2 creature collection.docx

44
Arcane Devourer Medium-Size Outsider (Evil) Hit Dice: 6d8+12 (39 hp) Initiative: +0 Speed: 30 ft. AC: 18 (+8 natural) Attacks: 2 claws +10 melee, bite +8 melee Damage: Claw 1d6+4, bite 2d4+2 Face/Reach: 5 ft. by 5 ft.15 ft. Special Attacks: Spell-like abilities, drain magic Special Qualities: Damage reduction 10/+1, SR 15, Darkvision 60ft. immunities, planeshift Saves: Fort +7, ReF +5, Will +5 Abilities: Str 19 Dex 11, Con 15, lnt 13, Wis 10, Cha10 Level Adjustment: +9 Description The arcane devourers are scavengers of latent arcane energy who were created by Mesos to collect and return the errant arcane energy that flowed from the titan. Despite Mesos's death. The arcane devourers continue their task of searching out arcane energies, devouring them and storing them within their own bodies. They travel the astral and physical plane searching out such energies, and they are attracted to sorcerers, wizards and magical items that store it. Arcane devourers are tall, loathsome humanoids. Their long arms and fingers end in deadly talons, but they have no mouths and are assumed to feed only on the arcane energys they absorb from any source hey touch. They carry large cristiline cysts on their nicks, which glow waith magical power and flash with blinding light whenever a , devouivr absorbs arcane energy. Spell-like abilities: At will - Detect Magic, Dispel Magic, Identify, and See Invisibility. as cast by a 6th- Level sorcerer (Save DC 10 + spell level). Drain Magic (Su): An Arcane Devourer who makes two successful claw attacks in the same round on a opponent can drain magic as a free action. if the victim is a spellcaster, then he is drained of 1d3 of his memorized spells (if a wizard) or 1d3 of his unused spell slots (if a sorcerer), beginning with the highest level spells and moving down. Determine randomly which spells of a given level are drained. The spellcaster is unable to prepare or cast replacement spells for 1d4 days. If the spellcaster has no memorized spells, or the victim is not a spellcaster, then all spells or magical effects upon the victim (e.g. Stoneskin or Commanding Presence) are drained instead as it the arcane Devourer had succeeded at casting Dispel Magic on them. If the victim has no spells to drain, nor spell effects to drain, then any magic items worn or held by the victim are effected next. See core rulebook I page 150 for the order in which magic items are affected by the drain attack. Such items are affected as though the arcane Devourer had cast Mord's Disjunction on them (Will save DC 13). Anytime a devourer drains arcane energies, the web-like veins on the surface of the devourers skin glow and the crystalline cyst on its back flashes with light. Treat the effects of this light as the spell Flash. Plane Shift (Su): This ability affects only the arcane devourer. It is otherwise similar to the spell of the same name. Immunities (Ex): Arcane Devourer's are immune to poison, cold, sleep and effects dealing with exhaustion, hunger, asphyxiation or drowning. Skills: Arcane devourers receive a +8 racial bonus to Concentration, Spellcraft and Knowledge (arcane) checks. As Characters Natural Armor: +8 Damage reduction 10/+1 Spell Resistence 15 Darkvision 60ft. Abilities: Str +8, Con +4, lnt +2, Natural Attacks: Claw 1d6, bite 2d4 Spell-like abilities Drain Magic (Su) Plane Shift (Su) Immunities (Ex)

Upload: john-antonio-von-trapp

Post on 25-Oct-2015

47 views

Category:

Documents


1 download

DESCRIPTION

creature collection 2 player races

TRANSCRIPT

Page 1: 2 Creature Collection.docx

Arcane DevourerMedium-Size Outsider (Evil)Hit Dice: 6d8+12 (39 hp)Initiative: +0Speed: 30 ft.AC: 18 (+8 natural)Attacks: 2 claws +10 melee, bite +8 meleeDamage: Claw 1d6+4, bite 2d4+2Face/Reach: 5 ft. by 5 ft.15 ft.Special Attacks: Spell-like abilities, drain magicSpecial Qualities: Damage reduction 10/+1, SR 15, Darkvision 60ft. immunities, planeshift Saves: Fort +7, ReF +5, Will +5Abilities: Str 19 Dex 11, Con 15, lnt 13, Wis 10, Cha10Level Adjustment: +9

Description

The arcane devourers are scavengers of latent arcane energy who were created by Mesos to collect and return the errant arcane energy that flowed from the titan. Despite Mesos's death. The arcane devourers continue their task of searching out arcane energies, devouring them and storing them within their own bodies. They travel the astral and physical plane searching out such energies, and they are attracted to sorcerers, wizards and magical items that store it.

Arcane devourers are tall, loathsome humanoids. Their long arms and fingers end in deadly talons, but they have no mouths and are assumed to feed only on the arcane energys they absorb from any source hey touch. They carry large cristiline cysts on their nicks, which glow waith magical power and flash with blinding light whenever a , devouivr absorbs arcane energy.

Spell-like abilities: At will - Detect Magic, Dispel Magic, Identify, and See Invisibility. as cast by a 6th-Level sorcerer (Save DC 10 + spell level).

Drain Magic (Su): An Arcane Devourer who makes two successful claw attacks in the same round on a opponent can drain magic as a free action. if the victim is a spellcaster, then he is drained of 1d3 of his memorized spells (if a wizard) or 1d3 of his unused spell slots (if a sorcerer), beginning with the highest level spells and moving down. Determine randomly which spells of a given level are drained. The spellcaster is unable to prepare or cast replacement spells for 1d4 days.If the spellcaster has no memorized spells, or the victim is not a spellcaster, then all spells or magical effects upon the victim (e.g. Stoneskin or Commanding Presence) are drained instead as it the arcane Devourer had succeeded at casting Dispel Magic on them.If the victim has no spells to drain, nor spell effects to drain, then any magic items worn or held by the victim are effected next. Seecore rulebook I page 150 for the order in which magic items are affected by the drain attack. Such items are affected as though the arcane Devourer had cast Mord's Disjunction on them (Will save DC 13).

Anytime a devourer drains arcane energies, the web-like veins on the surface of the devourers skin glow and the crystalline cyst on its back flashes with light. Treat the effects of this light as the spell Flash.

Plane Shift (Su): This ability affects only the arcane devourer. It is otherwise similar to the spell of the same name.

Immunities (Ex): Arcane Devourer's are immune to poison, cold, sleep and effects dealing with exhaustion, hunger, asphyxiation or drowning. Skills: Arcane devourers receive a +8 racial bonus to Concentration, Spellcraft and Knowledge (arcane) checks.

As Characters

Natural Armor: +8

Damage reduction 10/+1

Spell Resistence 15

Darkvision 60ft.

Abilities: Str +8, Con +4, lnt +2,

Natural Attacks: Claw 1d6, bite 2d4

Spell-like abilities

Drain Magic (Su)

Plane Shift (Su)

Immunities (Ex)

Racial Skill Bonus

Page 2: 2 Creature Collection.docx

Blood SpriteSmall FeyHit Dice: 2d6 (6 hp)Initiative: +8

(+4 Dex. +4 Improved initiative)Speed: 20 ft., Climb 15 ft.AC: 15 (+1 size. +4 Dex)Attacks: Bite -1 melee: dagger -1 meleeDamage: Bite 1 point and paralyze;

dagger 1d4-2Face/Reach: 5 ft. by 5 ft. / 5 ft.Special Attacks: Paralyze. Improved Grab, Blood DrainSpecial Qualities: SR 11Saves: Fort +0. Ref +7. Will +3Abilities: Str 7, Dex 18, Con 11, 1nt 12. Wis 10, Cha 13Skills: Bluff +5, Climb +6, Hide +5. Listen +4. Search +4, Spot +4Feats: Dodge, Improved InitiativeClimate/Terrain: Any forest and mountainsOrganization: Gang (2-4). band (6-11 blood sprites. with one 4HD thug/leader)Challenge Rating: 1/2Treasure: StandardAlignment: Usually chaotic evil Advancement Range: 3-4 HD (small)Level Adjustment: +3

DescriptionRising out of the earth from where the titan Gorinoth halves are imprisoned, blood sprites are mockeries of what were once some sort of pixie. Their wings gone, blood sprites now hunt on the ground. They are vicious little creatures that would seem better suited as as Gaurak's brood, however, they have inherited Gormoili's spite and playing deadly tricks on others. Their favorite game is luring prey into complacency, attacking from the shadows, and then playing with their food.Too disorganized to form large communities, bands are generally led by a sprite tougher and craftier than the rest. Blood sprites rarely make havens, roaming in packs, sometimes accompanied by murdersprites.

Blood sprites appear as gaunt children, their cherubic faces now thin and pale. When a blood sprite is fully fed on blood, the whites of his eyes turn red.

CombatBlood sprites lure travelers to them by having one fake injury, portraying himself as a hurt child that has been either abandoned or lost. They also like to prey on children, revealing themselves when adults are not around, befriending the child and convincing her to come "play" in the woods. When their prey's defenses are down, they attack in masse (coining out of hiding), attacking one target at a time (more if their numbers permit), paralyzing their target and then attacking the next until they are either forced to retreat, are sated and leave, or kill their enemies. They only fight to the death if cornered.

Paralyze (Ex): On a successful bite, the blood sprite injects it paralytic poison into the bloodstream of its victim. The victim must succeed on a Fortitude saving t throw (DC 11) or be paralyzed for 2d4 rounds.

Improved Grab (Ex): To use this ability, the blood sprite must hit with its bite attack. If it gets a hold, it can begin draining blood.

Blood Drain (Ex): A blood sprite can suck blood from a living victim after it bites by making a successful grapple check. if it grabs its foe, it drains blood, inflicting Id4 points of temporary Constitution drain each round the pin is maintained. Each point of Constitution drained heals the blood sprite; Constitution that adds above the blood sprite's maximum hit points is treated as temporary hit points.

As Characters

Abilities: Str -4, Dex +8, lnt +2, Cha +2

Spell Resistence 11

Small Size:

Natural Attack: Bite 1 point + paralyze

Climb speed 15 ft

Improved Grab (Ex)

Blood Drain (Ex)

Page 3: 2 Creature Collection.docx

Corpse WhispererMedium-Size Monstrous HumanoidHit Dice: 5d8+15 (37 hp)Initiative: +5 (+1 Dex. +4 Imp. Initiative)Speed: 30 ftAC: 11 (+1 Dex)Attacks: 2 Claws +8 melee Damage: Claw ld6+3Face/Reach: 5 ft by 5 ft./5 ft.Special Attacks: Spell-like abilitiesSpecial Qualities: Undead spawnSaves: Fort +4, Ref +5. Will +7Abilities: Str 16. Dex 12. Con 17, Int 19, Wis 17, Cha 13Skills: Hide +5,. Knowledge (any one) +5, Listen +6. Move Silently +4Feats: Improved InitiativeClimate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 4Treasure: StandardAlignment: Always neutral evilAdvancement Range: 6-10 HD (Medium-size): 11-lb HD (Large)Level Adjustment: +6

DescriptionThe corpse whisperers are a Titan-Spawn race adopted long ago by Belsamcth and empowered to raise armies of undead to lead against the death goddess's enemies. There is a connection between the living and the dead that a corpse whisperer exploits, breathing new unlife into the recently departed so that it joins the corpse whisperer's ranks of the walking dead. The corpse whisperer itself, however, is not undead, but rather a mimic crafted to resemble the undead, allowing it to gain an advantage over those who believe the risen dead to be mindless automatons.

A number of corpse whisperers live on the outskirts of the Hornsaw Forest, especially near Glivid Autel. Vigilant patrols around the Hornsaw Forest have been beset by multiple armies of shambling undead. Whether a single corpse whisperer has taken control of the many undead or a number of the creatures are working together is unclear, but a figure dressed in full military regalia has been spotted directing the undead during these battles.So far, finding and stopping this death general has proven quite difficult. Other corpse whisperers are encountered marching legions of corpses across the Ukrudan desert, presumably to use the undead as building blocks for Dunahnae's infamous Wall of Bones. What pacts or agreements these whisperers have with Dunahnae remains unknown.A corpse whisperer appears as an intact zombie, although there is a malevolent intelligence burning in the creature’s eyes. It usually dresses in rags or whatever is appropriate for the climate.

CombatCorpse whisperers are found with legions of undead, directing them into battle. When its minions bring down a

foe, the corpse whisperer’s abilities come into play, allowing the creature to raise the dead as a loyal follower. A corpse whisperer attacks by getting close to a victim and using its touch attacks to augment its claws.

Spell-like Abilities: At will: armor of undeath, grim feast, inflict moderate wounds, sleep of the dead, zombie form. These abilities are as spells cast by a 7th level sorcerer (Save DC 11 + spell level).

Undead spawn (Su): As a standard action, a corpse whisperer can revive the recently dead by speaking directly into their ears, creating a new follower that immediately joins the creature’s minions against its former friends. The effect is similar to animate dead, except the undead are always zombies, the corpse must be no more than one hour old for the whisperer to animate it and there is no limit to the number of zombies the corpse whisperer may control. The undead have the standard abilities of a zombie dependent on their size, and unerringly follow the orders of the corpse whisperer.

