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From: <nu...@us...> - 2014-04-27 16:39:27
|
Revision: 23727
http://sourceforge.net/p/pcgen/code/23727
Author: nuance
Date: 2014-04-27 16:39:22 +0000 (Sun, 27 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "h & i" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/h_i.txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 15:24:43 UTC (rev 23726)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 16:39:22 UTC (rev 23727)
@@ -719,45 +719,45 @@
Half-Ogre from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hanged Man from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hangman Tree from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Haunt from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Harold Johnson and Tom Moldvay.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Helix Moth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hell Moth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Herald of Tsathogga from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hippocampus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hoar Fox from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Graeme Morris.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hoar Spirit from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hornet, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Horsefly, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Huecuva from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Huggermugger from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Cobra-Back from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Common from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Dancer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Night Adder from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Rattler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Iron Cobra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jack-O-Lantern from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/h_i.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/h_i.txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/h_i.txt 2014-04-27 16:39:22 UTC (rev 23727)
@@ -0,0 +1,954 @@
+Half-Ogre
+DESC:This being resembles a somewhat ugly human with dark toned skin and matted dark hair. It wears tattered skins over a suit of hide armor.
+HALF-OGRE CR 1
+XP 400
+CE Medium humanoid (giant)
+Init +0; Senses darkvision 60 ft.; Perception +0
+
+AC 15, touch 10, flat-footed 15 (+3 armor, +2 natural)
+hp 13 (2d8+4)
+Fort +5; Ref +0; Will +0
+
+Speed 20 ft., 30 ft. base
+
+Melee greatsword +5 (2d6+4/19-20), longspear +4 (1d8+4/x3)
+
+Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
+
+Str 17, Dex 10, Con 14, Int 9, Wis 10, Cha 9
+
+Base Atk +1; CMB +4; CMD 14
+
+Feats Weapon Focus (greatsword)
+
+Skills Climb +8
+
+Languages Common
+
+Languages: Half-ogres begin play speaking Common, and can also speak giant if they have an Intelligence of at least 10. Half-ogres with high Intelligence scores can choose from the following languages: Orc, Goblin, Troll
+
+SQ ogre blood
+
+Gear hide armor, greatsword, longspear
+
+Environment temperate hills and mountains
+Organization solitary, pair, gang (2-4), or band (5-8)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Ogre Blood (Ex) For all special abilities and effects, a half-ogre is considered an ogre.
+
+-----------------------------------------------
+
+Hanged Man
+DESC:This creature has pale skin pulled tight over its bones. Its head hangs at an odd angle, seemingly unsupported by a broken neck. A rotted noose and several feet of rope hang from its neck and trail off behind it. Its eyes have no pupils.
+HANGED MAN CR 3
+XP 800
+CE Medium undead
+Init +5; Senses darkvision 60 ft.; Perception +7
+
+AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
+hp 22 (4d8+4)
+Fort +2; Ref +2; Will +4
+Immune undead traits
+
+Speed 30 ft.
+
+Melee 2 claws +5 (1d4+2)
+
+Ranged rope touch +5 (entangle)
+
+Special Attacks drag
+
+Str 15, Dex 13, Con -, Int 9, Wis 11, Cha 13
+
+Base Atk +3; CMB +5 (+10 drag); CMD 16
+
+Feats Improved Initiative, Weapon Focus (rope)
+
+Skills Climb +9 (+19 with rope), Perception +7, Stealth +8
+
+Languages Common (cannot speak)
+
+Environment any
+Organization solitary
+Treasure half standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Drag (Ex) If the hanged man entangles a foe with his rope attack, it drags its opponent 10 feet closer as a standard action on each subsequent round that it succeeds on a CMB check (including a +5 racial bonus) without provoking attacks of opportunity. When an opponent is dragged within 5 feet, the hanged man can attack with both of its claws in the same round. It gains a +4 attack bonus against opponents entangled in its rope.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Entangle (Su) The hanged man's noose is a 20-ft. length of rope that entangles opponents of any size as an animate rope spell (CL 15th, DC 21). A hanged man can lash its rope outward 20 feet with no range penalty. The rope functions only for the hanged man it belongs to and no other. It has AC 22, hardness 10, hp 10, and DR 5/slashing. If the rope is severed, both it and the hanged man are destroyed. The save DC is Strength-based.
+
+-----------------------------------------------
+
+Hangman Tree
+DESC:A giant oak tree with few leaves and branches stands nearby.
+HANGMAN TREE CR 7
+XP 3,200
+N(E) Huge plant
+Init +3; Senses blindsight 60 ft., low-light vision; Perception +6 Aura hallucinatory spores (50 ft. radius, DC 19, passive 2d6 minutes)
+
+AC 20, touch 7, flat-footed 20 (-1 Dex, +13 natural, -2 size)
+hp 76 (8d8+40)
+Fort +11; Ref +1; Will +5
+Immune plant traits; SR 19
+Weaknesses paralyzed by cold, slowed by darkness, vulnerability to electricity
+
+Speed 10 ft.
+
+Melee 4 vines +13 (1d6+8 plus grab)
+
+Space 15 ft.; Reach 15 ft.
