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Miscellany
Aravis Telmir
Dranko Blackhope
Ernest Wilburforce Roundhill
Flicker Proudfoot
(NPC)
Grey Wolf
Kay "Windstorm" Olafsen
Kibilhathur Bimson
Makel Troutman (NPC)
Morningstar, Shield
of Ell
One Certain Step (NPC)
Runs 1-10
Runs 11-20
Runs 21-30
Runs 31-40
Runs 41-50
Runs 51-60
Runs 61-70
Runs 71-80
Runs 81-90
Runs 91-100
Runs 101-110
Runs 111-120
Runs 121-130
Runs 131-140
Runs 141-150
Runs 151-160
Runs 161-170
Runs 171-180
Runs 181-190
Runs 191-200
|
Miscellany
Captured Spell Books
Summoned Monsters
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Monster VI
Spells Retained from Old D&D Versions
Captured Spell Books
"Terfillian's Transformations"
| 2nd Level Spells |
3rd Level Spells |
4th Level Spells |
| Continual Flame (Ill.) |
Water Breathing (Trans.) |
Otiluke's Resiliant Sphere (Evoc.) |
| Darkness (Evoc.) |
Leomund's Tiny Hut (Evoc.) |
Polymprph Self (Trans.) |
| Fog Cloud (Conj.) |
Shrink Item (Trans.) |
Fire Shield (Evoc.) |
| Arcane Lock (Abj.) |
|
|
| Whispering Wind (Trans.) |
|
|
| Darkvision (Trans.) |
|
|
Sharshun Spellbook
| 2nd Level Spells |
3rd Level Spells |
| Invsibility (Ill.) |
Hold Person (Ench.) |
| Detect Thoughts (Div.) |
Leomund's Tiny Hut (Evoc.) |
| Knock (Trans.) |
Nondetection (Abj.) |
| Locate Object (Div.) |
|
| Protection from Arrows (Abj.) |
|
Manzanill's Book, Vol.
1
| 2nd Level Spells |
3rd Level Spells |
| Blur (Ill.) |
Coldfire (Evoc.) |
| Continual Flame(Ill.) |
Dispel Magic (Abj.) |
| See Invisibility (Div.) |
Fly (Trans.) |
| Fog Cloud (Conj.) |
Shrink Item (Trans.) |
| Glitterdust (Conj.) |
Summon Monster III (Conj.) |
| Invisibility (Ill.) |
Nondetection (Abj.) |
| Magic Mouth (Ill.) |
Gentle Repose (Nec.) |
| Whipsering Wind (Trans.) |
|
| Arcane Lock (Abj.) |
|
Manzanill's Book, Vol.
2
| 4th Level Spells |
5th Level Spells |
| Wall of Searing Flames (Evoc.) |
Bigby's Interposing Hand (Evoc.) |
| Otiluke's Resiliant Sphere (Evoc.) |
Summon Monster V (Conj.) |
| Fire Trap (Abj.) |
Sending (Evoc.) |
| Illusory Wall (Ill.) |
Teleport (Trans.) |
| Minor Creation (Conj.) |
Major Creation (Conj.) |
Delitha's Spellbook
| 2nd Level Spells |
3rd Level Spells |
4th Level Spells |
| Obscure Object (Abj.) |
Fly (Trans.) |
Dimension Door (Trans.) |
| Alter Self (Trans.) |
Vamiric Touch (Necr.) |
Ice Storm (Evoc.) |
| Continual Flame (Ill.) |
Major Image (Ill.) |
Minor Creation (Conj.) |
| Arcane Lock (Abj.) |
Water Breathing (Trans.) |
Polymorph Self (Trans.) |
| Knock (Trans.) |
|
Hallucinatory Terrain (Ill.) |
| Invisibility (Ill.) |
|
|
| Rope Trick (Trans.) |
|
|
| Mirror Image (Ill.) |
|
|
"Wynne's Tome of Power"
| 3rd Level Spells |
4th Level Spells |
5th Level Spells |
| Dispel Magic (Abj.) |
Fire Trap (Abj.) |
Mind Fog (Ench.) |
| Phantom Steed (Conj.) |
Leomund's Secret Shelter (Conj.) |
Major Creation (Conj.) |
| Sepia Snake Sigil (Conj.) |
Shout (Evoc.) |
Leomund's Secret Chest (Conj.) |
| Leomund's Tiny Hut (Evoc.) |
Illusory Wall (Ill.) |
Bigby's Interposing Hand (Evoc.) |
| Illusory Script (Ill.) |
Dimnesion Door (Trans.) |
Persistant Image (Ill.) |
| Keen Edge (Trans.) |
|
|
| Secret Page (Trans.) |
|
|
Black Circle Spell Book
| 1st Level Spells |
2nd Level Spells |
3rd Level Spells |
4th Level Spells |
| Comprehend Languages (Div.) |
Detect Thought (Div.) |
Clairaudience/Clairvoyance (Div.) |
Detect Scrying (Div.) |
| Detect Secret Doors (Div.) |
Locate Object (Div.) |
Tongues (Div.) |
Arcane Eye (Div.) |
| Identify (Div.) |
Ghoul Touch (Necr.) |
Halt Undead (Necr.) |
Scrying (Div.) |
| True Strike (Div.) |
Scare (Necr.) |
Vampiric Touch (Necr.) |
Contagion (Necr.) |
| Cause Fear (Necr.) |
|
Gentle Repose (Necr.) |
Fear (Necr.) |
| Chill Touch (Necr.) |
|
|
|
| Ray of Enfeeblement (Necr.) |
|
|
|
|
|
|
|
| 5th Level Spells |
6th Level Spells |
7th Level Spells |
|
| Prying Eyes (Div.) |
Legend Lore (Div.) |
Greater Scrying (Div.) |
|
| Rary's Telepathic Bond (Div.) |
True Seeing (Div.) |
Vision (Div.) |
|
| Animate Dead (Necr.) |
|
Control Undead (Necr.) |
|
| Magic Jar (Necr.) |
|
|
|
Capillo's Arcana, Volume
II
| 3rd Level Spells |
4th Level Spells |
| Explosive Runes (Abj.) |
Evard's Black Tentacles (Conj.) |
| Sleet Storm (Conj.) |
Confusion (Ench.) |
| Tongues (Div.) |
Locate Creature (Div.) |
| Suggestion (Ench.) |
Wall of Ice (Evoc.) |
| Fireball (Evoc.) |
Rainbow Pattern (Ill.) |
| Major Image (Ill.) |
|
| Fly (Trans.) |
|
| Shrink Item (Trans.) |
|
Capillo's Arcana, Volume
III
| 5th Level Spells |
6th Level Spells |
| Wall of Iron (Conj.) |
Greater Dispelling (Abj.) |
| Wall of Force (Evoc.) |
Bigby's Forceful Hand (Evoc.) |
| False Vision (Ill.) |
Tenser's Transformation (Trans.) |
| Fabricate (Trans.) |
|
| Stone Shape (Trans.) |
|
| Teleport (Trans.) |
|
| Permanency (Univ.) |
|
Capillo's Arcana, Volume
IV
| 7th Level Spells |
| Spell Turning (Abj.) |
| Bigby's Grasping Hand (Evoc.) |
| Power Word: Stun (Conj.) |
Colly's Spellbook I (Black
Circle)
| 1st Level Spells |
2nd Level Spells |
3rd Level Spells |
Alarm (Abj.)