As Characters Abilities: Str +6, Dex +2, Con +6, Int +8,

Wis +6, Cha +2

Natural Attacks: Claws ld6

Undead spawn:

Spell-like Abilities:

Page 4: 2 Creature Collection.docx

Daemon, Moon

Large (Tall) Outsider (Evil)Hit Dice: 12d8+36 (90 hp)Initiative: +2 (Dex)Speed:40 ft.AC: 26 (-1 size, +2 Dex, +15 natural)Attacks: Bite +15 melee. 2 claws +13 meleeDamage: Bite 2d4+4, claw 1d12+2Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Rend, trip, curse of lycanthropy, fear howl, spell-like abilitiesSpecial Qualities: Alternate form, DR 20/+2 or silver, SR 22, regeneration 6, immunities, resistances, see in darkness, telepathy, summon daemonSaves: Fort +11, Ref +10, Will +10Saves: Fort +7, Ref +8, Will +8Abilities: Str 19, Dex 14, Con 17, Int 16, Wis 14, Cha 19Skills: Bluff +12, Concentration +10, Disguise +9, Escape Artist +7, Hide +6, Listen +14, Spot +10. Wilderness Lore +11Feats: Mobility, Multiattack. TrackClimate/Terrain: Any landOrganization: Solitary or pack (2-4)Challenge Rating: 8Treasure: StandardAlignment: Always neutral evilAdvancement Range: 13-14 HD (Large); 15-18 HO (Huge)Level Adjustment: +20+3(AC) +2(lycanthropy) +5 (resistance)

Description

Moon daemons serve the goddess Belsameth. When they are not roaming their goddesses outer plane or racing across her moon, they can be found in the wilds and in the cities of the Scarred Lands, spreading lycanthropy. Moon daemons are the primary servants of Belsameth for sowing lycanthropy among the Scarred Lands, and as such, the servants of Tanil hunt moon daemons wherever and whenever they are sighted.Moon daemons typically appear in the guise of beautiful or handsome humanoids, dire versions of their chosen animal or in monstrous, black-furred half-man, half-beast lycanthropic forms. Unless cloaked by illusion, the pupils of a moon daemon's eyes will always reflect the current phase of Belsameth's moon, i.e. full black at new moon, full white at full moon, crescent shaped at waxing and waning, etc. Moon daemons come in many variants, as many as there are types of lycanthrope. When they do appear in the physical plane, most commonly it is wolf moon daemons (such as presented here) in rural and wilderness areas or rat moon daemons in larger cities.Summoned to the world by the mortal servants of Belsameth, these creatures are then let loose on theworld to spread their goddess’s curse. They accomplish this through flirting and courting other humanoids or through wounding them or wounding animals. Wherever a moon daemon passes, lycanthropy breaks out and savagery and death ensue.

CombatThough savage fighters, moon daemons have cunning minds to go with their wicked hearts. They will use their shape changing and minor illusionary powers to conceal themselves from detection for as long as possible. If confronted, they will transform into their demonic half-beast state and rend their foes limb from limb.

Rend (Ex): A moon daemon in its natural form that hits an opponent with both claw attacks in the same round latches onto the opponent’s body and rends him for an additional 2d8+6 points of damage.

Trip (Ex): If a moon daemon hits with its bite attack in werewolf or wolf form, it may take a free action to attempt to trip its victim (see core rulebook I, p. 139). It does not have to make a touch attack nor does this provoke an attack of opportunity, and should the trip fail, the victim may not react to trip the moon daemon.

Curse of Lycanthropy (Su): Anyone struck by the moon daemon’s claws or bite while in its dire animal or lycanthropic forms or anyone kissed by a moon daemon while in its humanoid form must pass a Fortitude save (DC 18) or contract lycanthropy. The form of lycanthropy contracted is determined randomly by the Game Master (i.e., it is not necessarily wolf lycanthropy).

Fear Howl (Su): Anyone hearing the moon daemon’s howl (which normally has a range of600 ft. if unobstructed by soundproof walls) must succeed at a Will save (DC 20) or be affected as though by fear cast by a 12th-level sorcerer. A successful save indicates that creature cannot be affected again by that moon daemon’s fear ability for one day.

Spell-Like Abilities: At will—change self, charm monster, desecrate, detect good, detect magic, magic circle against good, see invisibility, tongues.

Greater Spell like abilities: 3/day—Belsameth's blessing, summon monster V (fiendish animals only).

Superior Spell like abilities: 1/day — teleport without error (self plus 50 pounds of objects only), unholy blight.

These abilities are as spells cast by a 12th-level sorcerer.

Alternate Form (Su): A moon daemon can shift between its wolf, werewolf and humanoid forms at will as a standard action, similar to a polymorph self spell cast by a I2th-level sorcerer. In wolf form, it appears similar to a dire wolf and has a move of 50 ft and a +10 attack bite that delivers 1d8+10 damage. In humanoid form, it will use any gear and weapons at its disposal. Its werewolf form is described by the statistics above.

Immunities (Ex): Daemons are immune lo poison and electricity.

Resistances (Ex): Daemons have cold, fire and acid resistance 20.

Page 5: 2 Creature Collection.docx

See In Darkness (Su): Daemons have the supernatural ability to see perfectly in darkness of any kind, even deeper darkness spells.

Telepathy (Su): Daemons have the supernatural ability to communicate telepathically with any creature within 100 ft., so long as the creature speaks a language.

Summon Daemon (Sp): Once a day a moon daemon can attempt to summon 1-3 other moon daemons, with a 50% chance of success, or lSelsameth's herald, with a 10% chance of success.

As Characters Abilities: Str +6, Con +2, Int +6, Wis +4, Cha +8

Medium Sized

Alternate form: Wolf Str +2, Dex +4, Con +4

Natural Attacks: Claw 1d8, Bite 1d6

See In Darkness (Su)

Trip (Ex)

Speed: 40 ft.

Level BABHit Dice

FortSave

RefSave

WillSave Special

NaturalArmor

1st. +1 1d8 +2 +2 +2Natural Attacks: Claw 1d8, Bite 1d6, Alternate form: WolfSee In Darkness, Trip (Ex),

+5

2nd. +1 2d8 +3 +3 +3 Damage Reduction: 10/+1 or silver +6

3rd. +2 3d8 +3 +3 +3 Fast Healing 3 +6

4th. +2 3d8 +3 +3 +3 Resistances: fire and acid resistance 10. +7

5th. +3 4d8 +4 +4 +4 Spell-Like Abilities: once per day +7

6th. +3 5d8 +4 +4 +4 Resistances: cold and electricity resistance 10. +8

7th. +4 5d8 +4 +4 +4 Spell-Like Abilities: 5 times per day +8

8th. +5 6d8 +5 +5 +5 Fast Healing 6 +9

9th. +5 6d8 +5 +5 +5 Alternate form: Werewolf, Rend Attack +9

10th. +6 7d8 +5 +5 +5 Large Sized forms, Natural Attacks: Claw 1d12, Bite 2d4, +10

11th. +6 7d8 +5 +5 +5 Curse of Lycanthropy Fort save (DC 14 + Cha Mod) +10

12th. +7 8d8 +6 +6 +6 Telepathy (Su) 30ft., Spell-Like Abilities: At-Will +11

13th. +7 8d8 +6 +6 +6 Damage Reduction: 20/+2 or silver, +11

14th. +8 9d8 +6 +6 +6 Regeneration 6 (this ability replaces Fast Healing) +12

15th. +8 9d8 +6 +6 +6 Immunity to poison, Greater Spell like abilities: 3 per day +12

16th. +9 10d8 +7 +7 +7 Resistances: fire and acid resistance 20. +13

17th. +9 10d8 +7 +7 +7 Superior Spell like abilities: 1/day +13

18th. +10 11d8 +7 +7 +7 Resistances: cold 20, Immunity to electricity +14

19th. +11 11d8 +7 +7 +7 Telepathy (Su) 100ft., Fear Howl +14

20th. +11 12d8 +8 +8 +8 Summon Daemon (Sp) +15

Page 6: 2 Creature Collection.docx

DanansheeMedium-Size Fey Hit Dice: 2d6 (7 hp)Initiative:Speed:AC:Attacks:Damage: Face/Reach: Special Attacks: Special Qualities: Saves:Abilities:Skills:♦ I (Dex)30 ft.II (♦! Dex)Dagger »l melee Dagger Id4 5 ft. by 5 ft./5 ft.Song of fascination, spell-like abilitiesLow-light vision, skillsFort +2. Ref +4, Will +6Str 10. Dex 13, Con 10. Int 16. Wis 17,Cha 18Animal Empathy +?, Craft (any one) or Knowledge (any one) +8, Escape Artist ♦5, Hide *b, Listen +?, Move Silently *8, Sense Motive +6. Spot +10, Wilderness Lore +7Alertness. Dodge. Great FortitudeAny landSolitary2StandardAlways neutral evil 3-6 HD (Medium-size)Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement:Level Adjustment: +3 .

DescriptionThe dananshee are supematurallv beautiful faerie creatures, kin to the dryad and nymph. They have delicate features, dark skin and hair of red, gold or liyht brown. Their eyes are emerald green, blue or amber. They appear dressed in very little clothing, and what they do wear is always the color of the forests (green, brown, golden). Although they are creatures of nature, dananshee embody the savage, merciless side of the natural world, and they are particularly hateful toward races that they consider foesof nature i.e., dwarves, humans and goblinoids.

Unlike her relatively benign cousins, the dananshee is evil, and she seeks to lure adventurers (particularly male adventurers) rorhcirdeaths. Many tales speak of lone travelers enchanted by the sight of a beautiful creature and enraptured by her lovely song, only to be lured into a secluded grove or cavern, then slain and devoured. Other tales suggest that dananshee partake of physical pleasures with their vict ims before killing them, leading some scholars to speculate that this is how the species reproduces.CombatDananshee avoid melee combat if at all possible, preferring instead to lure an unwary traveler to his demise through her singing. Driven by hatred of “unnatural” races, dananshee prefer to attack dwarves, humans, goblinoids and other creatures. Elves and other sylvan races are usually left unmolested unless the dananshee is particularly hungry. She will not attack a group of individuals on most occasions.Fascinated victims are lured to a secluded spot, then slain by the dananshee and her beasts. If the dananshee is not hungry, she might spare a male victim with a high Charisma score and keep the victim dominated tor several days.Physically weak, dananshee are often accompanied by woodland creatures, who slay the dananshee’s victims, then share in the subsequent feast. These creatures are twisted by contact with the dananshee. When a dananshee is encountered, roll id20on the following table to determine its companions:Die Roll Woodland creature companion5 None 6-10 1-4 dire rats14 1-3 dire weasels 15-17 1-4 wolves18-1? 1-2 black bears or I brown bear20 Roll twiceSony of Domination (Su): All characters within 60 feer who hear a dananshee’s song must succeed at a Will save (IX.: 15) or be affected as by a dominate person spell. The effect lasts for 2d4 days. The dananshee commands her victim to her lair, where she usually slays and devours him with the aid of her animal companions. The victim can only defend himself if he is able to overcome the dominate person as described under the spell description. Even though the dananshee does nor cont inue singing once a victim is dominated, a bard’s countersong ability still allows a dominated creature to reattempt his Will save once.Spell-Like Abilities: At will —s/teak with animals; once per day — dimension door as cast by a 7th-level sorcerer.

Page 7: 2 Creature Collection.docx

Darkling SentinelMedium-Size Outsider (Evil, Lawful)c/d8+V (4 ? lip)+030 ft.23 (+13 natural)By weapon +14/+? melee: by weapon+? rangedWeapon type +5 (greatsword 2d6+5 orthrowing axe ldO+5)5 ft. by 5 Ft./5 ft.Crystalline armorySupernatural senses, shatter. SR IV.immunities, telepathyFort +7. Reflex +6, Will +8Str 20. Dex 10. Con 13, lnt 10, Wis 14,Cha 12Sense Motive +3Combat Reflexes. Power AttackAny land and undergroundPatrol (2-5) or watch (3-18)VNone, except triple gemsAlways lawful evil10-12 HO (Medium-size); 13-15 (Large)Hit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +15 .

