Anyone the devil targets must succeed at a Dc 18
R ,tongws Will save or fall instantly under her d u e n c e as though by
saves Fort +7, Ref +7, Will +? a dormnate monster spell (caster level 18th).The save Dc IS
Abili Str 14, DeX 15, Con 14, Int 1 5 9 8, 21 CGma-based. A creature that the Save 1s immune
%lk 'IufF +18' +12, Di%FJise +I5 to that pam devil's domination ability for 24 hours. Thfi
(+17 acting), Diplomacy+?, EscapeArtist +7
has a Of 30 feet.
(+9 involving ropes), Heal +lo, Intimidate
+20,Gatherlnfmation+l5,Listen+l?,Pro- PainfulEmbrace (Su):If a pain maiden successfully
fession (torturer) +18, Search +12, Sense touchesorgrannleqa 1ivinponwnent.shemav.asoartofthe
Motive +14, SpOt +I?, Use R ~ p +7
e (+?with touch or graF
bindings)
F& CombatExpertise,ImprovedDisarm,
Persuasive
Usuallythe lron Helk
Solitary, pair, or bevy (3-5)
?
Standard
Always lawful evil
8-14 HD (Medium)
+6

The shapely woman may haw a mace of \


elwen blood she wms a seduchwee@e.%m, a '
slight murk mthan amused Lft to her eyeheus.
she afso has hny horns, and hdke unngs sprout
fiurnherbnck.

Descnptjon
r 6

Thesebeauthldevils,alsocalled"painmaid- 6
ens," are often mistaken for succubi (and in fact
often work in much the same lower-planar circles as those
creatures). In their true forms, they appear as tall, slender
women, seemingly of half-elf or elf stock,with milky skin,
vestigial horns, and comparatively small wings. However,
ontheMaterialPlane, they generallyuse magic tohide their
diabolicappearance.A pain devil often wears adeceivingly
empathetic expression on her face, even in combat -but
under this soft exterior is a heart of darkest evil.
A pain maiden is, simply,a diabolic spirit of pain. Pain
devils are most oftenfound as torturersand inquisitors in the 1
employ of more powerful evil beings. The mere gaze of the
painmaidenoffers a perfect tool to those wishing to uncover
mformation, and a well-employed pain devil can often
CREATURE COLLECTION 111: SAVACE BESTIARY

essence to the target. This d i c t s agonizing pain on the t This spell is from Vigil Watch: Warrens of the
victim, dealing 1point ofwisdomdamage andaffecting the Ratmen.
creature as ifby asymbolofph (caster level equals the devils Summon Detil (Sp):Once per day, a pain devil can
HD).There is no saving throw against this effect, although attempt to summon 2d4 lemures, 2 chaii devils, or another
spell resistance does apply. pain devil or erinyes with a 35% chance of success, or a
While this ability canbe used during combat, it is most barbed or iron devil with a 20% chance of success.
often used on helpless captives, especially after a failed Immunities (Ex):Pain devils have the usual diabolic
attempt with her domination ability. This ability may be immunities to fire and poison. In addition, they are not
used any number of times per day, but only once per day on subject to any penalty or effect based solely on pain or
any given opponent. suffering; this includes, but is not limited to, symbol ofpain.
Spell-Like Abilities: At willdarkness, Charduns Tongues (Su):Paindevilscanspeakwithany creature
torments* (Dc18),detectg&w, detect dum& (E17), that has a language, as though using the tonguesspell (caster
greatateleport(selfplus50poundsofobjectsonly),~lymorph level equals the devils HD), This ability is always active.
(self,humanoid form only; no limit on duration); 3/day- Pain devils usually use verbal communicationwith mortals.
animtes&* (E18),dearhknell (DC17 ),fracturet (Dc Skills: Pain devils have a +4 racial bonus on Bluff,
18),~nhdrard*(DC18),rayofexhaustion(E 19); l/day- Intimidate,and Profession (torturer)checks and a +8racial
s ~ l o f ~ ~ ( D c 2 O ) , w a (Dc2O).Casterlevel
~ of f a~~ bonus on Listen and Spot checks.
8th. The save Dcs are Charisma-based.

Devjl, Shelnjzu
L = g e ~ ~ E 4 ~ , W Description
Hit Dice: 20d8+140 (230 hp)
Initiative: +8 Native to Charduns Iron Hells, shelnizu are pow-
40 ft. (8squares) erful fiends tasked with protecting the cities and rulers
speed: of the Great Generals realm. They appear as 15-foot-
AC: 31(-1size,+4Dex,+18natural),touch13,flat-
Footed27 tall humanoids encased in aglossy black metal carapace
BaseAWGappie: +20/+33 from head to toe. In addition, the shiny black hide of
Attadc Slam +28 melee (2d6+?/14-20) the shelnizu is covered in dark, burred spikes,
FdIAttadc 2slams+28 melee(2d6+?/1?-20) andgore making for a fearsome natural defense. The
+23 melee (M6+4)
10RJlO R.
face of a shelnizu is actually composed A.
space/Reach: offlat plates, like those of a long, sharply
SpeCldAtb3dC.S Spell-like abilities, summon devil angled helm, and is capped with a
SpeCldQuaiitk DamagereductionlO/good andsilver,&Fend
great horn that grows as a shelnizu

a
patron, evasion, immuniv to fire and poison, A
regeneration8,resistanceto acid 10andcold becomes more powerful.
10, see in darkness, spell resistance23, te- In the Scarred Lands, the
lepathy 100 ft. god-kings of Asherak are said
aves:
Abili
So
lk
Fort +1?, Ref +16,Will +I7
Str 24, Dex l?,Con 24, Int 12,Wis 17,Cha 18
Climb+Z?,Cmentration+30,lntim1date+Z7,
Jump +32, Knowledge (local, religion) +14,
to have bound a number of
shelnizu into their service. It
is believed that at least one J
G
Listen +28,Search +24,Sense Motive +26,
living godflking,Elkazzar,
Spot +28 has an enormous one
F& Alertnen,Cleave,Combt Reflexes,lmpved
Critical(slam), Improved Initiative, Iron Will,
Power Attack
of these creatures in
his service, and
possibly others. A
A
Usuallythe Iron Hells Virtually
&gallnation:
mlensewng:
Solitary, pair, or squad (3-6)
15
every shelnizu
is bound to a
1
Treaare:
Nigrment:
Standard
Always lawfulevil
particular city
- either in
*T-.J
Advancement- 21-30 (Large); 31-60 HD (Huge)
Charduns
LevelAdjuhenk -
Hell or on &\
The creature is manlike --although nearly three times the Material
taller than a human - and is covered in spiny plates of Plane. A
strunge heavy black metal or perhaps a chitinous shell like shelnizu van-,
that ofsome great crustacean. It wears agreat wisored helm ishes back to the
with a sharp horn projectingfrom the forehead. Hells if its earthly city
CREATURE COLLECTION 111: SAVAGE BESTIARY

is destroyed, or vanishes into nothingness if its city in devil with a 20% chance of success.
Charduns hellish realm is destroyed. Defend Patron (Su): As a free action, a shelnizu
can choose any inhabitant of the city to which it is
Combat bound as its patron (this is usually the primary ruler
A shelnizu is absolutely dedicated to defending of its city, but it can be some other important indi-
the city to which it is bound, and to the rulers of that vidual if necessary). The target creature must be within
city. It invariably and unflinchingly fights to the death 100 feet of the shelnizu at the time the devil chooses
before seeing its city or its master( s) harmed, smashing it for a patron. As long as its patron is within 100 feet
foes with its enormous plated arms and goring with its of the shelnizu, the patron is automatically affected as
horn. if the shelnizu had cast the spell shield other with the
SpelbLike Abilities: A t will-darkness, detect patron as its subject. In addition, any time the patron
goodllaw, desecrate, dimension door, major image (DC is within the shelnizus reach, the shelnizu can make
17), nondetection, see invisibility, shield other; 3/day- an attack of opportunity against anyone who attacks
orders wrath (DC 18), unholy blight (DC 18); 1/ its patron, as long as the opponent is also within the
day-heal, screen (DC 2 1) , sequester (DC 2 1) ,shield of shelnizus reach, up to its usual maximum number of
law, unholy aura; llweek-mass heal. Caster level 20th.

-
attacks of opportunity per round. (Note the shelnizus
The save DCs are Charisma-based. Combat Reflexes feat.)
Summon Devil (Sp): Once per day, a shelnizu can The shelnizu can have only one patron during any
attempt to summon 3 iron devils, a horned devil, or given combat, unless the patron is slain, in which case
another shelnizu with a 35% the shelnizu is free to choose another patron if a
chance of success, or a barbed potential candidate is available and within range. A
creature can be a patron to only one shelnizu at any
given time.
Evasion (Ex): This ability functions as
CREATURE COLLECTION 111: SAVAGE BESTIARV

Devjl, Waterbringer
M e d u n ~ ~ E d , ~ , ~ although M - tenah (particularlyinvolving an oa-
Hit Dice: 8d8+32 (68 hp) sis, whether to create one or to hide it) can be an effective
Initiative: +1 ruse.
speed: 40 ft. (8 squares), burrow 20 ft. Death Throes (Ex):If a waterbringer devil is reduced
AC: 22(+1Dex,+ll natural),touchll,flat-footed21 to -1 hit points while on the Material Plane, it explodes in
BimAttdd+. +a/+? agreatburstofhot water, dealig8d4pointsofnonlethalfire
AttadC Touch +?melee (ld8+8 plus dehydration) damage to all creatureswithin the area (Reflex Dc 18half).
FdAttadc Touch +?melee (ld8+8 plus dehydration) The save Dc is Constitution-based.
speae/Reach: 5 FtJ5 ft. Parching Touch (Su):The touch of a waterbringer
SpecdAttacks Deaththroes, parchingtouch, spell-like abili- drains water from its target, dealing ld8 points ofdamage +
ties, summon devil
Aura of aridity, create water,damage reduc-
1 point per HD of the devil (this damage is doubled if the
SpecdQudi
tionlO/good, imrnunitytoftreandpoison,fast target has the water subtype). The target immediately
healing3, resistancetoacid1Oandcold10,see becomes fatigued due to dehydration, and thereafter must
indarivtess,spell resistancel7,telepathy100 make a Constitution check each hour (Dc10,+1 for each
Ft., tongues previous check) or take ld6 additional points of nonlethal
saves Fort +lo, Ref +7, Will +? damage, as if he were suffering from thirst. This damage
Abili Str 12, Dex 13, Con 18, lnt 15, Wis 16, Cha 17 cannot be healed by any means until the victim has con-
Slolk. Bluff +16, Climb +12,Concentration+15, Di- sumed enough water to re-hydrate (see Stanration and
plomacy +23, Disguise +3(+5 acting), Gather
Information+6, Intimidate +14, Knowledge Thirst,DMG, Chapter 8).
(local) +13, Listen +16, Search +13, Sense Nonliving creatures (such as undead or constructs),or
Motive+16, Spot +16, Survival + 6 living creaturesnot composed at least partially ofwater (e.g.,
F& SkillFocus (Diplomacy), Persuasive earthelementals),are immune to this attack.Awaterbringer
Usually the Iron Hells is immune to dehydration.
organ* Solitary
Spell-Like Abilities: At will--bestow curse (E16),
mlengewng 10
blight (E17), blur, decompose (DC 15),detect g&w,
Tieaare: Standardcoins; double+; standarditems
Dolomarslimitedlqu&mon*, M w m a i n ( D C 1 7 ) ,
Always lawfulevil
Advancement Range: 9-16 HD (Medium)
hypnoticpattern (DC 15),Keshm&refuge**, locatemis**,
LwdAdjusbnent: +7 locate water**, rustinggrap (E17),s i h t i m q e (E 14),
softenearthandstone,nondetectian, seeinwidnlity, ~oneofmth
B d the figures cowl is a face with smooth,shiny black (E 16);3 / d a y 4 p e l magzc, r m e curse, slow (E16),
skinand blank white eyes widwutPtgiE.ltextendsaglowdhand puhiS$ennguid l/day-Denews exikfrum nature (E18),
in agesture that might be a challmtge,or might be an 0fS.rof ad. i n~bi l i qbrge,suggestion (E16).
Caster level 8th. The save Dcs
Description are Charisma-based.
Waterbringer devils are tall humanoids who normally
dress in deephooded robes of black or dark brown, along
with leathergloves andboots. Onginally sent to Asherak to
tempt mortals dying of thirst in arid regions, many
waterbringer devils were trapped on Scamby the Divine
War. A few remain there today, traveling the blasted
wastelands, still tirelessly seeking to corrupt those in
desperate need of water: Those dyirg of thirst in the
P
desert may be rescued by a waterbringer,but the price
that these creatures ask may be more than the victims
realize -for they trade only in souls and cruel promises.

Combat
When forced to fight,waterbringerstypically attack
with their desiccatingtouch. However, they are cunning
bargalners and speaken, using words both to avoid com-
bat andto tnckdymgtravelersintotradingtheireverlastmg
soulsfor the water to preserve their mortal frames. Ofits 1
spell-like abilities, it favors bestow curse, Deneusexle
from nature, and s h to hamper and manipulate
travelers into accepting their water -for a price -
CREATURE COLLECTION 111: SAVAGE BESTIARV

Aura of Aridity (Su): A waterbringer devil exudes a its arid aura). A waterbringer may not dismiss its aura of
1,000-footaura of intense dryness, absorbing water from its aridity at any time.
environment andat thesametimehealing itself.Withinthis SummonDevil (Sp):Fourtimesperday,awaterbringer
area, no rainfalls, small streamsdry up in minutes, and even canattempt to summona n impwith a75%chance of success
rivers,oases, and wells vanish within hours (or perhaps days or a bone devil with a 10% chance of success.
for very large sources of water), seemingly devoured by the Create Water (Sp): A waterbringer devil may create
desert. Water cannot be created by magical means within water, as the spell. However, every gallon created deals 1
the aura of aridity, and even water in sealed containers point of damage to the waterbringer, so it loathes doing so
vanishes at the rate of 1gallon per hour, per container. unless the reward is sufficient -usually something vital if
As a full round action,the waterbringer can extend the not essential to the victim, such as a treasured holy item
radius of this aura to one mile. Thls requires concentration (whichthe devil then destroys),the creaturessoul, or even
to maintain, but the waterbringers fast healing ability a loved one given to the devil to serve as a slave or sacrifice
increases to 5 points per round for as long as it maintains to Chardun.
concentration. While wandering aimlessly through the Tongues (Su): Waterbringer devils can speak with
desert, a waterbringer will often maintain this extended any creature that has a language,as though using the tong~les
aura, patiently searching for thirsty travelers. spell (caster level equals the devils HD). This ability is
A waterbringer and the water it creates are immune to always active. Waterbringer devils usually use verbal com-
this aura and to that of others of its kind (that is, a munication with mortals.
waterbringer may create water freely withii an aura of Skills: Waterbringer devils have a +2 racial bonus on
aridity, and water it creates does not then evaporate due to Diplomacy, Listen, Sense Motive, and Spot checks.

Djre Hyena
wastelands of Asherak. These beasts resemble large hyenas,
7d8+21(52 hp) averaging 10feet in length and weighing about 900 pounds,
+2 althoughsomebreedscanreachsizesofnearly 2,000pounds.
40 R. (8 squares) They are broad-chested and have thick necks and large
15(-1 size,+ZDex,+4 natural), touch 11, Hat- heads, withpowerfuljawsthat cansnapbones andbendsteel
footed 13
with equal ease.
+5/+21
Bite+12 melee (ld8+12) Dire hyenas live in small packs of 3 to 8 animals, most
Bite +12 melee(ld8+12) often led by a female, and they subsist by eating carrion as
10 R.15 R. well as hunting prey withii their large territories. Active
Improvedgrab, trip mostly at night, their keensense ofsmellallows
Low-light vism, xent them to fiid prey and carrion over great
Fort +8, Ref +7, Will +6 distances. Like their smaller cous-
Str 26, Dex 15, Con 17, lnt 2, WE ins, dire hyenas
13, Cha 8 communicate through
Skilh Hide +O*, Listen +7, Move Si-
lently +4, Spot +7,Survival +3*
Feats: Alertness, Improved Grapple,
Power Attack
Warm desert, hills, and plains
Solitary or pack (3-12)
4
None
Always neub-al
8-21 HD (Large)
-

T h e ~ ~ ~ n g b e a s t a m sbpmg u s c ~ ~ ~ ~ ~ ~ ~ ,
shoulders,aduckneck,kmyjaws, dpltandglanngblack
eyes.

Description
Direhyenasprowlthewastelandsandsavannahsofthe
ScarredLands.They canbe found inwarmregionsacrossthe
continents of Ghelspad and Termana, as well as in the
CREATURE COLLECTION 111: SAVAGE BESTIARV

bldcurdlinghowls. They makeamaniacallaughingsound Combat


when closing in on wounded prey or attacking.
Dire hyenaswill attack any apparentlyweak or appetiz-
Dire hyenas are natural enemiesofdire lions, and never
mg prey that enters their territory. If the prey proves too
pass up the opportunity to attack them if they have greater
strong, they will retreat rather thantaking losses,ifpossible.
numbers. Sometimes known to intermingle with normal
Improved Grab (Ex): To use this ability, the dire
hyenas, solitary dire hyenas may be found leading a pack of
hyena must hit an opponent with its bite attack.
their smaller cousins. They have also been encountered,
though more rarely, wirh corpse hounds (4.v.). Trip (Ex): A dire hyena that hits with its bite attack
can attempt to trip its oppnent (+17 check modifier) as a
Two regional vanations of dire hyena exist, all but
free action without making a touch attack or provoking an
indistinguishable except for their coloration. The spotted
attack of opportunity. If the attempt fails, the opponent
dire hyena has brownish-grayfur and dark brown spots, and
cannot react to trip the hyena.
1s usually found in savannah habitats; it travels in slightly
largerpacksofuptoadozenmembers.Thestripedduehyena Skills:Adirehyenahasa +2racialbonusonListenand
has yellow-brown fur with dark stripes, and is more often 'pot checks.
found in deserts and hill country; stnped dire hyenas tend to "Direhyenashavea +2 racialbonusonSurvivalchecks
be larger, and are typically found by themelves or in ma11 when tracking by scent, and a +2 racial bonus on Hide
family units of 2

Djrgewood Tree
GargantuanPlant malign influence over any area in which it takes root.
Hit Dice: 16d8+128 (200 hp) The dirgewood is capable of animating dead creatures
Initiative: -5 in a surprisingly large area around itself, which then
Speed: 0 ft. move toward the tree, attacking any living creatures in
AC: 27 (-4 size, -5 Dex, +26natural), touch their path. Upon reaching the tree, the decaying
1, flat-footed 27 bodies are typically absorbed into the dirgewood, in-
Base AttacWGrapple: +12/+1'? creasing its size and its area of influence. A fully grown
Attack: -
dirgewood tree exerts this power over many miles.
Full Attack -
A t its highest, the tapering, scabrous growth of an
Space/Reach: 20 ft.10 ft.
Special Attacks: Absorption, carrion stench, Foul influ-
average dirgewood rises nearly a hundred feet above
ence, subjugate undead the ground beneath. Its bark is the color and texture of
Special Qualities: Damagereduction 6/-, plant traits, spell charred flesh, with a tortured network of ebon ridges
resistance 22 protecting a tender, pink interior. This gnarled skin is
Saves: Fort +18, ReF -, Will +8 studded with ruddy, weeping ulcers. A typical
Abilities: Str -, Dex
Cha 21
-.
Con 27, Int -, WE 16, dirgewood tree bears only a few dozen leafless branches,
which extend from the bole at irregular intervals.
Skills: - These slender limbs rise from the tree and then hang
Feats: -
downward at their tips, appearing much like the fleshy
Environment: Temperate or warm forests
rods of some diabolic angler.
Organization: Corpse-copse(1 dirgewood tree plus any
number o f controlled undead) At any one time, several lumps -the detritus of
Challenge Rating: 14 a variety of corpses -are visible slowly inching their
Treasure: Standard way upwards beneath the dirgewood's outer mem-
Alignment: Always neutral evil brane. This gruesome blob of tissue, when shorn from
Advancement Range: 17-30 HD (Gargantuan); 31-48 HDCo- the bones that once supported it, passes slowly along
lossal) the limbs. The residue is eventually extruded as a sack
Level Adjustment: - of pulpy fluid, hanging from the tree like ripe fruit,
which then fall to the ground forming a ring of foul
The tree's bark looks like cracked and burned flesh. decomposing waste matter and bare bones about the
The stench of rotting flesh rises from the surrounding tree's base.
ground upon which lie scattered bones and partly rotted But the true fruit of the dirgewood grows at its
limbs. Several thick lumps, like tumors or boils, move afew apex: a bloated, purple ovoid the size ofa small melon.
inches UP the Mee's trunk ada sl'mY -S Of falls Eating &e flesh of this rancid-smelllng fruit is almost
from one of its branches, landing with a squtshy thud. always fatal to living creatures. However, if the loath-
some meal can be survived, the fruit is said to grant
Descriptjon great power over the dead.
An especially infamous species native to the
continent of Termana, the dirgewood tree exerts a
-_______ -

CREATURE COLLECTION 111: SAVAGE BESTIARY

Stories tell of a single great and ancient dirgewood


tree on the Isle of the Dead, of which the lesser trees
Corpses of humanoids with 2 or 3 class levels are
encountered across Termana and beyond are mere
instead turned into ghouls, while those with 4 or more
offshoots.
class levels are instead turned into ghasts; there is a 5%
Combat chance that a ghoul or ghast so created also retains half
of its class levels (round down).
Besides a tendency to sway in non-existent breezes,
The dirgewoods primary defense is these undead
dirgewood trees are immobile. However, their abilities
creatures. In addition to the undead it accumulates
to animate and control undead guardians and to exude
with its subjugate undead ability, it may animate the
waves of incapacitating stench leave them far from
circle of bones that surrounds it. Every round, it may
defenceless.
cause l d6 skeletons to assemble themselves, moving
Absorption (Ex):A low mound ofpulpy, glisten-
to attack any opponents of the tree in the next round.
ing, decomposing animal matter extends in a 20-foot
A n additional ld6 roll determines the size of each
radius from the dirgewoods base for a typical adult
skeleton formed: 1= Small; 2-3 = Medium; 4 = Large;
tree. Any creature lying prone within this area is
5 = Huge; 6 = Gargantuan. Enough bones are normally
quickly enveloped in the muddy, festering earth around
present for the tree to create up to five times its own
the trees roots; a character may avoid this fate with a
HD worth of skeletons in this way.
DC 18 Reflex save (helpless creatures get no save).
Subjugate Undead (Su):Any undead within the
Complete envelopment takes 2 full rounds, during
area of the dirgewoods foul influence (1 mile per 2
which time the victim may make a DC 18 Strength or
HD) must make a DC 23 Will save every hour or be
Escape Artist check each round to break free.
compelled to move toward the tree. (The save DC is
Once fully enveloped, a victim begins to suffocate
Charisma-based.) Weak corporeal undead are simply
and takes ld6 points of acid damage each round, and
brought to the tree to be absorbed, but those with 3 or
may be freed only by another character who makes a
more HD or having the incorporeal subtype are spared
successful Strength check (DC 20, +1 per round the
this final fate and instead linger near the tree, com-
victim has been enveloped). A dead creature has its
pelled to protect the dirgewood from attackers. At
flesh and other bodily tissues sloughed away from its
least 6d6 undead, mostly ghouls, ghasts, and zombies of
bones after 30 minutes, and the bones are ejected back
various sizes, strengths, and compositions (those ani-
onto the grounds surface while the rest of the body is
mated by the tree), with perhaps
slowly drawn into the tree over the course of
CREATURE COLLECTION 111: SAVAGE BESTIARV

a few incorporeal undead, typically roam near a fully 5 feet (and 1 HD) per month, and perhaps even more
grown dirgewood. quickly if a particularly large supply of bodies is nearby.
A living creature consuming even a single bite of ripe
Dirgewood Fruit dirgewood fruit dies instantly unless it makes a DC 26
The mottled, semi-tramparent skin of this sickly Fortitude Save (thissave is Constitution-based); even on a
gowth is a deep, unhealthy purple in color, straining in successfulsave, the eater takes 3d6 points of Constitution
uneven bulges over the fruits ropy innards. At its core is a drain (not damage). If the creature survives, this singlebite
large, kernel- %en the dirgewood tree has ab- grants it asmall measure of the dirgewoodspower-it may
sorbed 100HD worth of corpses, anew h i t ripem and falls thereafterrebuke/commandundead as an evil cleric of 2nd
to the ground. Nearby COrPoreal undead immediately level,or gains 1bonus levels for the purpose of tudrebuke
attempt to devour it, kernel and all. undead checks if it already had the power to do so.
A n y undead that eats the fruit immediately gains 1 Surviving multiple bites might provide other benefits or
HD for every 4 HD of the dirgewood that produced the carry certain penalties, at the GMs dicretion.
fruit,regardless of normal HD maximums for that undead Few mortal creatures have ever attempted to eat
creaturesadvancement range. The creature then Wanders an entire dirgewood fruit, and none who has is known
away from the Parent tree and searches for, or attempts to to have survived. Tales of what might happen to those
create, a place of great carnage. when the dirgewood seed who live through such an attempt vary - some
within it senses a large supply of fresh corpses, it immedl* believe they wouldgain permanent commandover the
atelY Slays its u d e a d host and takes root in the earth. A dead, and others that they would be transformed into
new dirgewood tree usually growsat the unnatUmlrate of strange, powerful, and unique undead themselves.

Dragon, Fleshwrack
bDrason Descnptjon
Hit Dice: 12d12t108(186 hp)
Initiative: +3 Rolling masses of flesh and skin, fleshwrack drag-
60 ft. (12 squares), burrow 30 ft. ons are the spawn of the titan Gaurak, birthed from the
speed:
AC: 25 (-2 +3 oex,+14 11, piles of corpses and wounded left to rot on the battle-
flat-footed 22 fields of the Divine War. During the latter stages of the
BaSeAWGqpk +12/t31 war, these dragons assaulted enemy formations seek-
AttadC Bite t21 melee (3d6+11) ing to devour and absorb every living thing in their
Fd Attadc Bitet21melee(3d~ll)and2claws+l6melee path. While almost all were destroyed, some were

+ (ld10+5)
15 ft./lO Ft.
secreted away by the followers of the titan, hidden in
deep underground wells, fed and tended until they
SPeadM Absorbflesh~fr~t~u~pc-eSence~how~of~~
might once again be unleashed upon the unsuspecting
improved grab, swallow whole, trample
2d10+16 divine races.
SpeaSlQudii Blindsight 120ft., damagereduction 5/magic Fleshwrack dragons have no recognizable head;
and slashing, immunities, spell resistance 14, they have great gaping mouths full of teeth, attached
wlnerability to positweenergy by a short neck to an ever-shifting bulk of hard, fleshy
ssves Fort +17, Ref t11, Will +8 scale and hide. A pair of tiny, useless wings sprouts
M i Sb329Dex169 Con lnt 12*wis lo, awkwardly from where their shoulders might be, and
%Ilk: lntimldate +139 three) several too-small legs occasionally jut out from be-
Listent15, Searcht16, Spot +15, Survival+15
neath their bloated bodies. Despite their ungainly
F& Cleave,Combat Ref!exes,lmprovedOverrun,
appearance, though, fleshwrack dragons are able to
Power Attack, Track
Any land lurch and slide with surprising speed.
olgambm solitary These foul creatures feed their constant hunger
-Rating: 10 either by sucking creatures down their gullets or by
TMSUE Standard simply enveloping them in the folds of their flesh,
Alignment: Always neutral evil directly absorbing the poor creatures substance into
Advancement- 13-17 HD (Huge); 18-36 HD (Gargantuan) their own. Although they lack breath weapons,
LevdAdjustrnent - fleshwrack dragons are able to swallow even creatures
of their own size, expanding around them like a bul-
The waguely draconic thing is fearsome and hornfying bous serpent or a great ooze.
-a mass of random flesh cowered in scales, with a single Like the rotting piles of corpses they came from, many
great gaping maw full Of mismatched teeth. Its bulk fleshwrack dragons attract the attention of large flocks of
shifts and convulses us it lumbers on small, spindly kgs . carrioncrows. nw birds swarm the dragon,feast.
ing on bits of blood and gore, somehow findlng purchase on
CREATURE COLLECTION 111: SAVAGE BESTIARV

the dragons fleshy hide without being absorbed, and takmg Thisis a sonic effect that does not require any action on the
wing should the dragon bewme agitated. dragons part. The save Dc is Charisma-based.
Fleshwrack dragons speak Draconic and Titan. ImprovedGrab (Ex):Tousethis ability,the fleshwrack
dragon must hit anopponent with its bite or claw attack. If
Combat it establishes a hold with its bite, it may swallow. If it
Although driven by insatiable hunger, fleshwrack establishes aholdwithaclawattack,itmay absorb fleshwith
dragons are nonetheless intelligent creatures, and possess a a successful grapple check.
moderate understandingof battlefield tactics. In combat, a Swallow Whole (Ex): A fleshwrackdragoncanswal-
fleshwrack dragon will typically attempt to trample any low an opponent it has bitten on a successfulgrapple check.
obvious magic-wielders before trying to devour the largest Once inside, the victim is absorbed into the dragons flesh
opponenton the battlefield. As soon as it has swallowedone according to the absorb flesh ability, but takes a flat 9 points
creature, the fleshwrack immediately searches for the next of Constitution damage epr round, not.
tempting morsel. Trample (Ex):ReflexDc27 half. (Notethat,because
Even though they are not immune to pain,fleshwrack of the Improved Overrun feat, a target within one size of the
dragons are usually controlled by their hunger and sel- fleshwracksowncannotchooseto avoid its trampleattack.)
dom retreat from a fight that means a potential meal. Once atop an opponent, the dragon will typically stop and
Absorb Flesh (Su): Any creature that comes into remain there until the creature is absorbed (consider such a
contact with the body of a fleshwrack dragon must make a creature grappled and pinned). The save DC is Strength-
DC 24 Fortitude save or take ld6 points of Constitution based.
drain as a portion of its flesh is absorbed into the dragons Immunities (Ex): In addition to the standard dragon
own. Creatures with regeneration can recover these points immunities to sleep and paralysis, fleshwrack dragons are
lost to Constitution dram as if the drain were a lost limb. also immune to disease and poison.
Being hit by the dragons normal melee attacks does not Vulnerabilityto PositiveEnergy (Ex): Partiallycom-
require a save, but attacking the dragon with natural weap posed of the corpses of soldiers slain in battle, fleshwrack
om or being grappled or swallowedby the dragon does. The dragons take damage from any spells or effects that channel
save Dc is Constitution-based. positive energy (although they cannot be turned): A
Ea m m s constitution isreduced to 0 in &us way, it has fleshwrack takes anamount of damage from any a r e spell or
beenfullyabsarbedintothefleshwrackdragonsb similar effect equal to half the amount the spell would
b e d ; it may be resurrected once the beast is s h Foreach normally heal. The fleshwrack takes damage from injkt
pointofGmstitutionabsorbedinth_lsway, thefleshwmckdragon spells as normal. Fleshwrack dragons cannot be healed
heals5pointofdamage.Hitpoints~~inexcgsofthec magically; they heal only by absorbing other creatures.
n d l l u n i t aretreated as temporary hit pints,and are lost at a
rateof ld4htpointsperhouruntilthem~mchaits n o d
h t point total.A fleshwrackcannever gain more temprary hit
pint s than an amount equal to its normal maximum in this
hhion (i.e., for a grand totalofdouble its usual amount) -any
M e r temporary pointsare i g n d .
FrightfulPresence (Ex): 12Ofeet;WillDc 16negates,
panickedfor3d6roundsiflessthan3HD,shakenfor ld6
rounds if 4 HD or more.
Howl of Rage (Ex): Any time a
fleshwrack dragon
,.d
d

any case any


time it takes 20

erupt all over its hide


and emit a terrible collec-
tive howl ofrage andfury. All
creatures within 60 feet of the
fleshwrack when this occurs must
q*3 v -

make a DC 16 Fortitude save or be stunned for ld6 rounds.


CREATURE COLLECTION 111: SAVAGE BESTIARY

Dragon, lcewrack
disrupting supply lines throughout Albadia and
bDragOn(Cdd) the north. During t h e Titanswar, icewrack drag-
Hit Dm
i 14d12+98(184 hp)
Initiative: +4 ons descended upon isolated towns under the
60 ft. (12 squares), climb 40 ft., Fly 90 13. cover of night, hid nearby, and simply waited for
speed:
(par),swim 4 0 ft. the townsfolk to flee or die as t h e temperatures
AC: 29 (-2 size, +4 Dex, +I7natural), touch 12, dropped uncontrollably.
flat-footed 25 Some of these creatures are rumored t o have
+14/+31 survived the Divine War by retreating deep into
Bite+21 melee (ZdlO+Q) t h e Titanshome Mountains, a n d some
Bite +21 melee (2dlO+?) and 2 claws +I6
loremasters in Lokil have linked t h e icewrack
melee(2d6+4) and tail slash (ld10+4)
dragons to the slow spread of glaciers down from
15 ft./lO ft. (15 Ft. with bite)
b a t h weapon, Frightful presence, spelk the Stiffened Sea.
Aura of cold, blindsight 140ft., cold subtype,
damage reduction5/bludgeoning and magic,
icestride, immunities, spell resistance 17
Fort +16, Ref +13, Will +11
Str 28, Dex 18,Con 25, Int 16,Wis 15,Cha 19
BlufF+l3,Climb+lQ, Diplomacy+8,Hide+4*,
Intimldate+20,Jump+l3,Knowledge(arcana)
+17, Knowledge (any two) +lo,Listen +21,
Move Silently +11, Search +lo,Sense Motive
+9,Spot +11, Swim +18
~~

CREATURE COLLECTION 111: SAVAGE BESTIARY

Like winter in t he mountains, icewrack drag- transmutation schools. T h e save DCs are Cha-
ons are cold and cruel. W h e n encountered, they risma-based.
are more likely t o lure a party i nt o a snow- Typical sorcerer spells known (61717171613;
covered crevasse or icy deadfall t han t o blast save DC 14 + spell level): 0-acid splash, chill1
them with their breath weapon. Icewrack drag- warmth dancing lights, daze, flare, ghost sound,
ons lair high above t he permafrost in glittering mage hand, resistance, touch of fatigue; 1st-mes-
caves carved from t he ice, or in lairs deep be- s a g e , rabbit f e e t , shield, shocking grasp,
n e a t h empty snow-bound cities. Along t h e ventriloquism; 2nd-cold snap*, eagles splendor,
northern coast of the Bleak Savannah lie several iceshards** , resist energy; 3rd-battle projection**,
cities buried under t he ice, testaments t o the major image, water breathing; 4th-greater invis-
cold th at lingers where icewrack dragons pass. ibility, frostform**; 5th-mirage arcana.
Icewrack dragons speak Draconic and Ti- Aura of Cold (Su): Icewrack dragons radi-
tan, and most know at least a smattering of ate a n expansive aura of intense cold. Wi t hi n
Ledean and/or one or two other major humanoid one mile for every 3 HD of t he icewrack dragon,
tongues. t he temperature drops t o freezing. Thus, a 14-
HD icewrack dragons aura of cold extends for 4
Combat miles. Animals t hat arent adapted t o cold climes
Icewrack dragons almost always wait for their will either leave t he area or perish after several
enemies to come to them, choosing locations days of freezing. Wi t hi n 100 feet for every 3 HD
where they have all the advantages. They thus of t he icewrack dragon, t he temperature drops to
ensure that any who would confront them have less t han 0 degrees Fahrenheit. See Cold Dan-
already been beaten down and weakened by t he gers in Chapter 8 of the DMG for information
combination of sub-freezing temperatures and on t he effects of cold environments.
deadly traps and magics. Once their foes have Wi t hi n 10 feet for every HD of t he icewrack
been thoroughly demoralized, any who have not dragon, any creatures or objects susceptible to
yet succumbed t o t he intense cold are attacked cold must make a DC 24 Fortitude save each
by the dragons breath weapon, ordered to re- round or take l d 6 points of cold damage. T h e
move any magical protections, and t hen swiftly save DC is Constitution-based.
slaughtered. A t t he GMs discretion, the dragons aura of
Because of t he power they wield, icewrack cold may have other effects, such as reducing the
dragons tend to be extremely self-confident, if hardness of some items (due t o brittleness), or
not downright arrogant and dismissive of other causing nonmagical fires to dwindle and go out.
creatures abilities. O nce t he tide of battle goes Icestride (Ex): Icewrack dragons may travel
against them, however, they try t o escape to over any icy surface as if by means of t he spider
somewhere cold and distant where they can climb spell. This ability is always in effect.
nurse their rage and plot their revenge. Immunities (Ex): In addition to t he stan-
Breath Weapon (Su): 60-foot cone, once dard dragon immunities to sleep and paralysis,
every ld6 rounds, damage 12d4 cold, Reflex DC fleshwrack dragons are immune to disease and
24 half. This save DC is Constitution-based. poison. Due to their freezing blood, they are also
Anyone who fails t he Reflex save must also immune to any effect t hat causes extra damage
make a DC 21 Will save or be affected as if by the due to bleeding, such as t hat from a wounding
spell crushing despair. This save DC is Charisma- weapon.
based. Skills: Icewrack dragons have a +8 racial
Frightful Presence (Ex): 140 feet; Will DC bonus o n Climb and Swim checks. They can
21 negates; panicked for 3d6 rounds if less t han always choose to take 10 on Climb and Swim
3 HD, shaken for l d 6 rounds if 4 H D or more. checks, even if rushed or threatened. They can
Spells: Icewrack dragons can cast arcane use t he run action while swimming, provided
spells as 10th-level sorcerers; they may also cast they swim in a straight line.
any weather-affecting or cold-based spells from *Icewrack dragons have a +8 racial bonus to
the druid list as if they were sorcerer spells Hide checks in areas of swirling snow or ice.
known to th e dragon. They otherwise tend to
favor spells from the abjuration, illusion, and
CREATURE COLLECTION Ill: {AVAGE BEITIARV

Dread Crawler
Largeu
Ht Dice: 3d12 (19 hp)
lnf& +3
speed: 40 ft. (10 squares), climb 30 ft., swim 20 ft.
AC: 18(-lsize,+3Dex,+6 natural), touchl2,flat-
Footed15
+1/+10
Claw +5melee (ld4+5 plusdisease)
2 claws+5melee(ld4+5phisd~)andbite
+O melee (ld6+2 plus disease)
10Ft.15H.
Disease, frightful presence
Blindsense 30 ft., collective mind, undead
traits, vermin traits
szives Fort +1, ReF+4, Will +5
Alnlitii Str 20, Dex 17, Con -, Int -, Wis 15, Cha
6
Skk
i Climb +16, Hide +l3,Listen+5,Move Silently
+It, Spot +5,Swim +16
Run'
Warm Forest or marsh Combat
Cluster (2-4), colony (5-40), or hive(50- Dread crawlersserve only their dark masters. Fearless to
100)
the point ofrecklessness,they grow more effective individu-
Chd
elngewng: 3
ally when more of their numbers congregate.
Treaare: 1/2 coins; 50%goods and items
Hignnent: Always neutralevil Disease (Ex):Festering agu-law or bite, Fortitude
AdwmmmtRange: 4-?HD(Large) Dc 13,incubation ld4days, damage ld3 Strand Id3 Con.
LevdAdjusbnent: - Any day during which a victim takes 3 points of Constitu-
tion damage, he must make an additional saving throw or
The creature @pears to be amsiwe roach,one roughly the suffer 1 point of that damage as permanent drain.
size of a horse. Frightful Presence (Ex):30 feet; Will DC 9 negates;
shaken for 2d6 rounds if less than 3 HD, shaken for ld4
Descrjptjon rounds if 4 HD or more.
Along the coast of Termana, near the fearsome Isle of For each dread crawler that the victim can see beyond
the Dead, there is a salt bog and bayou. This area was once the first, the save Dc is increased by +2. If any creature fails
inhabited by a species of large, roachlike vermin, but the the save by 5 or more, it is fnghtened rather thanshaken.
negative energies of the Isle reached out and transformed Collective Mind (Su): For every 3 dread crawlers
them into undead servants of the Ghoul King. Really,little congregated within O l Ofeet of eachother (even if separated
haschanged, for the once dangerousand communalvermin by stone, earth, water, or other nonmagical barriers), each
are now dangerous and communal undead. But they serve gainsan effective Intelligence bonus of +2 for the purpose of
darker forces with larger goals now, and are a largely un- its relative capacity to make tactical decisions (to a maxi-
known force that serves the interests of the Ghoul King. mum effective Intelligence of 10). Thus, if 15 or more
Dread crawlers look very much like horse-sized crawlers are present, they can react as logically and effec.
cockroaches. Fast and lethal, they inflict hideous and tively to changes in local conditions, environment, and
diseased wounds with their long claws and mandibles. other stimuli as an average human might. Further, if 5 or
They also exude an unnatural aura offear, which grows more crawlers are within 100feet of each other, each gains
more intense as greater numbers of crawlers gather. the benefit of the Combat Expertise feat; of 10 or more are
Dread crawlers live in massive earthen mounds in present, they also gain the benefit of the ImprovedTrip feat.
marshyareas.There isnorulingentityorqueen,but within This ability does not allow the dread crawlers to
these mounds adventurers will find horrors possible only actually communicate dormation in any way.
through the alien, undead genius of a hive mind, Their Skills: Dread crawlershave a +2 racial bonus on Move
population seems without limit, and some rumors speak of Silently checks and a +8racial bonus on Climb, Hide, and
hidden chambers where living eggs are imbued with Swim checks. They can always choose to take 10onclimb
negative energy and malevolent arcane forces. and Swimchecks,evenifrushedor threatened.They canuse
the run action while swimming, provided they swim in a
straight line.
CREATURE COLLECTION 111: SAVACE BESTIARV

Drendan Monkey
Small Magical Beast (Shapechanger)
cult, but the monkeys can also change shape to any
Hit Dice: 3d10+6 (22 hp) creature of comparable size, if always in similar shades
Initiative: +8 of grey. Drendari monkeys can also transform them-
Speed: 6 0 f t . (12squares), climb 50 ft., swim 30 selves into shadow-stuff itself, making them valuable
ft. pets for rogues, penumbral lords, shadowdancers, and
AC: 17 (+1 size. +4 Dex. t 2 natural), touch 15, others who dwell or work in darkness.
flai-footed 13
Base AttacWGrapple: +3/-2 Combat
Attack: Bite t 8 melee (ld4-1)
When any creature that might be a threat enters
Full Attack: Bite +8 melee (ld4-1) and 2 claws +3
its territory, a Drendari monkey will attack fiercely. A
melee (ld3-1)
SpacelReach: 5 ft.15 ft. Drendari monkey does not deliver warnings before
Special Attacks: Sneak attack +ld6 attacking as most territorial creatures do, but observes
Special Qualities: Alternate form, blindsense 30 ft., quietly to gauge the intruders capabilities. If the foe is
darkvision 60 ft., hide in plain sight, apparently too powerful, the monkey simply stays in
shadowform hiding, but shadows the intruder, perhaps attacking if
Saves: Fort +5, Ref +7, Will +2 and when it is sleeping or injured.
Abilities: Str 8, Dex 17, Con 15, Int 5, Wis 12, Cha Otherwise, it uses its powers of stealth to sneak
6
into positionforasurprise attack. Once it has wounded
Skills: Balance +12, Climb t12, Hide +12*, Jump
t12, Listen +4, Move Silently +7, Spot its opponent, the monkey will flee into the shadows
+4, Survival +2 and wait for another chance to strike. This continues
Feats: Alertness, Improved Initiative, Weapon until the intruder is dead or flees - and can go on for
Finesse days, for a lone Drendari monkeys territory can cover
Environment Warm forest as much as 30 square miles.
Organization: Solitary or tribe (3-4) Sneak Attack (Ex): A Drendari
Challenge Rating: 3 monkey can make a sneak attack like
Treasure: None a rogue, dealing an extra ld6 points
Alignment Usually chaotic neutral
of damage whenever a foe is de-
Advancement Range: 4-6 HD (Small) nied its Dexterity bonus, or
Level Adjustment: t 4 (cohort)
when the monkey is flank-
A small creature darts through the shad-
Alternate Form (Su):A
ows so quickly that you can barely see it.
Drendari monkey can assume
What you glimpse resembles a small monkey
with large ears and a thin tail. otherformsat will as astandard
action. This ability functions
Descnptjon similarly to a p l y m h spell
cast upon itself (caster level
It is unclear whether the Drendari monkey
8th),except that the monkey
actually deserve their name, for there is no evi-
always retains its grey fur (and
dence that the goddess Drendari ever created
thm its bonuses on Hide checks),
or adopted them. However, their connec-
does not regain lost hit points for
tion to the shadows has earned them the
changing form, and can assume only
name, and they appear to be forever
the form of Small animals or magical
associated with the Mistress of Shadows.
beasts. A Drendari monkey in an
Drendari monkeys are nocturnal, alternate form loses its shadowform
territorial, and incredibly fast. They are
normally solitary creatures, except
Hide in Plain Sight (Su):
when encountered together as a
Drendan monkeys can use the
family unit. Few have actu-
Hide skill even while being ob-
ally seen one clearly -
served. As long as it is withln 10
usually Drendari monkeys
feet of some sort of shadow, a
are only glimpsed as flitting
Drendari monkey can hide it-
hominid shapes with long tails and large
self from view in the open
ears. Their fur is normally grey-black,
without having anything to
but can change to different shades of
actudlyhidebehind.Itcan-
grey to match its current background. This
not, however, hide in its
alone is enough to make spotting them diffi-
own shadow.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Shadowfonn (Su):Twicepernight, ahendarimonkey Skills: Drendari monkeys have a +4racial bonus on


canchange itself into pure shadow until it chooses to return Hidechecksanda+8racialbonusonBalance,Climb, Jump,
to physical form. This grants it a +10bonus on Hide checks and Swim checks. They c a i always choose to take 10 on
andtheincorporealsubtype.Whileinshadowform,aDrendari Climb and Swim checks, even if rushed or threatened. A
monkey can"shadow jumpl'up to80feet (intotal) pernight, Drendari monkey uses its Dexterity modifier instead of its
as the shadowdancer ability of the same name (see "Prestige Strength modifier for Climb and Jump checks.
Classes," DMG, Chapter 6). R e Drendari monkey must *In darkened or shadowy conditions (such as under a
return to physical formto attack. This pwer canbe used only jungle canopy),a Drendarimonkeygains a +8circumstance
between sunset and sunrise. bonus on Hide checks.

Ethereal Destner
terrain. A herd of these great beasts phasing in and out
4d10+8(30 hp) of view as they thunder across the plains is a wondrous
+3 sight indeed.
60 Ft. (12 squares) As might be expected, ethereal destriers are highly
16(-1 size,+3Dex,+4mtural),touch 12,Hat-
footed 13
prized asmounts,for their abilityto phase into anethereal
+4/+11 state extends to their riders. However, ethereal destriers
Hoof +6mdee (ld6+3) must be raised and trained almost from birth to be useful
2hooves+6melee(ld6+3)andbite+l melee as mounts, leadingsomepoachers to stalkpregnant mares
(ld4+1) or try to magically capture and confine breeding pairs. A
10Ft.15Ft. typical destrier lives for roughly 30 years, and is consider-
ably smarter than a horse.
Ethereal jaunt, l o w - l i t vision, scent, spirit

-
sew Combat
SweS
Abilik
%ilk
str '"
Fort +6,Ref +7,Will +3
16' ' O n 15' Int77 WK 14*Cha
Listen +5,Spot +6
' Ethereal destriers can become ethereal at will. Usu-
ally, when trying to escape most predators, this ability
alone is sufficient. If not, then they run to a cliff and then
Feats: Endurance, Ride-By Attack, Rurf
become ethereal to cross the chasm or make it safely to
Temperateor wann hills and plains
Solitaryor herd (10-30)
the bottom; they use a similar tactic if someone manages
4 to get astride them, leaping out over a cliff and
NlengeRating:
Treanre: None then turning ethereal, causing the undes-
AJiiment: Always neutral ired rider to plummet, most likely to
Advancsment Range: 5-12 HD (Large) its death. While the ethereal
LevdAdjustment: +5(cohort) destrierdoesnot carry treasure,
it is not unheard of to find a
These seem somedung other than ordinary cliff near areas where
horses,butmeewrybitasmuscmlar,grac&, and
seulft. %tr bodies seem to shzmmer, their dmk
hides&terunguiuithafaintsilvery light.

Description
These creatures roam the plains of Asherak,
appearing from a distance as herds of ordinary
wild horses. Their hides are usually dark-colored,
although they can vary in hue as do those of
natural horses, but they always have a silvery
sheen; as they run, their bodies shimmer and
ripple. Those lucky enough to get close to one of
these stunning creatures observe eyes filled with an
otherworldly intelligence unlike that of their mun-
dane cousins.
Ethereal destriers are so-named due to their
ability to phase in and out of the Material Plane in
order to escape foes, avoid obstacles, and cross difficult
CREATURE COLLECTION 111: SAVAGE BESTIARV

and to find a few skeletons and their equipment at the Ethereal Jaunt (Su): An ethereal destrier can
bottom, from a few over-confident fools that have tried shift to the Material Plane from the Ethereal Plane as
to capture a member of the herd. a free action, and can shift hack again as a move action
Ifsomehowcomeredorifprotectinganothermem- (or during a move action). This ability is otherwise
ber of the herd, ethereal &triers will attack from identical with the spell ethereal jaunt (caster level
multiple directions, turning material for their attack 15th). Anything carried by the ethereal destrier may
and then returning back to the ethereal after their be made ethereal if the destriers wishes.
attack. They use Ride-By Attack for hit-and-run at- Spirit Sense (Su): Ethereal destriers have a
tacks,usingthetretherealjauntabilityduringmovement limited ability to know when something is nearby
to avoid attacks of opportunity and subsequent attacks. on the Ethereal Plane. This ability allows them to
Carrying Capacity: A light load for an ethereal sense ethereal creatures within 60 feet, as if with
destrier is up to 230 pounds; a medium load, 231-460 the blindsense ability, but not to see them. This
pounds; and a heavy load, 461-6510 pounds. A n &e- ability does not extend to the Material Plane from
real destrier can drag 3,450 pounds. the Ethereal.

Eyedra
Huse- a combination of two of Mesos and Mormos most
Hit Dice: 11d8+55(104 hp) horrible creations.
Initiative: +5 The eyedra-a foreshorteningof the original sobriquet
speed: 20 R. (4 squares),swim 20 R. eye hydra - appears from a distance very much like a
AC: 24 (-2 size, +1 Dex, +15 natural), touch 9, standard 10-headedhydra, save that its flesh is of adark blue
flat-footed 23
or purplish tint, not unlike a deep bruise. On closer mpec-
+81+24
tion, this hide is revealed to he made up of segmented chitin,
lOeyerays+?ranged(seebelow) or bite+l4
melee (3d6+12) rather than reptilian scales. A singlewide maw gapes open in
FdAttadC 10 eye rays +?ranged (see below) and bite themonstersbreast,justbeneaththespotwherethe lonecks
+14melee (M6+12) join with the body. The lidless eyes constantly seep a watery
15 R.15 R. yellow ichor, which gives off the eyedras signature salty
Eye rays scent.
All-aroundvision,Mi~3O~.,~~visI~
60 R., fast healing 15, low-light vision Combat
Fort +lo,Ref +4,Will +8
Eyedras are viciously territorial, normally attackingany
Str26,Dex13,Con21,1nt12,Wis12,Cha15
creature that invades their terrain. They are intelligent
Listen+17,Search +1?, Spot +21,Swim +16
enoughnot to assault an invader who appears mightier than
Alertness, Combat Reflex&, G a t Forti-
tude, lmprovedInitiative, Shot on the Ruff they are; similarly,if weaker intruders are capable of commu-
Warm marshor underground nicating with them and skilled at diplomacy, eyedras may be
Solitary found willing to allow them to pass in exchange for a bribe of
14 (normal); 16(GSholian) great riches or a potent magic item.
Standard When they do engage in combat, eyedras prefer to
Usually lawfulevil remain at a distance and use their eye rays, but they have no
12-15 HD (Huge); 16-33 HD (Gargantuan) compunction about biting an opponent who comes close
- enough. They sometimes use their telelunesis power to drag
opponents (particularlyMd opponents) into their maw.
7% m t e r is no hydra, although i t bears a s+ Eyedras can attack as a standard action with all of their
resemblance to one. Insteadof s n a k e - k heads, however, it has eye rays at no penalty, even ifthey take a move actionduring
many longneckseachendnginanenormotlscilienqethatoozes the round; if aneyedra takes no move, it may bite and use all
WithyeUowshflujcI.Theeyespemhdyemitflashesofkghtand of its eye rays as a full attack action.
ma,,energy. A normal eyedra can be killed only by slaying the body.
However, to reduce its offensive capabilities, it is generally
Description necessarytocutoffitseyestah.Toseverastak,anopponent
Golthagga the Shaper is well known for his hideous must make a successful sunder attempt with a slashing
experiments with the creations of other titans, taking weapon. (The player should declare where the attack is
creatures and forging them into nightmarish shapes and aimed before malung the attack roll.) Malung a sunder
combinations. Surely, this malicious horror is one of his attempt provokes an attack of opportunity unless the at-
experiments,for no other origin could explain so hideous tackerhasthe1mprovedSunderfeat.Anopponentcanstrike
at an eyedraseye stalks from any position in which he could
CREATURE COLLECTION 111: SAVAGE BESTIARY

strike at the eyedra itself, since the stalks writhe and whip fight. The eyedra generally instructs a charmed target to
about in combat. either restrain a comrade or stand aside.
Each of an eyedras eye stalkshas hit points equal to the ChmmPerson:Will negates. Eyedras use this ray in the
creaturesfull normal hit point total divided by 10.Thus, an same manner as the cham monster ray.
average eyedra has 104 hp, so a single blow dealing 10 or Disintegrate: Fortitude partial. The eyedra generally
more points of damage severs an eye stalk (104/ 10 = 10.4, uses this ray on any foe it considers a serious threat.
rounded down to 10). Losing an eye stalk deals no damage Fear: Thisworkslikethespell,exceptthatittargetsone
to the eyedrasbody. A natural reflex seals the stalk shut to creature (Will negates). Eyedras like to use thisray against
prevent further blood loss. The eyedracan no longer use the warriors and other apparently physically powerful creatures
eye ray associated with that particular head, but suffers no early in a fight.
other penalties. FingerofDearh: Fortitude partial.Eyedras use thisray to
Each time an eye stalk is severed,anew eye springsfrom eliminate dangerousfoes quickly.
thestumpin ld4rounds.Topreventaseveredeyestalkfrom FkshtoStone: Fortitudenegates. Eyedrasl i e to aim this
growingback, at least 5 points of acid or fire damage must be ray at enemy spellcasters, or on any creature whose appear-
dealt to the stump (a touch attack to hit) before the new eye ance they find interesting or appealing.
appears.A flamingweapon (orsimilareffect) deals itsenergy
1nfl.t Modaute Wounds: This works as the spell,but at
damage to the stump in the same blow that severs the stalk.
range (Will half-).
Fireor aciddamagefromanareaeffect (suchasafirebaU)may
Sleep:Thisworks likethe spell,except that it affectsone
burn multiple stumps in addition to dealing damage to the
creature with any number of Hit Dice (Will negates).
eyedrasbody. A severed eye stalk that has been cauterized
Eyedras like to use this ray against warriors and other
by acid or fire still regrows in a b u t a month.
physically powerful creatures.
An eyedras body can be slain just like any other
Slow: This works like the spell,except that it affectsone
creatures, but eye& possess fast healing and, like hydras,
creature (Willnegates).Eyedrasoftenusethisrayagainstthe
are difficultfoesto slay in this manner. A n y attackthat is not
same creature targeted by their disintegrate,jksh to stone, or
(or cannot be) an attempt to sunder an eye stalk affects the
CREATURE COLLECTION Ill: SAVAGE BESTIARV

finger of death rays, just m case the first ray fails or threatened, and can use the run action while swimming,
Teleknesis: Will negates. Eyedm like to use this ray provided they swim in a straight line.
against warriors and other physically powerful creatures Feats:AneyedrasCombatReflexesfeatallowsittouse
(disarmingthem or flinging them away),or againstrogues or all of its eye rays with each attack of opportunityeach round.
other maneuverable &es<drawing them into the eyedras
maw). GSholjanEyedra
AlLAround Vision (Ex):Eyedm are exceptionally A small percentage of eyedras are of the GSholian
alert and circumspect. They cant be flanked. variety. Each time one of a GSholian eyedras eye stalks is
Fast ~h~ ( E ~ )Each
: an eyedra healsa severed, two new eyes (rather than just one) spring fromthe
number of hit points equal to 10 + 1/2 its HD. stump in ld4 rounds. A GSholian eyedra can never have
more than twice its original number of eyes (twoper eye
Skills: Eyedras have a +4 racial bonus on Spot and
stalk) at any one time, and any eyes it gains beyond its
Search checks and a +8racial bonus on Swim checks. They
originalnumber wither and diewithln aday. Otherwise, the
canalwayschoose to take lOonSwimchecks,evenifrushed
GSholian eyedra is similar to the normal variety of eyedra.

Fernte Beetle
Hugec* Feme beetles look like enormous roaches. They have
Hit Dice: 10d10+40(95 hp) SK relatively splndly legs, huge mandibles, and a black iron
Initiative: -2 exoskeleton pitted and rust-stamed with age. Thelr wings,
speed: 40R.(8squares),fly60 ft.(clumsy), burrow normally hidden by their metal shells, are indescent and
20 ft. quite beautiful. A ferrite beetle m flight 1s an awe-mpirlng
AC: 25 (-2 size, -2 Dex, +19 natural), touch 6, but terrlfylng si&t.
flat-footed 25
Fortunately, these vermin are only active mtermit-
BaseAttadJGapple: +7/+23
tently, lymg dormant much of the time m caves ~tl the
AttadC Bite+13 melee (M6t12plus 2d6 acid)
FullAttadc Bite +13 melee (M6t12plus 2d6 acid)
mountains or buried deep ln the sand. When in thetr active
15 ft./lO R. cycle, they scour the Iron Desert for scraps of iron and other
%==jRd
SpeCldAttackr Acid, spit acid, trample 4d8+12 metals. They prefer to devour metal, hut can and will eat
SpeCdQudk Construct traits, damage reduction 5/&- anYthmg*
mantine, darkvtsion 60 ft., low-light vision,
scent, spell resistance19, wlnerabllltles Combat
saves: Fort +3, Ref +1, Will +3 Femte beetles always attack opponents who wear
Abili str26, On-3 lnt wis Cha
-3 9
heavy metal armor first, droppmg from the sky or erupting
Skilk: Survival+0* from thegroundandmhgsunder attemptsonthe largest
Feats: -
sourcesof metal in the area lfthey are worn by another
Emrimnment: Warm desert or mountains
creature. Only after a creature deals significant
organnation: Solitary, pair, or nest (3-8)
damage to the ferrite beetle does it direct its
wlengew 10
attacks toward the creature rather than the
Tt-eaQIE None
Alignment: Always neutral targets possessions.
Advancement- 11-23HD (Huge); 24-30 HD (Gar-
gantuan)
LevelAdjmbnenk -

The creature appears to be an enomuxlrly oversized ircm


cockroach wth arusty, pitred shell and long, dun legs.

Descrjptjon
Golthagga created the ftrst of these enormous beetle-
shaped constructs to help keep ha work area clean. They
would swarm beneath the massivetitans forge, scavenglng
among the scraps of his work, feedlng on the bits of metal
and flesh left over from hs experiments. When Corean
defeated the Shaper, a few of these creatures escaped in the
chaos, for despite the beetles great sue, the massive titan
and god dwarfed even them.
CREATURE C O L L E C T I O N Ill: S A V A G E B E l T I A R V

Once they begin to attack in earnest, ferrite beetles Spit Acid (Ex):40-foot l i e ; damage 6d6 acid, Reflex
have no grasp of tactics, simply trampling as many oppo- Dc 15half. One such attack depletes its acid supply for ld6
nents as possible and spitting acid indiscriminately. rounds, during which time it may neither spit acid nor deal
Acid (Ex): A ferrite beetle produces an acid that acid damage with its bite.
quickly dissolvesorganic materials and metals, but does not Trample (Ex):Reflex DC 23 half. The save Dc is
harm stone. A n y successful bite attack deals acid damage. Strength-based.
Organic material or clothing dissolves and becomes useless Vulnerabilities (Ex):A ferrite beetle takes ld6 points
immediately unless it succeeds at a Dc 15 Reflex save. The ofdamageper caster level (maximum 15d6)fromthenrsting
beetle's acidic bite deals 15points of acid damage per round gmp spell, and may be similarly affected by other rust-based
to w d e n or metal objects, but the beetle must maintain attacks at the GMs discretion. It takes no damage from
contact with the item for 1 full round (such as with a electricity, but is s h e d 1 round for every 4 points of
successful grapple check) to deal thisdamage. The save DC electricity damage an attack would otherwise have dealt.
is Constitution-based. Skills: *Ferrite beetles have a +4 racial bonus on
Survivalchecks when tracking metal by scent.

Flay Beast
MedmVennin Horrifying spawn of Hrinruuk the Hunter, flay
Hit Dice: 4d8+8 (26 hp) beasts roam wilderness areas on the continentsoff ermana
Initiefive: +4 andAsherak.TheyhaveneverbeenreportedonGhelspad,
speed: 20 R. (4 squares), climb 20 R., fly 60 R. yet occasional tales of mysteriously mutilated corpses
(ChmsY) there seem consistent with the predations of these deadly
AC 18(+4 Dex, +4 natural), touch14, flat-footed
14 creatures.Flay beasts are often solitarycreatures,but they
+3/+4 sometimes attack in flights. A n injured flay beast is
Claw +7melee (ld4+1/1?-20) usually set upon and devoured by the others in its flight,
6claws +7melee (ld4+1/1?-20) and bite+2 once any other prey has been dealt with.
melee(ld6 plus poison) Flay beasts are hermaphroditic and lay clutches of
5 ftJ5 R. eggs beneath the ground. These eggs hatch within 2d4
Poison, pounce weeks and grow into fully-grown flay beasts after about
Darkvisi 60ft., veimin traits one year.
Fort +6,Ref +5, Will +2
Strl2,Dexl8, Con 15,lnt -, Wis13, ChalO Combat
skrlk: Hide +lo*, Spot +?
Flay beasts are not intelligent, but
Feats: Improved Critical (claws)B, Weapon Fi-
nesseB
have an instinctive predatory sense.
Temperate or warm forest, marsh, and Combat with a flay beast almost always
mountains begins with a deadly diving charge by
orgall& Solitary or flight (4-8) the beast from hiding, which allows
-Rabng 4 it to use its pounce ability. Vicious
Ti-eanre: None predators, they fight to the death
Ngrment: Always neutral and retreat only if confronted
Advancement Range: 5-8 HD (Medium); 4-12 HD by obviouslysuperior op-
(Large)
LevelAdjlsbnent: - Poison (Ex): Bite,
The dung looks like a m-sized, amwred
grasshopprorprayingmantis.Itisquippedwithno
Pounce (Ex): If a
f e w ~ ~ n s i ~ ~ ~ y s ~ ~ s ~ ~ c ~ w s a ~ ~ ~ ,
venmndnpping mandibles. flay beast chxges a foe,
it can make a full at-
Description tack, including its bite
Flay beasts are deadly pack hunters resem-
bling a cross between a mantis and a grasshopper.
Woe to the poisoned victim of a flay bea beasts have a +4racial
bonus on Hide and Spot checks.
do not bother to kill their prey before they start
to feed. "Because of its camou-
flage, the Hide bonus increases
CREATURE C O L L E C T I O N 111: SAVAGE B E S T I A R Y

Forge Beast Abili Str 19, Dex 8, Con 23, lnt 3, Wis 10,Cha 8
MediUnAberration(Fn) Hide t4*,Jump+14,Listen +3,Spot +3
Skilk:
6d8+36(63 hp)
F& Diehard, Endurance, Great Fortitude
-I
Warm desertor mountains
15 ft. (3 sqwres) Solitary, pair, or smithy (3-10)
21 (-1 Dex, +12natural), touch 9,flat-footed Organizatiom
WlengeRating: 5
21
+4/+8 T m None
Aliment: Always chaotic neutral
Bite +8melee (ld8+4plus 2d4 fire) or gore
+8melee (ld8+4) -Range: 7-9 HD (Large); 10-18 HD (Huge)
Bite+8 dee(ld&4plus2d4fire)adgore LevdAdjusbnent: -
+3melee (ld8+2)
5 ft.15 ft. The creature seem almost comical - a great, black,
Breath weapon, improved grab, p o w d u l oddly homed toad with thick limbs and tiny, beady eyes. Its
charge2d8+6 back is afZat metallic plate. Altogether, it looks rather like a
Damagereduction5/bludgeoning,darkvision mobile a n d . Yellow-red flames are visible in its gullet when it
60 ft., fire subtype, stability opens its mouth, much like lookinginto the heart o f a f u m e .
Fort +lo,Ref +1, Will +5
CREATURE COLLECTION 111: SAVAGE BUTIARV

Descripti on Combat
Ranging in hue from black to rusty red, forge During a confrontation, forge beasts make
beasts resemble huge toads with exceptionally great lunging leap that belies their mass, th e n
thick limbs like great tree trunks. Their most blast opponents with super#heated air and grit.
distinctive feature is the flat plate rooted at In close combat, they attempt to lock their
their head and shoulders and t he two stubby mouths o n their enemy and grapple them, burn-
horns pointing strait forward from their brow. ing flesh in addition to crushing w i t h their jaws.
Their mouths are wide, t hi n, and lipless, and Anyone who can communicate with a forge
open to reveal an inferno inside, a volcanic beast may make a DC 30 Diplomacy check to get
cavity ideally suited for heating metal. t he beast to follow its commands. If the beast
T h e forge beast is literally a forgeworks on recognizes t he speaker as a worshipper or servant
legs, crafted by Golthagga t o accompany his of its titanic creator, the Diplomacy DC is only
armies in t he field. For those whom t h e beasts 15. In either case, a failed Diplomacy usually
obey, they act as fire and anvil, smelter and results in the beast attacking immediately and
sentry, table and hearth. For those whom they viciously.
don't obey, they are a t best irascible and stub- Breath Weapon (Su): 30-foot cone, Reflex
born nuisances. T h e beast's plate and horns act D C 19 half, 4d6 damage. Half of t h e damage is
as an anvil, and the beast instinctively adjusts from fire, while [he other half is bludgeoning
its stance t o level t he plate, even on steep in- damage from metallic particles and fragments
clines, propping itself up on its sturdy, solid legs. expelled from the beast's furnace-mouth.
Upon command, the beast will close its mouth Improved Grab (Ex): To use this ability, a
around whatever work its master presents. Once forge beast must hi t a creature with its bite
it is properly heated, the beast releases t h e glow- attack.
ing metal and allows i t to be hammered out on Powerful Charge (Ex): A forge beast typi-
its back plate. cally begins combat by making a great leap a t a
Forge beasts eat slag, ore, and even sand, foe and thrusting its horns forward. In addition
digesting t h e impurities and other elements and to t he normal benefits and hazards of a charge,
spitting up lumps of nearly pure metal, like this allows the beast to make a single gore attack
hairballs, a few hours later. Most forge beasts ( + 8 attack bonus) t hat deals 2d8+6 points of
today spend their time sleeping in the desert and damage.
foothills. Visitors to t he Iron Sands Desert might Stability (Ex): Forge beasts are incredibly
see one squatting in t he sun and mistake it for a solid on their feet. A forge beast has a +10 racial
rock. In fact, if they were to sit upon a beast or bonus on checks or saves made to resist being
shelter behind it, there would be little t o dispel bull rushed, tripped, or otherwise knocked over
t he illusion of stone, since forge beasts are rock- or moved when standing o n t he ground.
hard and sleep almost imperturbably for weeks
Skills: Forge beasts have a +4 racial bonus
at a time. W h e n they wake, they begin an awk-
on Hide checks and a +8 racial bonus o n Jump
ward, lunging migration across t h e desert,
checks.
scooping up mouthfuls of sand and rocks and
"Because of its camouflage, the Hide bonus
discarded junk, and leaving an occasional trail
increases t o + 10 when t he beast remains still in
of iron ingots behind them.
desert terrain.
Forge beasts speak a simple form of an an-
cient dialect of Ignan, and some understand a
few phrases of t he T i t an tongue.
CREATURE COLLECTION 111: SAVAGE BESTIARY
*-e
Forsaken Spjnt
touchedcreaturemust make a DC 15Willsaveor be affected
-~(Incorpae$)
Hit D
im 6d12 (39hp) as dby cunfusumfor a like amount of time. In each case, the
Initiative: +7 caster level equals the spirit's HD. Creatures normally
Fly 50 ft. (10 sqwres) (perfect) immune to disease receive a +4bonus on the Fortitude save
speed:
AC: 15 (+3 Dex, +2 deflection), touch 15, flat- agamt the symbolofplun effect. Undead are immune to the
footed 12 p n effect, but not the cunjkum. The save DCs are Cha-
B a s e A W W +4/- rima-based.
AttadC lncorporealtouch +7melee (ld6 plus agoniz- Master Pain (Ex):As a full-round action, upon en-
ing touch)
countenng a livtng member of one of the divtne races, a
FuRAtedc lncorporealtouch+7melee (Id6 plusagonrz-
ing touch)
forsaken splrit may attempt a Dc 20 Fortitude save to shift
5 ft 15 R. its alignment to chaotic good for ld4 rounds. If it succeeds,
space/Readr:
SpeCldAtkk Agonizing touch it may mteract with other creatures as would a normal

SpeCdQvdlties: ~ ~ ~ ~ ~ ~ ~ ~ forsaken
6 0elf. Iff the tsave ,fails, ~the forsaken
~ t howls
~ Tint ~ in~ ~ , ~ ~ ~
low-light vision, master pin, rejuvenation, torment,negating itsability tomovesilently, andattacksthe
undeadtraits, wlwrabllltyto purification,+2 nearest livlng creature in a foul rage until it or the target 1s
dead.

