From: <ama...@us...> - 2013-02-06 12:23:56
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Revision: 19368 http://sourceforge.net/p/pcgen/code/19368 Author: amaitland Date: 2013-02-06 12:23:52 +0000 (Wed, 06 Feb 2013) Log Message: ----------- [Necromancer Games] Tome of Horrors 2 - In progress Issue#: NEWSOURCE-59 Added Paths: ----------- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/ Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_blank.lst Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_in_progress.lst Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_races.lst Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/tome_of_horrors_2.pcc Index: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2 =================================================================== --- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2 2013-02-06 12:23:04 UTC (rev 19367) +++ Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2 2013-02-06 12:23:52 UTC (rev 19368) Property changes on: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2 ___________________________________________________________________ Added: bugtraq:url ## -0,0 +1 ## +http://jira.pcgen.org/browse/%BUGID% \ No newline at end of property Added: bugtraq:message ## -0,0 +1 ## +Issue#: %BUGID% \ No newline at end of property Added: bugtraq:number ## -0,0 +1 ## +false \ No newline at end of property Added: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst =================================================================== --- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst (rev 0) +++ Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst 2013-02-06 12:23:52 UTC (rev 19368) @@ -0,0 +1,260 @@ +SOURCELONG:Tome of Horrors II SOURCESHORT:ToH2 SOURCEDATE:2007-03 +# Original Entry by: Andrew Maitland +# Entry Date: 2013-01 + +#Aberrant 7 + +Oversized Weapon (Ex): An aberrant wields a Huge greatclub without penalty. + + +#Abyssal Wolf 8 +Paralyzing Gaze (Su): Anyone within 40 feet meeting the gaze of an abyssal wolf must make a successful Will save (DC 16) or be paralyzed for 2d4 rounds. Half-fiends and tieflings have a -2 penalty on their save. Once a successful save is made, the target is immune to the effects of that abyssal wolf's gaze attack for one day. The save DC is Charisma-based. +Trip (Ex): An abyssal wolf that hits with a bite attack can attempt to trip the opponent (+9 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the abyssal wolf. +Favored Prey (Ex): An abyssal wolf has a +2 bonus on Listen, Sense Motive, and Spot checks against non-evil half fiends and tieflings. +Keen Scent (Ex): An abyssal wolf can detect prey within 60 feet by sense of smell. This range increases to 120 feet if the opponents are upwind; and decreases to 30 feet if downwind. By making a successful Wisdom check (DC 15) the abyssal wolf can determine whether a tiefling or half-fiend is present among the opponents. +Know Alignment (Su): Abyssal wolves always know the alignment of any creature they look upon. This ability can be negated or dispelled, but the abyssal wolf can activate it again as a free action on its next turn. +Skills: An abyssal wolf has a +4 racial bonus on Survival checks when tracking by scent. This bonus rises to +6 when tracking non-evil half fiends or tieflings by scent. + + + +#Ahlinni (Cackle Bird) 9 +Breath Weapon (Su): Once every three rounds as a standard action, an ahlinni can expel a pinkish gas in a 20-foot cone. Affected creatures must succeed on a DC Fortitude save or fall prone, laughing manically as if affected by a Tashaa's hideous laughter spell (caster level 4th). The effects last 1d3 rounds. The save DC is Constitution- based. +Impale (Ex): When an ahlinni charges a foe, it deals 2d8+4 points of damage on a successful strike with its bite attack. +Birdsong (Su): An ahlinni can freely communicate with any bird or bird-like creature (such as rocs, giant eagles, and giant owls), perfectly mimicking any bird song or vocalization. Communication with non-intelligent bird creatures is on an empathic level, and can only take place if the bird is within 100 feet. In this case, this ability functions as a speak with animals spell (caster level 4th). This ability is always active, but can be negated. The ahlinni can restart it as a free action on its next turn. +Fast Healing (Ex): An ahlinni heals 2 points of damage each round so long as it has at least 1 hit point. +Skills: *An ahlinni has a +10 racial bonus on Hide checks when in treetops. An ahlinni has a +8 racial bonus on Climb checks, and can take 10 on a Climb check, even if rushed or threatened. + +#Angel, Empyreal 10 +An empyreal's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. +Radiant Blast (Su): Once per day, an empyreal can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that deals 15d6 points of damage and blinds any creature in the area (as the blindness spell) for 3d6 minutes. Affected creatures can attempt a DC 21 Reflex save to halve the damage and avoid being blinded. The save DC is Constitution- based. +Spell-Like Abilities: At will-aid, continual flame, detect evil, discern lies (DC 19), dispel magic, holy smite (DC 18), invisibility (self only), remove curse (DC 17), remove disease (DC 17), remove fear (DC 15); 2/day-blade barrier (DC 20), cure moderate wounds (DC 16), flame strike (DC 19), scorching ray (3 rays); 1/day-heal, raise dead. Caster level 13th. The save DCs are Charisma-based. +Spells: Empyreals can cast spells as 13th-level clerics. An empyreal has access to any two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. Typical Cleric Spells Prepared (6/6/ 6/5/4/3/2/1; save DC 13 + spell level): 0-create water, guidance, light, purify food and drink, read magic, resistance; 1st-bless (x2), bless water, command, divine favor (x2); 2nd- align weapon, bull's strength, consecrate, hold person(x2), silence; 3rd- cure serious wounds,daylight, invisibility purge, searing light (x2); 4th-dimensional anchor, divine power, inflict critical wounds, summon monster IV; 5th-greater command, mark of justice, plane shift; 6th-harm, planar ally; 7th-summon monster VII. Domain Spells (Good, War): 1st-protection from evil; 2nd- spiritual weapon; 3rd-magic vestment; 4th-holy smite; 5th-dispel evil; 6th-blade barrier; 7th-holy word. + +Aura of Goodness (Su): An empyreal radiates an aura in a 30-foot radius spread around its form. Any non-evil creature in this area attempting to attack the empyreal must succeed on a DC 22 Will save or be overcome with awe and unable to take any action, other than a move action that round. Evil creatures within the area must succeed on a DC 22 Will save or be unable to even look at that empyreal for one day. An affected evil creature functions as if blinded (as the blindness spell) when attacking that empyreal. On a successful save, a creature is immune to the aura of goodness of that empyreal for one day. The save DC is Charisma-based and includes a +2 racial bonus. SOURCEPAGE:p.11 + +#Arcanoplasm 11 +Acid (Ex): An arcanoplasm secretes a highly corrosive acid that dissolves only flesh. Any melee hit deals acid damage. Constrict (Ex): An arcanoplasm deals automatic slam and acid damage with a successful grapple check. +Improved Grab (Ex): To use this ability, an arcanoplasm must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. +Arcane Spell Mimicry (Ex): An arcanoplasm can mimic any arcane spell of 4th level or lower that is cast within 30 feet of it. The spell takes effect on the arcanoplasm's next action, has a caster level of 7th, and does not require any components. The save against a mimicked spell has a DC of 12 + the level of the spell. The save DC is Charisma-based. +Absorb Arcane Magic (Ex): Any arcane spell cast at an arcanoplasm is automatically absorbed. This cures 1 point of damage per 3 points of damage the spell would otherwise deal (non-damaging spells cure 1 point of damage per spell level of the spell). Spells that affect an area are not absorbed, but neither do they affect an arcanoplasm. An arcanoplasm cannot absorb divine magic and is affected by it normally. +Amorphous (Ex): Arcanoplasms have no discernable front or back and are not subject to critical hits. They cannot be flanked. +Arcanesense (Su): An arcanoplasm can automatically detect the location of any arcane spellcaster within 100 feet. This functions as a detect evil spell but there is no chance the arcanoplasm is stunned and it is not blocked by stone, lead, or other material. + +#12 +Blindsight (Ex): An arcanoplasm's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. +Immunities (Ex): Arcanoplasms are immune to poison, sleep effects, paralysis, polymorph, and stunning. +Skills: An arcanoplasm has a +8 racial bonus on Climb checks and can always take 10 on a Climb check, even if rushed or threatened. + +#Asrai 12 +Spells: An asrai casts spells as a 5th-level sorcerer. The save DC against a spell cast by an asrai is 12 + spell level. The save DCs are Charisma-based. Typical Sorcerer Spells Prepared (Cast per Day 6/7/ 5; save DC 12 + spell level): 0-dancing lights, daze (x2), detect magic, flare, resistance, touch of fatigue; 1st-hypnotism, obscuring mist, reduce person, sleep; 2nd-Tashaa's hideous laughter, touch of idiocy. Spell-Like Abilities: 2/day-control water, fog cloud, obscuring mist. Caster level 5th. +Cold (Su): The touch of an asrai is supernaturally cold. All damage dealt from an asrai's natural attacks is cold damage. This ability is constant, but the asrai can suppress or resume it at will as a free action. +Water Dependent (Su): An asrai that moves more than 50 feet from her water source, can survive on land for 1 hour per 2 points of Constitution (after that, refer to the suffocation rules in the DMG). Lost Constitution points are immediately restored if she is returned to the water. If her Constitution reaches 0, she dies, her form collapsing into a puddle of water. +Skills: An asrai has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Asrai use their Dexterity modifier (instead of Strength modifier) on Swim checks. + +#Barbegazi (Ice Gnome) 14 +Spell-Like Abilities: 1/day-chill metal (DC 12), icicle blast (as burning hands, but shards of ice that deal cold damage) (DC 11). Caster level 3rd. The save DCs are Charisma-based and include a +2 racial bonus. +Snow Move (Ex): Because of its oversized flat feet, a barbegazi can walk on top of deep snow and suffers no penalties when moving through snowy terrain. +Skills: Barbegazis receive a +2 racial bonus to Craft (trapmaking), Hide and Survival checks. *The Hide bonus increases to +6 in their natural environment. + +#Bedlam 14 +Chaos Burst (Su): Once per round as a standard action, a bedlam can release a burst of crackling gray energy in a 20-foot radius around itself. Lawful creatures caught in the area take 5d8 points of damage and are staggered for 1d6 rounds. Non-lawful and non- chaotic creatures take 3d8 points of damage, but are not staggered. A DC 18 Will save halves the damage. Chaotic-aligned creatures are immune to this effect. The save DC is Constitution based. +Chaotic Resonance (Su): A bedlam emanates an aura of pure chaos; an invisible and ever-changing ring of chaotic matter. This aura disrupts spells and magic items (except those of a chaotic nature) used within 20 feet of the b e d l a m . Spellcasters in the area must make a s u c c e s s f u l caster level check (DC 18) each time they attempt to cast a spell. If the check fails, the spell fizzles away just as if it had been cast. Any magic item used within this area must succeed on a DC 18 Fortitude save or lose its magical properties for that round. A new save must be made each round the item remains within the area. The check DC and save DC is Constitution based. Spells with the "chaotic" descriptor that are cast within this area function as if they were empowered (as by the Empower Spell