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Epic Monsters BEHEMOTH
BEHEMOTH EAGLESkills: *A behemoth eagle receives a +8 racial bonus on Spot checks. Carrying Capacity: A light load for a behemoth eagle is up to 2,400 pounds; a medium load, 2,401-4,800 pounds; and a heavy load, 4,801-7,200 pounds. BEHEMOTH GORILLACOMBATRend (Ex): A behemoth gorilla that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 8d8+20 points of damage. BRACHYURUSLarge Magical Beast Hit Dice: 38d10+684 (893 hp) COMBATFrightful Howl (Su): As a standard action, a brachyurus can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than the brachyurus has. The affected creature must make a successful Will save (DC 33) or become shaken. Success indicates that the target is immune to that brachyurus’s frightful howl for one day. The DC is Charisma-based. Savage (Ex): If a brachyurus successfully trips an opponent, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 15d6+25 points of damage. If an opponent goes prone for any reason in an area a brachyurus threatens, the brachyurus can also savage the victim as a free action (treat as the brachyurus’s attack of opportunity for the round), even though it had nothing to do with tripping the foe. COLOSSUS
STONE COLOSSUSA stone colossus cannot speak or make any vocal noise. COMBATShatter (Su): A stone colossus can use shatter(DC 7) as a free action once every 2 rounds against an opponent’s weapon or other item as a 24th-level caster. The DC is Charisma-based. Magic Immunity (Ex): A stone colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 1 round, with no saving throw, while transmute mud to rock heals all its lost hit points. A stone to flesh spell has no effect on a stone colossus. ConstructionA stone colossus’s body is chiseled from a single block of hard stone, such as granite, weighing at least 375,000 pounds. The colossus costs 760,000 gp to create, which includes 100,000 gp for the body. Assembling the body requires a successful Craft (sculpting) or Craft (masonry) check (DC 37). The creator must be 25th level and able to cast epic spells. Completing the ritual drains 30,600 XP from the creator and requires geas/quest, limited wish, polymorph any object, and shatter. FLESH COLOSSUSA flesh colossus knows all languages spoken in life by the ghost who acts as its controlling spirit. When the controlling spirit is suppressed, it mutters in all the tongues spoken by its component corpses. COMBATFrightful Presence (Ex): All who come within a mile of the flesh colossus must make Will saves (DC 55). Those who make their saves are shaken. Those who fail by 20 points or less are frightened. Those who fail by 21 to 40 points are panicked. Those who fail by 41 points or more are cowering. The DC is Charisma-based. Horrific Appearance (Su): Once per day, the controlling spirit within a flesh colossus may draw upon the negative energy latent in the construct to transform its countenance into a horrible leering visage: All within 300 feet who see this must make a Fortitude save (DC 55) or take 2d4 points of temporary Strength, Dexterity, and Constitution damage. The DC is Charisma-based. Stomp (Ex): As a full-round action, a flesh colossus may stomp upon any adjacent foe (that is, any within the area it threatens). Its attack roll modifier for this special attack is +65 (+75 base, -2 Dex, -8 size). If successful, the stomp deals double damage (8d6 +24) and pins the victim until the colossus chooses to release him or her. Stench (Ex): All creatures with a sense of smell who come within 300 feet of the construct must make a Fortitude save (DC 60) or be nauseated (unable to attack, cast spells, concentrate on spells, or do anything else requiring attention, except for a single move or move-equivalent action per round). Those who succeed on their saves take a -4 circumstance penalty on all attack rolls, saving throws, and skill checks for the next 2d6+4 minutes. The DC is Constitution-based. Magic Immunity (Ex): A flesh colossus is immune to all magical and supernatural effects except those that use negative energy (see below). Negative Energy Affinity (Su): Any negative energy spell targeted at the colossus repairs damage taken by the colossus at the rate of 1d10 hit points per level of the spell. ConstructionOnly a master necromancer of surpassing power can create a flesh colossus. The bodies of not less than three hundred previously animated Medium-size humanoid creatures must be stripped of their flesh and the bones, which are then rendered in two great vats. The resulting semiliquid bone-paste is then cast into a new articulated skeleton of great size, to which the rendered flesh is applied like wet clay to shape the figure. Finally, the necromancer must bind a ghost of at least 10 HD (the more powerful the better) into the colossus to act as its controlling spirit. Without the controlling spirit, the colossus is just an oversized zombie; with it, it functions as a golem of great size and repugnant appearance. If no ghost is available, the necromancer may occupy the colossus himself by casting magic jar. The colossus costs 760,000 gp to create, which includes 100,000 gp for the body. Assembling the body takes no great skill, and many flesh colossi reveal that fact in their uncouth forms. The creator must be 29th level and able to cast epic spells. Completing the ritual drains 30,600 XP from the creator and requires magic jar, limited wish, polymorph any object, and finger of death. IRON COLOSSUSBreath Weapon (Su): Cone of poisonous gas, 80 feet, as a free action every 1d4 rounds, initial damage 3d6 temporary Con, secondary damage 2d6 temporary Con, Fort half (DC 58). The DC is Constitution-based. Magic Immunity (Ex): An iron colossus is immune to all magical and supernatural effects, except as follows. An electricity effect restores 1 hit point to the iron colossus for each 3 points of damage it would otherwise deal. Rustproof (Ex): An iron colossus is not affected by rust attacks, unlike smaller iron golems. ConstructionAn iron colossus’s body is sculpted from 150,000 pounds of pure iron. The colossus costs 1,000,000 gp to create, which includes 100,500 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 42). The creator must be 35th level and able to cast epic spells. Completing the ritual drains 50,000 XP from the creator and requires cloudkill, geas/quest, limited wish, and polymorph any object. DEMILICHDiminutive Undead Hit Dice: 21d12 (130 hp) Demiliches speak the languages they knew as liches and as living creatures. A demilich’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATTrap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fortitude saving throw (DC 36). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. The DC is Charisma-based Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 19) or be affected as though by fear as cast by a 21st-level caster. The DC is Charisma-based. Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 36) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. Spells: The demilich can cast any spells it could cast as a lich. This sample demilich was a 21st-level wizard (spells per day: 4/12/8/7/7/7/7/6/6/6/3). The last three spell slots are 10th-level slots and available for 0-9th level metamagic spells. Perfect Automatic Still Spell (Ex): A demilich can cast all the spells it knows without gestures. Spell-Like Abilities: Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are all 36. The DC is Charisma-based. At will - alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, weird; 2/day - greater planar ally. Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally. Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. The sample demilich “wears” bracers of armor +8, headband of intellect +6, pink Ioun stone, ring of wizardry I, ring of protection +2, and gloves of Dexterity +2. Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks. CREATING A DEMILICH“Demilich” is a template that can be added to any lich. It uses all the lich’s statistics and special abilities except as noted here. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below. Size: Medium-size and Large liches become Diminutive demiliches, Huge liches become Small demiliches, Gargantuan liches become Medium-size demiliches, and Colossal liches become Large demiliches. Hit Dice: As lich. Speed: Change to fly 180 ft. (perfect). The lich’s supernatural (not natural) fly speed, if any, is also retained. AC: The demilich retains the lich’s +5 natural armor bonus and gains an insight bonus equal to AC equal to its Hit Dice, as well as a probable size adjustment to AC. Attack: The demilich gains an insight bonus equal to its Hit Dice as a bonus on its touch attacks. Damage: The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire flying skull to make the touch attack), including paralyzing touch. The demilich’s touch attack uses negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with other natural attacks lose them. Special Attacks: The demilich retains all the lich’s special attacks and also gains those described below. Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich’s HD + demilich’s Cha modifier). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save. Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 14 + demilich’s Cha modifier) or be affected as though by fear as cast by a 21st-level caster. Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich’s HD + demilich’s Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. Spells: The demilich can cast any spells it could cast as a lich. Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures. Spell-Like Abilities: Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich’s HD + the demilich’s Charisma modifier. At will - alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, weird; 2/day - greater planar ally. Special Qualities: The demilich retains all the lich’s special qualities and also has those described below. Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally. Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. Immunities (Ex): Demiliches are immune to cold, electricity, polymorph, and mind-affecting attacks. Turn Resistance (Ex): A demilich has turn resistance +20. Damage Reduction (Su): A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded). Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20. Saves: Same as the lich. Abilities: A demilich gains +10 to Intelligence, Wisdom, and Charisma. Skills: Demiliches receive a +20 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack). Feats: Same as the lich. Epic Feats: Demiliches gain the feats Blinding Speed, Tenacious Magic, and Automatic Quicken Spell. Climate/Terrain: Same as the lich. Organization: Solitary or consistory (1 demilich and 3-6 liches). Challenge Rating: Same as the lich + 6. Treasure: Same as the lich. Alignment: Any evil. Advancement: By character class. DEMILICH CHARACTERSThe process of becoming a demilich can be undertaken only by a lich acting of its own free will. The demilich retains all class abilities it had as a lich. CREATING SOUL GEMSLiches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches. Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul gems, as well as the demilich’s phylactery, are not destroyed after a demilich is downed, the demilich reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. DEVASTATION VERMIN
DEVASTATION CENTIPEDEPoison (Ex): Bite, Fort save (DC 93); initial and secondary damage 2d12 temporary Dex. Skills: Devastation centipedes receive a +8 racial bonus on Climb, Hide, and Spot checks. DEVASTATION SPIDERPoison (Ex): Bite, Fort save (DC 94); initial and secondary damage 2d12 temporary Con. Web (Ex): A single web strand is strong enough to support the spider and one creature of Gargantuan size. Web-spinning devastation spiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 150 feet, with a range increment of 30 feet, and is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 38) or burst it with a Strength check (DC 44). Both are standard actions. Web-spinning spiders often create sheets of sticky webbing about 1,000 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 24 hit points, and sheet webs have damage reduction 20/fire. A devastation spider can move across its own sheet web at its climb speed and can determine the exact location of any creature caught in the web. Skills: Web-spinning devastation spiders receive a +4 racial bonus on Hide and Spot checks. Hunting spiders receive a +6 racial bonus on Jump checks and a +8 racial bonus on Spot checks (using the modifiers given in parentheses). *All devastation spiders gain a +8 competence bonus on Hide and Move Silently checks when using their webs. DEVASTATION SCORPIONImproved Grab (Ex): To use this ability, the devastation scorpion must hit with its claw attack. If it gets a hold, it hangs on and squeezes. Squeeze (Ex): A devastation scorpion that gets a hold on a Gargantuan or smaller opponent automatically deals damage with both claws and its sting. Poison (Ex): Sting, Fort save (DC 95); initial and secondary damage 2d12 temporary Str. Skills: Devastation scorpions receive a +4 racial bonus on Climb, Hide, and Spot checks. DEVASTATION BEETLETrample (Ex): A devastation beetle can trample Gargantuan and smaller creatures for 30d10+24 points of damage. Opponents who do not make attacks of opportunity against the devastation beetle can attempt a Reflex save (DC 90) to halve the damage. Acid Cloud (Ex): A devastation beetle exudes a constant vapor that radiates outward in every direction for 60 feet. This vapor deals 6d6 points of acid damage each round to anyone caught in the cloud. DRAGON, ADVANCEDThe standard advancement rules allow dragons theoretically infinite progression even beyond the stage of great wyrm. The following rules let dragons improve more than their Hit Dice as they progress to epic heights of power. Age Category: A standard dragon gains one “virtual age category” for every 3 Hit Dice it gains beyond the great wyrm stage. Abilities that function once per day per age category or otherwise use the dragon’s age category as part of a calculation use this adjusted number. Epic dragons gain one age category per 5 Hit Dice beyond great wyrm. Size: One important element of dragon advancement is increasing size. The dragons that don’t reach Colossal size by the great wyrm stage can never reach it according to the standard advancement rules. When advancing a dragon, consider its basic size group: lesser (white, black, brass, and copper dragons), ordinary (green, blue, and bronze dragons), greater (silver, red, and gold), or epic (force and prismatic). A dragon that is Tiny as a wyrmling is in the lesser group, a dragon that is Small as a wyrmling and never reaches Colossal size is in the ordinary group, and a dragon that is Small to Large as a wyrmling and reaches Colossal by the great wyrm stage is in the greater group. A lesser dragon becomes Colossal when it gains two age categories (6 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). An ordinary dragon becomes Colossal when it gains one age category (3 Hit Dice) beyond great wyrm. It increases to Colossal+ when it gains an additional four age categories (12 HD). A greater dragon becomes Colossal+ when it gains four age categories (12 HD) more than it needed to reach the Colossal size. Armor Class: A dragon’s natural armor bonus increases by +1 for every Hit Die it gains beyond the great wyrm stage. (This rule applies for lesser dragon advancement as well, since natural armor and Hit Dice always increase at the same rate.) Breath Weapon: If a dragon’s breath weapon deals damage, the damage typically increases by 2 dice for every virtual age category the dragon gains. The two exceptions among standard dragons are the brass and white dragons, whose breath weapon damage increases by only 1 die per age category. The saving throw DC against a dragon’s breath weapon remains 10 + 1/2 the dragon’s Hit Dice + its Constitution modifier. Spell Resistance: For standard advanced dragons, spell resistance increases by 2 per additional age category. For epic dragons, spell resistance increases by 3 (for force dragons) or 6 (for prismatic dragons) per additional age category. Speed: When a dragon becomes Colossal, its fly speed increases by 50 feet and its maneuverability becomes clumsy. When it reaches Colossal+, its fly speed increases by another 50 feet, and its maneuverability remains clumsy. A dragon’s land speed and other special movement types (swim, burrow, and so on) do not change. Ability Scores: A great wyrm’s Strength and Constitution scores both increase by +2 for every virtual age category the dragon gains. Its Dexterity remains unchanged. Its Intelligence, Wisdom, and Charisma increase by +2 for every two age categories the dragon gains. Special Abilities: Dragons do not gain additional spell-like abilities, but their damage reduction continues to increase as they gain Hit Dice. For most dragons (the exceptions being the force and prismatic dragons), the great wyrm’s damage reduction increases to 15/epic after exceeding the great wyrm age category and the dragon’s natural weapons count as epic weapons for the purposes of bypassing damage reduction. Caster Level: A great wyrm’s caster level increases by 2 for every virtual age category the dragon gains. As with the epic dragons described later, advanced dragons gain the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th. Feats: Like ordinary dragons, advanced dragons receive one feat for every 3 Hit Dice they have. Feats gained after the dragon attains great wyrm status can be epic feats. Challenge Rating: For standard dragons, CR increases by 2 per additional age category. For epic dragons, CR increases by 3 per additional age category. All other dragon statistics are as presented for dragons in general and specific dragon varieties. DRAGON, EPICAll epic dragons speak Draconic. Epic Dragon Age Categories