|
Glitterdust (Conj.)
|
Arcane Sight (Div.) (T&B)
|
Shield (Abj.)
|
Web (Conj.)
|
Tongues (Div.)
|
Mage Armor (Conj.)
|
Assassin's Senses (Div.) (R&R) |
Clairaudience/Clairvoyance (Div.)
|
Comprehend Languages (Div.)
|
See Invisibility (Div.)
|
Lightning Bolt (Evoc.)
|
Detect Undead (Div.)
|
False Life (Necr.) (T&B) |
Shadow Touch (Necr.) (R&R)
|
Identify (Div.)
|
Sleep of the Dead (Necr.) (R&R)
|
Vampiric Touch (Necr.)
|
Shade's Sight (Div.) (R&R)
|
Spectral Hand (Necr.)
|
Fly (Trans.)
|
True Strike (Div.)
|
Cat's Grace (Trans.)
|
Haste (Trans.)
|
Lesser Acid Orb (Evoc.) (T&B)
|
Endurance (Trans.)
|
Unbuckle (Trans.) (R&R)
|
Magic Missile (Evoc.)
|
|
|
Chill Touch (Necr.)
|
|
|
Negative Energy Ray (Necr.)
|
|
|
Spider Climb (Trans.)
|
|
|
Colly's Spellbook II (Black
Circle)
| 4th Level Spells |
5th Level Spells |
6th Level Spells |
Minor Globe of Invulnerability (Abj.)
|
Energy Buffer (Abj.) (T&B)
|
True Seeing (Div.)
|
Stoneskin (Abj.)
|
Wall of Iron (Conj.)
|
Otiluke's Freezing Sphere (Evoc.)
|
Detect Scrying (Div.)
|
Contact Other Plane (Div.)
|
Project Image (Ill.)
|
Locate Creature (Div.)
|
Dominate Person (Ench.)
|
|
Terole's Translator (Div.) (R&R)
|
Mind Fog (Ench.) |
|
Cold Orb (Evoc.) (T&B)
|
Animate Dead (Necr.)
|
|
Ice Storm (Evoc.)
|
Spirit Wall (Necr.) (T&B)
|
|
Improved Invisibility (Ill.)
|
|
|
Contagion (Necr.)
|
|
|
Enervation (Necr.)
|
|
|
Mass Darkvision (Trans.) (T&B)
|
|
|
Repair Critical Damage (Trans.) (T&B)
|
|
|
|
|
|
Summoned Monsters
Summon Monster I
Celestial Dog
Small Magical Beast
HD: 1d8+2 (6 hp)
Init: +3 (Dex)
Speed: 40'
AC: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Bite +2 melee
Damage: Bite 1d4+1
Saves: F+4, R+5, W+1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1 (+9 when tracking
by scent)
Scent: Can detect creatures by smell; doesn't need to see
Smite Evil 1/day: +1 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 5
Spell Resistance: 2
Celestial Badger
Tiny Magical Beast
HD: 1d8+2 (6 hp)
Init: +3 (Dex)
Speed: 30' (burrow 10')
AC: 15 (+2 size, +3 Dex)
Attacks: 2 Claws +5 melee, Bite +0 melee
Damage: Claws 1d2-1, Bite 1d3-1
Saves: F+4, R+6, W+1
Abilities: Str 18, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +4, Spot +4
Feats: Weapon Finesse (claw, bite)
Rage: Once damaged, attacks each round until foe is dead, with
+4 Str, +4 Con, and -2 AC
Scent: Can detect creatures by smell; doesn't need to see
Smite Evil 1/day: +1 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 5
Spell Resistance: 2
Summon Monster II
Celestial Eagle
Small Magical Beast
HD: 1d8+1 (5 hp)
Init: +2 (Dex)
Speed: 10', fly 80' (average)
AC: 14 (+1 size, +2 Dex, +1 natural)
Attacks: 2 Claws +3 melee, Bite -2 melee
Damage: Claws 1d3, Bite 1d4
Saves: F+3, R+4, W+2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +6, Spot +6 (+12 in daylight)
Smite Evil 1/day: +1 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 5
Spell Resistance: 2
Formian Worker
Small Outsider (Lawful)
HD: 1d8+1 (5 hp)
Init: +2 (Dex)
Speed 40'
AC 17 (+1 size, +2 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4+1
Saves: F+3, R+4, W+2
Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9
Skills: Craft (any one)+4, Climb +3
Feats: Skill Focus (craft)
Immune to poison, petrification and cold
Resistance to fire, electricity, and sonic: 20
Summon Monster III
Celestial Black Bear
Medium Magical Beast
HD: 3d8+6 (19 hp)
Init: +1 (Dex)
Speed 40'
AC 13 (+1 Dex, +2 natural)
Attacks: 2 Claws +6 melee, Bite +1 melee
Damage: Claws 1d4+4, Bite 1d6+2
Saves: F+5, R+4, W+2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +6, Listen+4, Spot +7, Swim +8
Scent: Can detect creatures by smell; doesn't need to see
Smite Evil 1/day: +3 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 5
Spell Resistance: 6
Celestial Bison
Large Magical Beast
HD: 5d8+15 (37 hp)
Init: +0
Speed 40'
AC 13 (-1 size, +4 natural)
Attacks: Butt +6 melee
Damage: Butt 1d8+6
Saves: F+7, R+4, W+1
Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +8, Spot +5
Scent: Can detect creatures by smell; doesn't need to see
Smite Evil 1/day: +5 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 10
Spell Resistance: 10
Damage Reduction: 5/+1
Triton
Medium Outsider (Water)
HD: 3d8+3 (16 hp)
Init: +0
Speed 40' (swim)
AC 16 (+6 natural)
Attacks: Trident +4 melee; or Heavy Crossbow +3 ranged
Damage: Trident 1d8+1; or Heavy Crossbow 1d10
Saves: F+4, R+3, W+4
Abilities: Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11
Skills: Craft (any one) +4, Hide +6, Listen +7, Ride +6, Spot +7
Feats: Mounted Combat
Summon Nature's Ally (as Sor5), 1/day
Celestial Dire Badger
Medium Magical Beast
HD: 3d8+5 (25 hp)
Init: +3 (Dex)
Speed: 30' (burrow 10')
AC: 16 (+3 Dex, +3 natural)
Attacks: 2 Claws +4 melee, Bite +1 melee
Damage: Claws 1d4+2, Bite 1d6+1
Saves: F+7, R+6, W+4
Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Rage: Once damaged, attacks each round until foe is dead, with
+4 Str, +4 Con, and -2 AC
Scent: Can detect creatures by smell; doesn't need to see
Smite Evil 1/day: +3 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 5
Spell Resistance 6
Azer
Medium Outsider (Fire, Lawful)
HD: 2d8+2 (11 hp)
Init: +1 (Dex)
Speed: 30'
AC: 19 (+1 Dex, +6 natural, +2 large shield)
Attacks: Warhammer +3 melee; or Halfspear +3 ranged
Damage: Warhammer 1d8+1 (+1 fire); or Halfspear 1d6+1 (+1 fire)
Saves: F+4, R+4, W+4
Abilities: Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9