DescriptionDarkling sentinels are outsiders who make theirhome on the astral plane or on the Scarred Lands’primary moon, unless they are drawn to the physicalplane by a summoning. Wherever they are found,they are usually involved in pacts with other eviloutsiders or mortal wirardstoguardstrongholdsagainstintruders. Sentinels are most often found serving inBelsatneth’s plane of Tarterus, at her throne on the

dark side of the moon or in the towers of the deathgoddess’ more powerful wizards and sorcerers.Sages believe that dark ling sentinels belonged tosome unknown race, perhaps a slave race to theSlarecians, who lived on the dark side of the moonlong before Gaurak laid waste to it and beforeBelsameth set her throne on the moon's dark side.Their dark, crystalline bodies are alien enough, showingno signs of sensory organs, although the sentinelsdetect other creatures perfectly well. Their silent,methodical approach to duty causes many to misjudgethem for mindless constructs, instead of theable tacticians they truly are.CombatDarkling sentinels attack anyone who wouldunlawfully attempt to pass the sentinels designatedwatch but will not seek to attack anyone else. Theynormally patrol “unarmed,” forming weapons as soonas combat is engaged. The sentinel will focus itsattacks on any opponent who demonstrates an abilityto hurt the sentinel with attack forms that circumventits shatter defense.Crystalline armory (Su): Darkling sentinelsmay form weapons from their crystalline bodies as afree action. They may form any simple or martialmelee or thrown weapon. They commonly form darkcrystal greatswords for melee or use crystal shardsequivalent to throwing axes for ranged attacks.Supernatural Senses (Su): Sentinels can sensethe presence and locat ion of anything within 60 ft.Shatter (Su): When struck, darkling sentinelsmay voluntarily shatter under the force of the blow asa free action. The sentinel’s body fragments into ashower of mineral shards and then reforms immediatelyafterward. The sentinel takes no damage fromthe blow but does suffer 1 d4 damage from the shatteringeffect plus any damage from energy effects fromsuch weapons as flame tongues. If struck by a concussioneffect spell or magical effect, even one whichnormally harms crystalline creatures (e.g., shatter),the sentinel may also shatter to avoid damage fromthe effect.Immunities (Ex): Darkling sentinels are immuneto acid, asphyxiation, hunger, thirst, poison,blindness, deafness and disease.Telepathy (Su): Sentinels have the supernaturalability to communicate telepathically with any

Page 8: 2 Creature Collection.docx

creature within 40 ft., so long as the creature speaksa language.

Page 9: 2 Creature Collection.docx

Demon, LeonineMedium-Size Outsider (Evil, Chaotic)Hit Oice: 6d8+24 (51 hp)Initiative: +3 (+3 Dex)Speed: 35 ft.AC: 21 (+3 Oex. +3 natural. +5 armor)Attacks: 2 claws +11 melee, bite *b melee; or tailwhip+11 melee; or 2 battleaxes +12 meleeDamage: Claw 1d6+5, bite ld4+2; or tail whip2d6+5; or battleaxe ld8+5Face/Reach: 5 ft. by 5 ft. / 5ft. (10 ft. tail whip)Special Attacks: Spell-like abilities, roarSpecial Qualities: Damage reduction 15/+1, SR 16, immunities.resistance, telepathy, summondemonSaves: Fort +?, Ref +8. Will +5Abilities: Str 20. Dex lb. Con 1 9. lnt 8. Wis 11,Cha15Skills: Balance +4, Climb +5, Hide +6, Intimidate+7, Listen +8. Move Silently +6,Spot +6, Wilderness Lore +5Feats: Cleave, Power Attack, Track. WeaponFocus (battleaxe)Climate/Terrain: Any land and undergroundOrganization: Solitary, hunting party (2-5) or pride(6-10)Level Adjustment: +14 .

DescriptionThe fierce leonine demons are mightywarriors found in the service of Vangal.Scholars believe thatVangal may lvavecre- ■/ared these demonsas his personalshock troops ~ pfrom the dead Jsouls of hismi g h t i e s tmanticora warriors.No one has beenable to question thedemons about theirorigins, but they arerarely encountered inthe physical plane.When they are summonedby Vangal’s priests, they often serve as trackers for the Horsemen of Vangal or as vanguard troops for pitched battles against Vangal’s foes.

Leonine demons are tall and powerfully muscled,appearing much like manticora but with even grimmer,demonic features and even fuller manes of hair.Their powerful, serpentine tail is covered in sharpbarbs. They are always armed with twin battleaxes inthe style of their god.

CombatLeonine demons fight with fervent dedicationand ferocity. They will usually roar a challenge totheir foes anti then wade into battle and attack withtheir massive weapons and deadly tails against anyfoes who did not flee in terror.Spell-Like Abilities: Ai will — battlecry, detectgood, dimensional anchor, locale object, see invisibility,and shatter as a 6th-level sorcerer.Roar (Su): As a supernatural sonic effect, aleonine demon can emit a bone-shaking roar. Treati he roar as a cone effect 30 feet long from the demon.Anyone caught in the effect must make a Fortitudesave ( IX : 17) or be deafened for 2d6 minutes andmust makeaWillsave(DC 15) or suffer the roar’s fear

effect, becoming frightened for 2d6 minutes (see corerulebook II p. 84 for effects of being deafened andfrightened).Poison (Ex): A leonine demon’s rail barbs arepoisonous. Any opponent damaged by the tail whipmust also make Fortitude save (DC 17). Initial andsecondary damage 2 points each of Strength,Dexterity, and Constitution temporaryability damage.Immunities (Ex): Demonsarc immune to poisonand electrical attacks.Resistance (Ex): I'teutonshave cold, fire andacid resistance 20.Telepathy (Su):Demons havethesupernaturalability tocommunicatetelepathicallywith any creaturewithin 100 feet aslong as the creature speaks alanguage.Summon Demon(Sp):Onceaday,a leonine demoncanattempt to summon3d 10dretches, ld4 leoninedemons, or I hezrou with a50% chance of success, or the I lerald of Vangal witha I0% chance of success.

Page 10: 2 Creature Collection.docx

DerythMedium-Size HumanoidHit Dice: 5d8+l5 (38 hp)initiative: +2 (Dex)Speed: 25 ft.AC: 1? (+2 Dex. +7 natural)Attacks: 2 slams *7 meleeDamage: Slam ld8≫4Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Poison, spells, stunning fist, spikesSpecial Qualities: Damage reduction 3/-. darkvision 100ft.Saves: Fort +7, Ref +3, Will +1Abilities: Str 18. Dex 14. Con 16. Int 13. Wis II. Cha15Bluff 1-2, Concentration -*-4. Sense Motive+2. Spellcraft +4Combat Casting. Power AttackAny land or undergroundSolitary or pair4StandardUsually chaotic neutralBy character classSkills:Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +11 .

DescriptionA fully joined deryth is n rare sight in the ScarredLands. Although they are not prone to violence,they are titanspaxvn. As such, they arcnor welcome in most civilized areas. This suitsthe deryth line, as they arc nomads at heart,wandering t he face of the Scarred Lands,searching for t he whereabouts ot moreof their race. A joined deryth primarily engages itself in collectinand reuniting more of itsdisjoined race. This goal often involves the derythfinding and collecting itsdisjoined brethren and thenkidnapping creatures to become hosts to the fracturedderyths, especially if t he creature is already hostto one or more disjoined deryths.Deryths are humanoids with powerful, impressivephysiques. They stand around six feet tall. Aderyt h’s skin varies from light blue to violet, andsmall grey spikes adorn most of its body. Horns

protrude from just behind the deryth’s ears, curvingtoward the forehead to almost join in the middle.Between these horns is commonly set a precious ormagical stone. Deryths have pointed ears, and theireyes range from gray to deep sea green.CombatDeryths are not violent by nature, and theynormally only engage in combat to protect themselvesor other deryths, or to further rheir goal ofrejoining more of their race.Poison (Ex): Anyone damaged by a deryth’s fistsmust make a Fortitude save (DC 15) or be paralyzedby a powerful sedative for 2d6 rounds.Spells: Deryth cast as sorcerers of level equal tohalf rheir Hit Dice.Spikes (Ex): The deryth’s body is covered bysmall spikes that are treated as armor spikes (seecorerulebook I p. 105) in grappling. Opponentsdamaged by t he spikes will also be subject to thederyth’s poison.Stunning Fist (Ex): Twice per day, thederyth may use the Stunning Fist tear inits slam attacks (see core rulebook Ipage 85). Fortitude save (DC 13) toresist the stun.

Page 11: 2 Creature Collection.docx

Dream FolkMedium-Size Outsider6d8-l2 (15 hp)+4 (Dex)30 ft.20 (+4 Dex, +6 natural)Gore +4 meleeGore 2d6-25 ft. by 5 ft./5 ft.Dream feasting, spell-like abilitiesDreamsiglit. dreamwalk. spoken dreamFort +3. Ref ≫ ?. Will *6Str 6, Dex 18, Con 6, Int 16. W is 13, Cha19Bluff+8, Diplomacy+8, Listen+4, SenseMotive 1-8, Spot +8Alertness. DodgeAny landSolitary4StandardUsually neutral7-12 HD (Medium-size)Hit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +8 .

DescriptionWhether dream folk arc horn of dreams ormerely shaped by them is unknown. Lurking inthe daydreams and nightmares of mortals, dreamfolk come in a wide variety of shapes. Some sowdiscord and suffering, so that they may feastmore richly on the vivid dreams thus created:others bring peace and succor to those in need.Dream folk can walk in physical form, butthey require time in the astral realm of dreams tomaintain their vitality. Dream folk have differentsues, varying ability scores and skills, and different

natural or manufactured weapons. The statisticsabove describe a typical dream folk.Among the tiranspawn, where dreams andvisions are powerful magic, shamans whisperthat the dreamfolk were created when the titanMesos was slain. These shamans explain thatdreamfolk work to gather the dispersed particlesof Mesos, and many of these pieces havebecome lodged in the dreams of tiranspawn anddivine beings alike.CombatDream folk prefer to avoid combat, alt houghthe darker sort enjoy provoking violence inothers. Dream folks particularly fear confrontingbeings that are unaffected by mental effectsor beings who do not dream.Dreamsiglit (Su): Dream folk have theability to sense the presence of any being thatdreams within 100 feet, and they can effectively“see” the being even if' it is invisible orethereal.Dreamwalk (Sp): This quality functionslike astral projection, except that the subjectsdirectly enter the realm of dreaming w ithin theastral plane, and they may not venture from thedreaming to other parts of the astral plane. Adreamwalk can only begin if there is a dreamingbeing within view. This person acts as a gatewayto the dreaming. I f the dreamer is unwillingto have the dreamwalkers invade its dream, itmay attempt a W ill save (DC 17) to resist andcause the dreamwalk to fail. Dreamwalkers maynot attempt to enter that same dream again.Dream folk that use this ability disappear,entering dreams directly. Other subjects broughtalong leave their physical bodies in a deepsleep, while only their astral dream selves enterthe dreamwalk. Once a dreamwalk has begun,the dreamwalkers may enter other parts of thedreaming. They return to their physical bodiesany time they choose, whenever their dreamself is destroyed or whenever a dream they arein collapses as the dreamer awakens or has itsdream self or physical body slain. Dream folkthat die while dreamwalking are truly dead.Once in a dream, dreamwalkers may encounterother creatures of the dreaming theresuch as dreamsnakes, night hags or the creationsof the dreamer himself. They may alsocommunicate with a dreamer as if using thedream spell. A dreamwalker may also seek out aparticular dreaming character (Scry check withan extra +5 circumstance penalty to the DC)and then lead other dreamwalkers there. Dreamfolk get a racial bonus of adding +10 to theirScry skill for such checks.

Page 12: 2 Creature Collection.docx

Dream Feasting (Sp): Dream folk within aparticular character’s dream may feast on thatcharacter. The victim must make a W ill save(DC 17) or suffer one point of Wisdom drain.Dream folk may attempt to feast once eachdream. Victims who suffer from the dream feastwill awaken afterward as if from a horrid nightmare, and they will know that they have beenassaulted in their sleep.Spell-Like A bilities: Twice per day — alterself, charm monster, emotion, invisibility, majorimage, mirage arcana, modify memory, phantasmalkiller, nightmare, scare, seeming, sice/), suggestionand veil as by a sorcerer of a level equal to thedream folk’s 1 lii Dice. Beings ihat do not dreamsucceed automatically at their saving throwsagainst any of a dream folk's spell-like abilities.Spoken Dream (Su): Dream folk can conversetelepathically with any being within 100feet who dreams.

Page 13: 2 Creature Collection.docx

Face StealerMedium-Size Monstrous HumanoidHit Dice: 3 d 8 (Bh p )Initiative: +0Speed: 30 ft.AC: II (+1 natural)Attacks: 2 claws +4 meleeDamage: Claw Id4+1Face/Reach: 5 ft. by !"> ft. / 5 ft.Special Attacks: Steal visage, improved grabSpecial Qualities: NoneSaves: Fort +1, Ref +3, Will +4Abilities: Str 12. Dex II, Con II. lnt 8. Wis 12. Cha14Skills: Bluff ♦ 12, Disguise +5*, Listen -t-7. Spot+7Feats: AlertnessClimate/Terrain: Any land and undergroundOrganization: SolitaryChallenge Rating: 1Treasure: StandardAlignment: Usually chaotic evilAdvancement Range: 4-9 HD (Medium-size)Level Adjustment: +4 .

DescriptionIn irs natural form, the face stealer looks like atall lanky humanoid covered in shaggy hair. Its bodyproportions seem slight ly distorted, with unnaturallylong arms and a head that seems too small for its bodyresting on a long thin neck. Irs broad bearlike handsend in t wisted claws and a warped useless horn adornsirs grinning ferretlike head.The creature is seldom encountered in thisform, however, as it has the ability to supernaturally steal the visages of others. The creaturemagically peels away a victim’s face as though itwere a mask, leaving the unfortunate soul withno facial features, just raw flesh covering hishead and two nostril holes where his nose usedto be. Meanwhile, the face stealer may attachthe new lace and meld it to its own flesh so as toimpersonate its victim.Using this ability the face stealer takes advantageof its via im’s wealth and preys on her friends andloved ones while keeping the victim locked away(occasionally torturing the victim for informationthe face stealer needs to better impersonate them).The sadistic face stealer spends weeks or even mom hsdisguised as a normal person, carefully destroying t hevictim’s life inside and out before it starts killing. Itenjoys wrecking the reputation and career of itsvictim almost as much as it enjoys the tasteofhumanoidflesh. Eventually the temptation to kill becoiirresistible, and the creature begins killing and c<suming the victim’s circle of friends,starring with causal acquaintances andgradually moving toward family membersand lovers. It usually takes steps notto be discovered so it can continue pickingoff friends and family undisturbed. Should themonster’s crimes be revealed, it tries to return itsvictim’s face then steal another face and flee, leavingthe original victim to face the criminal charges andot her consequences of i he face stealer’s actions in thevictim’s guise.

