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Bestiary+
#21
Praise be to Jesus that all of this was saved
I had a small meltdown when I couldn't find all of this
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#22
I just wish I was smart enough to have done that with the Cie'th and whatnot. ;-;
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#23
(03-06-2017, 04:07 PM)Manly Man Wrote: I just wish I was smart enough to have done that with the Cie'th and whatnot. ;-;

Oh manly man that's rough... You had over at least 12 monsters. I know that feeling I've had my computer freeze on me while I'm creating creatures and lost soooooo many hours of work.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#24
I had no idea all this happen or I would have had updated the creatures back onto here sooner. I am sorry for advanced those who needed the creatures during that. I will now update the other half of the creatures.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#25
Hydra Family

Cryohydra
Multiple angry icy snake-like heads rise from the sleek, serpentine blue body of this terrifying monster.
CR 6 XP 2400
N Huge Dragon(cold)
Init: +1; Senses dragon senses, scent; Perception +13

AC 18, touch 9; flat-footed 17(+1 Dex, +9 natural, -2 size)
hp 106(8d12+56); fast healing 8
Fort +12, Ref +9, Will +9
Immune paralysis, sleep; Resist ice 10
Weakness Fire

Speed 20 ft., swim 20 ft.
Melee 4 Bites +11 (2d6+7), tail slap +6(1d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, 4 breath weapons(15-ft. cone, DC 20, 3d4 ice)

Str 20, Dex 12, Con 22, Int 2, Wis 12, Cha 9
Base Atk +8; CMB +15; CMD 26(can't be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Toughness
Skills Perception +13, Swim +12; Racial Modifiers +2 Perception
SQ Hydra Traits, Polar Bulwark

Fast Healing(Ex)
A cryohydra's fast healing ability is double to its current number of heads. A cryohydra loses 2 fast healing per head lost expect for fast healing is lost if all but one single head are left.

Hydra Traits(Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a cryohydra loses its fast healing if they only have one head remaining. A cryohydra can't attack with a severed head, but takes no other penalties. A cryohydra also loses one of its breath weapons per head lost.

Polar Bulwark(Su)
Once per day, a cryohydra can become immune to physical damage for one round, must have at least two heads to use this ability and those two heads must channel this effect until the end of the round.

Pounce(Ex)
When a creature with this special attack makes a charge, it can make a full attack.

Dualizard
A large two headed lizard or perhaps a small two headed hydra?
CR 2 XP 600
N Large Dragon
Init: +1; Senses dragon senses, scent; Perception +7

AC 14, touch 10; flat-footed 13(+1 Dex, +4 natural, -1 size)
hp 33(3d12+12); fast healing 4
Fort +7, Ref +6, Will +3
Immune paralysis, sleep; Resist ice 5, fire 5
Weakness Wind

Speed 20 ft., swim 20 ft.
Melee 2 Bites +5 (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, 2 breath weapons(15-ft. Cone, DC 17, 1d4 fire or 1d4 ice)

Str 16, Dex 12, Con 18, Int 2, Wis 10, Cha 8
Base Atk +3; CMB +7; CMD 18
Feats Combat Reflexes, Lightning Reflexes
Skills Perception +7, Swim +8; Racial Modifiers +2 Perception
SQ Hydra Traits

Fast Healing(Ex)
A dualizard's fast healing ability is double to its current number of heads. This fast healing is lost if all but one single head are left.

Hydra Traits(Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a dualizard loses its fast healing if they only have one head remaining. A dualizard can't attack with a severed head, but takes no other penalties. A dualizard also loses one of its breath weapons per head lost.

Pounce(Ex)
When a creature with this special attack makes a charge, it can make a full attack.

Hydra
Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster.
CR 4 XP 1200
N Huge Dragon
Init: +1; Senses dragon senses, scent; Perception +10

AC 15, touch 9; flat-footed 14(+1 Dex, +6 natural, -2 size)
hp 59(5d12+25); fast healing 6
Fort +9, Ref +7, Will +6
Immune paralysis, sleep; Resist fire 5, ice 5, water 5

Speed 20 ft., swim 20 ft.
Melee 3 Bites +7 (2d6+6), tail slap +2(1d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, 3 breath weapon(15-ft. Cone, DC 17, 2d4 fire, 2d4 ice, or 2d4 water)

Str 18, Dex 12, Con 20, Int 2, Wis 11, Cha 9
Base Atk +5; CMB +11; CMD 22(can't be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes
Skills Perception +10, Swim +11; Racial Modifiers +2 Perception
SQ Hydra Traits

Fast Healing(Ex)
A hydra's fast healing ability is double to its current number of heads. A hydra loses 2 fast healing per head lost expect for fast healing is lost if all but one single head are left.

Hydra Traits(Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a hydra loses its fast healing if they only have one head remaining. A hydra can't attack with a severed head, but takes no other penalties. A hydra also loses one of its breath weapons per head lost.

Pounce(Ex)
When a creature with this special attack makes a charge, it can make a full attack.

Ghidra
A ghidra is a greater hydra with more heads, stronger bites, and stronger breath weapon.
CR 10 XP 9600
N Huge Dragon
Init: +6; Senses dragon senses, scent; Perception +17

AC 22, touch 10; flat-footed 20(+2 Dex, +12 natural, -2 size)
hp 168(12d12+96); fast healing 10
Fort +17, Ref +12, Will +11
DR 10/cold iron; Immune paralysis, sleep; Resist earth 5, fire 5, ice 5, lightning 5, water 5

Speed 20 ft., swim 20 ft.
Melee 5 Bites +16 (2d8+9), tail slap +11(1d8+6)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, 5 breath weapons(15-ft. cone, DC 23, 4d4 earth, 4d4 fire, 4d4 ice, 4d4 lightning, or 4d4 water)

Str 22, Dex 14, Con 24, Int 2, Wis 13, Cha 11
Base Atk +12; CMB +20; CMD 32(can't be tripped)
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Attack(bite), Iron Will, Lightning Reflexes, Snatch, Toughness
Skills Perception +17, Swim +16; Racial Modifiers +2 Perception
SQ Hydra Traits, Polar Bulwark, Pyric Bulwark

Fast Healing(Ex)
A ghidra's fast healing ability is double to its current number of heads. A ghidra loses 2 fast healing per head lost expect for fast healing is lost if all but one single head are left.

Hydra Traits(Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a ghidra loses its fast healing if they only have one head remaining. A ghidra can't attack with a severed head, but takes no other penalties. A ghidra also loses one of its breath weapons per head lost.

Polar Bulwark(Su)
Once per day, a ghidra can become immune to physical damage for one round, must have at least two heads to use this ability and those two heads must channel this effect until the end of the round.

Pounce(Ex)
When a creature with this special attack makes a charge, it can make a full attack.

Pyric Bulwark(Su)
Once per day, a ghidra can become immune to magical damage for one round, must have at least two heads to use this ability and those two heads must channel this effect until the end of the round.

Pryohydra
Multiple angry fiery snake-like heads rise from the sleek, serpentine red body of this terrifying monster.
CR 6 XP 2400
N Huge Dragon(fire)
Init: +1; Senses dragon senses, scent; Perception +13

AC 18, touch 9; flat-footed 17(+1 Dex, +9 natural, -2 size)
hp 106(8d12+56); fast healing 8
Fort +12, Ref +9, Will +9
Immune paralysis, sleep; Resist fire 10
Weakness Water

Speed 20 ft., swim 20 ft.
Melee 4 Bites +11 (2d6+7), tail slap +6(1d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, 5 breath weapons(15-ft. cone, DC 20, 3d4 fire)

Str 20, Dex 12, Con 22, Int 2, Wis 12, Cha 9
Base Atk +8; CMB +15; CMD 26(can't be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Toughness
Skills Perception +13, Swim +12; Racial Modifiers +2 Perception
SQ Hydra Traits, Pyric Bulwark

Fast Healing(Ex)
A pryohydra's fast healing ability is double to its current number of heads. A pryohydra loses 2 fast healing per head lost expect for fast healing is lost if all but one single head are left.

Hydra Traits(Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a pryohydra loses its fast healing if they only have one head remaining. A pryohydra can't attack with a severed head, but takes no other penalties. A pryohydra also loses one of its breath weapons per head lost.

Pounce(Ex)
When a creature with this special attack makes a charge, it can make a full attack.

Pyric Bulwark(Su)
Once per day, a pryohydra can become immune to magical damage for one round, must have at least two heads to use this ability and those two heads must channel this effect until the end of the round.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#26
Imp Family

Alberich
These gray-skinned nuisance are larger and much older imps who lead hordes of demons in their commands. They seek more knowledge and power to bluster their reign.
CR 9 XP 6400
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +10; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +17

AC 24, touch 17, flat-footed 17(+6 Dex, +1 dodge, +7 natural)
hp 109(12d10+36); fast healing 6
mp 67
Fort +7, Ref +14, Will +11
DR 5/good or silver; Immune blind, fire, poison; Resist ice 10, wind 10, lightning 5

Speed 30 ft., fly 50 ft.(good)
Melee 2 Claws +18(1d8+3), Sting +19(1d6+3 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 12th; concentration +16)
1st – Blind(DC 15), Fire(DC 15), Sleep(DC 15)
2nd – Fire II(DC 16), Poison(DC 16), Silence(DC 16)
3rd – Bio(DC 17), Blindga(DC 17), Fira(DC 17), Fire III(DC 17), Sleepga(DC 17)
4th – Disable(DC 18), Poisonga(DC 18), Silencega(DC 18)
5th – Firaga(DC 19), Gravity(DC 19)
6th – Berserk(DC 20), Mass Disable(DC 20), Flare(DC 20)

Str 16, Dex 22, Con 17, Int 19, Wis 17, Cha 15
Base Atk +12; CMB +15; CMD 32
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Spell Penetration, Weapon Finesse, Weapon Focus(Sting)
Skills Acrobatics +21, Bluff +17, Fly +31, Knowledge(arcana, planes) +19, Perception +17, Spellcraft +19, Stealth +21
Languages Common, Infernal

Poison (Ex)
Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Dancehall Daze (Su)
5/day, the alberich may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the alberich must pass a Will Save(DC 15) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).

Shadow Meld(Ex)
Alberich are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, alberich gain a +4 circumstance bonus to stealth.

Ereshkigal
Larger than your average imp these fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, purple-skinned nuisance are deadly.
CR 6 XP 2400
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +5; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +13

AC 20, touch 16, flat-footed 14(+5 Dex, +1 dodge, +4 natural)
hp 67(8d10+16); fast healing 4
mp 30
Fort +5, Ref +11, Will +9
DR 5/good or silver; Immune blind, fire, poison; Resist ice 10, wind 10

Speed 20 ft., fly 50 ft.(good)
Melee 2 Claws +13(1d8+2), Sting +13(1d6+2 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 8th; concentration +11)
1st – Blind(DC 14), Fire(DC 14), Sleep(DC 14)
2nd – Fire II(DC 15), Poison(DC 15), Silence(DC 15)
3rd – Bio(DC 16), Blindga(DC 16), Fira(DC 16), Fire III(DC 16), Sleepga(DC 16)
4th – Disable(DC 17), Poisonga(DC 17), Silencega(DC 17)

Str 15, Dex 20, Con 15, Int 17, Wis 16, Cha 15
Base Atk +8; CMB +10; CMD 25
Feats Combat Casting, Dodge, Spell Penetration, Weapon Finesse
Skills Acrobatics +16, Bluff +13, Fly +27, Knowledge(arcana, planes) +14, Perception +13, Spellcraft +14, Stealth +16
Languages Common, Infernal

Poison (Ex)
Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Dancehall Daze (Su)
3/day, the ereshkigal may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the ereshkigal must pass a Will Save(DC 14) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).

Shadow Meld(Ex)
Ereshkigal are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, ereshkigals gain a +4 circumstance bonus to stealth.

Garchimacera
Fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, orange-skinned nuisance.
CR 4 XP 1200
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +4; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +10

AC 19, touch 16, flat-footed 14(+4 Dex, +1 dodge, +3 natural, +1 size)
hp 50(6d10+12); fast healing 3
mp 17
Fort +4, Ref +9, Will +7
DR 5/good or silver; Immune fire, poison; Resist ice 10, wind 10

Speed 20 ft., fly 50 ft.(perfect)
Melee 2 Claws +11(1d6+1), Sting +11(1d4+1 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 6th; concentration +8)
1st – Blind(DC 13), Fire(DC 13), Sleep(DC 13)
2nd – Fire II(DC 14), Poison(DC 14), Silence(DC 14)
3rd – Bio(DC 15), Blindga(DC 15), Fira(DC 15), Fire III(DC 15), Sleepga(DC 15)

Str 12, Dex 19, Con 14, Int 15, Wis 15, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Combat Casting, Dodge, Weapon Finesse
Skills Acrobatics +13, Bluff +11, Fly +25, Knowledge(arcana, planes) +11, Perception +10, Spellcraft +11, Stealth +12
Languages Common, Infernal

Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Dancehall Daze (Su)
Once per day, the garchimacera may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the garchimacera must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).

Shadow Meld(Ex)
Garchimacera are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, garchimaceras gain a +4 circumstance bonus to stealth.

Gremlin
The weakest of the imp family, this fiendish winged and a whipping scorpion-like tail lash behind this diminutive, green-skinned nuisance.
CR 1/2 XP 200
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +2; Senses Darkvision 60 ft., low-light vision; Perception +5

AC 13, touch 12, flat-footed 11(+2 Dex, +1 size)
hp 7(1d10)
mp 1
Fort +0, Ref +4, Will +4
Immune fire, poison

Speed 20 ft., fly 50 ft.(perfect)
Melee 2 claws +4 (1d4-2), Sting +4(1d4-2 plus poison)
Spells Known(Black Mage CL 1st; concentration +1)
1st – Fire(DC 11)

Str 7, Dex 15, Con 11 , Int 10, Wis 14, Cha 10
Base Atk +1; CMB -2; CMD 10
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +6, Fly +19, Knowledge(arcana, planes) +5, Perception +5, Spellcraft +5, Stealth +6
Languages Common, Infernal

Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Shadow Meld (Ex)
Gremlins are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Gremlins gain a +4 circumstance bonus to stealth.

Imp
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, reddish brown-skinned nuisance.
CR 1 XP 400
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +3; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +5

AC 14, touch 13, flat-footed 11(+3 Dex, +1 size)
hp 8(1d10+2); fast healing 1
mp 1
Fort +1, Ref +5, Will +4
Immune fire, poison; Resist ice 5, wind 5

Speed 20 ft., fly 50 ft.(perfect)
Melee 2 claws +5 (1d4-1), Sting +5(1d4-1 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 1st; concentration +1)
1st – Fire(DC 11)

Str 8, Dex 16, Con 12 , Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 13  
Feats Weapon Finesse
Skills Acrobatics +7, Bluff +6, Fly +19, Knowledge(arcana, planes) +5, Perception +5, Spellcraft +5, Stealth +7
Languages Common, Infernal

Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Dancehall Daze (Su)
Once per day, the imp may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the imp must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).