feat). Chaotically-aligned weapons (anarchic weapons) deal an extra 1d6 points of damage while in this area (i.e., an anarchic weapon deals an extra 3d6 points of chaotic damage against lawful- aligned foes). Lawful-aligned weapons are unaffected by this aura. +Detect Law (Su): A bedlam can continuously detect law as the spell (caster level 10th), though there is no chance of it becoming stunned by overwhelming lawful auras. It can suppress or resume this ability as a free action. +Immunity to Chaos (Ex): The bedlam cannot be affected by any spell, spell-like ability, weapon, magic item, or supernatural effect that has the chaotic or anarchic descriptor. Creatures with the chaotic subtype are unaffected by this immunity and can attack the bedlam normally. +Immunity to Transformation (Ex): No mortal magic can affect or fix a bedlam's ever-shifting chaotic form. Effects such as polymorphing or petrification force the creature into its new shape for a moment, but it immediately returns to its mutable form as a free action at the start of its next turn. +Resistance to Law Spells (Ex): The bedlam has SR 20 against spells, spell-like abilities, and supernatural effects with the "law" descriptor. This spell resistance also applies to spells of the Law domain. +Skills: *A bedlam's grayish coloration grants it a +8 racial bonus to Hide checks when in areas of thick fog or smoke. + +# Giant Beetle Shared +Tremorsense (Ex): Giant beetles can automatically sense the location of anything within 60 feet that is in contact with the ground. + +#Beetle, Giant Blister 16 +Blister Spray (Ex): Once every 4 rounds as a standard action, a blister beetle can shoot a jet of inky black liquid in a 20-foot line. A creature within the area must succeed on a DC 12 Reflex save to avoid the spray. On a failed save, the target takes 1d3 points of acid damage and a -2 conditional modifier on attack rolls and ability and skill checks for the next 1 minute (10 rounds) from painful blisters and welts that quickly appear on exposed skin. A DC 10 Heal check or any cure spell heals the blisters and negates the penalties. The save DC is Constitution-based. +Skills: *Blister beetles have a +4 racial bonus on Hide checks when in their natural surroundings. +#Beetle, Giant Saw-tooth 17 +Improved Grab (Ex): To use this ability, a giant saw- toothed beetle must hit an opponent up to one size larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. +#Beetle, Giant Water 17 +Ink Cloud (Ex): A giant water beetle can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the giant water beetle normally uses to escape. All vision within the cloud is obscured. +Water Dependent (Ex): Giant water beetles can survive out of the water for 1 hour per 2 points of Constitution. After that, refer to the suffocation rules in the DMG. +Watersense (Ex): Giant water beetles can automatically sense the location of anything within 60 feet that is in contact with water. +Skills: *Underwater, a giant water beetle has a +4 bonus on Hide and Spot checks. A giant water beetle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. + +#Bloodsuckle 18 +Blood Drain (Ex): A bloodsuckle that grapples a foe can drain blood, dealing 1d4 points of Constitution damage each round the hold is maintained. Once it has dealt 8 points of Constitution damage, it releases the victim so it can continue to rely on it as a food source. Bloodsuckles never kill those they have transformed into hosts (see below) unless they are extremely hungry. +Create Host (Ex): A bloodsuckle that strikes a living target with a tendril injects a special sap into the victim that disrupts the synapses in the victim's brain and transforms it into a host if it fails a DC 18 Will save. This acts as a dominate monster spell (caster level 8th) with no duration. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throw. The save DC is Constitution-based. A victim that fails its Will save becomes a host for the bloodsuckle, and returns to the plant whenever it calls. A host is normally only used by the bloodsuckle for feeding purposes, but if the plant comes under attack, it may summon its hosts to defend it. A host with an Intelligence score of 3 or higher that is commanded to act in a manner inconsistent with its alignment (such as attacking allies) is allowed another Will save (same DC) with a +4 bonus to break the effects of the bloodsuckle's control. +Improved Grab (Ex): To use this ability, a bloodsuckle must hit a creature of any size with a tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can drain blood. +Seed (Ex): Once per month, a bloodsuckle can generate a walnut-sized seed that it implants in a host's body. The host wanders off, and 1d4 days later, the seed breaks open, growing a new bloodsuckle inside the host. Each day a host remains implanted with this seed, it takes 1d4 points of Constitution damage. At Constitution 0, the host dies and a new bloodsuckle erupts from the corpse and takes root. A remove disease spell destroys the seedling as do spells such as limited wish, wish, or miracle. +# 19 +Summon Host (Ex): A bloodsuckle can generate a high- pitched whine that only its hosts can hear. A host that hears this call proceeds immediately at its highest rate of speed and in the most direct route toward the plant. So long as the bloodsuckle and its host are on the same plane of existence, the host hears and answers the call. Usually, a bloodsuckle only calls its hosts when it becomes hungry for blood-about once every three days. +Blindsight (Ex): A bloodsuckle has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. +Host Sense (Ex): A bloodsuckle automatically senses the location of any of its hosts to a range of 100 feet. + +#Bog Creeper 19 +#Brass Man 20 +#Burning Dervish 21 +#Cadaver 22 +#Caterprism 23 +#Cave Leech 24 +#Cerebral Stalker 25 +#Church Grim 26 +#Cinder Ghoul 27 +#Clamor 28 +#Colossus, Jade 30 +#Corpse Rook 31 +#Corpsespinner 32 +#Crag Man 33 +#Crucifixion Spirit 35 +#Demon, Caizel 36 +#Demon, Chaaor 37 +#Demon, Greruor 39 +#Demon, Mallor 40 +#Demon, Ooze (greater) 42 +#Demon, Ooze (lesser) 42 +#Demon, Shrroth 44 +#Demon, Vepar (Duke) 45 +#Devil, Blood Reaver 47 +#Devil, Caasimolar 48 +#Devil, Demoriel 49 +#Devil, Flayer 51 +#Devil, Hellstoker 52 +#Devil, Xaphan (Duke) 53 +#Draconid 55 +#Dragon, Dungeon 56 +#Dragon, Smoke 57 +#Dragonship 58 +#Elusa Hound 60 +#Encephalon Gorger 61 +#Fear Guard 63 +#Fire Crab (lesser) 64 +#Fire Crab (greater) 64 +#Fire Phantom 65 +#FireWhale (Burning Leviathan) 66 +#Flea, Giant 68 +#Fulgurate Mushroom 69 +#Fungoid 69 +#Fyr 70 +#Gallows Tree 71 +#Gallows Tree Zombie 73 +#Gelid Beetle (lesser) 74 +#Gelid Beetle (greater) 74 +#Geon 75 +#Giant, Cave 76 +#Giant, Ferrous 77 +#Giant, Volcano 79 +#Gloom Crawler 81 +#Golem, Furnace 82 +#Golem, Iron Maiden 83 +#Golem, Magnesium 85 +#Golem, Ooze 86 +#Golem, Rope 87 +#Grave Risen 88 +#Grimstalker (Banaan) 89 +#Gutslug 90 +#Hanged Man 91 +#Helix Moth (larva) 92 +#Helix Moth (adult) 92 +#Hoar Spirit 94 +#Hornet, Giant 95 +#Huggermugger 96 +#Inphidian, Cobra-Back 98 +#Inphidian, Common 99 +#Inphidian, Dancer 100 +#Kathlin 101 +#Lizard, Cavern 102 +#Magmoid 103 +#Mawler 104 +#Mimi 105 +#Murder-born 106 +#Niln (Vapor Horror) 107 +#Nuckalavee 108 +#Oakman 109 +#Ogren 110 +#Oil Shark 112 +#Phantasm 113 +#Phlogiston 114 +#Piercer 33 +#Proscriber 115 +#Pudding, Blood 117 +#Pudding, Stone 118 +#Quasi-Elemental, Acid 119 +#Quasi-Elemental, Obsidian 122 +#Rakklethorn Toad 124 +#Rat, Barrow 125 +#Red Jester 126 +#Redcap 127 +#Renzer (Devilfin) 128 +#Retch Hound 129 +#Riptide Horror 130 +#Ronus 131 +#Ryven 132 +#Sabrewing 134 +#Sand Kraken 136 +#Sand Stalker 137 +#Screaming Skull (Cacophony Golem) 138 +#Scythe Horn 139 +#Sea Slug, Giant 140 +#Sea Wasp, Monstrous 141 +#Sepia Snake 144 +#Silid 145 +#Skeleton, Black 146 +#Slaughterford 147 +#Sleeping Willow 148 +#Slime Mold 149 +#Slorath 150 +#Sloth Viper 151 +#Stygian Leviathan 152 +#Swarm, Grig 153 +#Swarm, Piranha 154 +#Swarm, Poisonous Frog 155 +#Swarm, Velvet Ant 156 +#Swarm, Warden Jack 157 +#Tangtal 158 +#Tazelwurm 159 +#Temporal Crawler 160 +#Tentacled Horror 161 +#Thundershrike 162 +#Time Flayer 163 +#Troblin 164 +#Turtle, Giant Bog 166 +#Vapor Dire Rat 167 +#Vapor Wasp 167 +#Weird, Blood 169 +#Weird, Lava 170 +#Weird, Lightning 172 +#Winterbloom 173 +#Witch Grass 174 +#Witch Tree 174 +#Yellowjacket, Giant 176 +#Appendix One: Animals +#Archerfish, Giant 178 +#Cave Lion 179 +#Chameleon, Giant 180 +#Chameleon, Giant (Horned) 181 +#Chameleon, Giant (Rock) 181 +#Falcon, Giant 181 +#Hyaenodon 182 +#Jaguar 183 +#Leopard, Snow 184 +#Lynx 185 +#Lynx (Caracal) 185 +#Mammoth 186 +#Mastodon 187 +#Mountain Lion 188 +#Pike, Giant 189 +#Rhinoceros, Woolly 190 +#Rhinoceros, Woolly (Elasmotherium) 190 +#Seahorse, Giant 191 +#Smilodon (Saber-toothed Cat) 192 +#Smilodon (Homotherium) 192 +#Stingray 193 +#Appendix Two: Templates +#Amphisbaena 196 +#Cheitan 198 +#Corpsespun Creature 102 +#Debased Fey 205 +#Landwalker 206 +#Phase Creature 208 +#Ravenous (Eater of Flesh) 210 +#Spellgorged Zombie 212 +#Undead Lord 214 + Property changes on: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst ___________________________________________________________________ Added: svn:keywords ## -0,0 +1 ## +Author Revision Date Id \ No newline at end of property Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property Added: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_blank.lst =================================================================== --- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_blank.lst (rev 0) +++ Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_blank.lst 2013-02-06 12:23:52 UTC (rev 19368) @@ -0,0 +1,3 @@ +SOURCELONG:Tome of Horrors II SOURCESHORT:ToH2 SOURCEDATE:2007-03 +# Original Entry by: Andrew Maitland +# Entry Date: 2013-01 \ No newline at end of file Property changes on: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_blank.lst ___________________________________________________________________ Added: svn:keywords ## -0,0 +1 ## +Author Revision Date Id \ No newline at end of property Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property Added: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_in_progress.lst =================================================================== --- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_in_progress.lst (rev 0) +++ Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_in_progress.lst 2013-02-06 12:23:52 UTC (rev 19368) @@ -0,0 +1,469 @@ +SOURCELONG:Tome of Horrors II SOURCESHORT:ToH2 SOURCEDATE:2007-03 +# Original Entry by: Andrew Maitland +# Entry Date: 2013-01 + + +Aberrant 6 +ABERRANT +Large Giant +Hit Dice: 8d8+24 (60 hp) +Initiative: -1 +Speed: 20 ft. (4 squares) +Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 +hide), touch 8, flat-footed 18 +Base Attack/Grapple: +6/+16 +Attack: Greatclub +12 (2d8+9) +Full Attack: Greatclub +12/+7 melee (2d8+9) +Special Attacks: - +Special Qualities: Low-light vision, oversized weapon +Space/Reach: 10 ft./10 ft. +Saves: Fort +9, Ref +1, Will +4 +Abilities: Str 23, Dex 8, Con 17, Int 10, Wis 14, +Cha 10 +Skills: Climb +13, Listen +8, Move Silently ++4, Spot +7 +Feats: Cleave, Power Attack, Weapon Focus +(greatclub) +Environment: Temperate mountains +Organization: Solitary, gang (2-5), band (6-9 plus +35% noncombatants), hunting/raiding/ +trading party (6-9), or tribe +(21-30 plus 35% noncombatants plus +1 adept, cleric, or sorcerer of 3rd or +4th level) +Challenge Rating: 5 +Treasure: Standard +Alignment: Usually neutral evil +Advancement: By character class +Level Adjustment: +4 + +#Abyssal Wolf 7 +ABYSSAL WOLF +Large Magical Beast (Chaotic, Evil, Extraplanar) +Hit Dice: 7d10+35 (73 hp) +Initiative: +3 +Speed: 50 ft. (10 squares) +Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch +12, flat-footed 17 +Base Attack/Grapple: +7/+16 +Attack: Bite +11 melee (1d8+7) +Full Attack: Bite +11 melee (1d8+7) +Space/Reach: 10 ft./5 ft. +Special Attacks: Paralyzing gaze, trip +Special Qualities: Damage reduction 10/cold iron, +darkvision 60 ft., favored prey, keen +scent, know alignment, low-light vision, +SR 18 +Saves: Fort +10, Ref +8, Will +6 +Abilities: Str 20, Dex 17, Con 20, Int 8, Wis 14, +Cha 17 +Skills: Hide +0, Jump +15, Listen +3 (+5 +against non-evil half-fiends or +tieflings), Move Silently +5, Sense +Motive +3 (+5 against non-evil halffiends +or tieflings), Spot +4 (+6 +against non-evil half-fiends or +tieflings), Survival +3 (+7 tracking +by scent, +9 tracking non-evil halffiends +or tieflings) +Feats: Iron Will, Power Attack, Track +Environment: Abyss +Organization: Solitary, pair, or pack (4-11) +Challenge Rating: 7 +Treasure: None +Alignment: Always chaotic evil +Advancement: 8-21 HD (Large) +Level Adjustment: - + +#Ahlinni (Cackle Bird) 9 +Ahlinni (Cackle Bird) +Medium Magical Beast +Hit Dice: 4d10+8 (30 hp) +Initiative: +1 +Speed: 40 ft. (6 squares), climb 20 ft. +Armor Class: 17 (+1 Dex, +6 natural), touch 11, flatfooted +16 +Base Attack/Grapple: +4/+6 +Attack: Bite +7 melee (1d8+2) +Full Attack: Bite +7 melee (1d8+2) and 2 claws +1 +melee (1d4+1) +Space/Reach: 5 ft./5 ft. +Special Attacks: Breath weapon 14, impale 2d8+4 +Special Qualities: Birdsong, darkvision 60 ft., fast healing 2, +resistance to sonic 10, low-light vision +Saves: Fort +6, Ref +5, Will +1 +Abilities: Str 15, Dex 13, Con 14, Int 6, Wis 10, Cha 10 +Skills: Climb +10, Hide +3*, Jump +4, Listen +2, +Move Silently +4, Spot +2 +Feats: Alertness, Weapon Focus (bite) +Environment: Temperate or cold forests and marshes +Organization: Solitary, pair, or flock (4-7) +Challenge Rating: 4 +Treasure: No coins; standard goods (gems only); no +items +Alignment: Usually chaotic neutral +Advancement: 5-8 HD (Medium); 9-12 HD (Large) +Level Adjustment: - + +#Angel, Empyreal 10 +ANGEL, EMPYREAL +Large Outsider (Extraplanar, Good) +Hit Dice: 13d8+65 (123 hp) +Initiative: +8 +Speed: 40 ft. (8 squares), fly 70 ft. (good) +Armor Class: 27 (-1 size, +4 Dex, +14 natural), touch 13, +flat-footed 23 +Base Attack/Grapple: +13/+24 +Attack: +3 brilliant energy longsword +23 melee +(2d6+10) +Full Attack: +3 brilliant energy longsword +23/+18/+13 +melee (2d6+10) +Space/Reach: 10 ft./10 ft. +Special Attacks: Radiant blast, spell-like abilities, spells +Special Qualities: Angel traits, aura of goodness, damage reduction +10/evil, darkvision 60 ft., outsider +traits, protective aura, SR 26, tongues +Saves: Fort +13, Ref +12, Will +11 +Abilities: Str 24, Dex 18, Con 20, Int 17, Wis 17, Cha +18 +Skills: Balance +12, Concentration +21, Diplomacy ++20, Escape Artist +15, Intimidate +17, Jump ++19, Knowledge (any one) +15, Knowledge +(religion) +19, Knowledge (the planes) +19, +Listen +19, Move Silently +20, Sense Motive ++15, Spot +19 +Feats: Blind-Fight, Cleave, Improved Initiative, +Power Attack, Weapon Focus (longsword) +Environment: Any good-aligned plane +Organization: Solitary or group (2-5) +Challenge Rating: 13 +Treasure: Standard +Alignment: Always good (any) +Advancement: 14-39 HD (Large) + +#Arcanoplasm 11 +ARCANOPLASM +Large Aberration +Hit Dice: 7d8+42 (73 hp) +Initiative: +4 +Speed: 30 ft. (6 squares), climb 10 ft. +Armor Class: 16 (-1 size, +7 natural), touch 9, flatfooted +16 +Base Attack/Grapple: +5/+11 +Attack: Slam +7 melee (2d4+3 plus 1d6 acid) +Full Attack: Slam +7 melee (2d4+3 plus 1d6 acid) +Space/Reach: 10 ft./5 ft. +Special Attacks: Constrict 2d4+3 plus 1d6 acid, improved +grab, arcane spell mimicry +Special Qualities: Absorb arcane magic, amorphous, +arcanesense 100 ft., blindsight 60 ft., immunities +Saves: Fort +8, Ref +2, Will +7 +Abilities: Str 15, Dex 11, Con 22, Int 10, Wis 14, Cha +14 +Skills: Climb +18, Hide +2, Move Silently +6 +Feats: Combat Casting, Improved Initiative, +Weapon Focus (slam) +Environment: Underground +Organization: Solitary +Challenge Rating: 7 +Treasure: None +Alignment: Always neutral +Advancement: 8-15 HD (Large); +16-21 HD (Huge) + +#Asrai 12 +ASRAI +Tiny Fey (Aquatic) +Hit Dice: 1d6+1 (4 hp) +Initiative: +4 +Speed: 20 ft. (4 squares), swim 50 ft. +Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, +flat-footed 14 +Base Attack/Grapple: +0/-15 +Attack: Touch +6 melee touch (1d4 cold) +Full Attack: Touch +6 melee touch (1d4 cold) +Space/Reach: 2-1/2 ft./0 ft. +Special Attacks: Cold, spells, spell-like abilities +Special Qualities: Damage reduction 5/cold iron, SR 17, water +dependent +Saves: Fort +1, Ref +6, Will +3 +Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 +Skills: Concentration +5, Hide +16, Knowledge +(arcana) +2, Knowledge (nature) +2, Listen ++3, Sense Motive +5, Spellcraft +4, +Spot +3, Swim +12 +Feats: Weapon Finesse +Environment: Cold and temperate aquatic +Organization: Solitary or colony (2-12) +Challenge Rating: 5 +Treasure: None +Alignment: Always chaotic neutral +Advancement: 2-3 HD (Tiny) +Level Adjustment: +3 + +#Barbegazi (Ice Gnome) 13 +Barbegazi (Ice Gnome) +Small Humanoid (Cold, Gnome) +Hit Dice: 2d8+2 (11 hp) +Initiative: +1 +Speed: 20 ft. (4 squares), burrow 20 ft. +Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, +flat-footed 13 +Base Attack/Grapple: +1/-3 +Attack: Short sword +3 melee (1d4, 19-20/x2) or +dagger +3 melee (1d4, 19-20/x2) +Full Attack: Short sword +3 melee (1d4, 19-20/x2) or +dagger +3 melee (1d4, 19-20/x2) +Space/Reach: 5 ft./5 ft. +Special Attacks: Spell-like abilities +Special Qualities: Cold subtype, low-light vision, snow move +Saves: Fort +4, Ref +1, Will +0 +Abilities: Str 10, Dex 13, Con 13, Int 11, Wis 11, Cha 8 +Skills: Craft (trapmaking) +4, Hide +9*, Listen +2, +Spot +2, Survival +4 +Feats: Weapon Finesse +Environment: Cold hills and mountains +Organization: Solitary, hunting party (2-5 and 1 winter +wolf), band (20-50 plus 50% noncombatants +plus 1 3rd-level sergeant per 20 adults +and 1 leader of 4th-6th level and 2-4 winter +wolves), or clan (50-100 plus 1 3rd-level +sergeant per 20 adults, 1-2 lieutenants of +4th-5th level, 1 leader of 6th-8th level, and +5-7 winter wolves) +Challenge Rating: 1 +Treasure: Standard +Alignment: Often neutral (evil tendencies) +Advancement: By character class +Level Adjustment: +2 + +#Bedlam 14 +BEDLAM +Large Aberration (Chaotic) +Hit Dice: 13d8+26 (84 hp) +Initiative: +12 +Speed: Fly 50 ft. (perfect) (10 squares) +Armor Class: 25 (-1 size, +8 Dex, +8 natural), touch 17, +flat-footed 17 +Base Attack/Grapple: +9/+16 +Attack: Slam +11 melee (2d4+3) +Full Attack: 2 slams +11 melee (2d4+3) +Space/Reach: 10 ft./10 ft. +Special Attacks: Chaos burst, chaotic resonance +Special Qualities: Damage reduction 10/lawful, darkvision 60 +ft., detect law, immunity to chaos, immunity +to transformation, resistance to law spells +Saves: Fort +8, Ref +12, Will +10 +Abilities: Str 17, Dex 26, Con 15, Int 15, Wis 15, Cha 12 +Skills: Hide +15*, Listen +14, Move Silently +21, +Search +10, Spot +14 +Feats: Alertness, Blind-Fight, Dodge, Great Fortitude, +Improved Initiative +Environment: Underground +Organization: Solitary +Challenge Rating: 9 +Treasure: Standard +Alignment: Always chaotic neutral +Advancement: 14-39 HD (Large) + +#Beetle, Giant Blister 16 +#Beetle, Giant Saw-tooth 16 +#Beetle, Giant Water 16 +#MAnual ENTRY Required + +#Bloodsuckle 18 +BLOODSUCKLE +Large Plant +Hit Dice: 8d8+32 (68 hp) +Initiative: +0 +Speed: 0 ft. (immobile) +Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17 +Base Attack/Grapple: +6/+13 +Attack: Tendril +9 melee (1d4+3 plus create host) or +limb rake +8 melee (1d6+3) +Full Attack: 2 tendrils +9 melee (1d4+3 plus create host) or +4 limb rakes +8 melee (1d6+3) +Space/Reach: 10 ft./10 ft. (30 ft. with tendril) +Special Attacks: Blood drain, create host, improved grab, seed, +summon host +Special Qualities: Blindsight 30 ft. host sense, plant traits +Saves: Fort +10, Ref +4, Will +4 +Abilities: Str 16, Dex 10, Con 18, Int 6, Wis 11, Cha 11 +Skills: Listen +6, Spot +5 +Feats: Iron Will, Lightning Reflexes, Weapon Focus +(tendril) +Environment: Temperate forests +Organization: Solitary or cadre (bloodsuckle plus 4-7 hosts) +Challenge Rating: 6 +Treasure: 50% standard +Alignment: Always neutral +Advancement: 9-16 HD (Large); 17-24 HD (Huge) + +#Bog Creeper 19 +#Brass Man 20 +#Burning Dervish 21 +#Cadaver 22 +#Caterprism 23 +#Cave Leech 24 +#Cerebral Stalker 25 +#Church Grim 26 +#Cinder Ghoul 27 +#Clamor 28 +#Colossus, Jade 30 +#Corpse Rook 31 +#Corpsespinner 32 +#Crag Man 33 +#Crucifixion Spirit 35 +#Demon, Caizel 36 +#Demon, Chaaor 37 +#Demon, Greruor 39 +#Demon, Mallor 40 +#Demon, Ooze (greater) 42 +#Demon, Ooze (lesser) 42 +#Demon, Shrroth 44 +#Demon, Vepar (Duke) 45 +#Devil, Blood Reaver 47 +#Devil, Caasimolar 48 +#Devil, Demoriel 49 +#Devil, Flayer 51 +#Devil, Hellstoker 52 +#Devil, Xaphan (Duke) 53 +#Draconid 55 +#Dragon, Dungeon 56 +#Dragon, Smoke 57 +#Dragonship 58 +#Elusa Hound 60 +#Encephalon Gorger 61 +#Fear Guard 63 +#Fire Crab (lesser) 64 +#Fire Crab (greater) 64 +#Fire Phantom 65 +#FireWhale (Burning Leviathan) 66 +#Flea, Giant 68 +#Fulgurate Mushroom 69 +#Fungoid 69 +#Fyr 70 +#Gallows Tree 71 +#Gallows Tree Zombie 73 +#Gelid Beetle (lesser) 74 +#Gelid Beetle (greater) 74 +#Geon 75 +#Giant, Cave 76 +#Giant, Ferrous 77 +#Giant, Volcano 79 +#Gloom Crawler 81 +#Golem, Furnace 82 +#Golem, Iron Maiden 83 +#Golem, Magnesium 85 +#Golem, Ooze 86 +#Golem, Rope 87 +#Grave Risen 88 +#Grimstalker (Banaan) 89 +#Gutslug 90 +#Hanged Man 91 +#Helix Moth (larva) 92 +#Helix Moth (adult) 92 +#Hoar Spirit 94 +#Hornet, Giant 95 +#Huggermugger 96 +#Inphidian, Cobra-Back 98 +#Inphidian, Common 99 +#Inphidian, Dancer 100 +#Kathlin 101 +#Lizard, Cavern 102 +#Magmoid 103 +#Mawler 104 +#Mimi 105 +#Murder-born 106 +#Niln (Vapor Horror) 107 +#Nuckalavee 108 +#Oakman 109 +#Ogren 110 +#Oil Shark 112 +#Phantasm 113 +#Phlogiston 114 +#Piercer 33 +#Proscriber 115 +#Pudding, Blood 117 +#Pudding, Stone 118 +#Quasi-Elemental, Acid 119 +#Quasi-Elemental, Obsidian 122 +#Rakklethorn Toad 124 +#Rat, Barrow 125 +#Red Jester 126 +#Redcap 127 +#Renzer (Devilfin) 128 +#Retch Hound 129 +#Riptide Horror 130 +#Ronus 131 +#Ryven 132 +#Sabrewing 134 +#Sand Kraken 136 +#Sand Stalker 137 +#Screaming Skull (Cacophony Golem) 138 +#Scythe Horn 139 +#Sea Slug, Giant 140 +#Sea Wasp, Monstrous 141 +#Sepia Snake 144 +#Silid 145 +#Skeleton, Black 146 +#Slaughterford 147 +#Sleeping Willow 148 +#Slime Mold 149 +#Slorath 150 +#Sloth Viper 151 +#Stygian Leviathan 152 +#Swarm, Grig 153 +#Swarm, Piranha 154 +#Swarm, Poisonous Frog 155 +#Swarm, Velvet Ant 156 +#Swarm, Warden Jack 157 +#Tangtal 158 +#Tazelwurm 159 +#Temporal Crawler 160 +#Tentacled Horror 161 +#Thundershrike 162 +#Time Flayer 163 +#Troblin 164 +#Turtle, Giant Bog 166 +#Vapor Dire Rat 167 +#Vapor Wasp 167 +#Weird, Blood 169 +#Weird, Lava 170 +#Weird, Lightning 172 +#Winterbloom 173 +#Witch Grass 174 +#Witch Tree 174 +#Yellowjacket, Giant 176 +#Appendix One: Animals +#Archerfish, Giant 178 +#Cave Lion 179 +#Chameleon, Giant 180 +#Chameleon, Giant (Horned) 181 +#Chameleon, Giant (Rock) 181 +#Falcon, Giant 181 +#Hyaenodon 182 +#Jaguar 183 +#Leopard, Snow 184 +#Lynx 185 +#Lynx (Caracal) 185 +#Mammoth 186 +#Mastodon 187 +#Mountain Lion 188 +#Pike, Giant 189 +#Rhinoceros, Woolly 190 +#Rhinoceros, Woolly (Elasmotherium) 190 +#Seahorse, Giant 191 +#Smilodon (Saber-toothed Cat) 192 +#Smilodon (Homotherium) 192 +#Stingray 193 +#Appendix Two: Templates +#Amphisbaena 196 +#Cheitan 198 +#Corpsespun Creature 102 +#Debased Fey 205 +#Landwalker 206 +#Phase Creature 208 +#Ravenous (Eater of Flesh) 210 +#Spellgorged Zombie 212 +#Undead Lord 214 \ No newline at end of file Property changes on: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_in_progress.lst ___________________________________________________________________ Added: svn:keywords ## -0,0 +1 ## +Author Revision Date Id \ No newline at end of property Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property