CombatDespite its vicious appearance the face stealer isanawkwardfighter.lt usually avoids physical conflictwhere possible, preferring to ambush a victim andrender her helpless by removing her face.Steal Visage (Su): Ifthe face stealer succeeds atgrapple check against any size Large or smaller humanoid,its victim must make a Fortitude save (DC12) or have its face removed. The victim is leftblinded, deafened and mute. As the victim has no

mouth, it will riskstarvat ion if its face is not restored.The face stealer may choose to discard the stolen faceor apply it to irs own face as a standard action andthereby take on the likeness of the victim, includingthe victim’s speaking voice. The face stealer may atany time peel off a stolen face it wears and/or reapplya face (any face) ro a victim. Apart from having theface stealer reapply a victm’s face, ii requires a regeneration(e.g. spell regenerate or ring of regeneration)effect to restore the vict im’s face, justas if it were a severed limb.Skill s: Face stealersget a +7 racial bonus toBluff checks. *Whenimitating a personwhose face they are wearing, face stealers geta +15circumstance bonusto Disguisechecks.

Page 14: 2 Creature Collection.docx

Grotesque ParasiteHit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Tiny Outsider (Evil, LawFul)2d8 (V hp)+010 ft.14 (+2 size, +2 natural)2 Claws ->-3 melee; blade +3 meleeClaw Id4-I, blade ldb-12.5 ft. by 2.5 ft./O ft.Concentration, parasitic dominance,spell-like powersImmunities, resistance, see in darkness,damage reduction 5/+1. regeneration I,SR 6Fort +3, Ref +3, Will +7Str 8. Dex 10, Con II. lnt VI. Wis 15, Cha14Hide +8, Listen + 10, Spellcraft +8, Spot+10Alertness. Great WillAny land and undergroundSolitary or see Grotesque Herder3StandardAlways lawful evil3-5 HD (Tiny), 4-8 HD (Small)Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +7 .

DescriptionIf possible, even less is known of i lie origin of thesedevils than of their herder masters. Rarely found alone,grotesque parasites are encountered almost exclusivelyin the company of herders and the grotesque afterwhich they are named. Presumed to be tagalongs orperhaps devils banished at the same time that theherders were, the parasites are literally such now.Grotesque parasites typically stand shy of two feet rail.They arc spindly and physically unimpressive, except fortheir human-sized heads;md their wickedly fanned mouths.Parasites are very crafty and have a number of spell-likepowers that make them dangerous opponents.These creatures are not usually found existingindependently, however. They typically partly inhabitthe bodies of other beings. The process by which theytake control of another is grisly, it requires the victirn’sdecapitation. The parasite then slithersits slender lower extremities into theframe of the host until its own headrests where the victim’s had.In this way, a grotesque parasitecan assume virtually any form, but t hecreatures typically inhabit the bod iesof various grotesque within a herd.Andyer.acunningparasireortwo may travel witha herd in someother guisesuch as thatof an animalnative to the

area or even as someother king that lei Iprey to the herd butwas not consumed.

CombatIf caught outside the body of a host, a grotesqueparasite is generally concerned only with its safety anduses whatever means at its disposal to escape. Its mindcontrolpowers can he very effective in covering aretreat , even from a number of foes. II within a frame,a parasite can wade into melee where ir uses its spell-1 ikepowers to make its physical attacks more effective, suchas commanding a victim to “freeze” so that he might bestntck soundly.Concentration (Ex): Since a grotesque parasite isusually within the body of another being andoften doesnot sustain direct damage (see below), no Concentrationcheck is required to use its spell-like abilities unlessir does sustain direct damage.Parasitic Dominance (Su): After removing thehead (a process which requires d6 minus the victim'ssize modifier in rounds) of any helpless Tiny to Largeanimal, beast, fey (human-shapedonly),giant, humanoidor monstrous humanoid, a grotesque parasite is ableto slip its extremities inside the wound and assumecontrol of the victim’s body. The grotesque parasitenow has the Strength and natural attacks of its prey, aswell as any Special Attacks or Special Qualities, that donot depend on the head oft he victim (e.g., it does retaina grotesque's fast healing or ;i lamia’s wisdom draintouch, but not a medusa’s gaze attack or any being’sspells or spell-like abilities).A parasite must wriggle into a new host bodywilhin an hour after the victim’s death or it will not beable to animate the corpse with this power.Additionally, it’s difficult to harm a parasite that'sinside am H1 ler body. Any attack to the head damages it,of course, but bludgeoning attacks cannot otherwisehurt the parasi teat all, and the parasite is considered tohave nine-tenths cover against slashing attacks andthree-quarters cover against piercing arracks. Blowsthat miss the parasite may still damage the host frame.A host frame is considered to have a number of hitpoints equal to its I ID in life, plus its former Constitutionscore, plus any natural armor rating (e.g., a gnollhost has 16 hp for 2 HD + I natural annor + 13Con).Spell-like Abilities: At will— detectgood and detect magic; three timesper day — charm person, command andsuggestion. These abilities are used as ifcast by a 5th-level sorcerer (save IX' 12 +spell level).Immunities (Ex):Parasit es are immuneto fire and poison.R e s is t a n c e(Ex): Parasites havecold and acid resistance20.See In Darkness(Su): Parasites have rhesupernatural ability to seeperfectly in darkness of anykind, even deeper darknessspells.Telepathy (Su): Parasites have the supernaturalability to communicate telepathicallywith any creature within 100 feet so long as thecreature speaks a language.

Page 15: 2 Creature Collection.docx

HaglingHit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Small Humanoid (Hag)2d8+2 (II hp)+020 ft., fly 35 ft. (good — storm andmoon haglings only), swim 30 ft. (brinehagling only)13 (+1 size, +2 natural)Bite +1 melee, 2 claws -4 meleeBite Id3-I. claw Id3-I5 ft. by 5 ft. / 5 ft.Spells, sneak attack, hagling powersDark stalking, darkvision 60 ft.Fort *1. Ref +3, Will +1Str 9. Dex 11. Con 13. Int 10. Wis 12. Cha12Hide +5, Jump +2. Move Silently +5,Spellcraf t +1. Swim +2. Wilderness Lore+2DodgeAnySolitary, pair or brood (3-6)2StandardUsually chaotic evil3 HD (Small)Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +4 .

DescriptionEven crones as wicked as the Scarred Lands’ hagscan he affected by a maternal urge. Some satisfy thisinstinct by kidnaping children from other humanoidraces and forcing the children to pretend that the croneis their mother, while feeding the children the sameconcoct ions that are used to transform women into hags(see Creature Collection, p. 94).Though the hag usuallysatisfies her brief urge lor motherhood and eats hercaptive children long before the concoction takes lulleffect, some children do survive long enough for thebrew to change them into haglings.Hags that are of a personality bent tokeep meddlesome children about longenough for them to become haglingsusually keep them for quitesome time afterward.Some hags even collecta brood of children toattend them. Mosthaglings eventually gettired of their“mother’s”cruelty and risk herdisfavor by runningaway andhoping the hagdoes not catchthem. Suchhaglings wanderon the edges of society,stealing food and

committing mischievouspranks of vandalism. I lowever,sometimes, their pranksturn brutally violentand murderous.Many t imes they also have been used as spies for rheirhag mothers, bait tor woodland traps and as messengersto those a hag wishes to terrify.All haglings appear asdirty.scrufly, little childrenwith a gleam of malice in their eyes and fingernails thatare now sharp talons. They do not seem to age physicallyor mature mentally. Their physical aspect andtheir minor sorcerous powers are further defined by thetype of hag that transformed them into haglings:Brine hauling* have gray-green skin, matted blackhair and pronounced webbing between fingers and toes.They are usually children presumed drowned but actuallytaken from fishing villages by brine hags. Thesehaglings have a penchant for drowning small childrenand animals and for vandali:ing fishing boats.Cavern haglings are nearly blind but have alreadydeveloped their hag mother’s acute sense of smell.Their skin is crusty, as if the haglings are alwayscovered with dirt; they have lit tie of their original hairleft; and they possess sharp teeth. These haglings oftencome from miners' children who are lost in cave-insactually caused by the cavern hag to cover her abduction.Cavern haglings are known for skinning andtanning their vict im’s flesh and using it as Hide armor.Ice haglings have pale blue skin and hair as whiteas fresh snow. They dress is cast off pieces of animal furthat have been poorly tanned. Albadian children arewarned by their parents not to wander too far fromhome lest an ice hag abduct them; unfortunately, thewarning rings true — it’s not a mere fairy tale used toscare children. Ice haglings are known to collect thebones of small animals and children, which they arehappy to show anyone whom they wish to entice awayfrom home to become part of the collection themselves.Moon haglings have dark skin with large, yelloweyes. These haglings are particularly rare as moon hagsseldom bother with children. Moonhaglings are known tor collectingthe skulls of theirvictims and displayingthem around their“mother’s” lair.Stonn Iwglings can actuallyappear quite charming ifthey consciously hide theirferal, malicious nature. Theirskin is silvery, and their hairgolden. Their eyes arebright like flashinglightning andtheirskinnotsogaunt as otherhaglings.S u c hh a g l i n g scomefmmchil- dren stolen fromtheirnx)tnson stormy niuht> whentheshutterswetenotfastened tightto keep the stonn hags out. Stonnhaglings themselves enjoy enteringchildren's nxmis to torment themduring severe stonns; they especiallylike to ret uni to their fcinner homes toplague their normal siblings.Swamp haglings arecorpulent little children with jaundiced skin coveredin rashes. They • enjoyleading unwarytravelers intotraps and

Page 16: 2 Creature Collection.docx

snares theyhavesetorintoswamp hazardssuch as sinkholes, quicksand orslitheren dens. Theyalso have an affinityfor poisonous snakesand enjoy playing trickshy putting vijX'rs intotravelers’ backpackswhile they sleep.

Combat1 (aglings donot really involvethemselves incombat if theydo not have to;they arc, for themost part , too weak. They prefer to harass and escape,dogging their chosen “playmates” until they prove tooboring. If they are feeling violent, haglings will use theirstealth to strike from hiding, and if they cannot kill theirprey quickly, the haglings flee.Spells (Sp): All haglings are treated as 1 st-level sorcererswith ! wice the normal number of cantrips per day.Sneak Attack (Ex): Asa 1st-levelrogue, + ld6damagein"Plahilbelow for details.Dark Stalking (Su): This ability reflects haglings' talent,when in the shadows or in darkness, for appearing to come fromall around a victim, giving them a +8 racial modifier whenhiding in shadows and moving silently.

Brine HaglingWater Breathing (Ex): Brine haglings can breathunderwater, swim at 30 ft. and use their otherpowers normally underwater.Spell-like Ability: 1/day—u≪-terbreatJung as cast by a 2nd-leve;sorcerer.

Cavern HaglingCavern haglingsoften wear hide armorwhich givesthem an additional+3 to AC.Blindsighl (Ex):Cavern haglings can detectthe presence ocreatures within 60 ft. by.scentand hearing. Possesses theBlind-Fight feat.Scent (Ex): As theTrack leat using its sense ofsmell.Hagling Powers: Like their creators, haglings haveadditional abilities based on their creator. See variantsSpell-like Ability: 1/day —magic stone. These abilities are asthe spells cast by a 2nd-levelsorcerer.

Ice HaglingsImmunities(Ex): Immune tocold,aralysis and sleep.Vulnerability(Ex): Takesdouble damagefrom fire or heat.Icy Touch(Su): The icehaglings natural

claw andbite attacksalso deal anadditional ld4points of colddamage.Icy Breath (Su):Once a round, the icehagling can breathe a I 5 ft. cone ofcold air that deals ld3 damage unless a Fortitude save(DC 12) is made.

.Moon HaglingsFlight (Su): Ar ?5 ft. as a supernatural ability.Spell-like Ability: 3/dav — disappear. These abilitiesare as the spells cast by a 2nd-level sorcerer.Staggering Touch (Su): The natural claws attacksof the moon hagling stagger an opponent for ld6rounds (see core rulebook II, p. 85) unless they pass aFortitude save (DC 12). Staggered victims may onlytake a partial action each round.

Storm HaglingsFlight (Su): At 35 ft. as a supernatural ability.Spell-like Ability: 3/day — flash; 2/day — shockmggrasp. These abilities are as the spells cast by a2nd-level sorcerer.