Shadow Meld (Ex)
Imps are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Imps gain a +4 circumstance bonus to stealth.

Imp Devil
Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.
CR 2 XP 600
LE Small Outsider(devil, evil, extraplanar, lawful)
Init: +3; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7

AC 16, touch 15, flat-footed 13(+3 Dex, +1 dodge, +1 natural, +1 size)
hp 16(3d10+2); fast healing 2
mp 5
Fort +2, Ref +6, Will +5
Immune fire, poison; Resist ice 10, wind 5

Speed 20 ft., fly 50 ft.(perfect)
Melee 2 Claws +6(1d4), Sting +6(1d4 plus poison)
Special Attacks Dancehall Daze
Spells Known(Black Mage CL 3rd; concentration +4)
1st – Blind(DC 12), Fire(DC 12)
2nd – Fire II(DC 13), Poison(DC 13)

Str 10, Dex 17, Con 12, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge(arcana, planes) +7, Perception +7, Spellcraft +7, Stealth +9
Languages Common, Infernal

Poison (Ex)
Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Dancehall Daze (Su)
Once per day, the imp devil may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the imp must pass a Will Save(DC 13) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell(DC 17).

Shadow Meld(Ex)
Imp devils are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, Imps gain a +4 circumstance bonus to stealth.

Familiar Service
Willingly serving spellcasters as familiars, imp devils play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master's soul—and as many collateral souls as possible—faces damnation upon death.
Unlike most devils, imp devils often find themselves free and alone on the Material Plane, particularly after they've been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.

Jackanapes
These black-skinned nuisance are extremely rare and deadly imps who keep to themselves. They have an eye for treasure and get easily angry if any of their loot is taken from them. They almost always get the surprise on their victims.
CR 13 XP 25,600
LE Medium Outsider(devil, evil, extraplanar, lawful)
Init: +16; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +21

AC 26, touch 18, flat-footed 18(+7 Dex, +1 dodge, +8 natural)
hp 147(15d10+60); fast healing 8
mp 105
Fort +9, Ref +16, Will +13
Defensive Abilities Never off-guard; DR 10/good; Immune berserk, blind, fire, poison; Resist all 10 expect non-elemental; SR 26

Speed 30 ft., fly 50 ft.(good)
Melee 2 Claws +22(2d6+3), Sting +23(1d6+3 plus poison)
Special Attacks Moon Flute
Spells Known(Black Mage CL 15th; concentration +20)
1st – Blind(DC 16), Fire(DC 16), Sleep(DC 16)
2nd – Fire II(DC 17), Poison(DC 17), Silence(DC 17)
3rd – Bio(DC 18), Blindga(DC 18), Fira(DC 18), Fire III(DC 18), Sleepga(DC 18)
4th – Disable(DC 19), Poisonga(DC 19), Silencega(DC 19)
5th – Firaga(DC 20), Gravity(DC 20)
6th – Berserk(DC 21), Mass Disable(DC 21), Flare(DC 21)
7th – Graviga(DC 22), Reverse(DC 22)
8th – Flare II(DC 23)

Str 16, Dex 24, Con 18, Int 21, Wis 18, Cha 15
Base Atk +15; CMB +6; CMD 20
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Improved Natural Attack(Claw), Spell Penetration, Weapon Finesse, Weapon Focus(Sting)
Skills Acrobatics +25, Bluff +20, Fly +35, Knowledge(arcana, planes) +24, Perception +21, Spellcraft +24, Stealth +25
Languages Common, Infernal

Moon Flute (Su)
Once per day, the jackanapes may make an eerie noise that affects all enemies within a 30-foot radius of the jackanapes must pass a Will Save(DC 23) or be inflicted with Berserk status for 1d4 rounds. Blue mages may learn this ability as a 8th level spell(DC 31).

Never off-guard (Su)
The jackanapes can always act in the surprise round even if it fails to make a Perception roll to notice a foe, but it is still considered flat-footed until it takes an action. In addition, it receives a bonus on initiative checks equal to it Wisdom modifier.

Poison (Ex)
Sting—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Shadow Meld(Ex)
Jackanapes are just plain dark creatures, and they tend to blend into dark surroundings easier. In Darkness and Low-Light, jackanapes gain a +4 circumstance bonus to stealth.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#27
Iron Giant Family

Chrome Giant
This enemy wears dark purple armor while wielding a very large sword. These rarely seen extremely powerful giants can reflect spells back with their armor and are highly spell resistant making them quite difficult to defeat.
CR 20 XP 307200
NE Huge Construct (Living Construct)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +38

AC 37, touch 11, flat-footed 34(+3 Dex, +26 natural, -2 size)
hp 448(32d10+320)
Fort +19, Ref +13, Will +11
Defensive Abilities ray reflection; DR 15/epic; Immune living construct traits; Resist all 15 expect lightning; SR 31
Weakness lightning

Speed 20 ft.
Melee +5 vicious keen greatsword +45/+45/+40 (4d6+33/17-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Mighty Guard III, Powerful Swings

Str 38, Dex 16, Con 28, Int 13, Wis 12, Cha 1
Base Atk +32; CMB +48; CMD 61
Feats Alertness, Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Critical Focus, Dazing Assault, Great Cleave, Furious Focus, Improved Initiative, Power Attack, Staggering Critical, Step Up, Stunning Critical, Toughness, Weapon Focus(Greatsword)
Skills Perception +38, Climb +34
Languages Common (cannot speak)
SQ Mirrorskin

Mirrorskin(Ex)
All hostile spells and spell-like abilities that affect a chrome giant of 3rd-level or lower are automatic reflected back at the caster as though countered by an unbeatable Reflect effect. Any other hostile spells or spell-like abilities that fail to penetrate the chrome giant's spell resistance have a 50% chance of reflecting back at the caster; those that are not reflected are simply nullified.

Powerful Swings(Ex)
A chrome giant inflicts two times its Strength modifier and increases the critical hit by 2 with a greatsword.

Ray Reflection(Ex)
A chrome giant's armor reflects ray spells back upon the ray's source if the ray fails to overcome the chrome giant's spell resistance.

Mighty Guard III(Su)
A chrome giant can create a magical barrier around itself and its nearby allies that lasts nine rounds. Blue mages may learn this ability as a 9th level spell (DC 33).

Iron Giant
This enemy wears blue armor while wielding a very large sword. They're extremely dangerous and heavily armored foes who destroy all in their path.
CR 13 XP 25600
NE Large Construct (Living Construct)
Init: +4; Senses darkvision 60 ft., low-light vision; Perception +22

AC 30, touch 10, flat-footed 29(+1 Dex, +20 natural, -1 size)
hp 214(18d10+126)
Fort +13, Ref +7, Will +6
DR 15/adamantine; Immune living construct traits; Resist all 10 expect lightning
Weakness lightning

Speed 20 ft.
Melee 2 +3 Keen Greatsword +31 (3d6+25/17-20)
Space 10 ft.; Reach 10 ft.
Special Attacks Mighty Guard, Powerful Swings

Str 32, Dex 13, Con 24, Int 11, Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 41
Feats Alertness, Cleave, Cleaving Finish, Dazing Assault, Great Cleave, Furious Focus, Improved Initiative, Power Attack, Toughness, Weapon Focus(Greatsword)
Skills Perception +18(+22 Alertness), Climb + 18

Powerful Swings(Ex)
An iron giant inflicts two times its Strength modifier and increases the critical hit by 2 with a greatsword.

Mighty Guard(Su)
An Iron Gaint can create a magical barrier around itself and its nearby allies that lasts five rounds. Blue mages may learn this ability as a 5th level spell (DC 25).

Mythril Giant
This enemy wears black armor while wielding a very large sword. They're usually one of the last and most powerful enemies in the game.
CR 18 XP 153600
NE Huge Construct (Living Construct)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +32

AC 35, touch 13, flat-footed 30(+3 Dex, +24 natural, -2 size)
hp 327(26d10+208)
Fort +16, Ref +11, Will +8
DR 15/epic; Immune living construct traits; Resist all 10 expect lightning
Weakness lightning

Speed 20 ft.
Melee 2 +5 keen greatsword +40 (4d6+31/17-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Mighty Guard II, Powerful Swings

Str 36, Dex 16, Con 26, Int 13, Wis 11, Cha 1
Base Atk +26; CMB +41; CMD 54
Feats Alertness, Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Dazing Assault, Great Cleave, Furious Focus, Improved Initiative, Power Attack, Step Up, Toughness, Weapon Focus(Greatsword)
Skills Perception +28(+32 Alertness), Climb +28

Powerful Swings(Ex)
A mythril giant inflicts two times its Strength modifier and increases the critical hit by 2 with a greatsword.

Mighty Guard II(Su)
A mythril gaint can create a magical barrier around itself and its nearby allies that lasts seven rounds. Blue mages may learn this ability as a 7th level spell (DC 29).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#28
Lamia Family

Lamia
These creatures are half woman and half snake. The snake half being the lower half of the two. She seduces men, enticing them in order to feed on their blood. It is also said they reside in towers or secluded areas and have magical abilities.
CR 6 XP 2400
CE Large Monstrous Humanoid(shapechanger)
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +3

AC 20, touch 13; flat-footed 16(+3 Dex, +1 dodge, +7 natural, -1 size)
hp 67(9d10+18)
mp 44
Fort +5, Ref +9, Will +9
Immune mind-affecting effects

Speed 40 ft., climb 40 ft., swim 40
Melee +1 Scimitars +9/+9/+4 (1d6+4/15-20 plus 1 wisdom drain on first hit each round), or touch +12 (1d4 Wisdom drain)
Space 10 ft.; Reach 5 ft.
Special Attacks Entice, Wisdom Drain
Spells Known(White Mage/Illusionist CL 9th, concentration +13)
At will – Charm(DC 15), Disguise Self(DC 15), Ventriloquism(DC 15)
1st – Cure, Sleep(DC 15)
2nd –  Cure II, Minor Image(DC 16)
3rd – Cura, Cure III, Dispel, Major Image(DC 17) Sleepga(DC 17)

Str 18, Dex 16, Con 14, Int 13, Wis 16, Cha 18
Base Atk +9; CMB +14; CMD 28(can't be tripped)
Feats Dodge, Double Slice, Improved Critical(scimitar), Two-Weapon Fighting, Weapon Focus(scimitar)
Skills Acrobatics +5(+9 jump), Bluff +17, Climb +10, Diplomacy +8, Disguise +8, Intimidate +17, Knowledge(any one) +12, Knowledge(arcana) + 12, Spellcraft +12, Swim +10, Use Magic Device +18; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form, alter self), undersized weapons
Gear 2 +1 Scimitars

Undersized Weapons(Ex)
Although a lamia is Large, its upper torso is the same size as that of a Medium humanoid. As a result, lamias wield weapons as if they were one size category smaller than their actual size (Medium for most lamias).

Entice(Su)
A lamia blows a kiss towards her target as pink hearts are being thrown from her lips towards him. The target must make a Will save(DC 19) or have the Charm status effect. The charm effect on this spell is harder to overcome unlike other charm spells and has its dc increase by 1. Blue mages may learn this ability as a 4th level spell(DC 23).

Wisdom Drain(Su)
A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm.

Lamia Matriarch
This creature looks like a beautiful human woman from the waist up, but below is the body and tail of an immense snake.
CR 8 XP 4800
CE Large Monstrous Humanoid(shapechanger)
Init: +4; Senses Darkvision 60 ft., low-light vision, scent; Perception +3

AC 22, touch 14; flat-footed 17(+4 Dex, +1 dodge, +8 natural, -1 size)
hp 102(12d10+36)
mp 79
Fort +7, Ref +12, Will +11
Immune mind-affecting effects

Speed 40 ft., climb 40 ft., swim 40
Melee +1 Scimitars +14/+14/+9/+9/+4 (1d6+6/15-20 plus 1 wisdom drain on first hit each round), or touch +16 (1d4 Wisdom drain)
Space 10 ft.; Reach 5 ft.
Special Attacks Entice, Wisdom Drain
Spells Known(White Mage/Illusionist CL 12th, concentration +17)
At will – Charm(DC 16), Disguise Self(DC 16), Ventriloquism(DC 16)
1st – Cure, Mage Armor, Sleep(DC 16)
2nd –  Blur, Cure II, Death Knell(DC 17), Minor Image(DC 17)
3rd – Cura, Cure III, Dispel, Haste, Major Image(DC 18), Sleepga(DC 18)
4th – Esuna, Shadow Step, Vanish
5th - Curaga

Str 20, Dex 19, Con 17, Int 16, Wis 16, Cha 21
Base Atk +12; CMB +18; CMD 32(can't be tripped)
Feats Dodge, Double Slice, Improved Critical(scimitar), Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus(scimitar)
Skills Acrobatics +8 (+12 jump), Bluff +21, Climb +13, Diplomacy +11, Disguise +11, Intimidate +20, Knowledge(any one) +15, Knowledge(arcana) +15, Spellcraft +15, Swim +13, Use Magic Device +21; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form, alter self), undersized weapons
Gear 2 +1 Scimitars

Undersized Weapons(Ex)
Although a lamia matriarch is Large, its upper torso is the same size as that of a Medium humanoid. As a result, lamia matriarchs wield weapons as if they were one size category smaller than their actual size (Medium for most lamias).

Entice(Su)
A lamia matriarch blows a kiss towards her target as pink hearts are being thrown from her lips towards him. The target must make a Will save(DC 20) or have the Charm status effect. The charm effect on this spell is harder to overcome unlike other charm spells and has its dc increase by 1. Blue mages may learn this ability as a 4th level spell(DC 23).

Wisdom Drain(Su)
A lamia matriarch drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal any damage when it uses its Wisdom drain.) Lamia matriarchs try to use this power early in an encounter to make foes more susceptible to charm.