Skills: Climb +2, Craft (any one)+6, Hide -1, Listen +4, Search +4, Spot
+5
Feats: Power Attack
Heat: Merely touching or being touched by an Azer automatically
deals 1 fire damage
Fire Subtype: Immune to fire, double-damage from cold on a
failed save
Spell Resistance: 13
Small Air Elemental
Small Elemental (Air)
HD: 2d8 (9 hp)
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 100 (perfect)
AC: 17 (+! size, +3 Dex, +3 natural)
Attacks: Slam +5 melee
Damage: Slam 1d4
Saves: F+0, R+6, W+0
Abilities: Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Immune to poison, sleep, paralysis, stunning, and critical
hits
Air Mastery: Airborne creatures suffer a -1 penalty to attack
and damage rolls
Whirlwind: Once every 10 minutes, can become a whirlwind for
1 round. This whirlwind is 5' wide at the base, up to 30' wide at
the top, and 10-20' tall. Creatures caught in the whirlwind must make
a Ref Save at DC11 or take 1d4 damage, and another Ref Save DC11 or be caught
in the whirlwind, automatically taking damage each round. Flying creatures
can try this latter save each roud. The elemental can eject a trapped
creature, wherever it happens to be. If the whirlwind's base touches
the ground, it kicks up a swirling cloud of debris, centered on itself and
with a diameter of half the elemental's height. This cloud obscures all vision
(including Darkvision) beyond 5'. Creature 5' away have one-half concealment,
and creatures farther away have total concealment. Spellcaster in the
cloud need to make a Concentration check DC 11 to succeed.
Small Earth Elemental
Small Elemental (Earth)
HD: 2d8+2 (11 hp)
Init: -1 (Dex)
Speed 20' (burrow 20')
AC: 17 (+1 size, -1 Dex, +7 natural)
Attacks: Slam +5 melee
Damage: Slam 1d6+4
Saves: F+4, R-1, W+0
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feat: Power Attack
Immune to poison, sleep, paralysis, stunning, and critical
hits
Earth Mastery: +1 to hit and damage if both it and its foe
are touching the ground; -4 to hit and damage vs. foes airborne or waterborne.
Push: Can start a Bull Rush maneuver without provoking an Attack
of Opportunity.
Small Fire Elemental
Small Elemental (Fire)
HD: 2d8 (9)
Init: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50'
AC: 15 (+1 size, +1 Dex, +3 natural)
Attacks: Slam +3 melee
Damage: Slam 1d4 +1d4 fire
Saves: F+0, R+4, W+0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Improved Initiative, Weapon Finesse (Slam)
Immune to poison, sleep, paralysis, stunning, and critical
hits
Burn: those hit by the slam attack must make a Ref Save DC11
or catch fire for 1d4 rounds. Such victims take 2d4 damage immediately,
and each round must make a Reflex Save DC11 or take an additional die of
damage (3d4, 4d4, etc.) They can take a move-equivalent action to put
out the fire. Creatures hitting a Fire Elemental with natural weapons
or unarmed attacks take fire damage as if hit by the Elemental's attack,
and also catch fire unless they succeed at a Reflex Save (DC 11).
Fire Subtype: Immune to fire, double-damage from cold on a
failed save.
Small Water Elemental
Small Elemental (Water)
HD: 2d8+2 (11 hp)
Init: +0
Speed 20' (swim 90')
AC: 17 (+1 size, +6 natural)
Attacks: Slam +4 melee
Damage: Slam 1d6+3 damage
Saves: F+4, R+0, W+0
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Listen +5, Spot +5
Feat: Power Attack
Immune to poison, sleep, paralysis, stunning, and critical
hits
Water Mastery: +1 to hit and damage if both it and its foe
are touching water; -4 to hit and damage vs. landbound foes.
Drench: Extinguishes open nonmagical flames of large size or
smaller; Dispels magical fire it touches as a 2nd-level Sorc.
Vortex: Once every 10 minutes, can become a whirlpool for 1
round. This whirlpool is 5' wide at the base, up to 30' wide at the
top, and 10-20' tall. Creatures caught in the whirlpool must make a
Ref Save at DC13 or take 1d4 damage, and another Ref Save DC13 or be caught
in the whirlpool, automatically taking damage each round. Swimming
creatures can try this latter save each roud. The elemental can eject
a trapped creature, wherever it happens to be. If the whirlpool's base
touches the bottom, it kicks up a swirling cloud of debris, centered on itself
and with a diameter of half the elemental's height. This cloud obscures all
vision (including Darkvision) beyond 5'. Creature 5' away have one-half
concealment, and creatures farther away have total concealment. Spellcaster
in the cloud need to make a Concentration check DC 13 to succeed.
Thoqqua
Medium Elemental (Earth, Fire)
HD: 3d8+3 (16 hp)
Init: +1 (Dex)
Speed 30' (Burrow 20')
AC: 18 (+1 Dex, +7 natural)
Attacks: Slam +4 melee
Damage: Slam 1d6+3, +2d6 fire
Saves: F+4, R+4, W+2
Abilities: Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills: Intuit Direction +4, Jump +6, Listen +5, Move Silently +5
Heat: Merely touching or being touched by a thoqqua automatically
deals 2d6 fire damage
Burn: Those hit by the slam attack must make a Ref Save DC13
or catch fire for 1d4 rounds. Such victims take 2d4 damage immediately,
and each round must make a Reflex Save DC13 or take an additional die of
damage (3d4, 4d4, etc.) They can take a move-equivalent action to put
out the fire.
Fire Subtype: Immune to fire, double-damage from cold on a
failed save.
Tremorsense: Can automatically sense the location of anything
within 60' that is in contact with the ground.