Added: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_races.lst =================================================================== --- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_races.lst (rev 0) +++ Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_races.lst 2013-02-06 12:23:52 UTC (rev 19368) @@ -0,0 +1,4 @@ +SOURCELONG:Tome of Horrors II SOURCESHORT:ToH2 SOURCEDATE:2007-03 +# Original Entry by: Andrew Maitland +# Entry Date: 2013-01 + Property changes on: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_races.lst ___________________________________________________________________ Added: svn:keywords ## -0,0 +1 ## +Author Revision Date Id \ No newline at end of property Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property Added: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/tome_of_horrors_2.pcc =================================================================== --- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/tome_of_horrors_2.pcc (rev 0) +++ Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/tome_of_horrors_2.pcc 2013-02-06 12:23:52 UTC (rev 19368) @@ -0,0 +1,25 @@ +# Original Entry by: Andrew Maitland +# Entry Date: 2013-01 +CAMPAIGN:Tome of Horrors II +GAMEMODE:35e +STATUS:ALPHA +TYPE:Necromancer Games.Tome of Horrors +RANK:6 +SOURCELONG:Tome of Horrors II +SOURCESHORT:ToH2 +SOURCEDATE:2007-03 +ISOGL:YES +COPYRIGHT:Necromancer Games + +#INFOTEXT:Main information + +ABILITY:toh2_abilities_race.lst + +#FEAT:toh2_feats.lst + +KIT:toh2_kits.lst + +RACE:toh2_races.lst + +#TEMPLATE:toh2_templates.lst + Property changes on: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/tome_of_horrors_2.pcc ___________________________________________________________________ Added: svn:keywords ## -0,0 +1 ## +Author Revision Date Id \ No newline at end of property Added: svn:eol-style ## -0,0 +1 ## +native \ No newline at end of property This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |
From: <ama...@us...> - 2013-03-30 03:17:10
|
Revision: 19775 http://sourceforge.net/p/pcgen/code/19775 Author: amaitland Date: 2013-03-30 03:17:06 +0000 (Sat, 30 Mar 2013) Log Message: ----------- pending updates Modified Paths: -------------- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_in_progress.lst Trunk/content/notfordistribution/necromancergames/tomeofhorrors3/inprogress.lst Modified: Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst =================================================================== --- Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst 2013-03-30 03:07:50 UTC (rev 19774) +++ Trunk/content/notfordistribution/necromancergames/tome_of_horrors_2/toh2_abilities_race.lst 2013-03-30 03:17:06 UTC (rev 19775) @@ -1440,198 +1440,1859 @@ #Fire Crab (greater) 64 -#Fire Phantom 65 +#Fire Phantom 66 +Fire (Ex): A fire phantom's fists are swathed in +elemental fire. Any melee hit deals fire damage. +Creatures attacking a fire phantom unarmed or +with natural weapons takes fire damage each time +their attacks hit. +Fire Blast (Su): Once every 1d4 rounds as a standard +action, a fire phantom can hurl a small globe of elemental +fire to a range of 30 feet (no range increment). By +making a successful ranged touch attack, it deals 2d6 +points of fire damage. A creature hit must succeed on a +DC 15 Reflex save or catch on fire. The save DC is +Charisma-based. (See the DMG for more information +on catching on fire.) +Immolation (Su): Normally used as a last resort, +a fire phantom can detonate itself in an +inferno of elemental fire that deals 6d6 points of +fire damage to all creatures within a 10-foot radius. +A successful DC 15 Reflex save halves the +damage. The save DC is Charisma-based. +This instantly kills the fire phantom if it fails a +DC 20 Will save. Even if the fire phantom survives, +its flames are extinguished for 1 minute. +During this time the fire phantom cannot use its +fire blast ability and does not deal fire damage +with its slam attack. It retains the fire subtype. +After 1 minute, its fires relight. If the fire phantom +survives the immolation, it may not use it +again for one day. +Rage (Ex): A fire phantom is in a constant state +of agony from the elemental fire that consumes its +body. Therefore, it is always in a berserk rage and +gains Str +4 and -2 AC (both already included in +the statistics block above). The fire phantom +cannot end this rage voluntarily and it cannot be +suppressed or negated. +Turn Immunity (Ex): A fire phantom cannot +be turned, rebuked, or commanded. +#Fire Whale (Burning Leviathan) 66 +Scalding Blast (Su): As a full round action, a fire +whale can release a blast of superheated air from its +blowhole. This blast of air mixes with the cooler +(well, slightly cooler in the case of the planes of fire) +ambient air producing condensation that scalds or +burns those contacting it. +The blast from a fire whale is a cone 5 feet long per +two HD of the fire whale that deals 1d6 points of +damage per HD of the fire whale to all creatures +within the area. The resulting fallout covers a radius +equal to the length of the cone. A successful Reflex +save halves the damage. +Thus, a typical 12 HD fire whale releases a blow 30 +feet long that covers a radius of 30 feet around it and +deals 12d6 points of damage. Affected creatures can +make a successful DC 22 Reflex save to halve the +damage. The save DC is Constitution-based. +Once a fire whale uses this ability, it must wait 1d4 +rounds before using it again. After using this ability +four times, the fire whale must submerge for at least +two full rounds before it can use it again. +Blindsight (Ex): Fire whales "see" by emitting +high-frequency sounds, inaudible to most other creatures, +that allow them to locate objects and creatures +within 120 feet. A silence spell negates this and forces +the whale to rely on its vision, which is approximately +as good as a human's. +Hold Breath (Ex): A fire whale can hold its breath +for 8 x its Constitution score before it risks drowning. +Skills: A fire whale has a +8 racial bonus on any +Swim check to perform some special action or avoid +a hazard. It can always choose to take 10 on a Swim +check, even if distracted or endangered. It can use +the run action while swimming, provided it swims in +a straight line. +A fire whale has a +4 racial bonus to Spot and +Listen checks. These bonuses are lost if blindsight is +negated. -#FireWhale (Burning Leviathan) 66 - - #Flea, Giant 68 +Attach (Ex): If a giant flea hits with a touch +attack, it uses its many legs to attach itself to the +opponent's body. An attached flea is effectively grappling +its foe. The giant flea loses its Dexterity bonus +to AC and has an AC of 13. It gains a +12 racial +bonus to grapple checks while attached (already figured +into the Base Attack/Grapple entry). +An attached flea can be struck with a weapon or +grappled itself. To remove an attached giant flea +through grappling, the opponent must achieve a pin +against the giant flea. +Blood Drain (Ex): A giant flea drains blood, dealing +1d3 points of Constitution damage in any round it +begins its turn attached to a victim. Once it has dealt +4 points of Constitution damage, it detaches and leaps +away to digest the meal. At Constitution 0 the host +dies and the giant flea detaches. If it has yet to deal 4 +points of Constitution damage, it seeks a new host. +Disease (Ex): About one in twenty giant fleas is a +disease carrier. Giant fleas can transmit any non- +supernatural disease from the DMG, though most +carry filth fever. The Fortitude save against a giant +flea's disease has a DC of 11 and is Constitution- +based. +Crowd (Ex): Because of their size and tactics, up +to four giant fleas can occupy the same 5-foot space. +Leap (Ex): Giant fleas are natural jumpers and +gain a +20 competence bonus on Jump checks. +Skills: Giant fleas can use their Strength or Dexterity +modifier on Jump checks, whichever is higher. - #Fulgurate Mushroom 69 #Fungoid 69 +Skills: Fungoids gain a +4 racial bonus to Listen and +Spot checks. *In swampy or forested areas, fungoids +8 +racial bonus to Hide checks. +#Fyr 71 +Spell-Like Abilities: 4/day-mass charm animal +(this functions as charm animal, but allows the +fyr to charm up to 4 HD of animals) (DC 12); 3/ +day-warp wood (DC 13); 1/day-pass without trace +(DC 12). Caster level 9th. The save DCs are +Charisma-based. +Weapon Attunement (Su): Fyrs have a mystical +ability to attune themselves with any weapon +they wield. A weapon held by a fyr functions as a +masterwork item (gaining a +1 bonus to attack +rolls) as long as the fyr wields it. This bonus does +not stack with the enhancement bonus gained +from magical weapons, or the bonus gained from a +masterwork weapon. This bonus is included in the +statistics block above. +Speak with Animals (Su): Fyrs can speak with +animals, as the spell (caster level 9th). This ability +is always active, but can be negated. A fyr can +restart it as a free action on its next turn. +Skills: Fyr have a +4 racial bonus on Handle +Animal checks. *Fyrs receive a +8 racial bonus on +Hide checks when in their natural environment. -#Fyr 70 - - #Gallows Tree 71 +Create Gallows Tree Zombie (Su): When a creature +dies within 15 feet of a gallows tree, it uses a sharpened +tendril to slice open the creature's abdomen, thereby +spilling the corpse's innards on the ground. The organs +#72 +and fluids are then absorbed by the tree's roots. Corpses +of a size other than Medium or Large are simply left to +rot. Medium or Large corpses are filled with a greenish +pollen fired from one of the tree's branches. The abdominal +wound heals over the next 1d4 days, at which +time the slain creature rises as a gallows tree zombie +connected by a tether-vine to the gallows tree that +created it. Gallows tree zombies possess none of their +former abilities. +Gallows Tree Zombie (Ex): Each gallows tree has +several gallows tree zombies connected to it. A Huge +gallows tree may have no more than 7 gallows tree +zombies connected to it at one time. A Gargantuan +gallows tree can have a maximum of 11 zombies connected +to it at any given time. See the gallows tree +zombie entry in this book for details on that monster. +Improved Grab (Ex): To use this ability, a gallows +tree must hit with its slam attack. It can then attempt +to start a grapple as a free action without provoking an +attack of opportunity. If it wins the grapple check, it +establishes a hold and deals slam damage each round +the hold is maintained. +Tremorsense (Ex): Gallows trees can automatically +sense the location of anything within 60 feet that is in +contact with the same vegetation the tree is touching. - #Gallows Tree Zombie 73 +Spore Cloud (Ex): As a free action, once every 1d4 +rounds (but no more than three times per day), a gallows +tree zombie can breathe a cloud of poisonous, greenish +spores in a 5-foot cube directly in front of it. A creature +caught in the cloud must succeed on a DC 14 Fortitude save +or be slowed (as the slow spell) for 6 rounds. One minute +later, the creature must make another Fortitude save (same +DC) or take 1d3 points of Strength damage. The save DC +is Constitution-based. +Fast Healing (Ex): A gallows tree zombie heals +only if it is connected to its gallows tree by its tether- +vine. +Tether-Vine (Ex): A gallows tree zombie is connected +to the gallows tree that created it by a long, +sinewy vine. This vine can be lengthened to allow +the zombie to move up to 100 feet away from the tree. +The vine is AC 19 (touch 12) and has 10 hit points. +Harming the vine deals no damage to the gallows tree +zombie or the gallows tree, but if severed, does prevent +the zombie from using its fast healing ability. +Tremorsense (Ex): Gallows tree zombies can automatically +sense the location of anything within 60 +feet that is in contact with +the same vegetation the +zombie is touching. +# Gelid