Lamia Queen
This creature looks like a beautiful human woman from the waist up, but below is the body and tail of an immense snake. She regards herself queen of the lamia and is considered the most beautiful but deceitful of all the lamia kind.
CR 10 XP 9600
CE Large Monstrous Humanoid(shapechanger)
Init: +4; Senses Darkvision 60 ft., low-light vision, scent; Perception +3

AC 25, touch 15; flat-footed 19(+5 Dex, +1 dodge, +1 shield, +9 natural, -1 size)
hp 150(15d10+65)
mp 134
Fort +9, Ref +14, Will +13
Immune mind-affecting effects

Speed 40 ft., climb 40 ft., swim 40
Melee +2 Scimitars +19/+19/+14/+14/+9/+9 (1d6+8/15-20 plus 1 wisdom drain on first hit each round), or touch +20 (1d4 Wisdom drain)
Space 10 ft.; Reach 5 ft.
Special Attacks Entice, Wisdom Drain
Spells Known(White Mage/Illusionist CL 15th, concentration +21)
At will – Charm(DC 18), Disguise Self(DC 18), Ventriloquism(DC 18)
1st – Cure, Mage Armor, Sleep(DC 18)
2nd –  Blur, Cure II, Death Knell(DC 19), Minor Image(DC 19)
3rd – Cura, Cure III, Dispel, Haste, Major Image(DC 20), Sleepga(DC 20)
4th – Esuna, Shadow Step, Vanish
5th – Curaga, Persistent Image(DC 22)
6th – Esunaga, Greater Dispel, Greater Vanish, Hastega, Mislead(DC 23)
7th – Bravery, Full-Cure, Vanishga

Str 22, Dex 21, Con 20, Int 18, Wis 18, Cha 24
Base Atk +15; CMB +21; CMD 36(can't be tripped)
Feats Dodge, Double Slice, Greater Two-Weapon Fighting, Improved Critical(scimitar), Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus(scimitar)
Skills Acrobatics +11 (+15 jump), Bluff +24, Climb + 16, Diplomacy +14, Disguise +14, Intimidate +23, Knowledge(any one) +18, Knowledge(arcana) + 18, Spellcraft +18, Swim +16, Use Magic Device +24; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form, alter self), undersized weapons
Gear 2 +2 Scimitars

Undersized Weapons(Ex)
Although a lamia queen is Large, its upper torso is the same size as that of a Medium humanoid. As a result, lamia queens wield weapons as if they were one size category smaller than their actual size (Medium for most lamias).

Entice(Su)
A lamia queen blows a kiss towards her target as pink hearts are being thrown from her lips towards him. The target must make a Will save(DC 22) or have the Charm status effect. The charm effect on this spell is harder to overcome unlike other charm spells and has its dc increase by 1. Blue mages may learn this ability as a 4th level spell(DC 23).

Wisdom Drain(Su)
A lamia queen drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia queen does not heal any damage when it uses its Wisdom drain.) Lamia queens try to use this power early in an encounter to make foes more susceptible to charm.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#29
Lizard Family

Anacondaur
This black anacondaur-like creature petrifies his foes and strikes them down with his two long extended claws. Watch out for his sonic tail which can daze anyone nearby him.
CR 8 XP 4800
N Large Magical Beast
Init: +7, Senses Darkvision 60 ft., low-light vision, Perception +15

AC 22, touch 12, flat-footed 19(+3 Dex, +10 natural, -1 size)
hp 105(10d10+50)
Fort +12, Ref +10, Will +7
Immune Sonic, Petrify; Resist Lightning 10, Earth 5
Weakness Water

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +15 (2d6+6), 2 Claws +15 (1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Petrify, Rend(2 claws, 1d8+9), Sonic Tail

Str 22, Dex 17, Con 20, Int 3, Wis 18, Cha 7
Base Atk +10; CMB +17; CMD 30(34 vs trip)
Feats Cleave, Gorgon's Fist, Improved Initiative, Power Attack, Scorpion Style
Skills Climb +15, Perception +15, Stealth +12, Swim +15; Racial Modifier +2 Perception, +4 Stealth

Petrify(Su)
3/day, an anacondaur can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify status (Fortitude save DC 18 to negate). Blue mages may learn this ability as a 4th level spell (DC 23).

Sonic Tail(Su)
An anaconduar will vibrate its tail sending out sonic waves around itself and those within a 20-ft. radius around himself. Anyone caught in the sonic waves takes 5d4 points of sonic damage and are dazed for 1 round unless they make a Reflex save(DC 17) to take half of the damage and negate the status effect. This ability can also shatter anyone who is already petrified unless they make a Fortitude save(DC 17). Anyone immune to Sonic damage or they cannot hear is immune to this affect. Blue mages may learn this ability as a 3rd level spell(DC 21).

Basilisk
This anacondaur-like creature has two long extended claws meant to rend his foes and a third eye for petrifying unsuspecting foes.
CR 5 XP 1600
N Large Magical Beast
Init: +7, Senses Darkvision 60 ft., low-light vision, Perception +10

AC 19, touch 12, flat-footed 16(+3 Dex, +7 natural, -1 size)
hp 68(7d10+28)
Fort +9, Ref +8, Will +5
Immune Sonic, Petrify
Weakness Water

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +11 (2d6+5), 2 Claws +11 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks Petrify, Rend(2 claws, 1d8+7)

Str 20, Dex 16, Con 18, Int 3, Wis 16, Cha 7
Base Atk +7; CMB +13; CMD 26(30 vs trip)
Feats Cleave, Improved Initiative, Power Attack, Scorpion Style
Skills Climb +11, Perception +11, Stealth +9, Swim +11; Racial Modifier +2 Perception, +4 Stealth

Petrify(Su)
3/day, a basilisk can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify status (Fortitude save DC 17 to negate). Blue mages may learn this ability as a 4th level spell (DC 23).

Black Lizard
This black looking lizard can breath out an earthen breath and loves sandy areas. They're known to blind unsuspecting foes.
CR 6 XP 2400
N Large Magical Beast
Init: +7, Senses Darkvision 60 ft., low-light vision, Perception +8

AC 20, touch 12, flat-footed 17(+3 Dex, +8 natural, -1 size)
hp 78(8d10+32)
Fort +10, Ref +9, Will +5
Weakness Ice

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +13 (2d6+5), Tail Slap +7 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attack Breath Weapon(20-ft. cone, 6d6 earth damge, Reflex DC 18, usable every 1d4 rounds), Sandstorm

Str 21, Dex 16, Con 18, Int 3, Wis 16, Cha 7
Base Atk +8; CMB +14; CMD 27(31 vs trip)
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus(Bite)
Skills Climb +14, Perception +14, Stealth +12, Swim +14; Racial Modifier +2 Perception, +4 Stealth

Sandstorm(Su)
1/day, the black lizard can cause a sandstorm at its enemies within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save(DC 19) or take 6d6 points of wind damage, 6d6 points of earth damage, and be inflicted with Blind status for 1d6 rounds. Blue mages may learn this ability as a 6th level spell(DC 27).

Fire Lizard
This red looking lizard can breath out fire and loves warm temperature areas. They're known to live in lava.
CR 4 XP 1200
N Large Magical Beast
Init: +6, Senses Darkvision 60 ft., low-light vision, Perception +1

AC 16, touch 11, flat-footed 14(+2 Dex, +5 natural, -1 size)
hp 45(5d10+15)
Fort +7, Ref +6, Will +4
Immune Fire
Weakness Water

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +10 (2d6+5), Tail Slap +4 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attack Breath Weapon(20-ft. cone, 4d6 fire damge, Reflex DC 15, usable every 1d4 rounds)

Str 20, Dex 15, Con 17, Int 3, Wis 16, Cha 7
Base Atk +5; CMB +11; CMD 23(27 vs trip)
Feats Improved Initiative, Power Attack, Weapon Focus(Bite)
Skills Climb +11, Perception +11, Stealth +9, Swim +11; Racial Modifier +2 Perception, +4 Stealth

Ice Lizard
This blue looking lizard can breath out an icy breath and loves cold temperature areas. They're known to live in icy cold water.
CR 4 XP 1200
N Large Magical Beast
Init: +6, Senses Darkvision 60 ft., low-light vision, Perception +11

AC 16, touch 11, flat-footed 14(+2 Dex, +5 natural, -1 size)
hp 45(5d10+15)
Fort +7, Ref +6, Will +4
Immune Ice
Weakness Fire

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +10 (2d6+5), Tail Slap +4 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attack Breath Weapon(20-ft. cone, 4d6 ice damge, Reflex DC 15, usable every 1d4 rounds)

Str 20, Dex 15, Con 17, Int 3, Wis 16, Cha 7
Base Atk +5; CMB +11; CMD 23(27 vs trip)
Feats Improved Initiative, Power Attack, Weapon Focus(Bite)
Skills Climb +11, Perception +11, Stealth +9, Swim +11; Racial Modifier +2 Perception, +4 Stealth

Kukulcan
This red anacondaur-like creature likes to weaken her enemies with Heaven's Cataract first. Then strike them down while they're weak.
CR 12 XP 19200
N Large Magical Beast
Init: +8, Senses Darkvision 60 ft., low-light vision, Perception +22

AC 25, touch 13, flat-footed 21(+4 Dex, +12 natural, -1 size)
hp 168(15d10+90)
Fort +15, Ref +13, Will +11
Immune Sonic, Petrify; Resist Lightning 15, Earth 10; SR 23
Weakness Water

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +21 (2d6+7), 2 Claws +21 (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Heaven's Cataract, Petrify, Rend(2 claws, 1d8+10), Sonic Tail

Str 24, Dex 18, Con 22, Int 3, Wis 22, Cha 7
Base Atk +15; CMB +23; CMD 37(40 vs trip)
Feats Cleave, Cockatrice Strike, Gorgon's Fist, Great Cleave, Improved Initiative, Medusa's Wrath, Power Attack, Scorpion Style
Skills Climb +21, Perception +22, Stealth +18, Swim +21; Racial Modifier +2 Perception, +4 Stealth

Heaven's Cataract(Su)
3/day and once every 1d4 rounds, a kukulcan creates an eerie sound affecting anyone within a 30-ft. radius from her. Those caught in the eerie waves takes 12d4 points of sonic damage and must make a Will save(DC 22) to negate the affects and half the damage. The status effect reduces all enemies resistance to Saving Throws versus spells by 2 and deflection bonus to Armor Class by 2 for the duration. Anyone immune to Sonic damage or they cannot hear is immune to this affect. Blue mages may learn this ability as a 6th level spell(DC 27).

Petrify(Su)
A kukulcan can focus its stony gaze upon a single target within 30 feet once every 1d3 rounds. The target receives the Petrify status (Fortitude save DC 20 to negate). Blue mages may learn this ability as a 4th level spell (DC 23).

Sonic Tail(Su)
A kukulcan will vibrate its tail sending out sonic waves around itself and those within a 20-ft. radius around herself. Anyone caught in the sonic waves takes 5d4 points of sonic damage and are dazed for 1 round unless they make a Reflex save(DC 19) to take half of the damage and negate the status effect. This ability can also shatter anyone who is already petrified unless they make a Fortitude save(DC 19). Anyone immune to Sonic damage or they cannot hear is immune to this affect. Blue mages may learn this ability as a 3rd level spell(DC 21).

Lizard
This googly-eyed lizard's form is based on an iguna or gecko. The lizard generally isn't a challenging enemy unless your party comes unprepared.
CR 1 XP 400
N Medium Animal
Init: +6, Senses Darkvision 60 ft., low-light vision, Perception +8

AC 14, touch 12, flat-footed 12(+2 Dex, +2 natural)
hp 12(2d8+2)
Fort +4, Ref +5, Will +2
Weakness Ice

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +3 (2d4+2), Tail Slap -2 (1d6+2)

Str 14, Dex 15, Con 12, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 15(19 vs trip)
Feats Improved Initiative
Skills Climb +8, Perception +8, Stealth +10, Swim +8; Racial Modifier +2 Perception, +4 Stealth
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#30
Mindflayer Family

Mindflayer
A squid-like humanoid that casts spells and devours brains. Always looking out for number one(themselves).
CR 8 XP 4800
LE Medium Aberration
Init: +6; Senses darkvision 60 ft.; Perception +16

AC 15, touch 12, flat-footed 13(+2 Dex, +3 natural)
hp 63(10d8+10)
mp 53
Fort +4; Ref +5; Will +10
SR 21

Speed 30 ft.
Melee 4 Tecntacles +9 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Blast, Thought Tentacle
Spells Known (Black Mage/Time Mage CL 10th, concentration +14)
At Will – Amanuesis, Dark Orb, Detect Magic, Mending, Message, Moment, Read Magic
1st – Dark(DC 15), Delayed Opponent, Deceleration(DC 15), Mage Armor, True Strike
2nd – Dark II(DC 16), Dimension Hop, Elemental Resistance
3rd – Bio(DC 17), Blink, Dark III(DC 17), Darkra, Dimension Step, Dispel, Fly, Haste, Mass Deceleration(DC 17), Slow(DC 17)
4th – Dark Blight(DC 18), Dimension Door, Stoneskin, Vanish
5th – Biora, Darkga, Drain(DC 19), Greater Blink, Flight


Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
Base Atk +7; CMB +8(10 vs grapple); CMD 20(22 vs grapple)
Feats Combat Casting, Improved Grapple, Improved Initiative, Improved Unarmed Strike, & Weapons Finesse
Skills Bluff +16, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +17, Perception +16, Sense Motive +16,  Spellcraft +17, Stealth +15
Languages Common, Undercommon, telepathy 100 ft.

Mind Blast(Su)
Mindflayers are able to project a 60 foot of psychic static towards a single target that causes that person to make a Will save(DC 18) for half damage or be stunned for 1d4 rounds and takes 8d6 points of non-elemental damage. This ability is used as a standard action is considered a mind-affecting effect and the saving throw DC is Charisma based. Blue mages may learn this ability as a 5th level spell (DC 25).

Thought Tentacle(Ex)
If a mindflayer has someone grappled and successfully deals damage to that target, instead of the normal physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled creature.

Piscodeamon
A humanoid wizard with a squid-like face with mind-affecting abilities. They usually hide in the dark and ambush unexpecting adventurers.
CR 6 XP 2400
LE Medium Aberration
Init: +6; Senses darkvision 60 ft.; Perception +16

AC 14, touch 12, flat-footed 12(+2 Dex, +2 natural)
hp 50(8d8+8)
mp 33
Fort +3; Ref +4; Will +9
SR 19

Speed 30 ft.
Melee 4 Tecntacles +8 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Blast, Thought Tentacle
Spells Known (Black Mage/Time Mage CL 8th, concentration +11)
At Will – Amanuesis, Dark Orb, Detect Magic, Mending, Message, Moment, Read Magic
1st – Dark(DC 14), Delayed Opponent, Deleration(DC 14), Mage Armor, True Strike
2nd – Dark II(DC 15), Dimension Hop, Elemental Resistance
3rd – Bio(DC 16), Blink, Dark III(DC 16), Darkra, Dimension Step, Dispel, Fly, Haste, Slow(DC 16)
4th – Dark Blight(DC 17), Dimension Door, Stoneskin, Vanish

Str 12, Dex 14, Con 12, Int 17, Wis 16, Cha 14
Base Atk +6; CMB +7(9 vs grapple); CMD 19(21 vs grapple)
Feats Combat Casting, Improved Grapple, Improved Initiative, Improved Unarmed Strike, & Weapons Finesse
Skills Bluff +14, Diplomacy +14, Intimidate +14, Knowledge (Arcana) +13, Perception +14, Sense Motice +14,  Spellcraft +13, Stealth +13
Languages Common, Undercommon, telepathy 100 ft.