Summon Monster IV
Lantern Archon
Small Outsider (Good, Lawful)
HD: 1d8 (4 hp)
Init: +4 (Improved Initiative)
Speed: Fly 60' (perfect)
AC: 15 (+1 size, +4 natural)
Attacks: 2 Light Rays +2 ranged touch attack, 30' range
Damage: Light Rays 1d6
Saves: F+2, R+2, W+2 (+4 on saves vs. poison)
Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Feats: Improved Initiative
Damage Reduction 20/+1
Spell-like Abilities: at will: Aid, Detect Evil, and
Continual Flame, as a 3rd Level Sorc.
Aura of Menace: Any hostile creature within a 20' radius must
make a Will Save DC11 or suffer a -2 Morale Penalty to attacks, AC and saves
for 1 day. If the victim damages the affecting Archon, it ends the effect,
and the Archon cannot reestablish the Aura against that victim for
24 hours.
Magic Circle Against Evil: Always surrounds the Archon, with
a 10' radius. Creatures in the area get a +2 Deflection Bonus to AC,
and a +2 Resistance Bonus to all saves; both apply only against evil creatures.
Protected creatures cannot be possessed or controlled, and summoned or conjured
non-good creatures cannot make physical contact with protected creatures.
Immune to electricity and petrification
Teleport Without Error at will, as a 14th Level Sorc.
(can only transport an additional 50 lbs.)
Tongues: Always active; the Archon can speak with any creature
that has a language.
Celestial Lion
Medium Magical Beast
HD: 5d8+10 (32 hp)
Init: +3 (Dex)
Speed: 40'
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 Claws +7 melee, Bite +2 melee
Damage: Claws 1d4+4, Bite1d8+2
Saves: F+6, R+7, W+2
Abilities: Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +4, Jump +5, Listen +5, Move Silently +11, Spot +5, Balance
+7 (+8 to Hide checks in tall grass)
Pounce: If a lion leaps on its foe in the first round of combat,
it can make a full attack even if it also moved.
Improved Grab: Makes a free Grapple check when it Bites a foe,
without incurring an AOO. If it succeeds, it gets a Hold, and it can
Rake. Only works on Small or smaller creatures.
Rake: A lion that gets a Hold can make 2 Rake attack (+7 to
hit) with its hind legs, for 1d4+4 damage each.
Smite Evil 1/day: +5 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 10
Spell Resistance: 10
Damage Reduction: 5/+1
Small Tojanida
Small Outsider (Water)
HD: 3d8+6 (19 hp)
Init: +1 (Dex)
Speed: 10' (swim 90')
AC: 22 (+1 size, +1 Dex, +10 natural)
Attacks: Bite +6 melee, 2 Claws +1 melee
Damage: Bite 2d6 +2, Claws 1d4+1
Saves: F+5, R+4, W+4
Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Skills: Hide +11, Intuit Direction +7, Listen +7, Spot +9, Search +6
Feats: Blind-Fight
Improved Grab: Makes a free Grapple check when it Bites or
Claws a foe, without incurring an AOO. If it succeeds, it gets a Hold,
and automatically deal that attack damage each round. Underwater, it
can tow a grabbed victim of its own size or smaller at top speed.
All-Around Vision: Opponents gain no flanking bonus when attacking
a Tojanida
Ink Cloud: Can emit a spherical cloud of jet-black ink with
a radius of 30', once a minute as a free action. The effect is that
of a Fog Cloud spell cast by a 3rd level caster. Out of water,
the jet of ink is a stream up to 30' long. The target must make a Reflex
Save DC13 or be blinded for 1 round.
Immune to acid and cold
Fire, Electricity Resistance: 20
Small Xorn
Small Outsider (Earth)
HD: 3d8+6 (19 hp)
Init: +0
Speed: 20' (burrow 20')
AC: 23 (+1 size, +12 natural)
Attacks: Bite +6 melee, 3 Claws +4 melee
Damage: Bite 2d8+2, Claws 1d3+1
Saves: F+5, R+3, W+3
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +3, Listen +6, Move Silently +3, Spot
+8, Search +6
Feats: Multiattack
Burrow: A Xorn can move through earth and stone as a fish moves
through water.
Immune to fire and cold
Electricity Resistance: 10
Half Damage from Slashing Weapons
All-Around Vision: Opponents gain no flanking bonus when attacking
a Xorn
Tremorsense: Can automatically sense the location of anything
within 60' that is in contact with the ground.
Juvenile Arrowhawk
Small Outsider (Air)
HD: 3d8+3 (16 hp)
Init: +5 (Dex)
Speed: Fly 60' (perfect)
AC: 20 (+1 size, +5 Dex, +4 natural)
Attack: Electricity Ray +9 ranged touch attack (45' range); or Bite +9 melee
Damage: Electricity Ray 2d6; or Bite 1d6+1
Saves: F+4, R+8, W+4
Abilities: Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Intuit Direction +2, Listen +7, Search +7, Sense Motive +7, Spot
+7
Feats: Weapon Finesse (bite)
Immune to acid, electricity and poison
Fire and Cold Resistance: 20
Magmin
Small Elemental (Fire)
HD: 2d8 (9 hp)
Init: +1 (Dex)
Speed: 30'
AC: 14 (+1 size, +1 Dex, +2 natural)
Attack: Burning Touch, +1 melee
Damage: Burning Touch 1d8 fire and combustion
Saves: F+0, R+4, W+0
Abilities: Str 9, Dex 13, Con 11, Int 8, Wis 10, Cha 10
Skills: Climb +4, Escape Artist +5, Jump +4, Spot +4
Combustion: Anyone a Magmin touches must make a Reflex Save
DC11 or take an additional 1d8 fire damage as clothes ignite or armor becomes
searing hot. The damage continues for 1d4+2 rounds after the Magmin's
last successful attack.
Fiery Aura: Anyone coming within 30' of a Magmin must make
a Fort Save DC11 or take 1d6 heat damage.
Melt Weapons: Any metal weapon that strikes a Magmin must make
a Fort Save DC11 or melt into slag.
Immune to poison, sleep, paralysis, stunning, and critical
hits
Fire Subtype: Immune to fire, double-damage from cold on a
failed save.
Summon Monster V
Celestial Brown Bear
Large Magical Beast
HD: 6d8+24 (51 hp)
Init: +1 (Dex)
Speed: 40'
AC: 15 (-1 size, +1 Dex, +5 natural)
Attack: 2 Claws +11 melee, Bite +6 melee
Damage: Claws 1d8+8, Bite 2d8+4
Saves: F+9, R+6, W+3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +14
Improved Grab: Makes a free Grapple check when it hits with
a claw attack. If it succeeds, it gets a Hold, and can do automatic
claw damage each round by winning a Grapple check.
