|
From: <nu...@us...> - 2014-04-29 22:00:23
|
Revision: 23740
http://sourceforge.net/p/pcgen/code/23740
Author: nuance
Date: 2014-04-29 22:00:16 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "n?\226?\128?\147p" 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/n_p,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 2014-04-29 20:37:54 UTC (rev 23739)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-29 22:00:16 UTC (rev 23740)
@@ -875,97 +875,97 @@
Necrophidius 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 Simon Tilbrook.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Nereid 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.
+Netherspark 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.
+Nilbog 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 Roger Musson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Niln (Vapor Horror) 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.
+Nuckalavee 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.
+Oakman 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.
+Obsidian Minotaur 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.
+Ogren 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.
+Ogrillon 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 R. K. R. Chilman.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Oil Shark 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.
+Onyx Deer 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.
+Ooze, Amber 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.
+Ooze, Crystal 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.
+Ooze, Entropic 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.
+Ooze, Glacial 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.
+Ooze, Magma 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.
+Ooze, Mercury 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.
+Ooze, Metallic (Hoard Ooze) 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.
+Ooze, Undead 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 Sword & Sorcery Studios.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Vampiric 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.
+Orc, Black (Black Orc of Orcus) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Black cleric of Orcus, from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Blood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Ghost-Faced from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Greenskin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orog 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 Wizards of the Coast.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pech 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.
+Phantasm 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.
+Phantom Stalker 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 Ian Livingstone.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Phasma 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.
+Phlogiston 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.
+Phooka 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.
+Phycomid 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.
+Pit Hag 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.
+Poltergeist 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 Lewis Pulsipher.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Proscriber 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.
+Protector 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 Jean Wells.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Psiwyrm (Draco Presentia Facultas) 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.
+Pudding, Blood 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.
+Pudding, Brown 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.
+Pudding, Dun 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.
+Pudding, Stone 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.
+Pudding, White 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.
+Pyrolisk 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.
+Quantum 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.
+Quasi-Elemental, Acid 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.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/n_p,txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/n_p,txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/n_p,txt 2014-04-29 22:00:16 UTC (rev 23740)
@@ -0,0 +1,2154 @@
+Nazalor
+DESC:This creature resembles a bipedal, stocky, bronze furred hyena with slightly oversized claws and fangs.
+NAZALOR CR 6
+XP 2,400
+CN Medium magical beast
+Init +3; Senses darkvision 60 ft., low-light vision, scent;
+Perception +6
+
+AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
+hp 76 (8d10+32)
+Fort +10; Ref +9; Will +3
+
+Speed 30 ft.
+
+Melee 2 claws +13 (1d8+5), 1 bite +13 (1d8+5)
+
+Special Attacks rage, stun
+
+Str 21, Dex 16, Con 18, Int 5, Wis 12, Cha 11
+
+Base Atk +8; CMB +13; CMD 26
+
+Feats Diehard, Endurance, Power Attack, Skill Focus (survival)
+
+Skills Perception +6, Stealth +8, Survival +8 (+12 scent tracking); Racial Modifiers +4 when tracking by scent
+
+Languages Sylvan (cannot speak)
+
+Environment temperate forests
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Rage (Ex) Three times per day, a nazalor can whip itself into a maddening frenzy. As long as it rages it gains +4 Strength, +4 Constitution, and -2 AC. This rage lasts up to 1 minute, but the nazalor can end it early if desired. It is not fatigued when its rage ends. While raging, a nazalor has the following changes made to the statistics block above: AC 16 (+3 Dex, +5 natural, -2 rage), touch 11, flat-footed 13; hp 92; Atk 2 claws +15 (1d8+7) and bite +15 (1d8+7); Fort +12; Str 25; Con 22.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Stun (Ex) If a nazalor hits an opponent with both claws and its bite in the same round, that opponent must succeed on a DC 18 (DC 20 when raging) Fortitude save or be stunned for 1d2 rounds. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Necrophidius
+DESC:This creature monster has a long skeletal body topped with a fanged human skull. Its eyes glow with a hellish red light.
+NECROPHIDIUS CR 2
+XP 600
+N Large construct
+Init +3; Senses low-light vision, darkvision 60 ft.; Perception +0
+
+AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
+hp 46 (3d10+30)
+Fort +1, Ref +, Will +1
+DR 5/bludgeoning; Immune construct traits
+
+Speed 30 ft.
+
+Melee bite +5 (1d8+3 plus paralysis)
+
+Space 10 ft; Reach 5 ft.
+
+Special Attacks dance of death, paralysis (1d6 minutes, DC 12)
+
+Str 16, Dex 17, Con -, Int -, Wis 11, Cha 12
+
+Base Atk +3; CMB +7; CMD 20 (can't be tripped)
+
+Skills Stealth +11; Racial Modifiers +12 Stealth
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Dance of Death (Ex) A necrophidius can entrance opponents by swaying back and forth. Those within 30 feet viewing the dancing snake must succeed on a DC 12 Will save or be dazed for 2d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.