Bettle Shared 74 +Cold (Ex): A gelid beetle's body generates cold that deals extra +cold damage every time it succeeds on a bite attack (the exact +damage is listed in each monster's description). Creatures attacking +a gelid beetle unarmed or with natural weapons take this same +cold damage each time one of their attacks hits. +Skills: *Due to their coloration and affinity to attack from +ambush, gelid beetles have a +8 racial bonus on Hide checks in +their native environment. #Gelid Beetle (lesser) 74 +Cold (Ex): 1d4 points of cold damage. +Cold Spray (Ex): Once per day, a lesser gelid beetle can release +a spray in a 10-foot cone that deals 2d4 points of cold damage; +affected creatures that succeed on a DC 14 Fortitude save take half +damage. The save DC is Constitution-based. +#Gelid Beetle (greater) 75 +Cold (Ex): 1d8 points of cold damage. +Cold Cloud (Ex): Once per minute, as a free action, a greater +gelid beetle can emit a cloud of icy cold vapor in a 20-foot radius. +The cloud is extremely thick and prevents ranged weapon attacks +(except for magic rays) by those in the cloud. Further, melee attack +and damage rolls take a -2 penalty. Each round, on the beetle's +turn, the cloud deals 2d6 points of cold damage to each creature +within it. A DC 20 Fortitude save halves the damage. The cloud +lasts 1d4+3 rounds before dispersing and is not affected by wind. +The save DC is Constitution-based. -#Gelid Beetle (greater) 74 - - #Geon 75 +Animate Boulders (Sp): A geon can animate rocks within 180 +feet at will, controlling up to two rocks at a time. Boulders move +at a speed of 10 feet and fight as a geon in all respects. Animated +boulders lose their ability to move if the geon that animated them +is incapacitated or moves out of range. The ability is otherwise +similar to liveoak (caster level 15th), but affects rocks rather than +trees. Animated boulders have the same vulnerability to cold that +a geon has. +Spell-Like Abilities: At will-stone shape; 1/day-move earth, +passwall, transmute rock to mud (DC 16), wall of stone (DC 16). +Caster level 12th. The save DCs are Charisma-based. +Freeze (Ex): A geon can hold itself so still it appears to be a +boulder. An observer must succeed on a DC 30 Spot check to +notice the geon is really alive. +Skills: *A geon has a +8 racial bonus on Hide checks against +a background of stone or in rocky surroundings. - #Giant, Cave 76 +Improved Grab (Ex): To use this ability, the cave +giant must hit an opponent up to two sizes smaller +with its slam attack. It can then attempt to start a +grapple as a free action without provoking an attack +of opportunity. If it wins the check, it establishes a +hold and can pound. +Pound (Ex): A cave giant that makes a successful +grapple check against a foe two or more sizes smaller +than itself can smash the opponent into the ground, +walls, nearby trees, or other solid objects as a standard +action. This deals 2d6+12 points of bludgeoning +damage to the victim. In addition, the opponent +must make a successful Fortitude save (DC 24) or be +stunned for one round. A cave giant can perform this +action once per round as long as it maintains the +grapple. The save DC is Strength-based. +Trample (Ex): A cave giant can trample creatures +one category size smaller than itself as a standard +action that deals 2d6+12 points of crushing damage. +Opponents who do not make attacks of opportunity +against the cave giant can attempt a Reflex save (DC +24) to halve the damage. The save DC is Strength- +based. +Oversized Weapon (Ex): A cave giant wields a +Gargantuan greatclub without penalty. +Cave Giants as Characters +Cave giant leaders are barbarians or adepts. Cave +giant clerics have access to two of the following +domains: Chaos, Earth, Trickery, +or War. - #Giant, Ferrous 77 +Improved Grab (Ex): To use this ability, the ferrous +giant must hit an opponent up to two sizes +smaller with its slam attack. It can then attempt to +start a grapple as a free action without provoking an +attack of opportunity. If it wins the grapple check, it +establishes a hold and can pound. +Pound (Ex): A ferrous giant that makes a successful +grapple check against a foe two or more sizes +smaller than itself can smash the opponent into the +ground, walls, nearby trees, or other solid objects as +a standard action. This deals 2d6+22 points of blud +#78 +geoning damage to the victim. In addition, the opponent +must make a successful Fortitude save (DC 37) +or be stunned for one round. A ferrous giant can +perform this action once per round as long as it +maintains the grapple. The save DC is Strength- +based. +Spell-Like Abilities: At will-heat metal (DC 14), +levitate (iron or steel objects or creatures only, including +itself); 1/day-wall of iron (DC 18). Caster +level 15th. The save DCs are Charisma-based. +Trample (Ex): A ferrous giant can trample creatures +one category size smaller than itself as a standard +action dealing 2d6+22 points of crushing damage. +Opponents who do not make attacks of opportunity +against the ferrous giant can attempt a Reflex save +(DC 37) to halve the damage. The +save DC is Strength-based. +Ferrous Mind (Ex): Ferrous +giants are immune to mind- +influencing effects (charms, +compulsions, phantasms, patterns, +and morale effects). +Oversized Weapon (Ex): A +ferrous giant wields a Gargantuan +greatsword or greataxe +without penalty. - #Giant, Volcano 79 +Breath Weapon (Su): Three times per day, a volcano +giant can exhale a cloud of warm and sulfuric +gas in a 30-foot cone. Affected creatures must make +a successful Fortitude save (DC 24) or take a -4 +circumstance penalty on attack rolls, checks and +saves for 1 minute (10 rounds) due to fits of coughing +and choking. The save DC is Constitution-based. +Trample (Ex): A volcano giant can trample creatures +one category size smaller than itself as a standard +action that deals 2d6+16 points of crushing damage. +Opponents who do not make attacks of opportunity +against the volcano giant can attempt a Reflex save +(DC 29) to halve the damage. The save DC is +Strength-based. +Rock Throwing (Ex): Adult volcano giants are +accomplished rock throwers and receive a +1 racial +bonus to attack rolls when throwing rocks. A volcano +giant can hurl rocks of 60 to 80 pounds (Medium +objects). A volcano giant's thrown rocks have a +range increment of 110 feet. As a full-attack action +a volcano can reach into an open source of flowing +lava, pull out a semi-solidified blob of molten rock, +and throw it. Such a missile deals normal rock damage +plus an extra 1d6 points of fire damage per round +for 1d4+1 rounds if it hits. +Fire Subtype (Ex): A volcano giant is immune to +fire attacks. It takes half again as much (+50%) +damage as normal from cold, regardless of whether a +save is allowed, or if the save is a success or failure. +Oversized Weapon (Ex): A volcano giant wields a +Gargantuan two-handed longspear without penalty. +Rock Catching (Ex): A volcano giant can catch Small, +Medium, or Large rocks (or projectiles of similar shape). +Once per round, a giant that would normally be hit by a rock +can make a Reflex save to catch it as a free action. The DC +is 15 for a Small rock, 20 for a Medium one, and 25 for a +Large one. (If the projectile has a magical bonus to attack, +the DC increases by that amount.) The giant must be ready +for and aware of the attack. +Stone Shape (Sp): Once per day, a volcano giant +can create an effect identical to a stone shape spell +(caster level 17th). +#80 - #Gloom Crawler 81 +Constrict (Ex): A gloom crawler deals 1d6+7 points of +damage with a successful grapple check. +Improved Grab (Ex): To use this ability, a gloom crawler +must hit an opponent of any size with a tentacle attack. It +can then attempt to start a grapple as a free action without +provoking an attack of opportunity. If it wins the grapple +check, it establishes a hold and can constrict. +All-Around Vision (Ex): Each of the gloom crawler's +tentacles has a single small eye near the tip. This grants the +gloom crawler a +4 racial bonus to Search and Spot checks +and it cannot be flanked. +Tremorsense (Ex): A gloom crawler can automatically +detect the location of anything within 60 feet that is in +contact with the ground. +Vulnerability to Sunlight (Ex): A gloom crawler is highly +susceptible to natural sunlight (not merely a daylight spell), and +takes 2 points of Constitution damage each round it remains in the +area. While operating in natural sunlight, it can only take a single +move action or attack action each round. - #Golem, Furnace 82 +Breath Weapon (Su): Once every 1d4 rounds, a +furnace golem can belch forth a line of fire 5 feet +wide, 5 feet high, and 50 feet long; 10d6 points of fire +damage, Reflex DC 22 for half. The save DC is +Constitution-based. +Heat (Ex): A furnace golem's entire form is extremely +hot. Any slam attack deals fire damage. +Creatures attacking a furnace golem unarmed or with +natural weapons take this same fire damage each +time one of their attacks hits. +Improved Grab (Ex): To use this ability, the furnace +golem must hit an opponent at least one size category +smaller than itself with a slam attack. It can them attempt +to start a grapple as a free action without provoking an +attack of opportunity. If it wins the grapple check, it can +conduct the grapple normally or shove an opponent up to +two sizes smaller into its furnace-interior the following +round. +Furnace-Interior (Ex): A furnace golem can try to +shove a grabbed opponent up to two sizes smaller than itself +into its interior by making a successful grapple check. An +opponent thrown into the furnace golem's interior is trapped +as a metal grating closes over the opening in the same round. +A trapped creature automatically takes 2d6 points of fire +damage each round. Escaping the creature's interior requires +a successful Strength check (DC 30) to bend +the bars. Alternately a trapped creature can +escape by dealing at least +25 points of damage to +the bars (AC 22). +#83 +Note, the golem's damage reduction applies to all attacks +against the bars. +A Huge furnace golem's interior can hold 2 Medium, 8 +Small, or 16 Tiny or smaller creatures. +Construct Traits (Ex): Immune to mind-influencing +effects (charms, compulsions, phantasms, +patterns, and morale effects), poison, sleep, paralysis, +stunning, death effects, necromancy effects, and polymorph. +Immune to any effect that requires a Fortitude +save (unless it works on objects, or is harmless). Not +subject to critical hits, nonlethal damage, ability +damage, energy drain, fatigue, exhaustion, or death +from massive damage; cannot be healed, raised or +resurrected, though it can be repaired. +Immunity to Magic (Ex): A furnace golem 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 magical attack that bypasses its cold resistance slows +a furnace golem (as the slow spell) for 3 rounds, with no +saving throw. +A magical attack that deals fire damage breaks any slow +effect on the furnace golem and heals 1 point of damage for +each 3 points of damage the attack would otherwise deal. If +the amount of healing would cause the golem to exceed its full +normal hit points, it gains any excess as temporary hit points. +Rustproof (Ex): Though constructed of iron, a furnace +golem, unlike an iron golem, is not affected by rust attacks. - #Golem, Iron Maiden 83 +Animated Host (Su): Once a victim trapped within +an iron maiden has died, it reanimates as a zombie in +the next round (as if by an animate dead spell). It +cannot escape, however, and serves only to fuel the +iron maiden and provide it with skills and abilities. +While it is trapped, the zombie cannot be attacked, +damaged, turned, rebuked, or commanded, and it +doesn't suffer any damage from the bladed lid. If the +lid of the golem is somehow forced open, the zombie +has the normal abilities of a