SwampHaglingsImmunities(Ex): Immune topoison and nonmagicaldisease.Skills: +6 bonusto Animal Empathy(swamp reptiles only),I landle Animal (swampreptiles only), Balanceand Hide (when inswampy terrain).Spell-like Ability:At will — detect snaresand pits; 1/day — frogtongue, Sethris’s potencyand snare. These abilities

re as the spells cast by a2nd-level sorcerer.

Page 17: 2 Creature Collection.docx

Pilfer SpriteHit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Tiny FeyId6-I (2 hp)+? (+5 Dex. +4 Improved Initiative)10 ft., fly 35 ft. (good)18 (+5 Dex, +2 size, +1 natural)2 Claws - I melee, bite -6 meleeClaw 1d2, bite Id32 ft. by 2 ft./O ft.Familiar possession, intellect drain, spellstealingSR 20. damage reduction 5/+I, spelllikeabilities, faerie glamour, detectarcane linkFort-I. Ref +7, W ill+2

Str 4. Dex 20, Con 8, lnt 13. Wis 11. Clia 8Animal Empathy +10, Hide +4, Knowledge(arcane) +4. Listen +4. MoveSilently +4, Perform +10. Search +4,Spellcraft +4, Spot +4, Wilderness lore+4Improved InitiativeAny forestSolitary1/4 (higher if usingfamiliar possession)Double StandardAlways chaotic evil2-3 HD (Small), 4-6HD (Medium-size) Level Adjustment: +8 .

DescriptionThese wicked and devious littlefaeries are said to be the brood of thetitan Mesos, who used them to stealmagic from the world and make thosewho practiced the arcane arts miserablebeyond compare. Now the spritesroam the Scarred Lands looking toconsume those of arcane devotion.Pilfer sprites attack the familiarsof arcane spellcasters, possessing thecreatures to get to the animals’ masters.When a sprite encounters afamiliar, it uses ils magic and performanceskills to lull the creature intocomplacency before ii spreads faerieglamour over the victim. Once ensconced,the sprite steals spells andintellect from the wizard in question,while simultaneously disrupting hisspellcasting capacity. Such theft andassault is committed while a victimt ries to rest. The wizard is plagued bynightmares and does not get a goodnight's sleep.Pilfer sprites appear as little humanoidswith angular and devious

features. Each has a single set of wings that producesa small glitter trail about two feet behind ir as it flies.Once a sprite is revealed, it flees wit h its familiar-hostif it can, attacks with a spellcaster’s own magic if it hasto, or abandons a familiar’s body altogether andretreats to find another meal.

CombatThese insidious creatures can hinder and annoyspellcasters or be a serious threat to powerful magiciansor those with unique, rare or potent familiars.Detect Arcane Link (Su): A pilfer sprite usesthis capability to sense whether a creature is anarcane wizard’s familiar. Range is 30 feet.Faerie Glamour (Su): The dust that trails froma pilfer sprite’s wings acts like a powerful narcoticwhen directed at small animals, making them passiveand agreeable. A familiar sprayed wit h faerie glamourmust make a Will save (DC 10) or become docile andeasily to possess. Only one such attempt may be madeeach day. Familiar Possession (Su): A pilfer sprite may,after causing a familiar to relax its guard with faerieglamour, physically assume residence within the creature,establishing a link with the familiar’s master.The sprite is in complete control of the familiar. Thisbeing may be recognized with a detect chaos or detectevil spell casi on the familiar. Dismissal or exorcismspells force the faerie from the animal. A possessingpilfer sprite may not be separated from its targetspellcaster by more than hall a mile, or its control ofthe animal ami connection to the wizard is broken. Apilfer sprite attacked physically while in a familiar’sbody is immune to harm; all damage is inflicted uponthe animal.Spell Stealing (Su): In the first week that a pilfersprite joins a familiar, the spellcaster experiencesdifficulties using magic. A concentration check isrequired to cast any spell. The IX,’ is 5 in the firstweek, and it increases by five for each week thereafter,ro a total of 20 (week one: 5, week two: 10, weekthree: 15, week four and thereafter: 20). This effectcan be attributed to the spellcaster’s troubled sleep.Intellect Drain (Ex): Pilfer sprites rob an arcanespellcaster of his intellect while lie sleeps, at a rat e ofone Intelligence point per week. (This loss is recordedsecret Iv by the Game Master, whoalso increasesthe pilfer sprite’s Intelligence by one point per week.)The wizard suffers nightmares, which seem to be thesource of his woes. A bystander witnessing the intellecttheft notices the familiar perch over thespellcaster, staring at him intently. The magicianshows obvious signs of discomfort and pain in hissleep. A pilfer sprite that does not feed loses a pointof stolen Intelligence for each week that passes. Lostpoints return to whomever they were stolen from.The sprite’s Intelligence score does not drop below itsnormal starting level. If a pilfer sprite is slain, allstolen Intelligence returns to spellcaster victims. Alesser restoration spell also restores I d4 points of Intelligenceto a spellcaster, but these points are notcumulative with any regained from a starving orkilled sprite.If a spellcaster loses sufficient Intelligence points,he may forget his highest level spells, as chosen by theGame Master. These spells are recouped if the adventurerregains his Intelligence points.Spell-Like Abilities: A pilfer sprite gains thesame spellcasting capability as the wizard ro whom ithas an attachment, as if that wizard possessed his full,undraincd Intelligence score. The capacity to castspells is lost if the sprite ever travels more than a halfmilefrom its associated wizard.

Page 18: 2 Creature Collection.docx

Ratman, DaywalkerMedium-Size Monstrous Humanoid2d8+6 (15 hp)+3 (Oex)30 ft., climb 15 ft., burrow 10 ft.15 (+3 Dex. +2 natural)Bite *2 melee, 2 claws -3 melee;shortspear +2 melee: javelin +5 rangedBite Id3. claw Id4. spear Id8: javelinIdb5 ft. by 5 ft./5 ft.Leap attackOarkvision 60 ft.Fort -t-3. Ref +6. Will +3Str 10. Dex 16, Con 16. lnt 12. Wis 10,Cha 12Climb +2. Hide +3, Jump +10. Move Silently+3. Search +2, Spot+3. WildernessLore (desert) -t-3Spirited Charge. TrackAny desertSolitary, pair, band (3-30 ratmen. plus 14th level fighter leader), war band (10-120 ratmen. plus I fighter leader of 4thto 7th level per 30 ratmen. plus 18th- tolOlh-level druid per 100 ratmen)Challenge Rating: 1Treasure: StandardAlignment: Usually neutral evilAdvancement Range: By character classLevel Adjustment: +4 .

DescriptionO f all Slitheren, Day walkers’ existence hasperhaps changed most from their days as nocturnalvermin. They once spent their dayssheltering from the desert heat, emergingonly at night to ferretoutdrying anddecayingHit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Feats:Climate/Terrain:Organization:carcasses to cat. Now, as ratmen. Day walkers strideunder the burning wasteland sun in tribute to thetitan Thulkas, whom they venerate. These ratmantribes gather around the smoldering embers that werescattered when Corean forged the Fat her of Fire intoan arrow before Tanil then fired the titan into thesun. Indeed, the Daywalkers believe that all deserts ofthe Scarred Lands were created where such sparkslanded, which may be true, for these Slitheren arefound in most arid lands.The transformation that created Daywalkers resultedmore from magic t ban from feasting upon titanremains. They gained supernatural capabilities fromthe bunting embers around which their tribes emerged.To this day, each tribe feeds Thulkas’ fire by gatheringall wood and combust ible materials they can findin the wastes, in tribute to their master. Seasoneddesert travelers who see light on the night horizonknow to avoid it, for fear that the ratmen may try touse them to fuel Thulkas’ rage.These sun-bleached Slitheren gain their namefor foregoing their nightly existence and honoringtheir new lord by traveling under the sun by day, so

that he may see them, know they worship him andtake solace in his imprisonment. Daywalking is notpleasant to these vermin, however, and they oftenwrap themselves in strips of cloth and gauze, even ilfor psychological rather than physical comfortfrom the burning heat.

CombatDaywalkers are skilled predators, making astoundingleaps over dunes to attack caravans,seemingly from out of nowhere. They can also burrowthrough the sand and spring upward from the ground.Although they attack for food, their most cherishedprizes are wagons, chests and barrels — materialsmade of wood that can burn for a long time. Theratmen typically use spears made from fire-hardenedbone — the remains ol travelers used toease Thulkas’ suffering.Resistance to Energy (Ex): Thanks toThulkas’blessing, Daywalkers resist t he first lOpointsof fire damage inflicted upon them each round.Leap Attack (Ex): Daywalkers can leapextended distances and make the equivalentof a Spirited Charge attackwith their spears (inflictingtriple damage; double damagewith any other weapons)at the end ol such a maneuver,without penalty. Theyhave a +8 racial bonus totheir Jump skill and have no maximumJump distance (see the skill in corerulebook I).

Page 19: 2 Creature Collection.docx

Ratman, Stalker Hit Dice:Medium-Size Monstrous Humanoid2d8+6 (15 hp)Initiative: +3 (Dex)Speed: 30 ft., climb 15 Ft.AC: l6(+3 Dex. +1 natural. +2 leather armor)Attacks: Bite +2 melee, 2 claws -3 melee, orDamage:Scimitar +2 melee, or hand crossbow +5rangedBite ld3, claw Id4. scimitar Id6. handFace/Reach:crossbow ld45 ft. by 5 ft./5 ft.Special Attacks: PoisonSpecial Qualities: Darkvision 60 ft., skillsSaves: Fort +3. Ref +6, Will +3Abilities: Str 10. Dex 16. Con 16. lnt 12. Wis 10.Skills:Cha 12Animal Empathy +8, Bluff +3, Climb +5.Feats:Escape Artist +2, Handle Animal +8.Hide +4, Jump +2, Move Silently +3,Search +4. Spot +3. Wilderness Lore +4Track and either Ambidexterity or ExClimate/Terrain:otic Weapon ProficiencyAny landOrganization: Solitary (plus 1-6 animals or giant aniChallengeRating:mals)1Treasure: StandardAlignment: Usually neutral evilAdvancement Range: By character classLevel Adjustment: +4 .

DescriptionUnlike most Slitheren, Stalkers areloners who travel the Scarred Landstracking and slaying prey. Sometimesthey hunt for money,sometimes simply for the thrill ofthe chase. In this, they are true t otheir supposed heritage as thescions of Hrinruuk.These ratmenclaim rohave been createdwhen rats feastedupon the titan’sheadless body, asit occasionallyrested during itssearch for its skull.This heritage woulccertainly explain t heStalkers’ uncannytracking abilities andinnate ability to tame ant:control wild beasts, as theI iunter could.Stalkers are theSlitheren that city dwellersare most likely to have encountered,if such people haveever laid eyes on a ratman. These vermin occasionallyvisit establishments of ill repute in the worstsections of towns. They are almost common in thecities ruled by Virduk, as the king’s bounty on Vigilmedallions and his need for trackers keeps the ratsprofitably employed.Cloaked in t he dark hoods and capes t hey preferwhen dealing with civilization, Stalkers may be onthe hunt or in search of new targets when encountered.Most humanoids prefer to avoid the man-sized,gray-furred killers, no matter what their agenda is.

This is not due solely to t he rats’ reputation as bountyhunters, but to Stalkers’ response to anyone whodefeats one of their number. Soon after the kill, otherStalkers hunt the individual responsible. They arenot interested in revenge — they seek to provethemselves against one capable of defeating one oftheir own.

CombatIn combat, Stalkers are much like other Slitheren,preferring to strike from ambush. When possible, theyprepare a series of t raps and drive their prey into them,letting devices and snares do the fighting for them.Stalkers also use their animal packs to harass and driveprey into traps. They always carry some sort of missileor throwing weapon, almost certainly coating t he projectilewith a poison. In melee, they use any kind ofweapon that’s available, but prefer wielding weapons inhoth hands such as two daggers, or use exotic weaponssuch as a net orPoisonedWeapons (Ex):Through theirmany employers,Stalkershave access toa large varietyof poisons withwhich to coattheir weaponsand traps.These are appliedspecifically to obtain aparticular result, from deathto spasms to paralysis. A Fortitudesave (DC 13) is generallyrequired to resist theresults, althoughweak or st rong poisonsapplymodifiers.Skills: Stalkers havea +6 racial bonus to AnimalEmpathy and I landle Animal.

Page 20: 2 Creature Collection.docx

ScarTwinHit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Medium-Size Monstrous Humanoid6d8+30 (57 hp)+4 (Dex)30 ft.16 (+4 Dex, +2 natural)Short sword +8/+3 melee: or 2 claws+8 meleeShort sword ld6+2: or claw ld6+.35 ft. by 5 ft./5 ft.Wound mimicryFast healing 5, damage reduction I/-.hardened skinFort +7, Ref +?, Will +6Str 15, Dex 18. Con 20. Int 16. Wis 13.Cha7Balance+?. Climb+?. Escape artist+7,Hide +?. Listen +5, Move Silently +5.Search +7. Spot +8Ambidexterity, Cleave. Dodge. Mobility.Power AttackAny coastal landSolitary3StandardUsually neutral evil7-12 HD (Medium-size)Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +8 .