+
+Rattler
+
+A variation of the necrophidius, the rattler is constructed from the skeletal remains of a giant rattlesnake. During the creation process, the tail rattle is left intact and magicked to create a confusion effect on those that hear it rattle. The rattler uses the same statistics as the standard necrophidius except it does not gain the necrophidius' dance of death special attack. Instead it gains the special attack detailed below.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Rattle (Ex) By shaking its tail rattle, the creature emits a rattling noise to a range of 30 feet. Those within the area that hear this rattle must succeed on a DC 12 Will save or be affected as by a confusion spell for 2d4 rounds. The save DC is Charisma-based.
+
+-----------------------------------------------
+
+Nereid
+DESC:This beautiful woman has pearlescent skin and long, dark hair. Her nudity is barely hidden by a diaphanous, wet shawl.
+NEREID CR 10
+XP 9,600
+CN Medium fey (water)
+Init +9; Senses low-light vision; Perception +21
+Aura beguiling aura
+
+AC 25, touch 25, flat-footed 15 (+5 deflection, +9 Dex, +1 dodge)
+hp 126 (12d6+84)
+Fort +11, Ref +17, Will +14
+Defensive Abilities transparency; DR 10/cold iron; Immune
+cold, poison; SR 21
+Weaknesses shawl
+
+Speed 30 ft., swim 60 ft
+
+Melee touch +15 (poison)
+
+Ranged spray +15 (poison)
+
+Special Attacks drowning
+
+kiss Spell-like Abilities (CL 12th)
+
+At will-control water, suggestion (DC 20; only against creatures that are currently fascinated by her beguiling aura)
+
+1/day-summon monster VI (water elementals only)
+
+Str 11, Dex 29, Con 24, Int 14, Wis 22, Cha 21
+
+Base Atk +6; CMB +15; CMD 37
+
+Feats Ability Focus (poison), Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse
+
+Skills Bluff +20, Escape Artist +24, Knowledge (nature) +17, Knowledge (nature) +17, Perception +21, Sense Motive +21, Stealth +24, Swim +23
+
+Languages Aquan, Common, Sylvan
+
+SQ change shape (Medium water elemental, elemental body II), unearthly grace
+
+Environment any aquatic
+Organization solitary or troupe (1 nereid plus 1 giant squid, 1 giant octopus, 1 giant moray eel, or 1 orca)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Beguiling Aura (Su) Any creature sexually attracted to women runs the risk of being beguiled by a nereid if it looks upon her beauty from a distance of 30 feet or less. If the creature fails a DC 25 Will save, it is immediately fascinated. A nereid may use her suggestion spell-like ability at will against creatures that are fascinated by her beguiling aura. This is a mind-affecting compulsion effect. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Drowning Kiss (Su) A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a DC 23 Fortitude save to cough up this water; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to -1 hit points and be dying; on the third round it must save again or die (see page 445 of the Pathfinder Core Rulebook). The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Touch or spray-contact; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con plus blindness; cure 2 consecutive saves.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Shawl (Ex) A nereid's shawl (hardness 2, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the Nereid takes 1d6 points of Constitution drain per hour until she dies. A nereid can craft a new shawl from water by making a DC 25 Will save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid's shawl require the sunder or disarm attempts.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Transparency (Su) When underwater, a nereid's body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Unearthly Grace (Su) A nereid adds her Charisma bonus as a deflection bonus to her Armor Class and CMD if she wears no armor.
+
+-----------------------------------------------
+
+Netherspark
+DESC:This creature looks like a 6-foot tall humanoid whose form is composed of dark matter. Its head is featureless and sports no eyes, ears, nose, or mouth. It wears no clothes and bands of silver and white crackle and dance in its form.
+NETHERSPARK CR 7
+XP 3,200
+NE Medium outsider (evil, extraplanar)
+Init +7; Senses darkvision 60 ft.; Perception +20
+
+AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
+hp 125 (10d10+70)
+Fort +12; Ref +10; Will +10
+DR 10/magic; Immune negative energy; Resist positive energy 16
+
+Speed 30 ft.
+
+Melee 2 slam +14 (1d6+4)
+
+Ranged negative energy ray +13 touch (1 level, DC 22)
+
+Special Attacks negative energy aura, negative energy burst, negative energy ray
+
+Str 19, Dex 16, Con 24, Int 14, Wis 16, Cha 14
+
+Base Atk +10; CMB +14; CMD 27
+
+Feats Alertness, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (ray)
+
+Skills Acrobatics +16, Bluff +15, Climb +14, Diplomacy + Intimidate +15, Knowledge (planes) +15, Linquistics +3, Perception +20, Survival +15
+
+Languages Celestial, Common, Draconic, and Infernal
+
+Environment Negative Energy Plane
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Negative Energy Aura (Ex) Being composed of negati energy, a netherspark radiates an aura of such energy a 10-foot radius. Any living creature within this area ta point of damage per round until it leaves the area. U in the area heal 1 hit point each round they remain in area. Undead cannot more hit points than their normal total from the netherspark's aura.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Negative Energy Burst (Su) Once every 1d4 rounds, a netherspark can release a burst of negative energy in a 20-foot radius around it. Creatures in the area take 1d8+10 points of negative energy damage. Undead take no damage but heal a number of hit points equal to what the ray would otherwise deal.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Negative Energy Ray (Su) Once per round as a standard action, a netherspark can release a ray of negative energy with a rangte of 40 feet as a ranged touch attack. A target hit takes gains one negative level if it fails a DC 22 Fortitude saving throw. On a successful save, the target avoids the negative level but still takes 1d8 points of negative energy damage. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Nilbog
+DESC:This creature resembles a small humanoid with a flat face, broad nose, pointed ears, wide mouth, and small, sharp fangs. It walks upright, but its arms hang down almost to its knees.
