khan's press monster anthology volume 1
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Khans Press :Khans Press :
Monster AnthologyMonster AnthologyVolume 1Volume 1
by Garth Wrightby Garth WrightRequires the use of the Dungeons & Dragons Players Handbook, Third Edition, published Requires the use of the Dungeons & Dragons Players Handbook, Third Edition, published
by Wizards of the Coast, Inc.by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.This product utilizes updated material from the v.3.5 revision.
KP6110KP6110
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2K HA N S P RESS
Developed, Edited, Produced, Written and Designed
by
Garth Wright
With Contributions by
Alfred E. Bonnabel IV
Cover Artwork by
Garth Wright
Interior Artwork by
John Bingham, Matt Bober, David Hendee, Jesse
Mohn, Sean V. Murray, and Jamie Worthington
Distributed and Published electronically by
Khans Press
Available exclusively through rpgnow.com.
2004 Khans Press
Khans Press:Monster Anthology
Volume ICredits
Designation of Product Identity: Khans Press and
all artwork are hereby designated Product Identity.
Designation of Open Game Content: All monsters,
feats, and spells are considered Open Game Content.
Format used under the Open Game License.
d20 System and the d20 System logo are
trademarks of Wizards of the Coast, Inc.
in the United States and other countries
and are used with permission.
Dungeons & Dragons and Wizards of the Coast
are trademarks of Wizards of the coast, Inc. in the
United States and other countries and are used with
permission.
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3M ons t e r An t h o l og y Vo l um e I
Table of Contents Introduction 4
Monsters 5
Appendix I: Environments and Challenge Ratings 53
Appendix II: Feats 54
Appendix III: Spells 56
Appendix IV: Open Game License 57
Alphabetical List of Monsters
Aginillo 5
Crag Goblin 6
Crag Goblin Assassin 6
Daegon 8
Daegon Sorcerer 8
Darkness Dweller 10
Darkness Dweller Ranger 10
Demon 12
Devil 20
Draxxon 21
Dream/Nightmare 22
Dream Stalker (demon) 13
Fiend Mother (demon) 14
Gheist 24
Hag 25
Hell Hag 25
Impet 27
Impet Rogue 27
Horror Wyrm (demon) 15
Legba (devil) 20
Leporen 29
Leporen Monk 29
Lesser Succubus (demon) 18
Lesser Succubus Enchantress (demon) 18
Monolarcoth 31
Moon Siren 33
Moon Siren Arcane Trickster 33
Multiple-Headed Giant 35
Mutant 37
Night Terror (demon) 16
Pariah 39
Possessor Tick 50
Prince of Darkness 41
Puck 43
Puck Druid 43
Rip Tick 51
Sin Parasite (demon) 17
Stalking Gargoyle 45
Soul Tick 51
Soulless 46
Storm Wolf 48
Sylvan Harpy 49
Tick 50
Vodnick Hag 26
Vodnick Siren 52
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4K HA N S P RESS
IntroductionThe Khans Press Monster Anthology
Volume I presents all of the creatures published by
Khans Press from 2002 and 2003. Thats 33 creatures
from Tremon: Kingdom of Sorcery, Fringe Races:
Rogues, and Fringe Campaigns: Soul Harvest.
While some of the creatures were designed for speci c
campaign worlds, weve altered them as necessary
to t into any campaign setting. None of the books
mentioned above are necessary for the use of this
book. All of the creatures have been updated to 3.5, and
many have been extensively changed. Many creatures
now have sample NPCs included (8 of them). Chapter
2 provides feats and spells that are often possessed by
creatures from this book.
Monsters by Type and Subtype
Aberration: Monolarcoth, Ticks
(Aquatic): Vodnik Hag, Vodnik Siren
Dragon: Draxxon
(Earth): Stalking Gargoyle
Fey: Impet, Puck, Sylvan Harpy
Giant: Three-headed Hill Giant
(Goblinoid): Crag Goblin
Humanoid: Crag Goblin, Daegon, Darkness Dweller, Leporen, Moon Siren, Soulless
(Incorporeal): Gheist
Magical Beast: Aginillo, Storm Wolf
Monstrous Humanoid: Hags, Stalking Gargoyle, Vodnik Siren
Outsider (Chaotic): Demons
Outsider (Dream/Nightmarish): Dream/Nightmare
Outsider (Evil): Demons, Devils
Outsider (Lawful): Devils
(Reptilian): Daegon
Undead: Gheist, Pariah
(Water): Monolarcoth
How to Use This Book
GMs will nd this book to be a great source
of new creatures for their campaign settings. The new
monsters will give your players something new to face,
while many of the humanoids can add new elements
to the common population of your world. Players will
also nd some use to this book. Many of the creatures
may be used as playable races or cohorts.
Note: Spell-like abilities marked with ** are in the
Appendix III.
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5M ons t e r An t h o l og y Vo l um e I
AginilloHuge Magical Beast
Hit Dice: 12d10 + 84 (150 hp)
Initiative: +7
Speed: 60 ft (10 squares)
Armor Class: 19 (-2 size, +3 Dex, +8 natural) touch: 11, at-
footed: 16
Base Attack/Grapple: +12/+28
Attack: Hoof +18 melee (1d8+8)
Full Attack: 2 Hooves +18 melee (1d8+8), Bite +16 melee
(2d6+4), Tail Mace +16 melee (2d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Eye rays
Special Qualities: Damage reduction 10/magic, spell resistance
20
Saves: Fort +15, Ref +13, Will +5
Abilities: Str 26, Dex 17, Con 25, Int 4, Wis 13, Cha 10
Skills: Listen +18*, Spot +10
Feats: Alertness, Endurance, Improved Initiative, Lightning
Re exes, Multiattack
Environment: Temperate forest, hills, and plains
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -
Strange black rays blast from the mammoth creatures eyes and your companion falls dead next to you. Its club tail swishes in anticipation as you approach.
The aginillo is
fearsome beast searching
for prey with its deadly
eye rays.
The aginillo is a
strange creature, covered
in a hard leathery skin with
mystic symbols as natural
patches on its skin. Their
tail ends in a ball-like mace
that is used for defense
if anything gets past its
eye rays. Carnivorous by
nature, they are big enough
to eat almost anything that
moves. Aginillos are too
big for stealth, but use
their powerful ears to locate prey. They average about
30 feet in length, standing about 15 feet to shoulder,
though their long necks stretch another 7 feet.
When aginillos gather together in packs,
they will sometimes attack isolated settlements with
minimal defenses. Tearing through villages and
hamlets, aginillos leave the population decimated as
they carry off whatever victims they can.
COMBAT
Agilillos only have to get close enough to use
their eye rays to bring down prey. Their sharp hooves,
bite, and strange mace-like tail attack creatures that
get too close.
Eye Rays (Su): Every 1d4 rounds, the aginillo
may re eye rays as the spell nger of death (as a 12th level caster).Only one creature may be targeted at a
time. These eye rays are used for quickly bringing
down prey more often than defending itself.
Skills: *Aginillos receive a +6 racial bonus to
Listen checks.
Originally published in Tremon: Kingdom of Sorcery.
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Crag GoblinThe creature above you is no bird, but appears as a lanky humanoid with a membrane on its arms allowing ight.
Gliding high amongst the crags from ledge to
ledge, the crag goblins are a race that has forsaken the
earth for the skies.
Crag goblins are tall, thin goblins, with a large
skin membrane beneath both arms, allowing for the
catching of air currents to carry them aloft from peak
to peak. Their eyes are large and yellow, and grant
them excellent vision. Feet with sharp claws allow for
catching onto the rocky ledges where they make their
homes. They are roughly the size of elves.
While not a true ying race, the crag goblins
nevertheless have decent control over their aerial
environment, with entire tribes claiming several
mountain peaks in an area. While not averse to preying
upon those who enter their domains, these lithe goblins
often herd mountain goats, showing more of a civil
nature than their other goblin cousins.
Crag goblins speak Goblin. Some speak
Common, Auran and Sylvan.
COMBAT
When forced to ght, or defending their
territory, the crag goblin prefers to swoop in silently
and sneak attack his opponent. Though rarely used,
the crag goblin can attack with the claws on his legs
as long as he is airborne. Within the crag goblins
territory, there are often elaborate traps that drop down
upon unsuspecting intruders.
Flight (Ex): The skin membranes allow the
crag goblin to y. However, they are not strong enough
to lift the crag goblin from the ground unless there is
also a strong wind. The membranes are mainly used to
glide.
