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Bestiary+
Here is the dragon update. I got all the elemental dragons done with crystal dragon and faerie dragon. I plan on working on some more dragons later on like the Grand Dragon and more of the crystal dragon ages but I am burnt out on making them at the moment. I did do some major changes mainly to the Brown and Blue dragons but the rest should be slightly altered. My next group will be on the beast tribes. I also have an updated pdf with the dragons in them.
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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I have the Orc Family pdf on my first tab. I will add in the Orc family within the next few days below this tab. Let me know what you think since I haven't played many of those classes I added on them and yes they're from FFXI. Enjoy!
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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Orc Family

Orcish Beastrider


CR 6 XP 2400
Orc Dark Knight 9
CE Medium Humanoid
Init: +3; Senses Darkvision 60 ft., low-light vision, sense good, Perception +1


AC 21, touch 12; flat-footed 20(+11 armor, +1 dex, +1 deflect)
hp 88(9d10+36)
mp 7
Fort +13, Ref +8, Will +10
Defensive Abilities Dark Blessing, Ferocity; Immune Disease, Poison, Sap; Resist Fire 5;
Weakness Water


Speed 20 ft.
Melee +1 Orcish Knight Sword +16/+11 (2d6+7/19-20)
Special Attacks Dark Sword Tech(6/day, Dark Sword[DC 17 Fort negates blind and 3d8 damage]), Defile(DC 17 Fort negates blind and silence), Harm Touch(7/day, 5d6 damage), Howl, Nimbus of Darkness(6/day, DC 17 Fort negates disease), Shared Offense(+2, 3 rounds), Smite Good(3/day), Sneak Attack (+2d6), Soul Eater(6/day, 5d6 shadow damage)
Special Abilities Channel Negative Energy, Last Resort(6 rounds)
Spells Known(Dark Knight CL 6th, concentration +9)
1st – Dark(DC 14), Dread(DC 14), Endark, Enfeeblement(DC 14), Fear(DC 14), Magic Weapon, Protection from Good
2nd – Curse of Ill Fortune(DC 15), Dark II(DC 15), Demonhide, Dread Spikes, Endark II, Temper


Str 22, Dex 14, Con 18, Int 12, Wis 12, Cha 16
Base Atk +9/+4; CMB +15; CMD 27
Feats Cleave, Furious Focus, Great Cleave, Power Attack, Surprised Follow-Through, Throw Anything*
Skills Acrobatics +2(+3 Jump), Climb -6, Intimidate +11, Sense Motive +9, Spellcraft +9; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ First Into Battle, Unholy Resilience
Gear hi-potion(2), orcish knight sword +1, orcish full plate +1, ring of protection +1


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Brawler


CR 6 XP 2400
Orc Monk 9
LE Medium Humanoid
Init: +3; Senses darkvision 60 ft., low-light vision, Perception +3


AC 23, touch 20; flat-footed 19(+3 wis, +3 dex, +3 armor, +1 dodge, +1 deflect, +2 monk ac)
hp 81(9d10+27)
Fort +9, Ref +9, Will +6
Defensive Abilities Improved Evasion, Ferocity; Immune diseases; Resist Fire 5;
Weakness Water


Speed 60 ft.
Melee unarmed strike +14/+9 (2d4+5/19-20)
Ranged javelin +12/+7 (1d6+5)
Special Attacks Blitz Techniques, Boost(6/day, +4), Combo Finishers(Dragon Kick, Haymaker, Hundred Palm Slap, Tornado Kick), Howl. Flurry of Blows +14/+14/+9 (2d4+5/19-20), Ki Pool(7 points), Ki Powers(Aurablast, Chakra, Elemental Fury), Ki Strike(Cold Iron/Silver), Stunning Fist(DC 17 Fort negates stun)


Str 20, Dex 16, Con 16, Int 8, Wis 16, Cha 6
Base Atk +9/+4; CMB +14; CMD 30(32 vs grapple)
Feats Deadly Grappler, Deflect Arrows, Dodge, Improved Critical(Unarmed), Improved Grapple, Improved Unarmed Strike*, Throw Anything*
Skills Acrobatics +8(+9 jump), Climb +9, Escape Artist +6; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
SQ Fast Movement(+30 ft.), Purity of Body
Languages Common, Orc
Gear hi-potion(1), javelin(5), bracers of armor +3, ring of protection +1


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).