+NILBOG CR 1
+XP 400
+NE Small humanoid (goblinoid)
+Init +1; Senses darkvision 60 ft.; Perception +5
+Aura spatio-temporal reversal (20 ft., Will DC 11)
+
+AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 size)
+hp 5 (1d8+1)
+Fort +3; Ref +1; Will -1
+Defensive Abilities damage reversal
+
+Speed 30 ft.
+
+Melee morningstar +1 (1d6)
+
+Ranged javelin +2 (1d4)
+
+Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 N
+
+Base Atk +0; CMB -1; CMD 10
+
+Feats Alertness
+
+Skills Perception +5, Ride +5, Sense Motive +1, Stealth +9; Racial Modifiers +4 Stealth
+
+Languages Goblin
+
+Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
+
+Gear studded leather armor, morningstar, 3 javelins
+
+Environment temperate plains and underground
+Organization gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Damage Reversal (Ex) When struck by any attack that would normally damage the nilbog, it actually gains hit points equal to the damage the attack would have otherwise dealt. A nilbog gains any extra hit points above its normal total as temporary hit points, though it can never have more than twice its normal hit points. (Excess hit points are simply lost.). The nilbog can only be damaged through the use of curative magic and effects (cure light wounds and healing potions, for instance). Curative magic deals damage equal to the amount it would normally heal.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Spatio-Temporal Reversal (Ex) A nilbog constantly emanates an aura of confusion in a 20-foot-radius. A creature in the area must succeed on a DC 11 Will save or be affected as if by a confusion spell (caster level 4th). The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Niln (Vapor Horror)
+DESC:A large amorphous cloud of nearly transparent vapor hovers. Small water droplets dance and play around the form and occasionally drop to the ground. Three large sapphire droplets centered on their form function as eyes. When manipulating objects or attacking, nilns form wispy and vaporous tendrils.
+NILN CR 5
+XP 1,600
+N(E) Medium outsider (air, extraplanar, water)
+Init +8; Senses darkvision 60ft.; Perception +13
+
+AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
+hp 55 (5d10+10)
+Fort +6; Ref +8; Will +4
+Defenses elemental traits; DR 5/-
+
+Speed fly 60 ft. (perfect)
+
+Melee slam +9 (2d6+1)
+
+Special Attacks drench, drowning fog
+
+Str 12, Dex 19, Con 14, Int 6, Wis 13, Cha 11
+
+Base Atk +5; CMB +6; CMD 20
+
+Feats Improved Initiative, Iron Will, Weapon Finesse
+
+Skills Fly +12, Knowledge (the planes) +6, Perception +13, Stealth +12
+
+Languages Niln
+
+SQ vapor form
+
+Environment Quasi-Plane of Vapor
+Organization solitary or gang (2-4)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Drench (Ex) The niln's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire as dispel magic (caster level equals the niln's HD).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Vapor Form (Su) The niln spends the majority of its time in more or less solid form, but it can assume vapor form at will. It can switch forms once per round as a free action and can spend up to 20 rounds per day in vapor form. A niln in vapor form can fly at 60 feet per round (perfect). This ability is otherwise similar to a gaseous form spell (caster level 5th).
+
+-----------------------------------------------
+
+Nuckalavee
+DESC:A large skinless warhorse ridden by a similarly skinless rider approaches. As it nears, one can clearly see the rider growing straight out of the creature's back. The monster's internal organs, veins that carry its blackened blood, and corded muscles are all easily seen by one viewing the creature. A thin layer of reddish mucus covering its body gives off a putrid odor. Its eyes are stark white, while those of the rider are a hellish red. Its body is hairless save for its bushy, matted, and bloodstained horse-like tail.
+NUCKALAVEE CR 9
+XP 6,400
+CE Large aberration
+Init +6; Senses darkvision 60 ft.; Perception +13
+
+AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size,)
+hp 104 (11d8+55)
+Fort +8; Ref +5; Will +9
+DR 10/cold-iron; SR 20
+
+Speed 50 ft.