DescriptionScar twins appear as normal humans, and go outof their way to imitate humans when they can. Onlywhen a scar twin removes its clothing is its monstrousnature revealed: White scar tracings of old woundsand sores cover its body, each healed but still visibleagainst its pale skin. The torso of many scar twins isa raw mass of healed scar tissue.Scar i wins are humans who have lived their livesnear the Blood Sea. For years, these unfortunateshave been eating the fish ol the sea, tainting themselveswith Kadum’s lifeblood. They have bathedrepeatedly in the bloody waters churned from thedepths by the titan’s thrashings. Some claim Kadumfinally calls to the loneliest of these men and womenand makes them scar twins to fulfill his vengeance.Most of the time, a scar twin is a hidden danger.Often they eke our what passes as a normal life, neverbothering anyone until something angers them. Manynever leave i heir ancestral homes after their turning,though they often find themselves ostracized by familyand friends who do not realize the depth of thechange that has occurred. This isolation often makesa scar twin mentally unstable and creates a murderousrage within the creature to punish those it onceembraced as neighbors.At night, the agile scar twin finds its way intoneighboring homes, intent on stealing a preciousobject from each of the occupants. This might be abrooch from the woman of the house, a favored pipefrom the man or even a stuffed teddy bear from a

child’s room. The scar twin then returns to thecomfort of its home, where it adopts the new item asits own. Scar twins often have rooms of seeminglyuseless junk, most of it stolen.The scar twin is sated tora day or so after its midnightthieving, but the ragereturns twofold soonenough. This time, the scar twin takesout its hatred on itself. Angry ar not fitting in,at being something less than human, even atthe thought of skulking around at night stealingfrom friends, the scar twin tears at itsskin, ripping and gouging bloody hunksfrom its body.But because of the nature of Kadum’sblood, this damage does no great harm to the scartwin. Instead, the wounds are transferred to theperson whose stolen items are currently favored bythe scar twin. The scar twin eventually heals; itsvictim is not so fortunate. Many a horrified wife hasawakened to find her husband dead from slashingtears without a known cause... and few suspects forthe murder save herself.

CombatA scar twin forced into melee attacks with ashort sword or other weapon. It much prefers hidingand using its wound mimicry ability to destroy thosearound it.Wound Mimicry (Ex): A scar twin tears at itsown skin after possessing an item stolen from someone.The person who lost the item hears the brunt ofthe damage the scar twin does to its own body.Wounds open across rhe victim’s body for as long asthe scar twin possesses the victim’s belonging. Boththe victim and rhe scar twin sustain claw damage asindicated above. Scar twins will not kill themselvesthis way, but they often come close. Only when thevictim dies or the stolen item is recovered is the linkbroken. The link also can be broken if the victimmoves more than 10 miles from the scar twin.Hardened Skin (Ex): A scar twin has thickerskin and a body desensitized to pain and injury fromyears of self-flagellation and mutilation. This providesa+2 natural armor class bonus, damage reduct ion1/- as indicated above ami also gives the scar twinincreased resistance to critical hits. Whenever anopponent threatens a critical on a scar twin, the scartwin is treated as having a +5 bonus to its AC forpurposes of the second rolI to determine if the threatenedcritical was indeed a critical hit.

Page 21: 2 Creature Collection.docx

Skeletal HostMedium-Size Construct7d10 (38 hp)/+15 (skin) (53 lip)+030 ft.21 (+11 natural)Internal weapon +? (2 or 6 attacks)Internal weapon ld8+45 Ft. by 5 ft./5 ft.Internal weaponsAbsorb metal, skinsteal. darkvision 60',magic immunity, construct, damage reductionI5/+I, fast healing 1 (skin only)Fort +2. Ref +2, Will +2Str 10. Dex 10. Con — . lnt 13.Wis II, Cha 12Disable Device+6.Disguise+10Listen +4, Open Lock +4, Spot+4Cleave. Power AttackAny land and undergroundSolitary or group (2-4)5StandardUsually neutral evil7-? HD (Medium-size)(Large)Hit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +9 .

DescriptionA skeletal host in his natural form appears as animpossible humanoid construct, a seemingly randomcollection of metallic bones and struts, armor plate,crystals and so on. Most skeletal hosts wear skin andclothing stolen from other creatures in order to disguisetheir true nature. Only in combat will the skinrip, revealing the metal construct beneath.Skeletal hosts are the titanspawn of Golthagga,perhaps the most subtle creations he ever managed(not i hat he st rived for subt lei y very often). They areconstructs, but they are not mindless, possessing awill and purpose of their own. It is rare to encountera “naked” skeletal host, for they have the power toflay the skin from living creatures to wear andmove among them. If a skeletal host is careful, itcan remain in one disguise for years.Skeletal hosts despise “shambling meat,” asihey call humanoids and animals. These hatefulcreatures use their influence to cause the greatestharm to the greatest number once they havereached a position ol power. Many a “banditlord” in the Scarred Lands carries a metallicsecret beneath their skin.Most skeletal hosts are solitary. On rareoccasions, a small group of them work togetherlor mutual benefit, such as theinfamous DeelerianCrystal Affair in whichseveral skeletal hosts infiltrated one of theVigils ol Vesh and commandeered dozensof men for nearly six months before someof the lower-ranking officers among the Vigil began

to suspect something was amiss. The actions of ayoung olficer named Katonis saved the Vigil fromwalking into a deathtrap.

CombatSkeletal hosts are adept at using the naturalweaponry of their skin-stolen form and are proficientwith simple and martial weapons when in humanoidform. If a host’s true nature becomes known, the kidgloves — and the skin — come off, unleashing thearsenal of natural weapons carried within.Internal Weapons (Ex): Each skeletal host hasat least one sharp object concealed in each forearm orhand that springs forth at will without greatly damagingany skin the host is wearing. If the hostchooses to forgo appearances, it canunleash another four weapons thatarc mounted on armlikelimbs that deployfrom theh o s t ’s chest cavity, ripping apart any skin the host is wearingas they deploy. These internal weapons resembleoddly curved knives, spiked swords or twisted, sharp,serrated t hings not easily named.Absorb Metal (Su): Skeletal hosts can absorbmetal to heal themselves if they are not covered inskin. If the skinless host is struck with a metal weaponthat does minimum damage (a natural 1 is rolled oneach damage dice), rhe skeletal host and attackerimmediately resolve a contested Strength check. Ifthe skeletal host wins the check, it has drawn theweapon into itself and heals a number of hit pointsequal to the maximum damage of the weapon. Torexample, a fighter hit s a skeletal host wit h a longswordand rolls a “ I,” so the longsword is pulled into theskeletal host as the creature heals 8 hit points ofdamage. Magic items receive a saving throw (see corerulekook II, p. 176) to resist absorption. Ii the save issuccessful, the item is considered to have fallen to theground at the skeletal host’s feet.Skinsteal (Su): Skeletal hosts have theability toflay the skin off a freshly killed humanoid, animal oreven magical beast of small to large size. The skeletalhost is able to reorient its metallic frame to becomethe endoskeleton for the skin. Once this is done, theskeletal host looks exactly like the source of the skin,gaining any natural or extraordinary abilities thehumanoid or animal possessed (but not supernaturalpowers or spell-like powers). The skeletal host gainsthe natural armor class and natural attacks of this newform. The host even speaks in a similar tone to theskin-stolen victim, but its speech patterns ;ire different.Any form so stolen is ruined once the skeletalhost sustains I 5 hit points of damage. These first 15points of damage affect (and destroy) only this exteriorform and do not count against t he skeletal host’sown hit point total. The skeletal host receives itsdamage reduction against only these first 15 points ofdamage.Magic Immunity (Ex): A skeletal host is immuneto all spells, spell-like abilities, and supernaturaleffects, except as follows: mind-affecting magicaleffects, rusting gras/), and electrical damage, which allaffect it normally.Construct: Impervious to critical hits, subdualdamage, energy drain, stunning and death from massivedamage trauma. Immune to any effect that callsfor a Fort itude save to resist unless the effect specificallyaffects objects.Fast Healing 1 (Ex): The skeletal host can onlyfast heal damage to the 15 hit points of its fleshcovering, not to its real body.Skills: ^Wearing a stolen skin gives the skeletalhost a +10 bonus ro Disguise.

Page 22: 2 Creature Collection.docx
Page 23: 2 Creature Collection.docx

Skin WeaverMedium-Size Outsider (Chaotic, Evil)2d8+2 (II hp)+030 ft.14 (+4 leathered human skin armor)Longsword +3 melee: or javelin +2rangedLongsword Id8+I; or javelin Id6+I5 ft. by 5 ft./5 ft.Absorb capability, immunities, resistanceFort +4. Ref +3, Will +2Str 12. Dex 10. Con 13. Int II. Wis8. Cha12Craft +4, Hide +4. Listen +3. Spot +.3Power AttackAny landGang(5-20)1/2 or 1+ (see “Combat/' below)NoneChaotic evil8y character classHit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Qualities:Saves:Abilities:Skills:Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +4 .

DescriptionThe alien outsiders known as skin weavers areamong the most unpredictable I’oe.s travelers can encounter.Skin weavers received their name from theirt radition of collecting the hones, body parts and skin ofhumanoid foes whom they have slain, converting theitems into gruesome armor and clothing. Skin weaversoriginate from an undetermined planeof existence. Some sages maintainthat weavers journey to theScarred Lands as part of asort of coming-of-ageritual. Once they collectenough trophies fromfallen foes, they returnhome to rejoin theirsociety. Many seasonedwarriors havehad the terrifying experienceof battling a skin weaver t hat wearsa dear friend’s face as a mask.Skin weavers appear as strongly builthuman males. Their faces are blank patchesof featureless skin, yet they seem to possess all . 1five senses and are vulnerable ro blindness and ^other sensory at tacks. Skin weavers often wear 't-\gruesome masks, kilts and armor made from ~human remains. Lacking mouths, skin weaverscommunicate with a thus-far undeciphered signlanguage and do not need to eat or drink to survive.Instead, skin weavers draw sustenance from thelingering life force stored within the trophies theywear. If a skin weaver goes more than a monthwithout slaying an intelligent humanoid and wearingits skin or bones, it grows weak and dies withinthe space of a day or two.

Skin weavers target humanoid settlementsfor raids, seeking only to slay as many people aspossible and leaving behind any gold, gems ormagic items that might be there.

CombatSkin weavers tend to use wave at tacks, chargingtheir enemies with little organization. They arefanatical warriors and have never been known toretreat. A skin weaver’s capacity to absorb the capabilitiesof its victims makes the creature unpredictableand dangerous.Absorb Capability (Su): When a skin weaverfashions an article of clothing or a piece of armor froma fallen fix-, the creature absorbs a random power orability from that enemy. A skin weaver can absorb anduse only one borrowed capability at a time and isotherwise limited by the parameters of the absorbedpower. A weaver may absorb one ability score, one classcapability, one skill or one magical spell from a defeatedopponent. An absorbed ability score replaces the skinweaver’s statistic. Thus, a skin weaver that wears theskull of an ogre can replace its 12 Strength with theogre’s 21, gaining an improved attack and damagebonus. An absorbed class ability operates as if the skinweaver is 2nd level in the appropriate class. If the classability is unavailable at level two, the skin weaver usesit as il attained at the minimum level needed to gainaccess to the skill. Thus, a skin weaver that slays abarbarian may use the barbarian’s rage special ability asif it were a 2nd-level barbarian. If it absorbsa druid’s wildshape ability, it operates as a 5th-level druid. A skinweaver can use an absorbed skill at its victim’s ranks,modified by the skin weaver’s own appropriate statmodifier. A skin weaver may cast an absorbed spell atthe victim’s level. Once the spell iscast, the skin weaver may not use itagain.Skin weavers may use absorbedskills or ability scores as often as theywish. Absorbed class skills are limitedin use according to the skilldescription and the skinweaver’s effective classlevel. A skin weaver retainsa victim’s absorbedcapability until itfashions a piece ofarmor or clothingfrom a new victim, atwhich point: it has access toan ability or power from thelatest victim. The previousone is displaced.-i/ A.skin weaver with access to a highlevelspell or an extraordinarily highstatistic has a CR of I or more.Immunities (Ex): Skin weavers are immuneto poison and electrical attacks.Resistance (Ex): Skin weavers have cold,fire and acid resistance 20

Skin Weaver CharactersA skin weaver’s favored class is fighter. Somegain levels in rogue, and a very rare few gain levels inmonk, most likely in their home plane beforejourneying to the Scarred Lands.

Page 24: 2 Creature Collection.docx

Skull KingHit Dice:Medium-Size Undead7d12 (45 hp)Initiative: +5 (+1 Dex, +4 Improved Initiative)Speed: 30 ft.AC: 13 (+1 Dex. +2 natural)Attacks: Battleaxe +4 meleeDamage: Battleaxe Id8+IFace/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Spells, multicast, command undeadSpecial Qualities: Undead, immunities, darkvision 60 ft.Saves: Fort +2. Ref +3. Will +8Abilities: Str 13, Dex 12. Con — . Int 16, Wis 16,Skills:Cha 16Bluff +7. Concentration +?, DiplomacyFeats:+7, Intimidate +10. Knowledge (arcana)+8, Knowledge (politics) +13, Listen+ 14*. Search +11*. Sense Motive +10.Spellcraft +?, Spot +14*Alertness, Combat Casting, ImprovedClimate/Terrain:Initiative, Leadership, Still SpellAny land and undergroundOrganization: SolitaryChallenge Rating: 3Treasure: Triple standardAlignment: Always lawful evilAdvancement Range: 8-14 HD (Medium-size)Level Adjustment:

.