Scent: Can detect creatures by smell; doesn't need to see
Smite Evil 1/day: +6 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 10
Spell Resistance: 12
Damage Reduction: 5/+1
Hound Archon
Medium Outsider (Good, Lawful)
HD: 6d8+6 (33 hp)
Init: +4 (Improved Initiative)
Speed: 40' (60' in canine form)
AC: 19 (+9 natural)
Attacks: (Archon form) Greatsword +8/+3 melee, Bite +3 melee
Attacks: (Canine form) Bite +8 melee, 2 Slams, +3 melee
Damage: (Archon form) Greatsword 2d6+2, Bite 1d8+1
Damage: (Canine form) Bite 1d8+2, Slam 1d4+1
Saves: F+6, R+5, W+6
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Skills: Concentration +8, Hide +7 (+11 in Canine form), Jump +9, Listen
+8, Move Silently +7, Sense Motive +8, Spot +7, Wilderness Lore +1 (+5 in
Canine form)
Feats: Improved Initiative, Track
Damage Reduction 10/+1
Spell Resistance 16
Spell-like Abilities: at will: Aid, Detect Evil, Continual
Flame and Message, as a 6th Level Sorc.
Aura of Menace: Any hostile creature within a 20' radius must
make a Will Save DC16 or suffer a -2 Morale Penalty to attacks, AC and saves
for 1 day. If the victim damages the affecting Archon, it ends the effect,
and the Archon cannot reestablish the Aura against that victim for
24 hours.
Magic Circle Against Evil: Always surrounds the Archon, with
a 10' radius. Creatures in the area get a +2 Deflection Bonus to AC,
and a +2 Resistance Bonus to all saves; both apply only against evil creatures.
Protected creatures cannot be possessed or controlled, and summoned or conjured
non-good creatures cannot make physical contact with protected creatures.
Immune to electricity and petrification
Teleport Without Error at will, as a 14th Level Sorc.
(can only transport an additional 50 lbs.)
Tongues: Always active; the Archon can speak with any creature
that has a language.
Alternate Form: Can assume any non-lycanthrope canine form
as a standard action, similar to Polymorph Self.
Celestial Pegasus
Large Magical Beast
HD: 4d10+12 (34 hp)
Init: +2 (Dex)
Speed: 60', fly 120' (average)
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 Hooves +7 melee, Bite +2 melee
Damage: Hoof 1d6+4, Bite 1d3+2
Saves: F+7, R+6, W+4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +3
Feats: Iron Will
Spell-like Abilities: at will: Detect Good and Detect
Evil as a 5th Level Sorc.
Smite Evil 1/day: +4 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 10
Spell Resistance: 8
Damage Reduction: 5/+1
Celestial Whale, Orca
Huge Magical Beast (Aquatic)
HD: 9d8+45 (85 hp)
Init: +2 Dex
Speed: swim 50'
AC: 16 (-2 size, +2 Dex, +6 natural)
Attacks: Bite +12
Damage: Bite 2d6+12
Saves: F+11, R+8, W+5
Abilities: Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
Skills: Spot +12, Listen +12 (lost of Blindsight is negated)
Blindsight: Can "see" with high-frequency sounds, allowing
them to locate objects and creatures within 120'.
Smite Evil 1/day: +9 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 15
Spell Resistance: 18
Damage Reduction: 5/+2
Celestial Dire Lion
Large Magical Beast
HD: 8d8+24 (60 hp)
Init: +2 (Dex)
Speed: 40'
AC: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 2 Claws +12 melee, Bite +7 melee
Damage: Claws 1d6+7, Bite 1d8+3
Saves: F+9, R+8, W+7
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +5 (+9 in tall grass), Jump +10, Listen +4, Move Silently +9,
Spot +4
Pounce: If a lion leaps on its foe in the first round of combat,
it can make a full attack (including Rake) even if it also moved.
Improved Grab: Makes a free Grapple check when it Bites a foe,
without incurring an AOO. If it succeeds, it gets a Hold, and it can
Rake. Only works on Medium or smaller creatures.
Rake: A dire lion that gets a Hold can make 2 Rake attacks
(+12 to hit) with its hind legs, for 1d6+3 damage each.
Smite Evil 1/day: +8 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 15
Spell Resistance: 16
Damage Reduction: 5/+2
Formian Warrior
Medium Outsider (Lawful)
HD: 4d8+8 (26 hp)
Init: +3 (Dex)
Speed: 40'
AC: 18 (+3 Dex, +5 natural)
Attacks: Sting +7 melee, 2 Claws +5 melee, Bite +5 melee
Damage: Sting 2d4+3 plus poison, Claws 1d6+1, Bite 1d4+1
Saves: F+6, R+7, W+5
Abilities: Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills: Climb +10, Hide +10, Listen +7, Move Silently +10, Spot +6
Feats: Dodge, Multiattack
Immune to poison, petrification and cold
Resistance to fire, electricity, and sonic: 20
Spell Resistance: 18
Poison: Creatures stung make a Fort Save DC14 or take 1d6 Str/1d6
Str temporary damage.
Medium Air Elemental
Medium-Sized Elemental (Air)
HD: 4d8+8 (26 hp)
Init: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 100' (perfect)
AC: 18 (+5 Dex, +3 natural)
Attacks: Slam +8 melee
Damage: Slam 1d6+1
Saves: F+3, R+9, W+1
Abilities: Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (Slam)
Immune to poison, sleep, paralysis, stunning, and critical
hits
Air Mastery: Airborne creatures suffer a -1 penalty to attack
and damage rolls
Whirlwind: Once every 10 minutes, can become a whirlwind for
2 rounds. This whirlwind is 5' wide at the base, up to 30' wide at
the top, and 10-30' tall. Creatures caught in the whirlwind must make
a Ref Save at DC13 or take 1d6 damage, and another Ref Save DC13 or be caught
in the whirlwind, automatically taking damage each round. Flying creatures
can try this latter save each roud. The elemental can eject a trapped
creature, wherever it happens to be. If the whirlwind's base touches
the ground, it kicks up a swirling cloud of debris, centered on itself and
with a diameter of half the elemental's height. This cloud obscures all vision
(including Darkvision) beyond 5'. Creature 5' away have one-half concealment,
and creatures farther away have total concealment. Spellcaster in the
cloud need to make a Concentration check DC 13 to succeed.
Medium Earth Elemental
Medium-Sized Elemental (Earth)
HD: 4d8+12 (30 hp)
Init: -1 (Dex)
Speed: 20' (burrow 20')
AC: 18 (-1 Dex, +9 natural)
Attacks: Slam +8 melee
Damage: Slam 1d8+7
Saves: F+7, R+0, W+1
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Power Attack
Immune to poison, sleep, paralysis, stunning, and critical
hits
Earth Mastery: +1 to hit and damage if both it and its foe
are touching the ground; -4 to hit and damage vs. foes airborne or waterborne.