+
+Melee 2 hooves +13 (1d6+5, 19-20/x3), bite +11 (1d6+2, 19- 20/x3), Huge greataxe +10 (3d6+2, crit x3)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks breath weapon (20-ft cone of gas, 6d6 acid damage, Fort DC 20 for half; usable every 1d4 rounds), horrific appearance, trample (1d6+7; DC 20)
+
+Str 21, Dex 15, Con 20, Int 8, Wis 15, Cha 14
+
+Base Atk +8; CMB +14; CMD 26 (30 vs trip)
+
+Feats Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (bite), Weapon Focus (hoof)
+
+Skills Intimidation +14, Perception +13, Stealth +13, Survival +13
+
+Languages Common, Sylvan
+
+SQ augmented critical
+
+Environment temperate forests
+Organization solitary or pack (2-5)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Augmented Critical (Ex) a nuckalavee threatens a critical on a natural 19-20 with a hoof or bite. A successful critical hit deals triple damage.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Horrific Appearance (Su) a creature viewing the grotesque form of a nuckalavee must make a successful DC 17 Fortitude save or take 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but a creature reduced to 0 is helpless. Whether or not the save is successful, that creature cannot be affected by the horrific appearance of that nuckalavee for one day. The save DC is Charisma-based. Nuckalavee are not affected by the horrific appearance of other nuckalavees.
+
+-----------------------------------------------
+
+Oakman
+DESC:This squat fey creature's brownish-green skin is as tough as tree bark. He has unkempt green hair, pale green eyes, and bulbous nose.
+OAKMAN CR 3
+XP 800
+CN Small fey
+Init +1; Senses low-light vision; Perception +8
+
+AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural, +1 size)
+hp 16 (3d6+6)
+Fort +3; Ref +4; Will +5
+DR 5/cold iron
+Weaknesses tree dependent
+
+Speed 20 ft., climb 30 ft.
+
+Melee +1 club +5 (1d8+2 )
+
+Special Attacks shillelagh
+
+Str 12, Dex 13, Con 14, Int 11, Wis 15, Cha 14
+
+Base Atk +1; CMB +1; CMD 12
+
+Feats Skill Focus (Craft (herbalism)), Weapon Focus (club)
+
+Skills Climb +15, Craft (herbalism) +9, Knowledge (nature) +6, Perception +8, Stealth +11, Survival +8
+
+Languages Common, Sylvan
+
+SQ moss, tree stride
+
+Environment temperate forest
+Organization solitary or troupe (2-12)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Shillelagh (Su) Any oaken club or staff wielded by an oakman automatically gains the benefits of the shillelagh spell (caster level 5th). The oakman does not have to cast this spell to get the benefit; its effects are automatic as long as the club or staff is in the oakman's hands. (This benefit is already included in the statistics block above.) In anyone else's hands, the oaken club or staff functions as a normal weapon of whatever type it is.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss (Ex) Using his unique knowledge of plants and herbal mixtures, an oakman can concoct unusual cakes from tree moss. A typical oakman has 1d6 moss cakes of random type on his person. These moss cakes have a variety of effects and must be eaten by the target creature to take effect. Saves (where applicable) have a DC of 15.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Ability Score Damage: The victim suffers 1d6 points of ability damage to a random ability (determined when the moss cake is created). One day after eating the moss cake, if the victim doesn't receive a restoration spell, it must make another successful save or one point of the ability damage is actually drain.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Coloration: This moss cake is quite harmless when eaten and does nothing more than cause the victim's skin to become spotted. The spots can be of just about any color, though most tend to be brown, red, or blue. The spots last for 1 hour before fading.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Healing: This moss cake heals the target as by a heal spell cast by a 5th-level cleric.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Lethargy: The victim falls into a state of apathy and becomes sluggish if it fails a Fortitude save. The effects last for 30 minutes. While affected, the victim moves at one-half its normal speed and suffers a -2 circumstance penalty to AC and on attack rolls, checks, and saves.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Pain: Eating this moss cake wracks the victim with pain for 1d4 hours if it fails a Fortitude save. During this time, the victim suffers a -2 circumstance penalty on attack rolls, weapon damage rolls, and ability and skill checks.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Poison: Eating this moss cake poisons the victim (ingestion; save Fort DC 15; effect 1d6 Con, cure two consecutive saves).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Sleep: This moss cake puts the victim to sleep for 1 hour (as the sleep spell) if it fails a Fortitude save.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Tree Dependent (Su) An oakman is mystically bonded to a single, enormous tree and must never stray more than a mile from it. An oakman who moves more than a mile from his bonded tree immediately becomes sickened. Every hour thereafter, he must make a DC 15 Fortitude save to resist becoming nauseated for an hour. An oakman that is out of range of his bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows-eventually, this separation kills the oakman. An oakman cannot forge a new bond with a new tree; if his tree is destroyed, he will eventually sicken and die.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Tree Stride (Su) At will, an oakman can create an effect identical to that of the tree stride spell (caster level 5th). Oakmen can only travel through oak trees. This ability can be negated or dispelled, but the oakman can restart it on its next turn.