Crag Goblin, 1st-Level WarriorCrag Goblin Assassin, 5th-Level Rogue/6th-Level
Assassin
Medium Humanoid (Goblinoid) Medium Humanoid (Goblinoid)
Hit Dice: 1d8+2 (6 hp) 5d6 + 6d6 (37 hp)
Initiative: +2 (Dex) +4 (Dex)
Speed: 30 ft. (6 squares), y 40 ft. (poor) 30 ft. (6 squares), y 40 ft. (poor)
Armor Class: 12 (+2 Dex) touch: 12, at-footed: 1017 (+4 Dex, +2 +2 bracers of armor, +1 +1 ring of protection) touch: 17, at-footed: 13
Base Attack/Grapple: +1/-1 +7/+7
Attack: Light mace +3 melee (1d6-2) Short sword +8 melee (1d8+1)
Full Attack:Light mace +3 melee (1d6-2), or 2 claws +3 melee
(1d4-2)
Short sword +8/+3 melee (1d8+1), or 2 claws +7
melee (1d4)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: - Death attack, sneak attack +6d6
Special Qualities: Flight
Evasion, ight, improved uncanny dodge, save
against poison +3, trap sense +1, trap nding,
uncanny dodge
Saves: Fortitude +4, Re ex +2, Will +0 Fortitude +3, Re ex +13, Will +3
Abilities: Str 7, Dex 15, Con 14, Int 10, Wis 11, Cha 6 Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 10
Skills:Balance +4*, Climb +6*, Jump +6*, Search +4*,
Spot +4*, Tumble +4*
Balance +22*, Climb +12*, Disguise +14, Hide
+18, Jump +14*, Move Silently +18, Open Lock
+16, Search +20*, Spot +12*, Tumble +16*
Feats: Weapon Finesse Dodge, Flyby Attack, Mobility, Spring Attack
Environment: Temperate mountains Temperate mountains
Organization:
Solitary, nest (4-9), swarm (10-20), or tribe (21-200
plus 100% noncombatants plus 1 3rd level sergeant
per 20 adults, 1 or 2 lieutenants of 4th or 5th level,
1 tribal elder of 6th-10th level, 1-2 giant eagles, 1
storm giant (20% chance))
Solitary
Challenge Rating: 1 12
Treasure: StandardStandard (including bracers of armor +2, ring of protection +1, short sword +1)
Alignment: Usually neutral evil chaotic evil
Advancement: By character class By character class
Level Adjustment: +1 +1
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7M ons t e r An t h o l og y Vo l um e I
Skills: *Crag goblins gain a +2 racial bonus to
Balance and Tumble checks, and a +4 racial bonus to
Climb, Jump, Search, and Spot checks.
CRAG GOBLIN ASSASSIN
Often crag goblins will train as assassins for
special missions for their race. These creatures take full
advantage of attacking from high perches, swooping
in unnoticed.
COMBAT
Assassin Special Abilities: Save against poison +3,
death attack (save DC 18), improved uncanny dodge,
poison use.
Rogue Special Abilities: Evasion, sneak attack +6d6,
trap sense +1, trap nding, uncanny dodge.
Assassin Spells Known: (Asn --/5/5/3; save DC 12 + spell level): 1st -- Detect Poison, Disguise Self, Feather Fall, Ghost Sound, Jump, Obscuring Mist, Sleep, True Strike; 2nd -- Alter Self, Cat`s Grace, Darkness, Deep Slumber, Fox`s Cunning, Illusory Script, Invisibility, Pass without Trace, Spider Climb, Undetectable Alignment; 3rd -- Deeper Darkness, False Life, Magic Circle against Good, Misdirection,
Nondetection.
CRAG GOBLIN SOCIETY
Like regular goblins, crag goblins are tribal,
and still base much of their tribal nature on that of
their earthbound cousins. Unlike goblins, crag goblins
choose a tribal elder based on age, experience, and
wisdom. Crag goblins live in small caves in nests,
made up of multiple families with similar interests. As
with regular goblins, crag goblins have no concept of
privacy; even the tribal elder is part of a nest. Crag
goblins keep themselves apart from most other races,
and raise mountain goats for food and milk. Very
rarely do they ever venture down low enough to raid
villages, and only if the tribe has come upon hard times.
Anyone entering their territory uninvited is fair game.
Crag goblins will sometimes form alliances with giant
eagles and storm giants, but avoid their goblinoid
cousins. Crag goblin tribes have noncombatant young
equal in number to the adults, and are responsible for
the well being of the mountain goat herds.
Crag goblins worship the god Aeir, whose
domains are Air, Chaos and Sun. Aeir raised the crag
goblins from the earth and gave them the gift of ight,
and the faith that through freedom they can ascend
their earthly dependence.
CRAG GOBLINS AS CHARACTERS
Crag goblins tend to be rogues. Crag goblin
clerics worship Aeir. A crag goblin cleric has access to
two of the following domains: Air, Chaos, or Sun.
Crag goblin characters possess the following
racial traits.
-4 Str, +2 Dex, +2 Con, +2 Wis, -2 Cha
Medium size.
A crag goblins base land speed is 30 feet. A
crag goblins ight speed is 40 feet, with clumsy
maneuverability.
+4 racial bonus to Climb, Jump, Search and Spot
checks.
+2 racial bonus to Balance and Tumble checks.
Automatic Languages: Goblin and Common. Bonus
Languages: Auran and Sylvan.
Favored Class: Rogue.
Level adjustment: +1.
The crag goblin warrior presented here had the
following ability scores before racial adjustments: Str
11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Originally published in Fringe Races: Rogues.
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Daegon, 1st-Level Warrior Daegon Sorcerer, 17th-Level Sorcerer
Medium Humanoid (Reptilian) Medium Humanoid (Reptilian)
Hit Dice: 1d8 (8 hp) 17d4 (44 hp)
Initiative: +0 +7
Speed: 30 ft. (6 squares) 30 ft. (6 squares),
Armor Class:16 (+2 natural armor, +4 scale mail), touch: 16, at-
footed: 10
22 (+3 Dex, +2 natural armor, +3 +3 ring of protection, +4 +4 bracers of armor), touch: 20, at-footed: 19
Base Attack/Grapple: +1/+3 +8/+10
Attack: Greataxe +3 melee (1d12+3) Morningstar +13 melee (1d8+5)
Full Attack:Bite +3 melee (1d6+2), 2 claws -2 melee (1d4+1) or
Greataxe +3 melee (1d12+3)
Bite +10 melee (1d6+2), 2 claws +5 melee (1d4+1)
or morningstar +13/+8 melee (1d8+5)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Breath weapon: 30 ft. cone of corrosive (acid) gas Breath weapon: 30 ft. cone of corrosive (acid) gas
Special Qualities:Darkvision 60 ft.; immunity to acid, sleep effects
and paralysis
Darkvision 60 ft.; immunity to acid, sleep effects
and paralysis, spells
Saves: Fortitude +2, Re ex +0, Will -3 Fortitude +5, Re ex +8, Will +8
Abilities: Str 15, Dex 11, Con 10, Int 12, Wis 5, Cha 10 Str 15, Dex 16, Con 10, Int 10, Wis 6, Cha 23
Skills:Bluff +2*, Climb +2, Hide -2*, Intimidate +4, Jump
+2, Move Silently -2*
Bluff +12*, Concentration +12, Craft (Alchemy)
+4, Hide +5*, Move Silently +5*, Spellcraft +20
Feats: Power Attack
Combat Casting, Dodge, Greater Spell Penetration,
Improved Initiative, Spell Focus: Evocation, Spell
Penetration
Environment: Any Any
Organization: Solitary Solitary
Challenge Rating: 2 19
Treasure: Standard
Standard (including ring of protection +3, bracers of armor +4, cloak of Charisma +4, morningstar +3)
Alignment: Usually neutral Usually neutral
Advancement: By character class By character class
Level Adjustment: +2 +2
DaegonThe reptilian creature looks like a green dragon in humanoid form.
Daegons are reptilian humanoids who are
distantly related to green dragons by some forgotten
magic experiment.
Daegons stand slightly taller than humans, with
a build similar to half-orcs. Their skin is smooth and
scaly, with various hues of green. The human heritage
is evident in the daegons eyes, which appear human
in shape and position, though above a draconic snout.
Daegons also have claws and a long tail, giving them
more of a draconic appearance, but do not have wings.
They have the lifespan of an elf.
Daegons speak Common and Draconic.
COMBAT
Daegons prefer direct combat, and attempt to
eliminate as many of their enemies as possible with
their breath weapon. While some prefer weapons,
others are just as happy using their natural attacks.
Breath Weapon: The daegon may breathe a
corrosive cone of gas usable once per day. A daegons
breath weapon deals 6d8 points of damage. A successful
Re ex save (DC 10 + daegons HD + daegons Con
modi er) reduces damage by half.
Skills: *Daegons gain a +2 racial bonus to
Bluff, Hide, and Move Silently checks.
DAEGON SORCERER
Daegons who become sorcerers follow their
natural magical heritage, utilizing their spells over
their natural attacks.
Breath Weapon: The daegon may breathe a
corrosive cone of gas usable once per day. A daegons
breath weapon deals 6d8 points of damage. A successful
Re ex save (DC 18) reduces damage by half.
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9M ons t e r An t h o l og y Vo l um e I
Typical Sorcerer Spells Known: (Sor 6/8/8/7/7/7/7/6/4; save DC 16 + spell level (Evocation
save DC 17 + spell level.) ): 0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Message, Read Magic; 1st -- Burning Hands, Charm Person, Disguise Self, Magic Missile, Shocking Grasp; 2nd -- Blur, Darkness, Flaming Sphere, Acid Arrow, See Invisibility; 3rd -- Daylight, Fireball, Fly, Lightning Bolt; 4th -- Charm Monster, Ice Storm, Invisibility, Greater, Wall of Fire; 5th -- Baleful Polymorph, Cone of Cold, Dominate Person, Passwall; 6th -- Acid Fog, Chain Lightning, Dispel Magic, Greater; 7th -- Delayed Blast Fireball, Finger of Death, Reverse Gravity; 8th -- Incendiary Cloud, Sunburst.
DAEGON SOCIETY
Daegons do not have their own lands, preferring
acclimation into other cultures. Their dwellings usually
appear well kept, if not a little stuffy, and usually
simple and unadorned on the outside, hiding the are
and dazzle and design talent that the daegon surrounds
herself with inside. A daegon could be encountered
in a bustling city just as easily as in a small village.
Daegons are quiet and reserved, often trying to meld
into the shadows to hide their differences. An angered
daegon is fearsome to behold, and few would risk
putting themselves in such a position. Daegons
enjoy wealth. They surround themselves with
like-minded individuals who enjoy extravagant
comforts. Many are attracted to the life of a
merchant, relishing the acquisition of new
merchandise with hints of magic. They do not
travel much, but seek areas to settle for many
years. Indeed, many may spend an entire
lifetime in one area.
DAEGONS AS CHARACTERS
Daegons favor sorcerers, for their
draconic heritage ows thick in their blood.