Medium zombie (as +detailed in the MM). The victim of an iron maiden +golem must be alive when it is placed inside and the +lid is closed or the golem's animate host ability fails. +Bladed Lid (Ex): A living creature inside an iron +maiden when the lid is closed is pierced by twenty +dagger-like blades, dealing a total of 50 points of +#84 +piercing damage each round. The lid automatically +seals with an arcane lock spell with a caster level +equal to that of the iron maiden golem's creator +(14th level usually). The lid can be forced open with +a successful Strength check (DC 34) or by casting +dispel magic. The knock spell has no effect on the lid. +The check DC is Strength-based and includes a +10 +bonus from the arcane lock spell. +Because of the shape of the iron maiden, only a +Medium humanoid can be sealed inside. +Steal Essence (Su): An iron maiden golem that +has created a host using its animate host ability (see +above) gains 10 +temporary hit +points, uses its +own base attack +bonus or the host's +(whichever i s +higher), and can make +normal use of the victim's +skills, feats, and non-magical +class abilities. +The golem must substitute +its own ability scores when +determining its total skill bonuses; +therefore it cannot +use skills requiring Constitution +or Intelligence, and +since it cannot speak, +many Charisma skills +are severely limited. +Likewise, the iron +maiden golem must +meet the requirements +for any feat +in order to make +use of that feat +(thus feats such +as Dodge and +Combat Expertise +are unavailable to +the golem). An iron maiden cannot use any +divine spells or divinely granted special abilities, +since the host within is no longer able to +receive such abilities from her deity. An iron +maiden likewise cannot use any arcane spells as +its inherent magic immunity disrupts any attempt +to do so. +Construct Traits (Ex): Immune to mind- +influencing effects (charms, compulsions, +phantasms, patterns, and morale effects), poison, +sleep, paralysis, stunning, death effects, +necromancy effects, and polymorph. Immune to +any effect that requires a Fortitude save (unless it +works on objects, or is harmless). Not subject to +critical hits, nonlethal damage, ability damage, energy +drain, fatigue, exhaustion, or death from massive +damage; cannot be healed, raised or resurrected, +though it can be repaired. +Immunity to Magic (Ex): An iron maiden golem 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 magical attack that deals electricity damage +slows an iron maiden golem (as the slow +spell) for 3 rounds, with no saving +throw. +A magical attack that deals fire +damage breaks any slow effect on +the iron maiden golem and heals +1 point of damage for each 3 +points of damage the attack +would otherwise deal. If +the amount of healing +would cause the golem +to exceed its full normal +hit points, it gains +any excess as temporary +hit points. +Rust Vulnerability +(Ex): An iron maiden +golem is affected normally +by rust attacks, +such as that of a rust monster +or a rusting grasp spell. - #Golem, Magnesium 85 +Aura of Sickness (Su): As a free action, +a magnesium golem can generate +an aura in a 10-foot radius spread +that sickens all living creatures entering +the area for 1d4 minutes if that +creature fails a Fortitude save (DC 15). A +creature that successfully saves cannot be affected +again by the same magnesium golem's aura of sickness +for one day. A delay poison or neutralize poison +spell removes the effect from a sickened creature. +Creatures with immunity to poison are unaffected +and creatures resistant to poison receive their normal +bonus on their saves. The save DC i s +Constitution-based and includes a +2 racial bonus. +Dexterity Damage (Su): A magnesium golem's +slam attack deals 1d4 points of Dexterity damage to +a living foe if it fails a Fortitude save (DC 13). A +creature reduced to Dexterity 0 by a magnesium +golem is paralyzed. The save DC is Constitution- +based. +Construct Traits (Ex): Immune to mind-influencing +effects (charms, compulsions, phantasms, +patterns, and morale effects), poison, sleep, paralysis, +stunning, death effects, necromancy +effects, and polymorph. +Immune to any effect that requires +a Fortitude save (unless +it works on objects, or is +harmless). Not subject to +critical hits, nonlethal damage, +ability damage, energy +drain, fatigue, exhaustion, +or death from massive +damage; cannot be +healed, raised or resurrected, +though it +can be repaired. +Immunity to +Magic (Ex): A +magnesium golem +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 magic attack +that deals water +damage or creates +water slows a magnesium +golem (As +the slow spell) for +3 rounds, with no +saving throw. +A magical effect +that deals fire damage +breaks any +#86 +slow effect and heals 1 point of damage for each 3 points of +damage the attack would otherwise deal. If the amount of +healing would cause the golem to exceed its full normal hit +points, it gains any excess as temporary hit points. A +magnesium golem gets no saving throw against fire effects. +Rust Vulnerability (Ex): A magnesium golem is affected +normally by rust attacks, such as that of a rust monster or a +rusting grasp spell. +#Golem, Ooze 87 +Acid (Ex): An ooze golem's body secretes a deadly acid +that damages only flesh. Any melee hit deals acid damage. +Creatures attacking an ooze golem unarmed or with natural +attacks take acid damage as though hit by the ooze golem's +slam attack. +Death Throes (Ex): When an ooze golem is reduced to +0 or less hit points its body collapses into a bubbling pool of +acidic slime that covers a 10-foot square area. Creatures +touching this acidic pool take 2d6 points of acid damage (no +save) for 1d3 rounds. The acid pool remains for 10 rounds +(1 minute) before dispersing. +Amorphous (Ex): An ooze golem has no clear front or +back; therefore, it cannot be flanked. +Construct Traits (Ex): Immune to mind-influencing +effects (charms, compulsions, phantasms, patterns, and +morale effects), poison, sleep, paralysis, stunning, death +effects, necromancy effects, and polymorph. Immune to any +effect that requires a Fortitude save (unless it works on +objects, or is harmless). Not subject to critical hits, nonlethal +damage, ability damage, energy drain, fatigue, +exhaustion, or death from massive damage; cannot be +healed, raised or resurrected, though it can be repaired. +Fast Healing (Ex): An ooze golem heals 5 points of +damage each round so long as it has at least 1 hit point. -#Golem, Ooze 86 +#Golem, Rope 88 +Improved Grab (Ex): To use this ability, a rope golem must hit +an opponent up to one size larger than itself with a slam attack. It +can then attempt to start a grapple as a free action without +provoking an attack of opportunity. If it wins the grapple check, +it establishes a hold and can strangle its opponent. +Strangulation (Ex): A rope golem deals 1d8+3 points of +damage with a successful grapple check. Because the rope golem +seizes the opponent by the neck, a strangled foe cannot speak or +cast spells with verbal components. +Construct Traits (Ex): Immune to mind-influencing effects +(charms, compulsions, phantasms, patterns, and morale effects), +poison, sleep, paralysis, stunning, death effects, necromancy effects, +and polymorph. Immune to any effect that requires a +Fortitude save (unless it works on objects, or is harmless). Not +subject to critical hits, nonlethal damage, ability damage, energy +drain, fatigue, exhaustion, or death from massive damage; cannot +be healed, raised or resurrected, though it can be repaired. +Fire Vulnerability (Ex): A rope golem takes half again as much +(+50%) damage as normal from fire, regardless of whether a save +is allowed, or if the save is a success or failure. +Immunity to Magic (Ex): A rope golem 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 disintegrate spell affects it normally. A rope trick or animate rope +spell deals 1d6 points of damage to the rope golem per three levels +of the spell caster (e.g., a 6th-level sorcerer deals 2d6 points of +damage to a rope golem if it casts rope trick or animate rope). A +mending spell heals the rope golem of 2d6 points of damage. Fire- +based effects and spells affect it as described in its fire vulnerability +above. +#Grave Risen 89 +Animate Dead (Sp): Once per day, a grave risen can +animate dead, as the spell (caster level 5th). +Blood Poisoning (Ex): A creature hit by a claw attack +must succeed on a DC 15 Fortitude save or contract +blood poisoning. This deals 1 point of Constitution +damage to the victim per minute until the victim dies or +the blood poisoning is healed. A neutralize poison or +remove disease spell rids the victim of blood poisoning, as +does a DC 15 Heal check. Multiple wounds to the same +foe do not result in multiple instances of blood poisoning. +The save DC and check DC are both Charisma-based. -#Golem, Rope 87 +#Grimstalker (Banaan) 90 +Poison (Ex): Grimstalkers deliver poison with each successful +claw attack. +Grimstalker Poison: Injury, Fortitude DC 14; initial and secondary +damage 1d6 points of Dexterity damage. +A grimstalker often coats its weapons with this poison. In such +a case, the poison lasts for 1 minute or until it is touched or scores +a successful hit. The grimstalker may coat a single weapon with +poison as a standard action. +Sneak Attack (Ex): When a grimstalker flanks an opponent, +or anytime an opponent is denied its Dexterity bonus to AC, it +deals an extra 3d6 points of damage with a successful attack. +Spell-Like Abilities: 3/day-control plants (DC 21), tree +shape. Caster level 8th. The save DCs are Charisma-based. +Skills: *Grimstalkers have a +8 racial bonus on Hide checks +while in forested terrain. +A grimstalker can always take 10 on a Climb check, even +if rushed or threatened. - -#Grave Risen 88 - - -#Grimstalker (Banaan) 89 - - #Gutslug 90 +Blood Drain (Ex): A gutslug that grapples a foe drains blood. +This deals 1d4 points of Constitution drain each round the grapple +is maintained. Once a gutslug has drained 8 points, it detaches and +moves away to digest its meal. +Improved Grab (Ex): To use this ability, a gutslug must hit an +opponent of any size with its bite attack. It can then attempt a +grapple check as a free action without provoking an attack of +opportunity. If it wins the grapple check, it establishes a hold +and drains blood. +Sneak Attack (Ex): When a gutslug flanks +an opponent, or anytime an opponent is denied +its Dexterity bonus to AC, the gutslug +deals an extra 2d6 points of damage with a +successful attack. +Blindsight (Ex): A gutslug has no visual +organs but can ascertain all foes within 30 +feet using scent, sound, and vibration. +Vulnerabilities (Ex): Gutslugs are vulnerable +to salt. A pint of salt deals 1d4 +points of damage to a gutslug each round +for 1d2 rounds. A pint of alcohol poured or +thrown on a gutslug deals no damage but +causes it to take a -4 penalty on grapple +checks for 1 minute. - #Hanged Man 91 +Drag (Ex): If a hanged man hits with its rope +attack, the rope latches onto the opponent's body. +This deals no damage but drags the opponent 10 feet +closer each subsequent round (provoking no attack +of opportunity) unless that creature breaks free, which +requires a DC 18 Escape Artist check or a DC 14 +Strength check. The check DCs are Strength-based, +and the Escape Artist DC includes a +4 racial bonus. +A hanged man can draw in a creature within 5 feet of +itself and attack with both claws with a +4 attack +bonus in the same round. +Rope (Su): The rope of a +hanged man is about 30 feet +long and can lash forward +20 feet or upward 10 feet +to grab a victim and +drag it closer to the +hanged man (see its +drag ability, above). +The rope has AC 22, +hardness 10, and 10 hit +points, and it has damage +reduction 5/ +slashing. If the hanged +man's rope