+
+Special Attacks constrict (1d6+8), swallow whole (2d6+8 bludgeoning damage, AC 16, hp 7)
+
+Str 27, Dex 8, Con 20, Int 6, Wis 12, Cha 10
+
+Base Atk +6; CMB +16 (+20 grapple); CMD 25
+
+Feats Improved Initiative, Iron Will, Step Up, Weapon Focus (vines)
+
+Skills Perception +6, Stealth +0 (+16 to hide in forests); Racial Modifiers +16 to Stealth to hide in forests
+
+Languages Common
+
+Environment temperate and warm forests
+Organization solitary or pair
+Treasure half standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Constrict (Ex) Because it seizes its victims by the neck, a creature in the hangman tree's grasp cannot speak or cast spells with verbal components.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Hallucinatory Spores (Ex) As a standard action, a hangman tree can release a cloud of spores in a 50-foot radius spread. Creatures in the area must succeed on a DC 19 Will save or be affected as if by a charm monster spell for 2d6 minutes. Affected creatures believe the tree to be of some ordinary sort (or to be a treant or other such friendly tree creature). An affected creature becomes passive and refuses to attack the hangman tree during this time. This is a mind-affecting compulsion effect. The save DC is Constitution-based. An affected creature can attempt a new Will save (DC 19, +1 per previous save) each round. A creature that makes its save cannot be affected by the hallucinatory spores of that hangman's tree for 24 hours.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Paralyzed by Cold (Ex) Cold-based effects paralyze a hangman tree as if by a hold person spell.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Slowed by Darkness (Ex) Spells that generate darkness (such as darkness or deeper darkness) slow the hangman's tree (as the slow spell) for 1 round per caster level.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vines (Ex) The vines of a hangman tree have 10 hit points and can be attacked by making a successful sunder attempt. Attacking a hangman tree's vine does not provoke an attack of opportunity. If the vine is currently grappling a target, the hangman tree takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a vine deals no damage to a hangman tree.
+
+-----------------------------------------------
+
+Haunt
+DESC:This entity appears as a translucent humanoid floating about a foot off the ground. Its eyes flash with pure hatred.
+HAUNT CR 4
+XP 1,200
+N Medium undead (incorporeal)
+Init +6; Senses darkvision 60 ft.; Perception +10
+
+AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
+hp 32 (5d8+10)
+H Fort +3; Ref +3; Will +6
+Defensive Abilities rejuvenation; Immune channel energy,
+undead traits
+Weakness vulnerability to dispel evil/good/law/chaos
+
+Speed 20 ft., fly 30 ft. (perfect)
+
+Melee incorporeal touch +5 (1d4 cold plus 1d3 Dex)
+
+Special Attacks Dexterity damage, malevolence (DC 14), strangle
+
+Str -, Dex 15, Con -, Int 10, Wis 14, Cha 14
+
+Base Atk +3; CMB +3; CMD 18
+
+Feats Blind-Fight, Dodge, Improved Initiative
+
+Skills Fly +9, Intimidate +10, Perception +10, Stealth +10
+
+Languages Common
+
+SQ alternate form
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Alternate Form (Su) A haunt's natural form is that of a translucent image appearing much as the person did in life. As a standard action, it can alter its form so as to appear as a floating, luminescent ball of light (possibly being mistaken for a will-o'-wisp in this form). In this form, it cannot use its Dexterity damage attack or its malevolence attack. It retains its incorporeal form and can make an incorporeal touch attack that deals normal damage (but not Dex damage). A haunt remains in one form or the other until it chooses to assume a new one (as a standard action). A change in form cannot be dispelled. A haunt cannot change forms while using its malevolence attack (that is, while possessing a host).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Malevolence (Su) Once per round, a haunt can merge its body with a creature on the Material Plane whose Dexterity has been reduced to 0 (either through the haunt's touch or by some other means). This ability is similar to a magic jar spell (caster level 10th or the haunt's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the haunt must be adjacent to the target. The target can resist the attack with a successful DC 14 Will save. A creature that successfully saves is immune to that same haunt's malevolence for 24 hours. If the save fails, the haunt vanishes into the target's body (whose Dexterity temporarily returns to normal) and attempts to complete its unfinished task. If the haunt completes its task, it leaves the host and fades away forever. When the haunt leaves the host, the host's Dexterity drops back to 0. If the host body is slain while the haunt is in possession of it, the creature becomes tied to that area and can never leave. Its unfinished task remains the same.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Rejuvenation (Su) In most cases, it's difficult to destroy a haunt through simple combat: the "destroyed" spirit restores itself in 1d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a haunt is to use dispel evil/good/law/chaos (depending on the haunt's alignment) or determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Strangle (Su) If a creature possessed by a haunt has an alignment opposite to that of the haunt on either the law/ chaos or good/evil axis, it attempts to strangle the host using its own hands (i.e., the hands of the host body). Unless precautions are taken to restrain the possessed victim's hands, they immediately reach for the throat and begin strangling the haunt-possessed body. An opponent takes 1d4 points of damage each round until its hands are forcibly restrained with a successful CMB check, the haunt is ejected from the body, or the victim dies.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerability (Ex) A haunt can be forcibly ejected from a host if hold person is cast on the victim and the haunt fails its Will save. A dispel evil/good/law/chaos spell (depending on the haunt's alignment) instantly ejects the creature from the host and deals 1d6 points of damage per caster level to the haunt. A haunt slain in such a manner cannot rejuvenate and is permanently destroyed.