Daegon clerics may worship any deity.
Daegon characters possess the
following racial traits.
+2 Str, -2 Con, +2 Int, -4 Wis, +2 Cha
Medium size.
A daegons base land speed is 30 feet.
Darkvision out to 60 ft.
The daegon may breathe a
corrosive cone of gas usable
once per day. A daegons breath
weapon deals 6d8 points of damage. A successful
Re ex save (DC 10 + daegons HD + daegons Con
modi er) reduces damage by half.
Immunity to acid, paralysis, and sleep effects.
+4 racial bonus to Bluff, Hide and Move Silently
checks.
Automatic Languages: Draconic and Common.
Bonus Languages: Elven and Sylvan.
Favored Class: Sorcerer.
Level Adjustment: +2.
The daegon warrior presented here had the
following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Originally published in Tremon: Kingdom of Sorcery.
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K HA N S P RESS
Darkness Dweller, 1st-Level Warrior Darkness Dweller Ranger, 11th-Level Ranger
Medium Humanoid Medium Humanoid
Hit Dice: 1d8 (8 hp) 11d8 (53 hp)
Initiative: +5 +5
Speed: 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class:14 (+1 Dex, +3 studded leather), touch: 11, at-
footed: 13
18 (+2 Dex, +4 +3 leather, +2 amulet of natural armor), touch: 14, at-footed: 17
Base Attack/Grapple: +1/+2 +11/+14
Attack: Short sword +2 melee (1d6+1) Longbow, Composite (+3 Str) +17 ranged (1d8+7)
Full Attack:Short sword +2 melee (1d6+1) or shortbow +2
melee (1d6)
Longbow, Composite (+3 Str) +17/+12/+7 ranged
(1d8+7), or longsword +16/+11/+6 melee
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: - Favored enemies
Special Qualities: Blindsight: 40 ft., light blindnessBlindsight: 40 ft., evasion, light blindness, swift
tracker, wild empathy, woodland stride
Saves: Fortitude +2, Re ex +1, Will -1 Fortitude +7, Re ex+8, Will +5
Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 8, Cha 9 Str 15, Dex 13, Con 10, Int 12, Wis 14, Cha 10
Skills:Climb +6*, Escape Artist +2*, Hide +4*, Jump +4*,
Listen +7*, Move Silently +4*, Swim -2
Climb +19*, Concentration +2, Escape Artist +3*,
Handle Animal +2, Heal +4, Hide +19*, Jump +19*,
Listen +24*, Move Silently +19*, Survival +16,
Swim +0, Use Rope +7
Feats: Improved Initiative
Endurance, Improved Critical: Longbow, composite,
Improved Initiative, Improved Precise Shot,
Manyshot, Point Blank Shot, Rapid Shot, Track,
Weapon Focus: Longbow, composite
Environment: Underground Underground
Organization:
Solitary, pair, patrol (5-20, plus 1 5th level rogue
and 1 3rd level ghter), tribe (21-100, plus 100%
noncombatants plus 1 3rd level ghter per 20 adults,
1 or 2 rogues of 4th or 5th level, 1 leader of 6th-10th
level)
Solitary, pair, patrol (5-20, plus 1 5th level rogue
and 1 3rd level ghter)
Challenge Rating: 1 11
Treasure: Standard
Standard (including Longbow, composite ( +3 Str Bonus) +4, longsword +2, leather +3, gauntlets of ogre power +2, amulet of natural armor +2)
Alignment: Usually lawful neutral Neutral
Advancement: By character class By character class
Level Adjustment: +1 +1
Darkness DwellerDespite the blindfold, the human in front of you
seems to watch your every move.
Darkness dwellers are humans that have
forsaken the surface world for a life of eternal darkness
underground.
Darkness dwellers look human, though most
have black hair and extremely pale skin. Their eyes
have lost their color pigmentation, and are large white
orbs with large black pupils. They often hide their
eyes behind blindfolds. The darkness dwellers sense
of hearing has completely replaced his sense of sight,
and most light blinds the darkness dweller.
Darkness dwellers speak Common,
with some Dwarven and Gnome.
COMBAT
Darkness dwellers are masters of patience,
waiting, hidden, to strike when the enemy least expects
it. Often, their foes dont even know theyre there until
it is too late. Traps too are used to limit the enemys
numbers.
Blindsight (Ex): Darkness dwellers can use
hearing and scent to ascertain others as a sighted
creature could, with a range of 40 feet. Darkness
dwellers may use a Listen check instead of a Search
or Spot check.
Light Blindness (Ex): Darkness dwellers
receive a -4 racial penalty to all attacks, damage,
saves, and skill checks in bright light. Most darkness
dwellers avoid this by wearing a blindfold at all times.
Almost any light is considered bright if the darkness
dweller hasnt been slowly exposed.
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M ons t e r An t h o l og y Vo l um e ISkills: *Darkness dwellers gain a +2 racial
bonus to Climb, Escape Artist, and Jump checks, +4
racial bonus to Hide and Move Silently checks, and a
+8 racial bonus to Listen checks.
DARKNESS DWELLER RANGER
The darkness dweller ranger is a lone scout
that is a master of the subterranean world.
COMBAT
The darkness dweller ranger prefers ranged
combat, attacking from a distance in the dark, trusting
to sound to know where his foe is.
Ranger Special Abilities: 1st favored enemy:
dragons +4, 2nd favored enemy: aberrations +4, 3rd
favored enemy: oozes +2; Track, wild empathy,
Rapid Shot, Endurance, animal companion,
Manyshot, woodland stride, swift tracker,
evasion, Improved Precise Shot.
Typical Ranger Spells Known: (Rgr --/2/2; save DC 12 + spell level): 1st --
Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature`s Ally I; 2nd -- Barkskin, Bear`s Endurance, Cat`s Grace, Cure Light Wounds, Hold Animal, Owl`s Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature`s Ally II, Wind Wall.
DARKNESS DWELLER SOCIETY
Darkness dwellers tend to be
tribal, forming small villages deep within
the earth. Dwellings are never permanent,
and always able to be abandoned at a
moments notice. Survival for darkness
dwellers is based upon adaptability. Much
of their survival skills have been taken
from alliances with dwarves and gnomes.
Noncombatants number equal to 100% of
those who can ght; everyone is trained to
run and escape as necessary, if necessary.
Mining and scavenging are what darkness
dwellers do best. Mining makes for trade
with other races, for materials
harder to get underground. Most darkness dwellers
scavenge, however. Darkness dwellers form into
patrols, which ambush other races in the subterranean
world. They prey on dark elves and other evil races
extensively. Evil patrols do not focus on just evil
races; everyone is fair game, including other dwellers.
Darkness dwellers do not have one single principal
deity. When they rst entered the earth ages ago, they
brought their gods with them.
DARKNESS DWELLERS AS CHARACTERS
A darkness dwellers favored class is rogue.
They are masters of in ltrating dark and dangerous
places, and are also masters of stealth. Darkness
dweller clerics may follow any deity worshipped by
other human races.
Darkness dweller characters possess the
following racial traits.
Medium size.
A darkness dwellers base land speed is 30
feet.
Blindsight out to 40 ft.
Light blindness: Darkness dwellers
receive a -4 racial penalty to all attacks,
damage, saves, and skill checks in bright
light. Most darkness dwellers avoid this
by wearing a blindfold at all times.
Almost any light is considered bright
if the darkness dweller hasnt been
slowly exposed.
+2 racial bonus to Climb, Escape
Artist, and Jump checks
+4 racial bonus to Hide and Move
Silently checks
+8 racial bonus to Listen checks
Automatic Language: Common.
Bonus Languages: Dwarven,
Draconic, Gnome, and Goblin.
Favored Class: Rogue.
Level Adjustment: +1.
The darkness dweller warrior
presented here has the following
ability scores before racial
adjustments: Str 13, Dex 12, Con 11,
Int 10, Wis 8, Cha 9
Originally published in Fringe Races: Rogues.
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K HA N S P RESS
DEMONNEW COMMON SPECIAL ATTACKS
POSSESSION
Humanoids with a low wisdom and/or Will save
risk a dangerous threat. Some demons have the power
of possession. If the end succeeds, his entire form
takes over the humanoid. Fiends who use possession
may enter any creature that they can overcome the
Will of.
Fiends with the special quality of possession
may attempt to possess an individual. Any vacant body,
such as an individual astral projecting out of his body
may nd himself unable to return, as a end easily
slips into it, unless defensive measures have been
taken. Soulless individuals, such as one who has had a
end harvest his soul and left him to live, also cannot
defend from a end entering his body. As long as the
subject is in his body, he is allowed a Will save (DC
10 + Cha Modi er + HD of end) against the end.
To possess, the end must rst attempt a successful
grapple. Once the subject is grappled, he must succeed
at making the Will save. If the save is successful, the
end may not make another attempt to possess that
individual for 24 hours. If the subject fails the save,
the subject is trapped in the body with the end.
Fiends become in complete control of empty
bodies. Those possessed through force may be
controlled by either intelligence. Fiend and subject
may make opposed Wisdom checks every hour to see
who is in control at a given time. A end may leave
the possessed individual, though most prefer to remain
in the body until the body is eventually destroyed
(through various self-destructive acts caused by the
ends whims). Once a end is in possession, nothing
short of a powerful exorcism spell can remove him from the body. It becomes immune to any dispelling
spells or abilities, though is still affected by things
that affect alignment, or affects against outsiders that
would do it harm otherwise.
SOUL HARVEST
Soul harvesting is the ability of a end to remove
the soul from a living creature. Soul harvesting is done
in many different ways, though the most common is
for the end to eat the heart or brain of the victim.
More powerful ends have ways to rip the soul from
a living creature. This makes them soulless (see the
Soulless Template).