COMBATEpic dragons share all the combat characteristics of standard dragons. Even wyrmling epic dragons are Huge, however, and are capable of making tail sweep and crush attacks. Although there is no size category larger than Colossal, the oldest epic dragons have a greater reach and deal more damage with their attacks than other Colossal dragons, as shown on the Epic Dragon Face and Reach and Epic Dragon Attacks tables below. In addition, the breath weapon of the oldest epic dragons is a larger cone than most Colossal dragons possess. The size modifier for these dragons remains -8. Epic Dragon Space and Reach
Epic Dragon Attacks
Epic Dragon Breath Weapons
Wyrmling epic dragons possess certain abilities that common dragons do not acquire until later in life, including frightful presence, spellcasting, and spell resistance. An epic dragon with a caster level above 20th gains the Improved Spell Capacity feat as a bonus feat once for every three caster levels above 20th. Any epic dragon can choose epic feats for which it otherwise meets the prerequisites. Epic dragons also have access to dragon feats, as well as the additional feats described in this book. Epic Dragon Overland Flying Speeds
Except as noted here, epic dragons conform to the general information that applies to all dragons given. FORCE DRAGONDragon (Force) Climate/Terrain: Any land and underground
A force dragon’s natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction. COMBATBreath Weapon (Su): A force dragon has one type of breath weapon, a cone of force that tears through creatures and objects in its area to devastating effect. Immune to Force (Ex): A force dragon cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, the sphere spells, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force. Deflecting Force (Su): A force dragon is protected by a shield of force that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus. Blur (Su): When a force dragon reaches juvenile age, the force surrounding its body distorts the light around it so that it is hard to discern the dragon’s exact location. This functions as a continuous blur spell, giving the dragon concealment (20% miss chance). Displacement (Su): An old force dragon’s deflecting force bends light even more extremely, giving the dragon the benefit of the displacement spell (50% miss chance). This supersedes its blur ability. Invisibility (Su): A great wyrm force dragon is a creature of pure force, and is completely invisible (as though protected by greater invisibility). A creature that can see invisible creatures must still contend with the dragon’s displacement ability. Spell-Like Abilities: The DCs are Charisma-based. 3/day - forcecage, maze, resilient sphere, telekinetic sphere, wall of force. Sample Force Dragon,AdultGargantuan Dragon (Force) Hit Dice: 45d12+585 (877 hp) A force dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Breath Weapon (Su): Cone of force, 60 ft., damage 30d12, Ref half (DC 45). The DC is Constitution-based. Spell-Like Abilities: 3/day-resilient sphere, wall of force. Caster level 18th; save DC 24 + spell level. Immunities (Ex): Immune to sleep and paralysis, immune to force effects. Sorcerer Spells Known (6/10/10/ 9/9/9/9/8/7/5; base DC 24 + spell level): 0 - arcane mark, dancing lights, detect magic, flare, ghost sound, light, mending, open/close, read magic; 1st - disguise self, comprehend languages, detect secret doors, magic missile, true strike; 2nd - bull’s strength, cat’s grace, darkness, locate object, mirror image; 3rd - clairaudience/clairvoyance, fireball, haste, lightning bolt; 4th - charm monster, greater invisibility, scrying, stoneskin; 5th - contact other plane, dream, hold monster, teleport; 6th - analyze dweomer, greater dispel magic, true seeing; 7th - forcecage, spell turning, summon monster VII; 8th - polymorph any object, protection from spells; 9th - time stop. Possessions: Crystal ball with true seeing, circlet of eyes*, pearl of power (7th-level spell), 8,000 gp. *Variant of robe of eyes; benefit included in Search and Spot skill modifiers PRISMATIC DRAGONDragon (Light)Climate/Terrain: Any land and underground Prismatic Dragons by Age
A prismatic dragon’s natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction. COMBATBreath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon’s cone is of the size indicated by the dragon’s size, not the normal cone for the spell. Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus. Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness. Spell-Like Abilities: The DC is Charisma-based. At will - hypnotic pattern, rainbow pattern; 3/day - prismatic sphere, prismatic wall, sunbeam, sunburst. Sample Prismatic Dragon, OldColossal Dragon Hit Dice: 58d12+1,102 (1,479 hp) A prismatic dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Breath Weapon (Su): Cone of prismatic spray, 70 ft., effect as spell, Ref half (DC 58). Spell-Like Abilities: At will-hypnotic pattern, rainbow pattern; 3/day-sunbeam, sunburst. Caster level 26th; save DC 29 + spell level. The DC is Charisma-based. Immunities (Ex): Immune to sleep and paralysis effects, immune to light and blindness effects. Sorcerer Spells Known (6/11/11/11/10/10/10/10/9/11; base DC 29 + spell level): 0 - dancing lights, daze, detect magic, ghost sound, light, prestidigitation, ray of frost, read magic, resistance; 1st - enlarge person, mage armor, magic missile, shield, true strike, unseen servant; 2nd - alter self, blur, darkness, detect thoughts, levitate; 3rd - blink, fireball, greater magic weapon, haste, tongues, wind wall; 4th - confusion, polymorph, scrying, stoneskin; 5th - baleful polymorph, dismissal, fabricate, passwall, wall of force; 6th - antimagic field, greater dispel magic, true seeing; 7th - forcecage, sequester, spell turning, greater teleport; 8th - greater planar binding, mass charm monster, symbol of death, temporal stasis; 9th - dominate monster, gate, imprisonment, time stop, wish Possessions: Staff of the cosmos, ring of regeneration, 15,563 gp. ELEMENTAL, PRIMALElemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
PRIMAL AIR ELEMENTALPrimal air elementals speak Auran. COMBATAir Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 53) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 53) to cast a spell. The DC is Strength-based. PRIMAL EARTH ELEMENTALEarth elementals speak Terran. COMBATEarth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental’s opposed Strength checks. PRIMAL FIRE ELEMENTALA primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. Fire elementals speak Ignan. COMBATBurn (Ex): Those hit by a primal fire elemental’s slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based. PRIMAL WATER ELEMENTALA primal water elemental can’t venture more than 360 feet from the body of water from which it emerged. Water elementals speak Aquan. COMBATWater Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length per HD) can be slowed to half speed. Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental’s HD total (64). Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex hap-pens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including dark-vision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 58) to cast a spell. The DC is Strength-based. GENIUS LOCIColossal Ooze Hit Dice: 70d10+1,400 (1,785 hp) A genius loci is difficult to spot, since it looks like any other section of landscape. A genius loci itself has no intelligence, but rather “emulates” the sentience of any creature it currently enslaves (see below), if any. Each genius loci has only a single enslaved creature at one time, though other creatures may also inhabit the surface of the genius loci. Any creature entering a genius loci who makes a successful Survival check (DC 31) realizes that something is amiss, though it is difficult to tell exactly what. Genius loci do not speak directly, though they may do so through their currently enslaved thrall. COMBATA genius loci can directly attack any creature standing on its surface with animated parts of itself, delivering slam attacks. It also directs its enslaved thrall against those it attacks. If its slave is slain, it selects another of its foes as its next, newest slave. Once a genius loci animates a portion of itself to attack the boundaries of its form become clear, and the creature becomes open to attack (Survival checks to determine the extent of the genius loci are no longer necessary). The animated part of the genius loci has a reach of 15 feet. Enslave (Su): A genius loci can use the epic spell enslave once per round as a free action until it successfully enslaves a foe (Will DC 53 to resist). The DC is Charisma-based. Once it has a slave, it cannot enslave another until its current slave dies, is imprisoned, or is otherwise incapaticiated. A slave becomes free if its genius loci master is slain. A genius loci forces its slave to remain with it, though it may send its slave off to temporarily visit nearby locations in order to draw in unsuspecting victims. In fact, the “purposes” of the genius loci are to some degree influenced by the current slave. The genius loci has no Intelligence score of its own; thus, its