-
turn reslstance
h Fort +2, Ref +5,Will +3
Rejuvenation (Su):If aforsakenspint is destroyed,roll
Abili Str-,Dex17,Con-,Int8,Wis7,Cha14
ld20 plus the forsaken spint's HD agamt a DC of 16. If thls
Skk
i intimidate+8,Knowledge(any one) +2, Ls-
ten +8,Search +4, htlve +I,spot +8 check is successful,the forsaken spirit reforms after 2d4 days
F* Alertness, &&Fight, improved initiative have Passed. n e o n h ' @mteedwaYto be rldofaforsaken
Any land or underground spirit 1s to destroy it with r m e h e m e .
Solitary, pa^, band (3-6), or mob (7-14) Vulnerability to Purification (Ex): In addition to
chdlengeR;abng 5 takmg damage from cure spells, a forsaken spirit takes 5d6
Treaare: None points of damage from a r m e h m e spell or any similar
Alignment: Always chaotic evil effect.
AdMncement Range: 7-18 HD (Medium)
LevdAdjusbnent: -

Thefigure looks Eke a pak ,ghostly elf clad mfine clothes. It


presents a pan-fiilkd, mournful e q e s s m

Description
These spirits of the forsaken elf people look
much as they did m life, except that their eyes are
now lit with madness and their expression 1s one of
utter p a n and angush. When Chem was felled by
the high elves, he cursed not only the living with his
foulbreath, but those who were dying,dead,or not yet born
as well. So great was hts wrath that he shackled the souls of
his destroyers to the earth, while infecttng them with
diseasespotent enough to affect even the undead. Many
of these spiritsstillwander the Plaguelan&, bereft of even
the surcease of death.

Combat
Forsaken splrits make little use
oftacticsdueto theirpam-wrackedmmds.
They fly recklessly mto battle, attachng whomever they
encounter until either they or their opponents are dead.
Dunng those instances m which they are thlnking clearly,
they usually submit to attacks without defendlng them-
selves, in the hopes of dying.
Agonizing Touch (Su):Livmg creatures touched by
a forsaken spint must make a I 3215 Fortitude save or be
affectedasifbysymbolojmforld6rounds. Inadditlon, the
CREATURE COLLECTION 111: SAVAGE BESTIARV

GateWorm
Gargantuanw- tion. It is not known, except perhaps to a few such desert
Hit Dice 16d10+112(200hp) folk, how gate worms reproduce.
Initiative: t2
speed: 20 ft. (4sqwres), burrow 20 R. Combat
AC: 1Q (-4size, -2 Dex, +15 natural), touch 4, The gate worm simply tries to eat as much as
flat-footed 1Q
BereAttadJGapple: +16/+40 possible, as quickly as it can. It moves toward any prey
Attak: Bite +25 melee (2d8+18)
that it detects with its tremorsense, targeting the largest
FdAttadc Bite t25 melee (2d&18) concentration of creatures. It often appears in the midst
20 FtJI5 ft. of animal herds, grabbing more prey than even such a
%=eJRd
SpecldAttadw Improved grab, swallow whole massive creature could possibly eat and then vanishing
SpectalQu$rtk Portalorgan, tremorsenseQO ft. to digest its meal- and pass excess prey on to other gate
saves Fort +17,Ref +12, Will +4 worms.
Abili Str 35,Dex 6, Con 25, Int 1, Ws 8, Cha 8 Improved Grab (Ex): To use this ability, a gate
skins: LlSten t20,spot +1 worm must hit with its bite attack. If it establishesa hold,
Feats: Alertness, improved I n i t l a t ~Improved it can attempt to swallow whole.
benun, Lightning Reflexes, Power Attack,
Weapon Focus (bite)
Swallow Whole (Ex): A gate worm can try to
Warm desert and plains and underground
swallow a grabbed opponent of a smaller size than itself
organration: solltary by making a successful grapple check. Once inside, the
12 opponent takes 2d8+12 points of crushing damage plus
-Rating
T m None 7 points of acid damage per round from the worms
Nigment: A l w a ~neutral gizzard. A swallowed creature can cut its way out using a
Advancement- 17-32HD(Gsrganhran);33-48HD(Colos- light slashing or piercing weapon to deal 25 points of
4 damage to the gizzard (AC 17).However, whenever the
LevelAdjustment: - worm takes damage to its gizzard, its nervous system
automatically attempts to flush the contents of its gizzard
with a rumbk, a ~ m tsegmented
, t~om rises UP from to its teleportationorgan. Each time the gate worm takes
the pound, its easily large emugh to ~ a b w damage, creatures in the gizzard must succeed at an
a giant whok. It is dull reddish-purple in color. opposed grapple check or be pushed into the organ and
transported to a new gate worm in a random location.
Descrjptjon This flushing is a free action for
Gate worms are easily mistaken for their close
cousins, the purple worms. However, they can be distin-
guished by their rather ashen hue (where purple worms
are a true purple in color) and their lack of a stinger.
Gate worms have developed a specialized hunt-
ing technique that serves them well. Since it is
difficult to find enough food to feed a creature so
large, an interesting magical development allows a
single worm to share its food with others of its kind:
The worms gizzard digests prey as normal; however,
if the gizzardbecomes full, the worms digestive system
flushes any excess food toward a unique organ that
teleports the food into the gizzard of the worms
nearest genetic relation.
Since the worms travel widely, creatures
that fall victim to a gate worm may be
teleportedgreat distances.Luckily (perhaps),
the portal in the wormsdigestivesystemstays
active for an hour after it is first used, allow-
ing those who have lost companions to follow
after them - if they allow themselves to be
swallowed by the worm.
Certain strange tribes of desert barbarians claim to
keep track of particular gate worm families positions at
all times, and even to use them as a form of transporta-
CREATURE COLLECTION 111: SAVAGE BESTIARV

the worm. Portalorgan (Su):The gate worms teleportation


Once a creature exits the worms gizzard by cutting organ is essentially a magical portal that transports a n y
its way out, muscular action closes the hole; another contents arriving from the gizzard to that of the gate
swallowed creature must cut its own way out. A Gargan- worms closest blood relative (usually sibling or child),
tuan gate worms gizzard can hold 2 Large, 8 Medium, 32 whichcan be anywhere in the world. Once transported,
Small, 128 Tiny, or 512 Diminutive or smaller oppo- the creature may try to cut its way out of the receiving
nents.Once the gizzard is full, thecreaturestartsshunting worm as described above, but this might well result in
the contents of its gizzard to the teleportation organ, their being flushed to that worms teleportation organ,
starting with the first subsequent creature swallowed. which always transfers them to yet another worm -

Gatemaster
MediUnConstruct gatemasters are a fearsome sight, made as they
Hit D i 18d12(117 hp) are from t h e bones and scales of mighty ancient
lnitiatii +3 creatures fashioned into a suit of skeletal armor,
speed: 30 ft. (6 squares)
studded with terrible bony spikes, t h e petrified
AC: 27 (+3Deq+14natural), touch l3,flat-footed
24 whole hardened by dark magic.
BaseAttadJcapple: +13/+21 Gatemasters use a variety of weapons, but the
AttadC +33Kyfhe+24melee(2d4+15/~4plusenergy most common are scythes, their blades crafted from
drain) or slam +21melee (ld8+12) long bones of massive predators. Others use wicked
Full Attadc +3 scythe +24/+1?/+14 melee (2d4+15/x4 clawed gauntlets or more traditional greatswords or
plusenergydrain) or slam +21/+16/+11melee axes. Regardless, they are the elite warriors of the
(ld8+12)
5 ft.15 ft.
Energy drain, fear aura, spell-like abilities,

Forti6, Ref +?,


Will +6
Str 26, Dex 16,
Con -, Int -, Wis
10. Cha 17

Any land
Solitary, pair, or gathering(3-6)
12
IJ

No coins; double goodsand items


Always lawfulevil
19-25 HD (Medium); 26-42 HD (Large);
43-54 HD fHuae)
LevelAdjustment:

A skeletal armored figure appears, its armor


seemingly crafted from miscellaneous bones and
scales. The armor is cowered in sharp bony spikes,
weathered and aged. The helm - or is it the
creatures head? - looks like a horned demon
skull, and the figure bears a massiwe, heavy-bladed
scythe. I

Descrjption
Th is dark creature, native only to the Isle of
t h e Dead, is one of t h e G houl Kings most feared
guardians. T h e watchmen of that dread realm,
CREATURE COLLECTION 111: SAVAGE BESTIARY

Ghoul Kings army, and have come to be known as save or be affected as though by a fear spell
dread symbols of his power. (caster level 18t h). A creature that successfully
saves cannot be affected again by the same
Combat gatemasters fear aura for 24 hours. T h e save DC
Gatemasters are methodical killers. They is Charisma-based.
attack without subtlety, relying o n their heavy Spell-Like Abilities: A t will-darkness; 3/
armor t o ward off their foes attacks and upon day-chill touch. Caster level 18th. T h e save
their weapons, which always bear at least a +3 DCs are Charisma-based.
enhancement, to overcome any magical defenses. Spikes (Ex):Any opponent t ha t attempts
Completely subservient to their creator, they to grapple a gatemaster or attack it with natural
attack until utterly destroyed or commanded to weapons or unarmed attacks takes Id8 points of
retreat. They have a few spell-like abilities at damage from its armor spikes (Reflex DC 19
their disposal, and often take advantage of dark- half).
ness, using their life-sight ability to give them Lifesight (Ex):Gatemasters can sense th e
th e upper hand. presence and location of living creatures at a
Energy Drain (Su): Living creatures hi t by distance of up to 30 feet as if with the blindsight
a gatemasters melee attack gain one negative ability.
level. T he DC is 2 2 for t he Fortitude save to Servitor (Su): Each gatemaster is under the
remove a negative level. T h e save DC is Cha- influence of t he Ghoul King as if by means of the
risma-based. For e a c h s uch negat i ve level spell dominate monster. Thus, the Ghoul King
bestowed, t he gatemaster gains 5 temporary hit can issue telepathic commands to a gatemaster
points. at any distance; he often scries on gatemasters
Fear A u r a (Su): A gatemaster can radiate a t hat are in key locations or performing crucial
15-foot-radius fear aura as a free action. All duties, updating their commands as necessary.
creatures i n t he area must make a DC 22 Will

GhoulHound
Mediiw This creature is clearly no living thing, yet it moves with
Hit Dice: 3d12 (14 hp) the deliberateness of a cunningpredator. It looks like asemi-
Initiative: c2 skeletal hound withrotting, greenishfleshandpatchyfur. Its
Speed: 40 ft. (8 squares) eyes glow an unnatural green and it reeks of the grave.
AC: 16 (+2 Dex, + 4 natural), touch 12, flat-
footed 14 Descriptjon
Base AttacWGrapple: +1/+3
Created through secret necromanticrituals, these
Attack: Bite +4melee (ld6+3 plus paralysis)
relentless predators are animated by their dark masters
Full Attack: Bite +4melee (ld6+3 plus paralysis)
SpacdReach: 5 Ft.15 ft. to hunt down and terrify the living. Large, powerful
Special Attacks: Ghoul fever, howl, paralysis, trip canines are most often chosen for the task- hunting
Special Qualities: Darkvision60ft., low-lightvision,scent, hounds, mastiffs, and wardogs being the most com-
undead traits mon.
Saves: Fort t1, Ref +3, Will +5 Ghoul hounds are cunning and sadistic hunters.
Abilities: Str 15, Dex 15, Con -, lnt 10, Wis 14, Untiring, they hunt living prey both for pleasure and
Cha 12 to feast upon their flesh. Ghoul hounds are ideal
Skills: Hide +5, Jump +4, Listen +lo,Move Si-
weapons of terror and war, used in random attacks on
lently +lo, Search +5, Spot +7, Survival
+6*, Swim +3
the unsuspecting as well as deliberate assaults against
Feats: Weapon Finesse, Weapon Focus (bite) enemy forces and the pursuit of fleeing foes.
Environment: Any land The infamous Ghoul King of the Isle of the Dead
Organization: Pack (6-12) is said to favor packs of ghoul hounds in his attacks on
Challenge Rating: 2 the inhabitants of Termana. The dark masters of
Treasure: None Glivid-Autel are also known to use ghoul hounds to
Alignment: Always chaotic evil track escaped slaves as well as to hunt down any who
Advancement Range: 4-4 HD (Medium) trespass on their lands.
Level Adjustment:
CREATURE COLLECTION 111: SAVAGE BESTIARY

Combat a ghoul or ghoul hound in this way retains none of the


Ghoul hounds are a great deal more intelligent abilities it possessed in life. It is not under the control
of any other ghouls or ghoul hounds, but it hungers for
than their living counterparts, and arrange to attack
from surprise whenever possible. They secretly shadow the flesh of the living and behaves like other ghouls or
their chosen victims for days, waiting for the right ghoul hounds in all respects.
moment to strike. When they are ready to attack, they Howl (Su): When a ghoul hound howls, all
unleashtheir fearsomehowlsand rushtheir en living creatures within a 18O-foot spread must succeed
masse. at a DC 12 Will save or be stunned for 1 round and
Ghoul hounds are utterly fearless, attacking no shaken for 2d4 rounds thereafter. This is a sonic, mind-
matter how large and dangerous their opponents. affecting fear effect. Whether or not the save is
Once they have caught the scent of prey, nothing successful, an affected creature is immune to the same
short of destruction can deter them from the hunt. ghoul hounds howl for 24 hours. The save DC is
Charisma-based.
Much like humanoid ghouls, the bite of a ghoul
hound causes paralysis. Those paralyzed are quickly Paralysis (Ex):Those hit by aghoul hounds bite
overwhelmed by the undead pack and torn to pieces. must make a DC 12 Fortitude save or be paralyzed for
ld4+2 rounds. Elves are immune to this paralysis. The
Ghoul Fever (Su): In most cases, packs of ghoul
save DC is Charisma-based.
hounds devour their victims. On the occasions that
they do not, however, their victims run the risk of Trip (Ex):A ghoul hound that hits with its bite
being exposed to the terrible disease carried by their attack can attempt to trip its opponent (+3 check
bite. modifier) as a free action without making a touch
attack or provoking an attack of opportunity. If the
Ghoul fever-bite, Fortitude DC 12, incubation
attempt fails, the opponent cannot react to trip the
1 day, damage ld3 Dex and Id3 Con. The save DC is
ghoul hound.
Charisma-based.
Skills: Ghoul hounds have a +2 racial bonus on
A n afflicted humanoid or canine who dies of
Listen and Spot checks and a +4 racial bonus on Move
ghoul fever rises as a ghoul or a ghoul hound, respec-
Silently and Search checks.
tively, at the next midnight. A creature that becomes
*When tracking by scent, they have a +4 racial
bonus on Survival checks.
CREATURE COLLECTION I l l : SAVAGE BESTIARY

Ghoul, Gormul
Medium Undead Gormul ghouls, any necromancer would pay a fortune for
Hit Dice: 15d12(97 hp) one of the negative-energy stones.
Initiative: +7 The process of creating a Gormul ghoul wipes out
speed. 40 ft. (8 squares) all memory of its previous life. It desires only to serve
AC: 23(+3Dex,+6natural,+4masterworkchain its master, devour the living, and acquire riches. A few
shirt), touch 13, flat-footed 20 Gormul ghouls might still be buried on the Termanan
+7/+11 mainland, sleeping agents of their master befouling
tlgreakWord+l2 melee (2d6+7/1'?-20) or the area around them.
claw +?melee (ld6+4)
FdAttadc +I greafswwd +12/+7 melee (2d6t7/1'?- Combat
20) or 2 claws +'? melee(ldb4)
5 ft.15 ft. A Gormul ghoul uses incorporeality to slide into the
Desecrate, leech strength, rebuke undead, ground, then rise up amidst enemy troop fomations, wreak
spell-like abilities havoc, and slip once again back into the ground. Enemies
Damage reduction 5/good and magic, who approach the Gormul ghoul are weakened by its leech
darkvision 60 ft., incorporeality, servant of strengthability. TheGormulghoulusually fightswithaunit
undeath,spell resistance16, undeadtraits,+4 of lesser undead such as zombies, skeletons, or ordinary
turn resistance
ghouls, using its spell-likeabilities to deal with enemieswho
Fort +5, Ref +8, Will +11
Str 18,Dexl7,Con --,lnt 17, Wa14,Cha 20
remain while healing its undead minions.
Appraise+12,Balance+ll,Concentration +14, Desecrate (Su):The Gormul ghoul permanently
Climb +12,lntimidate +23, Jump +12, Listen radiates a desecrate effect, as the spell (caster level
+20,MoveSilently +11, Search+12,Spot +20, equals the ghoul's HD), in a 30-foot radius.
Swim +13
Leech Life (Su):Any living being within 30 feet
F& Combat Casting, Dodge, Extra Turning, Im-
of a Gormul ghoul must make a
proved Initiative, Mobility, SpringAttack
Any land or underground
DC 22 Fortitude save each
Solitary, pair, clique (3-5), detachment(6- round or take 1 point of
10, plus each Gormul ghoul is normally Strength damage. For every
accompaniedby 1% HD worth OF undead additional Gormul ghoul
urchasskeletom,zombies, ghoukor ghasts) I within 30'feet of each
12
No coins; double goods (gems and jewelry); \ other, the leech life
radius of each is ex-
standarditems
Always lawfulevil
L tended by 10 feet.
1 Thus, if 2 Gormul
-Range: 16-30 HD (Medium); 31-45 HD (Lam) .
. ghouls are within
I ,

LevdAdjlsbnent: -
30 feet of one an-
The being seems to be a simple ghoul or some other other, both have
such undead, although one clad in fine armor and wearing their radius ex-
expensive jewelry. tended t o 40
feet. If 5
Description Gormul ghouls
These free-willedundeadwere theGhoul King's
lieutenants during his invasionofwesternTermana,
this effect ex-
directing entire battalions of undead. They are
tended t o a
much like normal ghouls in appearance, save for a
70-foot radius. In
coin-sized black stone embedded in their chests or
any case, a crea-
foreheads and the fact that they are often attired in
ture within
high-quality armor and expensive finery such as jew.
els, crowns, bracelets, and necklaces (generally looted
from fallen foes and ancient battlegrounds).
save once each
Gormul ghouls draw much of their power from the
stone embedded in their bodies. This necromantic devel-
opment of the Ghoul King is crafted from a semiprecious
gemstone found only on the Isle of the Dead and appar-
ently imbued with quantities of negative energy. While
lowing midnight as a ghoul.
only the Ghoul King possesses the secret of creating
CREATURE COLLECTION 111: SAVAGE BESTlARV

Rebuke Undead (Su): Gormul ghouls can rebuke 23). Caster level 15th. The save DCs are Charisma-
or commandundead as evil clerics (effectivecleric level based.
equals the Gormul ghouls HD). Due to their Extra Incorporeality (Su): As a standard action, a
Turning feat, they may do so 12 times per day. Gormul ghoul may make itself and all of its equipment
Spell-Like Abilities: At will-command undead incorporeal. Becoming material again is a free action.
(DC 17), ghoul touch (DC 17); 3/day-control undead Servant of Undeath (Ex):Due to their indis-
(DC 22), ws inflict light wounds (DC 20); 1/daY- soluble link with the Ghoul King, Gormul ghouls
negatlveenergygeYser**(FortDC23)~ unholyaura (DC cannot be controlled, though they can be turned,
destroyed, or rebuked.

Ghoul, Overghast
Largew many serve the Ghoul King of Termana. Theories
Hit Dm 7d12+3 (48 hp) about overghasts origins abound. Most scholars be-
Initiative: +1 lieve that they were created spontaneously by
speed: 50 ft. (10 squares) explosions of necromantic energy near the end of the
AC: 18(-1 size,+l Dex,+8 natural), touchl0,flat- Divine War - the same energies that are thought to
footed 17 have created the fearsome Isle of the Dead. While
+3/+14
these notions have not been confirmed, it is known
Bite+?mdee(2d6+7 plusparalysis) ortongue
that on occasion an ordinary ghast can be transformed
+Q melee touch (paralysis)
FdAtcadc Bite +Q melee (2d6+7 plus paralysis) and 2
into one of these creatures, and that they are most
claws +7 melee (ld6+2 plus paralysis); OT common in southern Termana, near the Ghoul Kings
tongue+? meleetouch(paraiysis)and2claws island realm.
+7 melee(ld6+2 plus paralysis) Overghasts resemble normal ghasts only superfi-
10ftJl0 ft. (20 ft. with tonye) cially. Far more horrific in appearance, they possess
Ghoulfever,grapplingtendrik, irnprovedgrab, powerful snapping jaws, hides covered in spiky growths,
paralysis, spines, stench
and internal organs that have grown into writing
Heightened scent, undeadtraits, +2 turn re-
sistance tendrils. An overghastsheavy body forces it to knuckle-
saves Fort +2, Ref +4, Will +7 walk like a great ape, while its long black tongue
Abili Str 25, Dexl5,Con -,lnt 13, WE 14,Cha 16 constantly lashes around its head.
%Ills: Balance+6,Climb+12,EscapeArtist +6,Hlde
+7, Jump+14, Listen +22, Move Silently +?, Combat
Search +5*, Survival+2* Like lesser ghouls and ghasts, overghasts prefer to
Feats: Multiattack,Power Attack, Tqhness attack from ambush. In wilderness or urban areas, they
Any like to climb sheer walls where they lie in wait,
Organization. Solitary,pair, gang(3-5), pack(2-4 plus7-
12 ghasts), or contingent (2-5 plus 7-12 dropping down to attack from above when their prey
ghasts and 20-40 ghouls) passes beneath them. Few expect undead creatures to
5 move quickly, so overghasts use their superior speed to
Standard make furious charge attacks from a distance or to flee
Always chaotic evil from combat if they are overwhelmed.
8-14 HD (Large); 15-21 HD (Huge) Overghasts are quite poor-sighted (they do not
have darkvision or low-light vision), but they have
exceptional senses of smell and hearing.
This vile creature is outwardly humanoid, withmottled Ghoul Fever (Su): Disease-bite, Fortitude DC
greenishflesh and burning red eyes. Its jaws are large and 16, incubation 1 day, damage l d3 Dex and ld3 Con.
heavy, and its sick-lookingskin spouts thorns and spikes. The save DC is Charisma-based.
It shambles forward, walking partially on its knuckles like A n afflicted humanoid who dies of ghoul fever
a mighty ape, anest of slimy tentacle-likegrowths wurithing rises as a normal ghoul at the next midnight. A
from its abdomen.
creature that becomes aghoul in this way retains none
of the abilities it possessed in life. It is not necessarily
Descnptj on under the control of any other ghouls, but it hungers
Lurking in the far and dark corners of the world, for the flesh of the living and behaves like other ghouls
overghasts are intelligent and cunning creatures. Al- in all respects.
though most are fiercely independent, some have
come to serve powerful rulers as slaves or lieutenants;
CREATURE COLLECTION I l l : SAVAGE BESTIARY

Grappling Tendrils (Ex): An overghasts inter- Stench (Ex):The stink of death and corruption
nal organs have been transformed into animate tendrils. surrounding these creatures is overwhelming. Living
If the overghast begins its turn holding an opponent creatures within 15 feet must succeed at a DC 16
within a square it threatens with its bite, it may Fortitude save or be sickened for ld6+7 minutes. A
transfer the victim to its abdominal tendrils with a creature that successfully saves cannot be affected
successful grapple check. Thereafter, the tendrils can again by the same overghasts stench for 24 hours. A
hold the opponent, freeing up whatever appendage delay poison or neutralize poison spell removes the effect
had been holding the creature previously. As long as from a sickened creature. Creatures with immunity to
the hold is maintained, the overghast automatically poison are not affected, and those resistant to poison
deals bite damage (including paralysis) to the held receive their normal bonus on their saving throws.
creature each round. If only these tendrils hold an The save DC is Charisma-based.
opponent, the overghast is not considered grappled. Heightened Scent (Ex):Overghasts have the
Improved Grab (Ex): To use this ability, an scent ability to a range of 90 feet, rather than the
overghast must hit with its tongue attack. If it estab- standard 30 feet (strong smells may increase this
lishes a hold, it can attempt to pull the victim to any range). Within 30 feet, they can effectively see by
position within its reach with an opposed Strength means of scent, as if with the blindsight ability. Crea-
check. tures that have no scent (such as incorporeal creatures
Paralysis (Ex):Those hit by an overghasts bite, or some constructs) cannot be seenby the overghasts
claw, or tongue attack must succeed at a DC 16 sense of smell.
Fortitude save or be paralyzed for ld4+ 1 rounds. Even Skills: Overghasts have a +8 racial bonus on
elves can be affected by this paralysis. The save DC is Listen checks.
Charisma-based. When tracking by scent, they have a + 10 racial
Spines (Ex):Any creature grappling an overghast bonus on Survival checks. They also have a +8racial
takes ld6 piercing damage each round from bony bonus on Search checks if the search might be aided by
gr
CREATURE COLLECTION 111: SAVAGE BESTlARV

Ghoul, Pojsonbearer pustules on its skin all burst simultaneously, so that all
Medhlkldead creatures within 5 feet of it are exposed to its ghoul
Hit Dice: 6d12 (39 hp)
fever.
Initiative: +2
30 R. (6 squares) Ghoul Fever (Su): Disease-hite, Fort DC 15,
speed: incubation 1 day, damage ld3 Dex and l d3 Con. The
AC: 17(+2Dex, +5natural),touch 12,
15 save DC is Charisma-based.
+3/+5 A n afflicted humanoid who dies of ghoul fever
PI- rises as a normal ghoul at the next midnight. A
son) or spit +5 ranged touch (poison) creature that becomes a ghoul in this way retains none
Fd Attadc Bite+5 melee(1d8+2plusparabSlsandpoi- of the abilities it possessed in life. It is not necessarily
son)and2claws+Omelee(ld4+1 plusparalysii)
or spit +5 rangedtouch (poison) under the control of any other ghouls, but it hungers
5 ft.15 R. for the flesh ofthe living and behaves like other ghouls
Deathspray, ghoul fever, paralysis, polson in all respects.
Damagereduction5/sihrer,darkvision60 R., Paralysis (Ex): Those hit by a poisonbearersbite
undeadtraits, +2 turn resistance or claw attacks must succeed at a DC 15 Fortitude save
Fort +2, Ref +4, Will +7 or he Daralvzed for ld4+ 1rounds. Elves are immune to
I ,

Str151Dex15,Con--,lnt13,Wls14~Cha 14 this paralysis. The save DC is Charisma-based.


Balance +8, Climb +11, Hide +11, Jump +9,
Poison (Ex):Spit (20feet,onceevery ld3rounds)
Move SilentIy+ll, Spot +9
Dodge, Mobility, Spring Attack or bite, Fort DC 15, 1d4 Conlghoul fever.
Any land or underground If a spell or spell-like ability is used to delay,
Soiitary, pair, gang (3-4), neutralize, or otherwise mitigate the effects of the
or pack
. (5-12)
. . poison, the caster must first make a caster level check
4 as if trying to overcome spell resistance 19. If this
None check fails, the spell has no effect.
Always chaotic evil
7-12 HD (Medium)
-

The humanoids greenish flesh is covered with


oozing sores and pustules, and the reek of death and
disease wafts from its decaying form.

Descrjptjon
The poisonbearer is yet another undead creation
of the Ghoul King, lord of the Isle of the Dead. This
ghoulish being is even more disgusting than its cous-
ins, for it is covered in broken, oozing pustules. In
combat, the poinsonhearer can paralyze foes, hut it has
more insidious weapons as well. The substance ex-
uded by the creatures diseased skin can transfer its
horrible form of ghoul fever. It also has a magical
poison it produces in its mouth, which it can spit at
foes or transfer with a bite and which resists magical
attempts to cure it.

Combat
In combat, a poisonhearer often begins by spitting
its poison at one or more targets and then charging in
to attack with tooth and claw. Poisonbearer ghouls are
fearless in combat, fighting to the last - they are
fanatical in their devotion to their dark master, and
willingly allow themselves to he destroyed in order
to spread their horrid disease.
Death Spray ( E x) : T h e instant a
poisonbearer ghoul is killed or destroyed, the
CREATURE COLLECTION 111: SAVAGE BESTIARV

Glassjljsk will try to employ its breath weapon first, making the
battlefield disadvantageous to its prey. It will then target
prone or off-balance targets with its vicious bite and sharp
14d10+42 (ll? hp) claws,perhaps bull rushing a chargingwarriorback onto the
+1
slick glass. If things go badly, it will fall back and target
40 ft. (8squares), burrow 20 ft.,climb 20 ft.
tougher opponents with its breath weapon,hoping to snack
20 (-1 size, +1 Dex, +IO natural), touch 10,
flat-footed l? on the weaker foes once the stronger ones are gone.
+14/+25 Breath Weapon (Su):Every Id4rounds, 40-footcone
Bite +l?melee (2d6+6/1?-20) ofsuperheatedair,damage6d8fire(ReflexDCZOhalf).The
Bite +l?melee (2d6+6/1?-20) and 2 claws save DC is Constitution-based.
+17melee (ld8+3) The superheated air magically transforms all sandy
10 ft.15 ft.
heath weapon surfacesin the area into perfectly smoothglass. All creatures
Darkvision 60 ft., glass-stride, low-light vi- must make a Dc 15 Balance check to move halfspeed over
sion this glassy area; on a failed save, the creature cannot move
k Fort +12,Ref +lo,Will +5 that round. Failureby5 or more indicatesthatthe victimfalls
Abili Str 22, Dex 12, Con 17, Int 2, Wis 13, Cha 11 prone after moving one square. Further, opponents in the
%lk Climb +15, Hide +?*, Listen +5, Spot +? affected area lose their Dexterity bonus to AC unless they
F& Alertness,ImprovedEhllRush, ImpvedCriti- have 5 or more ranks in the Balance skill.
cal (bite), Multiattack,PowerAttack Glass-Stride (Ex):Glassilisks may travel over any
Warm desert smooth horizontal (or nearly horizontal) surface as if by
Solitary, pair, or cluster (3-6)
means of the sp& climb spell.
8
None
Skills: Glassilisks have a +4 racial bonus on Hide
Always neutral checks and a + 10racial bonus on Climb checks. They can
15-28 HD (Large); 24-42HD (Huge) always choose to take 10on Climb checks,even if rushed or
threatened.
"Against crystalline or glassy backgrounds, glassilisks
A strange, graceful creature gl&s across the sand. It have a +8 racial bonus on Hide checks.
looks like a six-legged lizard crafted from fine crystal. The
desert sun reflects colorful sparkles off its skin as it moves.

Descnptjon
A large predatory reptile that roams the
k r t o f O n n ,theglassilisklookslikealarge,six-
leged crystalline lizard about the size of a horse.
Its skin is smooth and hard, and razor-sharp
teeth like jaged glass fill its maw. Hundreds of
barely visible suction cups cover its feet, allow-
ing it to walk on slippery surfaces as easily as on
sand. This gives the creature an advantage over A -
-
/-
foes on the glassy surfaces it creates with its r
breath weapon. While its breath can damage
creatures, the glassilisk usually targets the sand,
for it prefers its meat raw.
Sagesspeculate that these creatures may
be relativesofthebasilisk (hencetheir name),
due to their SIX legs and reptilian appear-
ance.

Combat
A glassilisk
possessesa breath
weapon of super-
heated air that
canchangeanarea
of desert sands into
slippery glass. A glassillsk
CREATURE COLLECTION 111: SAVAGE BESTIARV

Gljtterbug attracted t o individuals of neutral or good align-


T V w - ment, and avoid those who are evil. If a traveler
Hit Dice: 112d10 (2 hp)
responds i n a friendly manner to a glitterbug's
Inibiative: +3
15 ft. (3 squares), fly 60 Ft. (averacje) approach, it will often accompany him for a
speed: time, flying about and leading t h e traveler out of
AC: 16(+2size,+3Dex,+l natural),touch 15,flat-
footed 13 danger or to t h e nearest trail.
+o/-12 Glitterbugs seem to enjoy both giving and
receiving attention, and are sometimes com-
- pared in behavior to smart, friendly dogs. Due to
2-112 ft.10 ft. their affable nature, they are often seen i n homes
Death burst, hypnotic pattern all across Scarn, providing light and compan-
Bioluminescence,darkvision 60 ft., low-light ionship i n exchange for t h e at t ent i on of kind,
vision, moralitysense, vermin traits
intelligent creatures.
Fort +2, Ref +5, Will +3
Str 2, Dex 16, Con 10,lnt 3, Wis 16, Cha 15 Combat
Hide +11, Listen +3, Move Silently +5, Sense
Motive +11, Spot +4 Glitterbugs have n o attacks, and indeed are
D.ds. decided pacifists. W h e n faced with aggression,
Any lard they prefer to dazzle their would-be foes with a
Solitary, pair, family (3-8), or colony (7- bioluminescent light-show, t hen flit away to
50) safety. Failing this, they have but o n e defense
113 mechanism: Anyone who kills a glitterbug is
None showered with a brilliant flash of deadly green
Always neutral good sparks.
-
Death Burst (Ex): W h e n a glitterbug dies
-(ImprovedFamiliar)
violently, it explodes in a shower of green sparks,
dealing l d 8 + l p o i n t s of damage to all evilcrea-
The air fills with soft green-white Eight emitted by a
tures within 5 feet ( n o save), although spell
number of large flying insects. They do not seem hostile or
resistance applies (caster level 5 t h ) . If t h e crea-
dangerous-infmt, theyfluttergently, as ifbeingcareful not
ture t hat dealt t h e killing blow is within 5 feet,
to get too close.
i t takes double damage - (2d8+2). T hi s damage -
DescriDtion results directly from divine (holy) power, and
-t . . _ _ _ -
f
L I l U b l b I l U l subject to immu-
These luminous insects are found through-
n i t i e s , resisrz i n c e s , o r
out th e Scarred Lands, but are most common in
similar n-tagic such as pro-
'
dank, dark, or perilous places where travelers
LrLLLun from energy.
A,.-&.-,

need th em th e most. T hey are creations of t h e


goddess Madriel, diminutive servants sent to aid
those in peril and guide them to safety. T h e
gentle glitter t h a t t h e insects emit as they f l y
gives them their name.
Glitterbugs resemble flying \
scarabs with a faceted, gemlike
carapace. Their natural glow is diffracted
through this carapace, illuminating
them and their surroundings in a
soft greenish-white light. T hey are
able t o vary t h e opacity of their
carapace and completely extin-
guish their light if necessary.
These magical creatures are
remarkably intelligent for some-
thing so akin to vermin. They
can avoid perils and those who might
harm them, apparently by instinct. They seem
CREATURE COLLECTION 111: SAVAGE BESTIARY

Glitterbugs can trigger this explosion vol- ers friendly, but is also able to understand a
untarily, destroying themselves, when defending request t o extinguish its light if needed.
others of their kind or one of their chosen hu- Morality Sense (Ex): Glitterbugs are in-
manoids. T h e death burst does n o t occur when a credibly empathic. As a full-round action, a
glitterbug dies of natural causes. glitterbug can unerringly determine the align-
Hypnotic Pat t er n (Ex): As a standard ac- ment of any creature within 30 feet. If a creature
tion, a glitterbug can use its carapace t o create a is using a power or effect that conceals its align-
shifting pattern of light in a 10-foot radius. T h e ment, t h e glitterbug must first succeed at a Sense
effect of this pattern is identical to t hat of the Motive check ( D C 10 + caster level of conceal-
spell hypnotic pattern (Will DC 14 negates), with i ng effect ) in order t o gai n t h i s in sig h t.
the glitterbug as the center of t he effect. Once Glitterbugs cannot communicate in normal
begun, the glitterbug can maintain this pattern terms, but their light usually dims and they grow
indefinitely as a free action each round. skittish and uneasy in t he presence of evil.
Bioluminescence (Ex): A glitterbug pro, Vermin Traits: Although they are actually
vides a soft illumination in up to a 10-foot magical beasts, glitterbugs have all th e racial
radius. Though it is in control of its own illumi- traits of vermin.
nation, t he glitterbug usually shines brightly Skills: Glitterbugs have a +8 racial bonus
when in t he company of creatures that it consid) on Sense Motive checks.

Golem,Amalgam
MediunConstruct
HitDicg lOd10+20+6(81hp)
Descnptjon
Initiafive: +O Amalgam golems resemble crystalline statues of
speed: 30 R. (6squares) slarecians, with the notable exception of having an
AC: 25 611natural, +4 armor), touch 10, fiat- additional pair of arms. These bizarre constructs were
footed 25 created by the fusion of hundreds of slarecian psicrystals,
BaseAtcadJGappla: +7/+11 each carrying a fragment of a slarecian personality. The
AttadC Slam +11 melee(ld8+4) resulting construct was not only powerful, but also
FdIAttadc 4 slams +11 melee (ld8+4) uniquely intelligent, and moreover had the ability to
w
*dA&
5 R.15 R.
cmFus/m,psionics
manifest psionic powers. Yet the most significant result
of its creation was the fact that through the combina-
SpecldQudltier: Crntltuent c r y s t d , c ~traits,disas-
t tion of all these psicrystals, every psion involved
semble,damageredudiolO/~~ntine,
darkvision 60 ft., immunity to psionics,
became part of a sentient network within the
low-light vision, spell resistance21 golem itself, a network strong enough to
saves Fort +3, Ref +3,Will +8 allow the reported shiftingofpsionic
Abilities Str 14, Dex 11,Con -, lnt 11,Wis powers, although the theo-
21, Cha 17 ries involved are long
skins Concentratlon +13,Knowl-
edge(psionm)+l3,Psrcraft Nowadays, the few
+15
F& CombatManifestation,InertialAr-
amalgam golems that
mor, Power Attack, Psmic Body remain are immensely
(wh) reduced in power and in-
Any telligence due to the loss
olyanlEation: Solitary of their psionic network. An
WlengeM 10 active amalgam golem IS
TEaSUE Nocoins; standardgoods(gemsonly); driven simply to destroy
50%items (crystallineonly) all non-slarecians,
Msnnent Always neutral . and to somehow re-
AdvaKementRange: 11-18 HD (Medium); 14-30 HD
(Large)
LevelAdjllsbnent: -

The creature looks like a tall, dome-headed


humanold with shtted, inhuman eyes and four a m .
Close inspectzon reveeals that it IS made up of I

thousands of tiny crystals.


CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARY

grant the psicrystal the self-propulsion ability. This


Combat psicrystalfunctions in all ways as a normal psicrystal, and
Owing to their tremendous psionic powers, amal- its personality type is determined by the golem each time
gamgolems are very dangerous foes. They muchprefer to it uses this ability. The golem may restore the psicrystal
employ psionics over engaging in melee combat and are into its body as a standard action. If the psicrystal is
much more cunning than most golems, given their destroyed, the golem does not lose experience, but it
intelligence, but when forced to defend themselves they cannot form a new psicrystal for 24 hours.
will stop at nothing to slay a foe.
Disassemble (Ex):As afull-round action, an amal-
Confusion (Sp): As a standard action, an amalgam gam golem can disassemble itself into a swarm of Fine
golem can expose all living creatures in a 20-foot radius crystals that act as psicrystals. Each of these crystals has
around itself to its fragmented mental state. Each crea- the ability to manifest the self-propulsion ability at will.
ture in the area must make a DC 18 Will save or be In this way, the golem may fit itself through small holes
for 2d4 rounds. Or not the Save is
or openings, or disguise itself as a pile of gems. The golem
successful, an affected creature is immune to the same cannot attack or manifest psionic powers in its swarm
golems confusion for 24 hours The Save is form,althoughitretains itsother abilities. Reassembling
Charisma-based. itself is a move action.
Psionics (Sp): A t will-c2ai7audiencelc~zrvo?a~e, Immunity to Psionics (Ex):An amalgam golem is
detect pssloniCs,Dystal curse** (DC 17), psychic dismp immune to all psionic attacks and powers that allow
non** (DC 17), schism, whitefire (DC16);3/day-body power resistance. In addition, certain psionic attacks
adjustment, dimension door, domimaon (E 17). Mani- and powers function differently against the creature, as
festation level 10th.The save Dcs are Charisma-based. noted
AttacklDefense Modes (Sp) : All (at wil1)mone. The forced mindlinkpower causes an amalgam golem
Constituent Crystal (Ex):As astandardaction, an to be dazedfor id3 rounds, withno saving throw.
amalgam golem can remove one of its thousands of The mtaconcert power directed at an amalgam
component crystals, producing the equivalent of a golem causes it to be stunned for ld6+ 1rounds, with no
psicrystal created by a 10th-level psion. This does no saving throw.
harm to the golem, nor need it pay any power points to