Harvested souls are usually consumed by the
end for greater strength. However, many have the
ability to store souls. When a soul is consumed, it
bestows upon the end additional abilities, for 1 hour
per HD of the consumed creature. Stored souls must be
kept in some type of container, and may also be used
to grant other powers and abilities on the possessor of
the stored soul.
While each end tends to harvest souls
differently, it grants the end additional temporary
enhancements for 1 hour per HD of the creature whose
soul was consumed. Fiends will often use these boosts
of power to challenge rivals. When large amounts of
souls are claimed by demons, often large scale war
erupts until the new power structure is realized. The
easiest way to show the change is to increase the HD
(and all of the abilities that increase with the extra
HD) by one for each soul consumed. As an alternative,
you could make the increase permanent. The end
must consume twice as many souls as its current HD
to gain the additional HD, as though it had gained
enough experience to increase in HD. Obviously,
these soul harvest rules will not work, and should
not be used, for player characters, who should stick
to the rules presented through the feats that allow for
the soul harvest ability in others (Soul harvesting feats
are presented in the book Fringe Campaigns: Soul
Harvest.).
DEMON QUALITIES
A slain demon cannot be raised or resurrected,
though a wish or miracle spell can restore it to life. Demon Traits: Most demons possess the
following traits (unless otherwise noted in a creatures
entry).
Darkvision (Ex): Demons have darkvision
with a range of 60 ft.
Immunities (Ex): Demons are immune to
poison and electricity.
Resistances (Ex): Demons have cold, re, and
acid resistance 10.
Summon (Sp): Many demons share the ability
to summon others of their kind (the success chance
and type of demon summoned are noted in each
monster description). Demons are often reluctant
to use this power until in obvious peril or extreme
circumstances.
Telepathy (Su): Demons can communicate
telepathically with any creature within 100 ft. that has
a language. Except where otherwise noted, demons
speak Abyssal, Celestial, and Draconic.
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M ons t e r An t h o l og y Vo l um e I
Demon: Dream StalkerMedium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 natural, +5 Dex), touch 15, at-footed 14
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d4)
Full Attack: 2 Slams +1 melee (1d4)
Damage: Slam 1d4
Face/Reach: 5 ft./5 ft.
Special Qualities: Create dream stalker, demon qualities, soul
harvest, spell resistance 12, summon demon, track
Saves: Fortitude +3, Re ex +7, Will +4
Abilities: Str 10, Dex 21, Con 12, Int 8, Wis 14, Cha 11
Skills: Hide +7, Listen +3, Move Silently +6, Spot +3, Survival
+8*
Feats: Improved Initiative
Environment: Abyss or the Plane of Dreams
Organization: Solitary, pair, or gang (3-5)
Challenge Rating: 1
Treasure: none
Alignment: Always chaotic evil
Advancement: 2-3 HD (Medium-size)
Level Adjustment: -
You awaken from a nightmare to nd the strange featureless being from your dream leaning over you, its hands around your throat.
Dream stalkers are featureless humanoid
demons that stalk sleeping creatures through the Plane
of Dreams.
The esh of a dream stalker is white and rubbery,
with no discernable features except for two large black
eyes. They do not wear any form of clothing, and
appear genderless. Dream stalkers spend almost all
of their time in the Plane of Dreams and venture into
the Material Plane only to take souls.
Dream stalkers do not speak except through
telepathy.
COMBAT
Dream stalkers track sleeping creatures by
detecting their dreams from the Plane of Dreams. Once
found, the dream stalker emerges into the Material
Plane from the dream and attacks, bludgeoning the
victim with its sts. If an opponent is too strong, the
dream stalker will attempt to ee to another sleeping
individual and enter his dreams.
Create Dream Stalker (Ex): The corpses of
victims whose souls have been consumed by a dream
stalker rise in 24 hours as dream stalkers.
Soul Harvest (Su): Dream stalkers consume
the souls of victims after they kill them. Dream stalkers
never save souls.
Spell-like Abilities: At will - darkness, dream scrying**, dream walk**; 1/day - sleep (DC 11). Caster level 1st. The save DC is Charisma based.
Summon Demon (Sp): Once per day, the dream
stalker may attempt to summon another dream stalker
with a 35% chance of success.
Skills: *Dream stalkers receive a +4 racial bonus to
Survival checks in the Plane of Dreams.
Originally published in Fringe Campaigns: Soul Harvest.
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K HA N S P RESS
Demon: Fiend MotherHuge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 17d8+136 (212 hp)
Initiative: +4 (Improved Initiative)
Speed: 10 ft. (2 squares)
Armor Class: 18 (-2 size, +10 natural), touch 8, at-footed 18
Base Attack/Grapple: +17/+45
Attack: Tendril +26 melee (2d6+11)
Full Attack: 2 Tendrils +26 melee (2d6+11), Bite +21 melee
(1d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict (2d6+11), Tendril Grapple, Swallow
Whole
Special Qualities: Birth ends, demon qualities, damage
reduction 10/cold iron or good, soul harvest, spell-like abilities,
spell resistance 28
Saves: Fortitude +18, Re ex +12, Will +14
Abilities: Str 33, Dex 10, Con 27, Int 13, Wis 14, Cha 15
Skills: Bluff +22, Concentration +28, Diplomacy +24, Handle
Animal +22, Intimidate +24, Knowledge (Arcana) +21,
Knowledge (Religion) +21, Spellcraft +16
Feats: Cleave, Combat Re exes, Improved Initiative, Iron Will,
Lightning Re exes, Power Attack
Environment: Abyss
Organization: Solitary
Challenge Rating: 17
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 18-34 HD (Huge), 35-45 HD (Gargantuan), 46-
51 (Colossal)
Level Adjustment: -
The huge beast looks like nothing but a hill of esh with a mouth, and waving tendrils waiting for you to approach.
Fiend mothers are enormous
bags of esh that swallow other
creatures, to later release them,
reborn as ends.
Fiend mothers are
feared by all, including other
demons. They have an insatiable
appetite, consuming anything they
can catch. Non- endish creatures
suffer a worse fate after being
consumed; that of rebirth. Fiend
mothers grow up to 30 feet in
length, and about 16 feet high.
Their incredible mass weighs
around 30,000 lbs. Having no
legs, end mothers move very
slowly, and look like nothing so
much as giant slugs creeping along.
Most prefer to set up underground
lairs, luring creatures into their lair
for consumption.
Fiend mothers do not have
to consume other creatures to give birth. As nasty as it sounds,
they can also breed with other creatures. Once every six months,
the end mother seeks out another end to mate with (any type
of end). Five months later, another end mother is created. The
breeding male is consumed after mating, like any other creature.
COMBAT
Fiend mothers prefer to use their spell-like abilities to
force creatures into their mouth for consumption. They often
keep some lesser demons nearby to defend them, as it is usually
impossible for them to retreat. Still, end mothers can easily
defend themselves from most creatures, using their two tendrils
to grapple and swallow foes.
Birth Fiends (Su): Creatures consumed and soul
harvested by end mothers are reborn 24 hours later from the
end mother as a similar creature, but with the end template.
The new creature is born living, even if originally consumed
dead.
Constrict (Ex): A end mother deals automatic tendril
damage with a successful grapple check.
Soul Harvest (Su): Fiend mothers consume the souls of
victims by swallowing and consuming the bodies whole, whether
alive or dead (though they cannot have been dead for more
than 6 hours). Once the creature dies within it, the end mother
consumes the soul. Any creature that has its soul consumed cannot
be brought back by any means. A end mother may choose to
save the soul for power.
Swallow Whole (Ex): The end mother can try to
swallow a grabbed opponent of Medium or smaller size by
making a successful tendril grapple check. Once inside, the
opponent takes 2d8+8 points of crushing damage plus 2d8+6
points of acid damage per round from the end mothers digestive
juices. A swallowed creature can cut its way out by dealing 50
points of damage to the end mothers digestive tract (AC 25).
Once the creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out. The
end mothers gullet can hold 2 Medium, 8 Small,
or 32 Tiny or smaller creatures.
Tendril Grapple (Ex): To
use this ability, the end mother
must hit with a tendril attack.
It can then attempt to start
a grapple as a free action
without provoking an
attack of opportunity.
If it wins the grapple
check, it establishes
a hold and can
constrict or
swallow whole.
S p e l l -
like Abilities: At
will - darkness; 1/day - soul sphere**
(DC 19), stinking cloud (DC 15), teleport, greater (DC 19), unholy
blight (DC 16); 3/day - dominate monster (DC 21). Caster level 17th. The save DC is Charisma based.
Originally published in Fringe Campaigns: Soul Harvest.
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M ons t e r An t h o l og y Vo l um e I
Demon: Horror WyrmLarge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 20d8+120 (210 hp)
Initiative: +6 (Dex)
Speed: 50 ft. (10 squares), y 90 ft. (clumsy)
Armor Class: 30 (+6 Dex, -1 size, +15 natural), touch 15, at-
footed 24
Base Attack/Grapple: +20/+33
Attack: Claw +29 melee (1d6+10)
Full Attack: 4 claws +29 melee (1d6+10), bite +27 melee
(1d8+5), tail +27 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rend (2d6+15)
Special Qualities: Demon qualities, damage reduction 15/cold
iron and good, spell resistance 31, summon demon
Saves: Fortitude +18, Ref lex+18, Will +11
Abilities: Str 30, Dex 23, Con 23, Int 16, Wis 8, Cha 20
Skills: Appraise +10, Bluff +28, Diplomacy +32, Gather
Information +28, Intimidate +30, Knowledge (The Planes) +9,
Listen +22, Move Silently +29, Search +26, Sense Motive +22,
Survival +22
Feats: Combat Re exes, Flyby Attack, Improved Sunder,
Multiattack, Power Attack, Snatch, Wingover
Environment: Abyss
Organization: Solitary
Challenge Rating: 18
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 21-30 HD (Large), 31-40 HD (Huge), 41-50 HD
(Gargantuan), 51-60 HD (Colossal)
Level Adjustment: -
This creature looks like a dragon crossed with a scorpion, and gleefully drops into combat.