+
+-----------------------------------------------
+
+Helix Moth
+DESC:A monstrously-sized, multi-segmented insect crawls forth on scores of stumpy legs. Its fleshy gray exterior glistens with slime and its great gray mandibles click wildly.
+LARVA HELIX MOTH CR 6
+
+XP 2,400
+N Large vermin
+Init +0; Senses blindsense 60ft; Perception +0
+
+AC 18, touch 9, flat-footed 18 (+9 natural, -1 size)
+hp 55 (10d8+10)
+Fort +8; Ref +3; Will +3
+Immune vermin traits
+
+Speed 10 ft.
+
+Melee bite +9 (1d8+3 plus grab plus 1d6 acid)
+
+Space 10 ft.; Reach 5 ft.
+
+Str 16, Dex 10, Con 12, Int -, Wis 11, Cha 2
+
+Base Atk +7; CMB +11; CMD 21
+
+Environment underground
+Organization solitary or nest (2-5)
+Treasure none
+
+
+-----------------------------------------------
+
+Mature Helix Moth CR 10
+DESC:This 20-foot long insect has a black abdomen wrapped with spiraling bands of various color and a white underbelly. Three sets of translucent bluishviolet wings extend from its body. A small black sword-like stinger protrudes from the end of its abdomen and its maw clatters with large gray mandibles.
+
+MATURE HELIX MOTH CR 10
+XP 9,600
+N Huge vermin
+Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
+
+AC 23, touch 10, flat-footed 21 (+2 Dex, +13 natural, -2 size)
+hp 120 (16d8+48)
+Fort +13; Ref +7; Will +5
+Immune vermin traits
+
+Speed 20 ft., fly 60 ft. (good)
+
+Melee bite +15 (2d8+5 plus 1d8 acid plus grab), tail sting +15 (2d6+2 plus poison),
+
+Space 15 ft.; Reach 10 ft.
+
+Special Attacks drone
+
+Str 20, Dex 15, Con 16, Int -, Wis 11, Cha 2
+
+Base Atk +12 CMB +19; CMD 27
+
+Feats Improved Initiative B
+
+Environment temperate forests
+Organization solitary or pair
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Drone (Ex) The rapid beating of the helix moth's wings creates a droning sound that is audible up to 60 feet away. This droning clouds the minds of all creatures within 30 feet that hear it except other helix moths. A successful DC 21 Will save negates the effect. The save DC is Constitution-based. On a failed save, a creature suffers a -4 circumstance penalty to attack rolls, checks and saves for 1 minute. After this time, a new save can be attempted (same DC) if the helix moth's droning can still be heard and the creature is within range. If this save fails, the creature remains affected for another one minute. This continues every minute until a successful save is made or the combat ends. A creature that makes a successful Will save is unaffected by the droning of that helix moth for one day. The droning is a free action so long as the helix moth is airborne. On the ground, it may beat its wings as a move action with the effects as above.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Sting-injury; save DC 21; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The save DC is Constitution-based.
+
+
+-----------------------------------------------
+
+Hell Moth
+DESC:This creature looks like a giant gray moth with spiraling bands of red and black on its body. It has large, thin, reddish-hued wings.
+HELL MOTH CR 6
+XP 2,400
+N(E) Large aberration (extraplanar)
+Init +7; Senses darkvision 60 ft., scent; Perception +13
+
+AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
+hp 76 (9d8+27 plus 9)
+Fort +6; Ref +6; Will +7
+Resist fire 20
+
+Speed 10 ft., fly 40 ft. (average)
+
+Melee bite +10 (1d6+7 plus grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks engulf, immolation
+
+Str 21, Dex 16, Con 17, Int 6, Wis 12, Cha 10
+
+Base Atk +6; CMB +12 (+16 grapple); CMD 25
+
+Feats Diehard, Endurance, Improved Initiative, Skill Focus (Perception), Toughness
+
+Skills Fly +10, Perception +13, Stealth +8
+
+Environment any
+Organization solitary or flock (3-6)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Engulf (Ex) If a hell moth grapples an opponent it can wrap a Medium or smaller creature in its wings and body and automatically deal bite damage in each round it maintains the grapple. Attacks that hit an engulfing hell moth deal half their damage to the monster and half to the trapped victim.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Immolation (Su) A hell moth that has engulfed an opponent can detonate its body in a blast of hellish fire that deals 6d10 points of fire damage to itself and the engulfed opponent (no save). (Reduce the damage dealt to the hell moth by its fire resistance.) A hell moth can immolate itself once every 3 hours (providing it survives the immolation). Creatures within 10 feet of the hell moth when it uses this ability must succeed on a DC 17 Reflex save or take 1d8 points of fire damage as clothes and combustibles ignite. The damage continues for another 1d4+4 rounds after the hell moth uses this ability or until the fire is extinguished. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Herald of Tsathogga
+DESC:This creature appears to be a gigantic pale yellow-green frog with oversized monstrous eyes. In place of its legs and forelimbs are many long, writhing tentacles it uses to pull itself along the ground.
+
+HERALD OF TSATHOGGA CR 15 XP 51,200
+CE Huge aberration (chaotic, evil, extraplanar)
+Init +3; Senses darkvision 60 ft.; Perception +34
+
+AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, -2 size)
+hp 231 (22d8+110 plus 22); regeneration 10 (good, fire)
+Fort +12; Ref +12; Will +18 DR 10/good; Resist sonic 15 Weaknesses bloated
+
+Speed 30 ft., swim 30 ft.