Push: Can start a Bull Rush maneuver without provoking an Attack
of Opportunity.
Medium Fire Elemental
Medium-Sized Elemental (Fire)
HD: 4d8+8 (26 hp)
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed 50'
AC: 16 (+3 Dex, +3 natural)
Attacks: Slam +6 melee
Damage: Slam 1d6+1, +1d6 fire
Saves: F+3, R+7, W+1
Abilities: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Weapon Finesse (Slam), Improved Initiative
Immune to poison, sleep, paralysis, stunning, and critical
hits
Burn: those hit by the slam attack must make a Ref Save DC14
or catch fire for 1d4 rounds. Such victims take 2d4 damage immediately,
and each round must make a Reflex Save DC14 or take an additional die of
damage (3d4, 4d4, etc.) They can take a move-equivalent action to put
out the fire. Creatures hitting a Fire Elemental with natural weapons
or unarmed attacks take fire damage as if hit by the Elemental's attack,
and also catch fire unless they succeed at a Reflex Save (DC 14).
Fire Subtype: Immune to fire, double-damage from cold on a
failed save.
Medium Water Elemental
Medium-Sized Elemental (Water)
HD: 4d8+12 (30 hp)
Init: +1 (Dex)
Speed: 20' (swim 90')
AC: 18 (+1 Dex, +8 natural)
Attacks: Slam +6 melee
Damage: Slam 1d8+4
Saves: F+7, R+2, W+1
Abilities: Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Power Attack
Immune to poison, sleep, paralysis, stunning, and critical
hits
Water Mastery: +1 to hit and damage if both it and its foe
are touching water; -4 to hit and damage vs. landbound foes.
Drench: Extinguishes open nonmagical flames of large size or
smaller; Dispels magical fire it touches as a 4nd-level Sorc.
Vortex: Once every 10 minutes, can become a whirlpool for 2
rounds. This whirlpool is 5' wide at the base, up to 30' wide at the
top, and 10-30' tall. Creatures caught in the whirlpool must make a
Ref Save at DC15 or take 1d6 damage, and another Ref Save DC15 or be caught
in the whirlpool, automatically taking damage each round. Swimming
creatures can try this latter save each roud. The elemental can eject
a trapped creature, wherever it happens to be. If the whirlpool's base
touches the bottom, it kicks up a swirling cloud of debris, centered on itself
and with a diameter of half the elemental's height. This cloud obscures all
vision (including Darkvision) beyond 5'. Creature 5' away have one-half
concealment, and creatures farther away have total concealment. Spellcaster
in the cloud need to make a Concentration check DC 15 to succeed.
Adult Arrowhawk
Medium-Sized Outsider
HD: 7d8+7 (38 hp)
Speed: Fly 60' (perfect)
AC: 21 (+5 Dex, +6 Natural)
Attacks: Electricity Ray +12 ranged touch attack (45' range); or Bite +12
melee
Damage: Electricity Ray 2d8 damage; Bite 1d8+2 damage
Saves: F+6, R+10, W+6
Abilities: Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Escape Artist +15, Intuit Direction +7, Listen +11, Search +10,
Sense Motive +11, Spot +11
Feats: Dodge, Weapon Finesse (Bite)
Immune to acid, electricity and poison
Fire and Cold Resistance: 20
Adult Tojanida
Medium-Sized Outsider (Water)
HD: 7d8+14 (45 hp)
Speed: 10' (swim 90')
AC: 23 (+1 Dex, +12 Natural)
Attacks: Bite +10 melee, 2 Claws +5 melee
Damage: Bite 2d8+3, Claws 1d6+1
Saves: F+7, R+6, W+6
Abilities: Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Skills: Escape Artist +11, Intuit Direction +11, Listen +11, Search +6,
Spot +13
Feats: Blind-Fight, Dodge
Improved Grab: Makes a free Grapple check when it Bites or
Claws a foe, without incurring an AOO. If it succeeds, it gets a Hold,
and automatically deal that attack damage each round. Underwater, it
can tow a grabbed victim of its own size or smaller at top speed.
All-Around Vision: Opponents gain no flanking bonus when attacking
a Tojanida
Ink Cloud: Can emit a spherical cloud of jet-black ink with
a radius of 30', once a minute as a free action. The effect is that
of a Fog Cloud spell cast by a 3rd level caster. Out of water,
the jet of ink is a stream up to 30' long. The target must make a Reflex
Save DC15 or be blinded for 1 round.
Immune to acid and cold
Fire, Electricity Resistance: 20
Summon Monster VI
Celestial Dire Bear
Large Magical Beast
HD: 12d8+48 (102 hp)
Init: +1 (Dex)
Speed: 40'
AC: 17 (-1 size, +1 Dex, +7 natural)
Attacks: 2 Claws +18 melee, Bite +13 melee
Damage: Claws 2d4+10, Bite 2d8+5
Face/Reach: 10' x 20'/10'
Saves: F+12, R+9, W+9
Abilities: Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +7, Spot +7, Swim +13
Improved Grab: Makes a free Grapple check when it Bites a foe,
without incurring an AOO. If it succeeds, it gets a Hold, and it can
Rake. Only works on Medium or smaller creatures.
Scent: Can detect creatures by smell; doesn't need to see
Smite Evil 1/day: +12 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 20
Spell Resistance: 24
Damage Reduction: 10/+3
Celestial Unicorn
Large Magical Beast
HD: 4d8+20 (42 hp)
Init: +3 (Dex)
Speed: 60'
AC: 18 (-1 size, +3 Dex, +6 natural)
Attacks: Horn +11 melee, 2 Hooves +3 melee (Horn is a +3 weapon)
Damage: Horn 1d8+8, Hoof 1d4+2
Face/Reach: 5' x 10'/5' (10' w/Horn)
Saves: F+9, R+7, W+6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Animal Empathy +11, Listen +11, Spot +11, Move Silently +9, Wilderness
Lore +9 (+12 within own forest)
Feats: Alertness
Magic Circle vs. Evil active continuously. Always surrounds
the Unicorn, with a 10' radius. Creatures in the area get a +2 Deflection
Bonus to AC, and a +2 Resistance Bonus to all saves; both apply only against
evil creatures. Protected creatures cannot be possessed or controlled,
and summoned or conjured non-good creatures cannot make physical contact
with protected creatures.