Golem,Amber
Largec- This creature is a massive humanoid made of a semi-
Hit D i 13d10+30(101hp) translucent golden matenal, with several indistmct shapes
ln* -1 suspended ins& its body.
speed: 20 R. (4 squares)
AC: 2O(-lsize,-l De~+lZnatural),touch8,nat- Descrjptjon
footed 20
Amber golems are rarely created, but sometimes rise
+9/+21
Slam +16melee (2d10+8) unaided when large quantities of tree sap are spilled by
2 slams +16melee (2d10+8) violence in places with a great deal of ambient magical
10 RJlO R. energy (see Golems, Spontaneous later in this book).
Engulf, improved grab However, they are, on occasion, made by cunning and
Adheswe,comtdtraits,damagere&&on powerful druids, who then use them as avengers of the
lO/bldgeoningad magic,darkvision 60R., natural order in regions where forests have been de-
immunityto mags,low-light vision stroyed or burned, or (thankfully more rarely) to settle
Fort +4, Ref +3, Will +4 the druids personal vendettas.
Str 27,Dex?, Con -, Int -, Wis 11, Cha 1
Physically, amber golems resemble blocky human-
-
oid shapes roughly 8 feet tall and weighing over 1,000
- pounds, crafted entirely from a semi-translucent golden
Any forest
substance. Those objects or creatures that the golem has
S0lltaI-y
recently absorbed can be seen dimly within its body.
10
Standard (ins& golem)
Always neutral
Combat
14-23 HD (Large); 24-39 HD (Huge) Amber golems have a sticky outer surface,but they
- can alter their normally hard state to become viscous
(like pine sap). This lets them seep slowly through small
(1 inch or larger) cracks or tightly woven branches,
although only very slowly -perhaps 5 feet per minute.
~~~

CREATURE COLLECTION I l l : SAVAGE BESTIARY

Adhesive (Ex):A creature that successfully strikes


an amber golem with a melee weapon (including natural
Reflex save to avoid catching on fire. The burning amber
weapons or unarmed attacks) must make a DC 16 Reflex
gotem takes 1 point of damage per round while on fire,
save or have its weapon become stuck to the golem. If the
but it also deals an additional ld6 points of fire damage
attacker is armed, he can voluntarily release the weapon
on each successful strike it makes.
as a free action to escape the golems hold. A stuck
weapon can be freed with an opposed Strength check Construction
against the golem. Forming an amber golems body requires at least
Ifthe attacker isunarmedorusinganaturalweapon, 1,500 gallons of tree sap, along with other rare ingredi-
he is stuck to the golem and can take no action until he ents, numerous rituals, and a great deal of patience. To
frees himself. An opposed Strength check (or an Escape construct the body properly, the crafter must make a DC
Artist check against the golems Strength check) is 16Knowledge (nature) checkandaDC 13Craft (sculpt-
required for the stuck individual to free himself. ing)
-, check.

Engulf (Ex):An amber golem can simply engulf CL 1lth; Craft Construct (see MM, Chapter 6),
creatures smaller than Itself* It make a slam control plants, zronwood, liveoak, soften earth and stone,
attackonaroundduringwhichitattemPtstoengulf.To Creator must be 11th level; Price 38,OOOgp;Cost 20,150
engulf a target, the amber golem need only move into gp + 1,400 xp.
that creatures space; dit is already grappling the creature
or if the creature is stuck to the golem, it does not need
to move to engulf. The target of the engulf attack may
make an attack of opportunity against the amber golem
if it is not already held or stuck, but doing so prevents it
from making a Reflex save (Dc10 + 1/2 the amber
golems HD + the amber golems Dex modifier) to avoid
being engulfed. Creatures that do not opt to take an
attack of opportunity and who make their Reflex
save dodge back or aside (players choice) when
the golem moves into their space. Engulfed
creatures automatically take slam damage ev-
ery round and are also cut off from air (see
Suffocationin Chapter 8 of the DMG).
Improved Grab (Ex):To use this
ability, an amber golem must hit with a
slam attack. Due to its adhesive qualities,
an amber golem has a +4bonus on grapple
checks when trying to establishor maintain
a hold on a creature, but a -4 penalty if
trying to break free. If it establishes a hold,
it can attempt to engulf.
Immunity to Magic (Ex):An amber
golem is immune to any spell or spell-like
ability that allows spell resistance. In addi-
tion, certain spells and effects function differently
against the creature, as noted below.
Grease negates the amber golems adhesive quality
for the spells duration.
Antiplant shell stuns an amber golem for 1 round,
with no saving throw.
A magical attack that deals cold damage slows an
amber golem (as the slow spell) for 1 round for every 4
points of cold damage the attack would otherwise have
dealt, with no saving throw.
Amber golems are extremely flammable, and while
they take no damage directly from fire attacks, they can
be set ablaze. A n amber golem exposed to open flame
(whether magical or mundane) must make a DC 18
CREATURE COLLECTION 111: SAVAGE BESTIARY

Golem, Bramble
Combat
10dlOt30 (85 hp) Bramble golems generally lie in wait, entangling
+O their quarry before they take shape, then changing to
30 ft. (6 squares) their humanoid form and attacking held foes.
22(-1size,+13natural), twch'?,flat-footed Constrict (Ex): On a successful grapple check, a
22
bramble golem deals 2d8+6 points of damage.
t7It21
Slam +I2 melee (2d8t6) Entangle (Su): As a standard action, a bramble
2slam t12 melee(2d8+6) golem can cause a 20-foot-radius area of plants within
10ft./lO ft. 60 feet to be affected as if by the spell entangle (Reflex
Constrict2d8t6, entangle, improvedgrab DC 15 negates). As with the entangle spell, the nature
Camouflage, constructtraits, damagereduc- and density/paucity of local plant life can affect the
tionS/adamantine,dwkviiion60ft.,irnmnity usefulness of this ability. The save DC is Wisdom-
to magic, low-light vision, plant form based. The golem can use this ability while in plant
Fort t3, Ref +3, Will +3 form.
Str23,Dexll,Con-,lnt -,Wisll,Chal
- Improved Grab (Ex):To use this ability, a bramble
golem must hit with a slam attack. If it establishes a
improved GrappleB
Any forest hold, it can constrict. The golem is not considered
Solitary, pair, or troop (3-4) grappled while it maintains a hold.
8 Camouflage (Ex): A character must make a DC 30
None Knowledge (nature) or a DC 30 Survival check to
Always neutral \ recognize a bramble golem in
CREATURE COLLECTION I l l : SAVAGE BESTIARY

form, a bramble golem is easier to see, although a Dc 20 Plant Form (Ex):A bramble golemcan assume the
Spot check is still required to notice it among natural form of a patch of mundane plants at will as a standard
vegetation. action. This ability functions as apolymorphspell cast on
Immunity to Magic (Ex):A bramble golem is itself (caster level loth), except that the golem does not
immune to any spell or spell-like ability that allows spell regain hit points for changing form. Resuming its normal
resistance.Inaddition,certainspellsandeffectshnction form is also a standard action. Unless ordered otherwise,
differently against the creature, as noted below. bramble golems tend to spend most of their time in plant
Antrplant shell and repel wood work normally against form.
the golem, but for only half the usual durations.
Control plants causes a bramble golem to be stunned
Construction
for ld6 rounds, with no saving throw. The creation of a bramble golem entails a years
worth of careful cultivation of special hybrid plants with
Plant growth and diminish plants affect a bramble
rare fertilizing compounds, requiring a DC 16 Knowl-
golem as enlarge person and reduce person affect human-
edge (nature) or a DC 16 Profession (farmer) check.
oids, respectively, with no saving throw.
CL 9th; Craft Construct (see MM, Chapter 6),
changestafl, entangle, liweoak, woodshape, creator must be
at least 9th level; Price 25,000 gp; Cost 13,250 gp + 925
XP.

Golem, Coral
Large Construct (Aquatic)
Hit Dice: 12d10+30(96 hp)
Initiative: +2 (Dex)
Speed: Swim 50 ft.
AC: 26 (-1 size, +2 Dex, +15 natural), touch
11, flat-footed 24
Base AttacWGrapple: +9/+20
Attack: Slam +15melee (2d8t10 plus wounding)
Full Attack Slam +15 melee (2d8+10 plus wounding)
SpacelReach: 10 w 5 ft.
Special Attacks: Wounding
Special Qualities: Construct traits, damage reduction 51
adamantine, darkvision 60 ft., fast heal-
ing 2, immunity to magic, low-light vision
Saves: Fort +4, ReF +6, Will +4
Abilities: Str 25, Dex 15, Con -, lnt -, Wis 11,
Cha 1
Skills: -
Feats: Swim-By Attack (see sidebar)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: ?
Treasure: None
Alignment: Always neutral
Advancement Range: 13-17 HD (Large); 18-30 HD (Huge);
31-36 HD (Gargantuan)
golems can be powerful adversaries. They are created
The great fishlike shape actually appears to be astatue by sea druids to guard threatened aquatic regions or to
or sculpture in the form of a sea creature, complete with attack the ships of intruders.
sweeping fins and a sharp, toothy mouth. It is crafted of The process of coral golems creation is a well-
polished, shining pinkish material, but it moves with the guarded secret, but it is said to have been a gift from
natural grace of a true sea creature. Denev to her worshipers to help them protect the seas
from Kadum and his spawn. Legend holds that the
Description abyss where Kadum was imprisoned is guarded by an
Coral golems resemble sea creatures, usually sharks enormous coral golem larger than any that might be
or dolphins, made entirely of living coral. Beautiful to crafted by mortal hands, created by Denev herself, to
behold, they look more like works of art than war make sure none can revive the Mountainshaker.
machines, but appearances are deceiving - coral
CREATURE C O L L E C T I O N I l l : SAVAGE B E S T I A R Y

Combat Constructjon
A coral golem's attacks always take full advantage The body of a coral golem entails two years of
of its speed and maneuverability. Mindless, it fights to careful attention to a single colony of coral, requiring
the death, attacking foes in the most direct and un- a DC 17 Craft (sculpting) or a DC 17 Knowledge
swerving manner possible. (nature) check.
Wounding (Ex): When a coral golem strikes an CL 12th; Craft Construct (see MM, Chapter 6),
opponent, tiny shards of coral remain in the wound, awaken, call aquatic animal II", dominate animal, sum-
causing it to bleed for an additional 1point of damage monnuture'sally VII, creator mustbeat least 12thlevel
per round thereafter. Multiple wounds result in cumu- and able to cast druid spells; Price 34,000 gp; Cost
lative hit point loss from bleeding. The bleeding can 18,000 gp + 1,260 XP
be stopped only by a successful DC 13 Heal check (per
wound) or the application of healing magic.
Fast Healing (Ex):Coral golems lose this ability
when not immersed in water.
Immunity to Magic (Ex):A coral golem is im-
Swjm-ByAttack [General]
mune to any spell or spell-like ability that allows spell Prerequisite: Swim speed.
resistance. In addition, certain spells and effects func- Benefit: When swimming, the creature can take
tion differently against the creature, as noted below. a move action and another standard action at any
Antilife shell repels the golem as if it were an point during the move. The creature cannot take a
animal. second move action during a round when it makes a
Dominate animal causes a coral golem to be stunned swim-by attack.
for 2d4 rounds, with no saving throw. Normal: Without this feat, the creature takes a
Hold animal causes a coral golem to be dazed for standa
ld4+1 rounds, with no saving throw.

Golem, Ember
12d10+30(96 hp)
Descrjption
-1 An ember golem is a burning construct forged
20 ft. (4 squares) from cinders and coals conjoined with some strange,
21(-1 size, -1 Dex,+13natural),touch8,fiat- flaming metal alloy. Ember golems are typically
footed 21 humanoid in shape and move in an oddly dis-
+?/+18 jointed gait that imitates the chaotic rhythm of a
Slam +13 melee (2d10+5 plus 2d6 fire) burning flame. They are usually employed as guard-
2 slams +13 melee (2d10+5 plus 2d6 fire) ians near hazardous areas of fire or magma.
10ftA0 ft.
Berserk, breathweapon, burn Combat
Blindsight 60 ft., construct traits, damage Like most constructs, ember golems are not
reductionlO/adamantine, immunibto magic
imaginative or subtle in their combat tactics. They
Fort +4, Ref +3, Will +4
wade into combat, exhaling burning fumes and
Str 21, Dex?, Con -, Int -, Wis 11, Cha 1
seeking to set as many foes afire as possible.
A n ember golem's fiery body actually produces
Any land or underground enough light to illuminate a 10-foot radius, but it
Sditary, pair, or gang (3-4) also emits sufficient smoke and fumes to grant
10 concealment (20% miss chance) both to itself and
None to all creatures in a 5-foot radius, which effectively
Always neutral mutes the illumination.
13-22 HD (Large); 23-36 HD (Huge) Berserk (Ex):When an ember golem enters com-
bat, there is a 5% chance that its elementalspirit breaks
free and the golem goes berserk. Each round, this
The heat emanating from the large, glowing manlike chance increases by 1%(thus, 6% in the second round,
form can be sensed even before the figure becomes visible 7% in the third, etc.). The uncontrolled golem goes on
-or as much as can be seen from within the smoky haze a rampage, attacking the nearest living creature or
surrounding it. Along with the heat comes the unmistuk- smashing some object smaller than itself if no creature
able odor of burning ash, like that o f a campfire.
CREATURE COLLECTION I l l : SAVAGE BESTIARV

is within reach, then moving on to spread further Constmctjon


destruction. The golem's creator, if within 60 feet, can A n ember golem's body is a blend of cinders
to regain sPeakingfirmlYand Persuas'VelY and coals mounted around a frame of starsteel (see
to the golem, which requires a DC 19 Charisma check. Appendix Three, ~~~d~ to Fighters and
This can be repeatedly, taking 1 minute Per Barbarians). Assembling the body requires a DC
check. It takes 1 minute of inactivity by the golem to 18 Craft (armorsmithing)or a DC 18 Craft(sculpt-
reset its berserk chance to 0%. ing) check.
Breath Weapon (Su): Every ld4+1 rounds, CL 14th; Craft Construct (see MM, Chapter
30-foot line! damage fire (Reflex DC l 6 6), fire shield (warm), geas/quest, limited wish, planar
The save DC is Constitution-based. binding, creator must be
Burn (Ex): A n ember golem's slam attack deals 14th level; Price
2d6 points of fire damage in addition to its bludgeoning 43,000 gp; cost
damage. Those hit by the golem's slam attack must also 2 2,800 g p +
make a DC 16 Reflex save or catch fire. A burning 1,600 xp.
creature can take a move action to put out the flame.
The save DC is Constitution-based.
Creatures hitting an ember golem with natu-
ral weapons or unarmed attacks take
2d6 points of fire damage and must
succeed at a DC 16 Reflex save or
catch on fire.
Immunity to Magic (Ex): A n
ember golem is immune to any spell
or spell-like ability that allows spell
resistance. In addition, certain
spells and effects function differ-
ently against the creature, as noted
below.
A magical attack that deals
cold damage slows an ember golem
(as the slow spell) for 2d6 rounds,
with no saving throw.
A magical attack that deals fire
damage breaks any slow effect on the
golem and heals 1 hit point for every 3
points of damage it would otherwise have
dealt. If the amount of healing would cause
the golem to exceed its full normal hit
points, it gains any excess as temporary hit
points. For example, an ember golem hit b
a fireball gains back 8 hit points if the spell
damage total is 24 points. A n ember golem
gets no saving throw against fire effects.
A n ember golem is affected by spells that
extinguish fire (such as quench). Instanta-
neous spells of this nature cancel the golem's
burn ability for 2d6 rounds, while those with a
duration operate normally.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Golem, Hjve
waspw &hike TmiteMand
Medmconstruct Largec* Lrrgec-
HitDice: 10dlOt20 (75 hp) 12d10+30(96hp) 16dlOt30 (118 hp)
Initiative: to -1 -1
speed 30 R. (6 spres) 20 Ft. (4squwes) 20 R. (4 squares)
AC: I?(t? natural), touch 10, flat-footed 17 22 (-1 size, -1 Dex, t14 natural), 28 (-1 size, -1 Dex,t20 natural),
touch 8, flat-fmted 22 touch 8, flat-footed 28
t7lt13 +?1+20 t12/t26
Slam 4 3 melee(2d8+6) Slam t15 melee(2dlb7) Slam t Z l melee(2d10+10)
2slams t13 melee (2d8t6) 2 slams t15 melee(2d10+7) 2slams t21melee(2dIOtlO)
5 R.15 Ft. IO Ft./lO Ft. IO R.110 ft.
Berserk, swarm k e r k , swarm
Comtrud traits, damage reduction Absorb weapon, construct traits, Conshwt traits, damage reduction
5lmagic. darkvision 60 ft., damage reduction5lmagic and slashing, 5/magic, darkvision 60 ft.,
immunityto magic, low-light vision, darkvision60 R., immuntyto magic, Fire resistance10, immunity to magic,
self-repair, vulnerability to Fire, low-light vision, self-repair, vulnerability low-light vision, self-repair,
vulnerability to water to fire, vulnerability to water vulnerability to water
sms Fwt t3, Ref +3, Will t 3 Fort t4, Ref +3, Will t 4 Fort t5, Ref t4, Will +5
Abilities Str 23, Dex 11, Con -, Str 25, Dex 9, Con -, Str 31, Dex?, Con -,
Int -, Wis 11, Cha 1 Int -, Wis 11, Cha 1 Int -, WE 11, Cha 1
- -
- -
Any temperate or warm land Any temperate cr warm land Any temperate or warm land
Solitary Solitary Solitary
IO 11 12
None NMle None
Alwaysneutral Always neutral Always neutral
11-25 HD (Medium); 26-30 HD (Large) 13-20 HD (Large); 21-36 HD (Huge) 17-28HD(Large);29-48HD(Huge)
-

Description quickly chew through wooden structures. They are


bulky figureswithout necks, faces,or fingers,having only
Hive golems are a nasty surprise for anyone who
a vaguely humanoid shape. The gnolls that inhabit the
intrudes into gnoll territories in the jungles and plains of
Centaur Plains are particularly noted for sending termite
Termana. They are insect hives formed into large hu-
mound golems against their Ulante neighbors.
manoid shapes and animated by an elemental spirit.
Each one carries within it several insect swarms that Combat
defend the golem and repair damage to the hive. Gnoll
Unless directed otherwise by their creator, hive
druids create these golems to defend their sacred sites
golems lumber into combat and use their slam attacks
and villages and as engines of destruction when they
against any foes that come within reach. They will often
make war on neighboring tribes. Hive golems can come
head into the largest concentration of opponents, where
in a number of varieties depending on the species of
their swarm of stinging insects can do the most damage.
insect whose hive is used to create the golem. Those
appearing here are the wasp nest, beehive, and termite Berserk (Ex):When a hive golem enters combat,
mound golems. there is a cumulative 3% chance that its elemental spirit
breaks free and the golem goes berserk. The uncon-
Wasp nest gokms are paper and mud constructs;
trolled golem goes on a rampage, attacking the nearest
they are smaller and quicker than other hive golems,
living creature or smashing some object smaller than
typically weighing 400 pounds and standing as tall as a
itself if no creature is within teach, then moving on to
gnoll. The constant drone of wasps surrounds them,
spread further destruction, Once a hive golem goes
making them easy to notice at a distance.
berserk, no known method can reestablish control.
Beehive golems are a composite of beeswax honey-
Self-Repair (Ex): A hive golems swarm can re-
combs and wood. They stand well over 9 feet tall and
build the golems body structure, effectivelyhealing any
weigh over 700 pounds.
hit point damage at a rate equal to the golems Hit Dice
Termite mound gokms are large constructs of hard-
per hour.
ened brown clay. They typically stand between 8 and 10
Vulnerability to Water (Ex): Complete immer-
feet tall and weigh in excess of 900 pounds. Termite
sion inwater drowns thegolemsswarmandautomatically
mound golems can launch a swarm of termites that
CREATURE COLLECTION 111: SAVAG BESTIARY

causes it to go
- berserk. The golem loses its swarm and self-
repair abilities permanently, and also has its HD
Swarm (Su): Beehive golems are constantly sur-
permanently reduced by half.
rounded bv a fiendish bee swarm (see Swarm, Bee
A hive golem never to cross water herein, and apply the fiendish template) that attacks the
than one-quarter its own height. Ordinary rain does not
hurt a hive golem.
golems enemies. ne golem can expel another such
swarm as a standard action every ld4+1 rounds, up to a
maximum number of times per day equal to half the
Wasp Nest Golem golemsbase attack bonus. All the bee swarms that come
The tall humanoid shape appears to be ?nudeof grayish from a beehive golem have the fiendish template and fast
fiber or paper. A swarm of angrily-buaing wasps drones healing 3. A summon swarm spell cures ld4 points of
around it in a dark cloud. damage to the swarm per level of the caster.
Swarm (Ex):Wasp nest golems are constantly Absorb Weapon (Ex):Any piercing weapon that
surrounded by a fiendish wasp swarm (see Swarm, successfully strikes a beehive golem is liable to get stuck
Wasp herein, and apply the fiendish template) that in its waxy body. The wielder must make a DC 16 Reflex
attacks the golems enemies. The golem can expel save to avoid having the weapon remain stuck in the
another such swarm as a standard action every ld4+1 golem. Shemayattempttopullitoutasastandardaction
rounds, up to a maximum number of times per day equal on subsequent rounds with a DC 16Strength check, hut
to half the golems base attack bonus. All the wasp each attempt draws an attack of opportunity from the
swarms that come from a wasp nest golem have the golem. The save DCs are Constitution-based.
fiendish template and fast healing 3. A summon swam
Immunity to Magic (Ex):A beehive golem is
spell cures ld4 points of damage to the swarm per level
immune to any spell or spell-like ability that allows spell
of the caster. resistance. Inaddition, certain spellsandeffectsfunction
Immunity to Magic (Ex):A wasp nest golem is differently against the creature, as noted below.
immune to any spell or spell-likeability that allows spell
resistance. Inaddition, certain spells andeffectsfunction
differently against the creature, as noted below.
A magical attack that deals fire damage stuns the
wasp nest golem for ld3 rounds, with no saving
throw. Note that area fire attacks may
destroy any wasp swarms in the area, as L)(

well.
Transmute mud to rock restores
any of a wasp nest golems HD that
have been lost to immersion.
8

Constructjon
Construction of a wasp nest golem a
involves summoning enchanted
swarms of the wasps and forcing
them to build a large, roughly hu-
manoid-shaped hive in which an
elemental spirit is eventually en-
trapped. This requires one years
monitoring of the wasps and a DC 17
Profession (beekeeper) or a DC 17 wild em-
pathy check.
CL 10th;Craft Construct (seeMM
ter6),awaken,neepingdoom,stoneshape,summon
swarm, creator must be 10th level and able
druid spells; Price 31,000 gp; Cost 16,500 gp + 1,150
XP.

Beehjve Golem
The figure appears to be made of an oddly textured,
golden, waxy material. A swarm of bees swirls around it as
it moues.
CREATURE COLLECTION 111: SAVAGE BESTIARV

A magical attack that deals fire damage stuns the rounds, up to a maximum number of times per day equal
beehive golem for ld4 rounds, with no saving throw. to half the golems base attack bonus. The expelled
Note that area fire attacks may destroy any bee swarm swarm can appear in any space the golem threatens. All
in the area, as well. the termite swarms that come from a termite mound
A magical attack that deals cold damage slows the golem have the fiendish template and fast healing 3. A
beehivegolem (as the slow spell) for 2d6 rounds, with no summon swarm spell cures ld4 points of damage to the
saving throw. Note that area cold attacks may destroy swarm per level of the caster.
any bee swarms in the area, as well. Immunity to Magic (Ex):A termite mound golem
is immune to any spell or spell-like ability that allows
Constructjon spell resistance. In addition, certain spells and effects
Construction of a beehive golem is similarto that of functiondifferently against the creature, as noted below.
a wasp nest golem. Earthquake directed at the golem deals 5dl2 points
CL 11th; Craft Construct (see MM, Chapter 6), of damage to it, with no saving throw.
awaken, creeping doom, stone shpe, summon swarm, Move earth knocks the termite mound golem back
creator must be 11th level and able to cast druid spells; 120 feet and deals 3d12 points of damage to it, with no
Price 35,000 gp;Cost 18,500 gp + 1,300 XP. saving throw.
Transmute mud to rock slows the termite mound
Temjte Mound Golem golem (as the slow spell) for 2d6 rounds, with no saving
The creature looks like a statue crafted of brownish clay throw.
OT ceramic, yet the surface seems to crawl w
ith whitish veins
-or perhaps tiny whitishcreatures. It is tall and you can tell Constmctjon
by its movement that it is very heavy. Constructionof a termite mound golem is similar to
Swarm (Su): Termite mound golems are con- that of other hive golems, but requires a DC 18 Knowl-
stantly surrounded by a fiendish termite swarm (see edge (nature) or a DC 18 wild empathy check.
Swarm, Termite herein, and apply the fiendish tem- CL 12th; Craft Construct (see MM, Chapter 6),
plate) that attacks the golems enemies in perfect awaken, creeping doom, stone shape, summon swarm,
coordination with the golem. The golem can expel creator must be 12th level and able to cast druid spells;
another such swarm as a standard action every ld4+1 Price 46,000 gp; Cost 24,300 g p + 1,700 XP.

Golem, Moon
The figure resembles a tall, muscular humanoid crafted
16d10+30 (118 hp) ofsilvery metal, but with savageclaws and wolflike features.
-1
20 ft. (4 squares) Descnptjon
28 (-1 size, -1 Dex, +20natural), touch 8, Moon golems - sometimes referred to as wolf-
flat-footed 28
+12/+26
golems-arecreated frompiecesofmoonrockembedded
Claw +21 melee (2d10+10)
into a frame of a silver-iron alloy. Only followers of
2 claws +21 melee (2d10+10) Belsameth are known to possess the secret of their
lOft./tOft. construction (and are said to receive the moon rock from
Curse of lycanthropy, Frightfulhowl the hand of Belsameth herself), but many others would
Alternate color, construct traits, damage re- pay well for such knowledge, just as the cult of Belsameth
duction lO/adamantite, darkvision 60 ft., would go to great lengths to protect it.
immunity to magic, low-light vision Moon golems resemble large stone and metal hu-
Fort +5, Ref +4, Will +5 manoids some 12 feet tall, with lupine features, sharp
Str 31, Dex 9, Con -, Int -, Wis 11, Cha 1 claws, and wicked fangs (although they never bite in
-
combat). Their coloration can change from shining
-
silver to dull black, representing the light and dark
Any land
phases of Belsameths Moon. This variation is more than
Solitary, pair, or gang (3-4)
merely cosmetic,however, and actuallyaffects the golems
13
None
capabilities.
Alwa~neutral Moon golems are used as guards at Belsameths holy
17-24 HD (Large); 25-48 HD (Huge) places, and can be encountered anywhere that her cult
- is found. The Cult of Ancients makes extensive use of
these constructs in its rituals and as guardians of its
hidden strongholds. Rumor has it that other types of
CREATURE COLLECTION I l l : SAVAGE BESTlARV

moon golems have been created in the form of other evil subsequent attacksduringthesame roundaffect it normally.
lycanthropes,and that they inflict a curse of lycanthropy Immunityto Magic (Ex):A moon golem is immune
that accords with their form. to any spellor spell-likeability that allows spell resistance. In
addition,certainspellsandeffectsfunctionddferentlyagainst
Combat the creature, as noted below.
Fighting alongside other servants of the Dark Mistress, Trmils pur@n8slows the moon golem (as the s h
moon golem make potent temple guardians-They move spell) for 2d4 rounds, with no saving &ow.
lntomelee asquickly aspossible,using theirhowls to frighten Polyrnmph my object stuns the moon golem for ld6
theunwaryandtoalertanynearbycu1tiststointrusion.They withno saving how+
normally begin combat in their shining silver form, trans-
Stone tojksh nullifies the moon golemsalternatecolor
forming to after they have ability (and thus itsabsorptiveorreflectiveshieldpowers)for
sustained 50% or more damage.
1 full round.
Curse of Lycanthropy (Su): Any humanoid or giant
hit by a moon golems claw attack must succeed at a Dc 18 Constructjon
Fortitude saveorcontractwerewolflycanthropy. Ifacreatures The construction ofmoongolemsis acarefullyguarded
Fortitude save is successful,he does not have to save again among the clergy ofl+kameth+ crafting the golems
against that moon golemscurse of lycanthropy for another a 19 craft(momithing) or a ~c 19
body
24 hours. The save Dc is Constitution-based. Craft (weaponsmithing)check.
Frightful Howl (Su): Every other round, as a free CL 14th; Craft Construct (see MM, Chapter 6 ) )
action,ammngolemcanprcduceabalefulhowl.Allliving ~ & ~~
B ~ E blessin$:, ~ ~ * * ,
creatures within a 90-foot spread must succeed at a E18 m, Creator must be 14th
h,
Will save or be shaken for 2d6 rounds thereafter. This is a level;Price75,0a)gp;Cost40,000
sonic, mind-affecting fear effect.Whether or not the save is gp + 2,800 xp.
successful,an affected creature is immune to the same moon
golems howl for 24 hours thereafter. The save DC is
Constitution-based.
Any worshipper of Belsameth that has spell-like abili-
ties or clerical spellcasting ability is immune to a moon
golems fnghtful howl.
Alternate Color (Su):A moon golem may change
from its silver to a black coloration or back as a free
action, gaining a special ability based on its current
color. The effects of these colors are as follows:
Silewr: Reflective Shield-The shiningal-
ver form of the moon golem allows it to reflect
back onto anattacker the damage from the
first successful weapon attack (whether
melee or ranged, natural or unamed)
that strikes it each round. The full
damage is reflected, without first be-
ing reduced by the golems damage
reduction (ifapphcable). Thegolem
takes no damage from the attack. Sec-
ond and subsequent attacks during the same
round affect it normally. Moon golems are usually found in
their silver coloration when first encountered.
Black: AbsorptiveShield-The dull black form of the
moon golem allows it to absorb and heal the damage from
thefustsuccessfulweaponattack (whethermeleeor ranged,
natural or unarmed) that strikes it each round. The full
damage dealt by the attack is instead added to the golemshit
point toral, without first being reduced by the golems
damage reduction (if applicable). The golem cannot
heal up to more than its normal hit point total in this
way; any excess damage is ignored. Second and
CREATURE C O L L E C T I O N 111: S A V A G E B E S T I A R V

Golem, Penumbral
minute per check. It takes 1 minute of inactivity by the
lOd10+20(75 hp) golem to reset its berserk chance to 0%.
+10 Shadow Mastery (Su): Once per round as a free
50 ft. (10 sqwres) action, a penumbral golem may extend its limbs to reach
16(t6 Dex), touch 16, Flat-footed 10 into or through nearby shadows. The golem can thus
+7l- attack foes in any location within 30 feet, as long - as
Incorporeal touch t13 mdee (ld8Strength) shadows are present within 5 feet of the target. It can use
2incorpOreatouchestl3mdee(ld8Stre~) even its targets ownshadow in this way. Alternately, the
5 ft.15 ft. golem can extend its senses into any shadowy area
Berserk, shadow mastery, strengthdamage within 120 feet, perceiving as if it were actually in the
Alternateform, construct traits, immunij, to remote location. Withdrawing its limbs or senses is afree
magic, incorporeal, see in darkness
action.
Fort +3, Ref +11, Will t 3
Str --,Dex 23,Con -, Int 7, Wisl1,Cha IO
Strength Damage (Su):The touch of a penumbral
Hide +12, Spot +7 golem deals ld8 points of Strength damage to a living
Combat Reflexes, Dodge, lmproved lnitia- foe. A creature reduced to Strength 0 in this way dies.
tive, Lightning Reflexes This is a negative energy effect.
Am/ Alternate Form (Ex): A penumbral golem can
Solitary or pair assume an alternate form at will as a standard action.
Q This ability functions as a polymorph spell cast on itself
None (caster level 8th),except that the golemdoes not regain
Always neutral evil hit points for changing form, and it can assume only the
11-23 HD (Medium); 24-30 HD (Large) forms of simple inanimate objects ranging in size from
-
that of a small pouch up to, for instance, a large
urtain or couch. The form taken is always
This unnatural creature seem tobe made from the stuff lack, and, upon close examination, re-
of shadows itself, a murky humanold torso fading into a
mains incorporeal. Typically, a golem
swirling mass of darkness.
takes the form of some innocuous
object that would reasonably ap-
Description pear in an area and that might
Created by the Penumbral Lords, the penumbral pass a casual inspection.
golem appears as a humanoid mass of shadow-stuff;
ImmunitytoMagic (Ex):
many resemble women or children due to the golems A penumbral golem is im-
creation ritual. From the waist down, the golem consists mune to any spellor spell-like
of mere tendrils of darkness.A penumbral golems for
ability that allows spell re-
is malleable, allowing it to appear as a cloak, staff
sistance. In addition,
curtain, or any simple shape, often providing a
certain spells and effects
penumbral lord with many hidden servants
function differently
and allies. The golem is cunning and makes an
against the creature, as
effective and loyal assassin.
noted below.
Combat Daylight slows the
penumbral golem (as
Penumbral golems use speed, intelligence, and
the slow spell)for ld4
shadow mastery when facing a foe. They attack from
rounds, withnosav-
ambush, and rarely engaging in a straight fight.
Berserk (Ex): When a penumbral golem enters
combat, there is a cumulative 5% chance that its
elemental spirit breaks free and the golem
goes berserk. The uncontrolled golem
goes on a rampage, attacking the
nearest living creature until one or
the other is slain, then moving on
to the next. The golems creator, if
within 60 feet, can try to regain
-
control by speaking firmly and persuasively to
the golem, which requires a DC 19 Charisma
1
-wr-

L ~ J 1

check. This can be attempted repeatedly, taking 1


CREATURE COLLCTlON 111: SAVAGE BESTIARY

Sunbeam or sunburst stuns the penumbral golem for Constructjon


2d6 rounds, with no saving throw. Penumbral golems are made by binding an elemen-
A magical effect that produces darkness breaks any tal spirit not into a material body, but into a form of pure
slow or stun effect on the golem and heals ld8 hit points shadowstuff. This grants several benefits, including in-
for every level of the effect. If the amount of healing corporeality and intelligence, but also renders the golem
would cause the golem to exceed its full normal hit even more unstable (i.e,, more likely to become uncon-
points, it gains any excess as temporary hit points. For trolled) than most other types of golems. Crafting the
example, a penumbral golem hit by a deeper darkness golems body is not a matter of skill, but of magic; the
gains back 3d8 hit points (since it is a 3rd-level spell). body is made from a shadow stolen from someone to
See in Darkness (Ex):Penumbral golems can see whom a penumbral lord has a strong emotional attach-
perfectly in darkness of any kind, even that produced by ment -any emotion is appropriate -love, hate, fear,
a deeper darkness spell. envy, and so on.
Skills: *Penumbral golems have a + 10racial bonus CL 13th; Craft Construct (see MM, Chapter 6),
on Hide checks when in shadowy or darkened areas. binding, chill touch, imbue shadow*, polymorph, shadow
When assuming an inconspicuous form, the golem gains twin*, creator must be 13th level and must be able to cast
a circumstance bonus ranging from +1 to +20,at the penumbral lord* spells; Price 55,000 gp; Cost 29,150gp
GMs discretion, on Hide checks. + 2,040 XP.

Golem, Sand
Larsec- astatue,itsbodycovered insimplegeometricdesignsandthe
Hit Dcg 8dlOt30(74 hp) symbols of the deity in whose name it was created. When
Initiative: +4 animate, sand golems appear to be made of rapidly flowing
speed: 30 ft. (6squares)
sand that somehow stays bound
AC: 21(-1 size, +3Dex, +8natural), touch12, flat-
footed 17
together in humanoid form.
+6/+13 Most sandgolemsareused
Slam +8melee (2d6+3) to guard temples or other
2 slams +8melee (2db3) places important to the
10ftA0 R. priests of Asherak. Sand
- golems line the ap-
Combuct traits, damage reduction 5/&- proaches to the tombs of
mantine and bludgeoning, darkvision 60 ft., thef i t priestsof thegods,
flowing sands, immunity to magic, low-light
maintaining a silent
vision
watch over the bodies of
k Fort +2, Ref +5, Will +2
Abilit#s Str 17,Dex 17,con -, Int -, Wis 11, Cha 1 those who brought the

-
skills: worship of the divine to
F& scam.
Any landor underground
organ- Solitary, pair, or gang (3-4)
WlengeRatng 7
Treanre: None
Always neutral
-Range: 4-22 HD (Large); 23-24 HD (Huge)
Level Adjustment:

The weathered statue suddenly moues, morphinginto a


mass ofshiftingsand thatalmostflows out ofits manlike shape
before shifting buck again - this time much nearer. In this
manner, it slithers swiftly toward you.

Description
In the desert wastelands of Asherak, great sandstone
statuesmaintain an eternalvigiloverthe templesof the gods.
Some are simple sculptures, while others are actually con-
structs charged with the defense of these ancient temples
against intruders.When quiescent, a sand golem appears as
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARV

A magical effect that deals electricltydamage slows


Combat the sand golem (as the slow spell) and prevents it from
A sand golem usually takes no action if creatures using its flowing sands ability for 3d4 rounds, with no
do not try to damage it or its temple in any way, acting saving throw.
only to defend against defilers or vandals. However, Its
A move earth spell directed at a sand golem affects it
interpretation of defilement or vandalism may be
as if it had been struck by a disintegrate ray: The golem
loose; sand golems have been known to attack people
must make a Fortitude save or take 2d6 points of damage
just for entering their tombs. Simply examining the
per level of the caster ( m a 40d6); if it saves, it takes only
outside of the structure is generally safe.
5d6 points of damage.
When engaged in combat, a sand golem pursues
and attacks one opponent until it is dead or incapaci- ConstnJctjon
tated, and then shifts to the nearest active target. To make a sand golem,one must create an elaborate
Flowing Sands (Ex): A sand golem move at painting on a hardened tract of sand, decorated with
half speed through any area Or space as if it were a Fine symbols significantto his deity. %is area must be at least
creature. Thus, it may pass through cracks under doors 15feetacrossandthepaintsusedmustbemixedwiththe
or even through keyholes, for instance. It cannot dust of the correct precious stones. When the ritual is
attack while Passing through confined spaces in this complete, the sand golemrises up from the sand painting
way. into three dimensions. Properly preparing the area of
Immunity to Magic (Ex):A sand golem is 1x1- sand requires a DC 12 Knowledge (religion) check and
mune to any spell or spell-like ability that allows spell a 16 Craft (painting) check.
resistance. In addition, certain spells and effects func- CL 10th; Craft Construct (see MM, Chapter 6),
tion differently against the creature, as noted below. animate objects, body of sad**, stone
creator must be 10th level; Price 55,000gp; Cost 28,000

Golem, Spontaneous-
The creature is twice the height of a man and only
Gallows Golem vaguely human in shape, shambling along on all fours. It is
made up ofsplintered, weathered wood, rusty bits of metal,
1M10+30 (101hp) and what appear to be lengths of rope.
+O
20 ft. (4 sqwres) Description
23(-1size,+14natural),touch?,flat-footed
The gallows golem (also called, by those few who
23
+9/+21 know of it, the Wooden Hangman) exists only to kill.
Slam+l6 dee(2d10+8) o r m + l 6 m e l e e It does not, however, seek to slay just anyone. It senses
touch (strangle) hatred- not the mere hatred put forth by one person,
FdAttadc 2 slams +I6 melee (2d10+8)and noose +11 however spiteful, but the overwhelming hate that
melee touch (strangle) forms only when a great many people are seeking a
10 ft./10ft. scapegoat for some horror or outrage they cannot
Absorb life, jagged blows, improved grab, comprehend, for example. The golem is drawn to the
strangle nearest occurrence of such hatred, regardless of how
Construct traits, damage reduction 10lada- far away it may be. Yet its prey is not those generating
mantine and slashing, darkvision 60 ft.,
dimensional anchor, discern location, immu- the emotion, but the target of the hatred: In its animus,
nity to magic, low-light vision, sense hatred, what passes for its soul, the golem has become an
shadow walk instrument ofpure, brutal mob justice. It has no regard
Fort +4,
Ref +4, Will +6 for guilt or innocence, nor for truth; the hated one,
Str26,DexlO,Con--,lnt 4, Wis14,ChalO whether or not the mobs hatred is deserved, is marked
Disguise+Ox, Hide +Ox, Listen +lo,Spot +IO for a grisly end in the golems noose.
Alertness, Awesome Blow, lmproved &I1 Once the golem selects a victim, it can track that
Rush, lmprovedOverrun, Power Attack
individual no matter where he may go, so long as he
Any land
remains on the same plane. Powerful magic designed to
Solitary (unique)
11 hide the victim from scrying can throw the golem off the
None scent for a time, but it always detectsthe victim the instant
Always neutral the ward expires.
14+HD (Large) The gallows golem is humanoid only in the roughest
sense. Constructed of wccden planks, rusted nails, and old
CREATURE C O L L E C T I O N 111: S A V A G E B E S T I A R V

rope, it appears almost like some great marionette. It stands The constable himself held Sorjen still while the
roughly 12 feet high and weighs well over 500 pounds. Its girls distraught father looped a brand new coil ofhemp
annsare far longer than its legs, nearly reaching the ground rope, taken from Sorjensown shop, over the old mans
even when it standsupright, and it often moves on all fours head. Sorjens screams of innocence and pleas for
when traveling great distances. Its most hideous feature, mercy didnt stop until his feet danced at the end of the
though, is what passes as its head. A thick w d e n beam the rope.
length of a mans arm juts forth from atop the golem. At the Slowly, Covitton returned to some semblance of
endofthat barhangs anold, frayednoose,whichswings like normalcy. More days drifted by, and if ever anyone felt
a pendulum when it turns its neckside to side. It almost angry or frustrated that theyd never found the child,
appears as though the golem is looking about through the he need merely pass by the gallows -and the shallow
eyes of the last person to die in that noose, rhough the rope grave beside it - to know that justice, at least, had
is empty. been done.
Although most of its movements are abrupt and It was months later, and the horror had been all
somewhat rough, the gallows golem walks with a but forgotten, when a second child, this time a young
smooth gait, and is capable of running tirelessly when boy, out wandering near the woods by himself, also
seeking its next victim. It smells of old, musty wood, disappeared. This time, the constable and the towns
tainted faintly with the coppery tang of spilled blood. hunters got to the trail before dusk. And this time, they
were able to follow it.. .
Hjstory All the way to the den 0f.a wolf, aged and
Many decadesago, in asmall towncalledCovitton, abandoned by its pack. There they found the bloodied
near the southern border of Thorvalos, a little girl body of the boy. And there, further back in the den,
disappeared from her mothers garden. The local con- they found the corpse of another child, clad in a faded
stable found a trail - the shallow impression of pink dress and wearing a single slipper.
something being dragged through the dirt - leading
The awful realization dawned on them. Sorjen
away from the neat rows of vegetables, through a hole
Reague had had nothing to do with the girls disap-
that had apparently been kicked into the womans
pearance. Hed simply been unpopular - and the
fence, and out into the deep woods about Covitton.
victim of a cruel coincidence - and the town had
Unfortunately, in the fading light of the setting sun,
hanged him for it. The people swore such a thing
the constable lost the trail in the deep woods. Even the
would never happen again.
towns best hunters and trackers could find no trace of
All through the remainder of the day, the sound
the little girl or her assailant.
of hammer and saw echoed across Covitton as every-
Days and nights passed, and each and every able-
one who couldhold a tool set out to destroy the symbol
bodied man and woman turned out to comb the woods
and the means of the brutal murder theyd committed.
for the child. Her father marched stoically at the head
By nightfall, the gallows was nothing but a pile of
of the largest search parties, and her mother organized
random wooden beams and rusted nails, with a hemp
and exhorted the town, through her tears, to great
noose lying limp atop it.
efforts. Still there was no sign.
By dawn, when the first of the townsfolk arose,
A week after shed disappeared, when Covitton the entire pile was gone.
had just begun to suffer for its citizens lack of work,
one of the childs slippers was found - half*buried in Combat
the yard of Sorjen Reague.
Unless it is attempting to kill the specific victim
Sorjen had never been well liked by the people of
to whom its been drawn, the gallows golem fights only
Covitton. He was a rude, short-tempered man, owner
to defend itself, or to destroy anyone who attempts to
of one of Covittons only large shops. He controlled keep it from its chosen victim. It uses its noose attack
many of the goods that were brought in from the only against its intended victim.
outside world by the all-too-infrequent merchant cara-
Absorb Life (Ex): A victim being strangled by
vans, and he charged far more than the townsfolk felt
the golems noose takes Id4 points of Constitution
appropriate.
damage per round. If a creature dies while hanging
It took mere moments for the girls slipper to
from the noose, whether the death was caused .
transform an ambient dislike into raging hatred. Less
through damage, suffocati
than an hour after the shoe turned up, Sorjen was
or some ot her
dragged from his home by a mob of enraged villagers,
determined that justice would be done. O n the other
side of Covitton stood a gallows: Old, half-rotted,
covered in vines and mold, it hadnt been used in
decades. But it would be used now.
CREATURE COLLECTION 111: SAVAGE BESTIARY

for every size it is larger than its victim, as


points equal to the victims normal hit point total. If with a grapple check; further, because the victim has
the amount of healing would cause the golem to no leverage, his check suffers a 4penalty on the first
exceed its full normal hit points, it gains any excess as attempt, and an additional cumulative penalty of -1
temporary hit points. for each subsequent attempt. The strangling victim
Improved Grab (Ex): To use this ability, the may also attempt to cut the noose with a light slashing
gallows golem must hit with its noose attack. If it weapon, but receives a -4 circumstance Penalty on
establishes a hold, it can then pull the victim into its attack rolls due to its suboptimal position.
own space and begin to strangle. The noose can be cut; attacking it is treated as a
JaggedBlows (Ex):Due to the terrible spikes and sunder attempt, and any damage dealt must still over-
protrusionsfound throughout the gallows golems form, come the golems damage reduction. Further, the
its slam attacks deal bludgeoning, piercing, and slash- attacker suffers a -4p e n a h to the ~ n d e check
r if he
ing damage. is not at least Large or else using a reach weapon. Treat
Strangle (Ex): Once the golem has its noose the rope as having a hardness o f 5 and 15 hit Points.
wrapped about its victims neck, little aside from the Damage dealt to the rope 1s not deducted from the
death of the victim or the destruction ofthe golem can golems total hit points. If Cut, the rope reforms in 2d4
free him or her. Victims may attempt to escape the rounds*
noose with an Escape Artist or Strength check op- A strangling victim is subject to the golems
posed to the golems Strength check. However, the absorb life ability. He or she cannot speak or cast spells
with verbal components. Furthermore, the character
trapped in the noose is in danger of suffocation (see
Chapter 8, DMG).
Dimensional Anchor (Su):Any creature held
by the gallows golems noose is constantly under
the effect of a dimensional anchor spell,
preventing the creature from escaping
the noose by means of teleportation
or dimensional travel.
Discern Location (Su):
Once the gallows golem has lo-
cated a new target with its sense
hatred ability, it can always find
that target as if by the spell discern

Immunity to Magic (Ex):


The gallows golem is immune to
any spell or spell-like ability that
allows spell resistance. In ad-
dition, certain spells and
effectsfunction differently

Repel woodstuns the


gallows golem for ld6
rounds, with no saving
CRATURCOLLCTION I l l : SAVAGE BESTIARV

damage to the gallows golem, with no saving throw. is attracted to the peoples hatred and assumption of
A magical effect that deals fire damage slows the guilt, and will track down the victim of their anger and
gallows golem (as the slow spell) and prevents it from fear and attempt to hang him or her.
using its shadow walk ability for 2d6 rounds, with no Shadow Walk (Su): Once per night, the gallows
saving throw. golem may travel as if by means of the spell shadow
Sense Hatred (Su): The gallows golem is at- walk. This ability cannot be used during daylight
tracted to strong emanations of mass hatred, and hours.
chooses as its victim the creature upon whom that Skills: *The gallows golem has a +20racial bonus
hatred is focused. (However, it never chooses a victim on Disguise checks when posing as a normal gallows
with twice as many or more HD than itself.) This (although anyone familiar with the golem will of
ability operates at any distance, as long as the collec- course consider all gallows to be suspect). When
tive source and the target of the hatred are both on the standing still among tall trees or an area with many
same plane as the golem. If a large number of people upright wooden posts (such as under a dock), the
believe an individual to be guilty of some heinous golem has a +10 racial bonus on Hide checks.
crime, it doesnt matter if he truly is guilty: The golem

Golem, Spontaneous - of hides tossed atop and beside on e another.


Hide Golem Because t h e edges of the pelts and skins overlap,
it is impossible to see how they might be held
Medium Construct
together; nevertheless, when it moves, the golem
Hit Dice: 9d10+20(69 hp) is obviously a single creature. T h e golem is some
Initiative: +9
6 feet long, perhaps a foot narrower from side to
Speed: 40 ft. (8 squares), climb 20 ft.
side, and ranges from a few inches t o almost a
AC: 20 (+5 Dex, +5natural), touch 15, Flat-
footed 15 foot thick. Because of t h e thickness of some of
Base AttacWGrapple: +61+8 t he hides, it weighs close t o 100 pounds.
Attack: Bite +11 melee (2d4+2) T h e hide golem possesses numerous vesti-
Full Attack: 3 bites +11 melee (2d4+2) gial legs, but it actually propels itself through
Space/Reach 5 ft.15 Ft. contracting and expanding various parts of its
Special Attacks: Attach, blood drain, rage, rend 4d4+4, body (not unlike a caterpillar), so it appears to
trip cross t he earth almost like a wave. Th is form of
Special Qualities: Construct traits, damage reduction 51 locomotion is surprisingly efficient, granting th e
adamantine and slashing, darkvision 60
ft., immunity to magic, low-light vision, creature its great speed. T h e golem possesses th e
scent heads of some of t he animals t hat contributed to
Saves: Fort +3, Ref +8, Will +5 its creation.
Abilities: Str 14, Dex 20, Con -, Int 2, Wis 14, T h e entire golem smells of tanning solu-
Cha IO tions and barely suppressed rot.
Skills: Climb +13, Disguise +Ox, Hide +5*, Jump
+11, Listen +lo,Spot +10 Hjstory
Feats Alertness, lmproved Initiative, Skill Fo-
Karathak Hillforge was something of a curi-
cus (Jump), Weapon Finesse
osity i n East Ontenazu, and not only because h e
Environment: Any land
Organization: Solitary (unique)
preferred to dwell there rather t ha n with his
Challenge Rating: 8 own kind. T h e humans of Ontenazu thought of
Treasure: None d w a r v e s as s t o n e w o r k e r s , m i n e r s , a n d
Alignment: Always neutral metalsmiths - t he very notion of a dwarven
Advancement: 9+ HD (Medium) tanner and leatherworker seemed a bit odd. Nev-
Level Adjustment: - e r t h e l e s s , K a r a t h a k was o n e of t h e b e st
leatherworkers in the entire city, a n d citizens
A muss of random hides, pelts, and animal skins, the who wanted only t h e finest furs and leather
thing shifts forward, mowing along the ground like a great goods didnt let their surprise a t his race stop
animated carpet. Underneath are a number of small, them from frequenting his shop.
constantly mowing legs. Had his neighbors and customers truly un-
derstood t h e creature that Karathak was, they
Description might have thought twice about purchasing his
T h e hide golem is a truly bizarre creature. I t wares. The dwarf did not dwell among humans
appears, when motionless, like a haphazard pile out of choice; rather, h e had been banished from
CREATURE COLLECTION 111: SAVAGE BESTIARV

Burok To r n for his cruelty and his sadistic hu- t he pleasure h e could take in its slow death and
mor. H e was t h e sort to draw pleasure from his t h e fashioning of a beautiful cloak from its fine
neighbors' misfortunes and from t h e suffering of pelt. Indeed, h e did torture and slay t h e animal,
others. and its howling was music t o his ears.
T h e dwarf often trapped his own animals for Karathak hadn't known - n o t t h a t it would
pelts and hides; he always used t h e cruelest have stopped him if h e had - t hat t h e wolf had
traps, designed to maim and cripple rather t han for a time been t he animal companion of a
kill. Karathak had a special interest in young Jordeh druid from t h e Ganjus Forest. T h e magic
animals, for their hides were so much softer and of t hat bond had all but faded over t h e years, yet
more supple. H e laughed at t h e pained whines t h e little remaining spark of magic, tiny as i t
and tormented cries of his victims. H e devel- may have been, gave t h e emotional resonance in
oped new and progressively more twisted games t h e dwarf's workroom its final push over t h e
to amuse himself, keeping animals alive as long threshold from t he impalpable to the real.
as h e was able while skinning t hem before their W h e n t h e bloody mess t h a t h a d b e e n
thrashings threatened to ruin t h e hide h e was Karathak was discovered by a curious customer
removing. t h e next day, t h e city guard assumed t hat he'd
T h e demented dwarf even stole pets from been slain by a band of bloodthirsty robbers who
his neighbors when h e could get away with it, had made off with his finest hides and furs. It
working their skins into garments for travelers didn't remotely occur to t hem t h a t t h e missing
passing through East Ontenazu. H e took a per- hides themselves might have taken their final
verse pleasure in helping t h e distraught families revenge " on t h e black-hearted dwarf.
scour th e neighborhood for their beloved com- \The hide golem is now like a wounded preda-
panions, chortling behind his
CREATURE COLLECTION 111: SAVAGE BEITIARV

to kill, and it does so indiscriminately. Men, Rend (Ex):If t he hide golem hits with two
women, children, animals - all are potential bites in the same round, it latches onto th e
victims of the hide golems need to kill. opponents body and tears t he flesh. This attack
automatically deals an additional 4d4+4 points
Combat of damage.
Like a wounded animal, the hide golem will T h e hide golem cannot rend and use its
attack any living being t hat draws near, tearing at t ach ability with t h e same mouths during any
at limbs and throat. It possesses strong animal round, although it may both rend and trip with
instincts, and will flee if badly wounded. t he same bite attack(s).
T h e hide golem actually has 9 heads with Trip (Ex): If t h e hide golem hits with a bite
fully functional jaws o n it, but only three can attack, i t can attempt t o trip its opponent (+8
bite in a single round. However, the golem can check modifier) as a free action without making
use its attach ability with up to 3 heads o n a a touch attack or provoking an attack of oppor-
Small creature, 6 heads o n a Medium creature, tunity. If the attempt fails, the opponent cannot
and all 9 heads on a Large or larger foe. A react to trip t he golem.
severed head regrows after 24 hours. T h e hide golem may make a trip attempt a t
Attach (Ex): If t he hide golem hits with a the same time t hat it attaches or rends. Since it
bite attack, it may latch ont o the opponents has multiple bites with a full attack action, the
body with t hat set of jaws. W h e n attached by at golem may attempt to trip more t ha n once per
least one set of jaws, the golem loses its Dex round.
bonus to A C and thus has an AC of 15. T h e Immunity to Magic (Ex): T h e hide golem is
attached golem can be struck with a weapon or immune to any spell or spell-like ability th a t
grappled. T o remove each attached mouth, an allows spell resistance. In addition, certain spells
opponent must achieve a pin against the golem. and effects function differently against the crea-
T h e hide golem may bite normally as long as ture, as noted below.
it has at least one mouth not attached to any foe. Calm animals dazes t h e hide golem for ld6
I t may trip and attach with the same bite, but rounds, with n o saving throw.
cannot both attach and rend. Hide from animals is effective against th e
Blood Drain (Ex): T h e hide golem drains hide golem, but only for 1 round/level, as op-
blood for ld4 points of Constitution damage posed t o the spells standard duration. (T h e
each round it remains attached, for each mouth spell may still operate normally against other
attached. T h e drained blood simply soaks the animals for its full duration, but it ceases to
ground around t he golem, as there is no throat or affect the golem after 1 round/level of the caster.)
digestive system t o hold it. A magical effect t hat deals cold damage
Rage (Ex): If the hide golem takes damage slows the hide golem (as t he slow spell) for 2
in combat, it flies into a berserk rage at t he rounds, with n o saving throw.
beginning of its next turn, biting madly until Skills: T h e hide golem has a +6 racial bonus
either it or its opponent(s) are dead. It gains +4 on Jump checks and a +8 racial bonus o n Climb
Strength, +4 Constitution, and -2 AC while checks. It can always choose to take 10 o n
raging. T h e golem cannot end its rage voluntar- Climb checks, even if rushed or threatened.
ily.
*The hide golem has a +20 racial bonus o n
T h e hide golem never uses its attach ability Disguise checks when posing as a normal pile of
while raging, although it may maintain any at - furs (although anyone familiar with th e golem
tach/blood drain attacks already in place when will of course consider all gallows to be suspect).
t h e rage begins. W h e n lying still among refuse or piles of cloth-
ing or animal remains, t he golem has a +10
racial bonus on Hide checks.
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARV

Golem, Spontaneous-
treasure hoard grew, until it spilled out to cover the
Hoard Golem entire floor of the largest cavern in her mountain lair.
Gleaming gold, precious gems, and magic arms and
1M10t40(122 hp) armor of all kinds lay strewn about like the toys of a child.
-1 Ulakorthscha did nothing with her hoard, for she was
20 R. (4 squares) content simply to have -but she always wanted more.
25 (-2 size, -1 Dex, +18mtural), touch 7, The legend of this treasure spread throughout the
flat-footed 25 lands, passing even across the seas to Ghelspad. Dozens
BaseAttadJGrapple: t11/+2? of brave and foolhardy souls, both native warriors and
AttadC Slamtl'?melee(4d8t15/19-20)0rrake+l'?
even knights of Corean from Ghelspad, came to the
melee (4d8+15)
mountainous region where this wyrm was said to nest.
FdAttadC Slamt19melee(4d8t15/19-20)or raketl'?
melee(4d8t15) All lost their lives to the harsh slopes, the intricate and
15 ft./lO R. deadly traps Ulakorthscha had set for them, or to the
- vicious claws and fiery breath of the wyrm herself. The
Absorb cache, blindsense 60 R., construct dragon collected the bodies of those she'd slain and
traits, damage reduction lO/adamantine and displayed them throughout her lands, a warning to those
bludgeoning, immunity to magic, sense trea- who might come after.. . and still her hoard grew.
sure
It was perhaps five decades before the start of the
saves Fort t5, Ref t4, Will t5
Titanswar that Ulakorthscha finally met her end at the
h i l i Str 30, Dex 8,Con -, Int 6,Wis 10,Cha 10
Skill% Disguise to*, Hide to', Movesilently t6 hands of the great Sir Einhardt of Corean, along with his
Feats: Blind-Fight, cleave, Great Cleave,Improved longtime companion Elstasia the sorceress and a veri-
Critical (slam), Power Attack, Stealthy table army of men-at-arms. They harried the dragon as
Any land she hunted, they struck from concealment as she trav-
Solitary(unique) eled about her territory, until finally - after much toil
12 and travail in tracking the wounded wyrm, scaling the
Triple standard(no fragile gods or items) heights of Mount Temagon in the Thunderspike Moun-
Always neutral tains, and then bypassing her guards and traps - they
16t HD (Huge) confronted her in her lair. She slew many, but the
- numbers and skills of her attackers were too much even
for the great dragon. She spilled her heart's-blood over
Halfagain as tall asa human, the thing looks like agreat, the enormous hoard she'd spent her life collecting.
vaguely manlike fmmade entirely of pieces of gold and Most of the soldiers were dead, and Sir Einhardt and
silver, gems and jewelry, and other precious items, all held Elstasia were both sorely wounded. The treasure hoard
together by some invisible force. It has a vaguely discemable was larger than any they had ever heard tell of, and there
head, crowned with a gern-studded circlet. was no way to transport even a fraction of it back to
civilization with the reduced work force they now had
Description with them. The knight and the sorceress elected to stay
The hoard golem stands only about 9 feet tall but behind with just a few guards while the soldiers went to
has a remarkable girth and weighs nearly 10,000pounds. hire wagons and teamsters.
Its body is remotely humanoid in form, and is con- Perhaps it was simply the lure of the treasure. Or had
structed mostly of coins and precious metals that have the spilled blood of the dragon carried within it some
joined together through magical means to hold their dreadful curse? For whatever reason, Einhardt - a
form. righteous and noble man, a stalwart paladin - was
Hjstory overcome. Before a single day passed, he drew his mighty
sword and struck down Elstasia from behind, that he
In ancient days, long before the Titanswar, the
need not share his prize.
wyrm Ulakorthscha was known even among other red
Einhardt's greed did not go unpunished, for several
dragons as an exceptionally selfish and avaricious crea-
of the officers, equally overcome with avarice, snuck
ture. Her greed knew no bounds; if a single piece of gold,
back into the cave and cut down the weary knight even
glittering gem, or enchanted item was to be found in her
as he had slain the sorceress. And still the treasure was
vast hunting territory, it must be hers. She attacked and
not claimed. Man fought against man, each warrior
destroyed merchant caravans purely in the hopes that
convinced that his companions intended to slay him in
they carried something worthwhile, razed entire villages
turn, until not a living soul remained to draw breath.
and slew all within for mere handfuls of silver coins. But
always she was cunning enough to keep her lair hidden. And when the last breath was drawn, the great
Over the course of decades and even centuries her gouts of blood that mixed and mingled within the hoard
CREATURE COLLECTION 111: SAVAGE BESTIARY

- both that of the dragon and that of her slayers - mains, suddenlycovered in a mixture of human and dragon
suddenly dried, as though absorbed by the treasure itself. blood, constitutesits treasure.
When the remaining soldiers returned with their porters ImmunitytoMagic (Ex):Thehoardgolemisimune
and their wagons, they found naught but a cave strewn to any spell or spell-lie ability that allowsspell resistance. In
with the bodies of the dead, and no sign of the treasure. addition,certainspellsandeffectsfunctiondlfferentlyagainst
They left disheartened, certain that some other force the creature, as noted below.
had stumbled upon rhe cavern and claimed the treasure A magicaleffectthatdealselectricitydamage slows the
as its own. hoard golem (as the slow spell) for 3 rounds, with no saving
But the hoardofUlakorthscha hadnot beenclaimed, throw.
nor would it ever be. The hoard now had ideas of its own. Disintegrate deals 5d6 points of damage to the hoard
Driven by the greed of the dragon Ulakorthscha golem if it strikes; the golem gets a Fortitude save to negate
and the many men and women who died over it, the this damage.
hoard golem seeks treasure and valuables to absorb into Heat metal affects the hoard golem normally; chill metal
its own body. It is drawn to wealth like a starving man to heals any damage caused by heat metal,but otherwise has no
food. Even more horrifically, the golem is drawn not effect.
merely to the actual worth of treasure, but to its per- Rusting touch deals ld8 points of damage to the hoard
ceived value to its owner. Thus, it prefers the treasure of golem.
a miser to that of a generous man, because the miser hues
Sense Treasure (Su):The hoard golem constantly
the gold more. It is drawn to the last remaining copper
senses any valuables and magic items within a 10-mile
of a peasant family, for, though worth little, that coin is
radius. It is drawn to subjective value, though, and not the
extremely valuable to the family.
objectsactualmarket price. Thus,abeggarshumble copper
is worth every bit as much to the golem as the rich mans art
Combat collection,or the kingsjewels.
Dnvenentirely by an mhuumangreed, the hoard golem
Skius: *The hoard golem has a +20 racial bonus on
is an implacable opponent, crushing anyone who comes
bsguise checks when posing as a normal pile of treasure
between it and the treasure it constantly craves. The hoard
(although anyone familiar with the golem will of course
golem can heal itself of damage by absorbing treasure, but
consider all large, glittering piles of wealth to be suspect).
seeks to absorb treasures even if unwounded. It is not
When lying still among
necessarily aggressive to living creatures,andusuallyattacks
other treasures, the
only those who try to stop it from absorbing treasure or those
who attack it first.
racialbonuson
A n y time the golem is struck by an attack that
managa to damage it, small amounts of coinage and
other bits of treasure are knocked from its body.
Because of this, the golems appearance and compo-
nent treasure slowly changes over the courseof time.
Oddly enough, the golem also bleeds a little whe
actually damaged (examination by a skilled
alchemist indicates that the fluid is at least
partly dragon blood), although this in no
way hampers the golem, which feels no
pain.
Absorb Cache (Ex): The hoard golem can
absorbany itemofperceivedworth-be it precious
metal, gemstone, art work,
carvedw d e n figunne- into i
ing treasure repairs any damage
at arate of 1hit point healed for e
treasure. (The golem seeks to ab
it is not wounded, however.)
healing would cause the golem to exceed
its full normal hit pomts, any excess hit
pomts are lost.
This process requirestime -1full round
for every pound of goods absorbed- so it is
not necessarily useful in combat. Should
the golem be destroyed, its corporeal re-
CREATURE COLLECTION I l l : SAVAGE BESTIARY

Golem, Spontaneous- various body parts that make up the plague golem are
Plague Golem infected with different diseases and illnesses. Maggots and
other parasites squirm about in its flesh,particularly in areas
8d10+20(64hp) where the golems body parts, rather than being stitched
+1 together, appear to have rotted and melded into a single
30 ft. (6 squares) seamless whole.
1?(+1 Dex,+8natural),touchll,flat-footedl8 Although the golem moves awkwardly,it is as swift as
t 6/+? a normal man and is capable of running for short distances,
SlamtPmelee(2d6t3andsickeningtouch)or although it rarely does so.
touch t9 melee (sickening touch)
FdAttadc Zslamst? melee(2d6t3andsickeningtouch) History
or 2 tooches +? melee (sickening touch)
It could easily have been stopped.
5 ftJ5 R.
Disease, sickeningtouch
It began with a single household in a village at the
Absorbnesh,comtrudtraits,damagereduc- wildest edge of the nascent kingdom of Virduks Promise. If
tion 5ladamantine and slashing, darkvision Baron Guraman had done as the town elders requested -
60 R., immunity to magic, low-light vision that is, send a few trained healers and a cleric when the first
Fort +2, Ref +3,Will t 2 citizenscamedownwithastrange, - unknowndisease-thev
S t r h D e x R C o n --,1nt10,Wis10,&12 could probably have cured it, or at least have kept it from
DlSgul* +?- Hide +11, Listen +6*Move SI- spreading. The town of Canlans Field could have been
lently +11, Spot t6
saved.
Ability Focus (disease), Alertness, Stealthy