+
+Melee bite +21 (2d6+7 plus grab), 10 tentacles +20 (1d8+3 plus paralysis), tongue +20 (1d6+3 plus grab)
+
+Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
+
+Special Attacks bellow, paralysis (1d6+4 rounds, DC 26), swallow whole (2d6+7 plus 2d6 acid damage, AC 18, 23 hp)
+
+Str 24, Dex 16, Con 20, Int 7, Wis 16, Cha 12
+
+Base Atk +16; CMB +25 (+29 grapple); CMD 38
+
+Feats Blind-Fight, Cleave, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception, Stealth), Toughness, Weapon Focus (tentacle, tongue)
+
+Skills Intimidate +14, Perception +34, Stealth +15, Swim +19
+
+Environment warm marshes
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Bellow (Su) A herald of Tsathogga has two distinct bellows, each usable once every 1d4 rounds. The first is a trilling croak like that of a frog. All opponents with 30 feet hearing this trilling must succeed on a DC 22 Fortitude save or be deafened for 1d6+4 rounds. Opponents within 10 feet must make a DC 22 Fortitude save or be stunned for 1d4 rounds. Alternately, a herald can focus its bellow attack against a single opponent within 100 feet. The opponent takes 5d6 points of sonic damage. A successful DC 22 Reflex save reduces the damage by half. The save DCs are Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Bloated (Ex) Because of its bloated, heavy body, a herald of Tsathogga that attacks with more than 5 tentacles in one round cannot move that round.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Regeneration (Ex) A herald of Tsathogga takes normal damage from fire and good-aligned weapons, and from spells or effects with the good descriptor.
+
+-----------------------------------------------
+
+Hippocampus
+DESC:This strange creature appears to be half-horse and half-fish. The front half resembles a sleek stallion with a flowing mane and long, sleek legs ending in wide fins rather than hooves. The hindquarters are that of a great fish.
+HIPPOCAMPUS CR 3
+XP 800
+CG Large magical beast (aquatic)
+Init +2; Senses darkvision 60 ft., low-light vision, scent;
+Perception +7
+
+AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
+hp 34 (4d10+12)
+Fort +7; Ref +6; Will +2
+Weakness water dependent
+
+Speed Swim 60 ft.
+
+Melee bite +7 (1d4+4) or tail slap +7 (1d6+4) or butt +7 (1d3+4)
+
+Space 10 ft.; Reach 5 ft.
+
+Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 10
+
+Base Atk +4; CMB +9; CMD 21 (can't be tripped)
+
+Feats Endurance, Skill Focus (perception)
+
+Skills Perception +7, Stealth +7 (+11 underwater), Swim +18; Racial Modifiers +4 Stealth underwater
+
+Environment temperate aquatic
+Organization solitary, pair or herd (3-8)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Water Dependency (Ex) Though they are unable to move on land, a hippocampus can breathe air (such as if it surfaces from the water). It can survive out of the water for 1 minute per 1 point of Constitution (after that, refer to the drowning rules in the Pathfinder Core Rulebook).
+
+-----------------------------------------------
+
+Hoar Fox
+DESC:This creature appears to be a silvery-gray fox with sapphire colored eyes.
+HOAR FOX CR 2
+XP 600
+N Small magical beast (cold)
+Init +3; Senses darkvision 60 ft., low-light vision, scent;
+Perception +8
+
+AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
+hp 24 (3d10+6)
+Fort +5; Ref +6; Will +2
+Immune cold
+Weaknesses vulnerability to fire
+
+Speed 40 ft.
+
+Melee bite +5 (1d6)
+
+Special Attacks breath weapon (cold)
+
+Str 10, Dex 17, Con 14, Int 2, Wis 12, Cha 6
+
+Base Atk +3; CMB +2; CMD 15 (19 vs. trip)
+
+Feats Skill Focus (perception), Weapon Finesse
+
+Skills Perception +8, Stealth +11 (+15 in natural
+
+environment), Survival +2; Racial Modifiers +4 Stealth in natural
+
+environment
+
+Environment cold hills
+Organization solitary, pair, or pack (3-6)
+Treasure none (pelt is worth 200 gp)
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Breath Weapon (Su) Once every 1d4 rounds, as a standard action, a hoar fox can expel a blast of frigid ice in a 30- foot cone. A creature in the area takes 2d6 points of cold damage (DC 13 Reflex save for half). The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Hoar Spirit
+DESC:This being is a gaunt humanoid dressed in tattered rags. Its skin is pale gray and ice crystals have formed on various parts of its body. Its hands end in claws, each with translucent icy blue nails. Its eyes are frozen solid and show no signs of life.
+HOAR SPIRIT CR 3
+XP 800
+CE Medium undead (cold)
+Init +2; Senses darkvision 60 ft., heatsense 60 ft.; Perception +11
+
+AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
+hp 26 (4d8+8)
+Fort +3; Ref +3; Will +6
+Immune cold, undead traits
+Weaknesses vulnerability to fire
+
+Speed 30 ft.