Detect Evil at will, as a Free Action
Teleport without Error, 1/day, but only within its own forest
Cure Light Wounds 3/day, as a 5th-level Druid
Cure Moderate Wounds 1/day, as a 5th-level Druid
Neutralize Poison 1/day, as an 8th-level Druid
Immune to
Smite Evil 1/day: +12 damage vs. an evil foe
Darkvision, 60'
Acid, Cold, Electricity Resistance: 20
Spell Resistance: 24
Damage Reduction: 10/+3
Large Air Elemental
Large-Sized Elemental (Air)
HD: 8d8+24 (60 hp)
Init: +11 (+7 Dex, +4 Improved Initiative)
Speed: Fly 100' (perfect)
AC: 20 (-1 size, +7 Dex, +4 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 2d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Saves: F+5, R+13, W+2
Abilities: Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (Slam)
Immune to poison, sleep, paralysis, stunning, and critical
hits
Air Mastery: Airborne creatures suffer a -1 penalty to attack
and damage rolls
Whirlwind: Once every 10 minutes, can become a whirlwind for
2 rounds. This whirlwind is 5' wide at the base, up to 30' wide at
the top, and 10-34' tall. Creatures caught in the whirlwind must make
a Ref Save at DC16 or take 2d6 damage, and another Ref Save DC16 or be caught
in the whirlwind, automatically taking damage each round. Flying creatures
can try this latter save each roud. The elemental can eject a trapped
creature, wherever it happens to be. If the whirlwind's base touches
the ground, it kicks up a swirling cloud of debris, centered on itself and
with a diameter of half the elemental's height. This cloud obscures all vision
(including Darkvision) beyond 5'. Creature 5' away have one-half concealment,
and creatures farther away have total concealment. Spellcaster in the
cloud need to make a Concentration check DC 16 to succeed.
Large Earth Elemental
Large-Sized Elemental (Earth)
HD: 8d8+32 (68 hp)
Init: -1 (Dex)
Speed: 20' (burrow 20')
AC: 18 (-1 size, -1 Dex, +10 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 2d8+10
Face/Reach: 5 ft. by 5 ft./10 ft.
Saves: F+10, R+0, W+1
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Power Attack, Cleave
Immune to poison, sleep, paralysis, stunning, and critical
hits
Damage Reduction: 10/+1
Earth Mastery: +1 to hit and damage if both it and its foe
are touching the ground; -4 to hit and damage vs. foes airborne or waterborne.
Push: Can start a Bull Rush maneuver without provoking an Attack
of Opportunity.
Large Fire Elemental
Large-Sized Elemental (Fire)
HD: 8d8+24 (60 hp)
Init: +9 (+5 Dex, +4 Improved Initiative)
Speed 50'
AC: 18 (-1 size, +5 Dex, +4 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d6+3, +2d6 fire
Saves: F+5, R+11, W+2
Abilities: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Dodge, Improved Initiative, Weapon Finesse (Slam)
Immune to poison, sleep, paralysis, stunning, and critical
hits
Damage Reduction: 10/+1
Burn: those hit by the slam attack must make a Ref Save DC14
or catch fire for 1d4 rounds. Such victims take 2d4 damage immediately,
and each round must make a Reflex Save DC17 or take an additional die of
damage (3d4, 4d4, etc.) They can take a move-equivalent action to put
out the fire. Creatures hitting a Fire Elemental with natural weapons
or unarmed attacks take fire damage as if hit by the Elemental's attack,
and also catch fire unless they succeed at a Reflex Save (DC 17).
Fire Subtype: Immune to fire, double-damage from cold on a
failed save.
Large Water Elemental
Large-Sized Elemental (Water)
HD: 8d8+32 (68 hp)
Init: +2 (Dex)
Speed: 20' (swim 90')
AC: 20 (-1 size, +2 Dex, +9 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d8+7
Saves: F+10, R+4, W+2
Abilities: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Power Attack, Cleave
Immune to poison, sleep, paralysis, stunning, and critical
hits
Damage Reduction: 10/+1
Water Mastery: +1 to hit and damage if both it and its foe
are touching water; -4 to hit and damage vs. landbound foes.
Drench: Extinguishes open nonmagical flames of large size or
smaller; Dispels magical fire it touches as a 8th-level Sorc.
Vortex: Once every 10 minutes, can become a whirlpool for 2
rounds. This whirlpool is 5' wide at the base, up to 30' wide at the
top, and 10-40' tall. Creatures caught in the whirlpool must make a
Ref Save at DC19 or take 2d6 damage, and another Ref Save DC19 or be caught
in the whirlpool, automatically taking damage each round. Swimming
creatures can try this latter save each roud. The elemental can eject
a trapped creature, wherever it happens to be. If the whirlpool's base
touches the bottom, it kicks up a swirling cloud of debris, centered on itself
and with a diameter of half the elemental's height. This cloud obscures all
vision (including Darkvision) beyond 5'. Creature 5' away have one-half
concealment, and creatures farther away have total concealment. Spellcaster
in the cloud need to make a Concentration check DC 19 to succeed.
Rast
Medium-Sized Ousider (Fire)
HD: 4d8+4 (22 hp)
Init: +5 (+1 Dex, +4 Improved Initiative)
Speed: Fly 50' (perfect)
AC: 15 (+1 Dex, +4 natural)
Attacks: 4 claws +6 melee; or Bite +6 melee
Damage: Claw 1d4+2; or Bite 1d8+3
Saves: F+5, R+5, W+5
Abilities: Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills: Hide +5, Listen +7, Move Silently +7
Feats: Dodge, Improved Initiative
Paralyzing Gaze (Su): 30' range, Fort Save (DC13), 1d6 rounds.
Improved Grab (Ex): Makes a free Grapple check when it Bites
a foe, without incurring an AOO. If it succeeds, it gets a Hold, and
automatically deals Bite damage.
Blood Drain (Ex.): Drains blood from a grabbed opponent, dealing
1 point temporary Con damage each round it maintains the hold.
Fire Subtype: Immune to fire, double-damage from cold on a
failed save.
Flight (Su.): Can fly as the spell cast by an 11th-level sorcerer,
as a free action. If it loses this ability, it falls and can perform
only partial actions.
Average Xorn
Medium-Sized Ousider (Earth)
HD: 7d8+14 (45 hp)
Init: +0
Speed: 20' (burrow 20')
AC: 22 (+12 natural)
Attacks: Bite +10 melee, 3 Claws +8 melee
Damage: Bite 4d6+3, Claws 1d4+1
Saves: F+7, R+5, W+5
Abilities: Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +10, Listen +10, Move Silently +10, Spot
+14, Search +10
Feats: Multiattack, Power Attack
Burrow: A Xorn can move through earth and stone as a fish moves
through water.
Immune to fire and cold
Electricity Resistance: 10
Half Damage from Slashing Weapons
All-Around Vision: Opponents gain no flanking bonus when attacking
a Xorn
Tremorsense: Can automatically sense the location of anything
within 60' that is in contact with the ground.
Red Slaad
Large Ousider (Chaotic)
HD: 7d8+21 (52 hp)
Init: +1 (Dex)
Speed: 30'
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Bite +10 melee, 2 Claws +8 melee
Damage: Bite 2d8+4, Claws 1d4+2 and Implant
Face/Reach: 5 ft. by 5 ft./10 ft.