+
+-----------------------------------------------
+
+Obsidian Minotaur
+DESC:This creature appears as a powerfully constructed minotaur, twice the size of a normal human, and carved of obsidian. Its hands end in slightly oversized claws and its feet are splayed hooves. Small pinpoints of
+bluish light can be seen in its eyes.
+
+OBSIDIAN MINOTAUR CR 9 XP 6,400
+N Large construct
+Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
+
+AC 25, touch 9, flat-footed 25 (+16 natural, -1 size)
+hp 96 (12d10+30)
+Fort +4; Ref +4; Will +4
+DR 10/adamantine; Immune magic, construct traits
+
+Speed 20 ft.
+Melee 2 claws +17 (2d8+6 plus 1d6 fire)
+Space 10 ft.; Reach 10 ft.
+Special Attacks breath weapon (10-ft. cube, DC 16, 1d4 Dex damage, useable every 1d4+1 rounds), burn
+
+Str 22, Dex 10, Con -, Int -, Wis 11, Cha 1
+Base Atk +12; CMB +19; CMD 29
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Breath Weapon (Su) As a free action, once every 1d4+1 rounds, an obsidian minotaur can expel a cloud of gas directly in front of it. The cloud fills a 10-ft. cube and lasts for 1 round before dispersing. Any creature in the area must succeed on a DC 16 Fortitude save or take 1d4 points of Dexterity damage. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Burn (Ex) The claws of an obsidian minotaur deal 1d6 points of fire damage each time they hit. A creature hit must succeed on a DC 16 Reflex save or take 1d6 points of fire damage for 1d4+1 rounds as clothes ignite and armor becomes searing hot. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Immunity to Magic (Ex) An obsidian minotaur is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its hit points. A stone to flesh spell does not actually change the obsidian minotaur's structure but negates its damage reduction and immunity to magic for 1 full round.
+
+-----------------------------------------------
+
+Ogren
+DESC:This humanoid stands over seven feet tall, its features an amalgam of goblin and ogre. Coarse brown hair covers its sickly yellowish hide, though its hideous face remains entirely hairless, except for the long, knotted tangle of greasy hair spilling from its head. It stares coldly with deep-set eyes the color of pitch.
+OGREN CR 1
+XP 400
+NE Medium humanoid (ogren)
+Init +0; Senses darkvision 30 ft.; Perception +2
+
+AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural)
+hp 13 (2d8+4)
+Fort +5; Ref +0; Will +0
+
+Speed 30 ft.
+
+Melee longspear +5 (1d8+3 x3 crit)
+
+Str 17, Dex 11, Con 14, Int 10, Wis 11, Cha 8
+
+Base Atk +1; CMB +4; CMD 14
+
+Feats Weapon Focus (longspear)
+
+Skills Perception +2, Stealth +4; Racial Modifiers +2 Stealth
+
+Languages Common, (Giant or Goblin 50% of either)
+
+Languages: Common and Goblin or Giant (50% chance for either). Ogrens with high Intelligence can choose from the following languages: Elven, Goblin or Giant (whichever isn't an automatic language), Orc, and Sylvan.
+
+SQ ogre blood
+
+Gear hide armor, longspear
+
+Environment temperate hills and plains
+Organization solitary, band (5-8), raiding party (6-11 and one leader of 5th-7th level), or clan (10-24, plus 100% noncombatants, one shaman of 5th-7th level, one leader of 7th-9th level, 2-4 ogres, and 5-8 hobgoblins)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Ogre Blood (Ex): Fifty percent of ogren have enough ogre blood in their veins to qualify as ogres. Those that qualify are considered ogres for all special abilities and effects.
+
+-----------------------------------------------
+
+Ogrillon
+DESC:This ugly brute appears to be a mix of ogre and perhaps orc. Its skin is covered in closely fitting bony plates and nodes akin to an alligator. Its hair is greasy, ragged, and generally unkempt. It exudes a strong sour odor from its body.
+OGRILLON CR 1
+XP 400
+CE Medium humanoid (ogrillon)
+Init +0; Senses darkvision 60 ft.; Perception +0
+
+AC 14, touch 10, flat-footed 14 (+4 natural)
+hp 13 (2d8+4)
+Fort +5, Ref +0, Will -1
+
+Speed 30 ft.
+
+Melee unarmed strike +6 (1d4+4)
+
+Special Attacks reinforced fists
+
+Str 19, Dex 10, Con 14, Int 7, Wis 8, Cha 8
+
+Base Atk +1; CMB +5; CMD 15
+
+Feats Weapon Focus (unarmed strike)
+
+Skills Climb +8, Perception +0
+
+Languages Giant
+
+Languages: Ogrillons begin play speaking Giant, and can also speak Common if they have an Intelligence of at least 10. Ogrillons with high Intelligence scores can choose from the following
+
+languages: Dwarf, Gnoll, Goblin, Orc.