The baron refused. He needed his healers in h6 own
Any land
Solitary (unique) town of Thuldor. The town was currently in the middle of
8 rebuilding its primitive sewer system, after all, and the gods
None only knew what sorts of filth and foul diseases might be
Always neutral released i n ~ the
o populace in the process. The baron was a
?+ HD (Medium) rnan of many fears, far more concerned
- with h6 own safetythan with the welfare
of his people, and he insisted that none
Outwardly, the howifying creature is like an ani- , could be spared for some minor illness
mated corpse, but upon close obserwahon it is revealed to in a pathetic little village.
be made ofmismatched body parts, each oopngpus an& The family who had first con-
corruption. Worms and maggots withe from copious tractedthe illnesswere deadbefore
open sores and lesions. the towns messenger reached
% 0 CanlansField,and by then the
Descnption disease had begun to spread
Made of rotting corpses of people like wildfire. Nearly stxty
abandoned to die slowly from the , folk had fallen ill now,
ravages of disease, animated by their and the epidemic showed
terror and rage, the plague golem is nosignsofslowing.Thistime
literally a walklng pestilence. It wan- , the elders themselves traveled to
den the lands,drawn to populated Thuldor. Surely now the baron could
regions where it might feed from those be convinced to send help!
who have succumbed to illness. No longer
associatedwith any singleplague, it spreadsa The toll was already high, but still the
multitude of dlseases wherever it goes. majority of the village might surely have
Standing only slightly less than 6
feet tall and weighlng under 150pounds, The barondidnot merely act.The
the plague golem seems less formidable
than other golems. It might be easily mw He sent no clerics.He sent no
takenforazombieorafleshgolem. Ho healers. Baron Guramansent sol-
closer mpection reveals that it 1s m a con-
stant and endless state of decay, leaking foul
liquids from open sores and sloughing occa-
sionalbitsoftlssuefromswollenlimbs.Anyone
who is a skilled healer will recognize that the
CREATURE COLLECTION I l l : SAVAGE BESTIARY

diers. Their duty was not to aid the villagers in any way, but
to ensure that no one entered or left the village, preventing Rdl Dkease
the spread of the disease beyond the borders of the town. 1 Blindingsickness
Who can comprehend the terror those p r folk must 2 Cackk fever
have felt,seeingthosesoldierscrestthenearbyhillsandbuild 3 Filth fever
roadblocks on both main roads, setting up a perimeter 4 Mindfire
around the town?Surelytheunfortunatesmusthaveknown, 5 Red ache
then, that no help was forthcoming, and that they would be 6 Shakes
permitted no opportunity to escape the disease ravaging 7 Slimy doom
their town, sickening and slaying their friends and loved a Rolltwice, ignonngany
Further results of 8
onesby the hour. More than a few tried to break through the
barricades,preferring aswift,cleandeathon the point ofthe
soldiers spears to a lingering, horrid decay. Parents weak- Sickening Touch (Su): Any time a character is
ened and succumbed, their arms still wrapped around their touched by the plague golem, she must make a DC 15
dead or dying &ants. In mere days, Canlans Field was no Fortitude save or be sickened for 2d6 rounds. (This save DC
more. ischarisma-based.)Further, theGMshouldrollonthetable
When all signs of life had ceased, the soldiersmarched for the golems disease ability, and the character must make
in with oil and torches, burning everything, buildings and asave as for the golemsdisease ability (Fort DC 17).Failure
bodies alike. Then they fled even before the thick greasy indicatesnot only that the characterhas caught the disease,
smoke had reached the clouds, terrified that the disease still but that it takes effect immediately, with no incubation
lingered. period.
None among the soldiersknew Canlans Field well, so Characters immune to disease are immune to this
there was no one to tell that the village was several M i e s ability.
short when it went up in flames.None noticed an extra set Immunity to Magic (Ex): The plague golem is im-
of tracks, barefoot and strangelyuneven, that led away from mune to any spell or spell-lie ability that allows spell
theedge oftown,followingin the wake ofthefleeingsoldiers. resistance. In addition, certain spells and effects function
The new plague that struck Thuldor some days later, differently against the creature, as noted below.
which claimed nearly a quarter of the town including the A magicaleffect that dealsfire damagedazes the plague
baron himself victims, seemed to the citizens nothing more golem for 3 rounds, with no saving throw.
than a horrlfying coincidence. A magical effect that inflicts disease affects the plague
They were very wrong. golem as if it were a cure w m d spell of the samespell level,
or as a he$ spell if it is of 6th level or higher.
Combat Heal affects the plague golem as if it were a hamspell.
The plague golem does not enter combat unless either Remme disease deals ld6 points of damage per caster
it is attacked or someone attempts to stop it from absorbing level (maximum 1Od6)to the plague golem; the golem gets
a diseased body. Its quite deadly enough to those around it a Fortitude save to halve this damage.
without ever raising a hand. Absorb Flesh (Su):As the golem steps within30 feet
Disease (Ex):Anyone within 30 feet of the plague ofanycorpsethathasrecentlydiedofdisease,portionsofthe
golem must make a Dc 17 Fortitude save every minute or body rot swlftlyaway; those same portionsof thegolembegin
contract one of the diseases below, determined randomly. to swell and fill out. This process cures the golem of 5 hit
Note that the 30-foot range of this ability can change points damage for every ability pint that had been lost by
depending on prevailing winds and other factors. Once a the deceased to disease,but takes 1full round for every 5 hit
given character has successfilly saved, he is unaffected by points absorbed; the golem may only absorb one body at a
further exposure to that disease for 24 hours. He may still be time (thenearestwithin30feet),buttheabsorptionisafree
lnfected by other diseasesor by the golemssickeningtouch, action on the golemspart. If the body is moved beyond 30
however. feet, the process is halted.
Roll ld8 and consult the following table to determine The golem seeks to absorb diseased bodies even if it is
which disease(s) each character is exposed to. The magic of not currently wounded, and will attack any creature that
the golem makes all these diseases communicable through attempts to come between it and its next meal.Although
both &lation andcontact, althoughany creature exposed the golem prefers to hunt and feed in areas already ravaged
to acharacterwhohas contracted the disease (andnot to the by disease, it will start its own plague and wait for people to
golem directly) makes a Fortitude save against the normal start dying if there is no convenient epidemic.
DCforthediseaseinquestion,notthegolemsdiseaseability Skills: The plague golem has a +4racial bonus on Hide
E. and Move Silently checks.
See Table 8-2: Diseases in the DMG for the specific *The golem has a + 10racial bonus on Disguise checks
symptoms and effects ofthese diseases. when posing as a typical humanoid beggar.
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARY

T h e terali view these insects differently from


Gray Lancer halfling and hum an tribes. Terali druids teach
Small Vermin t he tribes to respect and honor grey lancers,
Hit Dice: ld8+2(6 hp) believing them to be mirrors to t h e past, their
Initiative: +O beautiful back patterns telling fantastic stories
speed: 20 ft.(4sqwres),climb 15ft.,fly 30 R.(poor) from long ago. Many terali druids claim t o know
AC: 14(+lsize,+3natural),twh ll,flat-footedl4 t h e secrets of interpreting a grey lancers cara-
BareAttaddGapple: +O/-3 pace pattern, and these individuals are always in
AttadC Gore+2 melee(ld4+1)orbite+2dee(ld3+1
demand as sages and storytellers. Among t h e
plus poison)
&e+2 melee(ld4+l)and bite-3mek(ld3 terali, harming a grey lancer is sinful - some-
FdAtcak:
plus poison) what akin to hurting ones own past and t h e
5 ftJ5 ft. valuable lessons i t holds.
Distraction, poison
Darkvision60 ft., vermin traits Combat
Fort +4, Ref +0,Will +O A gray lancer is a ferocious fighter, never
Str 13, Dex 10, Con 14, Int -, Wis 11, Cha 2 giving up until either i t or its opponent is dead.
T h e insect usually charges into combat attempt-
ing to gore its opponent with its massive horn. If
Temperate or warm forest t h e enemy still stands after the initial attack,
Solitary, pair, or cluster(3-5) t hen it falls back to its secondary tactic, trying
112 to poison t h e opponent with its bite.
None
Always neutral
Distraction (Ex):A lancers intricate cara-
2 HD (Small); 3 HD (Medium) pace pattern has a strangely hypnotic effect o n
animals and humanoids. A ny such creature suf-
fers a -1 penalty o n attacks while fighting t he
A beetle the size of a small dog, the creature is a insect. T hi s is a mind-affecting ability.
shiny gray, with an intricate black pattern on its cara- Poison (Ex):Bite, Fort DC 12, 1d3 S t r / l d 3
pace and a single jagged growth on its head that re- Str.
sembles a spear or lance.

Descrj ptj on
T h e gray lancer is a beetle found i n forested
regions throughout t he continent of Termana,
CREATURE COLLECTION I l l : SAVAGE BEITIARV

The Gray Man


misery that pervades that blighted land. The infamous
(Herald of Otossal) exploits of this monster are well documented, even
L a q e ~ ( d , b ) though he and his troupe generally avoid populated
HitDii 20d8+140 (230 hp) areas unless specifically summoned by the servants of
Initiative: +8 Otossal. Instead, the Gray Man preys upon unsuspecting
speed: 40 ft. (8 squares), climb 30 ft. travelers who venture across the wastelands, so that few
AC: 33 (-1 size, +4 Dex, +20 natural), touch 13, now risk travel between settlements in the region with-
flat-footed 29 out the comfort of a large and heavily armed caravan -
BaseAWGappk +20/+32 and even still, few caravans could hope to deter (or
Attadc Claw+28melee(2d8+8/19-20)orbite+n hinder) the Gray Man if he wishes to attack.
melee (2d6+4 plus energy drain)
The Gray Man can sometimes be found aiding
FdAttadc 2 claws +28melee(2d8+8/1?-20) and bite
+22 melee (2d6t4 plus energy drain) Otossal's hierarchs against their enemies, but it cannot
sppe/Readr: 10 ft./lO ft. bear the company of mortals for long, even those sworn
SpeCdAttadrs: of create b u , energy drain, to the service of its master. O n occasion the herald has
fearaura,gazemacabre,improvedgrab,spell- turned on the followers of his god, much to the perverse
like abilities, strangle pleasure of Otossal. Indeed, death by the hand of the
SpeCdQudi Damage ~-eductlonlO/good and magic, Gray Man is considered a sacred and not undesirable
darkvsion6o*.'immuniv to low-light thing by most of Otossal's followers, and many sacrifice
vision, regeneration5, resstanceto electric-
iv10,fire2O,andsonic10,spellresistance26 h?mselves wllllngly (yet many more do so unwill-
saves Fort +1?, Ref +16, Will +17 ingly.. .) to swell the ranks of its undead retinue. The
Abilii ~ t ~ n , ~ ~ ~ 1 8 , ~ ~ ~ 2 5 , l ~ "Thrice 1 6 , ~Blessed,"
~ ~ 2 0as, the
~ 2greater
3 spawn of the Gray Man
Skills: hlance+ll, BluR+l?,C1imb+26,Concenb-a- are called, are looked upon as the chosen of Otossal, and
tion +27, Diplomacy +8, Disgulse +6 (+8 they sometimes leave the Gray Man's troupe to cut out
acting),Hi&+14*,lntimidate+28,JumP +I87 their own swathe of horror in Otossal's name.
Knowledge (arcana) +23, Knowledge (hs-
tory) +13, Knowledge (local) +13, Knowledge Thegospelofotossalstates that worshippersshould
(religion) +23,Listen+25,MoveSllentb+17, seek to shed their flesh and embrace the pure, sublime
Perform (oratory) +16, Search +13, Sense simplicity of death. The Gray Man is the tool by which
Motlve+l5,Spellcraft+l8,Spot+25,Survival Otossal's word is brought to the masses. For, as it is
+10 written, "The Gray Man has always been the herald of
Feats: Blidh@t* cleave*Great improved Otossal, and will always be the herald of Otossal." The
Critical (claw), Improved Initiative, Power
Attack, Weapon Focus(claw) dark god sustains his servant's foul life, and should the
Gray Man ever be destroyed,Otossal would recreate his
AT
~ ~ ~ ( ~ ~ puppet
~ anew.
~ f i ~e Gray ~Man bears
~ Otossal's
~ gift
i to the
d 4 +
Opniratiax
and 2d6+6 Blessed [see text]) world- a gift mortals should never be without, for he is
-Rating: 17 the Bringer of Sweet Death.
-
7 1/3 coins; double standardp x k and items
Ngrment: Neutralevil Combat
-Range: Z+HD(Large) For the Gray Man, rapture means sending a living
LevdAdjllstment: - creature to a premature grave. It lusts after killing, a
brutal murderer with few peers. The herald of Otossal
The aboveYou~ and will generally spring from the cover of invisibility to
Its "qgaze fills You with 'describable It looks engage as many opponents as possible while using its
'Omthing like an gon'lay w'thW ' foream retinue of wights or skeletons to test its foes' strength.
overSzzed,fangedWs. B'ods~'nS "ChWS and and The herald's mere gaze can cause opponens to embrace
It 'S evith Patches ofrottingJ7esh and 'Parse Pdy fur. the message ofOtossa1and fall upon their own weapons.
Its eyes burn a fwrce and fnghtening red. The staunchest foes will find the Gray Man a terrifying
combatant, with myriad foul abilities at his disposal.
Descriptjon Aura of Woe (Su):Any living creature within 15
The Gray Man is the herald Of Otossalthe Bone feet of the Gray Man must make a DC 26 Fortitude save
Master, the dem'god whose Portfol'o 'ncludes necro* each round or take 1 point of Strength and 1 point of
mancy, suffering,and the d e a d . Otossal created the
Gray Man from the CaPtured 'P'rits ofth'rteen murder*
Wisdom damage. ne Save DC is Charisma-based. A
creature reduced to Strength 0 or Wisdom 0 by this
oussoulsandplaced them withina frame that would lend dies (and thus as a zombie - see create
itself to the glorious task he had in mind. blessed).
This unliving engine of destruction and despair
now wanders the desolation of Asherak, adding to the
CREATURE COLLECTION 111: SAVAGE BESTIARV

Create Blessed (Su): Any creature killed by the those affected to commit suicide, performing a coup de
Gray Mans energy drain rises as a wight under the grace attack on themselves.
control of the Gray Man ld4 rounds after being slain. An Improved Grab (Ex):To use this ability, the Gray
opponent slain in any other way by the Gray Man Man must hit with a claw attack. If it establishes a hold,
animates as a zombie under the Gray Mans control ld4 it can strangle in the following round. If the Gray Man
rounds after being slain. These undead are referred to as strangles a creature with both claws, it gains a +8 bonus
the Blessed (zombies)and the ThriceBlessed (wights). on its grapple checks while strangling.A creature held by
All Blessed or Thrice Blessed created by the Gray Man the Gray Man can be bitten each round (+27 attack
have maximum hit points and +4 turn resistance. bonus) as well.
Energy Drain (Su): Living creatures hit by the Spell-Like Abilities: At will-animte dead,corn-
Gray Mansbite attackgain two negative levels. The DC m~undead(DC18),desecr~te,detectgood,detectm~c,
is 26 for the Fortitude save to remove a negative level. dzspel magic, hold person (DC19),invisibility,magic circle
The save DC is Charisma-based.For each such negative against good, unholy blight (DC 20); 3/day-blaspherny
level bestowed, the Gray Man gains 5 temporary hit (DC 23), create undead, harm, unholy aura, unharllow.
points. Caster level 20th. The save DCs are Charisma-based.
Fear Aura (Su): The Gray Man can radiate a 15- Strangle (Ex): On a successful grapple check, the
foot-radius fear aura as a free action. All creatures in the Gray Man deals 2d8+8 points of damage to any creature
area must make a DC 26 Will save or be affected as with a discernible neck or air passage. If the creature
though by afear spell (caster level 20th). A creature that normally needs to breathe, it also begins to suffocate.
successfully saves cannot be affected again by the Gray Regeneration (Ex): The Gray Man takes damage
Mans fear aura for 24 hours. The save DC is Charisma- from good-aligned weapons, effects with the good de-
based. scriptor, and attacks that deal divine (holy) damage.
Gaze Macabre (Su): Gaze, 30 feet, Will DC 26 Skills: The Gray Man has a +4 racial bonus on Hide
negates; adorninate person (casterlevel 20th) checks and a +8 racial bonus on Climb
effect lasting for 1 round compels checks. It can always choose to take 10
on Climb checks, even if rushed or

*In rocky or desolate ter-


rain, the Gray Man has a +8
racial bonus on Hide checks.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Grjlljn
i nt o the jungle where they flourished and have
ldlO (5 hp) lived ever since.
+3
30 R. (6 squares), climb 30 Ft. Combat
14(+1size, +3Dex), touch 14,flat-footed 11 Grillin do not fight unless they have to and,
+1/-5 if confronted, attempt to flee as quickly as pos-
Bite +5melee (ld4-2) sible. If pressed t o fight, a grillin will bite
Bite +5melee(ld4-2) viciously, waiting for a good opportunity to
5 RJ5 R. tumble past opponents and flee or hide.
Spell-like abilities If they detect magic items, however, grillins'
Low-light vision innate curiosity takes over and they will attempt
Fort +2,Ref +5,Will +O to steal t he items. They have been known to
Str 7, Dex 17,Con 10,lnt 8,Wis 10,Cha 9
ambush unwary travelers with a fireball or sleep
Balance +11, Climb +11, Hide +8,Listen +2,
spell from a wand, t hen drop out of th e trees to
Spot +2,Tumble +6, Use Magic Device +8
Skill FOCUS(Use Maglc Device), Weapon
retrieve any useful- or interesting-looking magic
Feals:
Finesse' items and run away with their new prize. Grillins
Warm forest will also trade for items, especially if they are
Solitary, pair, troop (3-6), or tribe (6-12) unsuccessful i n an ambush or are spotted while
112 using their detect magic or filch abilities.
No coins; 25% goods;double items (uswIIy Spell-Like Abilities: A t will-detect magic,
wands) filch" (DC 9), prestidigitation. Caster level 1st.
Usually chaotic neutral T h e save DCs are Charisma-based.
2-3 HD (Small)
Skills: Grillin have a +4 racial bonus o n
+O (ImprovedFamiliar)
Use Magic Device checks and a +8 racial bonus
on Balance and Climb checks. They can always
The creature looks like a small monkey or lemur choose t o take 10 on Climb checks, even if
with large eyes, pointed ears, and a wooly, ringed rushed or threatened. They use their Dexterity
tail. But this is no ordinary animal, for it has a modifier instead of their Strength modifier for
chillingly canny expression and, in a decidedly un- Climb checks.
animal-like fashion, holds what appears t o be a
magic wand.

Descrjptjon
Grillin look like dark-furred monkeys, stand,
ing just a little over 2 feet tall. T h e small
I
creatures are usually quite reclusive, but are
often drawn out by their curiosity; they are
quick t o snatch easily portable magic items, and
have a penchant for wands in particular. While
rarely more t han a nuisance t o seasoned adven-
turers, grillin can be quite tricky t o handle for
unwary individuals. 6
1
Grillin were originally created in an ex-
periment by an ancient wizard who was t r y i n g
to create a reliable laboratory assistant. Local
monkeys were given enough intelligence t o
recognize spell components and t he abil-
ity to use some magic
items. T h e s e beasts
filled the role of lab
assistant well for a
time, but in the end their insatiable curiosity
and great mischievousness made them rather
unmanageable, so their creator turned them out
CREATURE COLLECTION I l l : SAVAGE BESTlARV

Grim Puppeteer
MediiMagdBeast
Hit Dike 4d8t4 (22 hp)
Initiative: t?

speed: 30 R. (6squares), climb 20 ft.


AC: 15(t3 Dex, t 2 natural), touch 13,flat-footed
12
hAttaCk/k#3k t4lt6
Attadc Bite+6mdee(ld6+3pluspoison)or2spines
t? ranged(ld2 plus poison)
FdAttadc Bitet6melee(ld6+3pluspoison)or2spines
t? ranged (ld2 plus poison)
5 R.15 ft.
Poison, spines
Blindseme30ft.,da~vism60ft.,puppetry,
ventriloquism, web
saves Fort t5, Ref t7, Will t3
Abili Str 14,Dex 17,Con 12,Int 6,Ws 15,Cha 9
SlUlk Bluff to*, Climb t11, Hide t15, Move Silently
+4*,Spot +6,Survivalt 2
Improved Initiatlve,Point Blank Shot,'TracP
Warm forest
Solitaryorbrood(l-2adultsand2-4young)
3
Standard
Always neutral
5-7 HD (Medium); 8-12 HD (Large)
-

The shufling humnod figure ISnothing more than a


corpse suspended on several m a d of silky matenal, ma-
nipulated from above. Then a bulky body drops down into
view -a dark, spiderlike creature with wicked mandibles.

Description
The grim puppeteer ts a large arachnoid predator that
dwells in the jungles of Southeastern Termana. The puppe-
teer dram its prey of vital fluids, and then uses the spent
corpseasbait to attractfuturemeals.These corpsesarestrung
up lke marionettes with the puppeteer's webs and manipu-
lated to lure passing creatures into range of its poisoned
spines. The puppeteer then hoists the new carcass into the willuse apairofcorpsesseeminglylocked inaone-sidedfight,
trees to be dined upon at leisure; if necessary, it tracks prey in the hopes that a passing traveler will intervene.
that wanders off to become paralyzed by the puppeteer's A grim puppeteer relocates to a new nest when its
poison, then drags the limp body back to its tree to be arboreal home gets too full of bodies and the odor of rotting
devoured. flesh grows too strong. Some puppeteers choose to roost in
Puppeteerskeep severalnearly-drainedco~~ at hand, trees that bear aromatic h i t , the better to draw in their prey
using them for as long as they remain semi-pliable. Worse, and conceal their puppets' stench.
the great spider-beasts are intelligent enough to use the
corpsesincunningandappropriateways:afemalehumanoid's combat
corpse may be used to lure a young male hunter of the same Grim puppeteers wait for their prey to close, and then
species,or a jungle cat's favoriteprey animalmay be dangled flick spina from ambush. They flee from tough fights and
to get the feline within range of the puppeteer's poison never enter melee if they can help it.
spines. The grimpuppeteer knows how to best use its puppet Young grim puppeteers range from 1HD (Tiny)to 2 or
to bluff a passerby -an animal corpse will appear lame, an 3 HD (Small);they do not have the adultpuppeteer's ability
easy target for a hunter or predator; a humanoid bcdy makes to fire spines or the ventriloquism ability.
vaguely beckoning gestures, or perhaps appears to run and Poison (Ex):Bite or spine, Fort DC 13'1d4 Con/ld4
hide behind thepuppeteer's tree. Sometimestwopuppeteers Conandparalyzedfor 1dlOminutes.Grimpuppeteerpoison
CREATURE COLLECTION 111: SAVAZE BESTIARV

also causes affected creatures to exude a pheromone that in fact a softly moaning wounded man or a dying deer, for
makes it easily tracked by puppeteers (see Skills). instance. A n y creature hearing these sounds may make a
Spines (Ex):By archingitsabdomeninanoddposture, Sense Motive check to determine that they are not in fact
a grim puppeteer can launch 2 spines as a standard action what they seem.
(make aseparate attack roll for each spine).Thisattack has Web (Ex):Grim puppeteers may create and use webs
a range of 40 feet with no range increment. The spines may as monstrous hunting spiders of their own size. See Chapter
be aimed independently, but the two targets must be within 3: Vermin in the MM for more information on monstrous
30 feet of one another. The puppeteer can launch only 12 spiderswebs.
spines in any 24-hour period. Skills: Grim puppeteershave a +2 racialbonusonspot
Puppetry (Ex):Using its web-bound puppets, a grim checks,a+8racialbonusonBalanceandClimbchecks, and,
puppeteercanattempt to foolanobserverinto thinkingthey due to their natural camouflage,a +10racial bonus on Hide
he is looking at a living being. Observers can make an checks.Theycanalwayschooseto take lOonClimbchecks,
opposed Spot check against the spiders Bluff check to see even if rushed or threatened, and h e y use their Dexterity
through this ruse, with the usual modifiers for distance (-1 modifierinsteadoftheirStrengthmodifierforClimb checks.
per 10feet) on the Spot check. *When using their puppetry or ventriloquism ability,
Ventriloquism (Ex):A grim puppeteer can make a grim puppeteers have a +10 racial bonus on Bluff checks.
Bluff check to simulate any simple non-verbal sound of a Whenmovingintheirwebs,theyhave a+8bonusonMove
creature it has encountered, and it can make these sounds Silently checks. When trackmg prey wounded by grim
appear to come from any location within 20 feet of itself. puppeteer poison, a grim puppeteer has a +4 racial bonus on
Thus, it canfool prey into thinking that its corpse-puppetis Survival checks.

HellfireBloodshark
Huge Magical Beast (Aquatic)
Hit D i i 1&110+54(153hp)
Description
ln* +6 Hellfire bloodsharks are rare but terrifying preda-
speed: Swim 80 ft. (16squares) tors that cruise the Blood Sea between Ghelspad and
24 (-2 size, +2 Dex, +14natural), touch 10, Termana. They are massive creatures, some specimens

-
AC:
flat-footed 22 growing to be almost 40 feet in length. They resemble
BaseW+ +181+32 gigantic sharks covered in razor-sharp spines, the tips of
Atcadc Bite +23 melee (2d6+6)or rake +22melee which glow red, reflecting the fury of the imprisoned
(2db6 plus ld6 fire) titan, whose polluted blood created them.
FdAttadc Bite +23melee (2d6+6)or rake +22 melee
(2d6+6plus ld6 fire)
15 ft./lOft.
Combat
SpeCldAttadcr: Improvedgrab, rage, scald, swallow whole Hellfire bloodsharks are voracious feeders,viciously
SpeCld~itk Blindseme,darkvisi60ft.,immunitytofire, attacking any creature that comes near. Against foes
keen scent, low-light vision that show an ability to defend themselves, they. try.
saves Fort +16,Ref t13, Will +? repeated passes raking with their spines and using the
Abili Str 23, Dex 15,Con 17, Int 1,Wis 12, Cha 2 Swim-By Attack feat, likely also using Power Attack if
Skills: Listen +13,Spot +14,Swim +14,Survival +1* the first two or three attacks hit. They are also known
Feats: Alertness, Great Fortitude, ImprovedInitia- for attacking small ships, crushing hulls with their
tive,lronWill,PowerAttack,Swim-ByAttack powerful bite or piercing them with their scalding
(rake only)T, Weapon Focus (bite)
spines.
Any aquatic
Solitary, pair, or school (3-6) Improved Grab (Ex):To use this ability, a hellfire
Oqmization:
13 bloodshark must hit with its bite attack. If it establishes
C hd
el
nge
w
TEZSW None a hold, it can attempt to swallow whole.
Ahgnnent: Always neutralevil Rage (Ex): Whenever a hellfire bloodshark takes
Ahrancement- 19-32 HD (Huge); 33-54 HD (Gargantuan) damage or when any living creature within 360 feet of
LevdAdjustment: - it takes slashing or piercing damage, the bloodshark
t New feat: See sidebar accompanying Coral Golem flies into a berserk rage, attacking the nearest creature
entry. madly until it or its opponent is dead. A raging bloodshark
With an explosion offoam a mighty sharksfin breaks the gains +4 Strength, +4 Constitution, and -2 AC. The
waters surface. The water around it surges like a tidal wave shark cannot end its rage voluntarily.
as it speeds toward you. An intense heat precedes it, the water Scald (Su): The water within 5 feet of a hellfire
bubbling around the great fin. bloodshark is constantly scalding hot. All creatures in
CREATURE COLLECTION I l l : SAVAGE BESTIARY

this area take ld6 points of fire damage per round (Fort muscular action closes the hole; another swallowed
DC 22 half). creature must cut its own way out. A Huge bloodsharks
When a bloodshark is raging, the radius of boiling interior can hold 1 Large, 2 Medium, 8 Small, 32 Tiny,
water surrounding the beast expands to 30 feet, and all 128 Diminutive, or 512 Fine opponents.
creatures in this area take 3d6 (rather than ld6) points Keen Scent (Ex):A hellfire bloodshark can notice
of fire damage per round (Fort DC 22 half). creatures by scent in a 360-foot radius and detect blood
Swallow Whole (Ex): A hellfire bloodshark can in the water at ranges of up to 3 miles.
try to swallow a grabbed opponent of a smaller size than Skills: Hellfire bloodsharks have a +8 racial bonus
itself by making a successful grapple check. Once in- on Swim checks. They can always choose to take 10 on
side, the opponent takes 2d6+6 points of crushing Swim checks, even if rushed or threatened. They can
damage plus 3 points of acid damage and 3d6 points of use the run action while swimming,provided they swim
fire damage per round from the bloodsharks digestive in a straight line.
system. A swallowed creature can cut its way out using *A hellfire bloodshark tracking a creature by scent
a light slashing or piercing weapon to deal 20 points of while underwater has a +10 racial bonus on Survival
damage to the sharks interior (AC 17). Once the checks.
creature exits the bloodshark by cutting its way out,
CREAT U RE CO LLE CTI O b I l l : SAVAGE BESTIARY

Hjveskin
LargeAnii Descriptjon
Hit Dice: ?d8+27+3 Hiveskins are large pachyderms, massively built
Initiative: +1 and sporting many large horns on their heads. Their
speea 30 ft. (6squares) skin is extremely thick and gray-green in color. Cavi-
AC: 18(-1 size,+l Dex,t8 natural), touchl0,flat- ties and patchy hair on the creatures hide and the
footed 17
many bony protrusions on its back are home to a
+6/+15
species of large insect known as the hive-fly. These
Gore +10melee (ld8+7)
insects can be quite dangerous when encountered in a
Gore +10 melee (ld&7)
10 ft.15 R.
swarm and will defend their host if it is attacked.
Trample 2d8t7 The hiveskin inhabits plains and grasslands all
Low-light vision, swarm over Scam, but is most prevalent in the savannahs of
Fort+11, Ref +7, Will t 5 Termana. It gets along well with all kinds of flying
Str 21, Dex 12, Con 17, Int 2, Wis 14, Cha 5 vermin, and is sometimes found with swarms of other
Listen +a*,Spot +8* types of insects than the hive-fly.
Diehard, Endurance,GeatFortitude,Tqh- Attempts have been made to domesticate these
ness creatures, but successes have been few. Individuals
Temperate or warm hills and plains that have somehow coped with the buzzing flies have
Solitary, pair, family (3-4), or herd (6-10) managed to use hiveskins as mounts, a loyal steed
5
remarkable for its vigilance and steadfastness.
None
Always neutral
10-18 HD (Large)
Combat
Hiveskins are normally peaceful herbivores and
do not behave aggressively,but can be fierce combat-
The creature appearssomewhat like arhinoceros, heuwy ants if provoked or if their herd or their young are
bodied, with numerous short horns sproutingfrom its head. It threatened.
is surroundedby aswamofsmallfiyinginects that dart inund A hiveskin normally has 1 swarm of insects that
out of the creatures skin, seeking shelter in the hollows of the dwell upon it for every 5 HD of the hiveskin.
beasts hide. Trample (Ex):Reflex DC 19 half. The save DC
is Strength-based.
Swarm (Ex):A hiveskin is constantlv
- n, surrounded bv 1 or more swarms of in-
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARY

Homed Boar caution, capturing the boars and raising them as riding
8d10+32 (76 hp) animals and beasts of burden.
+O Over the years, the gnoll tribes have developed
4 0 ft. (8 squares) saddles and stirrups specifically designed to allow them
16(-1 size,+7natural),touch?, flat-footed16 to ride homed boars. Conscious of the effect that blood
+61+ia has on the creatures, gnoll riders sometimes cut them-
Gore +13 melee (2d6+12) selves before battle in order to infuse their mounts with
Gore +13 melee (2d6+12) suicidalrage, and then direct their mounts as well as they
10ft.15 ft. can toward their foes. Gnoll shamans and spiritual
Bloodrage, ferocity, trample 2db12 leaders consider the boars to be sacred animals, and
Low-light vision, scent believe, perhaps rightly, that the gnolls attention has
Fort +lo,Ref +6, Will +5 restored the species old pride and ferocity.
Str 27, Dex 10,Con l?, lnt 2, Wis 13, Cha 6
Listen+?,Spot +8 Combat
Alertness, Endurance, IronWill
When encountered in the wild these creatures are
Warm plains
rarely a threat, as they are peaceful and even shy. They
Solitaryor herd (5-10)
c.
2
generally consume plants and roots, but if they smell
None blood - even that of their own kind - they attack
Always neutral nearby creatures with savage fury. When fired by the
4-12 HD (Large); 13-24 HD (Huge) scent of blood (or ridden by gnolls), homed boars are a
- fearsome threat.
Gnoll boar-riders use heavy metal lances to impale
The boar is of treemendous size, standing at least 22 enemies already disorganized by the boars charge. The
h
an
ds high. The beast squints and tosses its head, its razor- boarsofthe most successfulriders are sometimesequipped
s h r p tush gleamzng In additzon to those weapons, it bears with spiked metal hamesses that function as spiked
two smallish horns on its forehead, and another single horn chain barding.
curwes up from atop its snout Carrying Capacity: A light load for a homed boar
is up to 918 pounds; a medium load, 919-1,839 pounds;
Description and a heavy load, 1,8402,760 pounds. A homed boar
The great horned boar inhabits the Iron Steppes can drag 13,800 pounds.
and the Centaur Plains of Termana. Originally created Blood Rage (Ex):Whenever a homed boar takes
by Kadum, these porcine creatures were brutal predators; damage or when any living creature within 90 feet of it
in time, however, Kadum grew bored with their takes slashing or piercing damage, the boar
antics and movedon toother creations.When flies into a berserk rage. It gains +4
he stopped paying attention to the Strength, +4 Constitution, a +2 mo-
homed boars, the titans fire went rale bonus on Will saves, and
out of the species and they became -2 AC. The rage
far more sedate omnivores, if not lasts until the
herbivores.
For a time, the horned ceived enemies
boars dwelled as relatively
peaceful grazing creatures,b
with the coming of the gnoll
tribes everything changed.
When the gnolls began to a blood rage has a -4 penalty on
hunt them, the homed Ride checks until the rage ends. In addition,
boars were once more on a failed Ride check, the boar attacks the
filledwithKadumsrage nearest creature (not including other
and turned upon their homed boars or their riders), regardless of
hunters. Shocked that the riders intent. The rider loses any
their prey had become so other actions for that round.
dangerous, the gnolls stopped Ferocity (Ex): A homed boar is
hunting the beasts for a time, but such a tenacious combatant that it
thenretumed withgreaterskill and continues to fight even while disabled
CREATURE COLLECTION 1 1 1 : SAVAGE BEsTlARY

Trample (Ex):Reflex DC 22 half. The save Dc is


Strength-based.
Description
These beings are dispatched by Hedrada himself to
Intercessor, Punjshjng punish mortals who commit terrible crimes against the
divine races. They are beatific in countenance, as most
MmW~,l-,LaWfUl) celestial beings, but have very grim and stern faces, rarely
Hit Dice: 10d8+40(85 hp) laughing or smiling. They are stern and direct with
Initiative: +6 mortals they encounter, though always gracious.
speed: 40 ft. (8 squares), fly 120ft. (good)
AC: 28 (+2 Dex, +? natural, +7 c/othbom half- As a rule, punishing intercessors are rigidly dog-
plate?, touch 12, flat-footed 26 matic and dont believe in extenuatingcircumstances.
BaseAttadJGapple: +10/+14 If anyone interfereswith the intercessor (for instance, by
Attadc +2vicious axiomaticcoldironheayy flaI/+16 trying to protect the criminal), it explains solemnly and
melee (1d10+8/1?-20 plus 2d6) almost sadly that obstruction of justice is also a grave
Fd Attadc +2viciousax~ticcoldironheayyflail+l6/ offence, which must be punished.. ..
+11melee (ld10+8/1?-20 plus 2d6)
Some punishing intercessors also serve Corean
space/Readr 5 ftJ5 ft.
(these have an alignment of lawful good and are known
SpXdAtbAS Divineretribution, spell-like abilities
as avenging custodians or, mistakenly, avenging an-
specdQudk OamageredwtionlO/chaotic,eyeforaneye,
Fast healing10, intercessortraits, spell resis- gels). Those avenging custodians who follow Corean
tance 24, telepathy 100ft. tend to place more value on mercy and understanding
sanes: Fort +11, Ref+?, Will +15 than do the intercessors of Hedrada.
Abllik Wis2O,cha22
Str18,Dex15,ConI?,Int21,
Skilk: Concentration +17, hdomacv +21. Gather Combat
lnfmation +A, Intimibate + i ~ ~k ,w ~ e d g e Punishing intercessors encountered in the Scarred
(local)+21,Knowledge(religion) +18,Knowl-
edge (any two) +18, Listen +18, Search +18, Lands are always pursuing some criminal. The intercessor
Motive+21, spot +18, survival+18 has many spell-likeabilities that can inflict a great deal of
(+20 tracking) harm. However, it never uses these abilities except when
Feets: lmproved lnitiatwe, lron WiIB, Skill Focus dealing out punishment for specific crimes (or against
(Knowledge b a I I X Skill Focus Mo- those who would hinder their justice). Even the most
tive), Track hardhearted trembles when a punishing intercessor pro-
Usually the Vaults OF Eternity nounces sentence in a calm, coldly rational voice, for
(llymdm team (Punishingintercessorand
there is absolutely no reprieve nor appeal once the punish-
robed pacifier)
12 ment is spoken, save the defeat of the intercessor -which
ch$lengeWng
Treaare: Nocoins; nogO0ds;standard items(inc1uding
only delays matters, for another more powerful intercessor
weaponsand armor) is then sent to take up the chase -or a direct appeal to
Ngwnent: Always lawful neutral Hedrada or perhaps to one of his allied gods.
Advancement Range: 11-17 HD (Medium); 18-30 HD (Large)
LeveAdjllsbnent: -

You sense no evil in the manlike creature,but


Hedradas inter-

forbidding, clad zn dark crime(s): Awmdwho


callouslyharms innccents
with his magic may be sub-
jected to a feeblermild spell; a
mEer who allows others to starve
may beaffectedbycurseofterrortobe
deathly afraid of money; blasphemyor
false witness might be punished with a
gea that commands the offender to answer
truthfully any question asked of him for 10
years; murderers and the like are simply slain
by finger of death. Few mortals, If any, escape
the terribledivlne retributionofthese beings
once they have begun the pursuit.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Punishing intercessors fight any creatures that bar or only), Hedrada's justice**, holdperson (DC 18),inquisition*
opposethe completionoftheir mission.A defeated interces- (DC2O),markofjustice,mindraid* (DC19),prevricati0nJs
sor is simply banished back to Hedrada's home plane (the bounty" (E17), true seeing, 3/day--banishmt (E 22),
Vaults of Eternity)and another intercessor is dispatched in &turn (E23),fingerofdeath ( E 2 3 ) , impnsonmt (E
pursuit of the same target within ld4 days. 25),shldofhw; l/day--phneslUfc, soulbind (DC25).Caster
A punishing intercessor is sometimes parmered with a level 12th. The save Dcs are Charisma-based.
robed pacifier (q.v.), particularly if the quarry is known to be Eye for an Eye (Su):Any attack or ability used against
capable of teleportationor extradimensional travel. a punishing intercessor by its quarry or by another being
DivineRetribution(Su):Whenitconfrontsitsquarry, seekingto defend the quarryaffectsthe intercessornormally,
a punishing intercessor always begins the encounter by but is also reflected at the attacker. Thus, if an intercessor's
explaining calmly and clearly what the quarry's transgres- quarry hits the intercessor with a sword blow for 23 points of
sions were and then declaring the form its punishment will damage,the intercessortakesnormaldamage (i.e., 13points
take. This declaration may take anywhere from 1 action to if the weapon used is not chaotic-aligned, due to its damage
5 full rounds,dependingon thenatureofthecharge( s),at the reduction),but the attacker also takes 23 points of slashing
GMs discretion. Once the intercessor has made its declara- damage. If an ally of the quarry penetrates the intercessor's
tion, the quarry is not allowed any saving throw nor does its spellresistance witha37-pointl&httungboltandthe interces-
spell resistance apply against the punishment declared and sor saves, it takes only 8 points of electricity damage (18
imposed by that intercessor. points due to the save, reduced by 10 points due to its
Spell-Like Abilities: At will&toeu curse (DC19), electricityresistance),andthespellcasteralsotakes 37points
bkndmsldeafness (DC 19),burst of energy**, calm emotions of electricitydamage (possiblyhalved by a successfulReflex
(E 18),curse ofterror* (DC 19),detect c h s , dimens& save against the Dc of the kghtning bolt and reduced by any
anckn-,discern h (DC 20),discern bcaiim,feeblemind (DC protections or resistances to electricity the caster might
21), geaslquest, greater tekprt (selfplus 5Opoundsofobjects have).

Intercessor, Robed Pacjfjer


MediUnW*,Intercesar,~ Before you hovers a tall, thin figure - it is plainly
Hit Dim 8d8+16 (52 hp) supernatural, a robed and hooded figure clad all in white,
Initiative: +6 sittingcross-leggedinmidair.Youcannotsee any facein the
speed: 30 Ft. (6 squares), fly 40 Ft. (perfect) shadows of its hood. The most remarkable feature of the
AC: 20(+2Dex,+8natwal), touch12,flat-footed being is its six arms, each of which carries a white lantern.
18
+8/+10 Description
Slam +10 melee (ld10t2 nonlethal)
Robed pacifiers are oath-bound celestials who pre-
6 slams t10 melee (ld10t2 nonlethal)
vent violent confrontations within lawfully aligned
5 ft.15 ft.
city-states. Mostly active on Asherak, they are some-
Dkpe//ing,mindsight, spell-like abilities, trap
the sou/,unarmedstrikes times seen elsewhere, especiallyin the city of Hedrad on
Damage reduction lO/chaotic, discern the Ghelspad. Pacifiers' first loyalty is to the city-state to
vanishinq trail,fliqht, intercessorhits, ruleof which they have given their oath (even before its loyalty
law, san&ary, s& resistance20, tdepatfiy to Hedrada himself, for in performing its sworn duty
300 ft. perfectly it best serves Hedrada's Law), whether that city
savas Fort +8,Ref +8,Will +13
is on the Material Plane or in Hedrada's Vaults of
Abili Str 14, Dex 14, Con 14, Int 21, Wis 25, Cha 19
Eternity. Appearing as seated humanoid figures hover-
slolk Bluff +?, Concentration+13, Diplomacy +21,
Gatherlnformation+6,Intimidate+l4,KnowL
ing above the ground, pacifiers often hang motionless for
edge (history, local, religion, the planes) t16, hours over a central square, gate, or other important
Knowledge(any two) +15,Listen+24,Sea~h area.
+16,Seme Motive+30,Spot +24,Surviva1+7 A pacifier frequently scans the thoughts of those
(t?on other planes)
about itself looking for seditious intent, or even mere
Feats: Alertness, ImprovedInitiative, Negotiator
dissent. Upon finding such intent, it seeks to have the
Envirorment: Usually the Vaults of Eternity
wrongdoer arrested and turned over to the civic au-
Organizatiom Solitary,team(l robedpacifierandlpunishing
intercessor), or conclave (6) thorities. Violent foes who resist the pacifier's sanctuary
? aura find themselves displaced into one of the pacifier's
None six lanterns, where they are held until they are tried by
Always lawful neutral the city's court. The testimony of a robed pacifier is
9-16 HD (Medium); 17-24 HD (Large) considered to be above question and generally consti-
+10 tutes sufficient proof of guilt in courts of law, so those it
*
CREATURE COLLECTION 111: SAVAGE BESTIARY

captures are almost invariably punis


crime. the surface thoughts of any creature within 60 feet as if
Pacifiers in more restrictive city-states often bear it had been concentrating on the subject for 3 rounds
only five lanterns. Political dissidents,heretics, trouble- with the detect thoughts spell (caster level 16th; Will DC
makers, and similar criminals are reportedly kept in 18negates). It may switch targetsonce perround as a free
their sixth lanterns, which are always hidden in Secret action on its own turn. This ability can be dispelled, but
and difficult if not impossible to reach locations. the pacifier can reactivate it again as a free action on its
next turn. The save DC is Charisma-based.
Combat Spell-Like Abilities: At will-calm emotions (DC
Pacifiers abhor violence and participate in physical 16),detect ~haos,dnnmsional anchor, discem lies (E 18),
conflict only if they have absolutely no other choice. diulmkon, greater EkpWt, hold monster (E 19),i q u ~
Normally they let the authorities of their home cities kon 19), m~ndrad (DC 18), Sahmrs quiet
handle any such problems, aiding with hold monster, trap cmkmPhtion* (E151, true seeing, Z O of~ truth (DC
the soul and other spell-like abilities on especially diffi- 16);3/daydictum (DC21), shieldoflaw; llday-dimn-
cult foes. They maintain a safe distance from dangerous s i o d lock, mass holdmmter (DC 23),Phm shift. Caster
foes, floating in the air well out of range of melee attacks level 10th. The Save DCs are Charisma-based.
and using their mind sight ability on spell-casters to Trap the Soul (Sp): As a standard action, a robed
identify and counter spells and discover the names of pacifier may remand the soul of an attacker or a danger-
potential targets for their trap the soul power. When ous criminal to one of the circular lanterns it carries.This
forced to fight, pacifiers do so as efficiently as possible, ability functions as the spell completion version of trap
usually fighting defensively. the soul (caster level 16th;DC 18),save that the pacifier
Pacifiers always avoid using abilities that might uses one of its six lanterns in place of agem. Each lantern
harm innocents, while ensuring that none of their foes may trap one creature at a time, which can have as many
escape. Their greatest concern at all times is the main- as three times the HD of the pacifier (thus, typically, UP
tenance of law. Criminals availing themselves of magic to 24 HD), and a failed casting does not harm the
to escape are rarely successful. lantern. The pacifiers lantern need only be on the same
Ithabeentheor-zed inarcanecircles thatapacifiers Plane for this ability to function. The Save DC is Cha-
lamp could be used as a focus for a trap the soul spell in risma-based.
place of the usual material component, but this is unsub-
stantiated as no one has ever succeeded in taking one
from its owner. A being held in a lantern not
currently in a pacifiers possession may be
freed with a break enchantment, limited
wish, wish, or mirack; a disintegrate spell
may destroy the lantern and slay the
soul within it. A lantern is immune
to all other magic. Each lantern has
hardness 30 and 50 hit points, and
cannot be broken with a Strength
check save by a deific-level being.
Physically destroying the lantern
will also destroy the trapped soul.
Dispelling(Sp):A robed paci-
fier can counter a spell as a free
action once per round. This ability
functionsas the counterspellversion
of greater dispel magzc (caster level
equals the pacifiers HD). The paci-
fier is always considered to have
readied an action to counterspell
any time that it is not flat-footed,
provided it is aware of the casters
presence. If the pacifier knows
what spell it is trying to counter
(usually by means of its mind sight
ability), it gains an additional +5 bonus
on the dispel check.
CREATURE COLLECTION I l l : SAVAGE BESTIARV

A lantern held by a pacifier is immune to damage of Flight (Ex):A robed pacifier can cease or resume
any kind or any spell or effect less powerful than wish. flight as a free action.
Unarmed Strikes (Ex):A robed pacifier deals Rule of Law (Ex):A robed pacifier is immune to
damage with its slam attacks as though they were the mind-affecting spells or powers, and also to any effect
unarmed strikes of a monk whose level equals the that would result in changing the pacifiersphysical form
pacifiers HD, although it usually deals only nonlethal (such as a banefulpolymorph or contracting lycanthropy)
damage. Its slam attacks are considered magic weapons or alignment (such a donning a cursed helm of opposite
for the purpose of penetrating damage reduction. alignment).
Discern the Vanishing Trail (Su): As a full-round Sanctuary (Su):Robed pacifiers exude an aura that
action, a robed pacifier can attempt to determine the protects them from those who would harm them. This
destination of a specific dimension dour, telepurt, shadow aura is similar to the sanctuuq spell (caster level 16th;
walk, or similar transportation spell or effect it has Will DC 18 negates), except that opponents must save
observed within the past 24 hours. To do so, the pacifier each time they wish to attack the pacifier. This aura can
must make an Intelligence check (DC 15 + the transpor- be dispelled, but the pacifier can create it again as a free
tation spells level). If the pacifier is using its mind sight action on its next turn. If the pacifier attacks, its sanctu-
ability on the creature when the target casts or activates ary aura is suppressed for 1 round. The save DC is
the teleportation effect, the pacifier gains a +S bonus on Charisma-based. This ability functions as a Sth-level
this Intelligence check. A successful check permits the spell.
pacifier to use greater tekport to arrive safely at the same Skills: Robed pacifiers have a +4racial bonus on
location as the caster of the tracked spell. This ability Listen and Spot checks and a +10racial bonus on Sense
may be used only once per teleportation spell. Motive checks.

lnvjtjng Death Description


There are said to be deep, warm springs of healing
Hu
ge
w
Hit Dice. 10d8+40 (85 hp) water in the Gamulganjus that mend the flesh and
Initiative: -5 purify the blood. These springs can wash away scars
speed: 0 R. and expel the foulest of sickness. There are some
AC: 7(-2size,-5Dex,t4natural), touch3,flat- native peoples who, as death approaches, seek out the
footed 7 slow, peaceful end brought by the great plant known as
+7/+10 the inviting death. It is rumored to be the most
- pleasant death imaginable.
-
15 R./O Ft. Combat
Acid spray, digestion, enclose, soma,
This is acamivorousplant with anamazing method
sopotrophic s p 9
Healing, plant traits
of luring prey. The plant forms a great, shallow basin in
Fort t11, Ref -, Will +4 the jungle floor with its large, waxy lower leaves. This
Str--,Dex--,Conl?,lnt -,Wis13,Cha basin then fills with rainwater and the excretions of the
1 plant. The resulting subtly sweet fluid is clear and warm,
- as if heated from some deep source. Most miraculously,
- it closes and heals the wounds of those that drink from
Warm Forest it, and purges poison and sickness from any brave enough
Solitary to bathe.
7 When anything lingers in the pool for a length of
Standard time, however, the plant releases stronger and stronger
Always neutral
narcotic and healing fluids, leaving the target tingling
11-18 HD (Huge); 19-30 HD (Gargantuan) with pleasure and new health. Then the plant slowly
-
closes over the top of its prey, releasing its intoxicating
digestive fluids. Few even think to attempt escape as the
Vines and thick foliage surround a shallow pool filled
strange leafdrifts casually over them; even those who do
with pure, crystalline water. You feel a sense of peace and
wish to free themselves rarely find the strength in their
contentment, a s i f t h i s i s a r e f u g e f ~ ~ o ~ ~ e a ~ ~ n g e r
relaxed muscles to move.
of the jungle.
If the plant is attacked by creatures outside of its
leafv embrace, it sprays a soporific and psychotropic
chemical outward at its attackers. This chemical is
emitted through pores on the bottom of the plants
CREATURE COLLECTION 111: SAVAGE BESTIARV

enormous leaves. If this chemical does not halt the ture must cut its own way out. A Huge inviting deaths
attacks, it sprays a second chemical that bums flesh, and interior can hold 1 Large, 2 Medium, 8 Small, 32 Tiny,
continues to do so until the attacks cease, it runs out of 128 Diminutive, or 512 Fine opponents.
the chemical, or it is killed. Soma (Ex):Due to the inviting odor of the plants
Acid Spray (Ex): 10-foot spread; once every 3 fluids, any animal, humanoid, or monstrous humanoid
rounds (maximum once per day for every 3 HD of the that comes within 30 feet of the inviting death must
plant); 4d8 acid; Reflex DC 19 half. The save DC is make a DC 19 Will save at to avoid drinking from its
Constitution-based. This acidic chemical harms only waters. A creature immune to poison is immune to this
animal matter; other plants and organic materials are effect.
unaffected. Any creature that drinks from the pool must make
Digestion (Ex):A creature trapped within an a Fortitude save (DC 19, +1 for each round spent
inviting death takes 4 points of acid damage every drinking beyond the first) to avoid bathing in the plants
minute, but feels no pain. A creature slain in this manner waters. A bathing creature must make another Will save
is fully digested and incorporated into the plant after (DC19, + 1for every 10 minutes spent bathing) to leave
another 48 hours. the pool. Once a creature has failed its Will save to leave,
Enclose (Ex):Once a creature succumbs to the the plant encloses the victim and begins to digest it.
plants soma, the inviting death slowly lifts its great The save D c s are Constitution-based.
fronds and envelops the creature in its cozy but fatal Sopotrophic Spray (Ex): 20-foot-radiusburst;once
embrace. A trapped creature can wrestle its way free by every 3 hours; Will DC 19 negates. Any living creature
getting a pin result on a grapple check against the plant. that fails its save is put into a deep sleep (as the sleep spell)
Alternately, an enclosed creature can cut its way out for ld4 hours, during which time it has remarkable and
using a light slashing or piercing weapon to deal 15 memorable dreams. The save DC is Constitution-based.
points of damage to the plants interior (AC 12). Once Healing (Su): For each round spent drinking from
the creature exits the plant by cutting its way out, the inviting deaths pool, a living creature heals ld4 hit
vascular action closes the hole; another enclosed crea- points. Nocreature canregainmore than 10d4hit points
per day by drinking from an inviting death.
For every 10 minutes spent bathing in the plants
pool, a living creature heals 5 hit points; after bathing for
30 minutes, the creature is cured of all diseases or
poisons that currently affect it, and for every 30
minutes thereafter it heals 1 point of ability
damage.
A creature cannot be healed up
to more than its normal hit point
; any
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARV

Iron Serpent
predators, iron serpents are limited in popula-
bw- 10d10+60(105 hp) tion only by the availability of food. Thankfully,
Hit Dice:
Initiative: +8 their numbers are relatively low owing to t he
3 0 ft. (6 squares), burrow 20 R. scarcity of desert prey.
speed:
AC: 22 (-2 size, +4 Dex, +10natural), touch 12,
flat-footed 18 Combat
+10/+28 Iron serpents spend much of their time bur-
Bite +18 melee (2d6t15) ied beneath t he sand (total cover), hiding away
Bite+l8melee(Zdb15) from potential victims and conserving their en-
15 ftJ10 ft. ergy until their tremorsense detects the approach
Constrict 2d8+15, improvedgrab of prey. If a caravan, herd, or other large group
DamageredudionlO/adamantine,darkvaion
approaches, they generally wait for stragglers or
60R.,resistancetoxid5,cold5,firelO,and
sonic 10, vulnerability to electricity, scent, rearguards, burst up from the sand t o attack, bite
tremorsense 60 ft. and crush a likely victim t o death, swallow it,
saver Fort+13, Ref +11, Will +4 and t hen quickly vanish beneath t he sands.
Abili Str 31, Dex 18,Con 22, Int 3, Wis 13, Cha 10 Const ri ct (Ex): On a successful grapple
Skilk :Hide -l*,Listen +3, Spot +13 check, t he iron serpent deals 2d8+15 points of
F& Alertness,CombatReflexes,ImprovedInitia- crushing damage.
tive, Power Attack
Improved Grab (Ex): T o use this ability,
Warm desert
t he iron serpent must hi t with its bite attack. If
Solitary
10 it establishes a hold, it can constrict.
None Skills: "Iron serpents have a +4 racial bo-
Always neutral evil n u s o n Hide checks in barren or desert terrain.
11-23 HD (Huge); 24-30 HD (Gargantuan)
-

It is a huge snake, but its scales are heavy owerlapping


plates of iron. It hisses and attacks in a crash and clang of
rnetal.

Descnptjon
W h e n th e hammer and tongs of Golthagga
were destroyed in t h e final struggle between
the titan and Corean the Avenger, the frag-
ments were scattered all across t he world.
Many landed in t he region now known as
th e Iron Sands, and some fragments are
said to have pierced t he flesh of t he
hardy desert snakes t hat dwelled there.
From th a t catastrophe emerged t he
fierce predators called iron serpents
- great, metal-scaled monsters in-
fused with th e hostility and evil of t he '
fallen titan.
These creatures now inhabit t he ,
Iron Sands desert (and, it is rumored,
th e deserts of some other lands as
well), lurking beneath the sand t o
emerge and strike hapless prey, which
.~
often includes travelers, nomads, and
desert caravans. T h e serpents are
solitary, but mate once each year,
after which females lay clutches of 2
to 4 small, iron-hard eggs t hat hat ch in
the summer months. As thev have few natural
CREATURE COLLECTION I l l : SAVAGE BESTIARV

Jjn-Sat
MmMagdBeast Such is the state of forsaken elf society today that
Hit D i . 4d10+8(30hp) they might be willing to part with their beloved pets if
lnitiati +5 the price is right, so these creatures are sometimes
speed: 40 ft. (8squares), climb 20 ft. encountered in the company of adventuring groups,
AC: 16(+5Dex, +1 natural), touch 15, flat-footed merchants, and mercenaries.
16
+4/+6 Combat
Bite +'? melee (ld6+2) The jin-sat is a magical creature, as befits the elves'
Bite +'? melee (ld6+2)and 2 claws +4melee own magical nature. It hunts using chameleon skin and
(ld4+1) rabbit feet, sending out an arcane eye to spot quarry, then
5 ft.15 ft.
springs into action, attacking its prey with preternatural
Improvedgrab, pounce,rakeld4+1,spell-like
abilities speed.
Hyper-sensitive, low-light vision, scent, un- Jin-sat typically leap upon their prey, locking on
canny dodge with their jaws and raking with all four claws.
saves: Fort +6,Ref +?,Will +4 Improved Grab (Ex):To use this ability, a jin-sat
Abili Str 14, Dex 21,Con 15, lnt 4, WE 16,Cha 10 must hit with its bite attack.
skins Balance +13, Climb +13, Hide +'?*, Jump +6,
Pounce (Ex): If a jin-sat charges a foe, it can make
Listen +14,Move Silently +'?, Spot +8,Sur-
vival +4 a full attack, including two rake attacks.
Alertness, Weapon Finesse Rake (Ex): Attack bonus +9, damage ld6+1.
Temperate or warm forest and plains Spell-Like Abilities: At w i l l dean* , dowsine,
Solitary or pair openJclose; 3/day--arcane eye, charneleon skin*, rabbit
3 feet"; l/day+zsappear*, expeditious retreat. Caster level
None 4th. The save DCs are Charisma-based.
Always neutral
Hyper-Sensitive (Ex): Whenever a jin-sat is ex-
5-9 HD (Medium); 10-12 HD (Large) posed to jarring sensorystimuli, such as loud noises, alien
+3(ccilwt) smells, or sudden fast movements, it must succeed at a
Wisdom check (DC6) or be confused for ld3 rounds. A
This creature is about thesize ofapuma or leopard, with
jin-sat that successfully saves
golden fur and dark brown nger-like s h e s . It has large ears
need not make another
and green-gold eyes.
save against that par-
Description ticular stimulus for 24
hours.
Since ancient times, the jin-sat -a breed of elven
Uncaniiy Dodge
hunting cat - have been used by the I - < - .
(ExJ:1 his ability func.
Termanan elves to hunt in the wilderness
tions as the rogue class
regions of the continent. Long extinct in the
featureof the same name.
wild, the jin-sat remains an important domes-
ticated animal in forsaken elf principalities. Skills: Jin-sat have
Jin-sat are large predatory cats, about the a +4 racial bonus on
size of a leopard, their fur golden- Hide, Listen, and Move
withdarkbrownstripes. Their ears are Silently checks, a +6 rad
larger than those of most cats, and cia1 bonus o n Listen
they have a keen sense of heari checks, and a +8racial bonus on
Balance, Climb, and Jump
Since their decline as a race,
checks.They canalwayschoose
forsakenelveshave bred the jin-sat
to take 10 on Climb checks,
more as companions than hunt-
even if rushed or threatened.
ing beasts, and the cats are a
They use their Dexterity modi-
common fixture in affluent for-
fier instead of their Strength
saken elf households, especially
modifier for Climb checks.
in Pelegael andKasiavae1.Over - ..
*In areas of tall grass or un-
the years the species has be-
come inbred, however, and dergrowth, the jin-sat's racial
individual jin-sat sometimes bonus on Hide checks increases
experience difficulty focusing on to +8.
their surroundings.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Jungle Squid
bMasid-(Aw)
Hitoice:- 1&110+?0 (184 hp)
lnitiatk c5
speed: 20 R. (4 squares), climb 20 R., swim 40 R.
AC: 28(-Zsize, +1Dex, +l?natural),touch?, flat-
Footed27
BaseAttadJGapple: +18/+34
Attadc Tentacle +24 melee (2d6+8)
FdIAttadc 6 tentacles +24 melee (2d6+8) and bite +l?
melee (2d8+4)
15 Ft./lO R. (40 R. with tentacles)
Constrict 2d6+8, improved grab, spell-like
abilities, spelk, swallow h o l e
Damagereduction5/piening, dalJnvision60
R., Fast healing 1, immunity to disease and
poison, low-light vision, resistance to elec-
tricity 10 and fire 10
* Fort +16, Ref +14, Will +14
Str 26, Dex 13, Con20, Int 17, Wis 22, Cha 19
h i l i
Skillc Climb +1?, Concentration +17, Hide +ll*,
Knowledge (nature) +?, Listen +26, Move
Silently+17,Search+lZ,Spot +26,Swim +16,
Use Magic Device+I6
Feats: Alertness, Combat Casting, Eschew Materi-
als, Improved Initiative, Iron Will, Lightning
Reflexes, Skill Focus (Use Magic Device)
Warm Forest or marsh
Solitary Thought to have beencreated by Gaurak,junglesquids
16 have nonetheless come to pay homage to Denev. Unfortu-
Doublestandard nately, this does not necessarily make them any less of a
Usually neub-alevil threat to most other creatures. Despite the squidsmalevo-
17-25 HD(Huge); 26-46HD(Gargantwn); lent nature, though, they have come to respect Denevs
47-54 HD (Colossal) creations and will not harm them without cause; further,
LevelAdjusbnent: -
such servants are often allowed to go their way unharmed
once they have served the squid for a time. Thls measure of
The ueature looks like a gigantic squid with a soft,
respect also applies to Denevs druids, and under certain
mottled dark green body and a heavy, chitinous beak. This
circumstances jungle squids have actually been known to
would not be so shocking$it werentpropelling itself through
approach the Earthmothersdruids to parley for one reason
the jungle foliage with its multiple vine-like tentacles.
or another - though thls parley may well begin with a n
apology for its recent or imminent attack upon the druids
Descnptjon allies.
A giant cephalopod related to the kraken, the jungle Jungle squids strongly dislike others of their kind, and
squid is anarborealpredator armedwithsixbarbedtentacles.
fights are almost guaranteed to break out between them
Each tentacle has 10 to 14 leafy protrusions that give it a
when they cross paths, except on those m e occasions when
vine-like appearance. The squids huge beak is capable of
males and females come together to mate.
swallowing human-sized prey whole.
JungleSquidsspeakKraken,Aquan, Titan, and anyone
Once confined to the Gamulganjus,jungle squids can
major local tongue.
now be found throughout Termanas jungles and swamps,
including the dark reaches of Blood Bayou. These massive, Combat
tentacled horrors are notoriously territorial, and often am-
bush interlopers from the safety of the jungle canopy. A
The jungle squids coloration and habitat give it an
excellent opportunity to surprise its opponents. A squid
jungle squid goes to great lengths to find the perfect treetop
usually drapesitscamouflagedtentacles acrossfoliage(where
lair, always situated near water. Once it has secured its
they are often mistaken for thick vines) and simply waits for
position as the regionsdominant predator, it uses its druidic
prey to approach. It is capable of breathmg and functioning
abilities to charm or cow other denizens into serving as its
perfectlywellbothonlandorinthewater,andoftenchooses
sentries. For thls reason, the jungle squid is generally aware
a lair on or near water, which allows it to take advantage of
of unwanted visitors long before they approach its lair.
this fact.
CREATURE COLLECTION 111: SAVAGE BESTlARV

Withinitsdomain,ajunglesquidisdifficulttosurprise, tance, shockwawe*; I s t A m y a n q net*, chamekon skin*,


as its charmed minions will report any unusual activity. If it entangle, hide from a n i d , magic fang, shockwawe srrike;
feels threatened by a particular report, the squid will often 2ndLchiU metal, &wine wkdom, G o h n s insight, lure*,
send one or two of its more powerful and aggressiveminions softenearthandstone,summonswam;3rd-animalspy*, earth
to investigate, while it learns about or observes the en- blast**, poison, pressure sphere*; 4th-cmmandphts, rust-
counter through other creatures or spells. If the intruders inggrasp,spikestones; 5th-Denews @**, summonnatures
prove to be competent but no terrible threat, the squid may d y v.
engage inhit-and-runtactics,relishingthethrillofthe hunt, Swallow Whole (Ex):A jungle squid can try to
and then simply make the interlopers its slaves. However, if swallow a grabbed opponent at least two sizes smaller than
the intruders present a serious threat, the jungle squid will itself by making a successfulgrapple check. Once inside, the
prepare to buff itself with preparatory combat spellsand look opponent takes 2d8+8 points of crushing damage plus 6
for a good opportunity to kill them. points of acid damage per round. A swallowed creature can
Like the blood M e n s of Termmas oceans, jungle cut its way out using a light slashing or piercing weapon to
squidsare fond of using magic items and wearing the trinkets deal 20 points of damage to the squids interior (AC 19).
of fallen foes. Once the creature exits the squid by cutting its way out,
Constrict (Ex):A jungle squid deals automatic ten- muscular action closesthe hole; another swallowed creature
tacle damage with a successful grapple check. must cut its own way out. A Huge squids interior canhold
Improved Grab (Ex):To use this ability, the jungle 2 Medium, 8 Small, 32 Tiny, 128Diminutive, or 512 Fine
squid must hit with a tentacle attack. If it wins the grapple opponents.
check, it may eitherconstrict or transfer agrabbed opponent Skills: Jungle squids have a +4racial bonus on Move
to its mouth for a bite. If the squid establishes a hold with its Silently checks and a +8racial bonus on Climb and Swim
bite, it can attempt to swallow its victim whole. checks. They can always choose to take 10 on Climb and
Spell-LikeAbilities: At w i l l - c h a n i m a l (Dc15), Swimchecks,even ifrushedorthreatened.Tneycanuse the
champerson(DC 15),dominateanimal(Dc17),obsming runaction while swimming,provided they swim inastraight
mist. Caster level 18th.The save Dcs are Charisma-based. line.
Spells:Jungle squidscan cast divine spells as 9th-level *In overgrown or heavily foliate areas (including un-
druids. The save Dcs are Wisdom-based. derwater locales with aquatic plant life),jungle squids have
Typical dnud spellsprepared (6l4l6l4l312;sawe DC 16 + a +8 racial bonus on Hide checks.
spell kwel): &-detect magic, flare, gwdance,read magic, resis-

Livjng Bog
A number of small glowing lights begin to bob and
12d10+84(150 hp) weawe through the air over the vast swampy pool.
-5
20 ft. (4 squares), swim 20 ft. Description
1 (-4 size, -5 Dex), touch 1, flat-footed 1 A living bog is a gigantic amorphous crea-
+?/t32
ture t hat inhabits marshes and wetlands across
Slam +16melee ( 4 6 4 6 plus poison)
t h e cont i nent of Termana. Normally indistin-
Slam 4 6 melee ( 4 6 4 6 plus poison)
20 ft./15 ft. guishable from t he ordinary pools found in any
Improved grab, incendiary burst, poison,
swamp or marsh, living bogs are usually content
swamp gas to lie still, occasionally devouring creatures th a t
Blindsight60 ft., boglike,createswamplights, stumble into their watery bodies.
ooze traits
Fort t11, Ref -1, Will -1 Combat
Str 33, Dex 1, Con 24, Int -, Ws 1, Cha 1 An attacking living bog might be mistaken
-
for a n elemental, rising as a shapeless mass th a t
-
resembles a n animate composite of water, muck,
Any marsh
and decomposing vegetable matter. It attacks
Solitary
with devastating slams, and is also capable of
11
emitting dangerous swamp gasses.
None
Always neutral Living bogs rarely retreat from combat, be-
13-18 HD (Gargantuan); 19-36 HD (Colos- ing mindless and voracious.
=I) Improved Grab (Ex): To use this ability,
Level Adjustment: - t he living bog must h i t with a slam attack.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Incendiary B ur s t (Ex): Seven times per lar to a cloudkill spell (DC 2 3 ) . In each case, the
day, as a free action, a living bog can cause one range of t he gas cloud is 30 feet, but it otherwise
of its swamplights t o explode. T h e resulting 50- functions as t he appropriate spell. T h e save DCs
foot burst deals 7d6 points of fire damage to any are Constitution-based.
creature within the area (Reflex D C 2 3 half). Boglike (Ex):A n motionless living bog so
T h e save DC is Constitution-based. closely resembles a stretch of boggy ground that
Living bogs instinctively will not cause a a creature about to walk into one must make a
swamplight to explode in such a location t hat D C 2 0 Survival check to discern t he difference.
the resulting burst might cause damage t o itself. Create Swamplights (Su): A t will, a living
Poison (Ex):Slam, Fort DC 2 3 , l d 4 St r/ l d6 bog can create swamplights, small hovering
Str. spheres of light similar to those made by a danc-
Swamp Gas (Ex):At will, as a standard ing lights spell (caster level equals the living
action, a living bog can release a cloud of swamp bogs HD).
gas similar in effect to a stinking cloud spell (DC
2 3 ) . Twice per day, i t can make this cloud simi-
CREATURE COLLECTION 111: SAVAGE BESTlARV