DescriptionSkull kings are believed Co be the lingeringremains of court executioners and assassins who,in life, performed their duties with either extremeremorse or extreme satisfaction. The debate continuesas to which is more likely. The former arethought to remain in this world after death becausethey lost their souls long ago, regret t ing themurders they had to perform, yet still followingorders. The latter brought such enthusiasm to t hemurders they committed that their fouled spiritskept their bodies animate after death. Either way,skull kings collect the skulls of their most regrettedor favorite execution victims and magicallybear them on their bodies in a restless unlife.Having dedicated their lives to killing onbehalf ol ot hers, skull kings dedicate their unlivesto putting others at their beck and call. Specifically,they blackmail, extort or threaten lords ormonarchs — often those whom they served before- and become unseen powers behind thrones.They essentially turn nobles and kings into theirown private executioners, but rather than orderindividuals to the chopping block, the skull kingshave monarchs command entire armies to thegrave in futile battles and wars or attrition.Perhaps skull kings manipulate living leadersin revenge for the atrocities the creatures had toperform in life, or perhaps skull kings' taste fordeath has yet to be sated even beyond t he grave.Either way, they can sometimes be found behindpuppet royalty in domains, counties or nationsthat make war on their neighbors relentlessly andpurposelessly.A skull king looks like a headless humanskeleton, dressed in regal vestments or bejeweled,ornate armor. Irs clothing and equipment are perhapsoverly decorated, with all sorts of embroidery,jewels and other signs of wealth and status. A lthoughthe entity is strictly headless, two to fourdisembodied skulls float around its neck and shoulders,depending on the individual. The skull kingcan see, hear and speak through these skulls as

though each were its original head.

CombatSkull kings disdain combat; they consider itbeneath them. They let their minions, living andundead, fight for them, while they maintain a safedistance. Skull kings use their spells to best effect inkeeping their most powerful opponents at bay. 1 ( theyexpect trouble, they come prepared, with better armorand a greater number of minions. Should they beforced into a fight, they prove powerful adversaries.Spells: A skull king can cast spells as though irwere a sorcerer of a level equal to its hit dice.Multicast (Ex): By chanting several spells atonce with its multiple skulls, a king can cast morethan one spell in a single action. All the heads maycast spells simultaneously, so long as they are all castusing the Still Spell feat:.Command Undead (Su): Skull kings can magicallycommand lesser undead to do their bidding(consider skull kings to be the equivalent of mummies).The effect works as a control undead spell castby a 9th-level sorcerer and is usable three times per

day, at will. Unintelligent undead such as skeletonsand zombies remain controlled indefinitely.Undead: Immune to poison, sleep, paralysis,stunning, death, necromantic magic (that doesn’tspecifically affect undead per the spell’s description)and disease. Not subject to critical hits,subdual damage, ability damage, energy drain ordeath from massive-damage trauma. Immune toany effect that calls for a Fortitude save to resist,unless the effect specifically affects objects. Notaffected by attacks or spells of mind-altering nature(onamoring or charm spells, for example).Immunities (Ex): Being skeletal, skull kin≪stake only half damage from piercing or slashingweapons. They also have cold immunity.Skills: * Because of their many heads, skullkings get a +4 bonus ro Listen, Search and Spotchecks, included above.

Page 25: 2 Creature Collection.docx

StormchildSmall Outsider (Air)Hit Dice: 1d8+1(5hp)Initiative: -I (Dex)Speed: 20 ft., fly 20 ft. (at 5 HD+)AC: 10 (+1 size. -I Dex)Attacks: Punch +1 meleeDamage: Punchld4-IFace/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Spell-like abilitiesSpecial Qualities: Blindsight. immunities, keen senses, SR 11Saves: Fort +3, Ref *1, Will +5Abilities: Str 8, Dex 8. Con 12. lnt 10. Wis 12. Cha 10Skills: Climb+2.Hide+1,Listen+3,MoveSilently+2,Sense Motive +1. Spot +3, Tumble +1Feats: Alertness, Iron Will. Whirlwind AttackClimate/Terrain: Any landOrganization: SolitaryChallenge Rating: ITreasure: StandardAlignment: Usually neutralAdvancement Range: By character classLevel Adjustment: +2 .

DescriptionStonnchildren, with their distant gaze, wispy hair andpale skin are (eared w henever they appear, for their powersemerge early in life, before the wisdom to bear them isacquired.According to legend, die titan Lethene or perhapsGulaben would sometimes possess the body of a woman andwalk the lands ot Scam. The reasons lor assuming physicalform are unknown, though perhaps even a Dame ot Stormsor Lady of Winds needed to know material existence fromrime to time. Stories of such intervention usually led to thedeath of the titan's Ik isr, but in a tew the possessor allowed hervessel to live and left behind some slight trace of her essence.Over the generat ions that followed,kx>ns appeared and reappeared infamilies descended from such“blessed."In more recent years, tales olstormchildren as titanspawn havebeen contested by the priests ofMadrid. Adherents of the gixldessbelieve that the children are actuallythe chosen of the Redeemer,children with divine blood thatmakes them neirher human norquitegixls. There issome hushed speculationthat Madrid’s followers claimthe children to control their power,making the youths mere pawns, regardlessof their tnte origins. Butwith supjxirters of the titans outlawedin civilized nations, who canargue with Madrid’s priests?Of course, caught betweenthese fact ions are the stormchildrenthemselves— youths who manifestinexplicable powers, often suddenlyand without warning. Some families,secretly aware of their lineage,watch each offspring intently for sign of a change. Otherstormchildren can he the (irst, seemingly spontaneous memberofa clan to be of “higher bloixl.” Regardless ot history , theresult is a powerful force in a fragile shell, with little focus andsometimes no moral guidance. Stonnchildren are known tolash out at those who harm or oppress them, and can neverfind acceptance among their own people again after thechange. Some are killed out of fear and jealousy by villagersand townsfolk, whoclaim tofearthehavoc thcchildrencouldwreak.Clever would-be patrons make cautious efforts to reach

out to these outsider youths. If such wardens succeed, theygain a powerful ally— or tool. If they fail, it can mean death.Strangely, none of Ghelspad’s denizens tells ofstonnchildren appearing as adults, as if the bovs and girlscannot mature, do not age or something inexplicable befallsthem before they can grow.

CombatStatistics ate provided tor a human-bom stormchild, butan elf, half-elf or the rare dwarf may iv possible. There are evenreports ofa few haltling-bom stormchildren. t hough such storiesgo hand-in-hand with whispers of how King Vialuk has sequesteredall families so“blessed” and “encourages” childbirth in saidfamilies.Blindsight (Ex): ( iin see perfectly unless in absolute lightor darkness.Immunities (Su): Stonnchildren can.shrug oft the effectsof weather. Their hit dice are added as a Ixinus to any savesagainst normal weather effects, including heat and cold. Theyhave double spell resistance against any spell involving wind orweather.Keen Senses (Ex): Stonnchildren have dark vision up to60 feet and may see invisible or ethereal beings up to 60 feetaway.Spell-Like Abilities: Stonnchildren g.iina variety ot spelllikeabilities at different hit dice levels. A child’s hit dice are itseffective level for spell effects.1-4: Control winds, controlweather and fly once each per day.5-8: The above effects may lieused three times a day. Ltg/tmmgand fwesigfu may lx' cast once |xtday.9+ Control winds, controlweather and fly are usable at will.Lightning and foresight can lx- castthree times per day.

StormchildrenCharactersIf stonnchildren tnily cangrow to adulthcxxl, they mightbecome members of almost anyclass. The patron, if any, whohelps them control their pow'erstypically influences their path.Those who follow Madrid oftenbecome clerics, while those who(all inanu ingthetitanspawn likelybecome druids. Runawaystonnchildren, without guidance,are likely tobecome rogues, rangersor even barbarians.

Page 26: 2 Creature Collection.docx

Sundered WomanHit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:

DescriptionMedium-Size Fey6d6 (21 hp)+5 (Dex)30 ft.1? (+5 Dex. +4 natural)Claw +8 meleeClaw Id4+15 ft. by 5 ft./5 ft.Wounding touchSpell-like abilities, monster empathyFort +2, Ref -*-10, Will +3Str 12, Dex 20, Con 11. Int 14, Wis 6,Cha15Climb +8. Hide +13, Listen +6, MonsterEmpathy +10, Move Silently +13, Spot+6. Wilderness Lore +6Dodge, Weapon Finesse (claw)Any forestSolitary5StandardAlways Chaotic Neutral7-12 HD (Medium-size)Level Adjustment: +6 .

Some of die oldest children of the forest stillsuffer from the titan’s influence over the world, evenall these years after the creators’ defeat. Throughoutthe Scarred Lands, wherever t iranspawn or the lords’own hands have af flicted magical woods, dryads havesuffered. Where forests have been leveled, charred orcorrupted by unholy influence, the dryad kin of thoselost trees have been driven to madness. Kept alive bysome cruel twist of fate or unknowable will, therefugee fey have been twisted into a mockery of theirformer beauty. Without the trees to which they werebound, the wood spirits suffer a confused, wrathfuland wretched existence, ostracized from their homesand forced to exist alone and afraid.From a distance, these creatures appear to bebeautiful women, nymphs or hamadryads. Up close,one sees that deep wounds mar their flesh. Theirinjuries do not bleed, though, and their flesh rejoinsand splits in new places as they move.Most sundered women seem oblivious to theirgrotesque appearance. They tend to wander lost inrhe forest, searching for the one tree that is theirpartner bur never finding it. Anyone who gets in theirway or interferes with their search is subject to theirwrath. Animals tend to avoid the delusional womenand seek shelter in their presence, much as animalswould if a violent storm suddenly arose.Sundered women vary widely in personality andpurpose. Some are little more than agents of destruction,bent on inflicting harm on whatever theyencounter. Others seem kindly, bur tend to breaktheir “toys," because they don’t understand the consequencesof their actions. A few appear rational and

purposeful but harbor subtle forms of insanity. Adventurersare advised to avoid these creatures ifpossible, even if they seem to promise aid or would hebetter off put out of their misery.It’s even possible to encounter one of these lostwomen outside the woodlands. This creature is thesaddest of all, however, because her forest home hasbeen completely decimated, or she has become so lostthat she no longer knows where her home might be.These individuals are perhaps the most dangeroussundered women, for they have lost all bearing on thereality they once knew. Unfortunately, they mightalso be the only ones who could relate the fate thatbefell their homes, and what has become of anytitanspawn responsible. Sundered women can also bevastly knowledgeable of the world around whichtheir rrees grew and may speak of events hundreds ofyears past — if they can be communicated with andunderstood.

CombatSundered women tend to avoid direct combat oreven ignore the presence of others— until the searchfor their home is interfered with, when they can lashout. Others seek to lure int ruders into traps to find outif these foreigners were the ones who destroyed rhelocal forest. No matter what, each sundered womanbehaves in accordance with her own part icular formof insanity.Wounding Touch (Su): The claw attack of asundered woman is particularly vicious. Such woundsbleed longer than normal, inflicting an extra point ofdamage on the following round before clotting. Damagetaken from a sundered woman’s claws is alsoresistant to magical healing, so cure spells are onlyhalf as effective as usual, and such damage is alwayshealed last if a subject of the spell has suffered otherwounds as well. The same properties apply to damagedsuffered from a sundered woman’s inflict minorwounds ability.For example, a character has taken 10 points ofdamage from an ogre’s club and eight points of damagefrom a sundered woman’s claws and spells. Thefirst cure light uouncls spell cast on him heals sixpoints, which goes toward the damage done by theogre. The second spell heals eight points: tour of theseheal the rest of the damage from the ogre, and theremaining four points heal only two points of thedamage inflicted by the sundered woman. The characterhassix points of damage remaining, and requires12 points of magical healing or six points of naturalhealing to recover fully.Spell-Like Abilities: Like dryads, sunderedwomen can communicate with plants at will (asspeak

with plants) and use charm person three times per dayas if cast hy a 6th-lcvel sorcerer. Sundered womenalso have access to the following spell-like abilities:change selj (3/day), inflict minor wounds (3/day),s/iatter(3/dav), invisibility (2/dav) and poison ( I /day).Monster Empathy (Ex): Sundered women haveaccess to this unusual variation of the Animal Empathyskill. Normal animals have a pronounced aversionto their presence, so the estranged fey findcomfort with twisted creatures like themselves. Thisskill operates just as the Animal Empathy skill, butworks best on aberrat ions. I he skill can also be usedon I least.s or magical beasts ol a chaotic or evilalignment with a -4 penalty to the roll.