Horror wyrms are large, six-legged endish
reptiles that appear similar to dragons.
Horror wyrms are ferocious multi-legged
creatures, covered in thick black and red scales. Small
jagged horns cover their hide, and their long tails slash
like a scythe. These powerful creatures sometimes
serve as mounts to powerful demons.
Horror wyrms delight in tormenting weaker
foes, allowing them to live on for days. They will often
allow them to escape so that they may capture them
once again. Most foes of the hell wyrm end up ripped
to shreds.
COMBAT
Horror wyrms never judge a battle, but dive in,
ripping as many to shreds as possible. They dont ght
with strategy, but relish a seemingly random deadly
chaos.
Rend (Ex): A horror wyrm that strikes with two
claws latches onto the opponents body and tears into
him. This attack automatically deals an extra 2d6+15
points of damage. If the horror wyrm connects with all
four claws, they too may rend (Another 2d6+15 points
of damage).
Summon Demon (Sp): Once per day, the
horror wyrm may attempt to summon another hell
wyrm with a 35% chance of success.
Originally published in Fringe Campaigns: Soul Harvest as the Hell Wyrm.
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K HA N S P RESS
Demon: Night TerrorSmall Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +7 (Dex)
Speed: 50 ft. (10 squares)
Armor Class: 19 (+7 Dex, +1 size, +1 natural), touch 18, at-
footed 12
Base Attack/Grapple: +1/-2
Attack: Claw +9 melee (1d2)
Full Attack: 2 claws +3 melee (1d2), bite -3 melee (1d4), tail -3
melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Feeding, paralysis, strangulation
Special Qualities: Create night terror, demon qualities, soul
harvest, spell-like abilities, spell resistance 12, summon demon
Saves: Fortitude +2, Ref lex+9, Will +3
Abilities: Str 10, Dex 25, Con 10, Int 6, Wis 13, Cha 15
Skills: Hide +15, Move Silently +9
Feats: Weapon nesse (claws, bite, and tail)
Environment: Abyss
Organization: Solitary or pack (3-10)
Challenge Rating: 2
Treasure: none
Alignment: Always Chaotic Evil
Advancement: 2-3 HD (Small)
Level Adjustment: -
The lizard-like creature has long legs, moving with extraordinary speed, its long tail whipping around behind it.
Night terrors are fast demons that emerge at night to
feed off of sleeping creatures.
Night terrors look like dog-sized lizards with long tails.
They are covered in dull, dark gray scales, moving rapidly on
four legs. They have an extremely long tail that snakes out behind
them.
Night terrors make their homes in rubble and ruin, and
delve deep enough to keep themselves in perpetual shadow.
As darkness falls, they emerge and spread out, seeking living
creatures to feed upon. If possible, they prefer to feed off of other
creatures without any ghting at all. Sometimes night terrors take
a perverse glee in dragging off a paralyzed victim, leaving them
in strange and dangerous areas to awaken.
Night terrors do not speak any language, but understand
abyssal and infernal.
COMBAT
Night terrors are not brave, and will only attack an
awakened opponent if they outnumber him. A night terror
does not prefer to kill immediately, but over several nights. Its
touch paralyzes, and it sits upon its victim and steals his breath,
draining Con. A few points of Con sustains the creature for days,
but it gluts itself returning night after night just taking a little until
the victim dies from Con loss. Then it consumes the soul of the
victim. A consumed victim cannot be resurrected.
Create Night Terror (Ex): The corpses of victims
whose souls have been consumed by a night terror rise in 24
hours as night terrors.
Feeding (Ex): A night terror sits on the chest of a
sleeping or paralyzed victim and sucks the breath from it. The
night terror is helpless for 1d4 rounds as it feeds. The feeding
drains 1d4 temporary Con (no save) from the victim, and the
night terror slips off into the night. The night terror will attempt
to seek out the same creature night after night until the creature
dies from reaching a 0 Con score.
Paralysis (Ex): The touch of a night terror causes
paralysis for 1d4 minutes, long enough for the night terror to feed
and get away. The touched creature must succeed in a Fortitude
save (DC 12) or be paralyzed. This attack also affects elves.
Soul Harvest (Su): Night terrors consume the souls of
victims by draining the Con. Any creature with its Con drained
to 0 has its soul consumed and cannot be brought back by any
means. A night terror may also harvest the soul of a recently dead
corpse (within 6 hours). Night terrors do not save the souls by any
means. They consume them immediately.
Spell-like Abilities: At will - darkness; 1/day sleep (DC 13). Caster Level 1st. The save DC is Charisma based.
Strangulation (Ex): A night terror that makes a
successful strike with its tail may attempt to grapple as a free
action without provoking an attack of opportunity. If it wins the
grapple check, the tail stretches upward and wraps around the
creatures neck and begins to strangle.. This attack may only be
used on living creatures with necks, or more than two sizes larger
than the night terror. Use the suffocation rules in Chapter 8 of the
DMG.
Summon Demon (Sp): Once per day, the night terror
may attempt to summon another night terror with a 35% chance
of success.
Originally published in Fringe Campaigns: Soul Harvest.
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M ons t e r An t h o l og y Vo l um e I
Demon: Sin ParasiteSmall Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 3d8-6 (7 hp)
Initiative: +8 (Dex)
Speed: Fly 60 ft. (perfect)
Armor Class: 19 (+8 Dex, +1 size), touch 19, at-footed 11
Base Attack/Grapple: +1/-3
Attack: Stinger +12 melee (1d3-3, 1 minimum)
Full Attack: Stinger +12 melee (1d3-3, 1 minimum)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Demon qualities, detect evil act, incorporeal
qualities, inspire sin, spell resistance 14
Saves: Fort +1, Ref +11, Will +7
Abilities: Str 4, Dex 27, Con 6, Int 6, Wis 18, Cha 3
Skills: Hide +18, Listen +6, Move Silently +14, Spot +12
Feats: Alertness, Weapon Finesse (Bite)
Environment: Abyss or Ethereal Plane
Organization: Solitary, pair, or ock (3-30)
Challenge Rating: 1
Treasure: none
Alignment: Always chaotic evil
Advancement: 4-6 HD (Small), 7-9 HD (Medium)
Level Adjustment: -
This strange translucent creature seems to be some sort of parasite, with little more de nition than a leech.
Sin parasites are nasty ethereal demons that
feed off of evil acts.
Sin parasites appear as small translucent
ghostly forms. They have no appendages, only a torso
and a long neck with a small head with insect eyes and
a long stinger. When it moves, it appears to oat, and
is capable of very fast speeds.
For every evil deed, an individual has a 10%
chance of attracting the attention of a sin parasite.
Areas that have a history of evil have a higher chance
of a sin parasites presence (50% or greater). Once
the individual has attracted a sin parasite, he is then
considered its host. Sin parasites are incorporeal, and
follow the evil doer, preferring to remain unseen. When
the opportunity presents itself, the sin parasite exerts
its in uence to push the host to greater evil acts. If
discovered, the sin parasite may try to communicate
with the host, appearing as a partner. It will not
leave unless the host appears capable of harming it,
but will attempt to return to feed off of more evil. Any
number of sin parasites may be drawn to a host.
Sin parasites do not harvest souls.
COMBAT
The sin parasite prefers not to ght, but ees
to return later, when it feels unthreatened. If forced to
ght, it prefers hit and run tactics.
Detect Evil Act (Sp): Sin parasites detect evil
acts up to 60 feet away. After detecting someone, the
sin parasite stays with him, encouraging him to greater
and greater evil acts.
Inspire Sin (Su): The sin parasite is capable of
inspiring its host to greater deeds of evil. In any situation
where the host has an option to do the wrong thing
and considers doing good, the sin parasite may push
the individual to do evil instead. The host must make a
Will save vs. DC 17 (10 + the sin parasites HD + Wis
modi er) to go against the will of the sin parasite. For
each additional parasite, the DC increases by 1. These
acts are usually violence, bigotry, and sel shness. The
GM should look for opportunities, as well as change
the alignment of the character toward evil, if good or
neutral.
Summon Demon (Sp): Once per day, the sin
parasite may attempt to summon another sin parasite
with a 45% chance of success.
Originally published in Fringe Campaigns: Soul Harvest.
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K HA N S P RESS
Lesser SuccubusLesser Succubus Enchantress (18th-Level
Sorcerer)
Medium Outsider (Chaotic, Evil, Extraplanar) Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 2d8+6 (15 hp) 2d8+8 plus 18d4+72 (135 hp)
Initiative: +8 +10
Speed: 30 ft. (6 squares) 30 ft. (6 squares),
Armor Class: 14 (+4 Dex), touch: 14, at-footed: 10
34 (+6 Dex, +5 +5 ring of protection, +8 +8 bracers of armor, +5 +5 amulet of natural armor) touch: 29, at-footed: 28
Base Attack/
Grapple:+2/+3 +9/+9
Attack: Short sword +3 melee (1d6+1) Unholy short sword +13 melee (1d6+2)
Full Attack: Short sword +3 melee (1d6+1) Unholy short sword +13 melee (1d6+2)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Energy drain Energy drain
Special Qualities:Confuse divination, demon qualities, soul harvest,
spell resistance 13
Confuse divination, demon qualities, soul harvest,
spell resistance 31, spells
Saves: Fortitude +6, Re ex +7, Will +3 Fortitude +13, Re ex +15, Will +14
Abilities: Str 12, Dex 19, Con 17, Int 10, Wis 10, Cha 17 Str 10, Dex 22, Con 19, Int 10, Wis 12, Cha 31
Skills:Bluff +7, Diplomacy +6, Disguise +6, Escape Artist
+6, Hide +6, Spot +2
Bluff +33, Concentration +7, Diplomacy +19,
Disguise +12, Escape Artist +8, Sense Motive +3,
Spellcraft +23
Feats: Improved Initiative
Dodge, Greater Spell Focus, Greater Spell Penetration,
Improved Initiative, Maximize Spell, Negotiatior,
Spell Focus: Enchantment, Spell Penetration
Environment: Abyss, Plane of Dreams Abyss, Plane of Dreams
Organization: Solitary or pair Solitary
Challenge Rating: 2 20
Treasure: Standard
Standard (including ring of protection +5, bracers of armor +8, amulet of natural armor +5, cloak of charisma +6, and unholy short sword +2)
Alignment: Always chaotic evil Always chaotic evil
Advancement: By character class By character class
Level Adjustment: +4 +4
Demon: Succubus, Lesser The comely woman only has eyes for you, and you realize that there really might be such a thing as love at rst sight.