Love-Scorned Soul attention. It then shadows its targets, waiting for the
best moment to strike. When possible, it traps the
--(Incapore$) lovers together, using its hateful gaze to drive them to
Hit D i i ?dl2 (58hp) destroy one another.
Initiative: +7
Alternatively, the love-scorned soul may employ
speed: Flr 60 ft. (d) its gaze against only one of the couple, perhaps even
AC: 17 (+3 Dex, +4 clefledion), touch 17, flat-
footed 14 retreating from its victim to fool it into believing that
BaseAtcadJhq~pk +4/- the spirit has been defeated. The victim then escapes)
A M incorporeal touch +7 (id8 plus id6 and returns to the lover - whom he or she now sees
Charma dram) as a deadly enemy. The love-scorned soul then uses its
FdAttadc Incorporeal touch +7 melee (ld8 plus ld6 deadly incorporeal touch attack to finish the heartbro-
charisma dram) ken victim.
SPacelReadr 5 ft.15 ft. Charisma Drain (Su): Living creatures hit by a
SpeClalAtkk Charisma drain, hatefulgaze
love-scorned souls incorporeal touch attack must
SpeClalQudlties: Darkvsion60ft., incorporealtraits,low-light
vision, undeadtraits, t 2 turn resistance succeed at a DC 18 Fortitude save or take ld6 points
saves Fort +3, Ref +6,Will t7 of Charisma drain. The save DC is Charisma-based.
Abili Sa,Dex 17,Con, Int 14, Ws 12, Cha 18 Those reduced to Charisma 0 by a love-scorned
skik HI&+15,1ntimi&te +16,Listen +13, Sea& souls touch have become so loathsome and repulsive
44, Sense Motive +13, Spot +13 to themselves that they retreat into a comatose state
Feetr Blind-Fight,CombatExpertise,FlybyAttack, and are no longer aware of themselves or their envi-
ImprovedInitiative ronment. In this comatose state, the creature loses
Any land or underground 2d10 hit points per day until it perishes.
organ- solitary
Hateful Gaze (Su): Gaze, 30 feet, Will DC 18
MbRahng; 7
negates (caster level 9th). The save DC is Charisma-
Treanre: None
based. A character that fails her save against the
Ngrment: Always chaotic evil
Advancement- 10-18 HD (Medium) love-scorned souls hateful gaze believes that her clos-
LwelAdjurtment: est friend or lover is a hated enemy. She seeks at once
to kill the enemy,usingthe most efficacious
The figure is stunning- afinely-dressedfemale with means at her disposal. The effect lasts 2d6
jkwless features and sorrowful eyes. When she meets your hours, or until the love-scorned soul is
gaze, youfeelasenseofmelancholy andsadness.. . butalso destroyed. The effect of the hateful
one of dread and malevolence. gaze can be removed with a SUC-
cessfuldispel magic or remove
Descnptjon
These sad creatures are the undead remains of
particularly strong-willed people who died tragically
because of their love for another. A woman slain en
route to the altar, a man who fell from his bedroom
window after finding his lover in the arms of another,
victims of the unhallowed monster known as the false
lover - any of these might return as a love-scorned
soul. Embittered and warped by their deaths, love-
scorned souls appear as spectralversions of their former
lives, their once happy features twisted by sorrow,
anger, despair, and hatred. Denied love as mortals,
they now exist only to crush and hurt the living.
A number of these creatures are believed to have
been welcomed by the Ghoul King to the Isle of the
Dead. Some historians fear that he has learned well
from his two failed invasions, and that he now employs
love-scorned souls to create hatred and dissent among
the people of Termana, shattering already fragile
alliances, in preparation of his next assault.

Combat
A love-scorned soul often chooses a particular
individual or a couple to be the object of its malicious
CREATURE COLLECTION 111: SAVACE BEiTlARV

Marble Sentinel
*
Mediuncalstmt
w
MedimCaabUct
Bkodstone
Mediumconsbuct
Hit Dioe: 3d10+20(36 hp) 6d10+20(53 hp) 9d10+20(69 hp)
lnitihe +O +I +5
speed: 20 R. (4 squares) 20 ft. (4 squares) 30 ft. (6 squares)
AC: 16(+6 natural), touch 10, 17(+I Dex, +6 natural),touch 11, 14(+1 Dex, +8 natural), touch 11,
flat-footed 16 flat-footed 16 flat-footed 18
+2/+4 +41+7 +71+11
Masterwork longsword+5mdee Masterwork greatsword+8 melee +lgreatsword+l2melee
(ld8+2/19-20) (2d6+4/14-20) (2d6+7/1'?-20 plus Id6Fire) or
+lmightycompOsitelongbow+9
ranged(ld8+5/x3 plus ld6 fire)
FullAttadc Masterworklongsword +5melee Masterwork greatsword c7 melee +lgreatsword+lU+7melee
(ld8+2/19-20) (2d6+4/14-20) (2d6+7/14-20 plus Id6 fire)
or tlrnightycomposite
kmgLxlw+?1+4
ranged(ld8+5/x3 plus ld6 Fire)
5 ft.15 ft. 5 ft.15 ft. 5 ft.15 ft.
- - flamingweapon
Construdtraits, damage reduction Construct traits, damage reduction Construct traits, damage reduction101
5/adamantine, darkvision 60 ft., 5/&mantine, darkvision 60 ft., adamantine,darkvision60 ft.,
immunityto magic immunityto magic flame aura, immunityto magic
Fort +I, Ref +I, Will +l Fort +2, Ref +3,Will +2 Fort +3, Refc4, Will +4
Str 15, Dex 10, Con -, Str 17,Dex 12, Con -, Str 14, Dex12, Con -, Int 9,
lnt 3, Wis 10, Cha 1 Int 7, Wis 10, Cha 1 Wis 12, Cha 1
skik Listen+5, Spot +5 Listen+5, Sense Motivec2, Spot +5 Knowledge(history) c3, Listen +7,
Sense Motive+5, Spot +7
F& Alertness, PowerAttack Alertness, Cleave, PowerAttack Alertness, Cleave, ImprovedInitiative,
PowerAttack
Any Any Any
Solitary, pair, squad (3-8), Solitary, pair, squad (3-6); 1 per 20 +os sentinels
cmpany (20-loo), OT 1 per 6 +os sentinels
cr legion (200-1,OOO)
4 6 7
Standard Stadd Standard
Always lawful neutral Always lawfulneutral Alwayslawfulneutral
4-6 HD (Medium) 7-12 HD(Medium) 10-18 HD (Medium)
- - -
CREATURE COLLECTION 111: SAVAGE BESTIARV

Ebal Alabaster
Mediicaabuct Mediiconstruct
Hit Dice 12d10+20(86 hp) 16d10+20(108 hp)
Initiative: +6 +5
speed. 40 R. (8 squares) 30 ft (6 squares)
AC: 22(+2 Dex, +IO natural), touch 12, flat-footed 20 24 (+I Dex, +12 natural), touch It, flat-footed 22
B a s e A W w . +?/+14 +12/+1?
AttadC Slam+14 melee(ld8+5 plusenergydrain)or +3 warscepter+22 melee(ldl0+13/1?-20/x3)
energybolt +ll ranged(Id8 plus energydrain)
FullAttadc 2 slams +14 melee (ld8+5 plusenergydrain) or +3 warscepter+22/+17/+12melee(ld10+13/19-20/x3)
energybdt +I1 ranged(Id8 plusenergydrain)
5 ft.15 R 5 ftJ5 R.
Energy bolk, energy drain Spell-like abilities
Constructtraik, damagereductionloladamantine, Aura of authority, constructtraits, damagereduction
darkvision60 ft., flame aura, immunityto magic IO/&antine, darkvision60 R., fast healing5, immunityto magic
saves Fort +4, Ref +6, Will +6 Fort +5, Ref +6, Will +8
Abiiitk Str 21, Dex 14, Con-, Int 13,Wis 14, Cha 13 Str 25,Dex 12,Con -, Int 17, Wis 16, Cha 17
Skilk Knowledge (history) +7,Hide+7*,Listen+14, Knowledge(history, relyn, plus any two)+ll, LKtm +A,
MoveSilently+11, Sense Motive+11, Spot +I4 Search+18, h s e Motive+l?, Spot +21
F& Alertness, Cleave, ImprovedInitiative, Alertness, Cleave, lmprovedCritical (warscepter),
Point Blank Shot, PowerAttack ImprovedInitiative, PointBlankShot, Power Attack
Any Any
Solitary, pair, or group(3-5) Solitary; or 1 per 250 sky~ossentinek
8 11
Standard Standard
AI- lawfulneutral Alwayslawfulneutral
13-24 HD (Medium) 17-32 HD (Medium)

Description stone armies, the empires are forced to overuse their


remaining sentinels, further weakening their forces.
Since ancient times, the empires of Asherak
have built mighty stone warriors to strengthen their Many remaining city-states have crafted char-
armies and defend their cities. The secrets of ters by which they agree not to
these sentinels construction was given to send their sentinels against each
the early empires by the newly born gods of other, since the cost of refurbish-
law to help protect their growing civili- ing damaged sentinels (or losing
zations and create security, but since them altogether) is simply too great.
then the sentinels have been used
more and more often to further the
ends of individual kingdoms and city- Marble sentinels are always equipped
states. There are five types of with exceptional weaponry. The skyros
sentinels, basedon the type ofstone and onyx sentinels fight in well-disciplined
and thus the magical methods used squads, working together in perfect preci-
in their construction. sion as directed by the higher-ranking
Unlike most other con- sentinels. Alabaster and bloodstone senti-
structs, marble sentinels bear a nels prefer to direct their forces from the rear,
spark of divine energy and thus relying on magic and ranged attacks to aug-
actually possess some intelli- ment the skyros and onyx sentinels. Ebon
gence, while at the same time sentinels are typically sent on lone missions to
remaining utterly obedient to hunt down enemy spellcasters,overcoming them
their nation. Aided by divine with blasts of negative energy.
magic and armies of marble senti- Immunity to Magic (Ex):A marble sentinel
nels, the empires of Asherak is immune to any spell or spell-like ability that
quickly overwhelmed all lesser allows spell resistance. In addition, certain spells
civilizations, forming unassail- and effects function differently against the crea-
able dynasties. Unfortunately, ture, as noted below.
the slow decline of the empires A transmute rock to mud spell slows a
and the corruption of their rul- marble sentinel (as the slow spell) for 2d6
ers have kept t hem from rounds, with no saving throw, while trans-
replacing sentinels lost in battle mute mud to rock heals all of its lost hit
or as a result of age. Rarely able to
expand or replenish their fearsome
CREATURE COLLECTION 111: SAVAGE BESTIARV

A stone to fish spell does not actually reator must be 11th level; Price 27,000 gp; Cost
change the sentinel's structure, but negates 14,050 gp + 1,080 XP.
its damage reduction and immunity to magic
for 2 full rounds. Bloodstone Sentinel
The statue appears to be one of an excep-
Constructjon tionally handsom human warrior, with intrL
Marble sentinels can be created only cately sculpted armor. It is made of red-veined
by lawful-aligneddivinespellcasterswho
worship lawful-aligned deities. The Bloodstone sentinels, which command
spellcasting level and materials re- whole platoons of marble sentinels, possess
yuired, XPexpenditure, and necessary amazing tactical cunning as well as an affin-
spells vary with the type of sentinel, ity with flame. They are usually equipped
as listed under each individual with greatswords and mighty (+4) com-
sentinel's entry. posite longbows of at least + I
enhancement.
Skyros Sentinel Flaming Weapon (Su): At will, a
The warrior seems to be a bloodstone sentinel can cause any
tall statue of a muscular war- weapon it wields to be sheathed in
nor, sculptedof grayish stone flames, acting as aflaming weapon.
and armed with a fine Flame Aura (Su): A t will, a
weapon.
bloodstone sentinel can radiate a
Skyros sentinels are the fierce heat out to a 10-foot radius.
most common type of marble senti- All living creatures within this area
nel, acting as simple foot soldiers in the take ld4pointsoffiredamageeachround.
empires' armies.
Immunity to Magic - (Ex):In addition
Constructjon the standard marble sentinel immunity to
magic, bloodstonesentinels take damage from
Formmg a skyros sentmel's body requires a single
magical attacks that deal colddamage, although
block of plam marble weighmg at least 1,8Mpounds
they take only half the usual amount of damage;
andaDC13Craft(sculptmg)checkoraDC13Craft
thus, they take half damage on a failed save and
(stonemasonry)check.
one-quarter damage on a successful save, if a
CL10th;CraftConsmct (seeMM,Chapter6), saving throw applies.
a m m objects, galquest, stone shape,creator must be
1Othlevel;Price 18,000gp;Cost9,000gp+ 720XP.
Forming a bloodstone sentinel's body
OnyxSentjnel requires a single block of rare red-veined
TaU, jawhsly shaped in the form of an ar- greenmarble weighingat least 1,8OOpounds,
mord w u m , the bung statue 1s made of pobhed and a DC 16Craft (sculpting) check or a DC
brown-black marble and wlds a beautiful m- 16 Craft (stonemasonry) check.
handed sword. CL 12th; Craft Construct (see MM,
Workingmeliteunitsorcommandlng Chapter 6),animateobjects,fireshield,flame/
squads of skyros sentinels,onyx sentinels fiost weaponz, geaslqwst, stone shape, cre-
are warnors a cut above the standard ator must be 12th level; Price 56,000 gp;
skyrossentlnelso1diery.Theyresemble Cost 29,700 gp + 2,240 XP.
tall, perfectly proportioned warrtors
sculpted of shmy dark stone.

Constructjon Black as jet, the creature is a mobile statue


that moves withuncanny grace Itu sculptedin
Forming anonyx sentinel's or other relzeous person in
body requires a single block
of perfect black marble
Ebon sentinels are unique in that
weighing at least 1,800
they do not fit directly into the mili-
pounds and a DC 15 Craft (
tary structure of the other sentinels.
or a DC 15 Craft (stonem
These constructs are gifted with
CL 11th; Craft Construct (see
MM, Chapter 6), animate objects,
4 divine power granting them a facil-
ity with wielding negative energy.
dzwinepower,geaslqwst, stone shape,
CREATURE COLLECTION 111: SAVAGE BESTIARV

Energy Drain (Su): Liv- Spell-Like Abilities: At w i l l - c h m person (DC


creatures hit by an ebon 14), dispel magic, greater command (DC 18); 3/day-
mtinels slam or energy dimensiondoor,hallucinatoryterrain(DC 17),shieldoflaw,
bolt attack receive one wall of stone; l/daydominate person (DC 18), haste.
negative level. The For- Caster level 16th. The save DCs are Charisma-based.
titude save to remove Aura of Authority (Su): An alabaster sentinel is
the negative level has a constantly under the effects of a divine raiment spell
Dc of 17. (Will DC 16 negates). A creature that makes its save is
Energy Bolts immune to that sentinelsaura of authority for 24 hours.
(Su): As a standard ac-
tion, an ebon sentinel Constructjon
can project a dark bolt Forming an alabaster sentinels body requires a
of negative energy single block of the most pristine and sacred white marble
from its hands at any weighing at least 1,800 pounds, and a DC 17 Craft
target within 40 feet. (sculpting) check or a DC 17 Craft (stonemasonry)
An opponent struck check.
by one of these bolts CL 16th; Craft Construct (see MM, Chapter 6),
takes ld8 points of animate objects, dimension dour, dispel magic, divine rai-
damage and suffers ment*, dominate person, geaslquest, greater command,
energy drain. hallucinatory terrain, haste, miracle, shield of law, stone
Skills: Ebon shape, wall of stone, creator must be 16th level; Price
sentinelshave a +2 152,000 gp; Cost 80,560 gp + 6,080 XP.
racial bonus on
Hide and Move

cia1 bonus on

Forming an ebon sentinelsbody requires a sing


block of the finest and purest black marble weighing at
least 1,800pounds, and a Dc 16Craft (sculpting) check
or a DC 16 Craft (stonemasonry) check.
CL 14th; Craft Construct (see MM, Chapter 6),
animate objects, energy drain, enervation, geaslquest, stone
shape, creator must be 14th level; Price 82,000 gp; Cost
41,850 gp + 3,280 XP.

Alabaster Sentjn el
Thefigure is tall, made offlawless white marble. It looks
like a beautzful human noble of immaculate mzen. Youfeel a
profound sense of authmty and potency in its presence.
Standing above all the other marble sentinels,
alabaster sentinels serve emperors directly and com-
mand whole legions of marble warriors. They are usually
equipped with +3 warscepters.

1
CREATURE C O L L E C T I O N 111: S A V A G E BESTIARV

Momus Marjonette Not all of these marionettes are in the possession of


Termanas royalty. Many can be found in the arms of small
DiminutiveConsbuct children of other wealthy or noteworthy families, or as part
Hit Dice: ldlO (5hp) of a collection. The Jack of Tears accepts any and all
Initiative: +5 information as valuable, regardless of its source. There are
speed: 20 ft. (4 squares) reports of several being sent even to families of rulers on
AC: 1?(+4size,+5Dex), touch1?,flat-fwted14 Ashe&
BareAttaddGmppk +O/-14
AttadC
FdIAttadc
Slam +? melee (ld2-2)
Slam +? melee (ld2-2)
Combat
1 ft.10 ft. These marionettes were not designed for battle. They
spaoe/Reach:
SpeCldAttdS Frightful presence rarely even demonstrate that they are capable of moving, UI
SpecialQudIties C o r n k t bb,&,+,,Elon 60 ft,, fri& til fact, preferring to act at all times the part of a simple doll.
the end, innocent aspect, jesters sight They never initiate combat and flee at the first sign of any
saves Fort +0,Ref+5, Will t o aggression toward them; however, they prefer to wait until
Abili Str6,Dex20,Con-,Int--,Wisll,Cha16 noone is watching before they move, usingtheir innocent
sluk - aspect ability as much as possible to maintain the aura of
F e Weapon Finesse8 mystery that surrounds them.
Envimrment: Any land or underground A Momus marionette radiates weak magic, but the
Olyarlh Solitary, pair, or collection (3-5) type of magic is indiscernible.
wlengew 1
TEaSUtX None
Frightful Presence (Ex):When faced with a threat,
Always chaotic neutral
the marionette may lift its mask as a free action, revealing a
likenessof the true face of the Jack ofTears (the mask is not
AdvancesnentRarge: 2 HD (Diminutive); 3 HD (Tiny)
LevdAdjusbnent: - normally removable under any circumstances). Anyone
within30feetmustmakeaDC 13Willsaveorbe frightened
It boks like a perfectly ordinary doll of a clown or for 5d6 rounds if 1HD or less, or shaken for ld6 rounds if 2
jester. You glance away for an instant, and when you look HD Or more*Fdghtened victims remem-
back the doll appears to have moved slightly. Or has it? ber what made them flee as if affected a d Y
f
spell.
Descnptjon FriendTiltheEnd (Su):Afterhavingthemanonette
ne jack ofTears,abo born as M ~ in
~ its possession
~ , month, the owner must make a Dc
~ for one
ruler of the ~
l B~~~~
d and master of the carnival of 13 Will save or become addicted to the dolls presence,
Shadows,sen& thesesmall as gifts to prominent unable to let it out of his sight for more than a few mmutes.
&oughoutT ~nough~outw&ly~ innocu- ~ If.the owner is ever more than one mile away from the doll
ous, they tend to leave most observerswith a vague sense of for longer than a he takes pint Of

unease. nough rulers are aware of the M ~ damage.


~ ~ Afterthe second week awayfrom the doll,and each
reputation,mostare toofearfulofhispowertorefusehisgiks. such week thereafter, he makes another Will save (DC 13,
In fact, the dolls are indeed to the Jack of + 1 for every previous failed save) to shake off the effects of
Tears himself, enabling him to extend his senses through beingwithout thedoll.ThisChnstitutiondamage cannotbe
their tlny painted eyes and ears, witnessing the secrets and recovered until the owner makes two successive saves, at
political strugglesof Scamsrulers. Ofcourse, most rulers are which point he no longer takes Constitution damage and
highly suspicious of the dolls and keep them can recover lost points normally.
under closewatch in any case, but after Innocent Aspect (Ex):Seeminglittle more than
a time many rulers find themselves achilds toy, amarionette is easilyoverlooked.
becoming attached to the toys and Acharacter must make a DC 20 Spot check
allow them to lie idly about, un- to notice anything unusual about the doll. If
molested. Ofall the rulers known the marionette lies among other dolls or
to have received one of Momus ildrensplaythmgs, the DC of thls check
marionettesasgifts,onlyKingVirduk increases to 30.
of Calastia has actually rejected (and Jesters Sight (Su): The Jack of
destroyed) his. Virduk sent ha re- Tears can see and hear through a
grets, claiming that the doll was lost marionettes eyes and ears at will, as if
in afire,almostdaring the Momus to using the chra&e/cbTaw spell.
send another one. Sofar, the ruler of There isnolimittotherange,althoughthe
Blood Bayou has not responded. Momus and the marionette must be on the
same plane for this ability to function.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Mist Murderer
smdlVermin silentlyfrom the mists. After their initial attack, they fly away
Hit Dice: 5d8-5 (17 hp) 30or40feetintothe mist and retumaminuteor solater once
Initiative: +4 their poison has done its work; they continue this hit-and-
speed: 5 Ft. (1 square), burrow 5 ft., fly 40 ft. (aver- run tactic until their prey is slain.
a94 Inject Eggs (Ex): As a full-round action, a mist
AC: 17(+lsize,+4Dex,+2natural),touch15,flat- murderer can lay its eggs in any living host creature that is
footed 13
helpless; the mist murderer then dies within the hour. The
+3/+0
host creature takes 1point of Constitutiondamage after the
Claw +8 melee (ld6+1 plus poison)
fiit 24hours,andthenagaineveryhourthereafter.Oncethe
2 claws +8melee (ld6+1 plus poison)
creature's Constitution reaches 0, it dies and the larval mist
5 ftJ5 ft.
Inject eggs,poison, sneak attack +ld6
murderers hatch inside it. They feed on the body for one
Blindsight 60 ft., mtst masking, tremorsense
week, after which time they burrow into the ground, slowly
60 ft., vermin traits developing into adult mist murderers over the next year.
Fort +3, Ref +5, Will +2 The eggs in a host creature can be removed and
Str 12, Dex 18, Con 9, Int -, WE 13, Cha 7 destroyed with a successfulDC 20 Heal check, requiring 10
Hide +12*, Move Silently +12 minutes, or by a remote disease or heal spell.
Weapon Finesse' Poison (Ex):Claws, Fort Dc 11,2d4 De42d4 Dex.
Warm or temperateforest, marsh, and plains
Sneak Attack (Ex):This ability functions as the rogue
Solitary, pair, cluster (3-6), or swarm (7-
class feature of the same name.
16)
3 Mist Masking (Ex):Due to its semi-opaque colora-
None tion, a mist murderer gains the benefit of total concealment
Always neutral (50% miss chance) in misty or foggy conditions that nor-
6-9 HD (Small); 10-15 HD (Medm) mally grant only concealment. In misty or f q g y conditions
that normally grant total concealment, a mist murderer
gains the heightened benefit of a 75% miss chance.
Out ofthe mist comes what looks like a large insect, pale Skills: Mist murderers have a +4 racial bonus on Hide
white in color an flexing sharp claws. and Move Silently checks.

Descnptjon
CREATURE COLLECTION 111: SAVAGE BESTIARY

Monkey Ljzard mood and surroundings.Their prehensile tails resemble


TnyAnimd(Repklii)
112 d8 (2hp) those of lizards more than monkeys, and are almost as
Hit DW.
Initiativa: +2 strong as their tiny hands.
speed. 30 R (6 sqwres),climb 30 R.
AC: 15(+2size, +2 Dex, +1 natural), touch14, flat- Combat
Footed13 Monkey lizards eat mostly fruits and insects in the
+o/-11 wild; they are not strong fighters, and avoid combat
Bite +4melee (ld3-2) whenever possible. When threatened, they attempt to
Bite +4melee (ld3-2) use their stealth and climbing abilities to make a quick
2 112R.10 R. escape. However, when among a large monkey lizard
tribe or accompanied by a humanoid master, or if their
Low-light vision young are threatened, monkey lizards can show remark-
Fort +2,Ref +4, Will +1 able courage and determination.
Str 4, Dex 15, Con IO,Int 2, Wis 13, cha 7
Balance +lo,Climb +lo,Escape Artist +4,
A common trick among tame monkey lizards is to
Hide +lO*,]ump +4, Listen +4, Move Silently cling to attackers' faces, blinding them while the mon-
+7, spot +4 key lizard's master attacks or its tribe escapes. To do this,
Alertm, Weapon Finesse6 a monkey lizard must make a successful grapple check; if
Warm forest it establishes a hold, all targets of its victim are consid-
Tribe (6-20) ered to have concealment until the grapple is broken.
114 Skills: A monkey lizard can subtly change colors,
None giving it a +2 racial bonus on Hide checks. They have a
Always neutral +2 racial bonus on Jump and Escape Artist checks, a +4
1-2 HD (Tiny) racial bonus on Balance and Move Silently checks, and
-(ImprovedFamiliar)
a +8 racial bonus on Climb checks. They can always
choose to take 10 on Climb checks, even if rushed or
The creature darts and moues about constantly. It
threatened. They use their Dexterity modifier instead of
appears to be a scale-cowered monkey, greenish-brown in
their Strength modifier for Climb and Jump checks.
color, with tiny h a d and a thick tail.
*In natural surroundings,monkey lizards have a +8
Descriptjon racial bonus on Hide checks due to their ability to
change color.
Insatiably curious, fiercely loyal, and surprisingly
adorable, monkey lizards are the favored house pets of
many gnome and terali families. Though monkey lizards
were originally native to the Gamulganjus, wild monkey
lizards are have grown increasingly rare in recent years,
and the vast majority of these likable little creatures were
3
born and raised in captivity.
Somewhat smarter than a typical household dog,
monkey lizards are often trained as lookouts, messengers,
and entertainers, and the smartest among them are even
capable of learning rudimentary sign language and
acting as scouts. Their chameleon-like scales
5
,P
give them a particular advanta
ties requiringstealth, and their fantasti
climbing and natural acrobati
abilities make them popular pets
for thieves and entertainers as
well.
As their name implies, mon- 4
key lizards resemble a cross 'v-
between a lizard and a monkey, about
the size of a large housecat, with silky
smooth scales. Their coloring ranges from
brown or gray through dull or even
bright green, depending on both
CREATURE COLLECTION 111: SAVAGE BESTIARV

Mulchworm
8d8+24 (60 hp)
+O
20 ft. (4 sqwres), burrow 10ft.
18(-1 size, +9natural), touch 9, flat-footed
18
+6/+12
Bite +7 melee (ld10+3)
Bite+7 melee(ld10+3)
10R.15 R.
-
Blindsense 30 Ft., damage reduction 2/-,
division, regeneration 5, xent, tremorsense
60 ft., vermin traits
Fort +?, Ref +2, Will +2
Str 14, Dex 10, Con 17, lnt -, Wis 11, Cha 2 thing likely to draw them to the surface is the sudden
-
appearance of a particularly rich source of nutrients.
-
Unfortunately, one such source is the bodies of the
Warm forest OT underground
Solitary, pair, colony (3-S), or swarm (6- recently slain, for mulchworms are drawn to the scent of
20) blood. One corpse is not sufficient to attract attention, but
4 if several human-sized creatures are killed in the same area
chdelngewng
I-reanre: None in quick succession, mulchworms are likely to be attracted.
Nigment: Always neutral It can be a sudden and rather rude shock for those
Advancement- 9-14 HD (Large); 15-24 HD (Huge) already locked in battle to realize suddenly that their fallen
LevdAdjusbnent: - comrades are being slowly consumed by giant worms.

A thick, earthworm-like creature writhes from the Combat


detritus on the forest f i m . It is darkin c o h and covered with Though not naturally aggressive, mulchworms pursue
sticky mucous, and is easily the size of a large crocodile. their meals with mindless determination. Anyone who
attempts to interfere with their feeding finds that their
Description gnawingbites arejust as capableof tearing livingflesh asthey
The floor of any jungle is covered with fallen leaves, are dead.
branches, andthedecayingremains ofanimals.Thisdetritus The bodies of deceased mulchworms can be boiled
is vital to the forests ecology, as it provides many of the down, rendering them into a clear, viscous oil thancan be
nutrients required to keep vegetation healthy. It is also the applied to fresh wounds in order to halt bleeding. Making
home of myriad vermin. this oil requires a Dc 15 Craft (alchemy) check; the oil
InTermana,someofthe junglesaresooldthat thislayer grants a +4circumstance bonus on Heal checks to stabilize
of compost is dozens of feet thick, reaching a stage where it the fallen. A normal adult worm can provide 8 doses of this
not only feeds the jungle above it, but also sustains a oil (1dose per HD).
primitive ecosystemall of its own. Among the creaturesthat Division (Ex):Any single attack that deals enough
exist in thishidden ecosystemare the great creaturesknown slashing damage to the mulchworm cuts it into two pieces.
as mulchworms. The amount of damage required is equal to one-fifth the
Like the far smallerworms theyresemble, mulchworms mulchworms normal hit point total. Thus, a mulchworm
have an extremely simple and rudimentary anatomy, being with 60 hit points is cut in half if a single attack deals at least
little more than a flesh tube surrounding an alimentary 12 points of damage. If the mulchworm succeeds at a DC 15
canal. While this means that they are virtually non-intelli- Fortitude save,both pieces survive independently (eachwith
gent, as well as weak and slow for their size, they are also halfthewormsremainiighitpoints).Ifthesavefails,onlyone
extremelyhard to kill, for they canall but ignoredamage that half survives, retainiig all of the worms present hit points.
would slay most people. If both halves survive, each begins to regenerate as a
Mulchworm appear much like earthworms grown to separate creature with a hit point total equal to that of the
enormoussize,with adultsaveraging 11to 14feetlong. They originalworm. However, the part that does not have a head
spend almost their entire lives within the mulch that covers can only bite once it has fully regenerated; it usually simply
the jungle floors;they have very little reason to venture out, burrows into the ground to heal before returning to the
as they extract all of the nutrients and moisture they need battle.
from the compost through which they tunnel. The only Regeneration (Ex):Fire and cold deal normaldamage
to a mulchworm.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Mummy, Spjderweb
SPldemebMmmy WKrngscuard,l~h~ed,7th-LeveF~
MedmundeaLi M e d i i w
9d12+3(61hp) 12d12plus 7d10 (116 hp)
+6 +a
30 ft. (6 squares) 30 R. (6 squares)
15'(+2 Dex, +7 natural), tooch 12, flat-footed 17 25 (+4 Dex, +7 natural, +4chain shirt), touch 14, flat-footed Zl
+4/+10 +13/+22
Slam +10 mdee (ld6+? plus lassitude and poison) + l b a f f h e + 2 4 melee (ld8+10/x3) or slam +22melee
(ld6+13/19-20 plus lassitudeand poison)
F dAttadc Slam +lomelee(1dW plus poison) +lbaff/eaxe+24/+19/+14 melee (ld8+10/x3) and
slam +20 mdee (ld6+4/19-20 plus poison)
5 ftj5 ft. 5 Ft.15 ft.
Lassitude, poison, summon spiders Lassitude, poison, summon spiders
Damage reduction 5/-, darkvision 60 ft., Damagereduction5/-, dwkvision60R, fast healing2, spider affinity,
fast healing 2, spider affinity, spider climb, spider did, undead traits, vulnerability to Fire
undeadtraits, vulnerabilityto fire
Fort +5, Ref +5, Will +8 Fort +11, Ref +lo, Will +12
Str 23, Dex 14, Con -, Int 8, WE 14, Cha 15 Sb-29,Dex 18, Con -, Int 10, Wis 14, Cha 17
Climb +14, H~de+8, Jump +12, Listen+lo, Climb +15, Hide +13, lntimidate +17, Jump +15, Listen +15,
Move Silently+8, Search +5, Spot +10 Move Silently +13, Search +8,Spot +15
Feats: Alertness, Gat Fortitude, Alertness, Dodge, Great Fortitude, ImprovedCritical (slam),
lmproved Initiative, Toughness ImprovedInitiative, Mobility, Multiattack,Power Attack, Run,
SpringAttack, Weapon Focus (battleaxe)
Temperate forest, mountaim, or underground 'Temperateforest, mountains, cr underground
Organizatian: Solitary, pair, or group (3-10) Solitary, pair, squad (1-2 Ghoul King's guard and
3-6 spiderweb mummies), or patrol
(2 GhoolKing's guards and 6-9 spdenveb mummies)
5 12
None None
Alwap neutralevil Always neutral evil
10-17 HD (Medium); 18-27 HD (Large) By character class

The manlike shape is swathed in webbing, with small flesh for future consumption. Normally, the spi-
spidersscuttlingacrossit.Itreachesout withaclaw-likehand ders would feed upon t he corpse for weeks or
trailing cobwebs. months, but once it has been treated with enough
venom, the corpse is t hen taken back by the
Descriptjon necromancer and subjected t o profane rituals
These mummies resemble humanoids cov- t hat bring it back t o a shambling semblance of
ered in thick layers of spiderwebs, with debris life. T h e mummy spiders also lay their eggs on
such as stones, dirt, insects, and the like stuck to the corpse, and spiderweb mummies are often
their wrappings. W h e n motionless, these crea- crawling with hundreds if not thousands of the
tures can look like t he unfortunate victims of tiny creatures.
giant spiders or other web-spinning arachnids, Some spiderweb mummies have become self-
but in reality they are cunning and dangerous willed, staking out territories and attacking all
hunters, a fact t hat some adventurers have dis- who enter. Some live in proximity t o large colo-
covered only too late. nies of mummy spiders; these colonies live off
Spiderweb mummies are created by necro- the bodies of t he spiderweb mummy's victims
mancers with t he aid of a rare species of spider and do not create spiderweb mummies them-
found only in southern Termana. These so-called selves. O n t he Isle of t he Dead, however, the fell
mummy spiders are harmless in small numbers, necromantic energies t hat abound there will
but those who wish to create spiderweb mum- sometimes spontaneously create a spiderweb
mies breed the arachnids by the tens of thousands. mummy from t he corpses of those who die near
Fresh corpses are given t o these spiders, which a mummy spider lair.
immediately cover them in webbing and inject
their bodies w i t h a poison t hat preserves the
ZREATURE COLLECTION 111: SAVAGE BESTIARV

:ombat - Guard
Ghoul Kjngs
Spiderweb mummies normally remain mo- T h e G h o u l Kings necromancers make fear-
tionless, hanging o n walls or ceilings where they some versions of these already dangerous hunters.
have apparently been strung up by some great These creatures are stronger, more nimble, and
spider. W h e n any living being approaches, t h e more cunning t han their brethren on Termana,
mummy attacks as quickly and savagely as pos- and are said to serve as guards and warriors i n th e
sible. G houl Kings legions.
Lassitude (Su): Any living creature h i t by a Lassitude (Su): T h e save DC against this
spiderweb mummys slam attack must make a spiderweb mummys lassitude is 19.
DC 16 Will save or be slowed (as t h e slow spell) Poison (Ex): DC 16.
for 2d6 rounds. T h e save DC is Charisma-based. Spider Affinity (Su): A target spider or
Poison (Ex): T ouch or slam, Fort DC 14, spider swarm must make a DC 19 save against
l d 6 C o n / l d 6 C o n and paralyzed for l d 6 min- this spiderweb mummys spider affinity ability.
utes.
CREATURE COLLECTION 111: SAVAGE BESTIARV
&*e

Naga, Blood-Mjst taken to hunting members of the Carnival of Shadows


kF-onmv4
10d8+30(75 hp) with a measure of success.
Hit Dce:
Inibiative: +2 Blood-Mist (Su):O n the Material Plane, a blood-
40 ft. (8squares) mist naga can manifest itself asan incorporeal cloud that
speed:
AC: 14 (-1 size, +2 Dex, +3deflection), touch 14, looks like roiling red vapor, which occupies the same
flat-footed 12; or 16 (-1 size, t 2 Dex +5 space that the naga does on the Ethereal Plane. Simply
natural), touch 11, Flat-footed 14 by moving into an opponent's space (which provokes an
+7/- attack of opportunity), the naga can envelop a material
Bite t'? melee (2d6t4 plus poison) against creature within its deadly blood-mist. A creature that
ethereal foes only
begins its turn within the blood-mist must succeed at a
FdAttadc Bite +'? melee (2d6+4 plus poison) against
ethereal Foes only DC 18 Fortitude save or be drawn onto the Ethereal
10Ft.15 ft. Plane. The save DC is Charisma-based.
Blood-mist, poison, spelk Creatures drawn onto the Ethereal Plane function
Darkviiion60ft.,incorporealtraits,low-light as if under the effects of etherealness and possess all the
vision items they were carrying on the Material Plane. They
saves Fort +6,Ref +7,Will t10 can attack and be attacked by the blood-mist naga
Abili Str 16, Dex 15, Con 17, Int 14, Wis 16,Cha 17 normally. Returning a victim to the Material Plane
Skkl Concentrationt14, Diplomacy+5,Intimidate requires a phne shift or similarly powerful magic.
+8,Listen t15, Seme Motive +8,Spellcraft
+12, Spot t15 Poison (Ex):Bite, Fort DC 18,ldSCon/ld8 Con.
F& Alertness,CombatCasting,EschewMateriakB, The naga's poison can affectonly ethereal or incorporeal
Lightning Reflexes, Spell Focus (any one creatures.
School) Spells: Blood-mist nagas cast spells as 8th-level
Warm marsh sorcerers. The save DCs are Charisma-based.
Solitary or nest (2-4)
Typical sorcererspells known (6/7/7/6/3; sawe DC 13
11
Standard
+ spell level) : O-arcane m r k , dancing lights,detect magic,
detect poison, daze, disrupt undead, ray of frost, resistance;
Usually lawfulevil
Ist-acid spittle", foreaction**, magic missile, protection
11-14 HD (Large); 15-30 HD (Huge)
- from good, shield; 2nd-see invisibility, shatter, summon
monster II; 3rd+hains of binding**, lightning bolt; 4th-
A reddish mist resembling a gout of blood suspended in lesser globe of invulnerability. Caster level 8th.
water surrounds you. Because of the naga'
Spell Focus feat, the save
Descriptjon Dc of all spells from
These large incorporeal nagas manifest themselves any one school is 14 +
deep within the Blood Bayou as slinking wisps of blood-
red mist. In the ethereal, they have a sleek snake-like
body covered in black and gold patterned scales. Their
hairless heads can resemble a human of either sex, and
their small ears are spined and webbed.
These nagas withdrew to the Ethereal Plane when
the blood of Kadum flooded their lands. Though the
Kadum's Deluge- twisted their efforts to return to the
material world, it also granted them the power
to manifest their deadly blood-mist. Despite
being somewhat isolated from the Scarred
Lands, blood-mist nagas still do as much as
they can to restore their beloved Mormo.

Combat
Blood-mist nagas hunt by isolating and
attacking a single victim with their blood-mis
and ravaging their victim with poison and spe
once it reaches the Ethereal Plane. These nagas tend
BI)LR
to favor intelligent prey, and some clutches have even 1 I
CREATURE COLLECTION I l l : SAVAGE BESTIARV

Ooze, Crimson mortals. Crimson oozes are especially susceptible to


magic that cures disease: The spells heal and remove
disease both slay crimson oozes outright.
&l10+32 (76 hp) A victim slain by a crimson ooze bloats horribly
-3
over the course of ld20+30 hours, after which time Id4
10k (2 squares), climb 10R.
new crimson oozes seep out of the body. If the body is
8 (+1 size -3 Dex), touch 8, flat-footed 8
burned, the incubation period is accelerated and the
+6/+6
oozes appear within just 2d6 minutes.
Slam +11 melee (ld4+6 plus disease)
Slam +11 melee (ld4+6 plus disease) Disease (Ex):Anyone struck by a c r i m n oozes slam
5 R.15 ft. attack must make a DC 18Fortitude save or be afflictedwith
Disease a random disease. Roll Id8 on the following table.
Blindsight 30 ft., damage reduction lO/blud-
geoningandmagic, fast healing3, immunityto
fire, ooze traits DERdl D-
Fort +6,Ref -1, Will -3 1 Blinding sickness
Str 18, Dex 5, Con 17, lnt -, Wis I, Cha 1 2 Cackle fever
Climb +12 3 Filth vever
-
4 Mindfire
Any land OT underground 5 Red ache
Solitary, pair, or patch (3-5) 6 Shakes
7 7 Slimy doom
None 8 Roll twice, ignoring any fur-
Always neutral ther resultsof 8
7-10 HD (Small); 11-20 HD (Medium); 21-
24 HD (Large)
-
See Table 8-2: Diseases in the DMG for the specific
The creature looks like a single mass of dark red fluid, symptoms and effects of these diseases.
bubbling with afoul-smelling yellowish corruption. A trail of Skills: Crimson oozes have a +8 racial bonus on
blood and filth extends behind it, marking its trail. Climb checks. They can always choose to take 10 on
Climb checks, even if rushed or threatened.
Description
Created from the diseased blood spilledby Chern in ..*
his final battle with the elves of Termana, the crimson
ooze is a living embodiment of sickness and pestilence,
sowing plague and despair wherever it goes. Devoid of
intelligence,crimson oozes live on with but one purpose
-to destroy life. Like living plagues, these oozes seek to *r

infect others, taking up residence in populated areas and


spreading their foul infections. By the time the clerics of
the gods have heard of the plagues and discovered their
source, two or three generations of oozes will have
infected the population. In time, disease ravages whole
neighborhoods and towns, and fearful inhabitants begin
to burn the bodies of victims in an effort to contain the
outbreak. Ironically, this only speeds up development of
the young oozes, further spreading the epidemic.
These creatures resemble amorphous masses of
blood, clotted with pockets of filth and infection. Their
reek is terrible, though they usually conceal themselves
by dwelling in areas of decay and corruption such as
sewers and garbage middens. They also dwell in caves
and other dark areas full of refuse and filth, preying on
the unwary.

Combat
A crimson ooze cares little for its own health or
survival, and in combat it seeks only to spread disease to
CREATURE COLLECTION 111: SAVAGE BESTIARY

Ooze, Stone Builder


The oozes conical homes are as strong as reinforced
12dlOc72(138hp) stone, with walls 2 to 3 feet thick. They range from 10to 20
-5 feet in diameter and average 15 feet in height. The cones
10ft. (2squares) provide excellent protection from heat in the warm deserts
3 (-2 size, -5 Dex), touch 3, flat-footed 3 where they are found. For this reason, they are often
+7/+21 converted, with a little effort, into durable housing by
Slam +11 melee (2d6+6plussecretion) sentient creatures that are able to seize them from their oozy
Slam +11 melee (2d6+6plussecretion) creators.
15ft./lO ft.
Acid, engulf, secretion Combat
Blindsight60ft.,resistancetocold10andfire Being completely mindless, the stone builders only
10,immunity to sonic, ooze traits instinct is to feed. A n y living thiig that comes within reach
Fort +lo,Ref -1, Will -1
is a potential meal.
Str 17,Dex 1, Con 22, Int -, Wis 1, Cha 1
- Acid (Ex):Thestone builder excretesarelativelyweak
- acid that dissolves organic materials slowly. The stone
Warm or temperatedesert and underground buildersacidictouchdeals3 points ofaciddamage per round
Solitary to wooden or leatherobjects or to living tissue, but the ooze
9 must remain in contact with the object or creature for 1full
None round to deal this damage.
Always neutral Engulf (Ex): Although it moves slowly,astonebuilder
13-15 HD (Huge); 16-36 HD (Gargantuan) ooze can simply mow down smaller creatures as a standard
- action.It cannot make aslamattackduring around inwhich
it engulfs. The ooze merely has to move over opponents,
From out of the odd, conical stone structure oozes a affecting as many as it can cover. Opponents can make
grayish, amorphous mass, mowing along with surprising attacksof opportunity against the ooze,but if they do so they
speed. arenot entitled to asavingthrow.Those whodonot attempt
attacksof opportunity must succeed at a DC 20 Reflex save
Descnptjon or be engulfed (the save Dc is Strength-based);on asuccess,
Strange cone-shaped structures occasionally dot the they arepushedbackoraside(opponentschoice)as theooze
desert landscapeon the continent of Asherak. To the casual moves forward. Engulfed creatures take slam damage every
observer,theseconesmayseemto benaturalformations,but round and are subject to the oozes acid, and are considered
desert tribesmen and practiced travelers always approach grappled andpinnedwithin itsbody.Opponentswhoescape
themwithextremecaution,fortheyareknowntobethelairs theoozesgripareaffectedbyitssecretionfor2d6rounds(see
of an exceptional desert creature: the stone builder ooze. below).
Stone builders secrete a natural resin that they Secretion (Ex): A n y creature hit by the stone builder
combinewithdust andsand tocreate asturdystonering, oozes slam attack must make a DC 22 Reflex save or be
which the oozebuilds up into aroughcone, pocked with entangled by the oozes sticky resin for 2d6 rounds. Further
hundreds of smallholes through which it can enter and slam attacks by the ooze against an opponent already
exit. In the heat of the day, the ooze takes shelter entangled by this secretion extend the period of en-
from the harsh sunlight inside its home, emerg tanglement by 1 round (on a failed save), not 2d6
ing to hunt prey at night. Just before dawn,
the stone builder returns to its conical
shelter, where it lurks until sunset.
CREATURE COLLECTION 111: SAVAGE BESTlARV

Overseer
other overseers; only then do they attack, attempting to
Lar
g ewm trip and pin opponents.
Hit Dice: 4d10+16 (38 hp)
lnitiativee tl In the wilderness, an overseer wontbother trying to
speed: 50 ft. (10squares) pin its target after tripping it, but attacks to kill. If at a
AC: 14(-1size,tlDex,t4natural),touch10,f!at- disadvantage, the overseer will flee and seek other
footed 13 overseers or charduni soldiers for assistance.
BaseAttadJGapple: t4/t14 Detect Thoughts (Su): Overseers can continu-
AttadC Bite t?melee (ld8tQ) ously detect thoughts as the spell (caster level 12th;Will
FullAttadc Bite t?melee (Idst?) DC 14 negates). A creature that saves is immune to the
space/Reech: 10ft.15 ft. detect thoughts ability of that overseer for 24 hours. The
SpeCldAtkk2 Detect thoughts,read intent, trip
save DC is Charisma-based.
SpeCldQudk Darkvlsion60 ft., low-light vtsion, scent, un-
Trip (Ex):An overseer that hits with its bite attack
canny~ge
sve!x Fort t8, ReF t5, Will +3 can attempt to trip the opponent (+13 check modifier)
Abili str23, ex 13, Con 18,lnt 7, ws 14, & 14 as a free action without making a touch attack or
sulk: Hide+2,Listent5,MoveSilently+3,Spott5, provoking an attack of opportunity. If the attempt fails,

-
Survival +Y the target cannot react to trip the overseer.
Feets: Alertness, Track Read Intent (Su): Overseers can react instantly to
Any land thoughts from opponents. An overseer gains a +4bonus
aKJamdm Solitary, pair, or pack (6-10) to AC and Reflex saves against the attacks of any
-Rating: 3 opponent whose mind it can read (i.e., any opponent
Tl-WSItZ 114coins; 50% goods; 50% items
that has failedasave against the overseersdetect thoughts
Usually lawful ewl ability).
-Range: 5-12 HD (Large)
LevdAdjudmenk +4(cohort) Uncanny Dodge (Ex):Thisabilityfunctionsas the
rogue class feature of the same name.
The creature is a huge black wolf ur mashff, ghnng Skills: Overseers have a + 1 racial bonus on Listen,
&out with mar-tangib& hawed. In its face has a strange, Move Silently,and Spot checks and a +2 racial bonus on
humanoid cast, as if it is some malign amalgam of wolf and Hide checks.
charduni shwer. *An overseer has a +4 racial bonus on Survival
checks when tracking by scent.
Description
In the Charduni Empire, order is kept not merely
through the loyal soldiers and guardswho suppress active
rebellions. Rather, most rebellions are sniffed out and
destroyed in their earliest stages -often even before the
plans have gone beyond the fanciesof a single disaffected
slave - thanks to the work of the overseers. Bred
carefully for size from worg stock and given the
ability to read minds, overseers look int
the minds of the slaves and lower classe
sniffing out any hint of rebellion. They
are also sent out into the wilds to hunt
down escaped slaves, so that no pock-
ets of resistance against the Empire
can form in its hinterland.
Overseers resemble great black
wolves with intelligent expressions.
They normally speak Charduni and
Termanan with thick, guttural accents.

Combat
Overseers patrol the streets of charduni
cities, searching for signs of disloyalty and
crime.They normally shadowfoes for a time to
see if they lead the overseer to other allies, then
howl loudly to summon charduni soldiers an
CREATURE COLLECTION 111: SAVAGE BESTIARV

Pnin -
Dol I
-3- * -Y

homicidal lunacy, and pain dolls attack even if hope-


rvlediillndaad
lessly overmatched, neither fleeing nor surrendering.
4d12+3 (24 hp)
+O Pain dolls see smaller creatures such as gnomes and
30 ft. (6 squares) halflings as easy targets, andoften attacksuch opponents
13 (+3 natural), touch 10, flat-footed 13 first, trying to grapple them and impale them on their
& I s e A W U I ,
+2/+4 metal-studded flesh. They loathe fighting creatures that
Attadc Slam +4melee (ld6+3) cannot feel pain and avoid them in favor of other
FdlAttadc Slam +4melee(ld6+3) enemies in combat.
Wd 5 ft.15 ft. Pain Aura (Su): All living creatures within 30 feet
SpeCdAttadrr Pain aura, spikes of a pain doll must succeed at a DC 12 Fortitude save or
SpeCdQualk reduction 2'--- darkvision 6o ft., suffer terrible pains. (The save DC is Constitution-
pain Ileech, undead traits
based,) Affected creatures move half speed and suffer a
saves Fort +1, Ref +1, Will +4
-2 penalty on attack rolls, saves, and ability and skill
Str 14,uex tu,con--, 'IIlt -, ws 10,chal
.n,.
Abili 1 -

-. ...
MIIS - checks as long as they remain in the area. Acreature that
.,.Le--
7-. saves is immune to that pain doll's aura
C--L.
r- I Wyl I1 IC=.> ' for 24 hours. Creatures that do not feel
Envimrment: Any land or undergroud
Organizatiom Solitary, pair, group (3-5), or pack (6-11) \ pain (such as oozes and plants) are
WlengeRating:
T m
Nigment:
Ahrancement-
2
None
Alwaysneutral
5-8 HD (Me-
4Y' immune to the doll's pain aura.
Spikes (Ex):The spikes and
hooks mounted in a pain doll's
flesh function as armor spikes.
dium); 4-12 HD PainLeech(Su):Anytime
(Large) a pain doll deals a total of 6 or
LevelAdjustment: -
more points of damage in a
single round, it heals 1 hit
It might once have been human,
point. If the amount ofheal-
but now thzs fnghteningcreature is a
lurching, staggenngcancature,itsfish \ ing would cause the golem
to exceed its full normal
rent by needles, hooks, spikes, and other
' hit points, it gains any ex-
instruments of torture It gwes ofJ an
cess as temporary hit
almost mngtble sensunon ofpain.
points. It can never have
Descnptjon 1I J /,fl more temporary hit points
than an amount equal to its
Pain dolls are tormented undead crea- Y normal hit point total.
tures created by cruel and sadistic ritual. A
pain doll is a walking humanoid corpse [I{ Creating a Pain Doll
showing signs of hideous torture and stuck Aclericofatleast 16th
through by dozens of metal spikes, hooks, level can create a .pain doll
andneedles.Theysufferconstantwrack- .
using a meate undead spell
ing pains that are only alleviated when cast in aspecial6-hour ritual,
they inflict pain on others, and thus requiring a DC 17 Ritual Cast-
radiate an aura of searing pain that ing check for each hour; the body to
causes nearby creatures to suffer terrible be animated must be slain during

,!?'
agony. this special torture ritual, which
While pain dolls can be created by also requires a single DC 15 Pro-
evil cults. necromancers and the like, fession (torturer) check.
they can also be created spontaneously, In addition, victims of es-
as the victims of cruel torture return to pecially wicked torture have
madness-tinged unlife. been known to rise montane- _--
3usly as pain dolls (especially
Combat 1those who worship Chardun
Desperate in their mindless desire or Vangal), seeking ven-
to escape their anguish, pain dolls

- /.
geance upon those who
attack any living creatures they come tormented them.
its movements to anything other than natural forces.
18d8+126(207 hp) A patient doom prefers to approach the edge of a
+3 jungle village slowly and quietly, waiting until a moon-
40 R. (8 squares), climb 20 Ft. less night and then bursting into furious action,poisoning
22(-4size,+3Dex,+l3natural), touch4,Flat- and draining the fluids from every inhabitant. Because
footed 17 its carapace almost flawlessly duplicates the color and
+13/+33 texture of the jungle (and is often covered with dirt,
&e +17 melee (M6+8/14-20) or bite +17 detritus, and small plants), the inhabitants of a village
melee(2d8+8 plus poison)
rarely have more than a moment's notice before they are
2gores +17 melee (M6+8/14-20) and bite attacked. These creatures spend most of their time
+11 melee (2d8+4 plus poison)
20 Ft./15 Ft. (20 Ft. with gore) stalking settlements in the Yellow Jungle basin, but they
Impale M8+16, poison rarely pass up an opportunity to attack creatures unfor-
Damage reduction5/slashiq, darkvisii 60 tunate enough to stumble upon them in the meantime.
R, tremorsense 40 Ft., vermin traits When not traveling or engaging in combat, the
Fort +18, ReF +5', Will +8 patient doom is almost perfectly still and virtually indis-
Str 26, Dexl7, Con24, Int -, Wis 15,Cha 8 tinguishable from the surrounding terrain. The bulk of
Climb +17, Hide +1*, Spot +22 its body is buried into the soil and its legs rise into the
- canopy above, entwined together at first to simulate a
Warm forest
CREATURE COLLECTION I l l : SAVAGE BESTIARY

gnarled trunk and sprawling out near the top to emulate into the backdrop of jungle foliage, gradually making its
wide-reaching, leafless branches. Quick-growing jungle way to its next target.
plants, mosses, andvines cover the patient doom, further A creature that comes within 100 feet of a motion-
enhancing its disguise. In addition, tropical birds often less patient doom but does not spot the creature may
find the time to buildnests amid the creatures branches, make a DC 20 Survival check to notice that something
occasionallyreturning from a day of gathering food a bit feels wrong,but he cannot quite put a finger on what
confused to find their home several yards from where that might he (until the monster moves, that is).
they left it. Impale (Ex):If the patient doom hits with two
gores in the same round, it skewers its opponent and
Combat leaves a gaping wound. This attack automatically deals
In stark contrast to its painstakingly deliberate an additional 3d8+16 points of damage and causes the
method of travel, the patient doom transforms into a opponent to bleed for ld3 points of damage per round
lightning-quick killer when it finally attacks its prey. It thereafter. This bleeding may he stopped with a DC 20
uses its razor-sharp forelegs to impale its targets, while Heal check or by any magical curing that heals at least
using its poison to cripple any foe that poses a significant 10 hit points.
threat. Poison (Ex):Bite, Fort DC 20; 2d6 Str, Dex, and
The patient doomsterribleforeclaws have a critical Con/2d6 Con.
threat range of 19-20 and deal x3 damage on a successful Skills: Patient dooms have a +8 racial bonus on
critical. Climb checks and a +10 racial bonus on Spot checks.
Once all prey is slain, the patient doom returns to its They can always choose to take 10 on Climb checks,
lethargic pace, casually draining each body of fluids and even if rushed or threatened.
then devouring the remains. When nothing is left of the When standing among jungle growth, a patient
village but empty huts, the patient doom vanishes hack doom has a +30 racial bonus on Hide checks.

Pearl Cheetah Description


Swift, sleek, and beautiful as a sunrise over the
Medimh4gicalBeast
Hit Dice: 6d10+18(51hp) grasslands they call home, pearl cheetahs are among
lnitiik +10 Tanils favored creations. They stalk the plains and
60 R. (10 squares) savannahs of Termana for game, often coming into
speed:
AC: 19(+6Dex, +3natural), touch 16,flat-footed conflict with plague cats near Virduks Promise. They
13 especially enjoy running down creatures of Hrinruuk
+6/+? and harassing followers of Chardun that wander into
Bite +12melee (2d4+3) their territory.
Bite+12rnelee(2d4+3)and2claws+7 mdee Pearl cheetahs are often the target of poachers.
(ld4+1) Court ladies in places such as Rahoch, Shelzar, and
5 R.15 R. Vashon value their coats, and wizards seek their pelts
Pounce, rake ld4+1,spell-like abilities
and third eyes for the creation of magic items. In addi-
Indomitable, low-light vision, scent, sprint
tion, the charduni and the settlers of Virduks Promise
Fort +8,Ref t11, Will +3
Str 16,Dex 23, Con 16,lnt 7 , Wis 12,Cha 15
have placed a hounty on pearl cheetahs in response to
Hide +lo,Jump+11, Listen +5,Move Silently the great cats harassment. As a result, the cats find
+12, Spot t5, Survival +4 themselves under increasing pressure to survive.
F& Alertness, Improved Initiative, Weapon Fi-
nesse Combat
Warm or temperate plains Pearl cheetahs use their speed and hunting skills to
Solitary, pair, family(3-6), OT pride (7-20) surprise enemies. They eschew the use of their spell-like
4 abilities against ordinary animals-no one is sure of the
Standard
reasons for this, hut some scholars believe that this is
Always chaotic god
because the intelligent cheetahs simply consider such
7-15 HD (Medium); 16-18 HD (Large)
advantages unsporting.
+5(cohort)
Pounce (Ex):Ifapearlcheetahcharges afoe, it can
The beast looks like a muscular cheetah, but its fur make a full attack, including two rake attacks.
shimmerswithasilverysheenandonitsforeheadiswhat looks Rake (Ex):Attack bonus +7, damage ld4+1.
like a strange third viokt eye, an odd-looking &angular Spell-Like Abilities: At will-freedom of move*
organ. Youfeelsomethingbrushagainst your rnindas it looks ment, see invisibility;3/day-blur, hold m m t e r (DC17);
in your direction.
CREATURE C O L L E C T I O N 111: SAVAGE B E S T I A R Y

l/day-hte. Caster level 9th. The


save DCs are Charisma-based.
Indomitable (Ex):Pearl chee-
tahs are immune to charm or
compulsion spells and effects.
Sprint (Ex):Once per hour, a pea
cheetah can move at ten times its norma
speed (600 feet) when it makes a charge.
Skills: Pearl cheetahs have a +2 racial
bonus on Hide and Survival checks, a
+4 racial bonus on Move Silently
checks, and a +8racial bonus on
Jump checks.

Pearl Cheetah Society


Pearlcheetahpridesare
run jointly by the alpha fe-
male and alpha male, who are
usually (but not always) a mated pair. They are normally t a h sometimes chooses t o
nomadic, following game across the plains, but have been become the companion of an exceptional ranger or
known to stake out a specific territory on occasion. druid, and makes a fiercely loyal and capable friend
Pearl cheetahs communicate through a combina- once its trust is earned.
tion of body language, growls, yips, and purrs. A T h e cheetahs place no value o n material
humanoid creature might learn to understand this treasures, but understand perfectly well that they
language, but it is extremely difficult for a non-feline have value to other creatures. As a result, they
to speak. Similarly, a cheetah may understand other always keep some treasure should they need it for
tongues, but could not speak them. bargaining with others.

Phase Mass
Large-(Evil
HiDmi
-. Lawfrl)
14d8+42 (105 hp)
chde
lngewng:
Treanre:
12
Doublestandard
Initiative: +5 Alignment: Always lawfulevil
speed: 20 R. (4 squares), fly 20 R. (good) Advancement- 15-20 HD (Large); 21-42 HD (Huge)
AC: 15(-1 size,+l Dex,+5 natural), touchl0,flat- LevdAdjurbnent: -
Footed 14
kAttadJGapple: +14/+22 It is hard to discern the thing, but what you see is
AttadC Slam+17 melee (ld6+6 plus life drain) fnghtening enough. It resembles a tall mound offish, ringed
FdIAttack Slam+17 melee (ld6+6 plus life drain) bj tiny eyes, with a small mouth at its highest point. A singk
spaae/Reaeh: 10RJlO ft. tentack Jlicbrs and whips about its top.
SpeCldAttdS Absorb life, constrict ld6+6, improvedgrab,
prismatic bunt, spell-like abilities Description
speclalwi All-arwndvision, damagereduction5/magic
and piercing, energy transfer, etherealjaunt, These creatures stand roughly 10feet high, large piles
flight, resistance to acid 10 and cold 10, see ofbrightfleshwithpatchesofdullskinspottingtheirforms.
invisible, telepathy 100ft. Tiny eyes ring their body and a small mouth sits atop the
saves Fort +12, ReF+12, Will +12 creature;its onlyappendage isawhip-like tentaclenormally
Abili Str 18, Dex 12, Con 16, lnt 15, Wis 13, Cha 19 kept coiled about the creaturesapex. Whenphasing into
%Ilk: Bluff +11, Concentration+17, Diplomacy+20, or out of the Ethereal Plane, a dull rainbow of colors ripples
Disguise +4 (+6acting), Hide +4, lntimidate across the mass.
+20, Knowledge (arcana, the planes) +16,
Knolvledge(any two) +?, Listen t15, Move Before the Titanswar, a sect of Mesos sorcerers was
Silently+8, Search +20, Spellcraft +18, Spot charged by the titan with the job of searching alternate
+1?, Use Magic Devicet13 planes of existence and worlds to find races that could serve
F& CombatCasting,lmprovedInitiative,lronWill, him as minions. One of the most deadly discoverieswas the
LightningReflexes, QuickenSpell-Like Abil- phase mass. These intelligent creatures already controlled
ity (Dolomark force wave)
their own realm and knew that a foreign dimension would
Any evil-aligned plane
Solitary, pair, or cluster (3-5) have no knowledge of their kinds schemes and powers, thus
Organization:
providing a distinct advantage. A dozen phase masses thus
___________~ ~ ~

CREATURE COLLECTlON 111: SAVAGE BESTIARY

allowed themselves to be brought to Scam so they could Constrict (Ex): On a successful grapple check, a
prepare to plunder all theresourcesthisnewlandhadtooffer. phase mass deals ld6+6 points of damage.
The Mesos sect stored the phase masses on what is Improved Grab (Ex):To use this ability, a phase
today known as Winter Peak in the Thunderspike mass must hit with its slam attack. If it establishes a hold,
Mountains of Termana. A small treasury of magic items it can constrict.
and other unidentifiable objects from alternate worlds Prismatic Burst (Su): Three times per day, as a
was housed here as well. In the end, Mesos was destroyed standard action, a phase mass can emit a burst of colored
before he could use the phase masses, but as a safeguard light out toaradiusof60feet ina1ldirections.This ability
he had the members of the sect slain to keep their is otherwise identical in effect to the spellpnsmatic spray
knowledge from being used against him. The phase (caster level 14th; save DC 21). The save DC is Cha-
masses were never discovered by the gods. risma-based.
Since that time, the phase masses have spread Spell-Like Abilities: At WillLurcane sight, dispel
secretly throughout Termana, perhaps even multiply- magic, Dolomars force wave (DC 16),shield; 3/day-
ing, preparing to carve out their own power bases from Damashars force rune? (DC 18),fear (DC 18), w i n g
which to work their evil. eyes; l/day-Mesos containment** (DC 21), mislead
(DC20),true seeing. Caster level 14th.The save DCs are
Combat Charisma-based.
Against particularly powerful foes, the phase mass ?Thisspellis found inBurokTom: City UnderSiege.
positions itself ethereally among its opponents and then All-Around Vision (Ex): A phase mass has eyes
materializes suddenly to unleash a prismatic burst. One across its entire form and can see in all directions at once.
survivor of this attack is quickly grappled by the mass Because of this ability, it cannot be flanked.
tentacle and taken back to the Ethereal Plane, where it Energy Transfer (Su): The phase mass can use
can be killed more easily. Against weaker foes, or when temporary hit points it has accumulated through its
the phase mass has its maximum amount of energy, it absorb life ability to produce any one of several effects. It
remains on the Material Plane to inflict fear while can use energy transfer only once per round.
alternating between spell and slam attacks.
CREATURE COLLECTION 111: SAVAGE BESTIARV

Heighten Spell-Like Ability: The phase mass can tical with the spell ethereal jaunt (caster level 14th).
increase the save DCof any of its spell-likeabilities by up Anything held or carried by the phase mass may be
to +3. By paying 2 temporary hit points for each spell made ethereal if the mass wishes, as long as it does not
level of the ability to be affected, the phase mass in- exceed the phase masss weight allowance.
creases the save DC by + 1. For example, its fear ability (a Flight (Su): A phase mass can cease or resume
4th-level spell) would require 8 temporary hit points flight as a free action.
(twice the spells normal level) to increase the Dc to 19, See Invisible (Su): The phase mass is continuously
or 16 temporary hit points to increase it to DC 20, or 24 under the effects of a see invisibility spell (caster level
temporary hit points to increase it to DC 21. Heighten- 12th). This effect can be dispelled, but the phase mass
ing a spell-like ability is considered part of the action of can create it again as a free action on its next turn.
using that ability. Skills: Phase masses have a +4 racial bonus on
Self-Healing: As a standard action, the phase mass Search and Spot checks.
can transfer any number of temporary hit points into
healing at a rate of 2: 1.That is, for every 2 temporary hit Phase Mass Society
points spent, the phase mass heals 1 hit point. Phase masses are asexual, procreating by the pro-
Ethereal Jaunt (Su): A phase mass can shift to cess of budding (the primary reason these creatures do
the Material Plane from the Ethereal Plane as a free not gather socially). When they do come together,
action, and can shift back again as a move action (or lesser phase masses necessarily make obeisance to the
during a move action). This ability is otherwise iden- more powerful. These meetings are short andgenerally
serve little more purpose than to allow the powerful
among them to keep tabs on their fellows.

Phoenjx, Autumn
SmdlMagKatBeest i
Hit D i 6d10+12(45 hp) 4
Initiative: +5
speed: 10ft. (2 squares), fly 60 ft. (&)
AC: 20 (+1size,+5 Dex,+4 natural),touchl6,flat- -
footed 20
3
+61+4
Talon +12 melee (ld6+2)
2talons +12melee(ld6+2)and bite +7 melee
(ld6+1)
5 ft.15 ft.
Frightfulpresence

8
Darkvlsion60 ft., immunityto electricityand
poison, one with nabre, uncanny dodge
Fort +7,Ref +lo,Will t6 seasons. This legendarybird
Str14,Dex21,Con15,Intll,Wis18,Cha22 changes color with the leaves
Hide +13*, Listen +13, Search +7,Spot +20, on the trees, its feathers follow-
Survival+7 ing the cycleof lifewithin itsdomain.
Alertness, Dodge, Weapon Finesse Its wingspan is that of a mighty eagle,
Temperate forest
Solitary placid
its beak
andisreflective
long and sharp,
like the
andsurface
its eyesofarea
3 calm pool of water.
None
The autumn Dhoenixes still in existence
Always chaotic good
today assume only the colors of fall, however, no longer
7-10 HD (Small); 11-18 HD (Medium)
changing with the seasons. This is due to the fact that
+2(cohort)
they were beloved servants of the slain god of the high
amber, brown, ad elves, guarding the forests from signs of corruption, and
A great p e ~ t obird
ry
colored feathers soars overhead on broad wings. the great birds now mourn his passing. Although rare,
they are nonetheless known to have warned travelers of
Description impending danger with their high-pitched cries.
The species follows a tendyear cycle of death and
Deep within the forests of Ganjulael dwells a spe-
rebirth. After ten years, the birds die and are reborn to
cies that has for some time been near extinction: the
begin the cycle anew. Now, though, new phoenixes are
autumn once known to heelves asthesh&l,
CREATURE COLLECTION 111: SAVAGE BESTIARV

not created -in their day, each was created by the lost One withNature (Ex):Autumn phoenixes arenot
elven god - so their number decreases steadily as hampered by high winds or by magical spells or effects
mortality and tragedy take their toll. Only a handful still that simulate such conditions, such as gust of wind. They
survive, where legend holds that there were once hun- are also unaffected by natural ranges of extreme of heat
dreds, if not thousands. or cold (as if protected by endure elements).
Uncanny Dodge (Ex):This ability functions as the
Combat rogue class feature of the same name.
An autumn phoenix fights only when all other Skills: Autumn phoenixes have a +4 racial bonus
options are exhausted, and then mostly by attempting to on Listen checks and a +8 racial bonus on Search and
scare its opponents off. Spot checks.
Frightful Presence (Ex):30 feet; DC 19Will save or *In forested or overgrown terrain during the au-
be frightened for 5d6 rounds; creatureswith more HD than tumn months, an autumn phoenix has a +6 racial bonus
the phoenix are immune. An autumn phoenix instills fear on Hide checks.
in opponents with its piercing shriek.

Phoenjx, Black
HUgeM phoenix causes the dead to rise, randomly imbuing
Hit Dice: 19d12 (123 hp) corpses below it with varying degrees of unholy might. It
Initiative: +3 is attracted to places of death, disease, and oppression,
speed: 20 R. (4 squares), fly 90 R. (average) where, as it passes, ghouls,skeletons, vampires,and other
AC: 2'7 (-2 size, +3 Dex, +16 natural), touch 11, fell beings rise up from among the dead. These risendead
flat-footed 24 slay all living things they find, but always they follow the
bAtt&* +'?/+26 phoenix.
Attadc Bite +16 melee (2d8+'7/19-20)
When the black phoenix finally comes to roost, the
FullAttadc Bite +16 melee (2d8+'?/1'?-20) and 2 claws
+14 melee (2d6+4) horde of undead it has created eventually catch up to it
15ft./lO R. and slay it (it does not resist, for this is part of its life
Death cry cycle). Following the destruction of the phoenix, they
Aura OFundeath, damage reductionlo/+ return to their usual undead behavior. The black
andrnagic,darkvsion60 R., irnrnunitytocold, phoenix's dying place becomes an unholy spot, prowled
Fire, and sonic, regenerate 10, resistance to by undead. Living things shun the area; plants refuse to
electricity 10, spell resistance 29, undead grow there; milk curdles and food spoils; and only foul
traits
beasts are willing to call the tainted locale home. Inevi-
Fort +6,ReF+11, Will +18
Str 28, Dexl7,Con -, Int 5,Ws24,Cha 23
tably, a bird dies near the spot of the black phoenix's
Listen+9,Search +lo, Spot +27 death, and this bird rises as the new black phoenix. It
Alertness, Combat Reflexes, Flyby Attack, rapidly grows in size, absorbingthe nearby death energy,
ImprovedCritical (bite), LightningReflexes, and the cycle of the black phoenix continues.
Multiittack, Snatch While the black phoenix is native to Asherak,
Any land necromancers fromother lands have heard of it and want
OrganiFation: Solitaryorhorde(1blackphoenixand6d100 to learn more. The necromancers of Glivid Autel covet
HD OF undead)
the feathers of the black phoenix and have hired adven-
16
turers to seek them out -none has yet succeeded, or at
Double standard
least Glivid Autel does not admit to having any of the
Always neutralevil
feathers. The necromancers of Hollowfaust likewise
20+HD (Huge)
-

The bird resembks a m71strou.s amalgam of eagle and


vulture, itsfeathers dead black. Ebon lightningflickersaround Feathers of the BlackPhoenix
it, and you feel a deep chill at its passzng. When a black phoenix feather is used as an addi-
tional material component in casting any spell or ritual
Description from the necromancy school, the spell or ritual is treated
Sought after by arch-necromancers and feared by as if affected by a metamagic feat of the caster's choice,