emulation of its slave’s intelligence sometimes transfers attitudes and goals. However, a slave can only go so far in influencing its mobile master, and cannot knowingly attempt to free itself from the genius loci that keeps it close. Improved Grab (Ex): If the genius loci hits a Gargantuan or smaller creature with a slam attack, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The genius loci has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals slam attack Damage, in addition to constriction Damage. Constrict (Ex): A genius loci crushes its opponent, dealing 4d10+30 points of bludgeoning Damage, after making a successful grapple check. Ooze Traits: An ooze is an amorphous or mutable creature. Oozes are immune to poison, sleep, paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical hits or flanking. Oozes are blind but have the blindsight special quality. They have no Intelligence scores and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). GIBBERING ORBHuge Aberration Hit Dice: 27d8+216 (337 hp) A gibbering orb can speak all languages. A gibbering orb’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATThe gibbering orb has the ability to bite its foes by extending a pseudopod with one of its mouths protruding from the end. The orb can extend four of these at any one foe, or a total of twelve in any given round. At the same time, the legions of eyes have the ability to cast a host of spells at a rapid rate. Gibbering (Su): The cacophony of speech emanating from the scores of mouths that make up the orb forces all within 60 feet of the creature to succeed at a Will save each round (DC 40) or suffer the effects of an insanity spell. Improved Grab (Ex): To use this ability, the gibbering orb must hit with a bite attack. If it gets a hold, the orb automatically deals bite Damage and can attempt to swallow whole. Swallow Whole (Ex): A gibbering orb can attempt to swallow a Large or smaller opponent by making a successful grapple check. Once inside, the opponent takes 4d8 points of constriction Damage plus 3d10 points of acid Damage per round. A swallowed creature can cut its way out by using claws or a light slashing weapon to deal 20 points of Damage in a single blow (AC 16, DR 10/epic still applies). Once the creature exits, the fluidlike body structure of the orb closes the wound; other swallowed opponents must cut their own way out. When a creature dies by being swallowed whole (or when a creature killed by the gibbering orb in some other fashion is eaten by it), the gibbering orb absorbs the creature’s known spells, prepared spells, and spell-like abilities. The orb can use any two of those abilities per round as a free action. Each originates from an eye that is not producing an eye ray (see below) that round. Stolen spells and spell-like abilities are lost after 24 hours. Eye Rays (Su): Two dozen of the eyes can each produce a magical ray each round, with each eye emulating a spell from among the list of spells below as if cast by a 27th-level caster. The save DCs, where applicable, are 16 + spell level. A gibbering orb has no directional limitations on where it can point its eye rays, because the eyes orbiting around its body drift and float wherever needed. However, a gibbering orb can never aim more than five rays at any single target, due to limitations of aiming. All rays have a range of 150 feet. Each of these effects functions as a ray, regardless of the normal parameters of the spell it resembles. That is, each is usable against a single target and requires a ranged touch attack. The eye rays are: cone of cold, disintegrate, dominate monster, energy drain, feeblemind, finger of death, flesh to stone, greater dispel magic, harm, hold monster, horrid wilting, implosion, inflict critical wounds, lightning bolt, magic missile, mage’s disjunction, irresistible dance, polymorph any object, power word blind, power word kill, power word stun, prismatic spray, slay living, and temporal stasis. Spell-Like Abilities: Caster level 27th, save DC 16 + spell level. At will -Two stolen spells or spell-like abilities per round. All-Around Vision (Ex): The gibbering orb’s many eyes give it a +4 racial bonus on Spot and Search checks. Flight (Ex): The gibbering orb’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range. Amorphous (Ex): A gibbering orb is not subject to critical hits. It has no clear front or back, so it cannot be flanked. GLOOMMedium-Size Monstrous Humanoid Hit Dice: 25d8+225 (337 hp) In the hand of any other creature but a gloom, the dagger is a +5 keen dagger. A gloom’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATFear Gaze (Su): Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based. Opportunist (Ex): This ability functions like the rogue class feature of the same name. Sneak Attack (Ex): A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra Damage. Quiescence (Su): A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will. Spell-Like Abilities: Caster level 20th; save DC 20 + spell level. The DC is Charisma-based. At will - shadow walk; 3/day - true strike. GOLEM
MITHRAL GOLEMA mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Unlike most golems, it can run just as well as a normal creature. A mithral golem’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATAlacrity (Su): Once per round, the mithral golem may take an extra standard action (either before or after its other actions in the round). Magic Immunity (Ex): A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect. ConstructionA mithral golem’s body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into mithral (using polymorph any object). A mithral golem costs 250,000 gold pieces to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest, haste, and wish. ADAMANTINE GOLEMAn adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. An adamantine golem’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATTrample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d10+30 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 57) for half Damage. The DC is Strength-based. Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects. ConstructionAn adamantine golem’s body is sculpted from 45,000 pounds of pure iron and is then polymorphed into adamantine (using polymorph any object). The golem costs 500,000 gold pieces to create, which includes 25,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 10,000 XP from the creator and requires crushing hand, geas/quest, and wish. HA-NAGAColossal Aberration Hit Dice: 20d8+220 (310 hp) A ha-naga’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATFlight (Su): As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks. Charming Gaze (Su): As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based. Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks. Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict. Constrict (Ex): A ha-naga deals 4d6+12 points Damage with a successful grapple attack against Huge or smaller opponents. Poison (Ex): Sting, Fort save (DC 31); initial and secondary Damage 2d8 temporary Con. The DC is Constitution-based. Spells: Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based. HAGUNEMNON (PROTEAN)Large Aberration (Shapechanger) Hit Dice: 44d8+616 (814 hp) A hagunemnon’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATPsionics (Sp): Caster level 20th, save DC 22. At will - detect thoughts, dimension door, ethereal jaunt, knock, nondetection, plane shift, suggestion. Destabilize Form (Su): If a protean hits with two or more slam attacks in the same round, it partly destabilizes its foe’s physical form, dealing an additional 4d6+31 points of Damage as well as 2 points of temporary Constitution Damage. If the victim is drained to 0 Constitution, its dead body is only so much clear fluid that drains away unless somehow preserved by friends of the victim. Alter Shape (Ex): A protean can assume the shape of any combination of physical nondeific creatures at the same time as a free action. In fact, a protean’s form constantly boils, and it requires a move-equivalent action each round for a protean to maintain a certain shape (even if that shape is a combination of several shapes). Whatever its present form, the protean retains all its own special qualities. Plus, it gains the advantage of up to four extraordinary abilities from the forms it mimics (but not spell-like or supernatural powers). The assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension (make sure to take into account rules for reach and size modifiers to AC and melee attacks). Incorporeal traits can also be assumed, which counts as a single extraordinary ability. If a hagunemnon assumes a partial form that confers an extraordinary ability already possessed by the creature, only the better of the two abilities is retained. No matter its form, the protean can never make more than five attacks using a full-round action. However, it may substitute a melee attack form for one of its slam attacks, using its own base attack bonus and Strength modifier to Damage, but dealing base Damage appropriate to the attack type. HOARY HUNTER