is severed +(by reducing it to 0 or +less hit points), both the +rope and the hanged man +are destroyed. Upon the +hanged man's destruction, +the rope crumbles +to dust. +Skills: *Using its +animated rope, a +hanged man has a +10 +racial bonus on Climb +checks. Hanged men have a ++6 racial bonus on Use Rope +checks. #Helix Moth (larva) 92 +Acid (Ex): Helix moths constantly regurgitate +acid to aid in digestion. The bite attack of a helix +moth deals acid damage (1d6 larval) on a successful melee attack. +#93 +Improved Grab (Ex): To use this ability, a +larva must hit with its bite attack. It can +then attempt to start a grapple as a free +action without provoking an attack of opportunity. +If it wins the grapple check, it +establishes a hold and deals bite and acid +damage each round the hold is maintained. +Blindsense (Ex): A larva helix moth has +no visual organs but can ascertain prey within +60 feet by scent and sound. +#Helix Moth (adult) 93 +Acid (Ex): Helix moths constantly regurgitate +acid to aid in digestion. The bite attack of a helix +moth deals acid damage (1d6 larval, 1d8 adult +stage) on a successful melee attack. -#Helix Moth (adult) 92 +Drone (Ex): The rapid beating of the helix +moth's wings creates a droning sound, +audible up to 60 feet away, that clouds the +minds of all who hear it. Affected creatures +take a -4 circumstance penalty on attack +rolls, saving throws, ability checks, and skill +checks for the next 1 minute if they fail a DC +21 Will save. A creature that makes a successful +Will save is unaffected by the droning +of the same helix moth for one day. The save +DC is Constitution-based. +Droning is a free action as long as the helix +moth is airborne. On the ground, it can beat +its wings as a move action with the effects as +above. +Poison (Ex): An adult helix moth delivers +a highly toxic poison with a successful sting. +The save is Constitution-based. +Adult Helix Moth Poison: Injury, Fortitude +DC 21 negates, initial and secondary damage +1d10 Strength. +Tremorsense (Ex): Adult stage hel ix +moths can automatically sense the location +of anything within 60 feet that is in contact +with the ground. - #Hoar Spirit 94 +Cold (Ex): Hoar spirits generate intense cold. Any +melee hit deals cold damage. Creatures attacking the +hoar spirit unarmed or with natural weapons suffer +cold damage each time their attacks hit. +Cone of Cold (Sp): Once per day, a hoar spirit can +produce an effect similar to a cone of cold spell. The +cone is 30 feet long and deals 3d6 points of cold +damage to creatures caught within the area. A successful +DC 14 Reflex save halves the damage. The +save DC is Charisma-based. +Glaciation (Su): A creature hit by a hoar spirit's +claw must succeed on a DC 14 Fortitude save or be +overcome with bone-numbing cold that paralyzes +the opponent for 1d4+1 rounds and deals 1 point of +Dexterity damage. The save DC is Charisma-based. +Sense Heat (Su): Hoar spirits can detect heat +(such as that generated by living creatures) in a 60- +foot radius. This includes the heat given off by +invisible creatures. This ability can be stopped or +started by the hoar spirit as a free action. This ability +functions as a detect evil spell (caster level 7th) +except there is no chance the +hoar spirit is stunned and it is +not blocked by stone, wood, +or other material. - #Hornet, Giant 95 +Poison (Ex): A giant hornet's poison is delivered +with each successful sting. The save DC is Constitution- +based and includes a +2 racial bonus. +Giant Hornet Poison: Injury, Fortitude DC 21 negates; +initial and secondary damage 1d8 points of +Dexterity damage. +Pheromone (Ex): The first time a creature successfully +hits a giant hornet, it releases a pheromone +that heightens the aggressiveness of all giant hornets +in the area. All giant hornets within 50 feet gain a +1 +morale bonus on attack rolls for the remainder of the +encounter and fight without penalty even while disabled +or dying (see the PHB). +Skills: Giant hornets have a +8 racial bonus on +Spot checks. *They also have a+4 racial bonus on +Survival checks to orient themselves. - #Huggermugger 96 +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 on 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. +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. - #Inphidian, Cobra-Back 98 +Poison (Ex): A cobra-back delivers a debilitating poison with +a successful bite from its snake-hands. The save is Constitution- +based and includes a +2 racial bonus. +Cobra-back Inphidian Poison: Injury, Fortitude DC 16 negates, +initial damage 1d4 Strength, secondary damage 1d4 Strength. +Spit Poison (Ex): A cobra-back can spit a line of poison from +its mouth to a range of 20 feet. This stream deals poison damage +as above (same Fortitude save to resist) and can be used once every +1d4 rounds. - #Inphidian, Common 99 +Blinding Spray (Ex): Once every 1d4 rounds, a +common inphidian can spew forth a line of milky- +white liquid that causes blindness (as the blindness +spell) for 6 rounds to any creature struck. A Reflex +save (DC 14) negates the effects. The spray has a +range of 20 feet. +Poison (Ex): A common inphidian delivers a debilitating +poison with a successful bite from its +snake-hands. The save is Constitution-based. +Common Inphidian Poison: Injury, Fortitude DC 14 +negates, initial damage 1d4 Strength, secondary damage +1d4 Strength. - #Inphidian, Dancer 100 +Entrancing Dance (Su): A charmer 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 fascinated creature can take no +actions other than defending itself. If attacked or +threatened, the fascinated creature receives a new +Will save with a +4 circumstance bonus (same DC). +A creature that makes a successful save is immune to +the entrancing dance of that charmer for one day. +Poison (Ex): A charmer delivers a debilitating poison +with a successful bite from its snake-hands. The save is +Constitution-based. +#101 +Charmer Inphidian Poison: Injury, Fortitude DC 14 negates, +initial damage 1d4 Strength, secondary damage 1d4 +Strength. +#Kathlin 102 +Great Endurance (Ex): A kathlin gains a +4 bonus to +Constitution checks made to continue running (see run, in the +PHB). This bonus stacks with the bonus to Constitution checks +the kathlin gains from the Endurance feat. -#Kathlin 101 - - #Lizard, Cavern 102 +Improved Grab (Ex): To use this ability, the cavern +lizard must hit with its bite attack. It can then attempt to +start a grapple as a free action without provoking an attack +of opportunity. If it wins the grapple check, it establishes a +hold and deals bite damage each round the hold is maintained. +Skills: A cavern lizard can always choose to +take 10 on a Climb check, even if rushed or +threatened. +Cavern lizards have a +4 racial bonus +on Hide and Move Silently +checks. *In areas of natural +stone or rock, the Hide +bonus increases to +8. - #Magmoid 103 +Burn (Ex): The body of a magmoid is composed of +molten rock and elemental fire. Any melee hit deals +2d6 points of fire damage initially and 1d6 points of +damage for the next 1d3 rounds. Creatures attacking +a magmoid unarmed or with natural weapons take +fire damage each time one of their attacks hits just as +if the magmoid had hit with a melee attack. +Fiery Aura (Ex): Anyone within 10 feet of a +magmoid must succeed on a DC 17 Fortitude save or +sustain 1d6 points of fire damage from the intense +heat. A new save must be made each round a creature +remains in the area. Treat this effect as an emanation +centered on the magmoid. The save DC is Constitution- +based. +Magma Blast (Ex): Once every 1d4 rounds, a +magmoid can shoot a blast of molten rock at an +opponent within 40 feet. This deals 3d6 points of fire +damage in the round it hits (Reflex save DC 17 for +half), and half that amount (3d6 / 2) for the next 1d3 +rounds (no save). +Melt Weapons (Ex): Any metal weapon that strikes +a magmoid must succeed on a DC 17 Fortitude save +or melt away into slag. The save DC is Constitution- +based. +Blindsight (Ex): A magmoid's body is covered +with small receptacles that allow it to ascertain prey +by sound and vibration to a range of 60 feet. - #Mawler 104 +Constrict (Ex): On a successful grapple check, a mawler deals +automatic bite damage each round the hold is maintained. +Improved Grab (Ex): To use this ability, a mawler must hit an +opponent up to two sizes larger with its bite attack. It can then +attempt a grapple check as a free action without provoking an +attack of opportunity. If it wins the grapple check, it establishes a +hold and can constrict. A mawler being worn as an article of +clothing has a +4 racial bonus to grapple checks. +Vorpal Bite (Ex): A mawler that scores a critical hit with its +bite attack while being worn severs the extremity that was inside +it at the time. For example, a mawler being worn as a boot severs +the victim's leg. A mawler can only use its vorpal bite while being +worn. +A creature that loses a limb suffers a -4 penalty to skill checks +that require the use of two limbs. For example, a victim that loses +a hand or arm suffers a -4 penalty to Climb checks, Disable Device +checks, and so forth. Further, a creature that loses its primary +weapon-wielding arm or hand suffers a -6 penalty when wielding +a weapon in its offhand. A creature with the Two-Weapon +Fighting feat that loses its primary arm or hand +ignores the penalty for wielding a weapon in +its offhand. +If the victim loses a foot or leg, the +penalty applies to Balance checks, Jump +checks, and the like. Additionally, +the creature's speed is reduced to +one-quarter. If the severed +extremity happens to be +the head, the victim +dies immediately (unless +it can live without +its head). +Magic Aura (Su): A +mawler continuously +emits a moderate aura of +Transmutation magic. This ability +can be negated or dispelled, +but the mawler can activate it as a +free action on its next turn. +Mimic Shape (Ex): A mawler +can assume the general shape of any +object that is roughly Tiny size. A +mawler's body is fleshy and pliable, but +it can alter the rigidity of its body to resemble +metal, wood, and even stone. Most +mawlers have found that taking on the shape of +articles of clothing provides the most ready +meals. The ruse can be detected by a Spot +check opposed by the mawler's Disguise skill. +Skills: A mawler has a +8 racial bonus on +Disguise checks. - #Mimi 105 +Spell-Like Abilities: At will-invisibility; 2/day-frost fingers +(as burning hands, but fires a sheet of ice that deals cold damage) +(DC 13). Caster level 8th. The save DCs are Charisma-based. +Once per day, a mimi can use a cone of cold (DC 17). Caster level +4th. The save DC is Charisma-based. +A group of three or more mimis together can use Otluke's +freezing sphere (DC 18), once per day. Caster level 12th. The save +DCs are Charisma-based. +Lower Temperature (Su): A mimi can, as a free action, lower +the temperature in a 10-foot radius around its body by 20-80 +degrees. Creatures in the area that are not immune or resistant to +cold may take damage as detailed in the DMG (see environmental +hazards and conditions). +Skills: Mimis have a +2 racial bonus on Search, Spot, and +Listen checks. - #Murder-born 106 +Charisma Damage (Su): A murder-born causes 1d4 +points of Charisma drain each time it hits with its incorporeal +touch attack. On each such attack, it gains 5 temporary +hit points. At Charisma 0, a creature dies. +Despondent Wail (Su): Twice per day, as a standard +action, a murder-born can unleash a child-like wail. Any +living creature within 60 feet that hears the wail must +succeed on a DC 16 Will save or be overcome with supernatural +feelings of hopelessness. An affected creature suffers +a -10% penalty to all XP earned from this point forward +until the curse is removed. A remove curse or break enchantment +(requiring a DC 20 caster level check