+
+SQ orc/ogre blood
+
+Environment any land and underground
+Organization solitary, gang (2-5), tribe (5-30 plus 1 4th-level sergeant per 10 adults and 1 leader of 5th-7th level), or warband (3-8 plus 10-24 orcs)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Orc/Ogre Blood (Ex): For all special abilities and effects, an ogrillon is considered an orc or ogre. For example, ogrillons can use special ogre or orc weapons or magic items with racially specific ogre or orc powers as if they were ogres or orcs.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Reinforced Fists (Ex): Ogrillons are considered to be armed even when unarmed (i.e., they do not provoke attacks of opportunity from armed opponents when attacking them and can themselves still make an attack of opportunity against an opponent that attacks unarmed). Additionally, they always deal lethal damage rather than nonlethal damage when fighting unarmed.
+
+----------------------------------------------
+
+Oil Shark
+DESC:An immense, eyeless shark over 20 feet long feet darts through the flames, its blackish-blue, metallic scales gleam with blackish oil
+OIL SHARK CR 7
+XP 3,200
+N Huge magical beast (aquatic, extraplanar, fire) Init +6; Senses Blindsense 30 ft., keen scent 180 ft.; Perception +8
+
+AC 19, touch 10, flat-footed 19 (+2 Dex, +9 natural, -2 size)
+hp 85 (10d10+30)
+Fort +10; Ref +9; Will +6
+DR 5/ -; Immune fire
+Weakness vulnerability to cold
+
+Speed Swim 60 ft.
+
+Melee bite +14 (2d6+9)
+
+Space 15 ft.; Reach 10 ft.
+
+Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 2
+
+Base Atk +10 CMB +18; CMD 31
+
+Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
+
+Skills Escape Artist +13 (+21 vs. grapple), Perception +8, Swim +20; Racial Modifiers +8 Escape Artist to escape a grapple
+
+Environment Sea of Fire (Plane of Fire and Plane of Molten Skies) Sea of Fire (Plane of Fire and Plane of Molten Skies)
+Organization solitary, school (2-5), or pack (6-11)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Keen Scent (Ex) An oil shark can notice creatures by scent in a 180-foot radius and detect blood in oil or water at ranges of u p to one mile.
+
+Oil Shark Armor (Medium Armor)
+Because of the natural oily nature of the metal in an oil shark's scales (which retain these properties even after its death), a creature suffers no penalty to Swim checks for wearing this armor and also adds a +5 bonus to all Escape Artist checks. In addition, a creature wearing oil shark armor is unaffected by obstructions such as webs (magical or otherwise).
+
+Oil Shark Armor: Cost 1,000 gp (usually can't be bought); Armor Bonus +6; Maximum Dex Bonus +2; Armor Check Penalty -4; Arcane Spell Failure 30%; Speed 20 ft. (Base 30 ft.), 15 ft. (Base 20 ft.); Weight 40 lb.
+
+-----------------------------------------------
+
+Onyx Deer
+DESC:This creature looks like a deer about 5 feet tall at the shoulders with a dark brown head and chest changing to light brown on the rest of its body. A large white patch is prevalent across its back and rump. It has huge antlers at least as wide as a typical human is tall.
+ONYX DEER CR 5
+XP 1,600
+N Large magical beast
+Init +6; Senses darkvision 60 ft., low-light vision, scent;
+Perception +14
+
+AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
+hp 59 (7d10+21)
+Fort +8; Ref +7; Will +3
+Immune petrification
+
+Speed 40 ft.
+
+Melee gore +10 (1d8+4), 1 bite +10 (1d8+4), 2 hooves +5 (1d8+2)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks bellow, onyx bite
+
+Str 19, Dex 15, Con 17, Int 5, Wis 12, Cha 13
+
+Base Atk +7; CMB +12; CMD 24 (28 vs. trip)
+
+Feats Ability Focus (onyx bite), Improved Initiative, Improved Natural Attack (hooves), Skill Focus (Perception)
+
+Skills Perception +14
+
+Languages Sylvan (cannot speak)
+
+Environment temperate and warm forests
+Organization solitary, band (2-5), or herd (6-18)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Bellow (Su) Twice per day, an onyx deer can unleash a rumbling bellow that instills fear in any creature within 100 feet that hears it. All creatures in the area must succeed on a DC 14 Will save or be shaken as long as they remain within the area and for 2d4 rounds afterward. A creature that succeeds on its saving throw is immune to the bellow of that onyx deer for 24 hours. The save DC is Charisma-based. Onyx deer are immune to their own bellow and that of other onyx deer.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Onyx Bite (Su) An onyx deer's bite deals 1d4 points of Constitution damage against a living creature if it fails a DC 18 Fortitude save. A living creature reduced to Constitution 3 or less transforms into onyx, resembling nothing more than a statue. A stone to flesh spell returns a transformed creature to its original form, though if it was reduced to Constitution 0 by the onyx deer's bite it immediately dies upon returning to its natural form. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Ooze, Amber
+DESC:This creature resembles a small pool of liquid the color and consistency of mead.
+AMBER OOZE CR 1
+XP 400
+N Diminutive ooze
+Init +0; Senses blindsight 60 ft.; Perception -5
+
+AC 14, touch 14, flat-footed 14 (+4 size)
+hp 6 (1d8+2)
+Fort +2; Ref +0; Will -5
+Immune ooze traits
+
+Speed 10 ft.