Asherak's kings and generals, the black phoenix is a with no increase in the spell's actual spell slot used. A
twisted parody of the Phoenix of legend. It appears part feather can be used once before crumbling into ash.
ebon vulture and part giant eagle, and is wreathed in a A black phoenix feather can easily fetch up to
corona of chill black fire. The passage of the black 5,000 or more in the right markets.
CREATURE COLLECTION 111: SAVAGE BESTIARY

covet the feathers, though mainly to keep them out of from the corpse; giants, humanoids, and monstrous
the hands of Glivid Autel. humanoids may rise as most kinds of undead, while other
monsters usually rise as skeletons or zombies. Use tem-
Combat plates where possible. Sunlight-vulnerable undead will
Tne black phoenix of Asherak does not often seek arise as soon as it is safe for them to do so. In each case,
out prey
. . or engage in combat. It uses its death crv as much the GM should feel free to substitute another undead
as possible. Holy damage and positive energy irritate it, creature of the same approximate level of power.
and it may attack targets who can wield such powers,
usually snatching victims off the ground or slaying them
9 P~ .
~ ~ ~ ~ ~ . , ~ ~ ~ r ~ - ~ ~ ~ ~

with its cry.


01-15 Zombie or skeleton
Death Cry (Su): Three times per day, the black 16-30
phoenix can emit a terrible screech capable of slaying 31-40 shadow
those nearby. This effect is similar to the spell wad of the 41-50 Wight
banshee (caster level 19th; Fort DC 25 negates), except 51-60 Shadow lord (CCll)
that it extends in an 80-foot radius from the phoenix. 61-70 Qlmt
The save DC is Charisma-based. 71-80 Vampire spawn
Aura of Undeath (Su): The miasma of unholiness 81-85 Wraith
that surrounds the black phoenix sickens the living and 86-90 Spectre
bolsters the undead. Living creatures within 190 feet of 91-95 Bod&
the black phoenix must succeed at a Dc 18 Fortitude 96-100 Vampire
save each round or be sickened for ld6 rounds and take 101t Special (GMs choice, something
rare and/or powerful)
1point of Strength and 1 point of Constitution damage. ~UW,X?M~A-AW4 *?*:;#is *
The save DC is Constitution-based.
The 190-foot-radiusaura also functions as a double- Regeneration (Ex): The blxk phoenix takes dam-
strength desecrate spell. (The benefits of the aura are not age from good-aligned weapon.;, effects with the good
included in the phoenixs stat block.) descriptor, and attacks th,it deal di\vinc. (holy) damage.
Finally, any corpse or skeleton within this aura or Skills: The black phoenix has ii +4 r a d bonus on
that the phoenix casts its shadow upon as it flies over- Search checks and A -8 racial bonus on Spot checks.
head may rise up as some type of undead (see the table
below). These undead attack any living being
.
they encounter, but are primarily compelled
CREATURE COLLECTION 111: SAVAGE BESTIARV

Phoenix, Stom spectacular, and more often than not ended with the
Largew- retreat ofboth combatants. Since the Divine War, storm
Hit D i 4d10t16 (38 hp)
Initiative: tI
phoenixes have grown rarer, as have fights between
15ft. (3 squares), fly 180Ft. (average) these two natural enemies. The sight of such a battle, in
speed:
AC: 18(-lsize,+3Dex,+6natural), touchl2,flat- which the storm phoenix's lightning strikes are absorbed
footed 15 by the stormwing and turned back against it, is today
BaseAttadJGapple: +4/+13 considered an ill omen, a sign of disasters to come.
Attadc Bite +8melee (2d6t5)
FullAttadc Bite + 8 melee (2d6+5) and 2 claws t 3 melee Combat
(ld&2) Storm phoenixes are peaceful unless provoked,
10ftA Ft.
preferring simply to fly amid the mad winds of thunder-
Lightningstrike
storms. If attacked, a storm phoenix will use its Flyby
Darkvision 60 ft., dying blast, immunity to
electricity,low-lightvisi,onewith thestorm, Attack feat andstrafe its opponents withlightning bolts,
stmgate staying entirely out of direct combat. The phoenix is
Fort +8,Ref +7, Will +4 smart enough to focus on spellcasters and missile-atmed
Str20,Dex17,Con18,lnt 13, Wisl6,Cha16 foes first. If a battle goes poorly for the phoenix, it
Hide +3', Listen +7, Search +17, Spot +18, generallyteleports to another storm rather than dying in
Survival +5 a hopeless fight. This makes obtaining a storm phoenix's
ImprovedInitiative, FtytyAttack feathers very difficult indeed.
Any land
The feathers of the storm phoenix are used to aid in
Solitary, pair, or flock (3-5)
transportation magic; a singlefeather fetches up to 2,000
5
gp. If used as an additional material component for the
None
spell tekpurt, the feather causes that spell to function as
Always neutral good
5-12 HD (Large)
greater telepurt. It can also be used as a focus for the spell
+6 (colwrt) teleportatim circle, negating the need for the amber dust
normally required for that spell.
A great bird flies effortlesslythrough the A
crashingstorm. Lightningflashes, reveal- A
ing its blue-black, metallic feathers.

Description
A predatory creature with
shimmering metallic plumage and
quicksilver eyes, the storm phoe-
nix can sometimes be glimpsed in ,
d"
the flashes of lightning that illumi- A i
nate violent storms. These ,A
creatures live only in the midst of '?
suchstoms, jumpingfromweather
.>'
4. *7r
center to weather center through
magical gates that they create A
themselves.
When a storm phoenix dies
or is killed, it vanishes in a vortex of
I
violent lightning bolts, leaving be-
hind a single silver egg. This egg lies
dormant until struck by a bolt of light-
ning, at which point it hatches into a new
storm phoenix. In this way, storm phoenixes
continue to survive and propagate themselves
throughout the Scarred Lands.
In the past, battles between storm phoenixes
and their rivals, the stormwings are said to have
raged across the width and breadth of Asherak.
Evenly matched, these battles were nothing short of
CREATURE COLLECTION I l l : S A V A G E BESTIARY

Lightning Strike (Su):Once every ld4 rounds, a One with the Storm (Ex):Storm phoenixes are
storm phoenix can project a bolt of lightning identical not hampered by high winds or by magical spells or
to the lightning bolt spell (caster level equal's phoenix's effects that simulate such conditions, such as gust of
HD; Reflex DC 15). The save DC is Charisma-based. wind. A storm phoenix takes 1 point of Constitution
Dying Blast (Su):Upon reaching 0 hit points (or damage per day it spends outside of a stormy environ-
otherwise dying), a storm phoenix vanishes in a burst ment.
of electrical energy. All creatures within 20 feet take Storm (jute (Sp): As a full-round action, a storm
4d6 points of electricity damage (Reflex DC 16 half). phoenix can transport itself (and only itself) between
The save DC is Constitution-based. storms in a manner similar to the spell transport via
In the place of the vanished storm phoenix drops plants.
a silvery egg (hardness 25,40 hp). This egg does not Skills: Storm phoenixes have a +8 racial bonus
hatchnormally; however, if at any time it is exposed to on Search and Spot checks.
enough electricity to deal at least 1 point of damage, it *While in the air during a storm, a storm phoenix
bursts open and a fully grown storm phoenix emerges. has a +10 racial bonus on Hide checks.

Plague Gator
Largew
Hit Dm
i 6d12 (39hp)
Descriptjon
I n i +O As the forsaken elves struggled against Chern, bits
20 ft. (2 squares), swim 20 ft. of his corrupt flesh flew everywhere,some landing many
speed:
AC: 18(-1 size, +Q natural), touchQ, leagues away in the swamps of northern Termana.
18 There, alligators that consumed his flesh were trans-
BaseAttadJGrapple: +3/+12 formed into the perversionsnow known asplague gators.
AttadC &te +7 melee (2d6+5) Plague gators are typically about 10 feet in length,
FdIAttadc Bite+7melee(2d6+5)andtailrake+5melee including their flexible, spiked tails. They range in color
(ld8+2plus poison) from a bilious yellow-greento almost black. Worms and
space/Reach: 10ft./5 ft. (10ft. with tail) maggots writhe about in their otherwise empty eye
SpeCdAttadcr: Improvedgrab, polson, stream OF filth
sockets, and their gaping maws are filled with rotten and
SpendQuaIltE Blindsight60 ft., burstofspeed,tremorsem
120ft., undeadtraits broken teeth.
saves Fort +2,Ref +2, Will +5 Plague gatorshave a dim but malicious intelligence,
Abili Str 21, Dex 10,Con -, Int -, We 10,C b 1 and often willingly serve masters such as powerful swamp
%Ilk Hide +'?, Move Silently +13 hags and asaatthi. The gators' blindsight makes them
Feats: Multiakk@ invaluable watchdogs for their masters.
Warm or temperate marsh Plague gators have a surprising fondness for beauti-
orgauzation: Solitary, par, or nest (3-16) ful sounds and objects of all kinds. Males often make
WlengeRafing: 4
Treaare: Standardcoins; double goods;50%items
Alignment: Usuallyneutralevil
ldwmmntw 7-9 HD (Large); 10-18 HD (Huge)
LdAdjrSbnent: -

This creature might once have


been an alligator, but now it is a
thoroughly corruptundeadm~n-
strosity. It is long, with sickly
yellow fish covered in worms
and maggots. Its tail is spiked
with bony protrusions, but its
head is the worst -most of its
Jleshhfallenoff, anditsempty
mouth and eye sockets ewithe
with parasites.
CREATURE COLLECTION I l l : SAVAGE BESTIARY

nests of refuse and detritus in areas frequented by song- Streamof Filth (Su):A plague gatorcanspewout a 60-
birds and line the nests with piles of coins and gems. foot line of diseased, maggot-infested filth. Any creature in
the area affectedmust succeed at a Dc 13Reflexsave or take
Combat 2d4 pints of damage and be nauseated for ld4 rounds;
Plaguegatorspreferto chargeatprey fiomhidingplaces cream= that save take no damage but are sickened for 1
mshalloworstagnantwater.Theyweakentheirvictimwith round. If a creature takes damage, it must make a Second
theirpoisonous, festeringtailbarbs, thendrag it downunder saving throw (Fort 13 negates) or take Id2 points of
the water. They use their stream of filth against spellcasters Charisma damage and be expsed to a randomnonmagical
oropponents whoattackthemwithrangedweapons. Plague disease. The saves are Constitution-based.
gators flee combat only if clearly outmatched. Burst of Speed (Ex):Three times per day, a plague
ImpmVdGmb (Ex):Tousethisability,aplaguegator gator canmove at fives times its normal speed (100feet)
must hit with its bite attack. If it establishes a hold, it tries to when it makes a charge.
drag its opponent into deep water and pin it to the bottom. Skills: Plague gators have a +4 racial bonus on Hide
Poison (Ex):Tail rake, Fort DC 13, Id3 %/Id3 and Move Silently checks.
Str.

Remembrance
Medium Construct
Hit Dice: Qd10+20(67 hp)
D escrjpt j on
Initiative: +6 T h e death of t h e high elves god did more
Speed: 30 ft. (6 squares) t h a n curse t h e elves, it virtually slew their spir-
AC: 23 (+6 Dex, +7 natural), touch 16, flat- its. Sorrow and melancholy have fallen upon t he
footed 17 forsaken elves i n t h e years since t h e fall. T hei r
Base AttacWGapple: +6/+? decline has been slow and painful, a dissolution
Attack: +1 keen rapier +13 melee (ld6+4/15- becoming evident in their fragmented empire,
20) decaying cities, shattered faith, and their daily
Full Attack: +l keen rapier +13/+8 melee (ld6+4/ lives.
15-20)
Space/Reach: 5 ft./5 Ft. In 57 A V , a group of elven artists, writers,
Special Attacks: Spell-like abilities wizards, and other creative individuals gathered
Special Qualities: Bardic talents, construct traits, damage in t h e city of Turen t o discuss their plight. T hey
reduction 5/adamantine, darkvision 60 agreed t o assume responsibility for rekindling
ft., low-light vision, masterful kenning, t h e elves spirits while preserving high elven
spell resistance 18 heritage and culture. Artists from all of t h e elf
Saves: Fort +3, Ref +Q, Will + 6
realms were rallied and a renaissance movement
Abilities: Str 16, Dex 23, Con -, Int 17, Wis 16,
began, bringing to a n end a decades-long dearth
Cha 20
Skills: Appraise +5, Concentration +14, Craft
of true elven culture. Along with their col-
or Profession (any one) +8, Diplomacy leagues murals, novels, poems, symphonies,
+lo, Disguise +lo, Gather Information sculptures, and architecture, t h e elven wizards
+lo, Hide +lo, Knowledge (arcana, his- presented some new spells and magic items -
tory) +12, Knowledge (any two) +lo, and their pi&e de resistance, t he remembrances,
Listen +lo,Move Silently +11, Perform
(sing)+14,Perform(anytwo)+lO,Search
constructs tailored like beautiful high elves.
+5,Sense Motive +8,Spellcraft +7, Spot T h e remembrances were designed as testa-
+lo, Use Magic Device +Q ments to erstwhile elven glory, literally animate
Feats: Combat Expertise, Combat Reflexes, Im- cultural archives. O nce, they mingled with elves,
proved Disarm, Weapon Finesse singing, dancing, reciting myths and legends, or
Environment: Any land even reenacting famous battles. Intended as
Organization: Solitary keepers of all t h e joys and pleasures of elven
Challenge Rating: 8 lives and passions, they are intelligent, knowl-
Treasure: Standard
edgeable, and even fully capable of romantic
Alignment: Always chaotic good
and sexual activities.
Advancement Range: 10-18 HD (Medium)
Level Adjustment: + 6 (cohort) Arguably, t he brief revitalization movement
had t he greatest impact o n t he city of Pelegael,
The figure i s simply too perfect to be an elf - where t h e people rejected i t outright, finding it
its eyes glimmer, its skin i s flawless, its movements too painful to admire. To their eyes, the renais-
more graceful than any mortal creature could possi- sance was a sick and morbid mockery of the
bly perform, and it speaks in an ethereal uoice. elves former grandeur. Eventually, a series of
CREATURE COLLECTION I l l : SAVAGE BESTIARY

riots exploded across the realm. T h e angry elves Constructjon


destroyed most of the renaissance works, includ- A remembrance is made of an alchemical
ing many of the remembrances. In some ways, substance resembling skin formed around a
the riots continue t o this day, as Pelegael sur- mithril skeleton; its eyes are made of powdered
vives amid violence and anarchy. gems and carefully crafted to resemble living
After t he movement faded, several remem- eyes. Making t h e body requires three different
brances secluded themselves in theatres and skill checks, made in order: a DC 18 Craft
museums along with other pieces of art, where (armorsmithing or weaponsmithing) check, a
today they discreetly duplicate ancient master- DC 17 Craft (alchemy) check, and a DC 17
pieces or pen old stories. Others wander as bards, Craft (sculpting) check.
disguising themselves as living elves. A few o t h - Most importantly, however, the creation of
ers live with sympathetic elven wizards o r simply a remembrance requires t he willing sacrifice of
hide in the forests. an elf who is at least a 3rd-level bard and is
capable of casting 5th-level arcane spells, whose
Combat soul is transferred into the construct (as opposed
Remembrances avoid combat altogether, if to binding an elemental spirit into the thing).
possible, but can ably defend themselves with CL 16th; Craft Construct (see MM, Chapter
their rapiers, which are always of at least +1 6 ) , animate objects, cats grace, geaslquest, legend
enhancement and have the keen ability. They lore, magic jar, polymorph any object, wish, cre-
usually fight defensively, attempting t o protect ator must be 16th level, able to cast arcane
the innocent and to break away from combat as spells, chaotic good, and an elf; Price 170,000
quickly as possible. gp; Cost 86,000 gp +. 6,800 XP.
A remembrances spell-like abilities are usu-
ally reserved for artistry or performances, unless
th e construct fears for its safety or t hat of crea-
tures it considers its wards.
Spell-Like Abilities: A t will-arcane sight,
change self, comprehend languages, flare (DC 15),
ghost sound ( D C 15)) light, prestidigitation, silent
image, summon instrument; 3/day-blur, calm
emotions, heroism, levitate, minor image (DC 16),
protection from euilllaw, Salamars quiet contem-
plation* (DC 16), sound burst (DC 1 7 ) ; 1/
day-aura of menace daylight, good hope, hyp-
notic pattern (DC 17) , major image (DC 18),
sculpt sound ( D C 19); l/week-legend lore. Caster
level 12th. T h e save DCs are Charisma-based.
Bardic T al ent s (Ex):Remembrances have
the bardic knowledge (check bonus + 1 2 ) and
bardic music abilities (countersong, fascinate,
inspire courage +2, inspire competence, sugges-
tion, inspire greatness), as t he bard class features
of the same name. ( W her e applicable, remem-
brances have an effective bard level of 9t h. )
They also have t he skill points of a bard, as
opposed to those of a construct.
Masterful Kenning (Ex): Remembrances
can always choose to take 10 o n any Knowledge
(but not bardic knowledge) or Perform check,
even if rushed or threatened.
Skills: Remembrances have a + 2 racial bo-
nus on Listen, Search, and Spot checks and a +4
racial bonus on Move Silently checks.
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARV

Qujllwolf
Medii Anid Combat
Hit Dice. 2d8+4 (13 hp) Quillwolves engage foes in much the same way as
Initiative: +2 their wolf counterparts. A pack will circle an enemy and
speed: 50 R. (10 squares) attack in small groups from all directions simultaneously,
AC: 15(+2 Dex, +3 natural), touch 12, Flat-footed then retreat to the safety of the circle.
13
+11+3 Although quillwolves can discharge their quills at
Bite +3melee (ld6t3) multiple targets, they normally use this ability when
Bite +3melee (ld6+3) trying to dissuade a dangerous foe from attacking or
5 R.15 R. when attempting to flee from combat. Normally, one or
Quillburst, trip two pack members will shake off their quills to provide
Low-light vision, quills, scent cover for the other quillwolves as they make their escape.
Fort +5, Ref +5,Will +1 During particularly lean hunting seasons, however,
Str15,Dexl4,Conl5,lnt2,Wis12,Cha5 quillwolves have been known to use their quill bursts in
Hide+3, Listen+5, MoveSilently+4,Spot +4, attempts to take down prey.
Survival +1* Quill Burst (Ex):Once per week, a quillwolf may
Alertness, TrackB vigorously shake its body as a standard action, causing a
Any forest
number of its quills to fly off in all directions. The quillwolf
Solitary, pair, or pack (4-13)
may make ld4rangedattackrolls (+3attackbonus,rolleach
1
quill separately) against all creatures withln 15 feet.
None
Alwaysneutral Trip (Ex):A quillwolf that hits with its bite attack
3-6 HD (Large) can attempt to trip the opponent (+3check modifier) as
afree actionwithout making atouchattackor provoking
an attack of opportunity. The target of a quillwolf s trip
Itisas ifalarge wolfhasbeenbredwithaporcupine:kan attack also takes quill damage (see below). If the trip
and lupine in appearance, the beat is covered with heavy attempt fails, the target cannot react to trip the quillwolf.
quills. Ituttersalowgrowl, anditsquillsriseupthreateningly. Quills (Ex):A quillwolf is covered in long quills
like those of an enormous porcupine. If a quillwolf
Descnptjon successfully trips or grapples a target, the target takes ld4
Some say that these creatures were created long ago points of piercing damage from its quills. Any creature
by Gormoth when he spawned the plants and animals of striking the quillwolf with natural weapons or unarmed
Scam, while others speculate that they are a new breed attacks also takes ld4 points of damage.
of wolf, perhaps created by Denev or Tanil, or by some Skills: *Quillwolves have a +4 racial bonus on
mad arch-mage in a secret laboratory. Survival checks when tracking by scent.
Quillwolves owe their name to the long, thickquills \
CREATURE COLLECTION 111: SAVAGE BESTIARV
?!F%

Razor leaf
smdl hid surprised itself, given its wide-spaced eyes. Even if an
Hit D i i 2d8 (9 hp) enemy spots the creature, the razor leafs capability for
Initiative: +3 short bursts of speed means that it often closes the
speed: 20 ft. (4 squares), climb 20 R distance before its prey can react. After leaping onto its
AC: 16(+lslze,+3Dex,+2~tural),touch14,Flat- target, thecreaturebitesandclawsrapidly and thenleaps
footed 13 away, only to attack again an instant later. Razor leaves
BaseAccadJGaPple: +1/-4 sometimes hunt in packs, allowing them to bring down
Atcadc &te +5melee (ld6-1) prey far larger than themselves.
FA Attadc Bite +5melee (ld6-1) and 2 claws +O melee Pounce (Ex):If a razor leaf charges a foe, it can
(ld3-1)
make a full attack, including two rake attacks.
w
SpeCldAtkdS
5ftJ5 ft.
Pounce, rake ld3-1
Rake (Ex):Attack bonus +O melee, damage ld3-1.
SpecldQUdlties: All-around vision, burst of speed, low-light All-Around Vision (Ex):A razor leaf has widely
vision, razor spines spaced eyes that rotate independently, allowing it to see
saves Fort +3,Ref +6,Will +1 in all directions at once. Because of this ability, it cannot
&ilk Str 9, Dex 16,Con 11, lnt 1, Wis 12,Cha 10 be flanked.
%llr Balance +11, Climb +11, Hide +13*,Listen +2, Burst of Speed (Ex):Once every 6 hours, a razor
spot +7
leaf can move at fives times its normal speed (100 feet)
Featr SpringAttacP, Weapon Finesse
when it makes a charge.
Warm forest and marsh
Solitary, pair, or pack (3-8) Razor Spines (Ex):A creature that attacks a razor
organ* leaf with natural or unarmed attacks takes ld3 points of
challenge- 1
Treanrs: Standard piercing damage from the lizard's wickedly sharp spines.
Always neutral The razor leaf may also use these spines as armor spikes
Alignment:
3-5 HD (Small); 6 HD (Medium) when grappling.
-Range:
LeVdAdjuhek - Skills: Razor leafs have a +4 racial bonus on Hide
and Spot checks and a +8 racial bonus on Balance and
A large green-brownlizard creeps a h g the bunch in Climb checks. They can always choose to take 10 on
front of you. It bnstks with bony spurs that m e u p ~ k , Climb checks, even if rushed or threatened. They use
unhealthy yellow in color. their Dexterity modifier instead of their Strength modi-
fier for Climb checks.
Description "When remaining still among forest growth, a razor
In the deep jungles of Termana, lizards leaf has a +12 racial bonus on Hide checks.
live in numbers and varieties unknown
to even the most learned mortal sages.
Onesuchcreatureistherazorleaf,afierce
arboreal carnivore. The razor leaftakes its
name from the bony spurs that jut from its
~omtsand from the crest that runs around
its neck. Yellowish and barbed, these spurs
resemble narrow, sickly leaves.
Living in the lower reaches of the
jungle canopy, the typical razor leaf is 3 feet
long from nme to tail -but dangerous even to
creatures much larger than itself. Ghed with
rough,bark-lieskin in mottled brownsandgreens,
the creature is capable of remaining still for hours
on end, blending almost perfectly with the flora
that surrounds it.
Some native tribes believe the creatures to be
the vengeful spints of dying trees, and will not
approach any p h t that appears sickly, fearful that
it harbors one or more razor leafs.

Combat
Thanks to its remarkable camouflage, the
razor leaf Iisually surprises its prey. It is rarely
TL
CREATURE COLLECTION I l l : SAVAGE BESTIARV

Sand Hulk
GargantuanAnid The sand hulks coloration makes them very
HitDice: 20d8+140 (230 hp) difficult to see on the desert sand, making it appear
In* +1 that an empty shell lies nearby, surprising any who
speed: 40 ft. (8 squares), burrow 10 ft. come near. This ability has resulted in many who
AC: 23(-4size,+1~ex,+16natural),touch7,flat- have encountered a sand hulk and survived to tell
Footed 22 tales of ghost shells attacking the unwary.
+15/+3?
Claw +24 melee (2d8+12/1?-20) Combat
2 claws +24 melee (2d8+12/1?-20) A sand hulk normally attacks living prey only
20 ftJ15 ft. when threatened, but hungry hulks will lie in wait
Improvedgrab, rend 4d8+24 for prey within giant tortoise shells or sometimes
Tremorsense120 ft.
even beneath the sand or in shallow caverns. A
Fort +1?, Ref +13, Will +6
sand hulk will immediately attempt to grapple and
Str 34, Dex 13, Con 25, lnt 1, W e 10,Cha 2
squeeze its prey in the larger of its two claws,
Hi& +1*, Listen+7,Spot +12
Alertness, Cleave, Diehard, Endurance, Im- rending with the other. If outnumbered or badly
provedCritical(claw),PowerAttack, Weapon wounded it will reluctantly abandon its home and
Focus (claw) attempt to escape into the desert.
WXtTldesert A sand hulk can voluntarily shed a limb if it is
Solitary trapped or damaged. Lost limbs regenerate in ld4
14 days.
None
Improved Grab (Ex): T o use this ability, a
Always neutral
sand hulk must hit with a claw attack.
21-32 HD (Gsrgantwn); 33-60 HD (CO~OS-
4 Rend (Ex): If the sand hulk hits with two
- claws in the same round, or if it hits with a second
claw against an opponent already held in the first,
From out of the cast-off shell of the gigantic desert it latches onto the opponents body and tears the
tortoise emerges a creature that resembles a huge sand- flesh. This attack automatically deals an additional
colored crab with thick, deadly-looking claws. 4d8+24 points of damage.
Skills: A sand hulk has a +4 racial bonus on
Descriptjon Hide checks.
The sand hulk is a massive arthropod that lives *In sandy areas, the racial Hide bonus im-
in the cast-off shells of the giant tortoises that proves to +16.
inhabit the Desert of Onn. Although most of the
time sand hulks are

-
I
scavengers,
some mav
turn preda-
tory wh en
I
food is scarce.
A sand hulks
mighty p in -
cers can
cr u s h t h e
life out of 4
most who
threaten it. G
They have
the ability to
regenerate
severed limbs,
a n d a n also
break off their
own limbs to es-
cape confinement.
CREATURE C O L L E C T I O N 111: SAVAGE BESTIARY

Sand Sloth
LargeM The desert tribes of Termana have been known
Hil Dm M8+25 (47 hp) to domesticate sand sloths, using them as riding
Initiative: +O mounts and beasts of burden. Fully trained sand sloths
speed: 30 ft. (6 squares), burrow 5 ft. will fight for their riders, and also give them shelter
AC: 18 (-1 size, +9natural), touch 9, flat-footed within their defensive ball if threatened.
18
+3/+12 Combat
Claw +7melee (ld6+5)
2 claws +7melee (ld6+5) Sand sloths are normally peaceful insectivores,
10 RJ5 ft. but fight furiously if they or their herd is threatened.
Constrict ld6+5, improvedgrab Male sand sloths will attack foes, grabbing and crush-
Defensiveball, low-light vision ing attackers to hold them while females and young
Fort 8, ReF+4, Will +1 flee (often burrowing into the sand to escape). In
Str 20, Dex 10,Con 21, lnt 1, Wis 11, Cha 6 extreme situations, sand sloths will roll up into defen-
Hide -2*, Listen +3,Spot +3 sive balls - adults rolling up around vulnerable
Diehard, Endurance youngsters - and remain that way until predators
Warm desert finally give up and go away. They may remain in this
Solikny or herd(5-10) posture indefinitely.
3 Riding a sand sloth requires an exotic saddle. A
None sand sloth can fight while carrying a rider, but the
Always neutral
rider cannot also attack unless he or she succeeds on
6-10 HD (Large)
- a Ride check. Young sand sloths sell for as much as
1,000 gp. Professional trainers charge at least 500 gp
to rear or train a sand sloth.
The creature moves out of the dunes at a leisurely
pace. It resembles a great anteater, though one covered Carrying Capacity: A light load for a sand sloth
from head to toe with thick scales. I t s head is narrow with is up to 399 pounds; a medium load, 400-798 pounds;
tiny blackeyes andalongand tube-likesnout. Its forepaws and a heavy load, 799-1,200 pounds. A sand sloth can
bear heavy, curved claws. drag 6,000 pounds.
Constrict (Ex): O n a successful grapple check, a
Descriptjon sand sloth deals ld6+5 points of damage.
These lumbering creatures dwell in the deserts of Improved Grab (Ex): To use this ability, a sand
Termana and resemble enormous pangolins or scaly sloth must hit with a claw attack. If it establishes a
anteaters. They typically grow to from 10 to 13 feet in hold, it can constrict.
length, with elongated snouts, small black eyes and Defensive Ball (Ex): As a standard action, a
no visible ears. Sand sloths are covered with large, sand sloth can roll itself into a tight ball, protected by
overlapping plate-like scales, giving them an appear- its heavy scales. In this position it cannot move or
ance rather like that of a large, four-legged pinecone. take any action, but its natural armor bonus doubles
Sand sloths are peaceful insectivores, feasting on (i.e., to +18,foratotalACof27) anditgainsdamage
termites, ants, and other nest-building vermin. They reduction 5/bludgeoning, cold and fire resistance 10,
use their powerful front claws to rip open nests and eat and sonic resistance 5.
their fill, using their long, sticky tongues to catch A trained sand sloth can protect
up prey. They are not exclusively insectivo- its rider inside its defensive ball.
rous, though, and sometimes feast on The rider cannot take any action
other species such as dunefish and either, but the sandslothmust
similar small creatures. be killed before the rider
Tough and adaptable,sand sloths can be attacked.
arewelladaptedtotherigorsofdesert Skills: *Sand
life,and rarely ifever need to dnnk sloths have a +6
water, gaining all the moisture racial bonus o n
they need from theirprey. Their Hide checks in
heavy scales provide consider- desert terrain.
protection from predatory foes, but sand sloths' best-known
defense is thelr ability to roll up into annored, nearly invulner-
able balls, flattening their scales and sealing themselves off
from enemies' attacks. Wild sand sloths will curl up around
their young to protect them from harm in this way.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Sand Trapper suitable ambush location, digging down with its tube-
LargeAnid
Hit Dice: 6d10+5(38 hp) feet and using its large tentacles to cover itself with
Initiative: +1 sand.
speed: 20 ft. (4 s p r e s ) The Ubantu tribesmen are aware of these crea-
AC: 17(-1 size, +1 Dex, +7natural), touch 10,flat- tures, and approach oases and tortoise shells with
footed 16 caution, throwing rocks and spears from range, hop-
BaseAttadJG-apple: +4/+13 ing to disturb sand trappers and force them to reveal
Attadc Tentacle +8melee (ld4+4) their locations. The tribesmen also hunt trappers,
FdAttadc 4 tentacles +8 melee (ld4+4),bite +3 melee using their tough hide for tents, saddle cloths, boots
(ld6+2) and saddles.
10R. / 10ft.
Once a year, males and female trappers gather
lmprovedgrab
Camouflage, tremorseme
together, far away from any activity, to spawn their
Fort +lo,Ref +6,Will +1 young. Each mother produces up to four fist-sized
Str 20,Dex 12, Con 20, lnt 2, Wis 8,Cha 4 eggs, which are then left buried in the sand to gestate.
Listen +3, Spot +4 The young emerge two to three weeks later and
Warm deserk immediately fan out across the dunes, seeking prey of
Solitary their own.
5
Standard Combat
Always neutral These creatures lie hidden beneath the sand,
11-16HD (Huge); 17-22 HD (Gargantuan) awaiting prey. When they feel a creature walk nearby,
-
their tentacles lash out from under the sand, snagging
the unsuspecting prey and dragging it toward the
The sand shifts, and four thick tentacles whip up from snapping mouth.
the ground. Emerging from its hiding place beneath the
Camouflage (Ex):IttakesaDC25 tospot aSand
sand, the creature is like a IO-foot square rug with a
Trapper laying in wait, and motionless. This DC is
snapping mouth at the center and a grasping tentack at
reduced to a DC 15 if the creature is on top of the
each corner.
ground.
Description Improved Grab (Ex): A sand trapper must hit
with at least one tentacle attack to use this ability.
The sand trapper is well adapted to the bleak
Once it gets a hold, the trapper automatically inflicts
landscape of the Desert of Onn. They are large, flat
bite damage every round. T he victim can attempt to
creatures 10 feet on a side, but only two feet thick.
break the grapple, but suffers a -1 penalty to his
Their undersides are covered with tiny tube-like feet,
grapple check for every tentacle that is holding him.
and each corner is equipped with a large tentacle used
Tentacles that are holding prey cannot make normal
for capturing prey, then moving it to a large mouth in
attacks.
the center of the animal. They congregate near oases
Tremorsense (Ex): These creatures can sense
and around the giant tortoise shells that litter the
prey up to 30 feet away.
wastelands of Asherak.
Sand trappers move only at night, gliding across
the dunes like floating carpets. Around dawn, a trap-
per will hide itself in the sand, hopefully near a
CREATURE COLLECTION I l l : SAVAGE BESTIARY

nous creatures equipped with five grasping, whiplike ten-


26d8+182(299 hp) drils. Creatures hoping to find an oasis axe suddenly and
+5 horribly disappointed when they find themselves wrapped
20 Ft. (4 squares) in the creature's crushing grip and pulled inexorably toward
31(-4size,+l Dex,+24natural),touch?,flat- the monstrosity to be slowly Consumed.
Footed30
+1?/+43 Combat
Tentacle +Emelee (3d6+12/19-20 plus Despite their size, shellrak are masters of
poison) subtlety, relying o n ambush and surprise. Ca-
5 tentack +27melee (M6+12/19-20 plus pable of lying perfectly still for weeks a t a time,
poison) and bite +22 melee (ld6+6)
these great hunters conceal their poison-coated
30 Ft120 Ft.
Improvedgrab, poison tentacles in t h e sand. W h e n a creature ap-
Blindsight120Ft., damagereduction15/magic proaches, the shellrak explodes in a flurry of
andslashing,reperatel5, resistancetofire writhing limbs and flying sand, quickly paralyz-
10 ing its prey t h e n dragging t h e unfortunate
swes Fort +15, Ref t'?, Will +16 creature toward its tiny mouth to be dismem-
Ablti Str 34, Dex 13, Con 24, Int 5, Wis 12, Cha 9 bered and consumed.
sklk Hide+11, Listen +11, Move Silently +9 A shellrak has five 20-foot long tentacles,
F&S AbilityFocus(poison),Awesome&w,Cleave, each well over a foot in diameter and frighten-
Combat Reflexes, Endurance, Improvedh 1
1
Rush, lmprovedCritical(tentacle), Improved ingly strong. O n e of these limbs extends from
Initiative, Power Attack each of its host shell's five holes. No single
Warm desert creature can ever be attacked by more th a n two
Solitary of a shellrak's tentacles in a single round. More
16 terrible though, is the hideously strong poison
Doublestandard t hat oozes from these tentacles. Any creature
Always neutral struck by a shellrak's tentacles risks being poi-
27-39 HD (Gargantuan); 40-78 HD (Co- soned as well as grappled and pinned.
lossal) To sever a tentacle, a n opponent must make
L dAdjustment: -
a successful sunder attempt with a slashing
weapon. (T he player should declare where the
The creature that lurks in the giant shell is a roughly
attack is aimed be-
conical mass of translucentj h h , surrounded by five thin
fore making t he

In the ever-burning Desert of Onn, life feeds on


life. For those unable to hunt, only the shell oases
offer any hope for survival - Yet
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARV

sunder attempt provokes an attack of opportu- Targeted magical effects cannot sever a tentacle (and
nity unless the attacker has the Improved Sunder thus must be directed at the body) unless they deal
feat. A n opponent can strike at a shellraks slashing damage and could be used to make a sunder
tentacle from any position i n which he could attempt.
strike a t th e shellrak itself. Improved G rab (Ex):To use this ability, a
Each of a shellraks tentacles has hit points shellrak must hi t with a tentacle attack. T h e
equal to th e creatures full normal hit point total shellrak is not considered grappled while it holds
divided by 10. Thus, if a shellrak has 299 hp, a a creature with any of its tentacles.
single blow dealing 29 or more points of slashing Poison (Ex): Tentacle (cont act ), Fort DC
damage severs a tentacle (299 / 10 = 29.9, 32, 2d6 Str/2d6 Str.
rounded down t o 29). Losing a tentacle deals Regeneration (Ex):Acid and cold deal nor-
damage to the body equal to half t he tentacles mal damage to a shellrak. A shellrak t hat loses
full normal hit points (i.e., normally 29 / 2 = part of its body mass can regrow it in l d 6 min-
14.5, rounded down t o 14 points). utes. Holding t he severed portion against the
Any attack that is not (or cannot be) an attempt mass causes it t o reattach instantly.
to sunder a tentacle affects the body. For example, area Skills: Due to their transparency, shellraks
effects deal damage to the body, not to the tentacles. have a + 1 2 racial bonus on Hide checks.

Shen Shenagar
MediunMonstrasHunanoid Descnptj on
Hit Dice: 2d8 (9 hp)
Residents of the Desert of Onn, shen shenagar
Initiative: +1
are a race of lizard people with flat, arrow-shaped
speed: 30 ft. (6 squares), burrow 15 ft.
14(+1 Dex, +3natural), touch11, flat-footed 13 heads, muscular bodies, and long tails. Their hands
AC:
BareAWGafJpk +2/+2 are tipped with claws, but most arm themselves with
AttadC Claw +2 melee(ld4)ordagger+2melee(ld4/ daggers and spears made from the poisonous thorns of
19-20) or halfspear +2melee (ld6/x3) or the nista plant. Shen shenagar are sandy brown in
halfspear +3 ranged (ld6) color and easily blend in with the desert dunes.
FdAttadC 2 claws +2 melee (ld4) and bite -3 melee Shen shenagar possess the singular ability to
(ld3); or dagger +2melee (ld4/1?-20) and swim through sand, and were therefore able to survive
bite -3 melee (ld3); or halfspear t2 melee
(ld6/x3) andbite-3 melee(1d3); or halfspear the Divine War relatively unscathed, hiding in spring-
+3 ranged (ld6) fed grottos deep beneath the surface.
5 ftJ5 ft.
Poison Combat
Darkvision60 ft., sand shifting,tremorsense Shen shenagar are cautious fighters who use their
30 ft. burrowing speed and poisonous weapons to best ad-
Fort +0,Ref +4, Will +4 vantage in combat. Typically, a hunting party will lie
Str 10, Dex 13, Con 11, lnt 10, Wis 13, Cha 8
in wait just below the surface until their prey comes
Balance+5, Listen +2, Hide +2*, Knowledge
within striking distance. They will then emerge in
(nature) +3, MoveSilently +3, Survival +4
Endurance flanking positions, hit their prey with poisonous weap-
Warm desert or underground ons, and retreat back into the sand, returning only
Solitary, pair, gang (3-4), huntingparty(5- after the poison has had time to take its full effect.
12 plus 30% noncombatantsplus 1 leader of Poison (Ex):Nista thorn weapons-injury, DC
3rd-6th level), or tribe (20-50 plus 50% 11, ld3 Con/ld3 Con.
noncombatantsplus1sub-leader of 3rd-4th
level per 20 adults and 1 leader of 5th-7th
Sand Shifting (Su): Shen Shenagar can move
level) through sand as most humanoids can swim through
1 water. This ability does not allow them to travel
Standard through rock or even loosely compacted soil. They
uswlly neutral are not subject to suffocation while sand shifting, and
By character class move at a rate equal to one-half their base speed.
+2 Tremorsense (Su): While sand shifting (and only
then), shen shenagar can pinpoint the location of any-
The humanoid is relatively small in stature, the size thing within 60 feet that is in contact with the sand.
ofan elf, but resembles a bipedal skink. Its rough skin is a Skills: Due to their tails, shen shenagar have a
sandy brown in color, and its wide, reptilian eyes regard +4 racial bonus on Balance checks.
the world with curiosity rather than hostility.
CREATURE C O L L E C T I O N 111: SAVAGE BESTIARY

T he scaly hide of a s h e n shenagar blends in Knowledge (nature), Move Silently, and Sur-
well with desert terrain, granting it a +4 racial vival. Shen shenagar gain a +4 racial bonus o n
bonus o n Hide checks in sandy environments. Balance checks. In sandy environments, they
Blue-skinned shen shenagar do not possess this have a +4 racial bonus o n Hide checks (unless
bonus. they are rare blue-skinned shen shenagar).
- Racial Feats: A shen shenagars mon-
Shen Shenagar Socjety strous humanoid levels give it one feat.
Shen shenagar live a fairly primitive lifestyle - Weapon and Armor Proficiency: A shen
in commuiial tribes centered around their hid- automatically proficient with all
d e n grottos, usually only venturing t o t h e surface weapons.
to hunt for food. They revere Denev, whom they
- +3 natural armor bonus.
call the Dune Matron, and the leadership of
- Natural Weapons: Claws ( l d 4 ) , bite
each tribe is usually comprised of druids. O nce
every decade or so, a blue-skinned shen shenagar (ld3).
hatches from the tribal crkche. These blue indi- - Special Attacks (see above): Poison.
viduals, believed to be favored by Denev, show -Special Qualities (see above): Darkvision,
remarkable druidic talent and often rise to roles sand shifting, tremorsense.
of prominence within t he tribe. - Automatic Languages: Shen Shenagar,
Shen shenagar are cautious and distrustful Asheraki.
of surface dwellers. While the Ubantu dont - Favored Class: Ranger (or druid if blue-
hold them i n particular disdain, t he two races skinned).
often compete for the same food r e s o u r c e s , - Level Adjustment: + 2
and conflicts do occasionally arise.

Shen Shenagar
Characters
M os t shen
shenagar characters
are rangers or druids.
Those who hail from
more remote tribes are commonly
barbarians.
Shen shenagar characters have
th e following racial traits.
- + 2 Dexterity, + 2 Wisdom, -
2 Charisma.
- Medium size.
- A shen shenagars base land
speed is 30 ft.
- Racial H i t Dice: A s h e n
shenagar begins with 2 levels of mon-
strous humanoid, which provide 2
H i t Dice, a base attack bonus of
+2, and base saving throw bo-
nuses of Fort +0,Ref +3, Will +3.
- R aci al Skills: A s h e n
shenagars monstrous humanoid
levels give it skill points equal to
5 x ( 2 + Int modifier, minimum
1). Its class skills are Bal-
ance, Listen, Hide,
CREATURE C O L L E C T I O N 111: SAVAGE BSTIARV

Sjlver Puma
Sihrerh SiGhOstRma
MediunwBeast LargeMagdW
4d10+12 (42 hp) 12d10+60 (126 hp)
+6 +6
40 R. (8 squares) 40 Ft. (8 squares)
18 (+6 Dex, +2 natural), touch 16, flat-footed 12 20 (-1 size, +6 Dex, +5natural), touch 15, flat-footed 14
+4/+6 +12/+22
Claw +lo melee (ld6+2) Claw +17 melee (ld8+6)
2 claws +10 melee (ldb2) and bite +5mdee (ld4+1) 2claws +17melee (ld8+6) and bite +12 melee (ld6+3)
5 R.15 R. 10ft.15 R.
lmproved grab, pounce, psionics, rake ld6+2 lmproved grab, pounce, psionics, rake ld8+3
Low-light vision Low-light vision, pack leader
Fort +7, Ref +IO,Will +2 Fort+13,ReF+14, Wi11+6
Str 15, Dex 23, Con 16, lnt 6, Wis 13, Cha 14 Str 23, Dex 22, Con 20, Int 9, Wis 15, Cha 16
Balance+14, Hi& +11, Jump +lo,Listen+5, Balance+14, Hide +11, Jump+14, Listen+7, Move Silently +15,
Move Silently +11, Spot +6 Spot +8
F& Alertness, Weapon Finesse Alertness,PowerAttack,QuickenSpell-LikeAbility(d?zemonster),
Stealthy, Weapon Finesse
Warm or temperate forest and mountains Warm or temperate forest and mountains
Solitary, pair, or pack (3-6 silver pumas) Solitary,pair,orpack(l-2silverghos.t pumasplus2-5silverpumas)
4 9
Standard Standard
Always neutral usually neutral
5-9 HD (Medium); 10-12 (Large) 13-24 HD (Large)
+4 (cohort) +5(cohort)
Female pumas bear two to three young each year,
The beast looks something like the predatory puma of and these live with their parents for about six months
the woods, but larger andaglisteningsmoky gray in color. before striking out on their own. Their behavior is
It moves with preternatural grace and intelligence. similar to that of ordinary pumas, save their increased
intelligence makes them more social and more effec-
Descnptjon tive in the hunt, especially since silver pumas use
Silver pumas are somewhat larger than ordinary their psionic powers to help them track and bring
pumas and, despite their name, actually range in color down prey.
from silver-grey to smoky blue. They are superb preda- Some claim to have encountered larger and
tors, moving with unnatural grace and ability. Their slightly more intelligent silver pumas, sometimes in
ancestors are thought to have been trained by the association with family groups. These individuals
mysterious slarecians, who increased their intelli- seem to act as leaders, coordinating attacks and com-
gence and bred them for psionic ability. municating with their fellows.
-~

CREATURE G O L L E CTI ON 11: SAVAGE BESTIARV


*
4

Combat Sjlver Ghost Puma


Silver pumas are patient hunters. They creep up These creatures are especially old and experi-
on prey, use their daze monster ability, and then strike. enced silver pumas from pure ancient bloodlines.
Once an opponent is dazed they use the round to Their pelts are almost pure silver, and they are said to
pounce and then rake, going for a quick kill. move as silently as ghosts. They are found as solitary
When a group attacks, one puma dazes the prey individuals or as leaders of a pack of normal silver
while the others close in to attack. pumas.
Improved Grab (Ex):T o use this ability, a silver Silver ghost pumas use their mindlink power to
puma must hit with both claw attacks. coordinate their attacks with the rest of the pack.
Pounce (Ex):If a silver puma charges a foe, it can Psionics (Sp): At will-bite of the tiger, burst,
make a full attack, including two rake attacks. catfull, know locution, mindlink (with other silver pu-
Psionics (Sp): At will-bite of the wolf, burst, mas only); 3/day-create sound, daze monster (DC
catfall, know direction; 3/day--$aze monster (DC 14); 15), detect thoughts (DC 15), disable (DC 14), inflict
l/day-inflictpain (DC 14). Manifester level 8th. The pain (DC 15). Manifester level 12th. The save DCs
save DCs are Charisma-based. are Charisma-based.
Rake (Ex): Attack bonus +lo, damage ld6+1. Pack Leader (Su): Any silver puma that is a
Skills: Silver pumas have a +4 racial bonus on member of a silver ghost pumas mindlink gains a + 1
Hide and Move Silently checks and a +8 racial bonus morale bonus on all saving throws, attack rolls, and
o n Balance and Jump checks. skill checks. If the silver ghost puma is slain while the
mindlink is active, this +1 morale bonus changes to a
-1 morale penalty that lasts for 24 hours.

Slarecjan Keeper of the Ages


Huge Construct Advancement Range: 21-28 HD (Huge); 24-40 HD (Gargan-
Hit Dice: 20d10+40 (150 hp) tuan)
Initiative: +7 Level Adjustment: -
Speed: 0 ft.
AC: 23 (-5 Dex, -2 size, +20 natural), touch This thing may be a creature or a n intricate
3, flat-footed 23 machine. A crystalline hub glows a pale green, and
Base AttacWGrapple: +15/+18 is surrounded by a dozen or more multifaceted
Attack - spheres that orbit around the central point. There i s
Full Attack: - a crackle of static and power throbs in the air.
Space/Reach: 15 ft./O ft.
Special Attacks: Powers, psionics Descrjptjon
Special Qualities: Construct traits, damage reduction 15/
Deep within t he confines of t h e earth reside
adamantine, immunity t o electricity and
Fire, permanent powers, power resis- t h e most powerful and vile of t h e slarecian con-
tance 25, resistance t o cold IO, spell structs. Before their defeat at t h e hands of the
resistance 25, telepathy 100 Ft. gods, t he slarecians created t he enormous Keep-
Saves: Fort +8, Ref +6, Will +12 ers of t he Ages to await and prepare for their
Abilities: Str-,Dex-,Con-,lnt24, Wis18, return. A Keeper of t h e Ages appears to be a
Cha 22
huge crystalline mechanism, composed of mul-
Skills: Autohypnosis +14, Bluff +26, Concen-
tiple faceted spires gathered together a t a central
tration +24, Diplomacy +lo, Gather
Information +16, Knowledge(arcana, his- point. T hi s hub glows with a dull green radi-
tory) +22, Knowledge (psionics) +30, ance, and motes of sickly green light float about
Knowledge (any two) +17, Psicraft +32, within t he spires.
Sense Motive +24, Spellcraft +14, Spot
The Keepers were tasked with watching over the
+24, Use Psionic Device +20
world in the slarecians absence: They were to decide
Feats Alertness, Great Fortitude, Iron Will,
Psionic Focus (telepathy), Quicken when Scam was ready for their masters return and to
Power, Skill Focus (Knowledge [history]), make conditions safe for that return. Slarecian Keep-
Skill Focus (Psicraft) ers of the Ages prefer to work through intermediaries,
Environment: Underground knowing that any exposure could put them in danger
Organization: Solitary from the agents of the divine. These ancient con-
Challenge Rating: 14 structs are particularly adept at luring the various
Treasure: Double standard opponents of the slarecians into conflict with each
Alignment: Always lawful evil other, thereby eliminating the need for direct action.
CREATURE COLLECTION 111: S A V A G E BESTIARY

Combat t Because of Psionic Focus (telepathy), t he


save DC for these spells is ld20 + 8 + spell level.
Keepers of t h e Ages go t o great lengths to
Psionics (Sp): A t will-astral construct III,
avoid combat. Instead, they rely upon enthralled
aura sight, detect thoughts (DC 19), far hand,
servants t o keep enemies from them and to act
inflict pain (DC 19), schism, sense psionics; 3/
o n their behalf. If forced to fight, Keepers often
day-dimensional anchor, wall of ectoplasm; 1/
prepare by manifesting schism o n themselves and
summoning multiple astral constructs t o delay
day-thrall (DC 26). Manifestation level 20th.
their attackers. During actual combat, they at - T h e save DCs are Charisma-based.
tempt t o dominate any available foes, or perhaps AttacklDefense Modes (Sp): All (at will)/all
mind switch a physically powerful foe. (at will).
Powers: Keepers of t h e Ages can manifest Perm anent Pow ers (Su): T h e following
powers as 18th-level psions, but have access to Powers are always active o n a Keeper of t h e Ages
only th e clairsentience, metacreativity, and te- ( m a n i f e s t e r l e v e l 1 8 t h ): detect Pslonics
1

lepathydisciplines. ~ ~is always the,r ~ nondetection, ~ see invisibility.~ These powers~can be ~ ~


primary discipline. T h e save DCs are Intelli- negated, but t h e Keeper can Create t hem again
gence-based. as free actions o n its subsequent turns.
Typicalpsion powers known (260 PP; save DC Telepathy (Su): Any creature that a Keeper of
I d20 + 7 + power level) : O-bolt, daze?, detect the Ages communicates with telepathically may con-
psionics, distract?, finger of fire, Inkling, know tract the mutated version of the slarecian language
direction, missive t , t e l e m p h i c projection?, trin- virus (see Creature Revised).
ket; 1st-charm person?, identify, object reading,
sense link? , psycholuminescence; 2nd-brain lock?,
clairaudience/clairooyance, ecto puppet, ectoplas-
mic cocoon, suggestion?; 3rd-charm monster?,
fate link?, remote viewing, whitefire; 4th-dismiss
ectoplasm, mindwipe?, psy-
chic disruption"", tailor
m e m o r y t ; 5th-ecto-
plasmic shambler, mind
probe?, recall agony, true
seeing; 6th-astral con-
s tr u c t VI, mass
suggestiont, mind
switch?; 7th-contin-
gency, imbue servitor"",
mass d o m i nat i on?;
8th-hypercognition,
true creation; 9th-
astral construct
IX.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Slavers Pet
Huge Construct
Today they are used primarily o n slaving raids,
Hit Dm
i 17d10+40(133 hp) t h o u g h a few are t h o u g h t to roam T e r m a n a ,
Initiative: +5 lost a n d mindlessly following their masters
speed: 50 ft. (10squares) latest orders - capturing innocents, c h a i n -
AC: 23 (-2 size, +5Dex, +10natural), touch 13, ing t h e m , a n d dragging t h e m along until they
flat-footed 18 die of starvation o r exposure.
+12/+27
Slam+17 melee(Zdb7) or4chain claws+15 Combat
ranged (ld6+7)
W h e n s e e k i n g t o c a p t u r e slaves, t h e
Fd Attadc 4 slams +17melee(2d6+7) or 4 chain claws slavers p e t attacks deals n o n l e t h a l damage.
+15 ranged(ld6+7)
W i t h o u t a controller, i t attempts to seize a
15 ftA0 ft. (40 ft. with chain claws)
Chain claws, improvedgrab, shock
captive w i t h e a c h chain; normally, a slavers
Cmtruct traits, damage reduction lO/ada- pet w i t h four captives a t t e m p t s to carry t h e m
mantine, darkvision 60 Ft., immunity to to its c h a r d u n i masters ( a n d always does so at
electricity,spell resistance21, spider climb a speed its captives c a n m a t c h ) , but rogue
h Fort+5, Ref+lO, Wi11+5 pets simply c o n t i n u e to wander randomly a t
Abiri Str24,Dex20,Con-, Int-, Wis10,Cha top speed, sometimes dragging fatigued or
1 unconscious victims until they are dead. If a
- captive perishes, a slavers pet drops i t as
-
s o o n as i t e n c o u n t e r s a new potential pris-
Any landor underground
oner.
Solitary
Q If commanded t o by its c h a r d u n i masters,
None t h e slavers pet deals normal damage, defend-
Always neutral ing itself as efficiently as possible.
18-34 HD (Huge) To sever a slavers pets c h a i n , a n oppo,
n e n t must make a successful sunder a t t e m p t
w i t h a bludgeoning or slashing weapon. ( T h e
The approaching form is that of a great metallic player should declare where t h e a t t a c k is
spider with long, multi-jointed legs. A tangle of aimed before making t h e a t t a c k roll.) Makin
chains that end in clawed metal hands whirEs around a sunder a t t e m p t provokes a n attack of op-
i t , and the creature clatters forward with clearly p o r t u n i t y unless t h e a t t a c k e r h a s t h e
hostile intent. Improved S u n d e r feat. A n o p p o n e n t c a n
strike a t a c h a i n from any position in
Descrjpt j on w h i c h h e could strike at t h e slavers pet
T h e slavers p e t is a construct developed itself.
by c h a r d u n i wizards t o aid in slave raids. I t Each of a slavers pets chains has
resembles a large iron spider w i t h eight long, a hardness of 15 a n d 20 h i t points
spindly legs. A t t h e intersection of t h e eight ( a n d has t h e same damage reduc-
legs is a mass of coiled chains topped by four tion lO/adamantine as t h e rest of
sharply clawed, a n i m a t e d h a n d s . T h e c o n - t h e construct). A n y attack t h a t
s t r u c t c a n s h o o t out t h e s e h a n d s , w h i c h is n o t ( o r c a n n o t b e ) a n a t t e m p t
remain attached to t h e body by a 40-foot to sunder a c h a i n affects t h e
c h a i n t h a t unwinds from t h e central point. body. For example, area ef-
T h e slavers pet grabs a n d hold prospective fects deal damage t o t h e
slaves, or other victims i n whom t h e c h a r d u n i body, n o t t o t h e chains.
h a v e some interest. T a r g e t e d magical effects
T h o u g h t h e slavers pet was designed t o c a n n o t sever a c h a i n ( a n d
be autonomous, i t is equipped w i t h a padded
seat where a c h a r d u n i controller c a n ride a n d
direct its movements a n d actions. T h i s c o n -
struct c a n be used t o cross difficult terrain,
but there are few left today a n d even fewer
wizards still able a n d willing t o create t h e m .
T h e c h a r d u n i are understandably reluctant
to risk their precious machines needlessly.
CREATURE COLLECTION 111: SAVAGE BESTIARY

thus must be directed a t t h e body) unless they


d eal bludgeoning or slashing damage and
down t h e l e n g t h of any or all of its chai ns.
could be used t o make a sunder a t t e m p t .
This deals 1d8 poi nt s of n o n l e t h a l electricity
C h a i n C l aw s (Ex): A slavers pet c a n damage t o any creat ure hel d i n t h e affected
s h o o t all four of its c h a i n claws up t o 40 feet chain(s).
as a s ta n d ar d a c t i o n . It c a n divide its at tacks
Spi der C l i m b (Su): A slavers pet is c o n -
between multiple enemies or combine t hem .
tinually under t h e effect of spider climb (caster
Each claw c a n deal normal or n o n l e t h a l dam-
level 1 3 t h ) .
age, as t h e cons t r uct wishes, w i t hout any
attack p en a l t y. O n c e a claw has been fired, Cons tru ct j on
t h e slavers p et must rewind its c h a i n ( s ) be- T h e body of a slavers pet can be crafted
fore th e y c a n be fired again, requiring a move w i t h a DC 16 Craft (arm orsm i t hi ng) check or
a c t i o n t o draw i n any or all of its chai ns. a DC 16 Craft (w eaponsm i t hi ng) check.
I mp r o v e d G r a b (Ex): To use this ability, CL 1 3 t h ; Craft Const ruct (see M M , C h a p -
a slavers p e t must h i t with a c h a i n claw t er 6 ) , animate objects, Charduns branding**,
attack . A slavers pet t h a t has a hold w it h it geaslquest, shocking grasp, spider climb, cre-
c h a i n claws is n o t considered grappled. at or must be 13th level and worship Chardun;
S h o c k (Su): As a n a t t a c k a c t i o n , t h e Price 70,000 gp; Cost 36, 000 gp + 2,800 XP.
slavers pet c a n send an el ect r i cal current
C R E A T U R E C O L L E C T I O N 111: S A V A G E B E S T I A R Y

Slon
Hit Dm
i
1niikh-e
speed:
AC:
skn
bw-
10dlOt50 (105hp)
+I
40 ft. (8s p r e s )
15 (-2 size, +7 natural), touch 8,flat-footed 15
-
-u
2312 (144hp)
t3
40 ft (8squares)
21 (-4 size, -1 Dex, t16 natural), touch 5, flat-footed A
BaseAW+ +lOlt27 +11/+38
Attadc Slam +I7mdee (2d6+9) Slam +22 melee (2d8t15)
FdA& Slam +17mdee(2d6+9) and 2 stamps +I2 melee Slam+22melee(2dbI5) and2 stamps+I7mdee(2d&7); or gore+22
(2d6t4);or p4 7 mdee(2d8+13) mdee(4d6t22)
15RJ10 ft. 20 ft.115 ft.
Trample2d8+13 Trample 4d6t22
Blindsense30 ft., immunities,low-light vision, scent. Blindsense30 ft., damagereductionIOImagic, darkvision60 ft.,
spdl resistance23 fast healing 5, ground mdd, low-light vision, spell resistance25,
+4turn resistance, undeadtraits
saves Fort +14,Ref t7, Will t9 Fort +?, Ref +6,Will +I9
Abilities Str 28, Dex 11, Con 21, Int 15,Ws 18,Cha IO Str 40, Dex 9,Con -, lnt 11, Wis 18,Cha 6
skik to
BlufF+5,Diplomacy +7,Diyise (tiacting), Intimidate+2l,L~ten+26,MoveSilentty+22,SemeMotive+27,Spot+21
Intimidate42, Knowledge(nature) t7, Listen44,
+lo,
Sense Motive Spot +14,Survival t?
Featx Alertness, Geat Fortitude,lm Will, PowerAttack Alertness, Awesome Blow, Cleave, Geat Fortitude,
ImprovedhllRush, ImprovedInitiative, Iron Will, Power Attack
Warm forest Warm forest
Sditary, gang (2-5), OT herd Sditary
(6-15 plus 25%noncombatantarid 1 matriarch)
8 13
None Triple standard
Usually neutral Always neutral
11-22 HD (Huge); 23-30 HD (Gwgantwn) 24-46 HD (Gargantuan)
+5(CdlOFt)

The beast is rather like an elephant, save for the small T h e slon are said to know t he secrets of th e
horns on its head and an extra set of tusks. ancient temples and t he Lost Cities of th e Lotus,
and will share this knowledge with those they
Description trust. Some foolhardy folk h u n t slon for their
Although slon resemble ordinary elephants, tusks and their bones, while others attempt to
they are very intelligent creatures with detailed capture juvenile slon and take them back to
knowledge of the dense jungles where they live. their cities as work beasts or pets for t h e menag-
They rely o n their ordinary appearance and eries of t he wealthy. T h e slon hate these poachers
knowledge of t he terrain to pass as normal beasts. with great passion, and leave their bodies hang-
While they generally keep t o themselves, slon ing in jungle trees as a warning to others. A
befriend those connected to nature and are of- traveler may also find t he corpses of Yellow
t e n willing t o share their knowledge w i t h Forest reptile-folk hanging from the trees along
nature-friendly creatures. They worship Denev t he Lethenes Wind River, and locals believe
by their name of t h e Great Matriarch. this practice of t he slon has kept those hostile
T h e slon of t he Gamulganjus Forest main- people from expanding their realm.
tain good relationships with t he gnomes and t he Slon language mimics t hat of elephants, in-
terali, especially t he druids of both races. Slon cluding subsonic speech t hat can be heard by
are most common along the north side of t he other slon at distances of up to 30 miles. In the
Lethenes Wind River, especially near t he falls, herds, only t he matriarch and female druids will
and along both sides of t he Uradisa River. They speak to non-slon; most matriarchs know at
avoid t he human tribes along t he Semdar River, least a smattering of Termanan. While solitary
although they do relish the rich aquatic plants adult males speak for themselves, gangs of male
th at grow there. Most of the human tribes are juveniles often appoint a leader, though this
smart enough t o let t he slon graze in peace. leader may change every day.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Combat Slon revere their dead, creating enormous


graveyards for them. T h e skeletal remains of
Most slon avoid fighting, but they are rarely
slon are said to aid in making potions, and their
timid about using their great strength and intel-
ivory tusks can be transformed into beautiful
ligence if forced. They are calm thinkers as a
works of art and jewelry, leading many neer-do-
whole, and are difficult to trap or goad into
wells to search for t he slons secret graveyards.
combat. Each has his or her own preferred fight-
Each graveyard has an undead slon guardian,
ing style, but most will avoid destroying an
however, and t he corpses of would-be grave rob-
opponents body if they feel it would better serve
bers in turn draw others interested in looting
as a warning to others by being recognizable and
them.
o n display. Slon druids often rely on their magic
to incapacitate opponents rather t han engaging Slon Characters
in physical combat. A female slons favored class is druid, while
Slon tusks can fetch prices of up to 500 gp a males is fighter. In tribes from t he deep jungle,
each (perhaps more to t he right buyer), while adepts and barbarians are fairly common; re-
their bones are said t o have magical properties gardless of t he sophistication of a particular
and can be used as components in many magic herd, only female slon have ever been known to
potions. pursue spellcasting classes.
Trample (Ex):Reflex DC 24 half. T h e save
DC is Strength-based.
Immunities (Ex):Slon are
immune to charm, compulsion,
and fear effects.
Skills: * W h e n acting lik
simple elephants, slon have a
+10 racial bonus on Dis-
guise checks.

Slon Society
Female and
young slon
dwell i n herds
led by a matriarch,
who makes all final
decisions for the herd and
largely directs its actions.
Adult males are solitary, although
juvenile males usually form gangs
th at may harass travelers or those
whom they dislike. These gangs
sometimes cause problems for hu-
mans along the Semdar River,
making it difficult for t he humans
to fish and harvest aquatic plants.
A t each solstice and equinox, adult
slon, both male and female, leave
the juveniles to perform secret
religious rituals t hat involve
c o n s t r u c t i o n of pillars and
mounds made of stone, wood,
bone, and dung, which can be
found occasionally throughout
the jungle. Mating also takes
place during these rituals, af-
ter which th e male and female
slon again go their separate
ways.
~

CREATURE COLLECTION 111: SAVAGE BESTIARY

Slon Gravekeepers over t he fallen i n such a way as to make it clear


The thing emerges, terribly silent, from the to all slon that this is a graveyard and not simply
ground. It looks like an enormous undead elephant a ritual site. For this reason, even approaching
- wizened, with flaking, parchment-like skin and t he ritual pillars may bring a n adventurer under
empty, staring eyesockets. attack from a gravekeeper.
Highly intelligent creatures, slon actually
maintain common burial grounds. Stories and
Combat
legends tell of vast lost treasures, magical arti- T h e undead guardian of t h e graveyard rises
facts, and other prizes t o be found i n these secret from t he earth as soon as it senses a n intruder.
graveyards, leading a small but steady trickle of A ny intruder - even one who stumbles into the
adventurers and relic hunters to seek them out. graveyard by accident - is considered a foe and
Aside from t h e difficulty of finding these is likely t o be attacked furiously; however, any-
p l aces , i n t r u d e r s m us t al s o face t h e s l o n one who immediately attempts to leave while
gravekeeper who always guards the honored dead. assuring t h e gravekeeper that i t has n o inten-
T h e gravekeeper is an undead slon, t h e first to tions of harming or stealing from t he graveyard
(not e t h e gravekeepers + 2 7 Sense Motive bo-
be buried at a particular graveyard. I t is always of
great size and strength but never a spellcaster. I t nus) may be allowed to depart safely.
guards the graves indiscriminately against good T h e gravekeeper uses all t h e attacks avail-
and evil creatures alike, inadvertently making able t o its living brethren, but it cannot speak.
t h e graveyard a treasure trove of lost weapons, O n c e t he threat is gone, whether killed or driven
armor, magic items, and other valuables in addi- off, t he gravekeeper melds back into th e earth,
tion to t he treasures of t he ancient slon. which settles over i t undisturbed.
Most slon know when their mortal days are Trample (Ex):Reflex DC 36 half. T h e save
ending, and make their way toward t he nearest DC is Strength-based.
graveyard. A n elder slon who dies suddenly and Earth Meld (Su): The gravekeeper c a n en-
cannot make its way to a n established graveyard ter and leave t h e earth of its graveyard as if by
becomes t he gravekeeper of a new gravesite. means of t he spell meld into stone. Leaving and
O t her slon eventually build a pillar or mound entering t he ground is a move action.
CREATURE C O L L E C T I O N 111: SAVAGE BESTIARY

they have voices like deep iron bells. The stone heads always
Speakerstones speakinunison, andthere arenoaccountsoftheirencounter
Lage uementd (Air, Earth1 wherein any of the heads displayed any signsof belligerence
Hit Dice: lod8+40 (85 hp) or hostility to others withln their group.
Initiative: +4
speed: Fly 50 R. (10squares) (4) Combat
AC: 22 (-1 size, +13 natural), touch'7, flat-footed
Speakerstones have never been known to
22
+7/+16 combat, but use their harmonic pulse or spell-lie
Slam +11 melee (2d6+7) threatened. When speakerstonesare outmatched or acom-
Slam +11melee(2d6+7) batlastsmorethanafewrounds,theyusetheirdimensionh
10R.15 R. ability to withdraw and then simply fly away.
Harmonicpuke, spell-like abilities Harmonic Pulse (Ex): As a full-round action, a
Amalgam, damagereductionlO/-,elemental speakerstonecan emit a harmonic pulse that radiatesout 30
traits, flight, spell resistance21, tongues feet in all directions. Any creature caught in this area takes
Fort +13, Ref+7, Will +13 1Od6points of sonic damage (Reflex Dc 19half) and must
Str21,DexlO,Con18,1nt1'7, WisZ',Cha16 succeed at a Dc 19 Fortitude save or be deafened for 2d6
Diplomacy +16, lntimidate +16, Knowledge rounds. T ~ Ipulse
S functions as a gaze attack, except that it
(nature) +17, Listen +21, Sense Motive +21,
spot +21 is asonic effectrather thanvisually based. Thus, any creature
FlybyAttack, Geat Fortitude, ImprovedIni- in the area at the beginniig of its own turn 1s affected, and
tiative, IronWill the speakerstone can also affect one creature as a standard
Warm desert action on its turn.The save Dcs are Constitution-based.
Solitary, trio, or body (5-7) This harmonic pulse is also picked up by any other
13 speakerstone within range, causing the harmonic pulse to
None gain inpower andresonance.For everyspeakerstonebeyond
Always neutral the first within 30 feet of the pulse's originator, the sonic
11-20 HD (Large); 21-30 HD (Huge) damage increases by 2d6, the duration of the resulting
-
deafnessincreasesby 2 rounds, and the save Dcs increaseby
2. For mstance, a creature in the midst of a trio of adjacent
A carved stone head, stylized and ancient in design, speakerstonestakes14d6pointsofsonicdamage(ReflexDC
floats above the surface of the desert. Beneath it, a small 23 halo at the beginning of its turn, even if only one stone
whirlwind of sand seems to propel it along, and its stone actually began the harmonic pulse before the character's
eyes burn with pure white flames. turn, and must make a Dc 23 Fort save or be deafened for
2d6+4 rounds.
Description Spell-Like Abilities: At will~untrolevlnds(E 18),
Ancient legends tell of the speakerstones -sentient,
dimensum door, hallucinatory m a n (Dc 17), shockwawe
prophetic stones from the desert lands of Asherak. These strike*, w d of stone, wind wall. Caster level 10th. The save
elemental beings are said to have existed long before the Dcs are Charisma-based.
titans were spawned.The teachings of Hedrada's exemplars
Amalgam (Ex):A speakerstone is an amalgam of air
indicate that the speakerstones once foretold the coming of
and earth elemental. As such, it IS not affected by powers or /,
the titans, as well as their fall and the rise of the gods. It is
spells that target air or earth elementals alone. For in-
believed that the speakerstones are the
stance, a cleric with either the air or earth domain
voice of the world itself,sendingoutwarn-
could neither turn nor rebuke a
ings to any who will listen. A few speakerstone.
benevolenttravelerswhohavesought
out the speakerstones have been
Flight(Ex):Aspeakerstone
canceaseorresumeflightasafree
bestowed with priceless gifts of
knowledge. Most travelers, how- action.
ever, never return from their search Tongues (Ex):
for the legendary stones. Speakerstones can speak with
anycreaturethathasalanguage,
Speakerstones appear as
as though using the tongtnesspell
strangelyproportioned stone heads,
nearly 10 feet tall, which float just (caster level equals the
speakerstone's HD). This abil-
above the desert's surface on swirl-
ity is always active.
ing sand. The piercing eyes of a
speakerstonebum bright withwhiteflames
and, although their mouths do not move,
CREATURE COLLECTION 111: SAVAGE BESTIARY

Spider, Saber
*spider *splder,Queen
HugeVermin IhgeVermin
Hit Dice: 10d8+20(65hp) 14d8+42(105hp)
In* +4 t4
speed: 15ft. (3squares), climb 30 ft., web 40 ft. 15ft. (3 squares), climb 30 ft., web 40 ft.
AC: 20 (-2 size, +4Dex, +8natural), touch 12, flat-footed 16 22 (-2 size, +4Dex, +10natural), touch 12, flat-footed 18
BaseAttadJDapple: +7/+20 +10/+25
Atcadc Bite +10melee (2d6+5plus poison) Bite +15melee (2d6+7plus poison)
Fd Attadc Bite +10mdee (2d6+5plus poison) and 4 talons Bite+15melee (2d6t7 plus poison) and 4 talons
+8melee (ld8+2) +13melee (ld8+3)
15ft.110 ft. 15ft./10 ft.
Poison Implant, poison
All-around vision, darkvision 60 R., tremorseme60 R., All-around vision, darkvision 60 ft., tremoneme 60 Ft.,
vermin traits, web vermin traits, web
Fort +?, Ref +7,Will t3 Fort +12, Ref +8,Will +5
Str 21, Dex 18,Con 14,lnt -, Wis 10,Cha 3 Str 24, Dex 18,Con 16,Int -, Wis 13, Cha 5
Climb +14,Move Silently +8*,Hide +2', Spot +8 Climb +16,Move Silently +?*, Hide +5",Spot +?