for either spell), +limited wish, wish, or miracle breaks the curse, but XP "lost" +while this curse is in effect are not regained. Whether or not +the save is successful, that creature cannot be affected again +by the same murder-born's despondent wail for one day. +The save DC is Charisma-based. +Sense Living (Su): A murder-born can detect living +creatures within 100 feet, just as if it possessed the blindsight +ability. It also senses the strength of their life force automatically, +as if it had cast deathwatch. +Unnatural Aura (Su): Both wild and domesticated +animals can sense the unnatural presence of a murder-born +at a distance of 30 feet. They will not willingly approach +nearer than that and panic if forced to do so; they remain +panicked as long as they are within that range. - #Niln (Vapor Horror) 107 +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). +Drowning Fog (Su): Once per day, a niln can +create a muggy, vaporous cloud centered on its form. +The cloud lasts for 1 minute (10 rounds) before +dispersing, but otherwise functions as a fog cloud +spell. +The muggy vapors fill the lungs of any creature in +the area with water. A creature that takes only a +move action can hold its breath for 2 rounds per +point of Constitution; a creature that takes any action +other than a move action can hold its breath for +1 round per point of Constitution. After that, refer to +the rules for drowning (see the DMG). +Vapor Form (Ex): A niln's natural form is similar +to a gaseous form spell, except it retains is natural AC +bonus, can make attacks and use its supernatural +abilities, and has a fly speed of 60 feet (maneuverability +perfect). The niln is not subject to the effects +of wind. - #Nuckalavee 108 +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. +Breath Weapon (Su): As a free action, once every 4 +rounds, a nuckalavee can breathe a cloud of noxious gas from +its equine head in a 20-foot cone that liquefies the organs of +those in the area. This cloud lasts one round before dispersing +and deals 6d6 points of damage to all creatures in the area. An +affected creature can attempt a DC 20 Fortitude save to halve +the damage. The save DC is Constitution-based. +#109 +Horrific Appearance (Su): Creatures viewing the grotesque +form of a nuckalavee must succeed on a DC 17 +Fortitude save or take 2d6 points of Strength damage. The +damage cannot reduce a victim's Strength score below 0, +but anyone reduced to Strength 0 is helpless. Creatures that +are affected by this power or that successfully save against it +cannot be affected again by the same nuckalavee's horrific +appearance for one day. The save DC is Charisma-based. +Nuckalavees are not affected by the horrific appearance of +other nuckalavees. +Trample (Ex): As a full-round action, a nuckalavee can +move up to twice its speed and literally run over any +opponents of Medium size or smaller. The nuckalavee +merely has to move over the opponents in its path; any +creature whose space is completely covered by the +nuckalavee's space is subject to the trample attack. If a +target's space is larger than 5 feet, it is only considered +trampled if the nuckalavee moves over all the squares it +occupies. If the nuckalavee moves over only some of a +target's space, the target can make an attack of opportunity +against the nuckalavee at a -4 penalty. A nuckalavee that +accidentally ends its movement in an illegal space returns to +the last legal position it occupied, or the closest legal +position, if there's a legal position that's closer. A nuckalavee +deals 1d6+7 points of bludgeoning damage with its trample +attack. A nuckalavee can only deal trampling damage to +each target once per round, no matter how many times its +movement takes it over a target creature. Trampled opponents +can attempt attacks of opportunity, but these take a +-4 penalty. If they do not make attacks of opportunity, +trampled opponents can attempt DC 20 Reflex saves to take +half damage. The save DC is Strength-based. - #Oakman 109 +Shillelagh (Su): Any oaken club or staff wielded by an +oakman automatically gains the benefits of the shillelagh +spell (caster level 5th). This benefit is already included in +the statistics block above and only functions for an oakman. +Moss (Ex): Using its 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 +#110 +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. +Ability Score Damage: The victim takes 1d6 points of damage +to a random ability score (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 ability damage is actually permanent drain. +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. +Healing: This moss cake heals the target as by a heal spell +(caster level 5th). +Lethargy: The victim 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 takes a -2 circumstance +penalty to AC and on attack rolls, checks, and saves. +Pain: Eating this moss cake wracks the victim with pain +for 1d4 hours if it fails a Fortitude save. During this time, the +victim takes a -2 circumstance penalty on attack rolls, +weapon damage rolls, and ability and skill checks. +Poison: Eating this moss cake poisons the victim (ingestion, +Fortitude DC 15 negates, initial damage 1d6 +Constitution, secondary damage 2d6 Constitution). +Sleep: This moss cake puts the victim to sleep for 1 hour +(as the sleep spell) if it fails a Will save. +Tree Dependent (Su): Each oakman is mystically bound +to a single enormous oak tree and must never stray more +than 1 mile from it. Any who do become ill and die within +4d6 hours. An oakman's oak does not radiate magic. +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. +Skills: Oakmen have a +8 racial bonus on Climb checks +and can always choose to take 10 on a Climb check, even if +rushed or threatened. - #Ogren 110 +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. +Skills: Ogrens have a +2 racial bonus on Move +Silently checks. - #Oil Shark 112 +Blindsense (Ex): An oil shark can locate creatures underwater +(including under the oily seas of its elemental lair) within a 30- +foot radius. This ability works only when the oil shark is underwater +(or under oil). +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 up +to one mile. +Skills: Oil sharks have a +4 racial bonus on Listen checks. +Additionally, due to the oily secretions of their metallic scales, +oil sharks have a +10 racial bonus on Escape Artist checks. +An oil shark has a +8 racial bonus on any Swim check to +perform some special action or avoid a hazard. It can always choose +to take 10 on a Swim check, even if distracted or endangered. It +can use the run action while swimming, provided it swims in a +straight line. +*Their oily hides also allow them to glide smoothly and quickly +through normal water. In such an environment, an oil shark gains +a +10 racial bonus on Swim checks. - #Phantasm 113 +Energy Drain (Su): The incorporeal +touch of a phantasm deals +one negative level. The Fortitude save +to remove a negative level has a DC of +22. The save DC is Charisma-based. For each such +negative level bestowed, the phantasm gains 5 temporary +hit points. +Possession (Su): Once per round, a phantasm can merge +its body with a creature on the Material Plane. This ability +is similar to a magic jar spell (caster level 9th), except that +it does not require a receptacle. To use this ability, the +phantasm must try move into the target's space; moving +into the target's space to use this ability does not provoke +attacks of opportunity. The target can resist the attack with +a successful DC 17 Will save. A creature that successfully +saves is immune to that same phantasm's possession for one +day, and the phantasm cannot enter the target's space. If the +save fails, the phantasm vanishes into the target's body. +A phantasm automatically deals one negative level (from +its energy drain ability) each round to its host. The host can +eject the phantasm with a successful DC 17 Will save. This +save can be attempted once per round. If successful, the +phantasm is forced from the host's body and it cannot +attempt to posses the same host for 1 minute. +If turned or subjected to a dismissal spell while +possessing a host, the phantasm is ejected. The save +DCs are Charisma-based. +Aura of Desecration (Su): A phantasm has a continuous +aura of desecration that affects a 10-foot radius. This aura +can be dispelled, but the phantasm can restart it again as a +free action on its next turn. All turn attempts made within +the aura suffer a -3 profane penalty; +all undead within or entering +the aura gain a +1 +profane bonus to attack +rolls, damage +rolls, and +saves (these +bonuses are +already included in the +phantasm's statistics block). +This spell otherwise functions +as a desecrate spell. +Unnatural Aura +(Su): Both wild and domesticated +animals +can sense the unnatural +presence +of a phantasm +at a distance of +30 feet. They +will not willingly +approach +nearer than +that and panic +if forced to do +s o ; they remain +panicked +as long as they +are within +that range. - #Phlogiston 114 +Fire Bolt (Ex): Once every 1d4 rounds, a phlogiston +bush can release a tiny bolt of fire at a single opponent +within 40 feet (no range increment). The bolt +deals 2d6 points of fire damage to a creature struck. +The opponent can attempt a DC 14 Reflex save to +halve the damage. The save DC is Constitution- +based. +Constrict (Ex): On a successful grapple check, a +phlogiston bush deals automatic tendril damage. +Improved Grab (Ex): To use this ability, a +phlogiston bush must hit with a tendril attack. It can +then attempt to start a grapple as a free action without +provoking an attack of opportunity. If it wins the +grapple check, the phlogiston bush establishes a hold +and can constrict. +Death Throes (Ex): If a phlogiston bush is reduced +to 0 or less hit points, it explodes in a concussive +blast of fire that deals 4d6 points of fire damage to all +creatures in a 10-foot radius. A successful DC 14 +Reflex save halves the damage. The save DC is Constitution- +based. +Blindsight (Ex): Phlogiston bushes have no visual +organs but can ascertain all foes within 60 feet through +sound and vibrations. - #Piercer 33 #Proscriber 115 +Condemn (Su): Once per day, by making a successful +melee touch attack, a proscriber can sever the +connection between a divine caster and his or her +deity. The target must succeed on a DC 22 Will save +or lose the ability to cast divine spells, turn or rebuke +undead, smite good or evil, and use any other divine- +based spell, spell-like abilities, or supernatural +abilities. On a successful save, the target takes 10d6 +points of damage. The save DC is Constitution- +based. +Further, one that fails its save resists all beneficial +divine spells (such as heal, or any cure spell) cast on +him or her. A creature attempting to cast a beneficial +divine spell on a condemned creature must succeed +on a DC 20 caster level check. +The effects of this ability are permanent but can be +removed by the casting of a remove curse spell followed +by an atonement spell. The one casting the +remove curse and atonement spells must be a divine +caster who worships the same god as the condemned +and who is of a class level equal to or higher than the +condemned. +#116 +Spell-Like Abilities: At will-continual flame, discern +lies (DC 19); 3/day-discern location, power word +stun; 1/day-blade barrier (DC 21), geas/quest, plane +shift (DC 22), polymorph (self only), power word blind, +waves of exhaustion, word of recall. Caster level 15th. +The save DCs are Charisma-based. +Spells: Proscribers cast divine spells as 15th-level +clerics. A proscriber has access to any two domains +its deity has access to. The save DCs are Wisdom- +based. +Good-Aligned Proscriber +Typical Cleric Spells Prepared (6/7/6/6/5/ +5/3/2/1; save DC 15 + ... [truncated message content] |