+
+Melee 2 claws +7 (1d4+3 plus 1d3 cold plus glaciate)
+
+Special Attacks cold (1d6), glaciate (DC 14)
+
+Spell-like Abilities (CL 4th):
+
+1/day-cone of cold (DC 17)
+
+Str 17, Dex 15, Con -, Int 10, Wis 15, Cha 15
+
+Base Atk +3; CMB +6; CMD 18
+
+Feats Alertness, Weapon Focus (claws)
+
+Skills Acrobatics +6, Climb +10, Perception +11, Sense Motive +4, Stealth +9
+
+Environment any cold land
+Organization pack (2-5) or gang (6-11)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Cold (Su) Hoar spirits generate intense cold. It deals an extra 1d3 points of cold damage with each claw attack. Creatures attacking a hoar spirit with unarmed or natural attacks take 1d3 points of cold damage each time they hit.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Glaciate (Su) A creature hit by a hoar spirit's claw must succeed on a DC 14 Fortitude save or by paralyzed by bone-numbing cold for 1d4+1 rounds and take 1 point of Dexterity damage. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Heatsense (Ex) Hoar spirits can detect heat (such as that generated by living creatures) within 60 feet, including the heat of invisible creatures. It functions as blindsense in regards to any non-visible heat sources within its range.
+
+-----------------------------------------------
+
+Hornet, Giant
+DESC:This massive horse-sized hornet has a black body with white markings on the thorax and abdomen and a cruel looking rapier-length stinger.
+GIANT HORNET CR 5
+XP 1,600
+N Large vermin
+Init +1; Senses darkvision 60ft.; Perception +9
+
+AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
+hp 45 (7d8+14)
+Fort +7; Ref +3; Will +3
+Immune vermin traits
+
+Speed 20 ft., fly 60 ft. (good)
+
+Melee bite +9 (1d3+5), sting +9 (1d4+5 plus poison)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks poison
+
+Str 20, Dex 12, Con 15, Int - Wis 13, Cha 11
+
+Base Atk +5 CMB +11; CMD 22
+
+Skills Perception +9, Survival +1 (+4 orient direction); Racial Modifiers +8 Perception, +4 Survival to orient direction
+
+SQ pheromone
+
+Environment temperate and warm land
+Organization solitary, cluster (2-5), or nest (11-20)
+Treasure standard or otherwise
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Sting-injury; save DC 21; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Pheromone (Ex) The first time a giant hornet is successfully hit in combat, it releases a fear pheromone that heightens the aggressiveness of all giant hornets within 50 feet. All affected giant hornets receive a +1 morale bonus on attack rolls for the remainder of the encounter and fight without penalty even while disabled or dying (see Pathfinder Core Rulebook).
+
+-----------------------------------------------
+
+Horsefly, Giant
+DESC:This creature looks like an 8-foot long hairy, black fly.
+GIANT HORSEFLY CR 3
+XP 800
+N Large vermin
+Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
+
+AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
+hp 26 (4d8+8)
+Fort +6; Ref +3; Will +2
+Immune mind-affecting effects
+
+Speed 20 ft., fly 60 ft. (good)
+
+Melee bite +6 (1d6+6 plus grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks blood drain (1d4 Constitution)
+
+Str 18, Dex 15, Con 14, Int -, Wis 12, Cha 7
+
+Base Atk +3; CMB +8 (+12 grapple); CMD 20
+
+Skills Fly +4, Perception +5; Racial Modifiers +4 Perception
+
+Environment temperate or warm forests and marshes
+Organization solitary, pair or nest (10-20)
+Treasure none
+
+-----------------------------------------------
+
+Huecuva
+DESC:This rotting and decaying humanoid is dressed in defiled and tattered priestly vestments. Worms crawl and slither into and out of its eye sockets, rib cage, and other decaying areas of its rotting form.
+HUECUVA CR 2
+XP 600
+CE Medium undead
+Init +6; Senses darkvision 60 ft.; Perception +5
+Aura faithless (30 ft.)
+
+AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
+hp 16 (3d8+3)
+Fort +2; Ref +3; Will +4
+DR 5/magic or silver; Immune undead traits
+
+Speed 30 ft.
+
+Melee 2 claws +4 (1d6+1 plus disease) Spell-like Abilities (CL 3rd):
+
+3/day-disguise self
+
+Str 13, Dex 14, Con -, Int 4, Wis 12, Cha 12
+
+Base Atk +2; CMB +3; CMD 15
+
+Feats Improved Initiative, Weapon Focus (claw)
+
+Skills Perception +5, Stealth +7
+
+Environment any
+Organization solitary, pair, or cloister (5-10)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Disease (Ex) Filth fever: Claw-injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Faithless (Su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based off that ability. This bonus stacks with channel resistance.
+
+-----------------------------------------------
+
+Huggermugger
+DESC:DESC:This small humanoid stands no ore than 3 to 4-feet tall, with cropped, black hair, hidden beneath a black hat, pulled low so as to hide its facial features. It conceals the rest of its body beneath a long dark robe. HUGGERMUGGER CR 1
+XP 400
+CN Small humanoid (dark folk)
+Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
+Aura confusion aura
+
+AC 15, touch 14, flat-footed 15 (+3 Dex, +1 natural, +1 size);
+natural cunning
+hp 9 (2d8)
+Fort +0; Ref +6; Will +1
+Immune natural cunning
+
+Speed 30 ft.
+
+Melee hook-blade +5 (1d4))
+
+Space 5 ft.; Reach 5 ft.