A hoary hunter’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATA critical hit (or the blow that would kill or render a foe unconscious) from the hoary hunter’s blade does not wound the hunter’s prey. Instead, the victim is bodily transported as per a soul binding spell heightened to 16th level (DC 30) into a diamond at the end of the sword’s hilt. Spell-Like Abilities: Caster level 23rd; save DC 18 + spell level. At will - discern location, true strike, fog cloud, hold monster, plane shift; 3/day - dimensional anchor, dominate monster, greater dispel magic; 1/day - mage’s disjunction, contingent recall and resurrection*. *Contingent recall and resurrection is a variation on an epic spell. When slain, the hoary hunter is actually transported, with its mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary hunter is to defeat it in its home realm after this epic spell has been exhausted for the day. HOARY STEEDA hoary steed’s natural weapons are treated as magic for the purpose of overcoming damage reduction. COMBATAir Walk (Su): A hoary steed can ride through the air as well as on the ground, as though affected by a permanent air walk spell. Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names as cast by a 20th-level caster. Magic Circle Against Good (Su): This ability continuously duplicates the effects of the spell. A hoary steed cannot suppress this ability. Misty Breath (Su): The breath of a hoary steed functions like a constant obscuring mist spell. Immunities (Ex): A hoary steed is immune to all charm and hold spells or abilities. HUNEFERMedium-Size Undead Hit Dice: 50d12+3 (603 hp) Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages. COMBATDespair (Su): The mere sight of a hunefer requires viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that hunefer’s despair ability for 24 hours. The DC is Charisma-based. Hunefer Rot (Su): Supernatural disease-slam, Fort save (DC 35), incubation period instantaneous; Damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution Damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (The mummy dust epic spell has statistics for an 18 HD mummy.) Spell-Like Abilities: Caster level 27th; save DC 23 + spell level. The DC is Charisma-based. At will - chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, greater teleport, true seeing, unholy aura, weird; 1/day - ruin (epic spell). Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. LAVAWIGHTHit Dice: 32d12 (208 hp) Lavawights speak Common and Infernal. COMBATRend (Ex): If the lavawight hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d8+31 points of Damage. Blazefire (Su): Living creatures taking Damage from a lavawight’s attack find themselves ignited with blaze-fire; they must succeed at a Fortitude save (DC 35) or permanently lose 4 hit points. The DC is Charisma-based. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 4 more hit points each round. The lavawight heals the same amount of Damage whenever a creature is drained of hit points, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If an opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored - they are gone for good. Spell-Like Abilities: Caster level 22nd; save DC 19 + spell level. The DC is Charisma-based. At will - dimension door, flame arrow, spell immunity (sleet storm), fireball, wall of fire. Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. Heat Aura (Su): A 10-foot-radius spread heat aura surrounds a lavawight. All creatures of the fire subtype in the field (including the lavawight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points of fire Damage each round they remain within the heat aura. Fire Subtype: Fire immunity, cold vulnerability. Fiery Hardness (Ex): The lavawight’s molten skin provides it with Damage reduction of 10/-. LEGENDARY ANIMAL
LEGENDARY BEARCOMBATImproved Grab (Ex): To use this ability, a legendary bear must hit with a claw attack. LEGENDARY TIGERCOMBATPounce (Ex): If a legendary tiger 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. Improved Grab (Ex): To use this ability, the legendary tiger must hit with a bite attack. If it gets a hold, it can rake. Rake (Ex): A legendary tiger can make two attacks (+30 melee) against a held creature with its hind legs for 2d6+5 points of Damage each. If the legendary tiger pounces on an opponent, it can also rake. Skills: Legendary tigers receive a +8 racial bonus on Hide and Move Silently checks. *In areas of tall grasses or heavy undergrowth, the Hide bonus improves to +16. LESHAYMedium-Size Fey Hit Dice: 50d6+650 (825 hp) A leshay’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATSpell-Like Abilities: Caster level 28th; save DC 28 + spell level. The DCs are Charisma-based. At will - alter self, detect thoughts, displacement, freedom, greater dispel magic, heal, greater invisibility, knock, speak with plants, spell turning, greater teleport, water breathing. LeShay Weapons (Su): Each leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she shifts from class to class, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but leShay can “draw” their weapons from nowhere as a free action. LeShay weapons are considered light weapons for a leShay, regardless of their size. Superior Two-Weapon Fighting (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are extensions of its own body, the leShay does not take an attack or Damage penalty for attacking with two weapons. Gaze (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based. Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above). LIVING VAULTColossal Construct Hit Dice: 96d10+80 (608 hp) To access a vault, its creator must call the vault from where it is sequestered through the use of a sending spell. The vault has no obvious opening; however, items can be stored and retrieved by naming them (the living vault provides an inventory to its creator on request). The item to be stored appears to sink into the living vault’s form as if made of mud. Likewise, items retrieved pop out of the living vault’s form. Storing and retrieving items in this fashion takes one round per transaction. Creatures other than the vault’s master who wish to access the inventory must destroy the vault to do so. If a vault is destroyed, all the objects and creatures stored within immediately emerge. A living vault’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATImprisonment (Sp): As a free action twice per day, a living vault can project a 60-foot cone. Creatures caught in the cone must make a Will save (DC 58) or be affected as by the imprisonment spell, except creatures are stored within the vault’s interior. The living vault can hold two Gargantuan creatures, eight Huge creatures, thirty-two Large creatures, one hundred twenty-eight Medium-size creatures, and so on. This assumes that the rest of the vault is also relatively empty, so a large hoard of treasure reduces the number of creatures a living vault can hold at any one time. If freedom is later cast upon the very spot where the victim of imprisonment disappeared, the victim is freed, though it doesn’t appear where it disappeared, but in a space adjacent to wherever the living vault is currently physically located. Recognition (Ex): Once made, a living vault responds only to its owner; no other being can access the vault’s interior. The vault is not fooled by disguised creatures, and can distinguish between its true master and false duplicates, even penetrating disguises used in conjunction with shapechange, alter self, disguise self, polymorph, seeming, and simulacrum and similar effects. The vault does, however, respond to the product of a clone spell. Safekeeping (Sp): At will, a living vault can use a power that combines the effects of sequester and plane shift to render the vault invisible to any form of sight or divination, and at the same time transfer it to a random portion of the Astral Plane. When in safekeeping mode, the living vault responds to a sending by its master, returning to the location from which it left and becoming tangible once again. Creatures and objects that are stored within the vault are treated as if under the effects of sequester, whether the vault itself is or not. Often, creatures are brought into the vault via imprisonment, but sometimes unconscious or otherwise subdued creatures are stored as an object, in which case they receive no saving throw to resist the effect. Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal Damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Not at risk of death from massive Damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft. Magic Immunity (Ex): A living vault is immune to all magical and supernatural effects, except as follows. A freedom spell cast on it causes it to defer the use of its own imprisonment power for 10 rounds. MERCANELarge Outsider Hit Dice: 7d8+21 (52 hp) Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages. COMBATSpell-Like Abilities: Caster level 14th; save DC 12 + spell level. 