Multiattack' Multiattack'
Wmforest Warmforest
Solitary or hive (8-16 saber spiders, Solitary or hive (1 queen, plus 8-16 saber spiders
plus 100%hatchlings and 1 queen) and 100%hatchlings)
7 9
Standard Standard
Always neutral Alwaysneutral
10-20 HD (Huge) 15-18 HD (Huge); 19-28 HD (Gargantuan)

This enormous spider's beauty is matched by its tree trunks where t h e spiders have climbed to
clear deadliness. Its abdomen is covered in a heavy their treetop summits. Terali, gnomes, and other
chitinous shell, covered with bright emerald green inhabitants of t h e Gamulganjus have learned to
and black patterns. Its four front legs end in curved avoid such areas.
saber-like claws, and it descends with unbelievable
speed on a single strand of webbing, the tree groan- Combat
ing to support the great arachnid. Patiently suspended above heavily traveled
paths, saber spiders usually attack by surprise,
Descrjptjon slipping down t o attack their foes while dan-
These voracious predators nest high in t h e gling from a single strand of webbing. W h e n
forest canopy of t he Gamulganjus Forest on attacking in this fashion, the spider is consid-
Termana. A saber spider gets its name from its ered to be charging.
four front legs, each of which ends in a razor- A saber spider attacks its foe from all sides,
sharp blade. It uses these blades t o scale trees its four front legs whipping with deadly speed
and to inflict fearsome damage in melee, but t h e around t h e prey creature from above, in front,
lack of broad gripping surfaces forces t h e saber and to the back and t h e sides. Captured prey is
spider to use only its other four legs to move o n whisked into t h e treetops t o be bound and stored
t h e ground, making for painfully slow going as food or as incubators for eggs.
when i t is not in t he trees or moving along its O n t h e forest floor, t h e spider is vulnerable:
web. I t can make only 2 saber attacks with a full
Saber spiders build vast web umbrellas across attack action and cannot run or charge. I t will
th e upper branches of several huge trees, large not fight on the ground, even to the point of
tent-like structures t hat often contain multiple provoking multiple attacks of opportunity in
spiders and their queen. These enormous layers trying to flee up t h e nearest tree.
of web are dotted with egg sacks and t he remains Poison (Ex):Bite, Fort D C 17, l d 8 Wis/ld 8
of past meals, and are camouflaged with vegeta- Wis.
tion, making them hard to spot even from t h e Web (Ex): Saber spiders may create and use
ground below t he trees. Saber spiders' territory webs as monstrous hunt i ng spiders of the same
is often marked by deep gashes i n t he sides of size as themselves. See Chapter 3 : Vermin i n th e
CREATURE COLLECTION 111: SAVAGE BESTIARY

MM for more information o n monstrous spiders h u n t or fight. If a queen is killed, t he eldest non-
webs. reproductive female transforms into a queen over
All-Around Vision (Ex): Saber spiders l d 4 weeks.
eight compound eyes allow t hem to see in all Implant (Ex): O n c e per week, t h e saber
directions at once. T hey cannot be flanked. spider queen can implant eggs i nt o a helpless
Skills: Saber spiders have a + 2 racial bonus victim as a full-round action. T h e eggs hat ch
o n Hide checks, a +4racial bonus o n Spot checks, within 7 2 hours, dealing 2 points of Constitu-
and a +8 racial bonus o n Climb checks. tion drain t o t h e host, and begin to feed o n t he
* W h e n moving i n their webs, saber spiders fluids of t h e host creature, dealing another 2
have a +8 racial bonus o n Hide and Move Si - points of Constitution drain each day until t he
lently checks. host is slain. T hree days after death, a juvenile
spider emerges (10% chance t hat two emerge)
Saber Spider Queen from t he husk and grows i nt o maturity i n under
Saber spiders possess a social order similar a year.
to th at of ants and bees. Communities consist of T h e eggs in a host creature can be destroyed
8 to 16 mature spiders with a like amount of w i t h a successful DC 20 Heal check, requiring
juvenile spiders and a single queen. Located i n a 10 minutes and dealing 2d6 points of damage to
central chamber, t h e queen cocoons and t h e host, or by a remove disease or heal spell.
embeds eggs into Hatchling spiders in t he
live victims. A n creature can only be
egg sac hatches killed w i t h a limited
i n t o h u n d r eds of wish or similarly powerful
l a r v a e t h a t s l ow l y
consume the host as they
mature i n o n e to two
weeks; t h e young spiders t h e n
begin to feed on one another, so
th at usually only 1 or 2 survive t o
leave t h e host. T h e queen normally
remains i n t h e web hive with 2 t o 4
of th e largest saber spiders of t he
hive in her nest.
T h e queen is t h e only fertile
female i n a hive; t h e others are
males o r n o n- r epr oduct i ve fe-
males. O n l y i n t h e direst of
circumstances does t he queen
CREATURE COLLECTION 111: SAVAGE BESTIARV

Stonnwjng
MecliunMagrc$Beast leave these birds to roam the land as they must, reaping the
Hit Dice: 4d&4 (22 hp) benefits by following in their glorious wake.
lnitiahe +7 Stormwings are ~ t u r a enemies
l of the storm phm-
speed: 30 Ft. (6 squares), fly 200 Ft. (petfed) nixes, and battles between these creatures were the stuff of
AC: 22(+7 Dex,+5 natural), touch 17,flat-footed legends, said to rage for days on end, followingstorms across
15 the continent of Asherak These battles have grown rare
+41+6 since the decline of the storm phoenix, but can sometimes
Claw +11 melee(ldb2) still be observed, lighting up the night sky for miles around.
2 claws +11 melee (ld6+2), bite +6 melee
(ldbl) Combat
5Ft.I5 Ft.
Stormwings disdain combat in all forms, preferring
Energy transference
Darkvision60Ft.,imrnunities,low-light vision, instead to use their majesty and beneficial talents to con-
resistance,scent, telepathy 100 ft., uncanny vince would-be foes to lay down arms. They fight with great
dodge,weather sense ferocity to protect their young, however, and will show no
S2Ms Fort +5,ReF+11,Will +5 mercy to enemies who threaten the lives of their life-long
Abili Str 15, Dex24, Con 13, Int 9,Wis 16,Cha 24 mates. Onthesedireoccasions, thestormwingwillmakeuse
skills: Hide t8,Listen +5,Move Silently +8,Sense of its potent ability to absorb and transfer energy and use
Motive t5,Spot +4 against foes. For this reason, stormwingsoftenstore a littleof
F& Flyby Attack, Hover, Weapon Finesse' the energy they absorb flying through storm clouds in
Temperateandwwmdeserk,plaim, hillsand preparation for releasing thunderous blasts of electricity at
mountaim
potential opponents later on.
Solitaryor pair
4 Energy Transference (Ex): When a stormwingtakes
None energy damage (damage from acid, cold, electricity, fire or
usually neutral sonic), it can store the energy damage for use elsewhere.
5-8 HD (Medium) Energy to which the stormwinghasno resistancestill inflicts
damage,but can?xstorednonetheless.Thetotalamountof
energy damage stored in this way can-
A great birdflies out of the clouds. It looks something
like a giant eagle, with black and silver-striped feathers.

Description
In the blasted wastelands of Asherak, few native
creaturesare so prized as birds known as stormwings.Natives
and shamans of the land believe stormwings to be gifts of
Denev, whom others believe has forsakenAsherak entirely.
The primary reason for the creatures' value lies in the fact
that they are harbingersof rain ma land of parched
throats and souls. When a weary traveler sees
one of these beautiful birds flyingoverhead,
he knowsthat rain is sure to follow;if it does
not, then he knows that he is to follow the
bud, as it will surely lead him to water. Few
understand the bird's connection to water and
weather svstems. and few care. Thev onlv know
I ,

it is a blessing.
These beliefs, of course, have led some bands
of nomads astray, as evil forces use the stormwing
and its reputation to their advantage when stag-
ing ambushes and drawing in unwitting prey.
The buds themselves are often left to their own
devices, though; in the exceedinglyrare case that a
stormwing is taken into captivity, its connection to
land and its weather seems to wane over time. And
event, they are capricious and difficult to control, mdmlg
them terrible prisoners. Instead,enterprisingdesert-dwellers
CREATURE C O L L E C T I O N 1 1 1 : SAVAGE BESTIARV

not exceed the birds maximum hit pomts. Energy damage Resistance (Ex):Stormwingshave cold resistance 20
in excess of this total is lost. and fire resistance 20.
Stored energy can be released as a dlscharge of electric- Uncanny Dodge (Ex):Stormwingscannotbe flanked
ity, either as a ranged touch attack (up to 60 feet) or oraught flat-footed.
automaticallyfollowinga successfulmelee attack. All stored Weather Sense (Ex):These birds are possessed of an
energy damage must be released in thls fashion, but once it unerring sense of/&e&s weather pattern, especially as
lsdischarged,thestormwingcanbeglntoaccumulateenergy they relate to rain. Thisability directs them to the nearest
damage again. A n y energy not used drains at a rate of five gathering clouds or to the nearest substantial volume of
points per hour until it is all gone. water, whichever they wish to find at that moment.
Immunities (Ex):Stormwings are immune to paraly- Skills:Stormwingshavea+8racialbonustoListenand
sis,poison and polymorph effects, as well as wind, water and Spot.
electricity spells and effects.

Sun Fjend
LargeMonrbnusHmanoid that bristle with spikes and irregularities. The creatures
Hit D i 10d8+70 (115 hp) eyes are small, black slits, its nostrils tiny pinpricks,
Initiative: +l and its mouth can be completely sealed -all adapta-
speed: 40 R.(8 squares), burrow 5 ft. tions to the harsh climates in which these creatures
AC: 23(-1 size,+l Dex,+13natural),touchlO,flat- live. Their heavy claws can bring down prey or tear
Footed22 apart carrion, which forms a large part of the sun
+10/+22 fiends diet.
Claw +17 melee (ld10+8)
Sun fiends are highly territorial, fiercely defending
2claws+17melee(ldl0+8)and bite+lZmelee
(2d6t4) their chosen region against all interlopers, including
10RJ10 ft. other sun fiends.During the briefbreeding season (in the
Spell-like abilities coolest parts of the desert winter), female sun fiends
Glare sight, resistanceto fire 20, regenerate wander through males territories until they find a male
5,scent, solar might, vulnerabilityto cold that they cannot defeat in ritualized mock-combat.
Fort +lo,Ref +8,Will +8 After the breeding season, sun fiends return to their
Str 26, Dex 13, Con 25, lnt 6, Wis 13, Cha 10 solitary lifestyles. The female buries her single egg in the
Climb+Q,Hide-l*,Jump+17,Listen+5,Move sand, where it hatches at the height of summer. Young
Silently +6,Spot +5, Survival +3* sun fiends emerge from their nest as small but fully
Diehard. Dodae. Endurance. Power Attack
1 4 ,

Warm desertand plains

Standard

LerdAdjusbnent:

covered in heavy scales that


studded with spikes and spines, it

hands.

Sun fiends are tall


scaled humanoids that
live in the hottest re-
gions of Termana and
Asherak. Their bod-
ies are covered with
heavy, scaly plates
CREATURE COLLECTION I l l : SAVAGE BESTIARV

developed versions oftheirparents, and are already quite Spell-Like Abilities: 3/day-sunbeum (daytime
capable of defending themselves. only; empowered, DC 17); l/day-sunbunt (daytime
These creatures are a constant hazard in the arid only; empowered, DC 18).Caster level 15th. The save
regions of their homelands, where they plague caravans, DCs are Charisma-based.
travelers, and nomads unlucky enough to wander into Glare Sight (Ex):Sun fiends cannot be blinded by
their territories. bright lights and are immune to gaze attacks.
Regeneration (Ex):Acid and cold deal normal
Combat damage to a sun fiend. A sun fiend that loses part of its
Sun fiends are highly aggressive, but are less likely body mass can regrow it in 3d6 minutes. Holding the
to attack during the morning and evening hours or at severed portion against the mass causes it to reattach
night. Travelers who pass through their territories at instantly.
those times can usually escape the sun fiends attentions, Solar Might (Su): Sun fiends are mightier when
but those caught in sun fiend lands in the hours just the direct light of the sun shines down on them. When
before and after high noon usually find cause to regret it. they are outdoors, from 2 hours before high noon until 4
Sun fiends begin their attack with a sunbeam or hours after, sun fiends gain +4 to Strength and Consti-
sunburst, using the ability that damages the most foes at tution, +2 to AC, and DR 3/-.
one time. They then wade into combat, using their sun- Skills: Sun fiends have a +2 racial bonus on Move
enhanced powers to tear apart warriors and armored foes Silently, Listen, and Spot checks, a +4 racial bonus on
first, then turning their attention on spellcasters. Hide checks, and a +6 racial bonus on Jump checks.
*In desert terrain, sun fiends have a +8 racial bonus
on Hide checks. They have a +2 racial bonus on Survival
checks when tracking by scent.

Swarm, Bee Combat


A bee swarm tries to surround and attack any
4d8 (18 hp)
creature that disturbs the peace of the hive. The
+4
5 R. (1 square), fly 40 R. (good) swarm deals ld6 points of damage to any creature
22(+8size,+4Dex), touch22, flat-footed 18
whose space it occupies at the end of its move.
+3/- Distraction (Ex):Any creature that begins its
Swarm (ld6 plus poison) turn with a bee swarm in its space must succeed at a
Swarm (ld6 plus poison) DC 12 Fortitude save or be nauseated for 1 round. The
10R./O Ft. save DC is Constitution-based.
Distraction, poison Poison (Ex):Injury, Fort DC 12, ld2 Dex/ld2
Darkvision60 R., immunityto weapon dam- Dex.
age,swarm traits, vermin traits
Skills: A bee swarm has a +2 racial bonus on
Fort t4, Ref +5, Will +1
Spot checks.
Str 1, Dex 19,Con 10, lnt -, Wis 10, Cha 2
CREATURE COLLECTION 111: SAVAGE BESTIARY

Swarm,Dunefish lizards are anything but tasty, with leathery, oily flesh that
DiminutiveMagicalBeast (Swam)
6d10+6 (34 hp)
is hard to chew and swallow.
+8
30 ft. (6 squares), burrow 40 ft. Combat
18(+4size,t4Dex), touch18,flat-footed14 Dunefishes' streamlined bodies are extremely well
+6/- adapted to burrowing beneath sand. They travel in
Swarm (2d6) swarms of well over 1,000individuals, attacking any
Swarm (2d6) prey they encounter. A successful DC 18 Spot check
10 ftJ0 ft. or a DC 18 Survival check is required to see the sand
Distraction displacement caused by an approaching school; char-
Blindsense 30 ft., darkvision 60 ft., immunity acters native to the Desert of Onn or who have at least
to weapon damage, sand swimming, swarm
5 ranks in Knowledge (nature) gain a + 2 synergy bonus
traits, tremorsense120 R
on the check.
saves Fort +6,Ref +9,Will +3
Abili Str 3, Dex 18,Con 12, lnt 1, Wis 12, Cha 5 Dunefish have no interest in treasure. Some desert
So
lk Jump+14, Listen +6, Spot +6 nomads have become experts in following these schools
F& Alertness, lmproved Initiative, Skill Focus and plundering the riches remaining after caravans or
(Jump) small groups are attacked and stripped bare, leaving
Warm desert their valuables lying in the bloodied sand.
Solitary, side (2-4 swarms), school (5-8 A dunefish swarm deals 2d6 points of dam-
swam)
age t o any creature whose space it occupies at
4
t h e end of its move.
None
Always neutral
Distraction (Ex):Any creature t h a t begins
None its turn with a dunefish swarm i n its space must
- succeed a t a DC 14 Fortitude save or be nause-
a t e d f o r 1 r o u n d . T h e s a v e DC is
The sand shifts, then erupts into a horde of tiny Constitution-based.
creatures as smooth-scaled lizards leap out to tear at your Sand Swimming (Ex):Dunefish can swim through
flesh with their tiny teeth. sand as fish swim through water. This ability does not
allow them to move through solid rock or even loosely
Descrjption compacted soil. They are not subject to suffocation
The O n n Desert has been plagued by swarms of while sand swimming and have an effective burrow
diminutive reptiles for centuries, beasts cunningly speed of 40 feet. They can use the run action while
adapted to swim through the sand dunes and leap from sand swimming, provided they move in a straight line.
concealment to attack unsuspecting prey. Though Skills: Dunefish have a +4racial bonus on Jump
they are actually small lizards, these creatures are checks. They use their Dexterity modifier instead of
called dunefish due to their similarities to voracious their Strength modifier for Jump checks.
predatory fishes.
I t is uncertain just
what attracts these tiny rep-
tiles - some say it is the
scent of living things, oth-
ers the vibrations that they
make while walking, and
still others believe that they
are attracted to the hope-
less souls of those dying of
thirst. This last is especially
ironic, for dunefish require
very little water themselves.
Dunefish are also used
as a food source by some
desert tribesmen, though
capturing them is risky.
While nutritious, the tiny
CREATURE COLLECTION 111: SAVAGE BESTIARY

Swam, Gjlings recognize the low, thrumming hum made by a


22d8 (Whp) swarm o n t he move, and quickly move to shel-
+3 ters or flee t h e area.
5 R.(1sqwre), fly 40 ft. (average) A swarm of gilings can devour a man in
21(+8size, +3Dex), touch 21, flat-footed 18 moments, leaving a neatly stripped skeleton in
+16/- its wake. T h e swarms resemblance to a moving,
Swarm (36) predatory sandstorm has given rise t o many tall
Swarm (M6) tales of evil wind spirits and sand demons that
10 ftJ0 ft. scour t h e desert, preying o n t h e unfortunate.
Distraction, ravenous Slain victims often leave behind treasures and
Darkvision60 ft., immunityto fire, immunity possessions, which t he desert natives eagerly
toweapondamage,swarmh-dlk,vermintraits
h u n t and plunder.
Fort +2, Ref t1,Will +2
Str 1, Dex 16, Con 11, Int -, Ws 10,Cha 2
A giling swarm deals 5d6 points of damage
- to any creature whose space it occupies a t the
- end of its move.
Warm desert Ravenous (Ex): In addition to dealing dam-
Solitary, storm (2-6 swarms), or tempest age to living creatures, a giling swarm eats
(7-15 swarms) anything organic in nature, dealing 5d6 points
11 of damage to all objects of cloth, leather, wood,
None etc. that is in its space at t he end of its move.
Always neutral Distraction (Ex): Any living creature that
None begins its turn with a giling swarm i n its square
-
must succeed on a DC 2 1 Fortitude save or be
nauseated for 1 round. T h e save DC is Constitu-
What at first seemed to be tiny grains of wind-blown
tion-based.
sand are actually thousands upon thousands of tiny mite-
like creatures that swarm in a single mass, searing your
flesh.

Description
O n e of t h e most feared of all
creatures of Asherak is also the
smallest and most inconspicu-
ous. Known as t h e gilings or
doom dus t , t h e s e c r e a t u r e s
seem a t first glance to be not h-
ing more t han grains of sand
carried o n t h e wind. Their form,
however, is far from representa,
tive of the terrible danger they
pose.
Gilings are tiny mite-like
creatures t h a t congregate to,
g e t h e r i n t h e h u n d r e d s of
thousands, even millions, blow-
ing along i n a veritable storm of
living sand that devours all it
encounters.

Combat
Giling swarms are always 01
t he move. T hey are eternally
hungry and will consume any
organic matter, living or dead.
Desert natives have learned to
CREATURE COLLECTION 1 1 1 : SAVAGE BESTIARY

Swam,Glutton Locust
Tny Vermin (Swarm) Distraction (Ex):Any living creature that be-
Hit Dice: lld8+22 (71 hp) gins its turn with a glutton locust swarm in its square
lnitiatk +3 must succeed on a DC 17 Fortitude save or be nause-
speed: 10ft. (2 squares), fly 60 ft. (pwr) ated for 1 round. The save DC is Constitution-based.
AC: 16(+2size,+3Dex,+l natural), touch15,flat- Gluttons Madness (Su):Anyone within30 feet
footed 13 of a glutton locust swarm must succeed at a DC 16
+ai- Will save or spend the next ld4 hours (assuming he
Swarm (M6) survives that long) consuming whatever food and
Swarm (36) drink he can find. If none is available, he immediately
10R./O ft. moves toward the closest edible substances of which
Distraction,Gluttons madnen
he is aware or that he might presumably expect -
Darkvision60 ft., half damage from slashing
and piercing, swarm traits, vermin traits
slaughtering and eating cattle and devouring unripe
Fort +Q, Ref +6,Will +4 crops, attacking settlements, etc. If none of these
Str 3, Dex 17, Con 14, Int -, Wis 12, Cha 5 items is available, victims of the Gluttons madness
Listen+lo, Spot +10 may make a second D C 16 Will save; those who
succeed sit and gnaw at leather boots, backpacks,
Warm desert and plains pieces of wood, etc., while those who fail try to kill
SoIitary,cloud(2-7swam), orplague(11- their companions or any passersby they encounter in
20 swam) an attempt to engage in cannibalism.
6 A remove curse will remove these effects. Those
None who save against the madness are immune to its
Always neutral
effects for 24 hours. The save DC is Wisdom-based.
None
Skills: A glutton locust swarm has a +4 racial
bonus on Listen and Spot checks.
Dozens of foot-long grasshoppers swarm through the
air. Their razor-sharp mandibles slash at flesh, leather,
cloth, anything that is even vaguely edible.

Descrjption
Spawnofthe titanGaurak,gluttonlocustsarejustone
of many hazards to travelers on the vast continent of & : v
Asherak. These 12- to 15-inch long insects have an
insatiable appetite and will eat anything: grain, h i t , or
flesh.Glutton locust swarmscanturn
s-
&a
a caravan to bones in ten minutes or
less and devour an entire seasons
crops in an hour.
The swarmsalso hold asecond,more
insidious danger. Those that hear the drone
ofgluttonlocustwingshear the whispering voice
of Gaurak. Many fall into the Gluttons madness
and spend the next few hours eating whatever food is
available, often months! worth of critical supplies.
Gaurak himself could summon swarms of glut-
ton locusts,commanding them to devour all around
him and then fly directly into his maw. A number of
orc shamans are said to cast spells that allow them to
similarly control the swarms, sending them to destroy

I
rival tribes and settlements of the divine races.

Combat
Glutton locusts are not subtle. They simply at-
tack anything edible. A glutton locust swarm deals
3d6 points of damage to any creature whose space it
occupies at the end of its move.
CREATURE C O L L E C T I O N 111: SAVAGE BESTIARY

Swarm, Hive-Fly
Finevermin(swarm)
Hit Dm
i M8-3 (10 hp)
Initiative: +5
speed: 10ft. (2 squares), fly 40 ft. (good)
AC: 23(+8size, +5Dex), touch23,flat-footed
18
BaseAWGappk +2/-
AttZdC Swarm (ld6)
FdIAttadc Swarm (ld6)
spdReadl: 10RJO ft.
SpecdAttada: Distraction Hive-flies are a breed of large biting fly, not unlike a 1-
SpeCdQudlties Darkvlsion6o Immunib to weapon
ft.7
damage, swarm traits, vermin traits
inch-longhorseflyorbottleflyinappearance.Theytypically
make their home in themottledand ridgedhide ofahiveskin
k Fort +2. Ref +6.Will +1
& t i Str 1, Dex 20, Con 8,lnt -, Wis 10, Cha b.).
7
L

skik Listen +7,Spot +7 Combat


Feats - A hive-flyswarmtries to surroundand attack any living
E n v i m Warm desert thiig that approaches within 40 feet of its hive. A swarm
orgall& Solitary, pair, ci- hive (3-6) deals ld6 points of damage to any creature whose space it
mlengew 1 occupies at the end of its move.
Treanre: None Distraction (Ex): A n y creature that begins its turn
Always neutral
with a hive-fly swann in its space must succeed at a Dc 10
AdvancementRange: None
Fortitude save or be nauseated for 1 round. The save DC is
MAdjuhenk -
Constitution-based.
A swirling c l o d of large blue-black flies fills the Skills: A hive-flyswarmhasa+4racialbonuson Listen
air, their buz$ng loud in the dry air.
and Spot checks.

Swam, Perahnjkylt
Out of the trees whrls a m s of tiny birds. They resemble
7d8-7 (24 hp) brighdy-colored t r o p d sungbirds, but they are equipped wlth &-
+3 hncdy h k d beaks. The flock swirls roeucrrd you, shneklngwlldly.
5 ft. (1 square), fly 60 ft. (good)
21 (+8size, +3Dex), touch 21, flat-footed 18 Descrjptjon
+5/- Though they are some of the smallest birds on the
Swarm (2d6)
continent, perahnikyits are easily one of the most vicious
Swarm (2d6)
predators that hunt the jungles and swamps of Termana.
10ft./O ft.
Distraction
These bright green and blue birds arequite lovely to watch
lmmunitytoweapondamage,low-lightvision, froin a safe distance (such as a scrying pool several
swarm traits
Fort +4,Ref +8,Will +3
Str 1, Dex 17,Con 9, Int 1,Wis 12,Cha 5
Listen +8,Spot +14
Alertness, Dodge, Mobility
Warm forest ci- marsh
Solitary, flight (2-4 swarms), or congrega-
tion (5-16 swarms)
3
None
Always neutral
-
-
~~

CREATURE COLLECTION 111: SAVAGE BESTIARY


&-e
hundred miles away), but their razor sharp beaks can tear The terali tell of a larger and more voracious variety of
into flesh with a ruthless efficiencythat eagles must envy. this creature, known as the perahhniteyl. So far these
As small as they are individually- littlemore than the creatureshave not been encountered by foreigners, though.
slze of a grown mans thumb -perahniiits present little
challenge by themselves. They are not particularly intelli- Combat
gent, have no magical powers, and their only weapons are A lone perahnikyit never fightsunles it is trapped, and
theirtinybeaksandtalorsOnlysickorwoundedperahnkyits even then it is capable of doing little more than giving a
are ever encountered alone, however, as these dangerous vicious scratch to a grown human. Parents of young
birds are extremely social creatures. Traveling in flocks of perahnlkyits will fly away rather than defend their eggs if *
1,000to 1,500or more, perahnkyits can take down even lsolated from the flock.
large-sizedprey without difficulty,ravenously stripping the Perahnikyits in numbers, on the other hand, do not
corpse of flesh in minutes. hesitate to attack almost any creature, whether or not it is
Perahnikyitshave very high metabolisms and thus are alone. Onceallsuitable prey insightisdead, theperahnlkyits
nearly always hungry, especially d h g molting or mating settle down to feast on the corpses until the bones are
season. Luckily, however, the majority of their flecks are completely picked clean.
fairly small (perhaps 30 to 150birds), and attack prey only Aperahnkyitswarmdeals2d6pointsofdamagetoany
very slightlylarger thanthemselves. Swarmsofthe creatures creature whose space it occupies at the end of its move.
are thankfully rare, but when they do arise they pose an Distraction (Ex):A n y creature that begins its turn
mcredible menace to local communities. For this reason, witha perahnibitswarm in its spacemust succeed at a
most Of Ternmas d E i b i t a n ~kill Perahnlkyits on 12Fortitude Save or be nauseated for 1round. n e Save
whenever possible. The gnomes of the Gamulganjus make is (&mtitution-based.
adelicioussoup fromperahnikyiteggs, and many terali wear
Skills: A perahni i t swarm has a +6 racial bonus on
necklaces of perahnkyit beaks and feathers. Spot checks.

Swam, Pojson Wjng


DminutiveVennin(Swnn) Description
Hit D i 4d8-4 (14 hp)
The poison wing is a beautiful butterfly that lives
In* +3
5 ft.(2 squares), fly 30 R.(good) o n rotting animal matter, as opposed to rotting veg-
speed: etable matter. Contact with even a single poison wing
AC: 17 (+4 +3 Dex), touch 17,flat-footed 14
PeseAWGqpk +3/- can expose a being to multiple diseases, and its bright-
Attadc Swarm (ld6 plus poison) colored wings contain a mild poison -which, when
F d Attadc Swarm (ld6 plus poison)
spaae/Readr: 10 ftJ0 ft.
SpeCdAtbdS Disease, dstradion, poison
SpeCdQudlties: Blindsense 60 Ft., immunity to disease and
poison, immunity to weapon damage, swarm
traits, vermin traits
k Fort +3,Ref +4,Will +1
Str 1, Dex 16,Con 8, lnt -, Ws IO,Cha 2
%lk: Listen +3,Spot +4
Feats: -
Envimnment: Any temperate OT warm land
Organizatim Solitary, rabble (2-7 swarms), OT multitude
(4-20)
-Rating 1
-
7 None
Always neutral
Advancement- None
LevdAdjmtmmk -

Tne s*less mass reek of com.@on and its skzn appears


to crawl withcolors. It thenk c m s e&t that theshfiingcolors
are a number of bunerfues. As you watch, a number of them
flutterfiom therotting dung and flap w a r d you.
~

CREATURE COLLECTION 111: SAVAGE BESTIARY

the creatures are encountered in a mass, can prove motion, the swarm generally flutters away again 1
deadly. The poison wing is not really an aggressive round after landing on a creature.
creature, though, and does not seek to kill to provide A poison wing swarm deals ld6 points of damage
food. to any creature whose space it occupies at the end of
Poison wings are most often found on or near its move.
battlefields or following the spread of deadly diseases. Disease (Ex):Any creature whose space is at any
They are believed to have been transformed from time occupied by a poison wing swarm is exposed to
normal butterflies into corpse-eating scavengers fol- a random nonmagical disease (see DMG, Table 8-2:
lowing the death of the titan Chern. Diseases).
Distraction (Ex):Any creature that begins its
Combat turn with a poison wing swarm in its space must
When disturbed while feeding, a polson wing succeed at a DC 11 Fortitude save or be nauseated for
swarm flutters up and around the nearest creatures. 1 round. The Save DC is Constitution-based.
However, due to the randomness of a butterflys Poison (Ex):Injury, Fort DC 11, ld4 Con and
sickened for 10 minutes/ld4 Con and sickened for
1d4 hours.

Swam,Termjte
Combat
2d8-2 (7 hp)
A termite swarm tries to surround and attack any
+5
living thing it senses. Termites are effectively blind,
Fly 20 ft. (4 squares) (average)
though they can sense creatures by means other than
23(t8size, +5Dex), touch23, flat-footed 18
+l/- the visual.
Swarm (ld6 plus 1 acid) A termite swarm deals ld6 points of damage to
Swarm (ld6 plus 1 acid) any creature whose space it occupies at the end of its
10wo ft. move.
Acid, distraction Acid (Ex):A termite swarm deals 1 point of acid
Blindsense30 ft., immunityto weapon dam- damage to any creature or wooden object or structure
age, scent, swarmtraits, vermin traits whose space it occupies at the end of its move. This
Fort +2,Ref +5,Will to acid harms only living creatures and wood.
Str 1, Dex 21,Con 9, Int -, Wis 10, cha 2
Distraction (Ex):Any creature that begins its
Listen t 5
- turn with a termite swarm in its space must succeed at
a DC 10 Fortitude save or be nauseated for 1 round.
Any temperatew warm land
Solitary or colony (3-8 swarms)
The save DC is Constitution-based.
2
None
Always neutral
Advancement- None
LevdAdjustment: -

You see a swirbng cloud of flying insects - some


dark, some pale like maggots -and all so tlny that you
cant really tell what they might be.

Descnptjon
T h e only termite swarms t hat pose a
threat to larger creatures are composed of
a variety of flying termite generally found
only o n Termana. These creatures have de-
veloped an acidic enzyme t hat helps them fight
off predators, b u t which also serves as a weapon
when they become roused t o attack.
CREATURE C O L L E C T I O N I l l : SAVAGE BESTIARY

Swarm,
Finevermin (Swam)
Hit Dice. 6d8-6 (21 hp)
Initiative: +6
speed: 10ft. (2 squares), fly 50 ft. ( g d )
AC 24 (+8size, t6Dex), touch24,flat-footed18
kAW(hf+lkZ t41-
AttadC Swarm (2d6 plus potson)
Full AttadC Swarm(2d6 plus poison)
space/Reech: 10ftJ0 ft.
SpecdAttadcs Distraction,poison
SpecdQudi Darkvision60 ft., immunityto weapon dam-
age, swarm traits, vermin traits
k Fort +4, Ref +8, Will +2
Abili Str 1, Dex 22, Con 9, Int -,WE 10,Cha 2
Skills: Listen t6, Spot t7
Feats: -
Any temperateor warm land
Orgmizatiar: Solitary, nest (2-3 swarms), or grist (4-7
swarms)
3
None
A wasp swarm tries to surround and attack any livlng
Always neutral
thing itdacovers.Aswarmdeals 2d6pointsofdamagetoany
None
- creature whose space it occupies at the end of its move.
Distraction (Ex):A n y creature that begm its turn
A deep, angry drone warns you of the approach With a swarm its space must succeed at a
of a dark cloud of wasps. Fortitude save or be nauseated for 1round. The save Dc is
Constitution-based.
Descrjp t j on Poison (Ex):Injury, Fort Dc 12,ld3 Dex/ld6 Dex.
Awaspswarmisadeadlycloudofdark,vicious,stinging Skills: A wasp swarm has a +2 racial bonus on Listen
tnsects that seeks to kill any creature it encounters. and Spot checks.

Tent Bird
MediiMaglcalBeast AhrmcementRange: 5-12 HD (Large)
Hit D i 4d10c8 (30 hp) LeVdAdj&ne.& -
Initiative: +3
speed: 50 ft. (10 squares) A tall creature with pure white feathers and heawy,
AC: 15(+3 Dex, t 2 natural), touch 13, flat-footed well-muscled legs, it is built like aflightless bird. The wings
12 are nonetheless large and well-feathered, and as the crea-
+41+7 ture settles down to rest, you see that these wings fold in
Talon +7 melee (2d4t3)
an odd manner.
2 talons +7 melee (2d4+3) and bite +2 melee
(ld6+1)
-
Descnptjon
Low-light vision, sheltering wings, subsonic Few mounts are more valued among the tribes-
call men of the Desert of O n n than the tent bird. It is
Fort +6, Ref +7, Will +2 hardy, needs little water to survive, remains perfectly
Str 16, Dex 17, Con 15, lnt 3, Wis 12, Cha 8 happy consuming lizards and cacti for nourishment,
Listen+4, Spot t 5 and crosses the sands without complaint on its two
Alertness, Endurance mighty legs. Yet Ubantu tribesmen prize these birds
Warm desert most highly for their large wings. Though the birds are
Solitary, pair, camp (3-6), or flock (7-12) flightless, their wings nevertheless serve an important
2 function: When a sandstorm threatens, the tent bird
None crouches down and folds its wings around itself (and
Always neutral its rider, if it has been well trained), like a tent. With
CREATURE COLLECTION 111: SAVAGE BESTIARY

sturdy wings locked in place like a domed canopy, it cluding the tent bird itself) the benefit of fire resis-
safely weathers the deadly storm. tance 5.
So beloved are the tent birds by some Ubantu Though the tent-bird is vulnerable to attack
that they ask that their mount pass with them into while it remains in this posture, anyone within its
death; Ubantu chiefs traditionally pass into the after- wings has improved cover. In the wild, the tent bird
life with their tent birds wings protecting them as the uses this ability to protect its chicks from sandstorms
funeral pyre catches flame. or the vicious desert heat.
Subsonic Call (Ex): If trapped beneath the
Combat desert sands, a tent bird gives out a throaty subsonic
If trained to fight, the tent birds serrated beak call. All tent birds or other creatures with extremely
(normally reserved for splitting open cacti and other acute hearing can make aListencheck (DC 10 + 1per
tough desert plants) can be used to deadly effect; its 500 feet beyond a quarter-mile) to hear the trapped
natural response is to kick and claw at predators. tent bird. Even wild tent birds always come to the aid
Sheltering Wings (Ex):As a standard action, a of such a bird unless large predators are known to be
tent bird can lift and spread its wings, creating a tent- in the area, and help to dig the trapped bird out with
like dome around itself large enough for itself and 1 their powerful legs and splayed talons.
Medium, 4 Small, 16 Tiny, 32 Diminutive, or 128 The wise rider, trapped under the sand with his
Fine creatures. The birds remarkable physiology tent bird, rations his food and water carefully while
maintains the temperature within its wings at a level waiting for aid and shares it with his faithful mount.
comfortable for beasts and humans, as well as allow-
ing it to support an incredible weight of sand that Green-Beaked Tent Bird
covers it. Further, a unique oil secreted into the birds The green-beak is a variety of tent bird that dines
CREATURE C O L L E C T I O N 111: SAVAGE BESTIARY
ze
Thunderbones and ease of construction has a few drawbacks -it can
Largec* normally only understand a single command in the
Hit Dice: ?d10+30 (79 hp)
Initiative: +6 form of a straightforward sentence no more than a
40 ft. (8 squares) dozen words in length, such as Defend me against all
speed:
AC: 20 (-1 size,+ZDex,+? natural),touch11, flat- who assault me or Slay all who enter here, but dont
footed 18 harm me or my wife.
BaseAttadJGapple: +6/+15 The constructs long, bladed claws have a critical
AttadC Claw+lOmdee(ld8+5/1?-20 plusld6dec- threat range of 19-20 and deal double damage on a
tricity) successful critical. The earliest thunderbones all had
FdAttadC 2 claws +10 melee (ld8+5/1?-20 plus Id6 shockingburst claws, but new variants exploiting other
electricity)
magical energy types have been growing in frequency.
10FtJlO ft.
Magic claws, shockingburst Magic Claws (Su): A thunderbones claws are
Construct traits, damage reduction 5/ada- considered magic weapons for the purpose of pen-
mantine and bludgeoning, darkvision 60 ft., etrating damage
~ - reduction.
spell resistance14 Shocking Burst (Su): A
saves: Fort +3, Ref +5, Will +3
Abili Str 20, Dex 15, Con -, Int -, Wis IO,Cha
1
Any land or underground
-
ImprovedInitiative
Solitary, pair, or patrol (3-6)
7
None
Alwaysneutral
7-16 HD (Large); 17-24 HD (Huge)

The creature looks like a large humanoid skel-


eton made entirely of black iron. The bones are
covered with small silver runes, each painstakingly
etched . *

Descnptjon
These impressive constructs are a rela-
tively new creation. Thunderbones have been
appearing more and more recently in the homes
and workshops of the youngest generation of
accomplished spellcasters, particularly those
of Hollowfaust. Although the ritual involved
in their creation is complex, the relative cost
is low compared to that of most other con-
structs, and the concept itself is simple:
transform a large animated skeleton into a
construct of animated iron, and bestow magi-
cal abilities upon its bladed claws.

Combat
Thunderbones are implacable and utterly
loyal, obeying only their creator. Once set in
motion, they pursue their goals relentlessly
unless their creator is on hand to prevent
excessive violence, or unless their instructions
explicitly limit their actions.
This last can be rather tedious and diffi-
cult, for thunderbones relative inexpensiveness
CREATURE COLLECT O N 111: SAVAGE BESTIARY

Constructjon Variant Thunderbones


Forming a thunderbones body requires the skel. If a creator wishes to make a thunderbones with
eton of a Large (or in some cases Huge) humanoid, weapon enhancements other than shocking burst,
monstrous humanoid, or giant, as well as a sufficient simplyreplace the lightningbolt spell requirement with
quantity of purified iron and other rare or precious the appropriate weapon enhancement prerequisites.
metals. To construct the body properly, the crafter Typically, these are limited to energy damage en-
must make a DC 16 Craft (alchemy) check and a DC hancements, b u t theoretically any weapon
14 Craft (armorsmithing or weaponsmithing) check. enhancement could be used. If the total enhance-
CL 10th; Craft Construct (see MM, Chapter 6), ment bonus would be greater than +3, add half ofthe
Craft Magic Arms and Armor, animate dead, bone total cost for the weapon enhancements to 18,000 gp
construct?, lightning bolt, limited wish, creator must be for the revised price of the Construct, and calculate
10th level; Price 18,000 gp; Cost 9,360 gp + 720 XP. the material and XP Cost from the new price.
? This spell is found in Hollowfaust: City of
Necromancers.

Tobaryl
SmdlAnii Tobaryl are incredibly graceful when flying
Hit D i M8 (13 hp) through the air -weaving, banking, and pirouetting
lnitiatk +3 around vines, trees, and other obstacles. When forced
speed: 10 ft. (2 squares), climb 10 ft., 40 ft. to move on land, they are slow and clumsy, and they
(average> prefer not to do so.
AC: 15(+1size,+3Deq+l nahl),touch14,flat-
footed 12
Unlike ordinary snakes, tobaryl have an excel-
+2/-2 lent sense of sight, using their oversized eyes to spot
Bite + 6 melee(ld4 plus poison) prey from high altitudes. This acute sight also com-
Bite +6melee (ld4 plus poison) pensates for their lack of normal hearing. Though
5 ft. 15 ft. they can sense vibrations, tobaryl are deaf, relying
Poison, wing blast instead on their other senses to guide them to prey
Immunitytosonic, keensight,low-light vision, and escape predators.
scent
Fort +3, Ref +6, Will t 2 Combat
Str 11, Dex 16, Con 11, Int 2, Wis 13, Cha 7 When attacking alone, a tobaryl swoops down
Balance +12, Climb +12, Hide +13, Search t1, through the cover of the jungle trees, moving to pick
Spot +10
off a lone or separated target by knocking it down with
FlybyAttack, Weapon Finesse
its wing blast and then using its poisonous bite. The
Warm forest
Solitary, pair, n i t (3-6)
tobaryl then attacks using Flyby Attack until its prey
2 is helpless, and finally moves in to finish the creature
None off.
Always neutral

LeVdAdjdmenk -

A snake-like creature sweeps


down from the trees. It has wide,
brightly-colored, batlike wings and at-
tacks with small, needle-sharp teeth.

Descnptjon
Tobaryl are flying reptiles that resemble
colorful snakes with large webbed wings. Native to
the jungles of Termana, they dwell in the high
forest canopy, swooping down through the
dense trees using their keen eyesight to guide
them toward prey animals. To most natives of
Termana, the sight of a tobaryl circling in the
air above is considered a bad omen.
CREATURE C O L L E C T I O N 1 1 1 : SAVAGE BESTIARY

Tobaryl normally do not attack groups of crea- save, it must then make a DC 11 Fortitude save or be
tures or prey larger than themselves unless traveling deafened for 2d4 rounds. The save DCs are Constitu-
in a flight; even then, they will only attack creatures tion-based.
up to one size larger than themselves, and only if they Creatures with no discernible head or no sense of
outnumber their foes. hearing cannot be affected by this ability.
Tobaryl are deaf and automatically fail all Listen Keen Sight (Ex): A tobaryl ignores figments and
checks. glamers. Its vision in low-light conditions is three
Poison (Ex): Bite, Fort DC 11, ld4 Str/ld4 Str. times as effective as that of a human, so if a human can
Wing Blast (Ex): As a standard action, a tobaryl see 2.0 feet in low light, the tobaryl can see 60 feet.
can slap its wings together quickly around the head of Skills: Tobaryl have a +4 racial bonus on Hide
a creature no more than one size larger than itself, and Search checks and a +8 racial bonus on Balance,
creating a remarkably loud noise and possibly stun- Climb, and Spot checks. They can always choose to
ning its prey. The affected creature must make a take 10 on Climb checks, even if rushed or threat-
successful DC 11 Reflex save or be stunned for 1 ened. They use their Dexterity modifier instead of
round and knocked prone. If the creature fails this their Strength modifier for Climb checks.

Unbegotten
incap capo re$) fromChemscursewhile still in their motherswombs. They
Hit Dice: 8d12 (52 hp) are now malevolent beings that hate the living -particu-
Initiative: +3 larly livlng children - and haunt the ancient manors of
speed: Fly 50 ft. (10 squares) (perfect) their parents.
AC: 18 (+1 size, +3 Dex, +4 deflection), touch 18, Though normally ethereal, unbegotten can manifest
flat-footed 15
and take on the appearance of elven children, sometimes
BaseAttaddGqple +4/-
thgrotesque and exaggerated features.They can
AttadC Incorporeal touch +8 melee(ld6 Con drain)
create a number of illusory effects, and their
FullAttadc lncorporeal touch t8 melee (ld6
Con drain) favorite activity is leading the inhabitants
+
*dA*
5 ft.15 ft.
Constitutiondrain, spell-like abilities
of their dwelling place to their deaths.
Theywillnot tolerate the presenceof
SpecdQudltieS: Bound, darkvision60 ft., elf traits, incorpo- children and try to kill them imme-
realtraits, low-light vision, undead traits, +4 diately,framing a living adult for the
turn resistance deed if possible -preferably one of
saws Fort +2,Ref +5,Will + 8 the parents. They often avoid kill-
Abili Str -, Dex16, Con -, Int 12, Wis 14, Cha ing parents, instead choosing
18
to dnve them insane slowly
slok Bluff +15, Diplomacy +8, Disgulse +4 (+6
acting), Hide+14,lntimidate+14, Listen+ll,
over a period of years.
Search+lo, Seme Motive +lo,Spot +11
F& Blind-Fight, Dodge, Mobility
Any land or underground
Organization: Solitary or pair a child brought into the
mlengemng: 8 household, but instead be-
T m Standard come the childs invisible
Always chaotic evil friend and condition the
Ahrancement- 9-16 HD (Small) child over a period of time
LevdAdjustment: - tobecome ahomicidalpsy-

Though it might be a n elven child, this creature has


the air of the unnatural about it. Its features are exagger-
ated and its expression is sad and mournful. It shimmers
slightly with an unearthly luminance.

Descnptjon
For the forsaken elves of Termana, the unbegotten
are the insult added to mjury. Closely related to forsaken
spirits (q.v.),theyarethespiritsofelvenchildrenwhodied
CREATURE COLLECTION I l l : SAVAGE BEsTlARV

Combat
If possible, an unbegotten uses its powers of illusion to (DC15), pest&itation, vmhiloqtclsm (E15); 3/&y-
lead opponents to their doom. Favorite tactics include cause fear (E15), minor imuge (E16),misdirecm (E
convincmg allies that they have betrayed each other, con- 16);l/day--majorimage(Dc17).Casterlevel8th.Thesave
vincing individuals to enter dangerous situations, creating Dcs are Charisma-based.
false railings and floors, and making poisoned food look like Bound (Ex):Unbegotten are bound to the manor or
safe. lands of their elven parents. They can roam the focal
Ifdrawnintoactualcombat,unbegottendart quickly in smcture and any adjacent buildings and grounds, but they
and out of combat, using their sue and mobility to avoid c m o t move beyond that area.
opponents and land touch attacks Rejuvenation (Su): If anunbegotten is destroyed,roll
Constitution Drain (Su): Living creatures hit by an ld20 plus the unbegottens HD against a Dc of 16. If this
unbegottensincorporealtouch attack must succeed at a Dc check is successful, the unbegotten reforms after 2d4 days
18 Fortitude save or take ld6 points of Constitution drain. have passed. The only guaranteed way to be rid of an
The save Dc is Chansma-based. With each successful unforgottenis todestroy itwithdivine (holy)damage in the
attack, the unkgotten gains 5 temporary hit points. presence of both of its parents.
SpelLLike Abilities: At will-chd/wumth*, &tort
shadow, false fl...r:,ghost sound, mage hand, siknt imge

Wjndjgo
LargeoUtsider(Cdd, Evil Incapore$,Native) Glutton, they buried him deep under the cold northern
Hit D i 10d8+30 (75 hp) wastes. Because of this, his foul essencetainted thme Ian&. It
Initiative: +4 issaidthatanythiigbeingintheregionwhotastestheflesh
speed: 3 0 ft. (6 squares) of another -whether intentionallyor not -is possessed by
AC: 12 (-1 size, t 3 deflection), touch 12, flat- the taint of G a u d and transformed into a windigo.
footed 12
Windigo roam the northern wastes,ravenouslyslaying
BaseAWGqpk +lo/-
all those unfortunate enough to cross their paths, and their
Attrk: Incorporealclaw +11melee(ld6 plus ld4 cold
and ld4 Strength drain) fearsome howl echoes in the long night of the northern
FdAtc#k: 2 incorporealclaws t11 melee (ld6 plus ld4 climes, filling the hearts of natives with fear. Eking incorpo-
cold and ld4 Strengthdrain) and i n c o r p a l real, they cannot devour the beings they kill, of course,
bite +8 melee (ld6 plus ld4 cold and ld4 which only serves to make them more ravenousandhostile.
Strengthdrain)
Certain wicked northern shamans are said to be a-
space/Reedr 10ft./lO ft.
pable oftrappingawindigospiritandusing it topossessorslay
SpecldAttadcs Breath weapon, malevolence,scream
a chosen victim.
SpecdQUdiies: Cold subtype, darkvision 60 ft., incorporeal
traits, regeneration5, scent
saws Fort +lo, Ref t7, Will +8
Combat
AbLlii Str -, Dex 11, Con 17, Int 5, Wis 13, Cha 16 Although not very intelligent, a windigo is a canny
skills: Hide +, Listen +lo,Move Silently +lo, Spot hunter, stalkingprey fromadistance.It will always try to pick
+lo, Survival+11 off lonescoutsorweakerpartymembers. Once it does attack,
Feetr: Improved Initiative, Multiattack, Track, it keeps fighting until it or its prey is dead.
Weapon Focus (claws)
BreathWeapon (Su):Every ld6 rounds,40-foot cone,
Cold mountainsor plains
Chyallh Solitary
1Od6 cold (Reflex DC 18 haw. The save DC is Constitu-
8 tiombased.This ability affectsonly creatureson the Material
mlengewng Plane.
Treanre: Standard
Alignment: Always evil Malevolence (Su): Once per round, a windigo can
Advancementh 11-18 HD (Large); 19-30 HD (Huge) merge its body with a creature on the Material Plane. This
LwdAdjusbr#nt: - ability is similar to the magicjm spell (caster level equals the
windigosHD),except that it does not require a receptacle.
Amuscularhumanoid, over lOfeettaU, standsbeforeyou. To use this ability, the windigo must try to move into the
It is coweredinshugpyfir, but it hunairofhungerhtit, gaunt targetsspace; this does not provoke attacks of opportunity.
and s d - in fmt, it seems trunslucent. As it attacks, it The target can resist the attack with a successfulWill save
unkasks u terrifyingh l . (Dc 10 + 1/2 the windigos HD + the windigosCharisma
modifier). A creature that successfully saves is immune to
Descrjptjon that windigos malevolence for 24 hours.
The wrndigo is one of the most terrible legacies of the When possessinganother creature,the windigoretains
Divine War. It is said that when the gods defeatedG a d the its own mental ability scores (Int, Wis, and Cha), while the
CRATURE COLLECTION 111: SAVAGE BESTIARY

possessed creature gains the monstrous humanoid type and


the augmented and cold subtypes. The creature gains +4
Strength and +4 Constitution, a +2 natural armor bonus,
and the windigos breath weapon, fnghtful presence, and Transforms victim into a windigo under the
regeneration abilities (thebreath weapon save Dc isfigured casters control.
using the new bodys Con bonus). The windigo hungers for Necromancy
any and all living flesh, and uses its host body to kill and Level: Drd 8, Sor/Wiz 9
devour anycreaturesitcan-themoresentient the prey,the Components: V, S, M,XP
better. Casting Time: 10 minutes
Freeing a possessed victim from the malevolence of a Range: Touch
windigo is a difficulttask. Keeping it by a source of great heat
Target: Creature touched
(such as a bonfire) for 12 hours will drive out the windigo
Duration: Instantaneous
(which will most likely attempt to possess another creature
immediately,unless the environment is altogether too warm Saving Throw: Fortitude negates
for it). Armecursewillnotaffectapossessedcreature,nor Spell Resistance: Yes
will dispel magic (or greater &@ling). Protection froom evil
functions normally with respect to the possessing spirit
Description
(keeping it from exercisingcontrol while the effect lasts,but Certain shamansof northern Asherak are said to
not dnving the windigo out). Break enchantment has a use the fearsomewindigos as servantsand instruments
normal chance to expel the windigo (opposed caster level of vengeance. Captured enemies are often brought to
20th). the shaman and subjected to thii terrifiing spell,
However, once the windigo is driven out, by whatever which transformstheunfortunatevictim intoawindigo
means, a tiny piece of enchanted ice remains in the victims under the shamans control.
heart.Over the courseofamonth, thevictimwillexperience SpellEffeci
odddreams,anappetiteforrawflesh,andseverechills;atthe
The victim must be restrained in some fashion.
end of the month, he will transform back into the windigo
The shaman chants and dances for several minutes,
monstrmity. Only a successful limited wish, 4or miracle
invoking the spirit of G a d the Glutton as well as
those of Lethene and Gulaben, titanesses of wind and
storm. The caster then touches the victim, and if the
victim fails her Fortitude save, she is instantly trans-
formed into a windigo and forced to serve the shaman
until her destruction.
A shaman cannever control more windigo than
his Wisdom bonus.
The spell can be reversed or negated only with a
mirackorwish. Ifeitherofthesespellsis successfullycast,
the victim is immediately restored to her condition
immediately before the create widgo spell was cast.
Material Components: A stone carved with
G a d s symbol and a piece of some being that was
once possessed by a windigo.
X P Cost: Each casting of thisspellcosts the caster
1,ooo XP.

spell (or similarly powerful magic) can prevent thls from


happening; alternately, if break enchantment was used to
drive the windigo out, it may be followed by a successful
banishmet spell or similar magic to drive the ice spirit from
the victims heart entirely.
Frightful Presence (Su):As a free action, a windigo
can emit a horrible, bone-chilling scream. Anyone within
50feetmust make a Dc 18Will saveor be fnghtenedfor 5d6
rounds if5HD or less, shakenfor5d6 rounds if 6HD or more.
Regeneration (Ex):Goodweaponsdealnormaldamage
to a windigo, as do spells or effectswith the good descriptor.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Ap endjx One:
Ternplate
Lreatures
Blessed Theocrat divine word, spontaneous casting, voice
of god
Blessed theocrats are divinely powered servants of Saves: Fort +7, Ref, +2, Will +?
the Asheraki god-kings. Through a divine true ritual, Abilities: Str 13, Dex 8, Con 12, Int 10, Wis 17, Cha
14
individuals can pledge themselves to the god-kings
Silk: Concentration+13, Knowledge(religion)
and gain enhancements to their divinely granted +12, Profession (administrator) +15
powers. In return, the god-king is able to use the Feats: Combat Casting, Craft Magic Arms and
theocrat asalivingscryingdevice,detectherthoughts, Armor, Craft Wand, Extra Turning, Spell
and communicate telepathically with her at will, and Focus (enchantment)
even to possess and speak directly through her. This Environment: Any
ritual is usually performed upon priests, leaders, and Organization: Solitary, often accompanied by 6-10
minions or servants.
spies, and thus allows the god-kings to communicate
Challenge Rating: 10
their will instantly to their followers and their agents
Treasure: Triple standard
in foreign lands. It also allows the god-kings to check
Alignment: Lawful evil
on the loyalty and activities of those who serve them
Advancement: By character class
in positions of power.
Level Adjustment: +3

Sample Blessed Theocrat This blessed theocrat is based on a 9th-level


human cleric with the following base ability scores: Str
The man is clad as a high-ranking priest, but he is
13, Dex 8, Con 12, Int 10, Wis 15, Cha 14.
surrounded by apalpable nimbus of power. His eyes shine
and he has an air of superiority and godliness about him. Combat
This example uses a male human cleric as the base This blessed theocrat has Wisdom 21 and Cha-
creature. risma 18 forpurposes ofdivinely poweredclassabilities,
including bonus spells, spell DCs, maximum spell
Blessed Theocrat 9th-Level Human Clerk
level, certain domain powers, and abilities that in-
Medium Humanoid (Human)
volve channeling or manipulating negative energy
Hit Dice: '?d8+'? (49hp)
(i.e., rebuking undead).
Initiative: -1
20 ft. in half-plate armor (4 squares); Spells: This blessed theocrat casts divine spells as
Speed:
base speed 30 ft. a 9th-level cleric with access to the Air, Destruction,
AC: 20 (-1 Dex, +8armor, +3 shield), touch and Fire domains. The save DCs are Wisdom-based.
?, flat-footed 17 Typical cleric spells prepared (6/6+1/5+1/4+1/3+1/
Base AttacWGapple: +6/+7 2+1; save DC 15 + spell level): &-create water (x2),
Attack t 1 flaming shortspear+8 melee (ld6t2/
cure minor wounds (x2), detect magic, detect poison;
x3 plus ld6 Fire)
Ist-commandt (x2), divine favor, doom, obscuring
Full Attack: + 1 flaming shortspear +81+3 melee
(ld6+2/x3 plus ld6 Fire) mist?, protection from good, sanctuary; 2n d -a u ra of
SpaceIReach: 5 ft./5 ft. menace*, burst of energy**, hold person$ (x3), wind
Special Attacks: Rebuke undead '?/day, spells, spontane- wall?; 3rd-bestow curse, contagion?, mgic circle against
ous domain (Fire) chaos, summon monster III (x2); 4 t h - a i r walk?, divine
Special Qualities: Aura of evil/law, extra domain (air), liv- power, sending, status; 5th-jkme strike, greater come
ingscrying focus,open thoughts, receive mand$, m a s inflict light wounds?, make whole.
I' Domain spell.
APPENDIX ONE: TEMPLATE CREATURES

?: Because of Spell Focus (enchantment), the save fect of a scrying spell upon the theocrat, functioning as
DC for these spells is 18 + spell level. if the god-king is both familiar with the theocrat and
Possessions: +I half-plate of light fortification, + 1 in possession of a body part belonging to her.
heavy steel shield offire resistance, + 1 flaming shortspear, Open Thoughts (Su): While scrying upon the
wand of dispel magic. (Different blessed theocrats may blessed theocrat or after establishing telepathic con-
have different possessions.) tact, the surface thoughts
of the blessed theocrat at will as if using the spell detect
Creating a Blessed Theocrat thoughts.
Blessed Theocrat is a template that can be Receive Divine Word (Su): At will, the blessed
added to any creature able to cast divine spells (here- theocrats patron god-king can establish telepathic
after referred to as the base creature). It is usually communication with her as long as she is not on a
applied to clerics, but has also been granted to paladins different plane or warded against telepathic contact.
on occasion; while theoretically possible, the ritual This contact cannot be initiated or terminated by the
has never been applied to a ranger or druid to anyones blessed theocrat, only by the god-king.
knowledge. Voice of God (Su): Once per day, the blessed
A blessed theocrat uses all the base creatures theocrat can allow herself to be possessed by her
statistics and special abilities except as noted here. patron god-king. While possessed, the blessed theo-
Size and Type: Same as the base creature. Do not crat becomes a passive observer in her own body as the
recalculate Hit Dice, base attack bonus, or god-king takes over complete control ofher
saves. Size is unchanged. body. The god-king can speak through
Special Attacks: A blessed the blessed theocrat in either the
theocrat retains all the special god-kingsownvoice, or that of
the blessed theocrat. The
god-king can command the
theocrat to fight or cast
spells, but uses t he
theocrats own spells and
combat abilities, not those
of the god-king. The god-
king can maintain the
possession for as long as
desired, but can not take
any other actions while pos-
sessing a blessed theocrat.
Abilities: Same as the
base creature, except that
the blessed theocrat gains a
+4 enhancement bonus to
both Wisdom and Charisma
scoresfor purposes of divinely
powered class abilities. This
includes bonus spells, spell
DCs, maximum spell level, cere
tain domain powers, and
abilities that involve chan-
neling or manipulating
positive or negative en-
ergy. This does not affect
skills, ability checks, or
and also gains the roiiowing.
will saving throws.
Living Scrying Focus Organization: Soli-
(Su): The blessed theo- tary, often accompanied by
crat has established a
6-10 minions or servants.
divine connection to her
Challenge Rating: Same
patrongod-king. At will, the
as the base creature +l.
god-king implement the ef-
CREATURE COLLECTION 1 1 1 : SAVAGE BEITIARV
i
Level Adjustment: +3.

Blessed Theocrat Characters other cities so that the god-kings may have a direct
presence and be able to personally negotiate from the
Characters who undertake the blessed theocrat
safety of their own cities if necessary.
ritual pledge their undying devotion and service to a
patron god-king. Blessed theocrats are considered elite Another important use of blessed theocrats is to
Servants ofthe god-kings in Asher& and are accorded act as godskings and - divine pies Or
great respect if their position is known. Many blessed investigators for the god-kings, enabling the god-kings
theocrats are important leaders among the theocracy, to extend their already long reach even further. Due to
able to command obedience from ordinary citizens their increased magical potency, many blessed theo-
and to initiate action among the government bureau- crats are used as elite forces of the god-kings, serving as
cracy. Others are assigned positions as diplomats to commanders or elite units in to the god-kings armies
or sent out on missions requiring powerful champions.

Envenomed The things body resembles a winged lion with the head
and front legs of a great eagle. It is thin, sickly and wasted
Termana is a continent awash with the blood and in appearance, but it moves with unnatural speed and
sicknesses of titans. Many natives of this land have grace.
been affected by these toxins, riddled with foul sub-
stances that would kill other creatures. Instead of Description
dying, some of these creatures have instead adapted to Envenomed griffons are similar to their normal
the toxic substances and are today able to use their brethren but appear somewhat frail. They move with
venoms to kill foes or prey. even greater grace and strike with blinding speed. A
Envenomed beasts take on a sicklyyellow hue and sickly yellowish tint is distinctly apparent in the griffons
a thin, wasted appearance, and those with teeth grow fur.
grotesque, snake-like fangs.
Combat
Sample Envenomed Creature Envenomed griffons attack with speed and feroc-
This example uses a griffon as the base creature. ity, using their poison to cripple prey. As they glide
above the marshland, there is little they wont swoop
Envenomed Griffon to attack, pouncing with deadly efficiency.
Large Magical Beast Poison (Ex):Bite, Fort DC 17; ld6 Str/ld6 Str.
Hit Dice: 7d10+14 (52 hp) Pounce (Ex):If an envenomed grition dives upon
Initiative: +4 or charges a foe, it can make a full attack, including two
Speed: 30 ft. (6 squares), fly 80 ft. (average) rake attacks, even if it has already moved.
AC: 14(-1 size, t4Dex,+6natural), touchl3,
Flat-footed 15
Rake (Ex):Attack bonus +8 melee; ld6+2 dam-
Base AttacklGrapple: +71t15 age.
Attack: Bite +I1 melee (2d6+4 plus poison) Skills: Envenomed griffons have a +4racial bo-
Full Attack: Bite + l l melee (2d6+4 plus poison) and 2 nus to Jump and Spot checks.
claws +8 melee (ld4+2)
SpaceIReach 10 ft.15 ft. Creatjng an Envenomed Creature
Special Attacks: Poison, pounce, rake ld6+2 Envenomed is a template that can be added to
Special Qualities: Darkvision 60 ft., low-light vision, poi- any living, corporeal non-plant or non-ooze creature
son immunity, poisonous, scent
(hereafter referred to as the base creature). The
saves: Fort +7, Ref t 4 , Will +5
creatures type and subtype remain the same. A n
Abilities: Str 18, Dexl?,Con 14, Int 5, Wis 13, Cha
8 envenomed creature uses all the base creatures statis-
Skilk: Jump t8,Listen +6, Spot +10 tics and special abilities except as noted here.
Feats: Ability Focus (poison)B, I r o n Will, Size and Type: Same as base creature. Do not
Multiattack, Weapon Focus (bite) recalculate Hit Dice, base attack bonus, or saves. Size
Environment: Warm forest and swamp or temperate is unchanged.
hills
AC: Same as base creature, modified for change
Organization: Solitary, pair, or pride (6-10)
in Dexterity.
Challenge Rating: 5
Treasure: None Attack: A n envenomed creature retains the at-
Alignment Usually neutral evil tacks of the base creature and also gains a bite attack
Advancement Range: 8-10 HD (Large); 11-21 HD (Huge) if it did not have one already.
Level Adjustment: + 4 (cohort)
APPENDIX ONE: TEMPLATE CREATVRES
*-e
Full Attack: A n envenomed creature uses all of Feats: Same as base creature, plus Ability
its original attacks and its bite when making a full Focus (poison).
attack. Environment: Same as base creature, plus
Damage: An envenomed creature deals damage warm forest and swamp.
as the base creature. If the base creature also has a bite Organization: Solitary or same as t he base
attack, use the base creatures bite damage or the creature.
damage listed below, whichever is higher. Challenge Rating: Same as t he base crea-
ture + l .
size
Alignment: Usually evil.
Fine 1 Level Adjustment: + 1.
Diminutive ld2
Tiny Id3 Envenomed Characters
Small ld4 Envenomed creatures are common in north-
Medium ld6 ern Termana and any other region where highly
Large ld8 toxic substances (such as titanic essences, espe-
Huge 2d6 cially those of Mormo or C h e r n ) corrupt the
Gargantuan 2d8 l and. As t i m e progresses, more and more
Colonal 4d6 envenomed children are born of seemingly nor-
mal parents. Phenomena t hat were once only
seen in wild animals now spread among intelli-
Special Attacks: An envenomed creature re- gent races as well. Even human children in
tains all the special attacks of t he base creature Termana have been born with the envenomed
and also gains t he following. condition.
Poison (Ex): Bite, Fortitude save (DC 10 + I / W h e n ani m al s a n d m onst ers are b o r n
2 the envenomed creatures H i t Dice + Constitu- envenomed, they tend t o dominate their niche,
tion modifier), initial and secondary damage ld6 as predators avoid them and their prey is easier
temporary Strength. to kill. Some areas plagued by envenomed crea-
Special Qualities: A n envenomed creature tures have few normal species left, if any - they
retains all th e special qualities of t he base crea- have all fled or been consumed by t he envenomed
ture and also gains t he following. predators.
Poison Immunity ( E x ) : A n envenomed Among t he tribes and clans of intelligent
creatures exposure t o toxic environments makes races, reactions to envenomed tribesfolk are
i t immune to poison. varied. Warlike races might honor envenomed
Toxic (Ex): Poisonous flu- members due to their deadliness in
ids riddle t h e envenom ed battle, though t he envenomeds
creatures system, making it sickly appearance some-
hazardous if to other be- times affords t h e m
in g s . A n y t h i n g
biting an
envenomed
creature is affected
by poison as if bit-
ten by the
envenomed crea-
ture itself.
Saves: Same as
base creature, modi-
fied for new ability
scores.
A b i l i t i e s : Modi f y
from base creature, as fol-
lows: Dex +4, C o n -2.
S k i l l s : S a m e as
base creature, modi-
fied for new ability
scores.
CREATURE COLLECTION I l l : SAVAGE BESTIARY

ridicule. Rumors persist of e nt i re tribes of Behind these schemes is a mysterious group called
envenomed titanspawn deep in t he wilds, al- the Yellow Fangs, a loose organization of Intel-
though no one has returned with proof of their ligent envenomed creatures and a growing force
existence. I t is known t hat titanspawn are more on t he Termanan continent. T h e Yellow Fangs
apt to become envenomed and bear envenomed secretly run a large number of mercantile houses
children t han other races, so such speculation is and traders, which gives them vast resources to
not unfounded. call upon. Using stealth, t h e Fangs discover dark
Along t he edges of civilization, envenomed secrets of politicians and use this information to
offspring are often left t o die of exposure or else help pursue their hidden agenda - the com-
are abandoned or shunned. Envenomed crea- plete conquest of Termana and the extermination
tures usually favor the classes of their base race. of all non-envenomed intelligent species.
Those driven into the wild tend to be barbarians Children raised by t he Yellow Fangs are
or rangers. Envenomed wizards and sorcerers often trained as rogues, and many go o n to
often specialize in magic dealing with poisons, become professional assassins. Envenomed fight-
gases, and other toxic substances. ers who make use of poisoned arrows are very
Distressingly, in some cities a market has common among the group as well, making their
opened for envenomed babes - midwives can archers some of the deadliest in t he world. Cler-
make healthy profits selling information regard- ics of the Yellow Fangs are most often worshippers
ing envenomed babes. Such children have even of Belsameth, Sethris, or Elamash ( t h e Asheraki
been kidnapped, and mysterious strangers may god of reptiles), depending on their location in
offer t o exchange healthy, normal children for the Scarred Lands. They see themselves as living
envenomed babes. .. a devils bargain t hat starv- embodiments of poison, stealth, and assassina-
ing parents are oft

Hydran Huge Five-Headed Hydran Vjper


Huge Magical Beast (Augmented Animal)
For untold centuries, humans have feared the Hit Dice: 6d8+6 (33 hp)
predatory hydra. Over the years, hydras have bred with Initiative: +6
otherspecies, spreading their bizarre physiology. Some- Speed: 20 ft. (4 squares), climb 20 ft., swim 20
times this occurred naturally, but more often evil ft.
creatures helped engineer these pairings. The result- AC: 16 (-2 size, +2 Dex, +6natural), touch
ing hydran creatures can be found lurking the world 10, Flat-footed 14
over, becoming more and more prevalent. A hydran Base AttacWGrapple: +4/+15
creature looks like a normal member of its species from Attack: Bite +6melee (2d6+3 plus poison)
the neck(s) down, but it possesses five to twelve heads. Full Attack: 5 bites + 6 melee (2d6+3 plus poison)
Only snakes and other ophidian creatures seem to be SpaceIReach: 15 ft./lO ft.
Special Attacks: Poison
capable of inheriting hydran traits.
Special Qualities: Fast healing 11, scent
Intelligent hydran creatures were once Mormos Saves: Fort +6, Ref +7, Will +3
enforcers, brutally carrying out the Serpent Mothers Abilities: Str 16, Dex 15, Con 13, lnt 1, Wis 12, Cha
will. In fact, for centuries the most dreaded of her 2
servants was a hydran marilith called Briansja, one of Skills: Balance +lo, Climb +11, Hide +3, Listen
the most dedicated foes of the gods. Briansjasfate was +?, Spot +?, Swim +11
never determined, and it is likely the dread creature Feats Combat Reflexes, lmproved Initiative,
still lives, gathering the portions of Mormo from Multiattack, Run, Weapon Focus (bite)
around the world and assembling them far from prying Environment: Temperate marsh
Organization: Solitary, pair, or pack (3-4)
eyes. She is served by hordes of lesser titanspawn who
Challenge Rating: 6
revere her as a manifestation of Mormos will.
Treasure: None