Mind Blast(Su)
Piscodeamons are able to project a 60 foot of psychic static towards a single target that causes that person to make a Will save(DC 17) for half damage or be stunned for 1d4 rounds and takes 8d6 points of non-elemental damage. This ability is used as a standard action is considered a mind-affecting effect and the saving throw DC is Charisma based. Blue mages may learn this ability as a 5th level spell (DC 25).

Thought Tentacle(Ex)
If a piscodeamon has someone grappled and successfully deals damage to that target, instead of the normal physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled creature.

Squidraken
A humanoid wizard with a squid-like head using mind-affecting abilities. They're usually found in the deep sea area or anywhere near the ocean looking for unexpecting prey.
CR 10 XP 9600
LE Medium Aberration (aquatic)
Init: +6; Senses darkvision 60 ft.; Perception +16

AC 17, touch 13, flat-footed 14(+3 Dex, +4 natural)
hp 63(13d8+26)
mp 90
Fort +6; Ref +7; Will +13
SR 24, Resist water 5, ice 5
Weakness Lightning

Speed 30 ft., Swim 60 ft.
Melee 4 Tecntacles +12 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Blast, Thought Tentacle
Spells Known (Black Mage/Time Mage CL 13th, concentration +18)
At Will – Amanuesis, Dark Orb, Detect Magic, Mending, Message, Moment, Read Magic
1st – Dark(DC 16), Delayed Opponent, Deceleration(DC 16), Mage Armor,  Sleep(DC 16), True Strike, Water(DC 16), Water Blast(DC 16)
2nd – Dark II(DC 17), Dimension Hop, Elemental Resistance,  Slipstream, Water II(DC 17)
3rd – Bio(DC 18), Blink, Dark III(DC 18), Darkra, Dimension Step, Dispel, Fly, Haste, Mass Deceleration(DC 18), Sleepga(DC 18), Slow(DC 18), Water III(DC 18), Watera, Water Walk
4th – Communal Water Walk, Dark Blight(DC 19), Dimension Door, Hydrauic Torrent(DC 19), Protection of Elements, Stoneskin, Vanish
5th – Biora, Darkga, Drain(DC 20), Drown(DC 20), Greater Blink, Flight, Waterga
6th – Control Water, Feeblemind(DC 21), Greater Dispel, Greater Vanish, Hastega, Slowga(DC 21)
7th – Deja Vu(DC 22), Fluid Form, Lesser Time Stop, Reverse(DC 22), Stop(DC 22), Vortex(DC 22)

Str 13, Dex 16, Con 14, Int 21, Wis 20, Cha 20
Base Atk +9; CMB +10(12 vs grapple); CMD 22(24 vs grapple)
Feats Combat Casting, Improved Grapple, Improved Initiative, Improved Unarmed Strike, & Weapons Finesse
Skills Bluff +19, Diplomacy +19, Intimidate +19, Knowledge (Arcana) +20, Perception +19, Sense Motice +19,  Spellcraft +20, Stealth +18
Languages Common, Undercommon, telepathy 100 ft.
SQ Amphibious

Mind Blast(Su)
Squidrakens are able to project a 60 foot of psychic static towards a single target that causes that person to make a Will save(DC 18) for half damage or be stunned for 1d4 rounds and takes 8d6 points of non-elemental damage. This ability is used as a standard action is considered a mind-affecting effect and the saving throw DC is Charisma based. Blue mages may learn this ability as a 5th level spell (DC 25).

Thought Tentacle(Ex)
If a squidraken has someone grappled and successfully deals damage to that target, instead of the normal physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled creature.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#31
Mu Family

Mu
These small squirrel-like creatures live in holes dug into the earth. Their sturdy skin can be used to make armor.
CR 1 XP 400
N Small Magical Beast
Init: +3; Senses low-light vision; Perception +5

AC 16, touch 15, flat-footed 12(+1 size, +3 Dex, +1 dodge, +1 natural)
hp 14(2d10)
Fort +3; Ref +6; Will +1

Speed 20 ft., Burrow 10 ft
Melee Bite +6 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Tail Fling

Str 10, Dex 16, Con 10, Int 4, Wis 12, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Dodge & Weapons Finesse
Skills Acrobatics +6, Perception +5, Survival +5

Tail Fling(Su)
A mu can fling its tail towards a single target with an energy ball. The mu must make a ranged touch attack (+6), if it hits, the attack deals 1d6+5 earth damage. Blue mages may learn this ability as a 1st level spell (DC 17).

Nutkin
This adorable yet sharp-toothed rodent will stop short of nothing to find a nut.
CR 3 XP 800
N Small Magical Beast
Init: +8; Senses low-light vision; Perception +9

AC 18, touch 16, flat-footed 13(+1 size, +4 Dex, +1 dodge, +2 natural)
hp 30(4d10+4)
Fort +5; Ref +8; Will +2

Speed 20 ft., Burrow 10 ft
Melee Bite +9 (1d6+1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Iron Teeth, Tail Fling

Str 12, Dex 18, Con 12, Int 4, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 18
Feats Dodge, Improved Initiative, & Weapons Finesse
Skills Acrobatics +9, Perception +7, Survival +7

Iron Teeth(Ex)
A nutkin increases their bite attack by 1 size and critical chance to 19-20.

Tail Fling(Su)
A nutkin can fling its tail towards a single target with an energy ball. The mu must make a ranged touch attack (+9), if it hits, the attack deals 1d6+5 earth damage. Blue mages may learn this ability as a 1st level spell (DC 17).

Skull Eater(Gray Mu)
A mu relative that's constantly munching on a skull but don't be fooled by it appearance, they're quite dangerous.
CR 9 XP 6400
N Medium Magical Beast
Init: +11; Senses low-light vision; Perception +14

AC 23, touch 18, flat-footed 15(+7 Dex, +1 dodge, +5 natural)
hp 110(12d10+36)
Fort +11; Ref +15; Will +6
DR 5/-, Immune Blind and Confuse

Speed 30 ft., Burrow 20 ft
Melee Bite +19 (2d8+6/18-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Incisor, Steel Teeth

Str 18, Dex 24, Con 16, Int 4, Wis 14, Cha 6
Base Atk +12; CMB +16; CMD 33
Feats Canny Tumble, Dodge, Improved Initiative, Improved Natural Attack(Bite), Mobility, Weapons Finesse
Skills Acrobatics +19, Perception +14, Survival +14

Incisor(Su)
Once every 1d4 rounds, a skull eater can bite extremely hard upon a single target that bypasses armor. The skull eater must make a touch attack(+19), if it hits, 14d6 points of non-elemental damage and must make a Fortitude save (DC 18) or be inflicted with the Poison status for 1d6 rounds. Blue mages may learn this ability as a 6th level spell (DC 27).

Steel Teeth(Ex)
A Skull Eater increases their bite attack by 2 sizes and critical chance by 18-20.

Soul Eater(Blue Mu)
A mu looking creature that is usually mistaken as part of the mu family. This creature's bite is not only deadly for its size also inflicts confusion.
CR 14 XP 38400
N Medium Magical Beast
Init: +12; Senses low-light vision; Perception +21

AC 27, touch 18, flat-footed 15(+8 Dex, +1 dodge, +8 natural)
hp 163(18d10+54)
Fort +14; Ref +19; Will +11
DR 15/-; Immune Blind, Confuse, Death, and Doom.

Speed 50 ft., Burrow 30 ft
Melee Bite + 26 (3d6+9/17-20 plus confusion)
Space 5 ft.; Reach 5 ft.
Special Attacks Confusion(1d4 round, DC 22), Incisor, Macabre, Soul Teeth

Str 22, Dex 26, Con 16, Int 4, Wis 16, Cha 6
Base Atk +18; CMB +24; CMD 42
Feats Canny Tumble, Dodge, Improved Initiative, Improved Natural Attack(Bite), Iron Will, Juke, Mobility, Sidestep, Weapons Finesse(Bite)
Skills Acrobatics +26, Perception +21, Survival +21

Incisor(Su)
A soul eater can bite extremely hard upon a single target that bypasses armor. The soul eater must make a touch attack(+26), if it hits, 14d6 points of non-elemental damage and must make a Fortitude save (DC 18) or be inflicted with the Poison status for 1d6 rounds. Blue mages may learn this ability as a 6th level spell (DC 27).

Macabre(Su)
Once every 1d4+2 rounds, a soul eater releases a ghastly wave from himself. Anyone within the 30 foot-radius of this attack takes 20d6 points of non-elemental damage and must make a Reflex save (DC 22) for half damage. Blue mages may learn this ability as a 9th level spell (DC 33).

Soul Teeth(Ex)
A soul eater increases their bite attack by 3 sizes and critical chance to 17-20.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#32
Nakk Family

Black Nakk
A wolf-like creature with shape fangs like hot coals and thick black fur to protect against fire.
CR 5 XP 1600
NE Large Magical Beast
Init: +8; Senses darkvision 60 ft., low-light vision, scent; Perception +16

AC 20, touch 13, flat-footed 16(+4 Dex, +7 natural, -1 size)
hp 68(7d10+28)
Fort +8; Ref +8; Will +5
Immune Fire
Weakness Water

Speed 50 ft.
Melee Bite +11 (2d6+7 plus 1d6 fire and trip)
Space 10 ft.; Reach 5 ft.
Special Attacks Blood Howl, Howling Moon

Str 20, Dex 18, Con 18, Int 9, Wis 16, Cha 10
Base Atk +7; CMB +13; CMD  27(31 vs. trip)
Feats Improved Initiative, Improved Natural Attack(Bite), Run, Skill Focus(Perception)
Skills Perception +16, Stealth +10, Survival +5(+9 scent tracking) Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Lanuages Common, Giant, Goblin

Blood Howl(Su)
A black nakk can howl increasing his and his allies dodge/attack roll by 1 within a 15 foot-radius of himself. Blue mages can learn this ability as a 3rd level spell (DC 21).

Howling Moon(Su)
A black nakk can howl with great veracity going berserk with haste and 1 increase to dodge. Blue mages can learn this ability as a 5th level spell (DC 25).

Nakk
This wolf looking creature has an evil, almost intelligent look in it's deep red eyes.
CR 2 XP 600
NE Medium Magical Beast
Init: +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11

AC 14, touch 12, flat-footed 12(+2 Dex, +2 natural)
hp 26(4d10+4)
Fort +5; Ref +6; Will +3

Speed 50 ft.
Melee Bite +7 (1d6+4 plus trip)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Howl

Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +2; CMD 14(18 vs. trip)
Feats Run, Skill Focus(Perception)
Skills Perception +11, Stealth +6, Survival +1(+5 scent tracking) Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Lanuages Common, Goblin

Blood Howl(Su)
A nakk can howl increasing his and his allies dodge/attack roll by 1 within a 15 foot-radius of himself. Blue mages can learn this ability as a 3rd level spell (DC 21).

White Nakk
A wolf-like creature with shape fangs and thick fur to protect against the cold.
CR 5 XP 1600
NE Large Magical Beast
Init: +8; Senses darkvision 60 ft., low-light vision, scent; Perception +16

AC 20, touch 13, flat-footed 16(+4 Dex, +7 natural, -1 size)
hp 68(7d10+28)
Fort +9; Ref +9; Will +5
Immune Ice
Weakness Fire

Speed 50 ft.
Melee Bite +11 (2d6+7 plus 1d6 ice and trip)
Space 10 ft.; Reach 5 ft.
Special Attacks Blood Howl, Howling Moon

Str 20, Dex 18, Con 18, Int 9, Wis 16, Cha 10
Base Atk +7; CMB +13; CMD  27(31 vs. trip)
Feats Improved Initiative, Improved Natural Attack(Bite), Run, Skill Focus(Perception)
Skills Perception +16, Stealth +10(+16 in snow), Survival +5(+9 scent tracking) Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Lanuages Common, Giant, Goblin

Blood Howl(Su)
A white nakk can howl increasing his and his allies dodge/attack roll by 1 within a 15 foot-radius of himself. Blue mages can learn this ability as a 3rd level spell (DC 21).

Howling Moon(Su)
A white nakk can howl with great veracity going berserk with haste. Blue mages can learn this ability as a 5th level spell (DC 25).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#33
Object Family

Mimic
A treasure chest whom is actually a monster in disguise to surprise unwary treasure hunters.
CR 6 XP 2,400
N Medium Aberration(shapechanger)
Init: +5; Senses Darkvision 60ft.; Perception +14

AC 18, touch 11, flat-footed 17(+1 Dex, +7 natural)
hp 69(9d8+27)
mp 35
Fort +6; Ref +6; Will +7
Immune Non-elemental

Speed 10 ft.
Melee Bite +10 (2d6+6 plus adhesive)
Space 5 ft.; Reach 5 ft.
Special Attacks Adaptive Resistance, Constrict (bite, 1d8+6), Corrosive Glue, Hypersenses
Spells Known(Black Mage CL 9th; concentration +10)
4th – Mini(DC 15)

Str 19, Dex 12, Con 17, Int 12, Wis 13, Cha 10
Base Atk +5; CMB +9; CMD 20(can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus(Perception), Weapon Focus(Bite)
Skills Climb +14, Disguise +10(+30 when mimicking objects), Knowledge (Dungeoneering) +10, Perception +14; Racial Modifiers +20 Disguise when mimicking objects
Languages Common
SQ mimic object

Adaptive Resistance(Ex)
The mimic has resistance 20 against any one of the following energy types at any one time: fire, ice, lightning, water, earth, shadow, holy, or wind. As a move action, the mimic may change the energy type against which it is resistant.

Adhesive(Ex)
A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or remedy dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Corrosive Glue(Ex)
The mimic deals an extra 2d6 points of non-elemental damage with every successful bite attack or grapple check.

Hypersenses(Ex)
The mimic’s entire body is a primitive sensory organ. This gives it blindsense with a range of 30 feet, and it cannot be flanked.

Mimic Object(Ex)
A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.