+
+Space 1 ft.; Reach 0 ft.
+
+Special Attacks ability drain, infuse, weaken will
+
+Str 4, Dex 10, Con 14, Int -, Wis 1, Cha 1
+
+Base Atk +0; CMB -4; CMD 3 (can't be tripped)
+
+Environment any temperate or warm land
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Ability Drain (Ex) If not purged form the host body, the acids and protoplasm of an amber ooze begin damaging its host's body and mind. After 1 week, the host takes 1 point each of Intelligence, Wisdom, and Charisma drain per day. When one of the three abilities reaches 0, the host dies.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Infuse (Ex) A victim that has ingested an amber ooze must succeed on a DC 13 Fortitude save or the amber ooze infuses itself into his body. The ooze merges with flesh and bone, and can only be removed by a remove disease spell. The save DC is Constitution-based. A detect magic (or similar magic) cast on the host reveals the amber ooze. If the victim succeeds on the Fortitude save, the amber ooze takes 1 point of acid damage per round from the host's digestive juices. Once it begins to take damage, the ooze retreats from the host's body through its mouth.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Weaken Will (Su) An amber ooze that has infused itself into a host weakens the will of its victim. As long as the amber ooze remains in the host, he takes a -4 penalty on Will saves to resist mindinfluencing spells and effects (such as charm person and suggestion.)
+
+-----------------------------------------------
+
+Ooze, Crystal
+DESC:This creature looks like a quivering puddle of water.
+CRYSTAL OOZE CR 4
+XP 1,200
+N Medium ooze (aquatic)
+Init -5; Senses blindsight 60 ft.; Perception -5
+
+AC 5, touch 5, flat-footed 5 (-5 Dex)
+hp 65 (5d8+40)
+Fort +9, Ref -4, Will -4
+Defensive Abilities transparency; Immune cold, fire, ooze traits
+Weaknesses water dependent
+
+Speed 10 ft., swim 30 ft.
+
+Melee slam +6 (1d6+4 plus 1d6 acid plus grab plus paralysis)
+
+Special Attacks constrict (1d6+4) 1d6+4, paralysis (3d6 rounds, DC 18)
+
+Str 16, Dex 1, Con 26, Int -, Wis 1, Cha 1
+
+Base Atk +3; CMB +6 (+10 to grapple) ; CMD 11 (can't be tripped)
+
+Skills Swim +11
+
+SQ transparent
+
+Environment any aquatic
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Acid (Ex) The digestive acid that covers a crystal ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a crystal ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a crystal ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save. The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Transparency (Ex) Due to its lack of vivid coloration, a crystal ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the ooze. Any creature that fails to notice a crystal ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Water Dependency (Ex) Crystal oozes can survive out of the water for 1 hour per 4 points of Constitution (after that, refer to the drowning rules in the Pathfinder Core Rulebook).
+
+-----------------------------------------------
+
+Ooze, Entropic
+DESC:This protoplasmic creature resembles a giant amoeba, black in color. A deathly cold seems to emanate from its form.
+ENTROPIC OOZE CR 9
+XP 6,400
+N Large ooze (extraplanar)
+Init -2; Senses blindsight 60 ft., soulsight 120 ft.; Perception -5
+
+AC 12, touch 7, flat-footed 12 (-2 Dex, +5 natural, -1 size)
+hp 137 (11d8+88)
+Fort +11; Ref +1; Will -2
+Immune negative energy, ooze traits; SR 24 (against positive energy)
+
+Speed 20 ft. (4 squares), climb 20 ft.
+
+Melee slam +13 (2d6+9 plus energy drain)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks devour soul, energy drain (2 levels, DC 15)
+
+Str 23, Dex 6, Con 26, Int -, Wis 1, Cha 10
+
+Base Atk +8; CMB +15; CMD 23 (can't be tripped)
+
+Skills Climb +14
+
+Environment Negative Energy Plane
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Devour Soul (Su) A living creature slain by an entropic ooze has its soul devoured by the ooze. Such a creature cannot be returned to life until the entropic ooze that contains its soul is slain.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Soulsight (Su) An entropic ooze can automatically detect the location of any living creature within 120 feet. It also senses the strength of their life force automatically, as if it had cast deathwatch.
+
+-----------------------------------------------
+
+DARK MATTER ENTROPIC OOZE CR 14 XP 38,400
+N Huge ooze (extraplanar)
+Init -3; Senses blindsight 60 ft., soulsight 120 ft.; Perception -5
+
+AC 13, touch 5, flat-footed 13 (-3 Dex, +8 natural, -2 size)
+hp 391 (27d8+270)
+Fort +19; Ref +6; Will +4
+Immune negative energy, ooze traits; SR 24 (against positive energy)
+
+Speed 20 ft. (4 squares), climb 20 ft.
+
+Melee slam +28 (2d8+15 plus energy drain)
+
+Space 15 ft.; Reach 10 ft.