Lesser succubi are comely humanoid demons
who do not have wings like other succubi, allowing
them to more easily corrupt without being discovered.
As a demon designed to in ltrate humanoid
communities, the lesser succubus has few discernable
end characteristics. Due to her attractive humanoid
appearance, she is able to easily enter humanoid
settlements and corrupt from the inside. The lesser
succubus often travels via the Plane of Dreams to nd
and in ltrate settlements. A male counterpart exists of
the lesser succubus, known as the lesser incubus.
Lesser succubi can become pregnant from
other creatures. Children born from a mortal are half-
ends.
COMBAT
Confuse Divination (Ex): The lesser succubus
is designed to confuse divinatory detections. Any magic
used to detect alignment or creature type reveals her
to be a female humanoid of chaotic good alignment.
Only ends and celestials are able to detect the lesser
succubuss endish nature.
Energy Drain (Su): A lesser succubus drains
energy from a mortal it lures into an act of passion.
The succubus embrace in icts one negative level; the
victim must succeed at a Wisdom check (DC 14) to
even notice. The Fortitude save to remove the negative
level has a DC of 14. Unlike a regular succubus, a
simple kiss wont do the trick; she must lure him into
bed.
Soul Harvest (Su): Lesser succubi consume
the souls of victims through their energy drain ability.
Any creature drained of all levels has its soul consumed
and cannot be brought back by any means. A lesser
succubus may also harvest the soul of a recently dead
corpse by eating its heart and brain (within 6 hours).
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M ons t e r An t h o l og y Vo l um e I
A lesser succubus may save the soul for power if she
knows the proper soul magic.
Summon Demon (Sp): Once per day, the lesser
succubus may attempt to summon a dream stalker with
a 35% chance of success.
Spell-like Abilities: At will - charm monster (DC 17), darkness, dream scrying**, dream walk**; 1/day sleep (DC 14). These abilities are as the spells cast by a Caster Level 4th. The save DC is Charisma
based.
LESSER SUCCUBUS ENCHANTRESS
The lesser succubus enchantress is the master of
seduction, with a focus on the school of Enchantment.
COMBAT
The lesser succubus enchantress rarely
dirties her hands with ghting, but utilizes one of her
multitude of controlled creatures to ght for her. When
confronted, her rst reaction is to take control of the
subjects mind.
Energy Drain (Su): A lesser succubus drains
energy from a mortal it lures into an act of passion.
The succubus embrace in icts one negative level; the
victim must succeed at a Wisdom check (DC 30) to
even notice. The Fortitude save to remove the negative
level has a DC of 30. Unlike a regular
succubus, a simple kiss wont do the
trick; she must lure him into bed.
Spell-like Abilities: At will
- charm monster (DC 24), darkness, dream scrying**, dream walk**; 1/day sleep (DC 21). These abilities are as the spells cast by a
Caster Level 4th. The save DC is
Charisma based.
Typical Sorcerer Spells Known (Sor 6/9/9/8/8/8/8/7/6/4, save DC 20 + spell level,
Enchantment save DC 22 +
spell level): 0 -- Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Open/Close, Prestidigitation, Read Magic; 1st -- Alarm, Burning Hands, Charm Person, Hypnotism, Magic Missile; 2nd -- Command Undead, Daze Monster, Ghoul Touch, Hideous Laughter, Touch of Idiocy; 3rd -- Deep Slumber, Hold Person, Rage,
Suggestion; 4th -- Confusion, Crushing Despair, Dimensional Anchor, Geas, Lesser; 5th -- Dominate Person, Feeblemind, Hold Monster, Mind Fog; 6th -- Geas/Quest, Globe of Invulnerability, Suggestion, Mass; 7th -- Delayed Blast Fireball, Hold Person, Mass, Insanity; 8th -- Charm Monster, Mass, Demand; 9th -- Dominate Monster.
LESSER SUCCUBI AS CHARACTERS
A lesser succubuss favored class is sorcerer. A lesser
succubus cleric may worship any chaotic evil deity or
powerful demon.
Lesser succubus characters possess the following
racial traits.
+2 Strength, +8 Dex, +6 Con, +6 Cha.
Size Medium.
A lesser succubuss base land speed is 30 ft.
Racial Hit Dice: A lesser succubus begins with two
levels of outsider, which provides 2d8 Hit Dice, a base
attack bonus of +2, and base saving throw bonuses of
Fort +3, Ref +3, and Will +3.
Racial Skills: A lesser succubuss levels give it skill
points equal to 5 x (8+ Int modi er). Its class skills are
Bluff, Diplomacy, Disguise, Escape Artist, Hide, and
Spot.
Racial Feats: A lesser succubuss outsider levels give
it one feat.
Demon Qualities:
Darkvision (Ex): Darkvision with a range of 60 ft.
Immunities (Ex): Immune to poison and electricity.
Resistances (Ex): Cold, re, and acid resistance 10.
Summon (Sp): Once per day, the lesser succubus may
attempt to summon a dream stalker with a 35% chance
of success.
Telepathy (Su): Can communicate telepathically with
any creature within 100 ft. that has a language.
Spell Resistance: 10 + HD.
Spell-like Abilities: At will - charm monster, darkness, dream scrying, dream walk; 1/day - sleep. These abilities are as the spells cast by a Caster Level
4th. The save DC is Charisma based.
Automatic Languages: Abyssal, Common, and
Draconic. Bonus Languages: Any.
Favored Class: Sorceress
Level Adjustment +4
Originally published in Fringe Campaigns: Soul Harvest.
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20
K HA N S P RESS
DEVILDevil: Legba
Medium Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 10d8 +20 (65 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 28 (+5 Dex, +13 natural), touch 15, at-footed
23
Base Attack/Grapple: +10/+14
Attack: Wrist razor +14 melee (1d8+6)
Full Attack: 2 Wrist razors +14 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Razor slam, rend, spell-like abilities, summon demonSpecial Qualities: Damage reduction 10/good or silver, devil
qualities, immunity to re and poison, regeneration 5, resistance to
acid and cold 10, see in darkness, spell resistance 30, telepathy
Saves: Fort +9, Ref +12, Will +7
Abilities: Str 18, Dex 20, Con 12, Int 18, Wis 20, Cha 16
Skills: Bluff +14, Diplomacy +18, Hide +18, Intimidate +16,
Knowledge (Arcana) +18, Knowledge (Religion) +10, Knowledge
(The Planes) +10, Listen +13, Move Silently +9, Sense Motive
+13, Spellcraft +19, Spot +13
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack
Environment:: Hell
Organization: Solitary, team (2-4), or squad (6-10)
Challenge Rating: 10
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 11-20 HD (Medium), 21-30 HD (Large)
This creature is vaguely humanoid, but covered in bone-like protrusions over its entire body.
The legba is a highly magic resistant
outsider that waits at crossroads to corrupt the
lone traveler. Though humanoid in appearance,
his body is covered with twelve large bony razor
protrusions that serve to intimidate, or as deadly
weapons. It stands around six feet tall, though it
can appear hulking if it attempts to hide his form
within a cloak.
The legba is often sought out to teach the
uninitiated the darker ways of the arcanist. Many
a Blood Warlock began his career standing at the
crossroads.
Legba speak Common, Infernal, Celestial, and
Draconic.
COMBAT
Any breakdown in the communications is a
reason to ght for the legba. He prefers to bull rush
in, delivering his razor slam, before unleashing attacks
with his wrist blades.
Spell-like Abilities: At will animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, reball, hold person, invisibility, magic circle against good, polymorph, produce ame, see invisibility, suggestion, teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 15th
level sorcerer.
Razor Slam (Ex): When performing a bull
rush, the legba may use the razors upon his body to
deliver 2d6+6 points of damage.
Rend (Ex): When the Legba has struck an
opponent with both wrist blades in the same round,
he automatically delivers an additional 1d8+6 points
of damage.
Summon Demon (Sp): Once per day a legba can attempt to summon 1d6 bearded devils, a barbed
devil, or another legba with a 35% chance of success.
This ability is the equivalent of a 4th-level spell.
Originally published in Tremon: Kingdom of Sorcery.
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21
M ons t e r An t h o l og y Vo l um e I
DraxxonHuge Dragon
Hit Dice: 20d12 + 100 (230 hp)
Initiative: +4
Speed: 60 ft (12 squares)
Armor Class: 33 (-2 size, +25 natural) touch 8, at-footed 33
Base Attack/Grapple: +20/+36
Attack: Claw +26 melee (2d6+8)
Full Attack: 2 claws +26 melee (2d6+8), 3 bites +21 melee
(1d8+4), and tail slap +21 melee (2d6+4)
Space/Reach: 15 ft/10 ft.