Mover
A floating red ball with no physical features outside of two eyes. They usually appear in threes and are highly dangerous foes due to their high reflexes and speed. They also very desirable enemies to fight since they give large rewards in gil and treasure.
CR 14 XP 38,400
N Tiny Aberration
Init: +17; Senses Darkvision 60ft.; Perception +26


AC 32, touch 27, flat-footed 19(+13 Dex, +5 natural, +4 size)
hp 184(22d8+88)
mp 90
Fort +17; Ref +26; Will +16
Resist all 5; Immune to all bad status effects


Speed Fly 80 ft. (Perfect)
Melee Slam +30/+25/+20/+15 (1d8)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Delta Attack, Encircle
Spells Known(Black Mage CL 12th; concentration +19)
1st – Fire(DC 18), Flame Breath(DC 18)
2nd – Fire II(DC 19), Flaming Sphere(DC 19)
3rd – Fire(DC 20), Fire III(DC 20)
5th – Firaga(DC 22), Fire Snake(DC 22)
6th – Flare(DC 23)


Str 10, Dex 36, Con 18, Int 24, Wis 16, Cha 10
Base Atk +16; CMB +27; CMD 37(can't be tripped)
Feats Acrobatic Spellcaster, Canny Tumble, Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus(Acrobatics), Spell Penetration, Weapon Finesse, Weapon Focus(Slam)
Skills Acrobatics +32, Fly +30, Knowledge(Arcana, Dungeoneering, Geography, Nature) +26, Perception +26, Spellcraft +26, Stealth +30, Survival +12
SU Resilience


Delta Attack(Su)
When three movers select a single target they can choose to use this ability: The chosen target is engulfed by glowing triangles then must make a Fortitude Save(DC 23) or have the Petrified Status effect. Theses movers need to recharge their ability for 1d4+1 rounds to use it again.


Encircle(Su)
1/day, a mover can summon a circle to engulfs a single target closing off their life-source. The target must make a Fortitude Save(DC 26) or Dies.


Resilience(Ex)
A mover has all it's saves considered as good saves.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#34
Plant Family

Cactuar
This creature appears to be a small cactus having physical characteristics similar to a humanoid: two arms, two legs and dark spots on its anterior in the shape of a mouth and eyes. Its limbs protrude and bend at ninety-degree angles giving it a rigid look, which belies the speed and agility with which it can move.
CR 2 XP 600
N Small Plant (Humanoid)
Init: +7; Senses Low-light vision; Perception +5

AC 21, touch 19, flat-footed 13(+7 Dex, +2 natural, +1 dodge, +1 size)
hp 25(4d8+4)
Fort +5, Ref +8, Will +2
Immune plant traits

Speed 20 ft.
Melee Slams +11 (1d3-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Thousand Needles

Str 8, Dex 24, Con 13, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +1; CMD 11
Feats Dodge, Weapon Finesse
Skills Escape Artist + 11, Perception +5, Stealth +11, Survival +5
Language Cactuar
SQ Evasion

Evasion(Ex)
The cactuar can avoid even magical and unusual attacks with great agility. If the cactuar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless cactuar does not gain the benefit of evasion.

Thousand Needles(Su)
3/day, a cactuar conjure up a spray of needles and fires them at targets in a 30-ft.-cone. Creatures within the area take 8d4 points of non-elemental damage (Reflex save DC 20 for half damage). Blue mages may learn this ability as a 3rd level spell (DC 21).

Gigantuar
A huge cactuar with a dignified mustache that would probably look great in a top hat and monocle.
CR 9 XP 6400
N Hugh Plant (Humanoid)
Init: +10; Senses Low-light vision; Perception +13

AC 24, touch 19, flat-footed 13(+10 Dex, +5 natural, +1 dodge, -2 size)
hp 109(12d8+60)
Fort +13, Ref +18, Will +5
Immune plant traits

Speed 40 ft.
Melee 2 slams +17 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Ten Thousand Needles

Str 20, Dex 30, Con 20, Int 8, Wis 12, Cha 10
Base Atk +9; CMB +14; CMD 34
Feats Dodge, Juke, Mobility, Sidestep, Wind Stance, Weapon Finesse
Skills Escape Artist + 22, Perception +13, Stealth +22, Survival +13
Language Cactuar
SQ Evasion, Improved Evasion

Improved Evasion(Ex)
This works like evasion, except that while the gigantuar still takes no damage on a successful Reflex saving throw against attacks, it henceforth takes only half damage on a failed save. A helpless gigantuar does not gain the benefit of improved evasion.

Ten Thousand Needles(Su)
3/day, a gigantuar conjure up a spray of needles and fires them at targets in a 60-ft.-cone. Creatures within the area take 16d4 points of piercing damage and are inflicted with 5 points of bleeding. A successful Reflex(DC 20) save halves the damage and negates the bleeding effect. Blue mages may learn this ability as a 5th level spell (DC 25).

Korrigan
A dark-hued mandragora that can be found near volcanoes. Some say they're what mandragora become after they get burnt just watch out for their fire move despite being a plant.
CR 6 XP 2400
N Small Plant
Init: +5; Senses Low-light vision; Perception +11

AC 20, touch 16, flat-footed 15(+5 Dex, + 4 natural, +1 size)
hp 67(8d8+32)
Fort +10, Ref +9, Will +5
Immune plant traits; Resist earth 5, ice 5, lightning 10
Weakness fire

Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +13 (1d6+2 plus grab), 2 slams +12 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Blood Drain (1d2 Con), Dream Pollen, Fireflash, Photosynthesis, Shriek

Str 16, Dex 20, Con 18, Int 8, Wis 16, Cha 10
Base Atk +6; CMB +8(+12 grapple); CMD 23
Feats Lightning Reflexes, Skill Focus(Perception), Weapon Finesse, Weapon Focus(bite)
Skills Climb +12, Perception +11, Stealth +16(+24 underground); Racial Modifiers +8 Climb, +8 Stealth in underground

Poison (Ex)
Slam – injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally' result on the confusion behavior table ends the effect.

Dream Pollen(Su)
3/day, a korrigan can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 15) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).

Fireflash(Su)
3/day, a korrigan can focus a single target to burst into flames. The target takes 4d6 points of fire damage and is inflicted with Blind status for 1d4 rounds(Fortitude save DC 15 to negate). Blue mages may learn this ability as a 2nd level spell (DC 19).

Photosynthesis(Su)
A korrigan can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).

Shriek(Su)
Oncer per day as a standard action, a korrigan can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking korrigan must make a DC 16 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability as a 2nd level spell (DC19).

Mandragora
This creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.
CR 4 XP 1200
N Small Plant
Init: +4; Senses Low-light vision; Perception +9

AC 17, touch 16, flat-footed 15(+4 Dex, +2 natural, +1 size)
hp 38(5d8+15)
Fort +7, Ref +7, Will +2
Immune plant traits; Resist earth 5, ice 5, lightning 10
Weakness fire

Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +8 (1d6+2 plus grab), 2 slams +8 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Blood Drain (1d2 Con), Dream Pollen, Photosynthesis, Shriek

Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10
Base Atk +3; CMB +4(+8 grapple); CMD 18
Feats Lightning Reflexes, Skill Focus(Perception), Weapon Finesse
Skills Climb +10, Perception +9, Stealth +14(+22 underground); Racial Modifiers +8 Climb, +8 Stealth in underground

Poison (Ex)
Slam – injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally' result on the confusion behavior table ends the effect.

Dream Pollen(Su)
3/day, a mandragora can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save(DC 13) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).

Photosynthesis(Su)
A mandragora can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (DC 17).

Shriek(Su)
Oncer per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability as a 2nd level spell (DC19).

Neochu
Neochus resemble Ochu, but are purple with blue leafs instead of green. They have poison striking attacks and a deadly poison breath.
CR 9 XP 6400
N Large Plant
Init: +5; Senses Low-light vision; scent; Perception +13

AC 23, touch 10, flat-footed 23(+1 dex, +13 natural, -1 size)
hp 117(12d8+72)
Fort +13, Ref +7, Will +6
Immune Plant traits; Resist earth 10, ice 10, water 10
Weakness Fire

Speed 20 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +15(1d8+7), 2 Tentacles +16(1d8+7 plus grab and poison)
Space 10 ft.; Reach 10 ft.(15 ft. with tentacle)
Special Attacks Constrict(1d8+7), Filth Cloud, Poison Gas

Str 24, Dex 12, Con 20, Int 2, Wis 14, Char 6
Base Atk +9; CMB +16(+22 grapple); CMD 27
Feats Alertness, Improved Initiative, Improved Natural Attack(Tentacle), Lightning Reflexes, Toughness, Weapon Focus(Tentacle)
Skill Climb +14, Perception +13, Stealth +18(+26 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation

Poison (Ex)
Slam – injury; save Fort DC 21; frequency 1/round for 6 rounds; effect poisoned and fatigue; cure no saves

Filth Cloud(Su)
5/day, a neochu can release a breath weapon to creatures in a 30-ft.-cone. Creatures within the area of effect are inflicted with Disease and Poison status for 1d6 rounds, Fortitude save(DC 16) to negate the status effects. Blue mages may learn this ability as a 4th level spell(DC 23).

Poison Gas(Su)
3/day, a neochu can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds, Fortitude save(DC 18) to negate the status effects and halves the damage. Blue mages may learn this ability as a 6th level spell(DC 27).

Ochu
This creature looks like a bloated ovoid covered with a plantlike skin. A vine-like stalk about 2 feet long rises from the top of the disgusting body and bears the two eyes. Its mouth little more than a wide gash filled with razor-sharp teeth is in the center of the mass.
CR 6 XP 2400
N Large Plant
Init: +4; Senses Low-light vision; scent; Perception +8

AC 18, touch 9, flat-footed 18(+9 natural, -1 size)
hp 63(8d8+27)
Fort +9, Ref +2, Will +3
Immune Plant traits; Resist earth 5, ice 5, water 5
Weakness Fire

Speed 20 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +9(1d8+4), 2 Tentacles +10(1d6+4 plus grab)
Space 10 ft.; Reach 10 ft.(15 ft. with tentacle)
Special Attacks Constrict(1d6+4), Filth Cloud

Str 19, Dex 10, Con 17, Int 2, Wis 12, Char 6
Base Atk +6; CMB +10(+16 grapple); CMD 21
Feats Alertness, Improved Initiative, Toughness, Weapon Focus(Tentacle)
Skill Climb +10, Perception +9, Stealth +14(+22 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation

Filth Cloud(Su)
5/day, a neochu can release a breath weapon to creatures in a 30-ft.-cone. Creatures within the area of effect are inflicted with Disease and Poison status for 1d6 rounds, Fortitude save(DC 14) to negate the status effects. Blue mages may learn this ability as a 4th level spell(DC 23).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#35
Quacho Family

Quachacho
A penguin type creature that specializes in ice magic.
CR 2 XP 600
N Small Magical Beast
Init: +0; Senses low-light vision; Perception +10

AC 14, touch 11, flat-footed 14(+3 natural, +1 size)
hp 36(4d10+12)
mp 3
Fort +7; Ref +4; Will +2
Immune Ice
Weakness Fire

Speed 10 ft., swim 40 ft., toboggan 30 ft.
Melee Bite +6 (1d4+1)
Special Attacks Chill
Spells Known(Red Mage CL 3rd; concentration +4)
At will – Ice Orb
1st – Air Bubble, Blizzard(DC 11), Cure

Str 12, Dex 10, Con 16, Int 6, Wis 12, Cha 10
Base Atk +4; CMB +3; CMD 10
Feats Combat Casting, Skill Focus(Perception)
Skills Perception +10, Swim +11
SQ hold breath, rage bomber
Languages Quacho

Hold Breath (Ex)
An quachacho can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Rage Bomber(Ex)
There is a 25% chance an quachacho can counter a physical attack. The attacker must be within 5 feet to counter.

Toboggan (Ex)
On snow- or ice-covered terrain, an quachacho can move at a rate of 30 feet by sliding on its belly rather than walking.

Chill(Su)
An quachacho can imbue his bite to inflict additional 1d6 ice damage, and any creature that takes this additional ice damage must make a Fortitude save(DC 12) or be staggered for 1 round.

Quacho
A penguin type creature that specializes in water magic.
CR 4 XP 1200
N Small Magical Beast
Init: +1; Senses low-light vision; Perception +12

AC 16, touch 12, flat-footed 15(+1 Dex, +4 natural, +1 size)
hp 59(6d10+24)
mp 11
Fort +8; Ref +6; Will +4
Immune Water
Weakness Lightning

Speed 10 ft., swim 40 ft., toboggan 30 ft.
Melee Bite +8 (1d6+1)
Special Attacks Chill
Spells Known(Red Mage CL 5th; concentration +7)
At will – Aqua Orb
1st – Air Bubble, Cure, Water(DC 13)
2nd – Cure II, Grace, Water II(DC 14)

Str 13, Dex 12, Con 18, Int 6, Wis 14, Cha 14
Base Atk +6; CMB +6; CMD 11
Feats Combat Casting, Improved Natural Attack(Bite), Skill Focus(Perception)
Skills Perception +12, Swim +13
SQ hold breath, rage bomber
Languages Quacho

Hold Breath(Ex)
An quacho can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Rage Bomber(Ex)
There is a 25% chance an quacho can counter a physical attack. The attacker must be within 5 feet to counter.

Toboggan(Ex)
On snow- or ice-covered terrain, an quacho can move at a rate of 30 feet by sliding on its belly rather than walking.

Chill(Su)
An quacho can imbue his bite to inflict additional 1d6 ice damage, and any creature that takes this additional ice damage must make a Fortitude save(DC 13) or be staggered for 1 round.

Quacho Queen
A humanoid penguin that rules over all quacho and quachacho kind. She is a ruler who aspires to greatness. How a quacho becomes humanoid is beyond me.
CR 8 XP 4800
N Medium Monstrous Humanoid
Init: +6; Senses low-light vision; Perception +1

AC 19, touch 12, flat-footed 14(+2 Dex, +3 armor, +2 deflection, +2 natural)
hp 101(9d10+54)
mp 32
Fort +8; Ref +8; Will +10
Immune Water & Ice
Weakness Lightning

Speed 30 ft., swim 60 ft.
Melee Bite +12 (1d8+3), +2 Trident +12 (1d8+5)
Space 5 ft.; Reach 5 ft. (10 ft. with trident)
Special Attacks Chill, Sweet Breath
Spells Known(Red Mage CL 9th; concentration +13)
At will – Aqua Orb, Ice Orb
1st – Air Bubble, Blizzard(DC 16), Cure, Enblizzard/Enwater, Water(DC 15),
2nd – Blizzard II (DC 17), Cure II, Frost Fall(DC 17), Grace, Might, Silence(DC 16), Temper, Water II(DC 16)
3rd – Blizzara(DC 18), Blizzard III(DC 18), Cura, Cure III, Enblizzard/Enwater II, Water III(DC 17), Watera(DC 17)

Str 16, Dex 14, Con 20, Int 10, Wis 18, Cha 18
Base Atk +9; CMB +12; CMD  24
Feats Combat Casting, Improved Initiative, Improved Natural Attack(Bite), Toughness, Skill Focus(Perception)
Skills Perception +16, Stealth +14, Spellcraft +12, Survival +16, Swim +14
SQ hold breath, rage bomber
Languages Common, Quacho
Gear Trident +2, Bracers of Armor +3, Ring of Protection +2, Voidfrost Robe(Ice)

Hold Breath(Ex)
An quacho queen can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Rage Bomber(Ex)
There is a 25% chance an quacho queen can counter a physical attack. The attacker must be within 5 feet to counter.