3/day - dimension door, invisibility; 1/day - secret chest, plane shift. Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language. Skills: Mercanes receive a +4 racial bonus on Appraise checks. MERCANE CHARACTERSA mercane’s favored class is wizard. Player character mercanes have a level adjustment of +7. MU SPOREColossal Plant Hit Dice: 35d8+315 (472 hp) Mu spores speak Common and Terran. A mu spore’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATSpore Cough (Su): Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of Damage to all creatures and structures in the area, or half Damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based. Improved Grab (Ex): If a mu spore hits with a tendril, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the Damage given for the tendril. Swallow Whole (Ex): If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite Damage. A swallowed creature takes the twice the Damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of Damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again. Sticky (Ex): Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had successfully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option. Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects. NEH-THALGGU (BRAIN COLLECTOR)Huge Aberration (Extraplanar, Incorporeal) Hit Dice: 32d8+192 (336 hp) A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. Neh-thalggus’ own language is a silent sign language “spoken” with their writhing head-tentacles. They can also communicate telepathically with any creature that has a language within 100 feet. A neh-thalggu’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATPoison (Ex): A neh-thalggu’s bite injects a debilitating poison (DC 32) that Damages the victim’s Constitution. He or she loses half his or her current Constitution immediately on a failed save and must save again 1 minute later or lose half of his or her remaining Constitution. If the character survives, he or she heals the ability Damage at the normal rate (1 point per day). The save DC is Constitution-based. Head-Tentacles (Ex): The long, whiplike tentacles that frame either side of a brain collector’s face can deliver a dangerous touch attack that, if successful, causes the target to dehydrate and wither (2d10 points of desiccation Damage). In addition, each successful tentacle attack drains 1 point of Strength, 1 point of Dexterity, and 1 point of Constitution. This is permanent ability drain and may only be reversed by spells such as restoration and greater restoration. It can bring all ten tentacles to bear on a single target facing it or divide its attacks against up to ten targets that it threatens. Extract Brains (Sp): Once every 1d4 rounds, as a full-round action, a brain collector can extract the brain from a target creature in line of sight. This attack is psionic in nature and can be blocked by a dimensional anchor currently in force on the target. The target gets a Will save (DC 31) to resist the extraction. The save DC is Intelligence-based. If the save fails, his or her brain is drawn out intact through the skull by extradimensional means and sucked up by the brain collector, lodging in an unused storage sac above and behind its eyes. If the save succeeds, he or she takes 9d6 points of Damage and is stunned for 1d4+1 rounds. A brain collector prefers to absorb brains of high-level arcane spellcasters but is fully capable of extracting those of other foes as a highly effective attack. When encountered, assume a neh-thalggu has a full retinue of thirteen stolen brains. Each brain less than the full thirteen bestows one negative level on the neh-thalggu (though these never convert to actual level loss), which is a powerful incentive for the creature to always keep its brain-sacs filled. A neh-thalggu is free to draw on all the Knowledge skills of each brain it currently stores, using the base ranks in a skill possessed by each brain, and adjusted by the neh-thalggu’s own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in). Dimensional Travel (Sp): A brain collector’s preferred method of locomotion is via dimension door, which it can do as a quickened action, once per round. It can also use greater teleport or plane shift at will as a move-equivalent action. Spells (Sp): A fully grown brain collector can cast arcane spells as a 13th-level sorcerer (one level of spell-casting ability per brain). Incorporeal: A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any Damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise. Amorphous Physiology (Ex): A brain collector does not have fixed organs. As such, it is immune to critical hits, death from massive Damage, sneak attacks, and coup de grace. Manifest Maw: Though it is an incorporeal creature, a neh-thalggu can manifest its mouth in corporeal form as a standard action. While so manifested, the mouth can deliver bite attacks against corporeal creatures or pick up objects. The mouth bites as if it had Str 35. Feats: A neh-thalggu gains Power Attack as a bonus feat, even though it has no Strength score. PARAGON CREATURECREATING A PARAGON CREATURE“Paragon” is a template that can be added to any creature (referred to hereafter as the base creature). The base creature’s type remains unchanged. The paragon creature uses all the base creature’s statistics and special abilities except as noted here. HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD. Speed: A paragon creature’s speed triples, for all movement types. AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better). Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll. Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks. Special Attacks: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once. Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level. Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws. Abilities: All ability scores are 15 points higher than those of the base creature. Skills: The paragon creature gains a +10 competence bonus on all its skill checks. Feats: Same as the base creature, plus one bonus feat. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: As base creature +15. Treasure: Standard for a creature of the adjusted CR. Alignment: Same as the base creature. Advancement: Same as the base creature. PRISMASAURUSHuge Magical Beast Hit Dice: 60d10+620 (950 hp) COMBATPrismatic Emanations (Su): The reflected and refracted light from the prismasaurus’s crystalline ridge functions very similarly to the prismatic spray spell. Any creature of less than 8 HD that is within 30 feet of the creature is automatically blinded for 2d4 rounds. In addition, any creature within 20 feet of the prismasaurus is randomly struck by one or more rays of light, as determined by the table that accompanies the prismatic spray spell. This effect is as the prismatic spray spell in a 30-foot-radius spread, but is otherwise as cast by a 20th-level caster. The save DC for the prismatic spray effects is 49. Immunities (Su): It is immune to poison, gases, petrification, and mind-affecting attacks. Prismatic Blur (Ex): The reflected and refracted light that constantly surrounds the creature blurs the creature’s outline and makes it difficult to properly target. All melee and ranged attacks against the creature have a 50% miss chance. PSEUDONATURAL TROLLLarge Outsider (Extraplanar) Hit Dice: 6d8+66 (114 hp) Pseudotrolls speak Giant. A pseudotroll’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATConstant Insight (Su): A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target. Improved Grab (Ex): If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Rend (Ex): If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+25 points of Damage, and can be used concurrently with its improved grab ability. Rotting Constriction (Ex): Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points. Regeneration (Ex): Fire and acid deal normal Damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump. Spell-Like Abilities: Caster level 20th; save DC 8 + spell level. The DC is Charisma-based. At will - blur, dimension door, shield, unhallow. Alternate Form (Su): At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a pseudotroll in this alternate form. CREATING A PSEUDONATURAL CREATURE“Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature). Size and Type: The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. HD: A pseudonatural creature always has maximum hit points. Speed: A pseudonatural creature’s speed doubles, for all movement types. AC: Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better. Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below. Damage: Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier. Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following. Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target. Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points. Spell-Like Abilities: Caster level 20th. The DCs are Charisma-based. At will - blur, dimension door, shield, unhallow. Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following.