+
+Str 11, Dex 16, Con 10, Int 11, Wis 13, Cha 12
+
+Base Atk +1; CMB +0; CMD 13
+
+Feats Weapon Finesse
+
+Skills Perception +6, Sleight of Hand +11, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth
+
+Languages chatter (see description below)
+
+Languages: Huggermuggers PCs begin play speaking their own gibberish as well as a smattering of Common provided they have an Intelligence of at least 10. Huggermuggers with high Intelligence scores can choose from the following
+
+languages: Aklo, Dark Folk, Dwarven, Goblin, Orc, and Undercommon,.
+
+Gear hook-blade
+
+Environment underground
+Organization band (4-9) or swarm (10-20)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Confusion Aura (Su) A group of three or more huggermuggers can, as a free action, create an aura of confusion. Anyone within 40 feet of the huggermuggers must succeed at a Will save (DC 12, +1 per huggermugger in the group) or be affected as by a confusion spell for 5 rounds. All huggermuggers in the group must be within 30 feet of each other to create this aura. Each huggermugger may contribute to the confusion aura once per day. A creature that makes a successful save cannot be affected by the confusion aura of any huggermuggers in that group for one day. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Natural Cunning (Ex) Huggermuggers possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
+
+
+Hook-Blade (Exotic Light Melee Weapon)
+The hook-blade is 13 inches long with a wooden handle and finely sharpened, curved blade on one end. A smaller blade protrudes from the other side of the weapon. It resembles a kama with a smaller curved blade opposite the main blade.
+
+Hook-Blade: Cost 7 gp; Damage 1d4 (S), 1d6 (M); Crit x2; Weight 2 lb.; Type slashing; Special disarm.
+
+INPHIDIANS
+
+Somewhere in humanities lost aeons a race of malformed serpentine humanoids
+rose, now known as inphidians. While the truth of their origins has been long
+forgotten, most sages subscribe to one of two theories. The first states the
+creatures are the failed results of horrific experiments performed by the dark
+and nameless sorcerers of an ancient snakecult in their attempts to ensorcel
+their followers. The second theory contends the inphidians were once a cult of
+snakeworshippers cursed by an ancient snake-god for some transgression against
+the ethos. Whatever the truth, it appears as of late that the inphidians
+have evolved into true race, beyond the machinations of arcane experiments or
+curses. While there exist several known species, recent reports describe
+encounters with yet unidentified inphidians and others are sure to surface as
+encounters with the race grow more frequent.
+
+All inphidians, regardless of the subspecies, have viper heads in place of
+their hands. The creatures use these in combat to deliver a powerful bite that
+injects the victim with poison. Inphidians, particularly the craftsmen, wear
+special gloves called inphidian gauntlets that let them use their hands like
+any other humanoid with five digits (including an opposing thumb) uses its
+hands. See the sidebar for details on inphidian gauntlets.
+
+---
+
+Inphidian Gauntlets
+Aura faint transmutation; CL 3rd
+Slot hands; Price 24,000; Weight1/2 lb.
+
+DESCRIPTION
+Inphidian gauntlets are leather or metal gauntlets that provide a creature (normally an inphidian) with limbs but without humanoid hands a set of fully functional hands. When wearing these gauntlets, the creature can manipulate items normally considered unusable (because the creature lacks hands). The wearer can use its full Strength and Dexterity while wearing these gauntlets. An inphidian cannot use its hand-snake bite attacks while wearing inphidian gauntlets. These gauntlets serve no purpose to creatures with humanoid hands. These gauntlets are manufactured by inphidian craftsmen and are virtually unknown outside the inphidian community.
+
+CONSTRUCTION
+Requirements Craft Wondrous Item, alter self, Cost
+12,000 gp
+
+---
+
+Serpent Domain
+Granted Powers: Over time, your devotion bestows you with serpentine traits. As the great serpent, you can hypnotize prey with your serpentine glare and slowly develop immunity to poisons.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.SpellLike DESC:
+Serpent's Gaze (Sp) As a full-round action, you can attempt a gaze attack to hypnotize a single opponent within 30 feet as per the hypnotism spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison Resistance (Ex) At 8th level, whenever you fail your primary saving throw against poison, you automatically gain a second attempt to avoid the negative effects. At 12th level, you gain immunity to poison.
+
+Domain Spells 1st-magic fang, 2nd-summon swarm (snakes only), 3rd-greater magic fang, 4th-charm monster, 5th-animal growth, 6th-irresistible dance, 7th-creeping doom (Tiny snakes), 8th-animal shapes (snake forms only), 9th-summon nature's ally IX (snakes only)
+
+An important aspect of any inphidian community is religion. The inphidian race as a whole worships the Great Serpent (Hassith-Kaa). Little is known of this religion or the priests of the Great Serpent. Inphidian clerics can choose from any of the two following domains: Evil, Serpent (see sidebar), Strength, and Trickery.
+
+
+Inphidian Characters
+
+Languages: Inphidians begin play knowing their own language and can speak Common provided they have an intelligence of at least 10.
+Inphidians with higher intelligence can choose from any of the following bonus languages: Aklo, Dwarven, Elven, Goblin, Orc.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Bite-injury; save Fort DC 12 + 1/2 HD + Constitution modifier; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 1 save. The save is Constitution-based and includes a +2 racial bonus.