Chill(Su)
An quacho queen can imbue his bite to inflict additional 1d6 ice damage, and any creature that takes this additional ice damage must make a Fortitude save(DC 15) or be staggered for 1 round. Blue mages may learn this ability as a 1st level spell (DC 17).

Sweet Breath(Su)
An quacho queen blows a sweet smelling breath in a 15 foot-radius cone. Creatures within the area of effect must make a Will save(DC 18) or be inflicted Sleep status 1d6+1 rounds. Blue mages may learn this ability as a 4th level spell (DC 23).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#36
Robot Family

Death Searcher
This small robot sneaks up on unsuspecting foes and destroys them.
CR 7 XP 3200
NE Small Construct (Robot)
Init: +9; Senses darkvision 60 ft., low-light vision; Perception +15

AC 23, touch 16, flat-footed 18(+5 Dex, +7 natural, +1 size)
hp 63(8d10+10), force field (40 hp, fast healing 8)
Fort +2, Ref +9, Will +7
Defensive Abilities all-around vision, hardness 5; Immune construct traits
Weakness critical hits, lightning

Speed 20 ft., fly 60 ft. (perfect)
Melee 2 claws +12(1d4+3), integrated laser torch +12(1d12 fire)
Ranged integrated laser rifle +14 touch(2d8 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)
Special Attacks Flash

Str 16, Dex 20, Con -, Int 10, Wis 20, Cha 1
Base Atk +8; CMB +10; CMD 25(33 vs trip)
Feats Alertness, Deadly Aim, Improved Initiative, Lightning Reflexes, Precise Shot
Skills Fly +17, Perception +22, Sense Motive +12, Stealth +14, Survival +12; Racial Modifiers +4 Perception
Languages Common
SQ camouflage

Camouflage (Ex)
A death searcher outer shell contains color-shifting screens that allow the creature to blend into any background. Though not truly invisible, they are hard to pinpoint. While using this ability, a death searcher gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.

Flash (Su)
A death searcher emits a bright flash around itself blinding all those within a 15-ft.-radius who did not succeed on a Will Save(DC 17). Blue mages may learn this ability as a 2nd level spell(DC 23).

Force Field (Ex)
A death searcher is sheathed in a thin layer of shimmering energy that grants it 40 bonus hit points. All damage dealt to a death searcher with an active force field is reduced from these hit points first. As long as the force field is active, the death searcher is immune to critical hits. A death searcher’s force field has fast healing 8, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A death searcher has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Integrated Laser Torch (Ex)
A death searcher is outfitted with an integrated laser torch used to bypass barriers or restraints. When activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d12 points of fire damage. This damage is not modified further by Strength. A death searcher integrated laser torch is mounted on an extending arm that allows it greater reach. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.

Gamma
An advance high-magitek killing machine meant for one thing, annihilation.
CR 18 XP 153,600
N Gargantuan Construct (Robot)
Init: +6; Senses darkvision 120 ft., low-light vision, superior optics; Perception +28

AC 33, touch 10, flat-footed 30(+3 Dex, +1 dodge, +24 natural, -4 size)
hp 210(24d10+60), force field (120 hp, fast healing 24)
Fort +10, Ref +13, Will +9
DR 15/adamantine, hardness 10; Immune construct traits
Weakness critical hits, lightning

Speed 50 ft., climb 30 ft.; booster jets
Melee 2 claws +33(2d8+13/19-20)
Ranged 2 integrated chain guns +24(9d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, gravity bomb, plasma lance, rockets, suppressing fire

Str 36, Dex 16, Con -, Int 16, Wis 13, Cha 1
Base Atk +24; CMB +41; CMD 54(62 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical(chain gun), Improved Initiative, Improved Natural Attack(Claw), Lightning Reflexes, Mobility, Skill Focus(Arcobatics), Weapon Focus(chain gun)
Skills Acrobatics +32(+40 when jumping), Climb +24, Intimidate +19,  Perception +28, Sense Motive +28
Languages Common, + three more

Booster Jets (Ex)
As a swift action up to 10 times per hour, a gamma can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.

Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. A gamma’s core can process scrap metal into new ammunition, effectively giving gamma infinite ammo with these weapons.

Combined Arms (Ex)
When taking a full attack action, a gamma can attack with melee and ranged integrated weapons simultaneously.

Gravity Bomb (Ex)
As a standard action once every 4 rounds, a gamma may fire a glowing purple bomb at a single target up to a range of 120 feet. This ability functions exactly like Gravity(Fortitude DC 25). The save DC is Intelligence-based.

Plasma Lance (Ex)
As a standard action once every 3 rounds, a gamma may fire a 120-foot-long line of plasma from its face plates. All creatures in this area take 24d6 points of plasma damage (Reflex DC 25 halves). The save DC is Intelligence-based.

Rockets (Ex)
As a standard action, a gamma can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 25 halves). A gamma carries a maximum of eight rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Suppressing Fire (Ex)
As a standard action, a gamma can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.

Force Field (Ex)
A gamma is sheathed in a thin layer of shimmering energy that grants it 120 bonus hit points. All damage dealt to a gamma with an active force field is reduced from these hit points first. As long as the force field is active, the gamma is immune to critical hits. A gamma's force field has fast healing 24, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Superior Optics (Ex)
Gamma see invisible creatures and objects as if they were visible.

Heavy M-tek Armor
An upgraded magitek armor built with an integrated CPU to think for itself and learn. This magitek armor comes with extra offensive and defensive capabilities.
CR 9 XP 6400
N Large Construct (Robot)
Init: +5; Senses darkvision 60 ft., low-light vision, superior optics; Perception +20

AC 22, touch 10, flat-footed 21(+1 Dex, +12 natural, -1 size)
hp 105(12d10+30), force field (60 hp, fast healing 12)
Fort +9, Ref +8, Will +8
DR 5/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

Speed 30 ft.
Melee 2 claws +18(1d8+7)
Ranged integrated laser rifle +12 touch(2d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks combined arms, Magitek Barrier, Tek Laser

Str 24, Dex 13, Con -, Int 14, Wis 13, Cha 1
Base Atk +12; CMB +20; CMD 31(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Point-Blank Shot, Precise Shot
Skills Climb +10, Perception +20, Sense Motive +16
Languages Common, + two more

Combined Arms (Ex)
As part of a full-attack action, a heavy m-tek armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)
A heavy m-tek armor is sheathed in a thin layer of shimmering energy that grants it 60 bonus hit points. All damage dealt to a heavy m-tek with an active force field is reduced from these hit points first. As long as the force field is active, the heavy m-tek is immune to critical hits. A heavy m-tek’s force field has fast healing 12, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A heavy m-tek armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d10 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Magitek Barrier (Su)
Once every 1d2 rounds, a heavy m-tek armor can put up a green barrier by gaining the affects of protect and reflect for three rounds. Blue mages may learn this ability as a 5th level spell(DC 25).

Resilient (Ex)
Heavy m-tek armor receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)
Heavy m-tek armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a heavy m-tek armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 16) for half damage. Those failing the Reflex save must make a Fortitude save (DC 16) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).

Io
A high-tech Magitek killing machine that attacks with a variety of methods.
CR 14 XP 38,400
NE Huge Construct (Robot)
Init: +6; Senses darkvision 120 ft., low-light vision, superior optics; Perception +22

AC 29, touch 11, flat-footed 26(+2 Dex, +1 dodge, +18 natural, -2 size)
hp 154(18d10+40), force field (90 hp, fast healing 18)
Fort +8, Ref +8, Will +7
DR 10/adamantine, hardness 10; Immune construct traits
Weakness critical hits, lightning

Speed 40 ft., climb 25 ft.; booster jets
Melee 2 claws +26(2d4+10/19-20)
Ranged 2 integrated chain guns +18(7d6/x4)
Space 15 ft.; Reach 15 ft.
Special Attacks combined arms, rockets, suppressing fire

Str 30, Dex 15, Con -, Int 14, Wis 13, Cha 1
Base Atk +18; CMB +30; CMD 42(50 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical(chain gun), Improved Initiative, Mobility, Skill Focus(Arcobatics)
Skills Acrobatics +26(+34 when jumping), Climb +16, Intimidate +13,  Perception +22, Sense Motive +22
Languages Common, + two more

Booster Jets (Ex)
As a swift action up to 10 times per hour, an io can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.

Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. An io’s core can process scrap metal into new ammunition, effectively giving io infinite ammo with these weapons.

Combined Arms (Ex)
When taking a full attack action, an io can attack with melee and ranged integrated weapons simultaneously.

Rockets (Ex)
As a standard action, an io can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 21 halves). An io carries a maximum of five rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Suppressing Fire (Ex)
As a standard action, an io can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.

Force Field (Ex)
An io is sheathed in a thin layer of shimmering energy that grants it 90 bonus hit points. All damage dealt to an io with an active force field is reduced from these hit points first. As long as the force field is active, the io is immune to critical hits. An io's force field has fast healing 18, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Superior Optics (Ex)
Io see invisible creatures and objects as if they were visible.

Killing Machine
This machine was meant to do one thing, to annihilate all with many different methods.
CR 16 XP 76,800
N Gargantuan Construct (Robot)
Init: +6; Senses darkvision 120 ft., low-light vision, superior optics; Perception +24

AC 31, touch 9, flat-footed 28(+2 Dex, +1 dodge, +22 natural, -4 size)
hp 182(20d10+60), force field (100 hp, fast healing 20)
Fort +8, Ref +8, Will +7
DR 10/adamantine, hardness 10; Immune construct traits
Weakness critical hits, lightning

Speed 50 ft., climb 30 ft.; booster jets
Melee 2 claws +28(2d6+12/19-20)
Ranged 2 integrated chain guns +19(8d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks combined arms, plasma lance, rockets, suppressing fire

Str 34, Dex 15, Con -, Int 16, Wis 13, Cha 1
Base Atk +20; CMB +36; CMD 48(56 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical(chain gun), Improved Initiative, Mobility, Skill Focus(Arcobatics), Weapon Focus(chain gun)
Skills Acrobatics +28(+36 when jumping), Climb +20, Intimidate +15,  Perception +24, Sense Motive +24
Languages Common, + three more

Booster Jets (Ex)
As a swift action up to 10 times per hour, a killing machine can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.

Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. A killing machine’s core can process scrap metal into new ammunition, effectively giving killing machine infinite ammo with these weapons.

Combined Arms (Ex)
When taking a full attack action, a killing machine can attack with melee and ranged integrated weapons simultaneously.

Plasma Lance (Ex)
As a standard action once every 4 rounds, a killing machine may fire a 120-foot-long line of plasma from its face plates. All creatures in this area take 20d6 points of plasma damage (Reflex DC 23 halves). The save DC is Intelligence-based.

Rockets (Ex)
As a standard action, a killing machine can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 23 halves). A killing machine carries a maximum of eight rockets. Its core can replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Suppressing Fire (Ex)
As a standard action, a killing machine can use its chain guns to fire in a 100-foot cone. When it does so, it makes a single chain gun attack against every target in this area.

Force Field (Ex)
A killing machine is sheathed in a thin layer of shimmering energy that grants it 100 bonus hit points. All damage dealt to a killing machine with an active force field is reduced from these hit points first. As long as the force field is active, the killing machine is immune to critical hits. A killing machine's force field has fast healing 20, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Superior Optics (Ex)
Killing machine see invisible creatures and objects as if they were visible.

Magitek Armor
The standard magitek armor built with an integrated CPU to think for itself and learn. Also used to protect and serve.
CR 7 XP 3200
N Large Construct (Robot)
Init: +1; Senses darkvision 60 ft., low-light vision, superior optics; Perception +16

AC 20, touch 10, flat-footed 19(+1 Dex, +10 natural, -1 size)
hp 77(8d10+30), force field (35 hp, fast healing 7)
Fort +7, Ref +6, Will +6
DR 5/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

Speed 30 ft.
Melee 2 claws +13(1d8+6)
Ranged integrated laser rifle +8 touch(2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks combined arms, Tek Laser

Str 22, Dex 12, Con -, Int 12, Wis 12, Cha 1
Base Atk +8; CMB +17; CMD 26(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Precise Shot
Skills Climb +6, Perception +16, Sense Motive +12
Languages Common, + one more

Combined Arms (Ex)
As part of a full-attack action, a magitek armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)
A magitek armor is sheathed in a thin layer of shimmering energy that grants it 35 bonus hit points. All damage dealt to a magitek armor with an active force field is reduced from these hit points first. As long as the force field is active, the magitek armor is immune to critical hits. A magitek armor’s force field has fast healing 7, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A magitek armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Resilient (Ex)
Magitek armor receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)
Magitek armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a magitek armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 15) for half damage. Those failing the Reflex save must make a Fortitude save (DC 15) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).

Mega Armor
Magitek armor mark III made with the finest of materials also has rockets. This magitek armor comes with extra offensive and defensive capabilities than its previous models.
CR 11 XP 12800
N Large Construct (Robot)
Init: +6; Senses darkvision 60 ft., low-light vision, superior optics; Perception +23

AC 25, touch 11, flat-footed 23(+2 Dex, +14 natural, -1 size)
hp 126(15d10+30), force field (75 hp, fast healing 15)
Fort +10, Ref +12, Will +10
DR 10/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

Speed 30 ft.
Melee 2 claws +22(1d8+8)
Ranged integrated laser rifle +16 touch(2d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks combined arms, Magitek Barrier, Tek Laser, rockets

Str 27, Dex 15, Con -, Int 15, Wis 14, Cha 1
Base Atk +15; CMB +24; CMD 36(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot
Skills Climb +13, Perception +23, Sense Motive +19
Languages Common, + two more

Combined Arms (Ex)
As part of a full-attack action, a mega armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)
A mega armor is sheathed in a thin layer of shimmering energy that grants it 75 bonus hit points. All damage dealt to a mega armor with an active force field is reduced from these hit points first. As long as the force field is active, the mega armor is immune to critical hits. A mega armor’s force field has fast healing 15, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A mega armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d10 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Magitek Barrier (Su)
Mega armor can put up a green barrier by gaining the affects of protect and reflect for three rounds. Blue mages may learn this ability as a 5th level spell(DC 25).