Special Attacks: Triple breath weapon, frightful presence
Special Qualities: Blindsight 60 ft., darkvision 60 ft., immunity
to acid, cold, and re, immunity to sleep and paralysis, low-light
vision, spell resistance 30
Saves: Fortitude +17 Ref lex+14, Will +14
Abilities: Str 27, Dex 10, Con 21, Int 10, Wis 15, Cha 18
Skills: Bluff +27, Diplomacy +29, Jump +31, Listen +27,
Search +23, Spot +27
Feats: Alertness, Cleave, Combat Re exes, Great Cleave,
Improved Initiative, Lightning Re exes, MultiattackB, Power
Attack
Environment: Temperate hills or mountains
Organization: Solitary or pair, or clutch (3-5)
Challenge Rating: 20
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 21-30 HD (Huge); 31-45 HD (Gargantuan); 46-
60 HD (Colossal)
This tremendous dragon has two tendrils with mouths emerging from just behind its jaw. A long, spiked tail moves agitatedly behind it.
The draxxon is a huge draconic beast with two snake-
like protrusions that deliver additional breath
attacks. The draxxon is a huge brown dragon
that does not have developed wings. It moves
rapidly on its long spindly legs, and will eat
anything breathing that it encounters. On the
few occasions that the draxxon is full and
lethargic, it enjoys sporting with intelligent
creatures, getting them to perform certain
acts of depravity to survive.
Draxxons speak common and
draconic.
COMBAT
Draxxons prefer to rush in, attacking with breath
weapons rst to kill any weak would-be foes. It then nishes off
anyone left standing with claws, biting, and its deadly tail.
Blindsight (Ex): A draxxon can detect creatures by
nonvisual means (mostly hearing and scent, but also by noticing
vibration and other environmental clues) with a range of 60 feet.
Triple Breath Weapon (Su): Instead of its regular
attacks, the draxxon may choose to employ its breath weapons.
All three may be discharged in the same round, in the same, or
different, directions. The draxxon has three mouths from which
to breathe its breath weapons from. The central mouth breathes a
cone of re (10d8 points of re damage). The left ori ce breathes
a line of acid (10d4 points of acid damage), and the right ori ce
breathes a cone of cold (10d6 points of cold damage). Using a
breath weapon is a standard action. Once a draxxons ori ce
breathes, that ori ce cant breathe again until 1d4 rounds later,
though the other two still can. A blast from a breath weapon
always starts at the draxxons mouth and extends in a direction
of the draxxons choice, with an area of 100 feet for the ray, and
50 feet for the two cones. If the breath weapon deals damage,
creatures caught in the area can attempt Re ex saves (DC 25) to
take half damage. Save DCs are Constitution-based.
Frightful Presence (Ex): A draxxon can unsettle foes
with its mere presence. The ability takes effect automatically
whenever the draxxon attacks or charges. Creatures within of
30 feet are subject to the effect if they have fewer HD than the
draxxon. A potentially affected creature that succeeds at a Will
save (DC 24) remains immune to that dragons frightful presence
for one day. On a failure, creatures with 4 or fewer HD become
panicked for 5d6 rounds and those with 5 or more HD become
shaken for 5d6 rounds. Draxxons ignore the frightful presence of
other dragons. The Save DC is Charisma-based.
Originally published in Tremon: Kingdom of Sorcery.
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22
K HA N S P RESS
DREAM/NIGHTMARISH CREATURE
Dream creatures are ephemeral things made up
of the stuff of dreams. They are not permanent, but
tend to spring in and out of existence at the thoughts of
a sleeping humanoid. They are primarily only found in
the Plane of Dreams, though there are some, through
magic or other means, that escape into the Material
Plane. Some even manage to become permanent
creatures, though these are very rare. Dream creatures
tend to act out the nature established by the dreamer,
so could have just about any variation. A nightmarish
creature might consist of many different templates
applied to a base creature. A defeated dream creature
leaves no corpse.
SAMPLE DREAM CREATURE
The minotaur seems to waver before your eyes, growing larger and more twisted as it approaches.
Nightmarish Minotaur
Large Outsider (Extraplanar, Nightmarish)
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (1 size, +5 natural), touch 9, atfooted (see
text)
Base Attack/Grapple: +6/+14
Attack: Greataxe +9 melee (3d6+6/x3) or gore +9 melee
(1d8+4)
Full Attack: Greataxe +9/+4 melee (3d6+6/x3) and gore +4
melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear, powerful charge 4d6+6
Special Qualities: Damage reduction 10/magic, darkvision 60
ft,disbelief weakness, dream polymorph, natural cunning, scent
Saves: Fortitude +6, Re ex+5, Will +5
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills: Intimidate +2, Listen +7*, Search +2*, Spot +7*
Feats: Great Fortitude, Power Attack, Track
Environment: Any
Challenge Rating: 5
Treasure: none
Alignment: Usually chaotic Evil
Advancement: By character class
Level Adjustment: -
A minotaur stands more than 7 feet tall and
weighs about 700 pounds.
Minotaurs speak Giant.
COMBAT
Minotaurs prefer melee combat, where their great
strength serves them well.
Damage Reduction 10/magic (Ex): Dream
creatures are not affected as easily by normal
weapons.
Dream Polymorph (Ex): Dream creatures
with the nightmare subtype will sometimes change
into the form of a personal nightmare of the creature
encountered. There is a 10% chance of the change
every round encountered. This works exactly like the
polymorph spell, with the dream creature template applied to it.
Fear (Ex): Dream creatures with the nightmare
subtype exude a fear aura as the spell fear as cast by 10th level sorcerer. This is a natural ability of the
nightmare, and always in effect.
Disbelief Weakness: Dream creatures may
be dispelled if the disbelief of those witnessing the
creature is strong enough. By making a Will save vs
DC 10 + Dream Creatures HD, the dream creature
vanishes back to the Plane of Dreams.
In the Plane of Dreams, they are harder to
dispel, and receive a racial bonus of +10 to resist being
dispelled. Dream creatures summoned by a spell may
also add the summoners Cha modi er to resist.
Powerful Charge (Ex): A minotaur typically
begins a battle by charging at an opponent, lowering
its head to bring its mighty horns into play. In addition
to the normal bene ts and hazards of a charge, this
allows the beast to make a single gore attack with a +9
attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs
are not especially intelligent, they possess innate
cunning and logical ability. This gives them immunity
to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they
are never caught at-footed.
*Skills: Minotaurs have a +4 racial bonus on
Search, Spot, and Listen checks.
CREATING A DREAM / NIGHTMARE
CREATURE
Dream creature is a template that may be added
to any creature, and stacked with other templates.
There are two subtypes of dream creatures: dream
and nightmare. Dream creatures generally do not have
templates, and appear normal and friendly. Nightmare
creatures tend to become worse and worse.
A multiple-head giant uses all of the base
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23
M ons t e r An t h o l og y Vo l um e I
creatures statistics and special abilities except as
noted here.
Size and Type: Creatures with this template
become Outsiders, with the subtypes Extraplanar and
nightmarish or dream.
Hit Dice: Change to d8, unless it has class
levels.
Speed: Base speed increases +10. Dream
creatures move faster than normal.
Special Qualities: Dream creatures have
several special qualities.
Damage Reduction 10/magic (Ex): Dream
creatures are not affected as easily by normal
weapons.
Dream Polymorph (Ex): Dream creatures
with the nightmare subtype will sometimes change
into the form of a personal nightmare of the creature
encountered. There is a 10% chance of the change
every round encountered. This works exactly like the
polymorph spell, with the dream creature template applied to it.
Fear (Ex): Dream creatures with the nightmare
subtype exude a fear aura as the spell fear as cast by 10th level sorcerer. This is a natural ability of the
nightmare, and always in effect.
Disbelief Weakness: Dream creatures may
be dispelled if the disbelief of those witnessing the
creature is strong enough. By making a Will save vs
DC 10 + Dream Creatures HD, the dream creature
vanishes back to the Plane of Dreams. In the Plane of
Dreams, they are harder to dispel, and receive a racial
bonus of +10 to resist being dispelled. Dream creatures
summoned by a spell may also add the summoners
Cha modi er to resist.
Environment: Any
Organization: Solitary
Challenge Rating: Base creatures CR +1.
Additional templates increase the CR as appropriate
for the template.
Treasure: None
Originally published in Fringe Campaigns: Soul Harvest.
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24
K HA N S P RESS
GheistMedium Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +7
Speed: Fly 60 ft. (perfect) (10 squares)
Armor Class: 16 (+3 Dex, +3 de ection), touch 16, at-footed
13
Base Attack/Grapple: +4/+7
Attack: Incorporeal touch +7 melee (1d8)
Full Attack: Incorporeal touch +7 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., incorporeal traits, +2
turn resistance, spell-like abilities, undead traits, unnatural
aura
Saves: Fort +2, Ref +5, Will +6
Abilities: Str -, Dex 17, Con -, Int 15, Wis 10, Cha 17
Skills: Hide +14, Intimidate +14, Listen +11, Search +13,
Spot +4
Feats: Blind-Fight, Flyby Attack, Improved Initiative
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral Evil
Advancement: 9-24 HD (Medium)
Level Adjustment: -
Through the wall a cloaked gure of shadow silently manifests. Its faint, wispy appearance malevolently oats above you.
The spirits of cruel dead, gheists sole purpose
is to corrupt the living. Gheists appear as wispy
humanoids, wrapped in shadow. Their lower half
trails away into blackness. A gheist chooses a family
to haunt and corrupt, and leads them down a road of
fear, cruelty and depravity. After rst nding a family,
the gheist chooses a single chamber of the domicile as
a lair, unhallowing the area. The gheist then chooses
the most vulnerable inhabitant, using charm person
to steadily twist the subject into deeper and deeper
acts of evil, until the subject becomes a re ection
of the gheists nature. The gheist otherwise hides its
existence from others unless somehow discovered, at
which time it launches a campaign of terror.