If the creature already has one or more of these special qualities, use the better value. Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form. Saves: Same as the base creature. Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3. Skills: Same as the base creature. Feats: Same as the base creature. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10 Treasure: Same as the base creature. Alignment: Same as base creature. Advancement: Same as the base creature. RUIN SWARMHit Dice: 50d8+500 (725 hp) COMBATBlinding (Ex): Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based. Blindsense (Ex): The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment). Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based. Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Vermin Traits: A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range). SHADOW OF THE VOIDLarge Undead (Cold, Incorporeal) Hit Dice: 35d12 (227 hp) A shadow of the void’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATBlightfire (Su): Living creatures taking Damage from a shadow of the void’s incorporeal touch attack find themselves ignited with blightfire; cold, black flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 6 points of Constitution. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points. The creature heals 30 points of Damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blight-fire, only icy fragments of the victim remain, until they reform as a winterwight. The save DC is Charisma-dased. Create Spawn (Su): Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. Winterwights are under the command of the shadow of the void that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, though they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible. Spell-Like Abilities: Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based. 3/day - deeper darkness, freezing sphere. Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. Cold Subtype: Immunity to cold. Vulnerability to fire, (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure). Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a shadow of the void. All creatures of the cold sub-type in the area (including the shadow of the void) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura. SHAPE OF FIRELarge Undead (Fire, Incorporeal) Hit Dice: 35d12 (227 hp) A shape of fire’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATBlazefire (Su): Living creatures taking Damage from a shape of fire’s incorporeal touch attack find themselves ignited with blazefire; white-hot, lambent flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 10 hit points. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 10 more hit points each round. The shape of fire heals the same amount of Damage whenever a creature is drained, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored-they are gone for good. The save DC is Charisma-based. Create Spawn (Su): Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. Lavawights are under the command of the shape of fire that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Spell-Like Abilities: Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based. 3/day - fire storm, incendiary cloud. Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. Fire Subtype: Immunity to fire. Vulnerability to cold (takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure). Heat Aura (Su): A 10-foot-radius spread heat aura surrounds a shape of fire. All creatures of the fire subtype in the area (including the shape of fire) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points of fire Damage each round they remain within the heat aura. SIRRUSH
Sirrushes speak Sylvan and Draconic. A sirrush’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATStunning Roar (Ex): Every 1d4 rounds, a sirrush can loose a sonic attack of such volume that it stuns all creatures in a 60-foot spread for 1d4 rounds if they fail a Fortitude saving throw (DC 47, or DC 51 for a three-headed sirrush). The DC is Pounce (Ex): If a sirrush charges or leaps upon a foe during its first round of combat, it can make a full attack even if it has already taken a move action. Headloss Resistance (Ex): A sirrush’s thick bony plate protects its neck like a shield and provides resistance from effects that could normally behead it, such as a vorpal weapon. When a sirrush or three-headed sirrush would otherwise lose its head, it instead makes a Fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker’s Str modifier). On a failed save, the sirrush’s head leaves its shoulders normally, but on a successful save, the sirrush is unaffected by the beheading. A sirrush dies when beheaded; a three-headed sirrush goes on fighting until all its heads are lost (the only penalty it incurs is one or two fewer bite attacks when it makes a full attack). TAYELLAHGargantuan Magical Beast Hit Dice: 34d10+448 (635 hp) A tayellah’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATPoison (Ex): Sting, Fort save (DC 39); initial and secondary Damage 2d10 temporary Con. The save DC is Constitution-based. Pounce (Ex): If a tayellah 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. Improved Grab (Ex): To use this ability, the tayellah must hit with two of its claw attacks. If it gets a hold, it can rake. Rake (Ex): A tayellah that gets a hold can make two additional rake attacks (+44 melee) with legs it normally only uses for walking, dealing 4d6+5 points of Damage each. If the tayellah pounces on an opponent, it can also rake. THORCIASIDMedium-Size Aberration Hit Dice: 29d8+348 (478 hp) Thorciasids speak Common, Elven, Dwarven, and Giant. A thorciasid’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATCocoon (Ex): A thorciasid can eject a stream of noxious goo that hardens on contact, potentially fixing a subject in place and hindering its movement and actions. Using a standard action, the thorciasid makes a ranged touch attack against any foe it can see up to 60 feet away. If it succeeds at the ranged touch attack, the subject makes a grapple check against the cocoon. This is accomplished as if the thorciasid itself were making the grapple check with a competence bonus of +10, for a total check modifier of +37. On a failed check for the subject, the goo hardens into a partial cocoon, and the victim is treated as if grappled (even though the thorciasid is free to do as it desires). The subject can attempt to break the grapple of the cocoon (or use Escape Artist) each round, making an opposed grapple check against the cocoon (check modifier +37 for the cocoon). A thorciasid can reinforce a partial cocoon by spending a standard action secreting additional goo. Each action so spent provides an additional +5 to the cocoon’s grapple check modifier. Visually, the victim becomes more and more covered and is finally completely encased in a cocoon. Even fully encased victims can still breathe, and a thorciasid can drain a victim’s life force at its leisure. Ability Drain (Su): On a successful melee touch attack with a forelimb, the thorciasid permanently drains 1d4+1 points of Strength, 1d4+1 points of Dexterity, and 1 point of Constitution from the victim. The thorciasid regains 20 lost hit points with each successful ability drain. Energy Drain (Su): On a successful melee touch attack with an antenna, the thorciasid gives the victim one negative level. Each negative level bestowed upon a victim gives the thorciasid +1 bonus to its Constitution that lasts for 24 hours. The negative levels similarly last for 24 hours, at which time the victim must make a Fortitude saving throw (DC 34) to avoid level loss. The save DC is Charisma-based. TITAN, ELDERColossal Outsider (Extraplanar) Hit Dice: 70d8+700 (1,015 hp) An elder titan’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATSpell-Like Abilities: Caster level 29th; save DC 18 + spell level. The save DCs are Charisma-based. At will - alter self, analyze dweomer, commune with nature, cure critical wounds, eyebite, freedom of movement, fly, fog cloud, produce flame, protection from energy, read magic, remove curse, sanctuary, sending, speak with animals, soften earth and stone, speak with plants, summon monster VI, greater teleport, wind wall; 3/day - antilife shell, astral projection, contact other plane, greater dispel magic, greater scrying, invisibility purge, plane shift. Spells: An elder titan can use arcane spells as a 29th-level wizard or divine spells as a 29th-level cleric, from the cleric list and from the Knowledge and Magic domains. He will also possess the knowledge of at least three epic spells and the means by which to develop them, though he may not have done so himself. TREANT, ELDERColossal Plant Hit Dice: 50d8+880 (1,105 hp) Elder treants speak the language of treants, plus Common and Sylvan. COMBATAnimate Trees (Sp): An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range. Trample (Ex): An elder treant can trample Gargantuan or smaller creatures for 8d20+40 points of Damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 54) to halve the Damage. The save DC is Strength-based. Triple Damage against Objects (Ex): An elder treant that makes a full attack against an object or structure deals triple Damage. Plant Traits: Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects. Skills: Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas. Spell-Like Abilities: Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based. At will - animal messenger, command plants, speak with plants, stone tell; 3/day - mass cure light wounds (plants only), plant growth, sunburst, wall of thorns; 1/day - shambler. UMBRAL BLOT (BLACKBALL)Medium-Size Construct Hit Dice: 57d10 +120 (433 hp) COMBATDisintegrating Touch (Ex): Any material object that comes into contact with a blackball is immediately disintegrated unless it succeeds at a Fortitude save (DC 38). A character or object that has been disintegrated by an umbral blot disappears completely, leaving behind not even dust to mark its passing. Those who make a successful saving throw still take 5d6 points of Damage from the disintegrating touch. Likewise, weapons or objects that save take a like amount of Damage. (Remember, tended or held objects save with the same bonus as their owners.) Vortex (Ex): Normally a blackball insulates itself somehow from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). If it chooses, instead of allowing the air to bend around it, the blackball can suspend this insulation, causing a sudden rush of wind to pour toward the blackball from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by-30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of the umbral blot who fail a Reflex save (DC 38) are swept along with the wind into contact with the blackball. Nonflying creatures within 30 feet who fail a Reflex save (DC 19) are pulled into contact with the umbral blot. Contact with an umbral blot could lead to disintegration, as noted above. Spell Immunities (Ex): In addition to the spells that an umbral blot is immune to because of its construct traits, it is immune to disintegration spells and variations thereof. Planar Travel (Ex): A blackball can fold space at will, allowing it to use ethereal jaunt, dimension door, greater teleport, or plane shift at will as a standard action. Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal Damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Not at risk of death from massive Damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft. UVUUDAUMLarge Outsider (Evil, Extraplanar) Hit Dice: 38d8+646 (817 hp) Uvuudaums can speak telepathically to any creature within 500 feet that has a language. A uvuudaum’s natural weapons are treated as epic and evil for the purpose of overcoming damage reduction. COMBATConfusion Aura (Su): This ability operates continuously, as the confusion spell but with a 30-foot radius. Potential victims can make a Will save (DC 47) to resist confusion. Those affected by the aura can make a new save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum’s confusion aura for 24 hours. The save DC is Charisma-based. Wisdom Drain (Su): This effect permanently reduces a living opponent’s Wisdom score by 2d4 points when the creature hits with its head spike, or twice that amount on a critical hit. The creature regains 5 lost hit points (or 10 on a critical hit ) whenever it drains Wisdom, gaining any excess hit points as temporary hit points. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a Fortitude save (DC 47). The save DC is Charisma-based. Spell-Like Abilities: Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based. At will - confusion, dimension door, greater dispel magic, displacement, haste, invisibility, lightning bolt, magic missile, mage armor, polymorph, shield, stoneskin, true strike, web; 3/day - chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, greater teleport, wall of force; 1/day - contingent resurrection, nailed to the sky, time duplicate (epic spells), time stop. Regeneration (Ex): Uvuudaums take normal damage from holy weapons, cold, and fire. VERMIURGELarge Aberration Hit Dice: 42d8+546 (735 hp) Vermiurges speak Terran. A vermiurge’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATAura of Doom (Su): A vermiurge is constantly affected as if by a crown of vermin spell (epic spell) cast by a 42nd-level caster. As per the spell, a vermiurge may completely suppress the aura of insects as desired. A vermiurge’s aura of doom constantly replenishes itself at a rate of 200 vermin per round (unlimited duration). When vermin die off either by being slain or by dealing Damage to another creature, the aura does not permanently collapse, even if all the vermin are slain or if all 1,000 vermin deal their Damage in 1 round. As soon as any vermin are replenished, they participate normally in the crown of vermin effect. Concealing Aura (Ex): Its aura of doom constantly provides a vermiurge with nine-tenths concealment, so all attacks made against it have a 40% miss chance. Frightful Presence (Su): This ability takes effect automatically when the vermiurge first engages its aura of doom. It affects only opponents with fewer Hit Dice or levels than the creature has. The affected creature must make a successful Will save (DC 48) or become shaken. Success indicates that the target is immune to that creature’s frightful presence for one day. The save DC is Charisma-based. Poison (Ex): Sting or bite, Fort save (DC 44); initial Damage 1d6 temporary Con, secondary Damage 2d6 temporary Con. The save DC is Constitution-based. WINTERWIGHTHit Dice: 32d12 (208 hp) Winterwights speak Common and Infernal. A winterwight’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBATRend (Ex): If the winterwight hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 6d8+31 points of Damage. Blightfire (Su): When a winterwight deals Damage to a living opponent, a night-black flame begins to burn on the opponent’s body. If the opponent fails a Fortitude save (DC 35), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based. Spell-Like Abilities: Caster level 23rd; save DC 19 + spell level. The save DCs are Charisma-based. At will - cone of cold, control weather, dimension door, spell immunity (fireball), sleet storm (a winterwight is immune to the effects of a sleet storm spell), wall of ice. Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing. Cold Subtype: Immunity to cold. Vulnerability to fire (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure). Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a winterwight. All creatures of the cold subtype in the field (including the winterwight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura. WORM THAT WALKSMedium-Size Aberration Hit Dice: 23d8 + 46 +10 (159 hp) Advancement: As character A worm that walks rarely speaks, although it retains knowledge of all languages it knew in life, as well as any it has learned since. COMBATSpells: A worm that walks can cast any spells it could cast as a character. This sample worm was a 23rd-level wizard (spells per day: 4/12/6/6/6/5/5/5/5/4/1/1). The last spell slots are 10th-level and 11th-level slots, respectively, and are available for 0-9th level meta-magic spells. Spell-Like Abilities: Caster level 20th; save DC 9 + spell level. The save DCs are Charisma-based. 1/day - animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Engulf (Ex): A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of damage. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of Damage. Constructs are immune to this attack. Spells: The worm that walks can cast any spells it could cast when a living character. It also gains several related abilities. Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a -5 penalty on his or her saving throw. Discorporate (Ex): If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence. Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking. Possessions: Scrolls of fireball (10th-level caster), greater teleport, acid fog, incendiary cloud, shapechange, wail of the banshee, clenched fist, horrid wilting, maze, summon monster IX; potions of cure serious wounds, alter self, haste, fly. Other magic gear: amulet of natural armor +2, bracers of armor +8, ring of protection +3, +4 staff, rod of absorption, gloves of Dexterity +4, headband of intellect +6, pink Ioun stone, wings of flying. CREATING A WORM THAT WALKS“Worm that walks” is a template that can be added to any evil wizard or sorcerer. It uses all the original character’s statistics, special abilities, and equipment, except as noted here. Type: The character’s type changes to aberration (it is a creature composed of hundreds of discrete crawling worms). Hit Dice: Increase to d8. AC: The mass of worms that make up this creature, each looking out for danger, in sum provide a +20 insight bonus to AC. Special Attack: A worm that walks retains all the character’s special attacks. It also gains one special attack, engulf. Engulf (Ex): A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of Damage as the biting vermin nibble away. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of Damage. Constructs are immune to this attack. Spells: A worm that walks can cast any spells it could cast as a living character. Spell-Like Abilities: Caster level 20th. 1/day - animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague).Special Qualities: A worm that walks retains any special abilities it had in life and gains those mentioned below. Blindsight (Ex): Worms that walk have blindsight 300 ft. Spell Resistance (Ex): A worm that walks has spell resistance equal to its Challenge Rating +10. Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a -5 penalty on his or her saving throw. Discorporate (Ex): If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence. Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking. Saves: Same as the character. Abilities: Same as the character. Skills: Same as the character, except that a worm that walks receives a +20 racial bonus on Hide, Listen, and Move Silently checks. Feats: Same as the character. Epic Feats: Same as the character. Climate/Terrain: Any. Organization: Solitary, occasionally with minions or master. Challenge Rating: Same as the character + 3. Treasure: Same as the character. Alignment: Any evil. Advancement: By character class. WORM THAT WALKS CHARACTERSBy making eldritch preparations on a burial plot, a powerful spellcaster can improve the likelihood of a worm that walks emerging from the ground. The body is buried in an elaborate ritual that, the spellcaster hopes, will attract a critical mass of worms or maggots. The spellcaster performing the ritual must spend 10,000 gp in rare reagents for the ceremony. Furthermore, the ritual drains 2,000 XP from the spell-caster and requires the following spells: limited wish, polymorph any object, summon swarm (heightened to 7th level), and sympathy. Even if the ritual is performed correctly, there is only a chance that the deceased spellcaster will arise as a worm that walks. For each prepared but uncast arcane spell the deceased had at the moment of death (or unused spell slots if a spontaneous caster), there’s a 1% chance that a worm that walks will slither from the grave soil in 1d4 days. Some worms that walk arise spontaneously from ordinary burial plots, but such an event is exceedingly rare. And an epic spell can create worms that walk every time without fail. GATHERING OF MAGGOTSConjuration (Healing) When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks. |