Resilient (Ex)
Mega armor receive a +3 racial bonus on all saving throws.

Rockets (Ex)
As a standard action, a mega armor can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 19 halves). A mega armor carries a maximum of five rockets. Its core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Superior Optics (Ex)
Mega armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d3 rounds and as a standard action, a mega armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 16) for half damage. Those failing the Reflex save must make a Fortitude save (DC 16) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).

Pluto Armor
Pluto Armor is the best quality of magitek armor ever made as far as we know...
CR 14 XP 38,400
N Huge Construct (Robot)
Init: +6; Senses darkvision 60 ft., low-light vision, superior optics; Perception +26

AC 28, touch 10, flat-footed 26(+2 Dex, +18 natural, -2 size)
hp 154(18d10+40), force field (90 hp, fast healing 18)
Fort +11, Ref +13, Will +11
DR 15/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning

Speed 30 ft.
Melee 2 claws +27(2d6+11)
Ranged integrated laser rifle +18 touch(2d12 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks combined arms, Magitek Barrier, Tek Laser, rockets

Str 32, Dex 15, Con -, Int 16, Wis 14, Cha 1
Base Atk +18; CMB +31; CMD 43(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot
Skills Climb +16, Perception +26, Sense Motive +22
Languages Common, + three more

Combined Arms (Ex)
As part of a full-attack action, a pluto armor can attack with both melee and ranged integrated weapons.

Force Field (Ex)
A pluto armor is sheathed in a thin layer of shimmering energy that grants it 90 bonus hit points. All damage dealt to a pluto armor with an active force field is reduced from these hit points first. As long as the force field is active, the pluto armor is immune to critical hits. A pluto armor’s force field has fast healing 18, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A pluto armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d12 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Magitek Barrier (Su)
Pluto armor can put up a green barrier by gaining the affects of protect and reflect for three rounds. Blue mages may learn this ability as a 5th level spell(DC 25).

Resilient (Ex)
Pluto armor receive a +3 racial bonus on all saving throws.

Rockets (Ex)
As a standard action, a pluto armor can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 22 halves). A pluto armor carries a maximum of five rockets. Its core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.

Superior Optics (Ex)
Pluto armor see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d3 rounds and as a standard action, a pluto armor can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 17) for half damage. Those failing the Reflex save must make a Fortitude save (DC 17) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).

Searcher
This small robot usually scouts out terrain or something that it must find but who really knows what they're really looking for.
CR 2 XP 600
N Small Construct (Robot)
Init: +2; Senses darkvision 60 ft., low-light vision; Perception +15

AC 17, touch 13, flat-footed 16(+2 Dex, +4 natural, +1 size)
hp 28(3d10+10)
Fort +1, Ref +5, Will +4
Defensive Abilities all-around vision, hardness 5; Immune construct traits
Weakness critical hits, lightning

Speed 20 ft., fly 60 ft. (perfect)
Melee 2 claws +6(1d3+2), integrated laser torch +6(1d10 fire)
Ranged integrated laser rifle +6 touch(2d4 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)

Str 14, Dex 15, Con -, Int 10, Wis 17, Cha 1
Base Atk +3; CMB +4; CMD 16(24 vs trip)
Feats Alertness, Lightning Reflexes
Skills Fly +12, Perception +15, Sense Motive +5, Stealth +9, Survival +5; Racial Modifiers +4 Perception
Languages Common
SQ camoflage

Camouflage (Ex)
A searcher outer shell contains color-shifting screens that allow the creature to blend into any background. Though not truly invisible, they are hard to pinpoint. While using this ability, a searcher gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.

Integrated Laser Rifle (Ex)
A searcher has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d4 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Integrated Laser Torch (Ex)
A searcher is outfitted with an integrated laser torch used to bypass barriers or restraints. When activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not modified further by Strength. A searcher integrated laser torch is mounted on an extending arm that allows it greater reach. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.

Security Eye
This small robot hides in plain sight while keeping any eye out for intruders.
CR 4 XP 1200
N Small Construct (Robot)
Init: +7; Senses darkvision 60 ft., low-light vision; Perception +15

AC 20, touch 14, flat-footed 17(+3 Dex, +6 natural, +1 size)
hp 42(5d10+10), force field (25 hp, fast healing 5)
Fort +1, Ref +6, Will +5
Defensive Abilities all-around vision, hardness 5; Immune construct traits
Weakness critical hits, lightning

Speed 20 ft., fly 60 ft. (perfect)
Melee 2 claws +8(1d3+2), integrated laser torch +8(1d10 fire)
Ranged integrated laser rifle +9 touch(2d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)
Special Attacks Flash

Str 15, Dex 17, Con -, Int 10, Wis 18, Cha 1
Base Atk +5; CMB +6; CMD 19(27 vs trip)
Feats Alertness, Improved Initiative, Lightning Reflexes, Precise Shot
Skills Fly +14, Perception +18, Sense Motive +8, Stealth +11, Survival +8; Racial Modifiers +4 Perception
Languages Common
SQ camouflage

Camouflage (Ex)
A security eye outer shell contains color-shifting screens that allow the creature to blend into any background. Though not truly invisible, they are hard to pinpoint. While using this ability, a security eye gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.

Flash (Su)
A security eye emits a bright flash around itself blinding all those within a 15-ft.-radius who did not succeed on a Will Save(DC 16). A security eye will only use this as an escaping measure. Blue mages may learn this ability as a 2nd level spell(DC 23).

Force Field (Ex)
A security eye is sheathed in a thin layer of shimmering energy that grants it 25 bonus hit points. All damage dealt to a security eye with an active force field is reduced from these hit points first. As long as the force field is active, the security eye is immune to critical hits. A security eye’s force field has fast healing 5, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A security eye has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d6 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Integrated Laser Torch (Ex)
A security eye is outfitted with an integrated laser torch used to bypass barriers or restraints. When activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not modified further by Strength. A security eye integrated laser torch is mounted on an extending arm that allows it greater reach. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.

Warmech
This is an ancient magitek construct built for war. Although no longer being built, they have been found in ancient ruins, still functional.
CR 6 XP 2400
N Large Construct (Robot)
Init: +0; Senses darkvision 60 ft., low-light vision, superior optics; Perception +16


AC 20, touch 10, flat-footed 19(+10 natural, -1 size)
hp 77(8d10+30), force field (30 hp, fast healing 6)
Fort +7, Ref +5, Will +5
DR 5/adamantine, hardness 10, resilient; Immune construct traits
Weakness critical hits, lightning, water


Speed 20 ft.
Melee 2 claws +14(1d8+7)
Ranged integrated laser rifle +7 touch(2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Megaton Punch, Tek Laser


Str 25, Dex 11, Con -, Int 10, Wis 11, Cha 1
Base Atk +8; CMB +16; CMD 26(can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Precise Shot
Skills Climb +6, Perception +16, Sense Motive +12
Languages Common, + one more

Force Field (Ex)
A warmech is sheathed in a thin layer of shimmering energy that grants it 35 bonus hit points. All damage dealt to a warmech with an active force field is reduced from these hit points first. As long as the force field is active, the warmech is immune to critical hits. A warmech’s force field has fast healing 7, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)
A warmech has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Megaton Punch(Ex)
As a standard action, a warmech launches both of its limbs at an opponent. If a successful hit, the creature takes 4d4+14 points of damage and the warmech can make a Bull Rush combat maneuver against the target it hits as a free action. A warmech using this attack is inflicted with a -2 penalty to AC for one round.

Resilient (Ex)
Wartech receive a +3 racial bonus on all saving throws.

Superior Optics (Ex)
Wartech see invisible creatures and objects as if they were visible.

Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a wartech can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save(DC 14) for half damage. Those failing the Reflex save must make a Fortitude save (DC 14) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#37
Sahagin Family

Desert Sahagin
This brown fish-like humanoid oddly enough is found in the desert. Some think they have lost their way back home and others believe they're simply stupid. Who really knows why they're out in the desert?
CR 2 XP 600
LE Medium Monstrous Humanoid (Aquatic)
Init: +1; Senses darkvision 60ft., tremorsense 30ft.; Perception +6

AC 17, touch 12, flat-footed 15(+2 Dex, +5 natural)
hp 17(2d10+6)
Fort +5; Ref +5; Will +4
Resist Earth 5, Water 5
Weakness wind

Speed 30 ft., burrow 30 ft.
Melee Trident +4(1d8+3), bite -1(1d4+1) or 2 claws +4(1d4+2), bite +4(1d4+2)
Ranged Heavy Crossbow +4(1d10/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Frenzy, Water Gun

Str 15, Dex 14, Con 16, Int 14, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 15
Feats Great Fortitude
Skills Handle Animal +1, Perception +6, Ride +6, Stealth +6, Survival +6, Swim +15
Languages Common
SQ Amphibious
Gear Trident, Heavy Crossbow with 10 bolts

Blood Frenzy(Ex)
Once per day, a desert sahagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and + 2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.

Mud Gun(Su)
A desert sahagin can shoot mud out of its mouth towards a single target like a mud projectile. The desert sahagin must make a ranged touch attack (+4), if it hits, the attack deals 1d6+2 earth damage and must make a Fortitude save (DC 13) or be inflicted with the Weighted status effect. Blue mages may learn this ability as a 1st level spell (DC 17).

Sahagin
A green scaly humanoid has a long fish-like tail. Its arms and legs end with webbed claws and its piscine head features a toothy maw. They're often found near the ocean or deep sea areas.
CR 2 XP 600
LE Medium Monstrous Humanoid (Aquatic)
Init: +1; Senses darkvision 60ft.; Perception +6

AC 16, touch 11, flat-footed 15(+1 Dex, +5 natural)
hp 16(2d10+4)
Fort +4; Ref +4; Will +4
Resist Water 5
Weakness lightning

Speed 30 ft., swim 60 ft.
Melee Trident +4(1d8+3), bite -1(1d4+1) or 2 claws +4(1d4+2), bite +4(1d4+2)
Ranged Heavy Crossbow +3(1d10/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Frenzy, Water Gun

Str 14, Dex 13, Con 14, Int 14, Wis 13, Cha 9
Base Atk +2; CMB +4; CMD 15
Feats Great Fortitude
Skills Handle Animal +1, Perception +6, Ride +6, Stealth +6, Survival +6, Swim +15
Languages Aquan, Common; speak with sharks
Gear Trident, Heavy Crossbow with 10 bolts

Blood Frenzy(Ex)
Once per day, a sahagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and + 2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.

Speak with Sharks(Su)
A sahagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”

Water Gun(Su)
A sahagin can shoot water out of its mouth towards a single target with an water projectile. The sahagin must make a ranged touch attack (+3), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 13) or be inflicted with the Drenched status effect. Blue mages may learn this ability as a 1st level spell (DC 17).

Sahagin Chief
This blue fish-like humanoid usually leads a pack of Sahagin to raid nearby Ports or ships.
CR 3 XP 800
LE Medium Monstrous Humanoid (Aquatic)
Init: +5; Senses darkvision 60ft.; Perception +9

AC 18, touch 12, flat-footed 16(+2 Dex, +6 natural)
hp 36(4d10+12)
Fort +6; Ref +6; Will +6
Resist Water 5
Weakness lightning

Speed 30 ft., swim 60 ft.
Melee Trident +7(1d8+4), bite +2(1d4+3) or 2 claws +7(1d4+3), bite +7(1d4+3)
Ranged Heavy Crossbow +6(1d10 and 1d6 lightning damage/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Frenzy, Water Gun

Str 16, Dex 15, Con 16, Int 15, Wis 14, Cha 9
Base Atk +4; CMB +7; CMD 19
Feats Great Fortitude, Improved Initiative
Skills Handle Animal +3, Perception +9, Ride +9, Stealth +9, Survival +9, Swim +18
Languages Aquan, Common; speak with sharks
Gear Trident, Heavy Crossbow with 10 shock bolts

Blood Frenzy(Ex)
Once per day, a sahagin chief that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and + 2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.

Speak with Sharks(Su)
A sahagin chief can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”

Water Gun(Su)
A sahagin chief can shoot water out of its mouth towards a single target with an water projectile. The sahagin chief must make a ranged touch attack (+6), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 13) or be inflicted with the Drenched status effect. Blue mages may learn this ability as a 1st level spell (DC 17).

Sahagin Prince
This yellow fish-like humanoid wields magical spells and considers himself prince of all Sahagin. None shall prevent him from getting his crown.
CR 5 XP 1600
LE Medium Monstrous Humanoid (Aquatic)
Init: +5; Senses darkvision 60ft.; Perception +9

AC 20, touch 14, flat-footed 16(+4 Dex, +6 natural)
hp 63(7d10+21)
mp 30
Fort +7; Ref +9; Will +7
Resist Water 5
Weakness lightning

Speed 30 ft., swim 60 ft.
Melee +1 Trident +11(1d8+5), bite +5(1d4+3) or 2 claws +10(1d4+3), bite +10(1d4+3)
Ranged Heavy Crossbow +11(1d10/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Frenzy, Water Gun
Spells Known(Black Mage CL 7th; concentration +11)
At will – Aero/Aqua/Thunder Orb, Detect Magic, Mending, Message
1st – Aero(DC 15), Thunder(DC15), Water(DC 15)
2nd – Aero II(DC 16), Poison(DC 16), Thunder II(DC 16), Water II(DC 16)
3rd – Aera(DC 17), Aero III(DC 17), Bio(DC 17), Thundara(DC 17), Thunder III(DC 17), Water III(DC 17), Watera(DC 17)
4th – Poisonga(DC 18), Shock Spikes

Str 16, Dex 18, Con 17, Int 18, Wis 15, Cha 10
Base Atk +7; CMB +10; CMD 24
Feats Combat Casting, Great Fortitude, Improved Initiative
Skills Handle Animal +7, Perception +12, Ride +14, Spellcraft +12, Stealth +14, Survival +12, Swim +21
Languages Aquan, Common; speak with sharks
Gear Trident +1, Heavy Crossbow with 10 shock bolts

Blood Frenzy(Ex)
Once per day, a sahagin prince that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and + 2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.