There are three subspecies of hydran variants: the Alignment: Always neutral
hydran, the cryohydran, and the pyrohydran. Advancement: 7-18 HD (Huqe)
. - .
Level Adjustment -
Sample Hydran Creature
This great viper seem especially dangerous and d e r - Combat
rant, foritsproutsfiwesnake-like heads insteudofjust one, The vicious hydran viper seeks to bite with all its
and attacks with great ferocity. heads whenever possible, striking multiple targets if
This example uses a Huge viper as the base crea- possible. Each bite injects lethal snake venom.
ture, and applies four extra heads.
APPENDIX ONE: TEMPLATE CREATURES

Each of this hydrans heads has 5 hit points. Each of a hydrans heads has hit points equal
Cutting off a head deals 2 points of damage to the to the creatures full normal hi t point total di-
hydrans body. A natural reflex seals the neck shut to vided by its total number of heads. Thus, if a
prevent further blood loss. The hydran can no longer six-headed hydran has 5 6 hp, a single blow deal-
attack with a severed head, but suffers no other penal- ing 9 or more points of damage severs a head (56
ties. A new head appears in ld4 rounds unless the -
/ 6 9.3, rounded down t o 9). Losing a head
wound is cauterized by at least 5 points of acid or fire deals damage to the hydrans body equal to half
damage. the heads full normal hi t point total. A natural
Poison (Ex):Bite, Fort DC 14; ld6 Con/ld6 reflex seals t he neck shut to prevent further
Con. blood loss. Of course, t he hydran can n o longer
Skills: Hydran vipers have a +4 racial bonus on attack with a severed head, but suffers n o other
Hide checks, a +6 racial bonus on Listen and Spot penalties.
checks, and a +8 racial bonus on Balance, Climb, and Each time a head is severed, a new head
Swim checks. They can use either their Strength springs from the stump in l d 4 rounds. To pre-
modifier or their Dexterity modifier for Climb checks. vent a severed head from growing back, at least
They can always choose to take 10onclimb and Swim 5 points of acid or fire damage must be dealt to
checks, even if rushed or threatened. They can use the the stump ( a touch attack t o h i t ) before the new
run action while swimming, provided they swim in a head appears. A flaming weapon (or similar ef-
straight line. fect) deals its energy damage to t he stump in the
Feats: A hydran vipers Combat Reflexes feat same blow t hat severs the stalk. Fire or acid
allows it to use all its heads for attacks of opportunity. damage from an area effect (such as a fireball)
may burn multiple stumps in addition t o dealing
Creatjnga Hydran Creature damage to the hydrans body. A severed head
Hydran is a template that can be added to any t hat has been cauterized by acid or fire still
single-headed snake or snake-like creature, such as regrows in about a month. A hydran does not die
normal and magical snakes, nagas, and other from losing its heads until all have been cut off
serpentine races (hereafter referred to as the and t he stumps seared by fire or acid.
base creature). T h e template cannot be ap- A hydrans body can be slain just like any
plied to hydras, medusas, or other creatures t hat other creatures, b u t hydrans possess fast healing
already have more t han one head. and, like hydras, are difficult foes t o slay in this
A hydran creature uses all the base creatures manner. Any attack t hat is not (or cannot be)
statistics and special abilities except as noted an attempt to sunder a head affects the body. For
here. T h e cryohydran and pyrohydran variant example, area effects deal damage t o t he body,
templates and are identical except as noted be- not to t he heads. Targeted magical effects can-
low. not sever a head (and thus must be directed at
the body) unless they deal slashing damage and
Size and Type: Same as t he base creature.
could be used t o make a sunder attempt.
Do not recalculate H i t Dice, base attack bonus,
or saves. Size is unchanged. Change the creatures Spells such as finger of death and slay living
type to magical beast with t he augmented sub- kill a hydran outright if they succeed.
type if it was not already a magical beast. AC: Natural armor increases by +1.
Hit Dice and H i t Points: Same as t he base Attack: A hydran creature gains one bite
creature. A hydran creature gains from 4 t o 11 attack per extra head in addition to its normal
heads in addition t o its original head, and all of attacks.
its heads are serpentine. I t can be killed by Full Attack: I n addition t o its normal at -
severing all of its heads or by slaying its body. To tacks, hydran creatures may make a single bite
sever a head, a n opponent must make a success- attack with each head per round at any creature
ful sunder attempt with a slashing weapon. ( T h e within reach; attacks do not have to target t he
player should declare where the attack is aimed same opponent. If the base creature has other
before making t he attack roll.) Making a sunder attacks t hat are based o n t he head (such as a gore
attempt provokes a n attack of opportunity un- attack), i t gains t he ability to use t hat attack for
less the attacker has the Improved Sunder feat. each head as well. A hydran creature cannot bite
A n opponent can strike at a hydrans heads from and gore with t he same head i n a given round.
any position in which he could strike a t the Damage: A hydran creature deals damage as
hydran itself, since the heads writhe and whip t he base creature. If the base creature also has a
about in combat. bite attack, use the base creatures bite damage
or t he damage listed below, whichever is higher.
CREATURE C O L L E C T I O N 1 1 1 : SAVAGE BESTIARY

tution modifier). A creature caught in multiple cones


Size
must save against each.
Fine 1 Special Qualities: A hydran creature retains all
Diminutive ld2 the special qualities of the base creature and also gains
Tiny ld3 fast healing at a rate equal to the hydrans total HD +
Small ld4 the hydrans total number of heads.
Medium ld6 Cryohydrun Only: Cryohydrans also gain the cold
Large ld8 subtype.
Huge 2d6 Pyrohydran Only: Pyrohydrans also gain the fire
Gargantuan 2d8 subtype.
Colossal 4d6 Skills: Same as the base creature except as fol-
lows. Hydran creatures have a +2 racial bonus on
Listen and Spot checks due to their multiple heads.
Special Attacks: A hydran creature retains Feats: Same as the base creature, except as fol-
all the special attacks of the base creature and also lows: All hydran creatures gain the Combat Reflexes
gains the following. If the base creature had special and Multiattack feats if they do not already possess
attacks based upon the head (poisonous bites, breath them. Combat Reflexes allows the hydran to use each
weapon, gaze attack, etc.), the hydran creature may of its heads for attacks of opportunity each round, but
use those attacks with each of its heads. no more than one attack per opponent.
Cryohydrun Only: Cryohydrans gain the follow- Organization: Solitary, pair, or pack (3-4).
ing additional special attack. Challenge Rating: 5-6 heads: Same as the base
-Frost Breath (Su): Once every ld6 rounds, 20- creature +3; or for cryo- or pyro-, same as base creature
foot cone of frost; all heads breathe at once. Each cone +S.
deals 3d6 points of cold damage (Reflex half, DC 10 + 7-8 heads: Same as the base creature +4; or for
1/2 cryohydrans HD + Constitution modifier). A cryo- or pyro-, same as base creature +6.
creature caught in multiple cones must save against 9-12 heads: Same as the base creature +S; or for
each. cryo- or pyro-, same as base creature +7.
Pyrohydran Only: Pyrohydrans gain the following Level Adjustment: +6; or for cryo- or pyro-, +8
additional special attack. (where applicable).
-Fire Breath (Su):Once every ld6 rounds. 20-
APPENDIX ONE: TEMPLATE CREATURE5

Infested Combat
A n infested minotaur is a creature of pure, mind-
Infested creatures are covered with pulsing red- less rage, instinctively seeking to end its horrific
dish-b1ack clotworms from the leaving existence as quickly as possible by attacking any crea-
only the vaguest shape of the hosts body. Creatures ture it sees. It will never retreat from battle.
who are infested are unable to speak, driven to mad-
Acid Touch (Su): An infested minotaur pro-
ness and rage by the pain caused by the hideous
duces a weak acid that harms flesh, dealing ld4 points
parasites. The worms themselves are acidic, and the
of acid damage to living tissue with a touch.
merest touch threatens to infect those who come into
contact with them. Infestation (Su): Clotworm infestation-touch,
Fortitude DC 15, incubation 1 day, damage ld3 Int,
The infested are raging creatures of destruction,
Wis, and Cha.
wishing only to end their torment by any means
necessary. Their rage can take them far away from the Powerful Charge (Ex): An infested minotaur
Blood Sea wherethey are spawned, &le to travel for begins a by charging at an
days without rest. lowering its head to bring its mighty horns into play.
In addition to the normal benefits and hazards of a
Sample Infested Creature charge, this allows the beast to make a single gore
Disgust and horror claw at you - the creature zs like attack that deals 4d6+7 points of damage.
a huge bull-headed man, but its entire body is cowered with
matted, bloody fur and what appears to be slimy, wnthtng
Creatjng an Infested Creature
ulcers the color of clotted blood. Infested is a template that can be added to any
This example uses a normal minotaur. corporeal creature (referred to hereafter as the base
creature). An infested creature uses all the base
Infested Mjnotaur creatures statistics andspecial abilities except as noted
Large Aberration (Augmented Monstrous Humanoid) here.
Hit Dice: 6d8+12 (39 hp) Size and Type: As base creature. Do not recalcu-
Initiative: +O late Hit Dice, base attack bonus, or saves. Size is
Speed: 30 ft. (6 squares) unchanged. The creatures type changes to aberration,
AC: 14 (-1 size, + 5 natural), touch 9, flat- and it gains the augmented subtype if it was not already
footed 14 an aberration.
Base AttacWGrapple: +6/+16
Attack: Greataxe +11 melee (3d6+7/x3) or gore
+11 melee (ld8+9 plus ld4 acid)
Full Attack: Greataxe+ll melee(3d6+9/x3) and gore
+ 6 melee (ld8+3 plus ld4 acid)
SpaceIReach: 10 ft./lO ft.
Special Attacks: Acid touch, infestatlon, powerful
charge 4d6+9 plus ld4 acid
Special Qualities: Damage reduction 5/-,
darkvision 60 ft., immunity to
disease and sleep, scent
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 23, Dexl0,Con 15, Int -
,Wis 8, Cha 8
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Nocoins; nogoods; 5 0 %
items
Alignment Always neutral
Advancement Range: -
Level Adjustment: -
Infested minotaurs such as this
one are pathetic creatures, but dan-
gerous nonetheless.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Special Attacks: An infested creature retains all damage reduction 5/-. A n infested creature has immu-
the special attacks of the base creature and also gains nity to disease and sleep effects.
the following: Saves: Same as base creature, modified for new
Acid Touch (Su) :An infested creature produces a ability scores.
weak acid that harms flesh, dealing ld4 points of acid Abilities: Modify from base creature, as follows:
damage to living tissue with a touch. Str +4, Wis -2 (minimum 3 , unless base creatures is
Infestation (Su) : Any corporeal creature touched already lower, in which case minimum 1);the creature
by an infested creature runs the risk of being exposed has no Intelligence score and loses all skills, feats, and
to its terrible infestation of clotworms. special abilities that depend upon Intelligence, unless
Clotworm infestation-touch, Fortitude DC 10 the base creature had no Intelligence score yet re-
+ 1/2 the infested creatures HD, incubation 1 day, tained skills or feats.
damage ld3 Int, Wis, and Cha. Skills: None (but see Abilities).
An afflicted creature whose Intelligence, Wis- Feats: None (but see Abilities).
dom, or Charisma score reaches 0 instantly gains the Environment: Any.
infested template. Clotworm infestation can be cured Organization: Solitary.
by remove disease or heal, although the caster of a
Challenge Rating: HD 5 or less, +1; HD 6 or
remove diseuse must make a caster level check against
more, +2.
the clotworm infestations Fortitude DC for the spell
Treasure: No coins; no goods; 50% items.
to succeed.
Alignment: Always neutral.
Special Qualities: An infested creature retains all
the special qualities of the base creature and also gains Advancement: None.
Level Adjustment: None.

Lycanthrope-Wereviper
A wereviper is a humanoid creature capable of
changing into three forms: humanoid, hybrid, and
animal. The animal form is that of a large
APPENDIX ONE: TEMPLATE CREATURES

This example uses a 1st-level human commoner as the base creature.

Werevjper Human Commoner


Wereviper,HunanFum Werwiper,MperFam WereViper,HytdFam
MediiHumanoid Large- Large-
(Human, Shapechanger) (Human, Shapechanger) (Human, Shapechanger)
Hit D i ld4 plus 3d8 (16 hp) Id4 plus 3d8 (16 hp) ld4 plus 3d8 (16 hp)
Initiative: +4 +7 +7
speed: 30 ft. (6 squares) 20 ft. (4 squares), climb 20 ft., 30 ft. (6 squares), climb 20 ft.,
swim 20 ft. swim 20 ft.
12 (+2natural), touch 10,flat-footed 12 17 (-1 size, +3 Dex, +5natural), 17(-1 size,+3Dex,+5natural),
touch 12, flat-footed 14 touch 12, flat-footed 14
+2/+3 +2/+7 +2/+7
Unarmed+3 melee ( l d k l nonlethal) Bite +4melee (ld4+1 plus poison) Bite +4 melee (ld4+1 plus poi-
son)
F d Attadc Unarmed +3 melee (ld3 nonlethal) Bite +4 melee (ld4+1 plus poison) Bite +4 melee
(ld4+1 plus poison)
and 2 claws -1 melee (ld4)
5 ft.15 ft. 10ft.15 ft. 10ft.110 ft.
- Poison Poison
Alternate form, low-light vision, Alternate form, damage reduction 5/silver, Alternate form,
scent, "rpent empathy low-light vision, scent, serpent empathy damage reduction S/silver,
low-light vision, scent,
Serpent empathy
Fort +3, Ref +3, Will +4 Fort +3, Ref +6, Will +4 Fort +3, Ref +6, Will +4
Str 12, Dex 10, Con 11, Int 10, Str12, Dexl6,Conll,lnt10, Str 12, Dex 16, Con 11, Int 10,
Wis 13, Cha 10 Wis 13, Cha 10 Wis 13, Cha 10
Balance+Q, Climb +lo, Craft (any one) Balance+12, Climb +13, Craft (any one) Balance +12, Climb +13, Craft
+2or +5*, Handle Animal +2, Hide +5, +2or +5', Handle Animal +2, Hide+4, (any one) +2or +5*, Handle
Jump+1, Listen+6, Profession(any one) +3 Jump +1, Listen+6, Profession(any one) Animal +2, Hi& +4, Jump +1,
or+6*, Spot +6, Swim +lo,Use Rope+1 +3 or+6', Spot +6,Swim+lo, Listen+6,Profession(anyone)
UseRope+4 +3or +6*, Spot +6, Swim +lo,
Use Rope +4
Blind-Fight, lmpmved Initiative', (Same as humanform) (Same as humanform)
lron WillB,Skill Focus (any one Craft
or Profession)*, Weapon Finesse'
Any Any Any
Solitary, pair, or family (3-4) (Same as humanform) (Same as humanform)
3 4 4
Standard Standard Standard
Always neutralevil Always neutral evil Always neutralevil
By character class By characterclass 6y characterclass
+2 +2 +2
The wereviper presented here is a 1st-level hu- their transformation comes unwillingly upon
man commoner and afflicted wereviper, using the them.
following base ability scores: Str 11, Dex 10, C on 11, Poison (Ex): Bite, Fort DC 11; ld6 C o n / l d 6
Int 10, Wis 11, Cha 10. Con.
Alternate Form (Su): As a standard action,
Description a wereviper can shift into viper or hybrid form as
Afflicted werevipers are Often somewhat though using the polymorph self spell on itself,
mad due to their affliction, and groups of them are though its gear is not affected and it does not
generally quite insular, with tight-knit communities regain hit points for changing form.
that avoid most other races. Those who gain some
Serpent Empathy ( E x ) : In a n y form ,
measure of control over their malady often fall into
werevipers can communicate and empathize with
titan-worship and have been known to associate with
snakes. In essence, this gives t hem an ability
asaatthi, gorgons, and the like.
similar to t h e druid's wild empathy ability that
Combat functions only with respect to snakes, granting a
Afflicted human werevipers are almost al-
+4 racial bonus o n such checks; it also allows t he
communication of simple concepts and (if t he
ways aggressive; they generally try kill when
CREATURE COLLECTION 111: SAVAGE BESTIARY

animal is friendly) commands, such as friend, a weapon and a bite, or may attack with its
foe, flee, and attack. natural weapons. The claw attack of t h e hybrid
Skills: I n any form, werevipers have a +4 form is a secondary attack.
racial bonus o n Hide, Listen, and Spot checks, Damage: Bite damage is as t he base creature
and a +8 racial bonus on Balance, Climb, and or viper, depending o n which form t h e lycan-
Swim checks. T hey can always choose to take 10 thrope is using. Claw damage is as follows.
o n Climb or Swim checks, even if rushed or
threatened. They may use either their Strength
modifier or their Dexterity modifier for Climb
checks, whichever is higher. T hey may use t h e
run action while swimming, provided they swim
i n a straight line.

Creatjng a Werevjper
Wereviper is a template that can be added
to any humanoid or giant (referred to hereafter
as the base creature). T h e lycanthrope tem- Special Attacks: A wereviper retains all th e
plate can be inherited (for natural lycanthropes) special attacks of t he base creature or t h e viper,
or acquired (for afflicted lycanthropes). Becom- depending o n which form the lycanthrope is
ing a lycanthrope is very much like multiclassing using, and also gains t h e following. A wereviper
as an animal and gaining t h e appropriate H i t spellcaster cannot cast spells with verbal, so-
Dice. matic, or material components while in animal
A wereviper uses all t he base creatures sta- form (unless it uses feats such as Eschew Materi-
tistics and special abilities except as noted here. als o r S t i l l S p e l l ) , or spells w i t h v e rb a l
T h e wereviper gains a hybrid and animal shape components while in hybrid form (unless it uses
th a t it can assume. Silent Spell).
Size and Type: T h e base creatures type Curse of Lycanthropy (Su): Any humanoid
does not change, but it gains the shapechanger or giant h i t by t he bite attack of a natural
subtype. Size of base creature is unchanged, but wereviper in animal or hybrid form must succeed
it increases by one category when in animal or a t a DC 15 Fortitude save or contract wereviper
hybrid form (thus, a Medium base creature be- lycanthropy. If t he victims size is no t within
comes a Large viper or hybrid, a Large base one size category of t h e werevipers, t h e victim
creature becomes Huge, and so on). c a n n o t c o n t r a c t lycanthropy from t h a t
H i t Dice: Same as t he base creature plus wereviper. Afflicted lycanthropes cannot pass
those of t he viper. o n t h e curse of lycanthropy.
Speed: Same as t he base creature in hum an- Poison (Ex):A wereviper in hybrid or ani-
oid or giant form; or 20 ft., climb 20 ft., swim 20 mal form has a poisonous bite as a viper of th e
ft. in viper form; or same as t h e base creature i n same size.
hybrid form, but gain climb 20 ft., swim 20 ft. Special Qualities: A wereviper retains all
AC: T h e base creatures natural armor bo- t he special qualities of t he base creature and th e
nus increases by + 2 in all forms. In hybrid form, viper, and also gains t h e following.
th e werevipers natural armor bonus is equal t o Alternate Form ( S u ) : A wereviper can shift
t h e natural armor bonus of t h e viper or t h e base into viper or hybrid form as though using th e
creature, whichever is better. polymorph self spell on itself, though its gear is
Base Attack/Grapple: A dd t h e base attack not affected, it does not regain hi t points for
bonus for t h e viper to t h e base attack bonus for changing form, and it can only change into viper
th e base creature. T h e werevipers grapple bo- form. It does n o t assume the ability scores of th e
nus uses its attack bonus a n d modifiers for viper but instead adds the vipers physical abil-
Stength and size depending o n its form. ity score modifiers to its own ability scores. A
Attacks: Same as t h e base creature or t h e wereviper can also assume a bipedal hybrid form
viper, depending o n which form the wereviper is with prehensile hands and ophidian features.
using. A wereviper i n hybrid form gains two claw Changing t o or from animal or hybrid form
attacks and a bite attack as natural weapons. is a standard action. A slain lycanthrope reverts
These deal damage based o n t he hybrid forms to its humanoid form, although i t remains dead.
size, and the bite also deals poison damage (see Separated body parts retain their animal form,
Special Attacks). T h e wereviper may attack with however. Afflicted lycanthropes find this con-
APPENDIX ONE: TEMPLATE CREATURES

dition hard to control (see Lycanthropy as an This process may give the wereviper more feats than a
Affliction under Lycanthrope in the MM), but creature of its HD would normally be entitled to; if this
natural lycanthropes have full control over this occurs, any extra feats are denoted as bonus feats.
power. Its possible t hat a wereviper might not meet
Damage Reduction ( E x ) : A n af f l i ct ed t he prerequisite(s) for all its feats in humanoid
wereviper in animal or hybrid form has damage or giant form. If this occurs, t h e wereviper still
reduction 5/silver. A natural wereviper in ani- has t he feats in question, b u t cannot use them in
mal or hybrid form has damage reduction 10/ humanoid or giant form.
silver. A wereviper receives Iron Will as a bonus
Low-Light Vision (Ex): A wereviper has low- feat.
light vision in any form. Environment: Same as either t he base crea-
Scent (Ex): A wereviper has the scent abil- ture or viper.
i t y in any form. Organization: Solitary or pair, sometimes
Serpent Empathy ( E x ) : I n a n y f o r m , family (3-4) or troupe (family plus related ani-
werevipers can communicate and empathize with mals).
snakes. In essence, this gives them an ability Challenge Rating: By base creature or vi-
similar to th e druids wild empathy ability t hat per, modified according to t he HD of t he viper:
functions only with respect t o snakes, granting a 2 HD, +2; 3 to 5 HD, +3;6 to 10 HD, +4; 11 to
+4racial bonus o n such checks; it also allows the 18 HD, +5.
communication of simple concepts and (if the Treasure: Standard.
animal is friendly) commands, such as friend, Alignment: Always neutral evil.
foe, flee, and attack.
Advancement Range: By character class.
Base Save Bonuses: Add t he base save bo-
Level Adjustment: Same as t he base crea-
nuses of the viper to those of t he base creature.
ture +2 (afflicted) or +3 (natural). Use the base
Abilities: T h e wereviper gains +2 t o Wis- creatures HD plus viper HD when determining
dom. In animal or hybrid form, a werevipers character level.
physical ability scores ( St r , Dex, C o n ) increase
by an amount equal to t he vipers racial ability Wereviper Characters
score modifiers for those attributes (i.e., the Commonly hailing from t h e deep bayous of
vipers ability scores minus either 10 or 11, Termana, these venomous shapeshifters slither
whichever calculation results in an even num- through their humid home. Few ever see the
ber). In addition, a wereviper may also gain an elusive creatures, and those who do generally
additional ability score increase by virtue of its mistake them for asaatthi or other snake-blooded
extra HD. humanoids - and in any case, most who en-
Skills: A wereviper gains skill points equal counter a wereviper end up as its dinner.
to ( 2 + Int modifier, minimum 1) per HD of its Solitary by nature, natural werevipers tend to
viper form, as if it had multiclassed into the remain in serpent form most of the time. Voracious
animal type. (Animal is never its first H i t Die, hunters, they eat anything they can stuff down their
however, and thus it does not gain quadruple gullets (which is a surprising amount). Occasionally, a
skill points for any animal HD.) Its class skills natural wereviper infects nearby humanoids, promis-
for its animal levels are Balance, Climb, Hide, ing a cure only in return for some service.Unfortunately,
Listen, Spot and Swim. the promised cure is most often a quick death, deliv-
In any form, werevipers have a +4 racial bonus on ered when the wereviper is finished with its puppet.
Hide, Listen, and Spot checks, and a +8 racial bonus Werevipers tend to favor the rogue class, using
on Balance, Climb, and Swim checks. They can al- their natural dexterity to compliment their stealth
ways choose to take 10on Climb or Swim checks, even abilities. Ranger and barbarian are common choices as
if rushed or threatened. They may use either their well, as werevipers tend to remain far from civilization.
Strength modifier or their Dexterity modifier for Climb Adepts and druids comprise the most common
checks, whichever is higher. They may use the run spellcasters among them, with clerics quite rare. Ar-
action while swimming, provided they swim in a cane spellcasters are almost always sorcerers.
straight line. As creations of Mormo, natural werevipers usu-
Feats: Add the vipers feats to the base creatures. ally work with that titanesss other children to collect
if this results in the wereviper having the same feat portions ofher body. With their ability to move among
twice, it gains no additional benefit unless the feat can humanoids as one of them, werevipers make a danger-
normally be taken more than once, in which case the ous adversary to the followers of the gods.
duplicated feat works as noted in the feat description.
CREATURE COLLECTION 111: SAVAGE BESTIARY

6
Multj-Armed Ch
de
ln
gemn
g
Treanre: Standwd I
Mutations in humanoid races are not ex- Alignment: Usuallychaotic evil
actly rare in the Scarred Lands, and when they Advancemenl: By character class
LwdAdjllsbnent: +4
i
occur, they can have spectacular results. For
eons, humanoids have occasionally been born I
with multiple arms rather t han two. All but lost Descrjptjon I
I
I
in the mists of time are tales of entire races of T h e six-armed minotaur is a dangerous ad-
humanoids that developed this mutation (but versary more t han willing t o engage foes in melee
spider*eyegoblins, athach, and girallons are some combat. Its arms are arrayed one pair below the
of the better-known examples). Since t h e fall of other down its mighty, elongated torso, with the
th e titans, t he mutation has surfaced more often last pair between the hips and the ribs.
(generally in less civilized tribes), leading many Combat
to be falsely accused of being titanspawn.
A six-armed minotaur enters combat at a charge
Multi-armed creatures are notoriously dex-
and then attempts to slaughter enemies with a barrage
terous and nimble, able t o coordinate their many
of axe blows. Its great strength lends incredible force to
limbs easily. Their torsos are thicker t h a n nor-
each attack, and few can defend against so many
mal to accommodate t he extra bone and muscle
attacksatonce. Due toitsprowess, asix-armedminotaur
tissue necessary.
rarely tastes defeat and thus rarely flees. Only a pow-
Shunned by most civilized societies, those erful defense or a opponent who deals considerable
who suffer from this condition find themselves damage with each blow will cause it to stop its deadly
living isolated lives or trying t o hide their defor- onslaught.
mity beneath bulky cloaks. W h e n entire tribes
Powerful Charge (Ex): A six-armed minotaur
exhibit this abnormality, they often dominate
typically begins a battle by charging at an opponent,
their area, as their combat skills are superior to
lowering its head to bring its mighty horns into play.
others of their race.
In addition to the normal benefits and hazards of a
charge, this allows the beast to make a single gore
Sample Multi-Armed Creature attack that deals 4d6+7 points of damage.
This creature i s a massive, barrel-chested bull-
N at ural Cunning (Ex):Although minotaurs
man, but i t seems to have been cursed by the titans
are not especially intelligent, they possess in-
- or perhaps blessed? - for it has six powerful
nate cunning and logical ability. This makes
arms instead of two.
them immune to maze spells, prevents them
This example uses a minotaur as t he base
from ever becoming lost, and enables them to
creature.
track enemies. Further, they are never caught
Sjx-Arm ed M jnot aur flat-footed.
LargeMonstrpusHmanoid Skills: Minotaurs have a +4racial bonus o n
Hit oi 6d8+18(45 hp) Listen, Search, and Spot checks.
Initiative: +2
speed: 30 ft. (6 sqwres) Creatjng a Multj-Armed Creature
AC: 16(-1 size,+2 De~,+5natural), toUchl1,flat- Multi-armed is a template that can be added to
footed 14 any corporeal creature with a single distinct set of
+6/+15 arms, which includes most humanoids, monstrous
Greataxe+10 melee(M6+7/x3) or yre +10 humanoids, giants, some outsiders -and any undead
melee (ld8+7)
derived from any of those creatures - and even fey
Greataxe +8/+3 melee (M&7/x3) and 4
handaxes+6 melee (ld8+2/x3) and gore +8 and dragons (hereafter referred to as the base crea-
melee (ld8+2) ture).
IO ft./lO ft. A multi-armed creature uses all the base
Powerfulcharge a 6 t 7 creatures statistics and special abilities except
Darkvtsion60 Ft., naturalcunning, scent as noted here. T here is a limit t o the number of
Fort +7, Ref +7, Will +5 additional pairs of arms a creature may have
Str 21, Dex 14, Con 17, Int 7, Wis IO,Cha 8 based o n size, as indicated on the following
Intimidate+2, Listen +7, Search+2, Spot +7 table.
Great Fortitude, MultiattackB, Multiweapon
Size and Type: As base creature. Do not
Fightin$, Power Attack, Track
Underground recalculate Hit Dice, base attack bonus, or saves.
Solitary, pair, or gang (3-4) Size is unchanged.
APPENDIX ONE: TEMPLATE CREATURES

allenge Rating: U p to 2 additional arms,


same as t h e base creature + l ;up to 8 additional
arms, as base creature + 2 ; more t han 8 addi-
Medium or smaller 1 tional arms, +3.
Level Adjustment: U p t o 2 additional arms,
same as t h e base creature + l ;up to 4 additional
arms, as base creature +2; up to 8 additional
arms, +3; more t h a n 8 additional arms, +4.

I Mult j -Armed Characters


Ar mo r Class: Same as t he base creature,
T h e first multi-armed creatures were indeed
modified for change in Dexterity score.
titanspawn. As t h e titans toyed with their cre-
Attack: Same as the base creature If the ations, they added more and more limbs for their
base creature can use weapons, t h e multi-armed own amusement. Many of these creatures were
creature retains this ability. sent t o roam t he wilds, and some bred
Full Attack: If t h e base creature has natu- true. Both t h e gods and powerful mor-
ral claw or slam attacks with its original arms,
th e multi-armed creature gains a number of
such attacks equal t o t he additional number
of arms it has. I t may make all these attacks
when making a full attack. Creatures t hat
wield weapons may make an additional attack
with each arm; only one arm is considered t h e
primary arm, but the creature suffers n o penal-
ties to attack rolls when using any of t h e arms
with a natural attack such as claw or slam
attacks. All off-hand weapon attacks are treated
normally (see Players Handbook, Two-Weapon
Fighting); the penalties for off-hand weapon
use can be mitigated with the Multiweapon
Fighting feat (see MM, Chapter 6: Monster
Skills and Feats).
Damage: Sam e as t h e base
creature. Its new secondary at-
tacks use half t h e creatures
Strength modifier o n damage.
If th e creature uses a two-
handed weapon in any single
pair of arms, it gets t he usual
1 . 5 ~damage for fighting
two-handedly .
Saves: Same as t h e base
c r e a t u r e , m o d i f i e d f or
change i n ability scores.
Abilities: Modify from
base creature as follows: S t r
+2, Dex +4, C o n +2.
Skills: Same as t he base
creature, modified for change
i n ability scores.
Feats: Same as base crea-
ture, plus Multiattack. If t h e
base creature normally uses
w e a p o n s , i t al s o g a i n s
Multiweapon Fighting as a
bonus feat.
CREATURE COLLECTION I l l : SAVAGE BESTIARY

tals observed t he effectiveness of t he mutation functioning hands -his fourth was lost i n battle,
and tinkered with instilling t he trait i n others. and now ends i n a wicked hook.
Thus, t he feature slowly spread among t h e races. Rumors persist of an elven monastery hidden
Among t he civilized races, multiple arms deep in the Termanan wilderness dedicated to the
are a rare occurrence, but n o t completely un- study of multi-armed martial arts. All students at the
known. Children with multiple arms are often monastery have four or more arms. They believe their
taken from their families and trained as unique style is superior to all others, as they are capable of
bodyguards for rulers and other men of power. emulating multiple elements with their additional
O n e of the most famous multi-armed humans
was t he hero Darlanna, fabled titanspawn hunter.
Armed with a razor-edged dagger i n each of her
arms. Completeness and harmony with nature results
in the perfection of the student, they claim, and a
practitioner with enough arms to emulate all four
I!
four hands, Darlanna danced across t h e battle- elements at once would be capable of amazing feats.
field, dealing death with every twist and turn, Unfortunately, to date there have been n o students
h e r arms a rhythm of destruction. For years she capable of such mastery, although the monks search
roamed Scarn ridding t h e world of t he worst of for (and occasionally kidnap) any multi-armed hu-
t h e titanspawn races. A grisly end inside t h e manoid young enough to be taught their beliefs.
stomach of a Gaurak troll ended her career, but Multi-armed creatures with class levels tend
her legend lives on. In fact, warriors with tre- to favor t h e barbarian and ranger, but fighters
mendous, graceful skill with t h e blade are often are common. W i t h t he ability to coordinate
said to dance like Darlanna. many hands at once, rogue is another common
T h e most recent occurrence of multi-armed class. Spellcasters find t he multiple hands less
species is among t h e Blood Sea orc pirates. T h e useful t h a n t h e warrior classes, and are much
orcs spent long years isolated o n a n island in t h e more rare. Those t hat do become spellcasters
Blood Sea when a chance stranding of a mer- usually become sorcerers or druids, as formal
chant vessel exposed t hem t o the world. T hey training is often denied these outcasts. Those
repaired t h e ship and studied it, learning to who do follow t h e pat h of t he sorcerer are almost
build boats of their own. T h e orcs sailed forth in invariably scions of Mesos.
large numbers, eventually growing into a n influ-
ential band, led by their most influential captain,
Ograk, called the Three: Ograk only has three

Seraphjc Creature tion, perhaps due to some agony or torment


inherent in t h e seraphic energies.
In t he deserts of Asherak, far away from Seraphic creatures have obvious physical
most of t he major city-states, portions of t h e differences when compared to normal creatures
land are infused with a strange energy, t he re- of t h e same base type. Perhaps they have a
sults of t he gods catastrophic experiments with different skin tone, or a n unusual number of
the Seraphic Engine. N o t quite arcane, n o t quite fingers, a small tail, feathers, or some other
divine, and almost completely undetectable by cosmetic differences. T h e GM should determine
any known means, these emanations are usually these alterations for each seraphic creature; none
evident only through t h e subtle yet strange ef- of these changes should have any mechanical
fects they have o n t h e surrounding environment. effects o n game play.
And, of course, in such places, peculiar creatures Seraphic creatures never speak any languages
often emerge. known to Scarn. Only through t h e use of magic
The most common of these abominations is can one communicate with these creatures, and
t h e seraphic creature, a ghostly, alien version of even t hen their madness makes them largely
some living creature of t he Scarred Lands. N o u n i n t e 11ig ib le.
two seraphic creatures, even if they are of t h e
same base species, look exactly alike. Those few Sample Seraphjc Creature
sages who know of these things cannot agree if The beast looks like a spectral camel, but one
they are native creatures t h a t have somehow that has been fearfully changed. I t s head is over-
been magically altered by t h e deserts emana- sized, and it limps along on twisted legs, drooling
tions, or if they have been drawn from other and mewling constantly.
worlds and pulled, only partially, to Scarn. What - T hi s example uses a camel as the base crea-
ever t he case, seraphic creatures seem to be ture.
driven at least somewhat mad by their condi-
APPENDIX ONE: TEMPLATE CREATURES

Seraphjc Camel referred to as the base creature). A seraphic creature


uses all the base creatures statistics and special abili-
Large-(Incorpapal,b)
H t Dice: 3d8+12(25 hp) ties except as noted here.
In* +2 Size and Type: Size is unchanged. Type changes
speed: Fly 30 Ft. (6squares) (perfect) to outsider, and the creature gains the incorporeal
AC: 13 (-1 size, +2 Dex, +1 deflection), touch 12, and native subtypes. Do not change base attack bo-
flat-footed 10 nus, saves, skills or feats.
BaseAttadJGapple: +2/- Hit Dice: Same as the base creature or d8,
AttadC lncorporeal bite -1 melee(ld8-4 electric-
whichever is better.
I ity)
FdAttadc lncorporeal bite -1 melee (ld8-4 electrtc- Speed: Fly 30 ft. (perfect), or the base creatures
ity) fly speed, whichever is better.
space/Reedr 10ft. /5 Ft. AC: The base creature loses any natural armor
SpecdAttackr - bonus, but gains a deflection bonus equal to the
SpecdQUdlties: Darkvision60ft.,Incompatlbleaura,Incorpo- seraphic creatures Charisma modifier (minimum + 1).
real traits, immunity to electricity, madness
Attack: The seraphic creature appears to attack
saves: Fort +7, Ref +5,Will +O
as the base creature (claws, bite, weapon use, etc.),
Abilities: Str -, Dex 14,Con 18,lnt 1, Wis ?, Cha 2
Skilk: Listen+4,Spot +4
but all such attacks function as an incorporeal touch
F& Alertness, Endurance
attack. Use the seraphic creatures Dexterity modifier
in place of its Strength modifier to determine attack
Any
~uafion. solltary bonuses.
ChdlengeRating: 1 Damage: Seraphic creatures interact imperfectly
T m None with the environment of Scarn, and actually generate
Alignment: Always chaotic neub-al trace amounts of some type of energy due to their
Ahrancement: - alien natures. The seraphic creatures incorporeal
LwelAdjusbnent: - touch attack deals ld8 + Charisma modifier points of
energy damage. Roll ld4 and consult the following
Descnptjon table (or simply choose a result) to determine what
This particular se- sort of energy damage a particular seraphic
raphic camel has creature deals with its touch.
abnormally thick limbs, Special Attacks: A seraphic creature
a overgrown twisted retains all the non-physical special at-
hump, and a cranium tacks of the base creature - that is,
perhaps half again the any attack that does not rely on the
size of a normal camels. creatures physical mass, strength,
It walks with a stiff- density, biology, etc., to dealdam-
legged gait, drools and age or have some other effect.
snorts constantly, and its
Special Qualities: A se-
hooves give of sparks when-
raphic creature retains all the
ever they strike stone. Its fur
non-physical special qualities
is marked with streaks of what
of the base creature -that is,
appears from a distance to be a
any quality that does not rely
blue slime, but on closer exami-
on the creatures physical
nation is simply discoloration.
presence or substance. It
Combat also gains the incorpo-
real subtype and
This seraphic camel prefers to
darkvision 60 ft., as
avoid creatures native to the Scarred
well as the following.
Lands, but if approached it likely at-
tacks on sight. Immunity to En-
ergy ( E x ) : Seraphic
* A camels bite is treated as a creatures are immune
secondary attack.
to whatever type of
Creatjng a Seraphjc energy they use to deal
extra damage with their
Creature incorporeal touch attack
Seraphic is a tem- (i.e., cold, electricity, fire,
plate that can be added to or negative energy).
any living creature (hereafter
CREATURE COLLECTION 111: SAVAGE BESTIARY
5%
Incompatible Aura ( E x ) : Something in the nature No score can be reduced to less than 1 in this way.
of seraphic creatures interacts poorly with that of The creatures physical alterations, as described
living creatures native to the Scarred Lands. If the above, should account for some of these changes. For
bare flesh of a living being ever occupies the same instance, a creature with a higher Constitution than
space as a seraphic creature, as when the seraphic the base might be particularly large or well muscled-
creature passes through the living creatures space (or or perhaps, being incorporeal, simply have a strong,
vice versa), each must make a Fortitude save (DC 10 healthy glow - while one with a lowered Dexterity
+ 1/2 the seraphic creatures HD + the seraphic score might be unusually corpulent or have weak
creatures Charisma modifier) or take damage equal limbs.
to ld6 x the seraphic creatures Charisma modifier Environment: Any. (Todate, seraphic creatures
(minimum ld6). have been encountered only in the deepest deserts of
Madness (Su): Anyone targeting the seraphic Asherak, although no known factors prevent them
creature with a mind-affecting spell or ability auto- from moving elsewhere.)
matically takes l d4 points of Wisdom damage. Aside Organization: Solitary.
from this damage, however, the success or failure of Challenge Rating: Same as the base creature + 1.
the spell or ability is determined normally.
Alignment: Always chaotic and non-good.
Abilities: Seraphic creatures, being incorporeal,
Level Adjustment: None.
have no Strength score. For each other ability, the
GM should roll ld8 and consult the following table to
see what modifier is applied to that score.

Soulless Sample Soulless


A horrific parody of a female human warrior
Since the rise of the G houl King, countless
appears before you, her breastplate inscribed with
brave paladins from the Sisters of t h e S u n have
the sigil of Madriel. She is clearly not a child of the
died staving off his foul legions. Each sister is
Angel of Mercy, for her eyes burn with a n unnatu-
prepared to face death opposing the Ghoul Kings
ral green fire. She grips her sword and snarls a t you
forces, and t h e worst fate any sister can imagine
in a voice that is no longer human.
is falling to his armies only to be raised i n a grisly
T hi s example uses a female human ex-pala-
parody of her service i n life.
din as t he base creature.
T h e Sisters of t he S u n learned of such hor-
rors when they originally pushed t h e G houl King Human Soulless Ex-Paladjn lO/Fjghter 4
from t he western kingdoms back t o t h e Isle of Medium Undead
t h e Dead. T h e Army of t he Living watched as Hit Dice: 14d12 (71 hp)
t h e very life force was drawn from t h e first 13 Initiative: +5.
Sisters to step ont o those bleak shores. C o n - Speed: 20 Ft. in full plate armor (4 squares);
sumed by undeath, these 13 turned against their base speed 30 Ft.
former fellows, auras of despair and a frightening AC: 27 (+1 Dex, +6natural,+lOarmor), touch
command of negative energies holding t h e other 11, flat-footed 26
Sisters at bay while t h e G houl Lord escaped t o Base AttacWG-apple: +14/+18
Attack: t3 longswordofempowerment+22 me-
t h e interior of his foul island. Since that time, a
lee (ld8+7/17-20 plus ld6 negative
few other unwary paladins have been captured energy) or +2unholy bone dagger +20
by the G houl Lords servitors and brought to t h e melee (ld4+6/17-20 plus ld6 negative
Isle to be twisted by its dark power. energy and energy drain) or touch +18
melee (ld6 negative energy plus ghoul
Drawn and pale, t h e soulless c a n almost pass
Fever)
for their former selves save for their black auras
Full Attack: c3 longswordofempowerment+20/+15/
and unearthly countenances. In combat, t h e +lOmelee(ld8+7/17-20 plusld6nega-
eyes of a soulless burn with a n unholy green tive energy) and +2unholy bone dagger
flame, and dark energy crackles about its form. +18/+13melee (1d4+4/17-20 plus ld6
T h e vast majority of soulless are female, being negative energy and energy drain); or
touch +18/+13/+8 melee (ld6 negative
corrupted Sisters of t he Sun, and most wear dark energy plus ghoul Fever)
armor bearing the symbol of a n eclipsed sun. SpacelReach: 5 ft./5 ft.
Special Attacks: Corrosion, ghoul Fever, rebuke undead
7/day, spells, wounding touch
APPENDIX ONE: TEMPLATE CREATURES

Special Qualities: Aura of despair, damage reduction 10/ This soulless is based on a human 10th-level
goodand magic,darkvision60ft.,undead ex-paladin/4th-level fighter with t he following
traits, unholy health
base ability scores: S t r 14, Dex 10, Con 12, I n t 8,
Saves: Fort +11,Ref +7,Will +'?
Wis 15, C h a 13.
Abilities: Str18,Dex12,Con-,Int8,Wis16,Cha
l'?
Skills: Concentration+lo,Diplomacy+?, Handle
Descrjptj on
Animal +'?, Hide +4, Knowledge (reli- Valdrah, once a Sister of t he Sun, led an
gion) +6, Listen t14, Move Silently +4, expedition t o hunt the Ghoul King to his very
Ride +7, Search t7, Sense Motive +16, citadel on the Isle of the Dead after his forces
Spot +14 were routed by the Army of the Living and the
Feats: Alertness, ImprovedInitiative, Improved
goddess Madriel. It is said that Valdrah received
Critical (longsword), Improved Two-
Weapon Fighting, Iron Will, Lightning a vision from her goddess foretelling a black fate
Reflexes, Two-Weapon Fighting, for the paladin if she should pursue the undead
Weapon Focus (longsword), Weapon tyrant and fail in her quest.
Specialization (longsword) Upon setting foot on the Black Isle, Valdrah
Environment: Any land and underground
watched helplessly as her forces withered and
Organization: Solitary
died from the isle's strange dark energies. S h e
Challenge Rating: 17
died screaming her goddess's name as her former
'Treasure: Standard
allies tore into her - only t o awaken in a state
Advancement: By character class
Always lawful evil
of cursed undeath. Valdrah now serves as one of
Alignment:
Level Adjustment: +6 t he Ghoul King's most favored lieutenants.

Combat
Valdrah prefers to confront her opponents
directly, favoring paladins over all other foes.
Corrosion (Su): Valdrah deals an additional
+ l d 6 points of negative energy damage with any
successful touch or weapon attack she makes.
G houl Fever (Su): Melee damage, Fort DC
21, incubation 1 day, damage l d 3 Dex
and l d 3 Con.
Rebuke U ndead (Su): Valdrah
may rebuke or command undead as an evil
leric of 10th level.
Spells: Valdrah casts divine spells as a 10th-
Y level paladin, but may only cast spell from the
Death, Evil, and Law domains. T h e save DCs are
Wisdom-based.
Typical spells prepared ( 2 / 2 ; save DC 13 + spell
level) : 1st-cadaver dancet, protection from good;
2nd-death knell, desecrate.
IThis spell is found in Hollowfaust: City of
Necromancers.
Wounding T o u c h (Su): As a standard ac-
tion, Valdrah may make a touch attack t hat
functions as t he spell inflict moderate wounds, as
if cast by a 14th-level cleric. She may use
this ability 5 times per day. This
ability may be used to heal
undead (including Valdrah

F: hersezi;ra of Despair (su):


Living creatures within 30
I feet of Valdrah must make
\ a DC 21 Will save or
suffer a -4 profane pen-
CREATURE COLLECTION 111: SAVAGE BESTIARY

alty t o all saves for as long as they remain within - Spells: T h e soulless may cast spells as a
the aura and for 1 minute thereafter. paladin of a level equal t o its ex-paladin level,
U nhol y Health ( Su) : W h e n on desecrated but may cast only spells from the Death, Evil,
or unhallowed ground, Valdrah gains fast heal- and Law cleric domains.
ing 5. - Ghoul Fever (Su): Melee damage, Forti-
Skills: Soulless have a +8 racial bonus on tude save, incubation 1 day, damage l d 3 Dex
Hide, Listen, Move Silently, Search, Sense Mo- and l d 3 Con. A n afflicted humanoid who dies of
tive, and Spot checks. ghoul fever rises as a normal ghoul a t the next
Possessions: + 2 full plate, +3 longsword of midnight. A creature t hat becomes a ghoul in
empowerment**, + 2 unholy bone dagger, potion this way retains none of t he abilities i t possessed
of keen edge, potion of flame weapon**. in life. It is not necessarily under t he control of
any other ghouls, but it hungers for t h e flesh of
Creatjng a Soulless the living and behaves like other ghouls in all
Soulless is a template t hat can be added t o respects.
any living creature with levels in paladin or ex- - Corrosion ( S u ) : T h e soulless deals a n
paladin (hereafter referred t o as t h e base additional + l d 6 points of negative energy dam-
creature). A soulless uses all the base Creatures age with any successful touch or weapon attack
statistics and special abilities except as noted it makes.
here. - Unholy Mount (Sp): O nce per day, the
Size and Type: T h e creatures type changes soulless may call a bloodmare (see Creature
to undead. T h e creature loses all special features Collection Revised) as an unholy mount. Treat
of the paladin class, converting all paladin lev- t he bloodmare as a paladins special mount, ap-
els into ex-paladin levels. Do not recalculate plying modifiers and special abilities based o n
base attack bonus, saves, or skill points. t he soullesss ex-paladin levels (see Players
H i t Dice: Increase all current and future Handbook, Chapter 3: Classes, T he Paladins
HD to d12s. Mount).
AC: A soulless has a + 6 natural armor bonus -Energy Drain (Su): T h e soulless has gained
o r t h e base creatures natural armor bonus, a mastery of negative energy. Living creatures
whichever is better. hit by a soullesss touch or melee attack receive
Special Attacks: A soulless retains all t he one negative level.
special attacks of the base creature that are not Special Qualities: A soulless retains all the
dependent o n t h e paladin class and gains t he special qualities of t h e base creature save those
following. Where applicable, saves have a DC of dependent upon the paladin class; it also gains
10 + 1/2 t he soullesss HD + the soullesss C h a all undead traits, as well as the following.
modifier unless otherwise noted. Unholy Health ( S u ): W h e n on desecrated or
Rebuke Undead (Su): All soulless may re- unhallowed ground, t he soulless gains fast heal-
buke or command undead as an evil cleric of ing a t a rate equal t o 1/2 its ex-paladin level.
level equal t o their ex-paladin level. Damage Reduction ( E x ) : All soulless have
T h e soulless also gains t h e following abili- damage reduction 5/good and magic. Soulless
ties depending o n t he number of ex-paladin with 9 or more ex-paladin levels have damage
levels it possesses. reduction 10/good and magic.
- Wounding Touch ( S u ) :As a standard ac- Abilities: Modify the base creatures abili-
tion, t he soulless may make a touch attack t hat ties as follows: Str +4, Dex +2, C h a +4. As
functions as the spell inflict moderate wounds, as undead creatures, soulless have n o Constitution
if cast by a cleric whose level equals the soullesss score.
total HD. T h e soulless may use this ability a Skills: Soulless have a +8 racial bonus o n
number of times per day equal to 1 + its C h a Hide, Listen, Move Silently, Search, Sense
modifier (minimum l/day). This ability may be Motive, and Spot checks. Otherwise same as
used t o heal undead (including t he soulless). base creature.
- Aura of Despair ( S u ) : T h e soulless radi- Environment: Any land and underground.
ates a powerful aura of sorrow and loss. Living Organization: Solitary.
creatures within 3 0 feet must make a Will save Challenge Rating: Up to 6 ex-paladin lev-
or suffer a profane penalty t o all saves equal t o els, same as t he base creature + 2 ; from 7-12
the soullesss C h a modifier (minimum -1). This ex-paladin levels, as base creature + 3 ; or 13 or
penalty lasts for as long as t he creature remains more ex-paladin levels, as base creature +4.
within the aura and for 1 minute thereafter. Alignment: Always lawful evil.
APPENDIX O N E : TEMPLATE CREATURES

Level Adjustment: U p t o 4 ex-paladin lev- their dark power from some fell god, none have
els, same as the base creature +3; from 5-8 been able to divine its true origin.
ex-paladin levels, as base creature +5; or 9 or Soulless most often advance as fighters or
more ex-paladin levels, as base creature +6. clerics. They are of course unable to continue to
gain paladin levels, prompting t h e G h o u l Lords
Soulless Characters servitors t o convert only t h e most pious and
Soulless serve as t h e lieutenants and knights noteworthy paladins. Most soulless wield pow-
o f t h e Ghoul King, controlling undead hordes in erful if tainted weaponry and armor, created by
their dread masters name. Although they draw t h e dark magics of t h e G houl King and his lich
servitors.

Wjld Bjer Description


Once a member of a hillside tribe, the spirit of the
When a devoted druid of Denev falls while trying to druid that forms the animus of this elemental wild bier
protect the land, the titaness sometimes allows the spirit to was killed protecting both his clans holdings and the
remain with the land. The Earth Mother shapesa new body very earth from greedy charduni prospectors. Now, he
out of natural materials to host the spirit, and then leaves it guards the hills he treasured in life from those who
to its duty to protect nature forever. Several dlfferent types would despoil Denevs bounty.
of wild bier have been encountered: trees that are easily
confusedfor treants,rock outcroppings in the desert (which Combat
might seem at first like simple earth elementals),and even This wild bier earth elemental is a ferocious,
strangelybeautlfulfloweredshrubsin the junglesoflermana. straightforward opponent to all who would desecrate
A wild bier protects it environs with druidic magic. the bosom of the Earth Mother, but it is particularly
fierce in opposing the charduni and their allies.
SampleWild Bjer The wild bier takes the time to buff itself with
The man-like shape is fd entirely of emth, and is spell such as bane of the forge and bulls strength before
cumpletely coveredinwinesandplantsthatsproutfromitsveryflesh. closing for melee with well-armed foes. Against large
This example uses a normal earth elemental as groups, it might summon an ally as a momentary
the base creature. distraction, then rise up from the groundusing its earth
glide ability to flank a foe already engaged with the
Wild Bier Medjum Earth Elemental ally.
Medium Elemental (Earth, Native)
Earth Mastery (Ex): A wild bier earth elemental
Hit Dice: 4d8+20 (38 hp)
gains a +1bonus on attack and damage rolls if both it
Initiative: -1
speed: 20 ft. (4 squares) and its foe are touching the ground. If an opponent is
AC: 18 (-1 Dex, +? natural), touch 7 , flat- airborne or waterborne, the elemental takes a -4
footed 18 penalty o n attack and damage rolls. (These modifiers
Base AttacWGrapple: +31+? are not included in the statistics block.)
Attack: Slam +? melee (ld8+?) Ire of the Land (Su): As a free action, the wild
Full Attack: Slam +? melee (ld8+?) bier earth elemental may cause the very ground in a
SpaceIReach 5 ft.15 Ft. 40-foot radius around the wild bier to hamper its foes,
Special Attacks: Earthmastery, ireofthe land,push,spells who suffer a-2 circumstance penalty on all attack rolls
Special Qualities: Darkvision 60 ft., earth glide, elemental and Reflex saves and a -2 penalty to AC. Enemy
traits, fast healing 4, immunities, natures
spellcasters trying to cast spells in the affected area
tongue
Saves: Fort +?, Ref +0, Will +5
must first succeed at a Concentration check (DC 15 +
Abilities: Str 23, Dex 8, Con 21, lnt 4, Wis 15, Cha spell level).
15 Push (Ex):A wild bier earth elemental can start
Skills: Listen +8, Spot +7 a bull rush action without provoking an attack of
Feats: Alertness, Cleave, lron Will, Power opportunity. The combat modifiers for its earth mas-
Attack tery ability also apply to any opposed Strength checks.
Environment: Any land
Spells: This wild bier earth elemental casts divine
Organization: Solitary
spells as a 4th-level druid. The save DCs are Wisdom-
Challenge Rating: 5
based.
Treasure: Standard
Alignment: Always neutral Typical druid spells prepared (4/3/2; save DC 12 +
Advancement Range: 5-7 HD (Medium) spell level): O-detect magic, flare, shockwave* (x2);
Level Adjustment: - 1st-bears endurance, bulls strength,magicfung; 2nd-
bane of the forge**, summon natures ally II.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Earth Glide (Ex):A wild bier earth elemental Zmmunities (Su): Wild biers are immune to any
can glide through stone, dirt, or almost any other kind spell or effect that would normally coerce the base
of earth except metal as easily as a fish swims through creature. Thus, plant wild biers are immune to charm
water. Its burrowing leaves behind no tunnel or hole, plant and similar effects, while elemental wild biers are
nor does it create any ripple or other sign of its unaffected by, for instance, Earthor Air domain priests
presence. A move earth spell cast on an area contain- attempting to rebuke or turn them.
ing a burrowing wild bier earth elemental flings it back Natures Tongue (Su): Any wild bier can commu-
30 feet, stunning the wild bier for 1 round unless it nicate with animals, plants, or elementals as if using
succeeds at a DC 15 Fortitude save. speak with animals, speak with plants, or tongues, as
Fast Healing (Ex):A wild bier earth elemental appropriate.
heals 4 points of damage each round, as long as it Abilities: Increase from the base creature as fol-
remains in contact with the earth and has at least 1 hit lows: Str +2, Con +4, Wis +4, and Cha +4.
point left. Feats: Same as the base creature, plus Alertness
Immunities (Su): A wild bier earth elemental is and Iron Will.
immune to any spell or effect that would normally Organization: Solitary.
coerce an earth elemental. Thus, for instance, Earth Challenge Rating: HD5 or less, +2; HD6-11, +3;
domain priests cannot rebuke or turn them. HD 12-18, +4, HD 19 or more, +5.
Natures Tongue (Su): A wild bier earth el- Alignment: Always neutral.
emental can communicate with animals, plants, or
Level Adjustment: None.
elementals as if using speak with animals, speak with
plants, or tongues, as appropriate.

Creatjng a Wild Bjer


Wild Bier is a template that can be added to any
elemental creature with the earth subtype or any plant
(hereafter referred to as the base creature). A wild
bier uses all the base creatures statistics and special
abilities except as noted here.
Size and Type: The base creatures size and type
do not change. If the base creature is an elemental, its I
extraplanar subtype changes to native.
Special Attacks: A wild bier retains all the spe-
cial attacks of the base creature and also gains the
following.
Ire of the Land (Su): Anyone confronting a wild
bier risks the anger of the very land itself, as these
creatures call upon Denev to hinder their opponents.
As a free action, the wild bier may cause the ground in
an area with a radius of up to 10 feet per HD around
itself to tremble underfoot; vegetation in the area
pulls, tugs, or otherwise interferes, and so on. All foes
(as defined by the wild bier) in the area suffer a -2
circumstance penalty on all attack rolls and Reflex
saves and a -2 penalty to AC. Enemy spellcasters
trying to cast spells in the affected area must first
succeed at a Concentration check (DC 15 + spell
f\Q
. .&
level). This ability works only in natural surroundings. .i
Spells: Wild biers cast divine spells as druids of a
-
level equivalent to their Hit Dice.
Special Qualities: A wild bier retains all the 7
special qualities of the base creature and also gains the
following.
Fast Healing ( E x ) : A wild bier heals 1 point of
damage per HD each round, as long as it remains in
contact with the earth and has at least 1 hit point left.
CREATURE COLLECTION 111: SAVAGE BESTIARY

Appendjx: Legal lnfonnatjon


Thls printing of Crmre CoUectwn 111: Sawqe Bestiary is done under Designationof OpenGameContent: Subject tothe Product Identity
version 1.O and/or draft versions of the Open Game License, the d2O System designation above, the following portions of CreatureCoUectinn IIi: Sawoge
TrademarkLicense,d20SystemTrademarkLogoGuideandSystemReference Besamy are designated as Open Game Content: all creature and NPC
Document by permission from Wizards of the Coast. Subsequentprintings of statistic templates, (i.e. from Size Type (e.g., Small Undead) down to the
this book will incorporate final versions of the license, guide and document. italicizedtext immediatelybefore the"Descripti0n"header and excepting
Designation of Product Identity: The following items are hereby the creature's name or proper names specific to the Scarred Lands
designated as Product Identity in accordance with Section 1(e) of the Open setting); all skills, feats, special attacks (SA) and special qualities (SQ);
Game License,version 1.O: Any and all Sword and SorceryStudiologos and prestigeclasses;all text under the 'Towers" sectionofmagic item or artifacts;
identifying marks and trade dress, including all Sword and Sorcery Studio all textunderthe"SpellEffect"sectionofspellsandrmerituals;alltextunder
Product and Product Line names including but not limited to Creature the "Combat" section of a creature's listing (except the creature's name or
Collection, Creature Collection 2: Dark Menagerie, CreatureCollection3: proper names specificto the Scarred Lands setting);any reference to saving
Savage Bestiary,Relics and Rituals and Relics and Rituals 2: Lost Lore, the throws, saves or skill checks and their Difficulty Classes (E) and anything
Scarred Lan& and the Scarred Lands logo;all text under the "Description" else contained herein which is already Open Game Content by virtue of
headerofanycreature,spell,meritual, magicitem,artifact,orNPC'slisting; appearing in the System Reference Document or some other CG C source.
any elements of the Scarred Lands setting, including but not limited to Some of the portions of thii book which are delineated OGC originate
capitalized names, names of artifacts,characters, countries, creatures, geo- from the System Reference Document and are 01999-2003 Wmds of the
grdphichxtions, gods, historic events, magic item, organizations, spells or Coast, Inc. The remainder of these OGC portions of this book are hereby added
titans; and any and all stories, stotylines, p l ~ t s thematic
, elements, and toOpenGarneContentand ifsoused,shouldbeartheCOPYRIGHTNOTICE
dialogue; and all artwork, symbols, designs, depictions, illustrations, maps "Creature Cokction 111: Savage Bestiary copyright 2003, White Wolf
and cartography, likenesses,poses,logos, symbols,or graphic designs, except Publishing, Inc."
such elements that already appear in the d20 SystemReference Document Allcontentsofthisbook,regardlessofdesignation,are copyrightedyear
(e.g.NystulorBigsby) andarealready OGCbyvimeofappearingthere.The 2003 by White WolfPublihing, Inc. All rights reserved.Reproduction or use
above Product Identity is not Open Game Content. without the written Dermission of the oublisher is exoresslv forbidden.exceot . L

for the purpose of review or use of& consistentwith ;he CEL.

OPEN GAME LICENSE Version 1.0 11. Use of Contributor Credits: You may not market or advmlse the Open Game
The following text IS the property ofwiiards of the Coast, Inc. and is Copyright 2000 Content using the name of any Contributor unless you have wntten permmion fiom the
Wizards of the Gmt. Inc ("Wmrds''). All Rights Reserved. Conmhutor to do 50.
1. Definitions (aYContributors"means the copyright andor mdemark owners who 11.l~bilitytoComply:lfitaimpossibleforYoutocomplywithanyofth~termsofthw
have contributed Open Game Content; (b)"Denvative Material"means copynghted material License with respect tu some or all ofthe Cpen Game Content due to smtute,judicial order, or
mncludlngdenvanvework and translations(includinglnto other computerlanguages),potation. governmentalregulation then You may not Use any open Game Material so affected.
modification, correction,addition, extension, u p d e , improvement,compilation,ahndgment 13.Termination:ThisLicenservllltermmteautomatically ifYoufailtocomply withall
or other form ln which an exwtlng work my be recast, transformed or adapted;(c) "Distribute" terms herein and fail to cure such breach within 30 days ofbecoming aware of the breach. All
means tn reproduce. license, rent, lem, sell, broadcat, publicly display, transmit or otherww sublicensesshall S U N I V ~ the termination afthls License.
dstnbute; (dYOpen Game Content" means the game mechanic and d u d e s the methods, 14. Reformation: If any provision of this License IS held to he unenforceable. such
prozedwe\, prccascs and rwtmes tu the extent such content does not cmbody the Product provlsion shall he reformed only to the extent necessaq to make it enforceable.
Identity and LS an enhancement over the prior m and a n y additionalcontent clearly identified
15. COPYRIGHT NOTICE
as Q x n Gamc Content hy the Contributor. and means any work covered hy rhls License,
includingtranslanonsanddenvmve works undercc'pyright law,hut ~peci6callyexcludcs Prwluct Open Game License v 1.0Copynght 2000, Wizards of the Coat, Inc.
Identq (e) "Product Identity" means product and product Ime names, logos and identifying System Reference Document Copyright 2CXB2003, W m d s of the Coast, Inc.;
marks including trade dress; artifacts; C ~ ~ N chancten;
W stones. stotylines. plots. thematic Authors Jonathan Tweet, Monte Cmk, Skip Wdhams, based a n onglnal materd by E. Gaq
elements,dialogue,incidents,language,artwork,symbls, designs,depstians, hkenesses.formars, Gygax and Dave Arneson.
poses. conceprs, rhcmra and pphic , photographic and othet vwual or audio rep-ntations; Original Spell Name Compendiumcopynght 2002 Necromancer Games, Inc.; based
name5 and descriptions of characters, spells. enchantments. personalities, team, pelsonas, on spells from the Pk~yer'sHandbwk that were renamed ln the System Reference Document,
likenesses and special abditics; places,locations.environments,c r e a m , equipment,magical or found on the legal page o f w w w . ~ m q m s . c m .
supernatural abilities or effects,logos, symbols, or graphic designs; and any other trademark ur Cwature Collection Copyright 2000, Clark Peterson
registered trademark clearly identified as Product identity by the owner ofthe Product Identity,
and which specifically excludes the Open Game Content; (0 "Trademk" means the logos, Relics & Rituals Copynght 2001, Clark Peterson
ndmn, mark, sign, motto, designsthat are used by a Conmibutor to identify itself or its products Creature Collection 2: &kM-ge&Copyrght 2001, White Wolf Publishing, Inc.
or the assacmed products conmhuted to the Open Game License hy the Contributor (g) "Use", Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.
" U d "or "Usmg"means to use, Dernbute, copy, edit, format, modify, rranslate and orherwise Hollawfaust: City of NecromancersCopynght 2001, White Wolf Puhlishhmg,In'.
create Derivative Matenal of Open Game Content. (h) "You"ilr "Your" means the licensee in
The Wise and& the WickedCopyright 2001. White Wolf Pubhshmg, Inc.
r e m ofthis agreement.
The Divine and the DefeatedCopynght 2001, White Wolf Publishing, Inc.
2.TheLicense:ThlsLicenseapplies toanyOpenCameContent thatcontamanotice
indicatingthat the open Game Content may only be Used under and ln terms of thls License. Burok Tom: City Under SiegeCopyrlght 2002, White Wolf Puhltshm~,Inc.
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3.CfferandAccepmce: ByusingtheOpenCameContent you indicateyr,uracccprance Scarred Lands Campaign Setting: GhelspadCopyright 2002, White Wolf Puhltshmg,
ofthe t e r n O f t h l S Llcense. Inc.
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Conmbutoe gmnt You aperperual,worldwide,toyaltyfiee, non-exclusive licensewiththe exact
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5. Representationof Authority to Contribute: If You are contributing onginal material
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6. Notice of License Copyright: You must u&ate the COPYRIGHTNOTICE portton The Serpent andtheScepter: Serpent AmphoraCycle, EkokIICopyright 2002,White
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Shelzar: City of Sins Copyright 2003, White WolfPublishing, Inc.
7 Use ofl'roduct Identitq: You agree not to Use any Product Identity, mcludmg as an TheSrrpntCitadel: %pent AmphoraCy~le,BoaklIICopynght2W3,White Wolf
lndicationas tu compatibility,except a* expressly k e n 4 in another, lndrprndrnt Agrccmcnt
Publishmg. Inc.
with the owner ofeach element ofthat Product Identity You agree not to lndicate campatlbiliq
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Content except 3;*expresslylicensed m another, mdependentAgreementwth the ownerof such Creature Collection RevisedCopynght 2003, White Wolf Pubhhmg, Inc.
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challenge to the ownershipof that Product Identity. The owner of a n y Product Identity used in Publishing, Inc.
Open Game Gmtent shall retain all rights, title and interest m and to that Product Identity. Player's GuidetoFighteraandB~sCopyright2003,White WolfPubhshmg,Inc.
8. Identification:Ifyoudambute OpenGame Content youmust clearly lndicate which Player's Guide to Clerics and Druids Copytight 2003, White Wolf Publtshmg, Inc.
p r t a m s of the work that you are dstnbutmng are Open Game Content.
Player's Guide to Rangers and Rogues Copyright 2003. White WalfPublishmp, In'.
9 Updatlng the License:W m d s or its designated Agents may puhhsh updated versions
ofthsLicense. You may use any authorized version ofthls Licensetocopy, modifyanddistribute Scarred LandsCampaign Setting: TermanaCopynght 2003, White Wolfhhlishmg,
any Open Game Content onginally distributed under any version ofrhls License. Inc.
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the Open Game Content You Distnhute. The Faithful and the Forsaken G>pynght2003, White Wolf Publishmg, Inc.
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