+
+Special Attacks devour soul, energy drain (3 levels, DC 23)
+
+Str 31, Dex 4, Con 30, Int -, Wis 1, Cha 10
+
+Base Atk +20; CMB +32; CMD 39 (can't be tripped)
+
+Skills Climb +18
+
+Environment Negative Energy Plane
+Organization solitary
+Treasure none
+
+A larger, more powerful version of the standard entropic ooze is know as the dark matter entropic ooze, a massive creature that rarely leaves its home plane. Spellcasters who summon this creature often live (or don't live) to regret it.
+
+-----------------------------------------------
+
+Ooze, Glacial
+DESC:At first glance what appears to be a snow bank or mound of snow reveals itself to be a sentient creature formed of snow and ice.
+GLACIAL OOZE CR 6
+XP 2,400
+N Large ooze (cold)
+Init -5; Senses blindsight 60 ft.; Perception -5
+
+AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size)
+hp 69 (6d8+42)
+Fort +9; Ref -3; Will -3
+DR 5/bludgeoning; Immune cold, ooze traits;
+Weaknesses vulnerable to fire
+
+Speed 20 ft. (4 squares), swim 20 ft.
+
+Melee slam +5 (2d4+3 plus 1d6 cold)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks cold, engulf (DC 15, 1d6 cold and freezing embrace), freeze
+
+Str 15, Dex 1, Con 24, Int -, Wis 1, Cha 1
+
+Base Atk +4; CMB +7; CMD 12 (can't be tripped)
+
+Skills Swim +10
+
+Environment cold plains
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Cold (Ex) A glacial ooze's form is extremely cold, dealing 1d6 cold damage with its slam attack. Creatures attacking a glacial ooze unarmed or with natural weapons take this cold damage each time one of their attacks hits.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Freezing Embrace (Ex) As a free action, a glacial ooze can encase an engulfed opponent in ice. A frozen creature takes 2d4 points of cold damage each round. A frozen creature can break free of the ice by making a successful DC 19 Strength check. The ice is AC 10, hardness 0, and has 10 hit points per 5-foot section. A frozen creature cannot use a weapon to break free even if it was holding it when it was frozen. Spells with verbal, material, or somatic components cannot be cast by a creature encased in ice. The check DC is Strength-based and includes a +4 racial bonus.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Transparent (Ex) A glacial ooze is hard to identify, even under ideal conditions, and it takes a DC 20 Perception check to notice one. Creatures who fail to notice a glacial ooze and walk into it are automatically engulfed.
+
+-----------------------------------------------
+
+Ooze, Magma
+DESC:This creature appears to be a pool of bubbling and churning molten rock.
+MAGMA OOZE CR 7
+XP 3,200
+N Large ooze (fire)
+Init -5; Senses blindsight 60 ft.; Perception -5
+
+AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size)
+hp 120 (10d8+60)
+Fort +9, Ref -2, Will -2
+Defensive Abilities split (piercing and slashing, 10 hp);
+Immune fire, ooze traits
+
+Speed 10 ft., climb 10 ft.
+
+Melee slam +9 (2d4+4 plus 2d6 fire and grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks constrict (2d4+4 plus 2d6 fire), lava
+
+Str 16, Dex 1, Con 23, Int -, Wis 1, Cha 1
+
+Base Atk +7; CMB +11 (+15 to grapple); CMD 16 (can't be tripped)
+
+Skills Climb +11
+
+Environment warm mountains and underground
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Lava (Ex) The magma ooze is formed of molten rock. Any melee hit deals on the ooze inflicts 2d6 points of fire damage to the attacker. The damage continues for 1d3 rounds, but deals only 1d6 damage during this time.
+
+-----------------------------------------------
+
+Ooze, Mercury
+DESC:This creature resembles a swirling thick pool of silvery-white mercury.
+MERCURY OOZE CR 4
+XP 1,200
+N Large ooze
+Init -4; Senses blindsight 60 ft.; Perception -5
+
+AC 5, touch 5, flat-footed 5 (-4 Dex, -1 size)
+hp 55 (5d8+25)
+Fort +6, Ref -3, Will -4
+Immune ooze traits
+
+Speed 10 ft., climb 20 ft.
+
+Melee slam +4 (2d4+4 plus mercury poisoning and grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks constrict (2d4+4)
+
+Str 14, Dex 3, Con 21, Int -, Wis 1, Cha 1
+
+Base Atk +3; CMB +6 (+10 to grapple); CMD 12 (can't be tripped)
+
+Skills Climb +10
+
+Environment underground
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Mercury Poisoning (Ex) Slam-injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1 Dexterity damage and 1 Constitution damage; cure 1 save. The save DC is Constitution-based. If an opponent failed a save against the poison, one week after suffering the effects of the mercury poisoning, if the target has not received the benefits of a neutralize poison during that time span, then he must succeed on a DC 17 Will save or be affected as if by an insanity spell (caster level...
[truncated message content] |