Page 27: 2 Creature Collection.docx

SutakMedium-Size Monstrous HumanoidHit Dice: 2d8 (V lip)Initiative: +1 (Dex)Speed: 30 ft.AC: 17 (->-1 Dex. *2 natural. +4 scale mail)Attacks: Heavy flail *3 melee: or bite +2 melee: orshortbow+3 rangedDamage: Heavy flail IdIO: bite Id4: shortbow Id6Face/Reach: 5 ft. by 5 ft./!) ft.Special Qualities: Fire resistance 10Saves: Fort-t-0. Ref >4. W ill+3Abilities: Str 11. Dex 12, Con 11. Int 11. Wis 10. Clia 8Skills: Intimidate +7, Intuit Direction +3, Listen+4, Move Silently +4, Spot +4, WildernessLore+3Feats: Weapon Focus (flail)Climate/Terrain: Any desertOrganization: Scouting party (4-10). raiding party (10-40. plus one 2nd-level fighter per 10sutak), scourge (20-100, plus one 2ndlevelfighter per 10 sutak, plus one4th-level sorcerer per 50 sutak, plus one5th-level fighter leader), or clan (100-300 plus one 2nd-level fighter or rangerper 10 adults, one 5th-level champion per60 adults, one 6th-level sorcerer and one6th- to 8th-level chieftain)Challenge Rating: ITreasure: StandardAlignment: Usually lawful evilAdvancement Range: By character classLevel Adjustment: +2 .

DescriptionOften called the “plague of the UkrudanDesert,” the fierce anti cruel sutak are amongthe most numerous and aggressive of thetitanspawn remaining in the Scarred Lands.The favored children of Thulkas, tlie Iron T itan,the sutak were decimated during the finalyears of the Titanswar, and in the aftermath oftheir patron’s fall, the remnants ol the raceescaped the fury of the divine races by retreatinginto the fiery reaches of the Ukrudan. Fromthere, the sutak prey upon merchant caravansplying the trade routes between Dunahnae andthe kingdoms to the east, and t hey erupt fromthe desert sporadically on far-ranging rampagesto sate their lust for plunder and revenge.A sutak appears to be a well-muscled humancovered in a very short coat of rust-coloredfur, with a horrible, emaciated head similar to ahorse or donkey’s. Their voices are loud andharsh, with an unnerving metallic dissonancethat sets a listener’s teeth on edge. Thanks totheir patron, the sutak are highly resistant toheat, able to withstand blazing temperatureswithout the slightest discomfort.Sutak organise into nomadic clans, eachled by a powerful and ruthless chieftain. Clanfeuds and perry rivalries are common amongthe desert dwellers, often triggered by competitionfor the meager resources of the Ukrudan aswell as by violent inter-clan politics. Alliancesin the interests of a common goal are shortlived,much to the relief of the humansettlements that border the edges of the desert.Although their patron, Thulkas, has yet toheed their prayers, the sutak continue to worshipthe Fat her of l ire. Fire-mages and sorcerersfill the cultural role of priests, and many oftheir leading warriors bear ceremonial tattoosthat they make using molten metal instead ofink. A mighty sutak chieftain’s chest, face andarms are covered with savage designs of gleamingbronze or gold that pronounce his devotionto the Iron Titan.

Sutak speak Common anti Sutak. Theirspellcasters, chieftains and other high-rankingwarriors are typically well versed in the languageof elemental fire as well.

Sutak CharactersFighters are most common among the sutak,owing to their warlike nature. They also have anumber of desert rangers and rogues amongtheir number, anti wizards (typically specialistinvokers who concentrate on fire spells) orsorcerers can rise to notable rank. Like otherworshippers of the t itans, sutak have no clerics,ami druids are rare; wizards and sorcerors assumethe role of religious leaders in sutak society.

CombatThe sutak are most commonly encounteredin small scout ing or raiding parties, but a charismaticleader occasionally gathers a largecontingent of warriors to pursue a bloody crusadeof murder anti pillage against the civilizedkingdoms beyond the desert. A sutak band commonlyassigns a portion of its number to harassenemy spellcasters or archers with missile fire, while the rest attack with flails, long sickles orvicious, scimitar-like swords. When in retreat,sutak commonly order their rear guard to throwflasks of flaming oil into a melee, trusting thattheir comrades will remain unscathed whiletheir enemies burn.Skills (Ex): Sutak receive a +4 racial bonusto Intimidate checks, due to their unsettlingvoices, as included above.Fire Resistance (Ex): Sutak are highly resistant tot he effects of ext reme heat, ignoring the first 10 pointsof such damage each round.

Page 28: 2 Creature Collection.docx

Tempus TwinMedium-Size Shapechanger (Time)Hit Dice: 4d8 (18 hp)Initiative: +5 (+1 Dex, +4 Improved Initiative)Speed: 30 ft.AC: 16 (+1 Dex, +4 natural) (may also havearmor or shield)Attacks: Longsword +4 melee; or 2 talons +4meleeDamage: Longsword IdQ-t-l; or talons Id3+1Face/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: Time jumping, alter self, immunity,darkvision 60 ft.Saves: Fort +4. Ref +5. Will +4Abilities: Str 13, Dex 12, Con 10. Inf 16. Wis 10,ChallSkills: Bluff+5, Climb+3. Disguise+3, Jump + 3,Listen +2. Spot +3Feats: Improved InitiativeClimate/Terrain: Any land or undergroundOrganization: SolitaryChallenge Rating: 2Treasure: StandardAlignment: Often chaotic evilAdvancement Range:Level Adjustment: +??????? .

DescriptionBy character classTcmpus twins earned their mine for their limitcvl abilityto travel through time. Whcnconfrontedbya f<x.\ a tcmpus twincan jump Kick in time to aid itself’ in combat, lea Jin” to thestrange phenomenon of fighting a single tcmpus twin and thensuddenly dealing with an identical creature as rhe tcmpus twinjumps back in time to aid itself. Tempi is twins |\ sscss t he abilityto travel several seconds back in rime and can travel as farforward into the future as they wish.Fotgcd from the very essence of time by ( jolthagga, thesecreamres appcsir as lean, tall humanoids with bulbous, baldheads. Golthagga was briefly intrigued by the possibilities ofweaving time in a manner similar to how he shaped and forgedother materials. Though he died at Conran's band before hecould complete his experiments, Golthagga forged enough ofthe tcmpus twins that their still-malleable forms sustained lifeand, thus, set them kxise upon the world.Tcmpus twins make deadly enemies. As beings forget! ofthe essence of rime, they view organic creatures as pitiableweaklings, albeit occasionally interesting ones. Tcmpus twinswill use thcirshapechangingabilitytoenters<x:ietiesandarniisethemselves with schemes and debaucheries with no regard forthe “lesser creatures” around them. Tcmpus twins especiallyenjoy plaguing the chronomancers of rhe Phylacteric Vault inOarakcene, those mortals wizards who attempt to master timethemselves andwhoofren seek <xir tcmpus twins to hettersmdythcirchronomantie ]\>wets. Some tempos twins strive to restoreGolthagga, believing that, ifnstored, the titan will complete hiswork on forging them.

CombatTcmpus twins arc brilliant tacticians and rarely choose adirect assault.Time Jumping (Su): Tcmpus t wins arc devastating enemiesin combat due to their ability to physically travel fiveseconds backward in t ime as a free action. A twin can only usethe|x>woronccatatmie,soitcaiinor consecutively jump 10,15,20 seconds Kick in rime, and it apparently cannot have morethan two versions of itself in the same lime frame at once.liffectively, in Kittle, an opponent of a tcmpus twin windsup facing t woopponcnls,thccurrenrtcm]\is twin, plus die sametwin that h;is jumped five seconds back in time toaid its past selfin combar. Beginning as sum as the tcmpus twin is no longersurprised, each round on its initiative, two versions of it will hein existence, each capable of a full round of actions. Hits againsteither of the tempi is twin versions inflict damage to the same[ \ x >1 of hit points, since the two are the same creature.bach round on its initiative, the “oldest” version of thetcmpus twin disappears (as it t ravels Kick in lime to be the priorround’s future self), the second version of the twin that hadappeared lasr round to aid itself stays in the current round, anda new “future” version comes Kick inr<≫rhe past u > appear in thecurrent round as the current temporal twin. I his phenomenoncauses a lot of contusion for the twin's opponents (ok, and rheGM and players too, sometimes), as versions of rhe creatureappear and disappear each r<mtul.

What’s more, the version of the tcmpus twin that istraveling back in time may appear up to 10 fr. away from diecurrent version of itself and usually opts to flank its opponentwhen it jumps backward in time. This future version is alsoarmed with knowledge of whatever happened in the currentround that is akxir to unfold and may use' this knowledge to itsbenefit wherever possible. The GM should have players announcetheir characters’ intended actions for their cominginitiative so that the future version of rhe twin can reactaccordingly (since it will have witnessed the characters’actions

already — see rhe spell widdershins for details of a similarphenomenon).The apparent paradox of kiilinga tcmpus nvin vet its futureversion st ill Ixang alive to have jumped Kick toaid itselfdoes notseem to inhibit this ability’, although all versions of the tempustwin arc slain and all but one disappear when it is killed.Tcmpus twins are also capable of t raveling unlimitedamounts of time forward as a standard action. Many tcmpusnvins cluxvse to leap ahead in t ime if they are close to dying inbattle rather than face their deaths.Alter Self (Su): Tempus twins are able to take the guiseof any humanoid creature of Medium-size. Changing form is astandard action. Using this power gives the tcmpus twin a +10circumstance bonus ro Disguise checks.Immunity (Ex): Tempus t wins arc immune to any magic

that affects time, such as time stop.

Tempus Twin CharactersThe tempus twin’s preferred character class is rogue,though many pursue wizardly training.

Page 29: 2 Creature Collection.docx

Touch CorrupterMedium-Size Monstrous Humanoid6d8 (27 hp)+3 (Dex)25 ft.13 (+3 Dex)2 claws +8 melee, bite +3 meleeClaw ld6+2 and disease, bite Id6+I anddisease5 Ft. by 5 ft./5 ft.Disease, putreFyImmunitiesFort +2. Ref +8, Will +6Str 15, Dex 16. Con 10, Int 15, Wis 12,Cha 6Disguise +7, Hide +11, Listen +5, MoveSilently +11. Open Lock +11Dodge, Endurance, Improved Initiative.Improved Unarmed StrikeAny temperate and warmSolitary3NoneUsually chaotic evil7-V HD (Large)Hit Dice:Initiative:Speed:AC:Attacks:Damage:Face/Reach:Special Attacks:Special Qualities:Saves:Abilities:Skills:Feats:Climate/Terrain:Organization:Challenge Rating:Treasure:Alignment:Advancement Range:Level Adjustment: +6 .

DescriptionTouch corrupters are walking masses of decay.Oozing sores run rampant across their bodies. Blistersburst in great masses on their hands and feet, leavinga trail of disease where they walk. These bunchedovertitanspawn hide their hands and badly distortedfaces beneath rags and cowls. They often seek shelter— and a food supply — by blending in with a colonyof lepers. Even then, they rarely fit in, as every inchof t heir bodies is a plague wailing to be unleashed onthose they touch.Touch corrupters were created early in theTitanswar by Chern of the Last Great Sickness andSuffering to reduce the ranks of his enemies. Chern’schildren, as they were called, partially succeeded.Their downfall came not because of their enemies,however, but because of infighting that decimatedtheir numbers when food supplies ran low.This turn of events was Chern’s fault. He craftedhis children to destroy whatever they touched byputrefying it. He also made sure that none of thosekilled would be raised to plague him again by giving thetouch corrupters an appetite for the decayed dead.This strategy worked fine for a while, with thetouch corrupters working together to overwhelm anddestroy those arrayed against Chern. Unfortunately,when the enemies ran out, so did the food supply, andthe ever-hungry touch corrupters fell on one anotherin a fight for fresh food.As a resulr, those touch corrupters that survivedhave learned to keep fighting until all threats to themand their meals are removed; those who survived theTitanswar learned better t han to turn their backs on

enemies for a meal lest they become the meal.Many of these walking plague-carriers have cometo envy the dead. Chern’s final irony for his childrenwas in making them immune to all diseases, includingt heir own and those of other touch corrupters. Theycan infect one another and putrefy their dead, butthey cannot die through the diseases they spreadamong themselves.Many touch corrupters can still be found wanderingthe Mourning Marches, especially along theborders of Vesh, although they have been discoveredin many other regions as well. Canny touch corruptershide in plain sight by joining roving leper bands,following the damned from city to city. If any of thelepers ever notice their numbers shrinking on theirtrek, most assume it to be because o( the death anddisease they live with daily.The touch and bite of a touch corrupter carriesdisease — the reason many are reluctant to fight thistitanspawn. Many arc content to let them live amongthe lepers, finding meals among the shunned.

CombatA touch corrupter attacks by attempting to get inclose to its victim to bite and claw, spreading diseaseamong its foes.Disease (Ex): Slimy doom — claw, bite, Fortitudesave (DC 14), incubation period 1 day; damage1 d4 temporary Constitution and victim must succeedat another saving throw or I point ol temporarydamage is permanently drained instead.Putrefy (Ex): A being slain by a touch corrupterbegins decomposing at an accelerated rate, untilnothing but a bubbling pool of putrefied muck remainsafter a 2d6 minutes. A remove disease spell castupon the corpse will halt the decomposition.Immunities (Ex): Touch corrupters are immuneto disease and poison.