+
+-----------------------------------------------
+
+Inphidian, Cobra-Back
+DESC:This hideously formed humanoid covered with bluish green scales stands roughly taller than a man. A large flap of skin forms a cobra-like hood that runs from the back of the head, halfway down the spine. Its eyes burn like crimson embers and its long forked tongue flickers. But the creature's most unnerving features are its hands which end in viper heads complete with sharp fangs that drip with venom.
+
+COBRA-BACK INPHIDIAN CR 3 XP 800
+NE Medium monstrous humanoid (reptilian)
+Init +3; Senses darkvision 60 ft.; Perception +10
+
+AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
+hp 37 (5d10+10)
+Fort +5; Ref +7; Will +5
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +9 (1d4+3 plus poison)
+
+Special Attacks poison (DC 16), spit poison
+
+Str 16, Dex 17, Con 15, Int 12, Wis 13, Cha 12
+
+Base Atk +5; CMB +8; CMD 21
+
+Feats Alertness, Great Fortitude, Weapon Focus (snakehand bites)
+
+Skills Acrobatics +8, Craft (alchemy) +9, Perception +11, Sense Motive +8, Stealth +11
+
+Languages Aklo, Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary or troupe (1 cobra-back plus 3-5 common inphidians)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Spit Poison (Ex) Once every 1d4 rounds, a cobra-back can spit a line of inphidian poison from its mouth to a range of 20 feet.
+
+-----------------------------------------------
+
+Inphidian, Common
+DESC:This strange 6-foot tall humanoid is covered with blue-green scales and its head is almost snake-like in appearance. It has no hair on its head or body. Where its hands should be, are instead the snapping the heads of a cruel fanged vipers.
+
+COMMON INPHIDIAN CR 3 XP 800
+NE Medium monstrous humanoid (reptilian)
+Init +7; Senses darkvision 60 ft.; Perception +8
+
+AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
+hp 30 (4d10+8)
+Fort +3; Ref +7; Will +5
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +6 (1d4+2 plus poison)
+
+Special Attacks blinding spray, poison (DC 16)
+
+Str 14, Dex 17, Con 15, Int 12, Wis 13, Cha 12
+
+Base Atk +4; CMB +6; CMD 19
+
+Feats Alertness, Improved Initiative
+
+Skills Climb +9, Craft (alchemy) +8, Perception +10, Stealth +8, Sense Motive +7
+
+Languages Aklo, Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary, pair, hunting party (25), band (10-20 plus 50% noncombatants plus 1 4th-level sergeant per 10 adults and 1 leader of 5th-7th level), or tribe (50-100 plus 1 3rd-level sergeant per 10 adults, 1 or 2 lieutenants of 5th or 6th level, and 1 leader of 7th-10th level)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Blinding Spray (Ex) Once every 1d4 rounds, a common inphidian can spew forth a 20-foot line of milky-white liquid that causes blindness (as the blindness spell) for 6 rounds to any creature struck. A DC 14 Reflex save negates the effect. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Inphidian, Dancer
+DESC:A shapely feminine humanoid with pale bluish green scales sways in lithe and elegant rhythm. As she moves, her forked tongue flickers and her eyes burn crimson. Where her hands should be, a viper head sprouts from each wrist.
+
+DANCER INPHIDIAN CR 3 XP 800
+NE Medium monstrous humanoid (reptilian)
+Init +3; Senses darkvision 60 ft.; Perception +10
+
+AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
+hp 30 (4d10+8)
+Fort +3; Ref +7; Will +5
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +5 (1d4+1 plus poison)
+
+Special Attacks entrancing dance, poison (DC 16)
+
+Str 12, Dex 17, Con 14, Int 13, Wis 12, Cha 15
+
+Base Atk +4; CMB +5; CMD 18
+
+Feats Alertness, Skill Focus (Perform [dance])
+
+Skills Bluff +6, Perception +10, Perform (dance) +9, Sense Motive +7, Stealth +10
+
+Languages Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary or troupe (1 dancer plus 2-4 common inphidians)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Entrancing Dance (Su) a dancer inphidian can sway its body in a rhythmic motion that charms all those within 30 feet viewing the dance. The charmer makes a Perform (dance) check. Those viewing the dance must make a successful Will save (DC equal to the charmer's Perform check) or be fascinated for 1d4+2 rounds. A creature that makes a successful save is immune to the entrancing dance of that charmer for one day.
+
+-----------------------------------------------
+
+Inphidian, Night Adder
+DESC:Dressed in black robes, this creature has black scales covering its entire body. Its head is serpentine and its arms end in snake-like hands resembling black mambas.