Gheists speak common.
COMBAT
Gheists prefer to avoid combat, relying upon
their victims to strike down others. It uses its spell-
like abilities secretly, to torment those it corrupts. If
somehow forced to ght, the gheist will try to choose a
cramped battleground where it can pass through walls
and attack where least expected. Unlike other similar
undead, the gheist does not have any type of draining
attack.
Spell-Like Abilities: 3/day animate objects, darkness. 1/day charm person (DC 14), unhallow (DC 18), unholy aura (DC 21), unholy blight (DC 17). Caster level 15th. The save DCs are Charisma-based.
Unnatural Aura (Su): Both wild and
domesticated animals can sense the unnatural presence
of a gheist at a distance of 30 feet. They do not willingly
approach nearer than that and panic if forced to do so;
they remain panicked as long as they are within that
range.
Originally published in Tremon: Kingdom of Sorcery.
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25
M ons t e r An t h o l og y Vo l um e I
HAGHell Hag
Medium Monstrous Humanoid
Hit Dice: 13d8 +13 (71 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 22 (+2 Dex, natural armor +10), touch 12, at-
footed 20
Base Attack/Grapple: +18/+18
Attack: Claw +18 melee (1d4+5)
Full Attack: 2 Claws +18 melee (1d4+5), bite +13 melee
(1d3+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., resistance to acid 5, cold
5, and re 5, spell resistance 26
Saves: Fort +7, Ref +10, Will +10
Abilities: Str 20, Dex 14, Con 12, Int 17, Wis 14, Cha 19
Skills: Bluff +15, Disguise +10, Gather Information +15,
Hide +13, Intimidate +11, Knowledge (Religion) +8, Listen
+9, Spellcraft +9, Spot +9
Feats: Alertness, Blind-Fight, Combat Re exes, Great
Fortitude, Improved Initiative
Environment: Temperate forests
Organization: Solitary, covey (3 hags of any kind plus -1-10
zombies, 1-8 ogres, and -4 evil giants), or coven (13 plus a demon
or devil)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -
This creature looks like a hideous crone with horns emerging from her head. Its skin is charred and as gray as death with lthy yellow hair.
Hell hags are hags that foster a relationship with
a endish power. They are great deceivers, preferring
for others to seek them out for knowledge. They are
hideous and are covered in terrible burns. They often
disguise themselves as a beautiful maiden with disguise self to make their visitors feel at ease, though they always drop the spell when lending magical aid. Hell
hags may easily contact a demon or devil through the
spell-like ability commune. Hell hags always demand a price for their information, usually in the form of a
sacri ce. Those who wish the hell hags service must
bring a subject of which the hell hag removes the
soul. The person requesting may also offer his own
soul. The hell hag takes the soul through the spell soul sphere. These souls are given to the hell hags patron
demon or devil.
The lair of the hell hag is usually a dark cave or
hovel smelling of rot and mildew. The place is littered
with lth and bones. Usually several undead are nearby
to discourage unwanted visitors. Once a month on the
full moon, hell hags gather in covens of 13 to perform
evil acts of blasphemy.
Hell hags speak Abyssal, Infernal, Giant, and
Common.
COMBAT
Hell hags prefer to avoid combat if possible,
attempting to appear harmless, preferring to take souls
rather than slay. If forced to ght, they attack with
tooth and claw.
Spell-like Abilities: At will animate dead, darkness, disguise self, divination, dream walk**, greater scrying (DC 18), invisibility (DC 16); 3/day commune, plane shift (DC 21), soul sphere* (DC 21), summon monster VI. Caster level 13th. The save DC is Charisma-based.
Originally published in Fringe Campaigns: Soul Harvest.
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26
K HA N S P RESS
Vodnik HagLarge Monstrous Humanoid (Aquatic)
Hit Dice: 10d8 +30 (75 hp)
Initiative: +2
Speed: 10 ft.(2 squares), swim 50 ft.
Armor Class: 26 (-1 size, +2 Dex, +15 natural), touch 11,
atfooted 24
Base Attack/Grapple: +10/+21
Attack: Tentacle +16 melee (1d4+7)
Full Attack: 8 tentacles +16 melee (1d4+7)
Space/Reach: 10 ft./10 ft. (15 ft with tentacles)
Special Attacks: Bite, constrict, improved grab
Special Qualities: Amphibious, darkvision 90 ft.
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 24, Dex 15, Con 16, Int 13, Wis 15, Cha 8
Skills: Listen +17, Spot +17, Swim +21*
Feats: Alertness, Blind-Fight, Great Fortitude,
Multiattack
Environment: Warm aquatic
Organization: Solitary covey (3 hags of any kind
plus 1-8 ogres, and -4 evil giants), or
coven (13)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 11-20 HD (Large),
21-30 HD (Huge)
Level Adjustment: -
This hideous creature looks like a drowned and bloated crone walking waist deep through the water. All about her, squid-like tentacles rise and splash chaotically about her.
Vodnik hags are hideous hags combined with tentacles
similar to that of an octopus. The vodnik hag resembles a
Medium humanoid crone from the waist up, but eight writhing
tentacles below. The tentacles reach 10 feet or more in length and
are studded with barbs and sharp-edged suckers. The hags true
mouth exists on its underside, surrounded by the tentacles.
Vodnik hags often gather in groups of 13, forming
a coven, to work dark magic upon villages by the coast. The
coven is led by the largest of the vodnik hags in the coven,
whose tentacles often span 15 feet or more in length. Victims
are sometimes captured and toyed with for weeks before nally
being ripped apart and devoured. They often make their lairs in
underwater caverns decorated with the skulls of their victims.
Vodnik hags speak Giant and Common.
COMBAT
The vodnik hag attacks with her eight tentacles. An
opponent can attack a vodnik hags tentacles with a sunder
attempt as if they were weapons. The hags tentacles have 10 hit
points each. If a vodnik hag is currently grappling a target with
the tentacle that is being attacked, it usually uses another limb to
make its attack of opportunity against the opponent making the
sunder attempt. Severing one of the hags tentacles deals 5 points
of damage to the creature. The creature regrows severed limbs in
1d10+10 days.
Amphibious (Ex): Although vodnik hags are aquatic,
they can survive inde nitely on land.
Bite (Ex): A vodnik hag may choose to bite any creatures
with its lower mouth as a free action dealing 1d6+3 points of
damage following a successful grapple check.
Constrict (Ex): A vodnik hag deals 2d6+7 points of
damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a vodnik hag
must hit an opponent of any size with a tentacle attack. It can then
attempt to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it establishes a
hold and can constrict.
*Skills: Vodnick hags have a +10 racial bonus on any
Swim check to perform some special action or avoid a hazard. It
can always choose to take 10 on a Swim check, even if distracted
or endangered. It can use the run action while swimming, provided
it swims in a straight line.
Originally published in Tremon: Kingdom of Sorcery.
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27
M ons t e r An t h o l og y Vo l um e I
Impet, 1st-Level Warrior Impet, 9th-Level Rogue
Diminutive Fey Diminutive Fey
Hit Dice: 1d8 +3 (11 hp) 9d6 +27 (61 hp)
Initiative: +4 +5
Speed: 10 ft. (2 squares), y 60 ft. (perfect) 10 ft. (2 squares), y 60 ft. (perfect)
Armor Class: 18 (+4 size, +4 Dex), Touch: 18, Flatfooted: 14 19 (-4 size, +5 Dex), Touch: 19, Flatfooted: 14
Base Attack/Grapple: +1/-16 +6/-10
Attack: Fey rapier +9 melee (1d2 -5) + poisonFey rapier of wounding +16 melee (1d2 -3) +
poison
Full Attack:Fey rapier +9 melee (1d2 -5) + poison or sling +9
ranged (1 -5)
Fey rapier of wounding +16/+11 melee (1d2 -3) +
poison or sling +16/+11 ranged (1 -3)
Space/Reach: 1 ft./0 ft. 1 ft./0 ft.
Special Attacks: Poison Poison, sneak attack +5d6
Special Qualities:Damage reduction 5/cold iron, low-light vision,
spell-like abilities
Damage reduction 5/cold iron, evasion, improved
uncanny dodge, low-light vision, spell-like abilities,
trap sense +3, trap nding, uncanny dodge
Saves: Fortitude +5, Re ex +4, Will +1 Fortitude +6, Re ex+11, Will +4
Abilities: Str 1, Dex 19, Con 16, Int 11, Wis 12, Cha 7 Str 3, Dex 21, Con 16, Int 14, Wis 12, Cha 11
Skills: Handle Animal +2, Hide +16, Ride +8
Disable Device +12, Hide +29, Listen +13, Move
Silently +17, Open Lock +15, Search +14, Sense
Motive +13, Sleight of Hand +17, Spot +13, Use
Magic Device +12
Feats: Weapon Finesse Dodge, Flyby Attack, Mobility, Weapon Finesse
Environment: Temperate forests Temperate forests
Organization: Solitary, gang (2-4), band (6-11), or tribe (20-80)Solitary, gang (1 plus 2-4 impets), or band (1 plus
6-11 impets)
Challenge Rating: 1 12
Treasure: StandardDouble standard (including rapier of wounding +1 and sling +1)
Alignment: Usually lawful neutral Usually lawful neutral
Advancement: By character class By character class
Level Adjustment: +3 +3
ImpetThe fey ying about your head has small horns
and a long tail ending in a point.
Impets are diminutive fey who delight in
pranks and mischief.
Impets are found in magical forests, and once one
has their attention, it is tough to lose. They delight
in leading tra