Saves: F+8, R+6, W+3
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 6, Cha 8
Skills: Climb +14, Jump +14, Listen +6, Move Silently +5, Spot +8
Feats: Multiattack, Dodge
Pounce (Ex.): If a Red Slaad leaps upon a foe during the first
round of combat, it can make a full attack even if it has already taken
a move action.
Implant (Ex.): (See MM p.167)
Stunning Croak (Su.): 1/day; every creature within 20' must
make a Fort Save (DC16) or be stunned for 1d3 rounds.
Chaos Beast
Medium-Sized Ousider (Chaotic)
HD: 8d8+8 (44 hp)
Init: +5 (+1 Dex. +4 Improved Initiative)
Speed: 20'
AC: 16 (+1 Dex, +5 natural)
Attacks: 2 Claws +10 melee
Damage: Claws 1d3+2 and Corporeal Instability
Saves: F+7, R+7, W+6
Abilities: Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: Climb +12, Jump +10, Listen +9, Spot +9, Escape Artist +11, Hide
+10, Tumble +10
Feats: Dodge, Improved Initiative, Mobility
Immune to Transformation and Critical Hits
Spell Resistance: 15
Corporeal Instability: Victim must make a Reflex Save (DC15)
or become a spongy, amorphous mass. The affcted creature cannot hold or
use any item. Clothing, armor, rings, etc. become useless.
Large items (armor, shirts, etc.) reduce victim's Dex by 4. Speed is reduced
to 10' or 1/4 normal, whichever is less. Victim cannot cast spells, use magic
items, or distinguish friend from foe (-4 to hit, 50% miss chance). Each round
the victim spends in this state, it permanently loses 1 point of Wisdom.
If the victim falls to Wis 0, it becomes a Chaos Beast. The victim can
make a Charisma check (DC15) as a standard action; success reestablishes the
creature's normal form for 1 minute.
Spells Retained from Old Versions of D&D
(Some changes have been made in translating them to 3rd Edition)
Thought Capture
Divination
Level: Thought 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
It is a little known fact that strong thoughts sometimes leave behind "echoes"
of themselves. These are called "thought objects," and can be detected
and read long after the original thinker has gone.
This spell makes the caster's brain something of a magnet that attracts
thought objects in close proximity. The cleric can sense strong thoughts
and emotions and can sometimes even see momentary visions of creatures who
died or suffered some powerful emotion in the immediate vicinity. While
the thoughts picked up tend to be the more emotional ones left in a given
location, there is some chance that any thought might be picked up instead.
A cleric can cast this spell multiple times in the same location,
possibly picking up additional thoughts (and possibly picking up the same
one repeatedly.) It is up to the DM's discretion as to the nature of
the thought that is sensed by this spell. (As a guideline, the DM may
secretly roll a d20, with a higher number indicating a more useful or emotional
thought, and lower number indicating a less useful and mundane sort of thought.)
The caster can glean the nature of the thought even if she does not share
a language with the thinker. However, creatures that think in unusual
ways might leave thoughts that are difficult to decipher.
The DM is encouraged to use this spell to provide players with important
background information, or to add texture to a campaign world. The
information provided might be an image, a wholly formed sentence, a feeling
or emotion, or even a cryptic symbol or riddle.
(This spell has been significantly altered by the DM.)
Memory Read
Divination
Level: Thought 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows the caster to read the memory of a single subject.
The caster experiences the memory with the same intensity of the subject.
The time required to view a memory is much less than the time the actual
event lasted. Thus, a caster can view the memory of an event that lasted
for an hour in a single minute. The subject experiences the memory at
the same time the caster reads it.
The subject must have an Intelligence score of 5 or more and must
remain in contact with the caster throughout the time it takes to read the
desired memory. This spell can be cast on unconscious, sleeping,
held or paralyzed creatures.
The subject receives a saving throw when the spell is cast (this
saving throw is allowed even if the subject is asleep or otherwise unaware
of the attempt). In addition, if the memory that the caster wants to
view concerns something that the subject want to keep secret, or is something
the subject is trying to suppress, the subject receives a +5 bonus to the
saving throw. If the memory the caster wishes to view is more than
six months old, the subject receives a second saving throw, with bonuses
depending on the age of the memory as follows:
Age of Memory
6-12 months: no bonus
1-4 years: +1 bonus
5+ years: +3 bonus
If the subject succeeds at either of these saving throws, the spell
fails.
This spell creates a physical drain on the caster, causing her to
take 1d3 points of temporary Constitution damage. The spell cannot be
cast again until the caster's Constitution is restored.
Know Age
Divination
Level: Clr 1
Components: DF
Casting Time: 1 action
Range: Touch
Target: One object or creature
Duration: Instantaneous
Saving Throw: Will negates (creature only)
Spell Resistance: Yes
This spell enables the caster to know the age of any single person,
creature or object on which he concentrates. Typically the information is
realized at the moment of casting, but occasionally some amount of time will
pass before the caster learns the age of the target.
The age is accurate to the nearest year.
Fist of Stone
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Self
Duration: 1 round/level
Upon completion of this spell, one of the caster's hands (his choice)
turns to stone. It is flexible and can be used to punch, smash, or
crush objects and opponents as if the wizard had a 20 Strength. (If the caster's
Strength is already higher than 20, his Strength is not reduced.) This new
strength is used for grapple checks as well as normal unarmed attacks.
A caster who punches with Fist of Stone is considered armed, and so does not
draw an attack of opportunity. The damage dealt by a medium-sized
caster therefore is 1d3+5.
Maximilian's Stony Grasp
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Effect: A stony arm rising up from the ground
Duration: 5 rounds + 1 round/level
Saving Throw: Reflex negates (and see below)
Spell Resistance: Yes
This spell must be cast on stony ground, such as a manmade stone
floor, a natural cavern floor, or a boulder-strewn field. It is not
possibleto cast the spell on a stone wall or ceiling. The spell causes
an arm made of stone (about the same size as a normal human limb) to rise
from the ground beneath any creature targeted by the caster. The stony
hand attempts to grasp the leg of the targeted creature, who is allowed
a Reflex save to avoid the effect; if the save is successful, the hand disappears.
Each round thereafter, the hand has a 5% chance per level of the caster of
reappearing and attacking.
Creatures grasped by the hand suffer a movement rate of 0', an AC
penalty of -2, and an attack penalty of -2. Grasped characters also
do not apply their dexterity bonus to Armor Class. The hand causes no
damage to its victim.
The stony limb has an AC of 18 and hit points equal to three times
the caster's maximum hit points (with a maximum of 80 hit points).
Material Component: a miniature hand sculpted from stone,
which crumbles to dust when the conjured hand is destroyed or the spell expires.
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