+
+NIGHT ADDER INPHIDIAN CR 5 XP 1,600
+NE Medium monstrous humanoid (reptilian)
+Init +6; Senses darkvision 60 ft.; Perception +15
+
+AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
+hp 45 (6d10+12)
+Fort +6; Ref +7; Will +7;
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +8 (1d4+1 plus poison)
+
+Special Attacks poison (DC 17)
+
+Spell-Like Abilities (CL 7th)
+
+3/day-cause fear (DC 13), darkness, hypnotic pattern (DC 13)
+
+1/day-suggestion (DC 15)
+
+Str 12, Dex 15, Con 15, Int 13, Wis 14, Cha 14
+
+Base Atk +6; CMB +7; CMD 19
+
+Feats Great Fortitude, Improved Initiative, Weapon Finesse
+
+Skills Craft (alchemy) +10, Knowledge (nature) +7, Knowledge (any one) +7, Perception +15, Stealth +15 (+19 in shadow); Racial Modifiers +4 Perception, +4 Stealth (+8 in areas of shadow)
+
+Languages Aklo, Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary or troupe (1 night adder plus 2 cobra- backs and 1d6 common inphidians)
+Treasure standard
+
+
+NIGHT ADDER PRIEST INPHIDIAN CR 7 XP 3,200
+Night adder inphidian cleric of Hassith-Kaa 5 NE Medium monstrous humanoid (reptilian) Init +6; Senses darkvision 60 ft.; Perception +26
+
+AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 natural)
+hp 86 (6d10+12 plus 5d8+10 plus 5)
+Fort +11; Ref +9; Will +14
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +11 (1d6+1 plus poison)
+
+Special Attacks channel negative energy 7/day (DC 18, 3d6), poison (DC 19), spontaneous casting (inflict spells)
+
+Spell-Like Abilities (CL 7th)
+
+3/day-cause fear (DC 15), darkness, hypnotic pattern (DC 15)
+
+1/day-suggestion (DC 17)
+
+Domain Spell-Like Abilities (CL 5th)
+
+7/day-serpent's gaze (DC 15), touch of evil (melee touch +11, 2 rounds)
+
+Spells Prepared (CL 5th):
+
+3rd-bestow curse (DC 17), contagion (DC 17), greater magic fangD
+
+2nd-desecrate, hold person (DC 16), shatter (DC 16), summon swarm (snakes)D
+
+1st-bane (DC 15), command (DC 15), curse water (DC 15), doom (DC 15), protection from goodD
+
+0 (at will)-detect magic, detect poison, read magic, resistance
+
+D domain spell; Domains Evil, Serpent (see sidebar)
+
+Str 13, Dex 15, Con 14, Int 15, Wis 18, Cha 18
+
+Base Atk +9; CMB +7; CMD 19
+
+Feats Alertness, Great Fortitude, Improved Channel, Improved Initiative, Improved Natural Attack, Weapon Finesse
+
+Skills Craft (alchemy) +11, Knowledge (nature) +8, Knowledge (religion) +16, Perception +26, Sense Motive +22, Stealth +18 (+22 in shadow); Racial Modifiers +4 Perception, +4 Stealth (+8 in areas of shadow)
+
+Languages Aklo, Common, Inphidian Combat
+
+Gear 3 potions of cure light wounds, 2 potions of cure moderate wounds, wand of cure light wounds (CL 5th, 20 charges);
+
+Other Gear chain shirt, cloak of resistance +1, caduseus holy symbol
+
+-----------------------------------------------
+
+Inphidian, Rattler
+DESC:Ornate diamond shaped patterns cover the flesh of this serpentine horror. The most noticeable feature of his humanoid torso is its arms-they end in snake heads rather than hands. Its snake arms and heads have a distinctive triangular shape with a pit above the nostrils and before the slit-like eyes. This creature has no legs but instead has the lower half of a monstrous rattlesnake complete with a foot long rattle which twitches ominously at the tip.
+
+RATTLER INPHIDIAN CR 4 XP 1,200
+NE Medium monstrous humanoid (reptilian)
+Init +2; Senses darkvision 60 ft.; Perception +15
+
+AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
+hp 51 (6d10+18)
+Fort +5; Ref +7; Will +7;
+
+Speed 30 ft., climb 20 ft., swim 20 ft.
+
+Melee 2 snake-hand bites +11 (1d6+4 plus poison)
+
+Special Attacks death rattle, poison (DC 18)
+
+Str 18, Dex 15, Con 17, Int 12, Wis 14, Cha 13
+
+Base Atk +6; CMB +10; CMD 22
+
+Feats Blind-Fight, Power Attack, Weapon Focus (snake-hand bites)
+
+Skills Climb +21, Diplomacy +7, Intimidate +10, Perception +15, Stealth +11, Swim +12; Racial Modifiers +4 Perception
+
+Languages Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary or band (1 rattler plus 2-5 common inphidians and 1 cobra-back inphidian)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Death Rattle (Su): Once every 1d4 rounds, a rattler inphidian can unleash a death rattle in a 40-foot radius around itself. Creatures caught in the area take 3d6 points of damage. A DC 16 Fortitude save reduces the damage by half. The save DC is Constitution-based. This is a sonic effect.
+
+-----------------------------------------------
+
+Iron Cobra
+DESC:This creature resembles a small metallic cobra. Its body sheens with a silver hue and its eyes are small pinpoints of red light.
+IRON COBRA CR 2
+XP 600
+N Small construct
+Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
+
+AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
+hp 15 (1d10+10)
+Fort +0, Ref +2, Will +0
+DR 5/-; Immune construct traits; SR 13
+
+Speed 40 ft.
+
+Melee bite +3 (1d6+1 plus poison)
+
+Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1
+
+Base Atk +1; CMB +1; CMD 13 (can't be tripped) Skill Stealth +12; Racial Modifiers +6 Stealth
+
+SQ find target
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Find Target (Su) Once per day, an iron cobra's creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite-injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
+
+-----------------------------------------------
+
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