Speak with Sharks(Su)
A sahagin prince can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”

Water Gun(Su)
A sahagin prince can shoot water out of its mouth towards a single target with an water projectile. The sahagin prince must make a ranged touch attack (+11), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 15) or be inflicted with the Drenched status effect. Blue mages may learn this ability as a 1st level spell (DC 17).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#38
Tonberry Family

Master Tonberry
This blue tonberry with red eyes has the art of karma assassination down. The master tonberry is very good at getting the jump on its opponents thus making it hard to ambush one.
CR 17 XP 102400
LE Small Outsider (Lawful)
Init: +11; Senses Darkvision 60 ft.; Perception +21

AC 26, touch 19, flat-footed 18(+7 Dex, +7 natural, +1 dodge, +1 size)
hp 252(20d10+160)
Fort +21, Ref +19, Will +7
Immune Dark, Status effects

Speed 20 ft.
Melee Chef's Knife +25(special, see below)
Special Attacks Chef's Knife, Everyone's Grudge, Karma

Str 10, Dex 24, Con 24, Int 11, Wis 12, Cha 12
Base Atk +16; CMB +15; CMD 30
Feat Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Toughness, Weapon Finesse, Weapon Focus(Knife)
Skill Perception +21, Sense Motive +21, Stealth +27
Gear Small butcher knife, lantern

Chef's Knife (Ex)
Once per round, a master tonberry may make a melee attack with its knife. If a creature is struck by it, it must make a Fortitude save (DC 27) or it is reduced to -1 hp, stabilized and unconscious. Those who are immune to critical hits are immune to this. The knife is only deadly in the hands of a master tonberry.

Everyone's Grudge(Su)
7/day, as long as the master tonberry is not making a knife attack, it may use its Everyone's Grudge ability on a single target within 60 ft. The target takes 14d8 points of shadow damage(Fortitude save DC 23 for half damage). Blue mages may learn this ability as a 6th level spell(DC 27).

Karma(Su)
There is a 50 percent chance when a master tonberry takes damage from an attack action or spell made by a foe, it gains an additional use of Everyone’s Grudge that it may use as an immediate action against the character that damaged it. This extra use can only be made against its assailant and only on the round the master tonberry received damage. This ability does activate on damage suffered from sneak attacks and attacks of opportunity. This ability can be used up to equal to its Dexterity bonus per round and it also increases the damage by 2 each time it is used. It cannot use this ability on the same opponent twice per round.

Tonberry
This creature is quite small, usually no taller than three feet. It typically has green skin, a round head with a small snout and yellow eyes.
CR 10 XP 9600
LE Small Outsider (Lawful)
Init: +8; Senses Darkvision 60 ft.; Perception +12

AC 21, touch 15, flat-footed 16(+4 Dex, +5 natural, +1 dodge, +1 size)
hp 126(12d10+60)
Fort +15, Ref +12, Will +4
Immune Dark, Status effects

Speed 20 ft.
Melee Chef's Knife +19(special, see below)
Special Attacks Chef's Knife, Everyone's Grudge

Str 8, Dex 18, Con 18, Int 11, Wis 11, Cha 12
Base Atk +12; CMB +10; CMD 24
Feat Dodge, Great Fortitude, Improved Initiative, Toughness, Weapon Finesse, Weapon Focus(Knife)
Skill Perception +12, Sense Motive +12, Stealth +16
Gear Small butcher knife, lantern

Chef's Knife (Ex)
Once per round, a tonberry may make a melee attack with its knife. If a creature is struck by it, it must make a Fortitude save (DC 23) or it is reduced to -1 hp, stabilized and unconscious. Those who are immune to critical hits are immune to this. The knife is only deadly in the hands of a tonberry.

Everyone's Grudge(Su)
3/day, as long as the tonberry is not making a knife attack, it may use its Everyone's Grudge ability on a single target within 60 ft. The target takes 14d8 points of shadow damage(Fortitude save DC 21 for half damage). Blue mages may learn this ability as a 6th level spell(DC 27).

Tonberry King
This tonberry wears a crown upon its head and karma comes to those who strike at him.
CR 13 XP 25600
LE Small Outsider (Lawful)
Init: +9; Senses Darkvision 60 ft.; Perception +16

AC 23, touch 16, flat-footed 17(+5 Dex, +6 natural, +1 dodge, +1 size)
hp 179(16d10+96)
Fort +17, Ref +15, Will +5
Immune Dark, Status effects

Speed 20 ft.
Melee Chef's Knife +23(special, see below)
Special Attacks Chef's Knife, Everyone's Grudge, Karma

Str 10, Dex 20, Con 20, Int 11, Wis 11, Cha 12
Base Atk +16; CMB +15; CMD 30
Feat Dodge, Great Fortitude, Improved Initiative, Iron Will, Toughness, Weapon Finesse, Weapon Focus(Knife)
Skill Perception +16, Sense Motive +16, Stealth +21
Gear Small butcher knife, lantern

Chef's Knife (Ex)
Once per round, a tonberry king may make a melee attack with its knife. If a creature is struck by it, it must make a Fortitude save (DC 23) or it is reduced to -1 hp, stabilized and unconscious. Those who are immune to critical hits are immune to this. The knife is only deadly in the hands of a tonberry king.

Everyone's Grudge(Su)
5/day, as long as the tonberry king is not making a knife attack, it may use its Everyone's Grudge ability on a single target within 60 ft. The target takes 14d8 points of shadow damage(Fortitude save DC 21 for half damage). Blue mages may learn this ability as a 6th level spell(DC 27).

Karma(Su)
There is a 30 percent chance when a tonberry king takes damage from an attack action or spell made by a foe, it gains an additional use of Everyone’s Grudge that it may use as an immediate action against the character that damaged it. This extra use can only be made against its assailant and only on the round the tonberry king received damage. This ability does activate on damage suffered from sneak attacks and attacks of opportunity. This ability can be used up to equal to its Dexterity bonus per round and it also increases the damage by 1 each time it is used. It cannot use this ability on the same opponent twice per round.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#39
Worm Family

Sand Worm
A huge, powerful, hundred-foot-long worm burrows through the sands looking for its next meal. The worm's thick, segmented hide ranges in color from tan to golden brown, providing natural camouflage.
CR 14 XP 38,400
N Gargantuan Magical Beast
Init: -2; Senses darkvision 60ft., tremorsense 240 ft.; Perception +18

AC 26, touch 4, flat-footed 26(-2 Dex, +22 natural, -4 size)
hp 201(16d10+128)
Fort +17; Ref +8; Will +4
Immune fire, Resist earth 10
Weakness Water

Speed 20 ft., Burrow 50 ft
Melee Bite + 25 (4d8+18/19-20 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks Crush(10d4+18, Ref DC 27), Earthquake, Swallow Whole(4d8+12 bludgeoning damage, AC 21, 28 hp)

Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32(+36 grapple); CMD 40(can't be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical(bite), Power Attack, Staggering Critical, Toughness, Weapon Focus(bite)
Skills Perception +18, Stealth +10; Racial Modifiers +8 Stealth

Crush(Ex)
A sand worm can roll over onto opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against Medium or smaller opponents. A crush attack affects as many creatures as can fit under the sand worm's body. Creatures in the affected area must succeed on a Reflex save (DC 27) or be pinned, automatically taking 10d4+18 points of bludgeoning damage during the next round unless the sand worm moves off them. If the sand worm chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape. The save DC is Constitution-based.

Earthquake(Su)
A sand worm can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect(Reflex save DC 21 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell(DC 23).

Sea Worm
A huge, powerful, hundred-foot-long worm leaps out of the waves striking down ships out at sea. The worm's thick, segmented hide ranges in color from blue to dark blue, providing natural camouflage.
CR 14 XP 38,400
N Gargantuan Magical Beast (Aquatic)
Init: -2; Senses darkvision 60ft., tremorsense 60 ft.; Perception +18

AC 26, touch 4, flat-footed 26(-2 Dex, +22 natural, -4 size)
hp 201(16d10+128)
Fort +17; Ref +8; Will +4
Immune ice, Resist water 10
Weakness fire

Speed 20 ft., swim 50 ft.
Melee Bite + 25 (4d8+18/19-20 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks Crush(10d4+18, Ref DC 27), Aqualung, Swallow Whole(4d8+12 bludgeoning damage, AC 21, 28 hp)

Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32(+36 grapple); CMD 40(can't be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical(bite), Power Attack, Staggering Critical, Toughness, Weapon Focus(bite)
Skills Perception +18, Stealth +10, Swim +12; Racial Modifiers +8 Stealth

Crush(Ex)
A sand worm can roll over onto opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against Medium or smaller opponents. A crush attack affects as many creatures as can fit under the sand worm's body. Creatures in the affected area must succeed on a Reflex save (DC 27) or be pinned, automatically taking 10d4+18 points of bludgeoning damage during the next round unless the sand worm moves off them. If the sand worm chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape. The save DC is Constitution-based.

Aqualung(Su)
A sea worm can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status(Reflex save DC 21 for half damage and negates the status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell(DC 23).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#40
Zombie Family

Ghast
Although these creatures look just like their lesser kin, they are far more deadly and cunning.
CR 4 XP 1200
CE Medium Undead
Init: +8; Senses Darkvision 60 ft.; Perception +11

AC 18, touch 14, flat-footed 14(+4 dex, +4 natural)
hp 36(4d8+20)
Fort +5, Ref +5, Will +8
Defensive Abilities holy burst resistance +2; Immune Ice, Undead Traits
Weakness Fire and Holy

Speed 30 ft.
Melee Bite +7(1d6+4 plus paralysis) and 2 claws +7(1d4+4 plus paralysis)
Special Attacks Leech, Paralysis(1d4+1 rounds, DC 16), Sickening Breath

Str 18, Dex 19, Con -, Int 17, Wis 18, Char 18
Base Atk +3; CMB +7; CMD 21
Feats Improved Initiative, Power Attack, Toughness
Skill Acrobatics +8, Climb +11, Perception +11, Stealth +11, Swim +7
Languages Common

Leech(Su)
3/day, a ghast can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 16) or take 2d6 points of shadow damage and the ghoul is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).

Sickening Breath(Su)
A ghast can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save(DC 15) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).

Ghoul
This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.
CR 2 XP 600
CE Medium Undead
Init: +2; Senses Darkvision 60 ft.; Perception +8

AC 14, touch 12, flat-footed 12(+2 dex, +2 natural)
hp 23(3d8+9)
Fort +3, Ref +3, Will +5
Defensive Abilities holy burst resistance +2; Immune Ice, Undead Traits
Weakness Fire and Holy

Speed 30 ft.
Melee Bite +5(1d6+3 plus paralysis)
Special Attacks Leech, Paralysis(1d4+1 rounds, DC 13), Sickening Breath

Str 17, Dex 15, Con -, Int 13, Wis 14, Char 14
Base Atk +2; CMB +5; CMD 18
Feats Power Attack, Toughness
Skill Acrobatics +5, Climb +9, Perception +8, Stealth +8, Swim +6
Languages Common

Leech(Su)
Once per day, a ghoul can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 14) or take 2d6 points of shadow damage and the ghoul is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).

Sickening Breath(Su)
A ghoul can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save(DC 13) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).

Revenant
This shambling corpse is twisted and mutilated. Fingers of sharpened bone reach out with malevolent intent. Though they may look like a zombie but beware they are your worst 'walking' dead enemy.
CR 8 XP 4800
LE Medium Undead
Init: +9; Senses Darkvision 60 ft.; Perception +16

AC 21, touch 15, flat-footed 16(+5 dex, +6 natural)
hp 88(9d8+54)
Fort +8, Ref +6, Will +10
Defensive Abilities holy burst resistance +4; DR 5/slashing; Immune Ice, Undead Traits
Weakness Fire and Holy

Speed 30 ft.
Melee Bite +13(1d6+7 plus paralysis) and 2 claws +14(1d8+7 plus paralysis)
Special Attacks Drain Touch, Paralysis(1d4+1 rounds, DC 19), Sickening Breath

Str 24, Dex 21, Con -, Int 17, Wis 18, Char 20
Base Atk +6; CMB +13; CMD 28
Feats Cleave, Improved Initiative, Power Attack, Step Up, Toughness, Weapon Focus(claw)
Skill Acrobatics +14, Climb +19, Perception +16, Stealth +17, Swim +15
Languages Common

Drain Touch(Su)
A revenant can absorb the blood from a target with a melee touch attack(+13). If it hits, the target take 4d6 points of shadow damage and the revenant is healed for that much. This spell also works against undead unlike most draining abilities. Blue mages may learn this ability as a 4th level spell(DC 23).

Sickening Breath(Su)
A revenant can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save(DC 16) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).

Zombie
This walking corpse wears only a few soiled rages, its flesh rotting off its bones as it stumbles forward, arms outstretched.
CR 1/2 XP 200
NE Medium Undead
Init: +0; Senses Darkvision 60 ft.; Perception +0

AC 12, touch 10, flat-footed 12(+2 natural)
hp 13(2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune Undead Traits
Weakness Fire and Holy

Speed 30 ft.
Melee Bite +4(1d6+4)
Special Attacks Sickening Breath

Str 17, Dex 10, Con -, Int -, Wis 10, Char 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
SQ Staggered

Sickening Breath(Su)
A zombie can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save(DC 13) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).

Staggered(Ex)
Zombies have poor reflexes and can only perform a single move action or standard action each round (it has the staggered condition.) A zombie can move up to its speed and attack in the same round as a charge action.

Zombie Dragon
This flying corpse of a dragon searches for its next meal.
CR 7 XP 3,200
NE Large Undead
Init +0; Senses dragon senses, darkvision 60 ft.; Perception +0

AC 16, touch 9, flat-footed 16(+7 natural, -1 size)
hp 105(15d8+30)
Fort +5, Ref +5, Will +9
DR 5/slashing; Immune Ice, Lightning, Paralysis, Sleep, undead traits
Weakness Fire and Holy

Speed 40 ft., fly 200 ft. (clumsy)
Melee Bite +19(2d6+12), 2 claws +19(1d8+8), 2 wings +14(1d6+4), tail slap +14(1d8+12)
Space 10 ft.; Reach 5 ft.(10 ft. with bite)
Special Attacks Breath Weapon(40-ft. Cone, 6d10 non-elemental damage, Reflex DC 16 half, usable every 1d4 rounds), Poison Gas

Str 27, Dex 10, Con -, Int -, Wis 10, Cha 8
Base Atk +11; CMB +19; CM 29(33 vs. trip)
Feats Toughness
SQ Staggered

Poison Gas(Su)
1/day, a zombie dragon can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds, Fortitude save(DC 15) to negate the status effects and halves the damage. Blue mages may learn this ability as a 6th level spell(DC 27).

Staggered(Ex)
Zombie dragons have poor reflexes and can only perform a single move action or standard action each round (it has the staggered condition.) A zombie dragon can move up to its speed and attack in the same round as a charge action.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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