Orcish Cursemaker


CR 5 XP 1600
Orc Black Mage 7
CE Medium Humanoid
Init: +1; Senses darkvision 60 ft., low-light vision, Perception +1


AC 15, touch 12; flat-footed 14(+3 armor, +1 dex, +1 deflect)
hp 34(7d6+7)
mp 23
Fort +3, Ref +3, Will +6
Defensive Abilities Ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft.
Melee orcish quarterstaff +5 (1d5+2)
Ranged javelin +4 (1d6+2)
Special Abilities Elemental Shield 6 (5/day), Elemental Seal (1/day), Howl, Metamagic Enhancement (2/day), Innate Spells (1/day each) [Mage Armor]
Spells Known(Black Mage CL 7th, concentration +9)
0th – Dark Orb, Daze(DC 12), Detect Magic, Message
1st – Blind(DC 13), Mage Armor, Fire(DC 14), Ruin, Shocking Grasp, Sleep(DC 13), Thunder(DC 13)
2nd – Fire II(DC 15), Icy Breath(DC 14), Poison(DC 14), Silence(DC 14), Thunder II(DC 14)
3rd – Bio(DC 15), Blindga(DC 15), Fira(DC 16), Fire III(DC 16), Lightning Bolt(DC 15), Sleepga(DC 15), Thundara(DC 15), Thunder III(DC 15)
4th – Ball Lightning(DC 16), Blaze Spikes, Dazera(DC 16), Fire IV(DC 17), Poisonga(DC 16), Silencega(DC 16), Thunder IV(DC 16)


Str 14, Dex 12, Con 12, Int 14, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 16
Feats Combat Casting, Elemental Focus(Fire), Spell Penetration, Throw Anything*
Skills Appraise +5, Acrobatics +3(+4 Jump), Climb +2, Knowledge(arcana) +8, Spellcraft +5; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Goblin, Orc, Undercommon
SQ Arcane Knowledge, Black Magery (Elemental Mastery +2), Dark Affliction, Focused Caster, Mage Talent (Concentrate, Dazzling Spell [5/day], Empowered Magic), Spell Proficiency
Gear cure potion(2), orcish quarterstaff, bracers of armor +3, ring of protection +1


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Fighter


CR 5 XP 1600
Orc Fighter 7
CE Medium Humanoid
Init: +2; Senses darkvision 60 ft., low-light vision, Perception -1


AC 21, touch 13; flat-footed 19(+7 armor, +1 shield, +2 dex, +1 deflect)
hp 68(7d10+28)
Fort +9, Ref +4, Will +1
Defensive Abilities ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft.
Melee orcish falchion +14/+9 (3d3+10/18-20)
Ranged javelin +9/+4 (1d6+5)
Special Attacks Howl, Overhand Chop +14 (3d3+14/18-20), Backswing +14/+9 (3d3+11/18-20)
Special Abilities Martial Flexibility (6/day), Reliable Strike (7/day)


Str 20, Dex 14, Con 18, Int 8, Wis 8, Cha 6
Base Atk +7/+2; CMB +12; CMD 24
Feats Cleave, Great Cleave, Power Attack, Throw Anything*, Weapon Specialization(Falchion)
Skills Acrobatics +2(+3 Jump), Intimidate +6; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Chosen Weapon +2 (Falchion), Fighter Talent (Fast Movement, Melee Defense, Melee Power), Reliable Strike
Gear cure potion(3), orcish falchion, javelin, orcish breastplate, ring of protection +1


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Fodder


CR 1/2 XP 200
Orc Fighter 1
CE Medium Humanoid
Init: +0; Senses darkvision 60 ft., low-light vision, Perception -1


AC 13, touch 10; flat-footed 13(+3 armor)
hp 7(1d10+1)
Fort +3, Ref +0, Will -1
Defensive Abilities ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft.
Melee orcish falchion +5 (3d3+4/18-20)
Ranged javelin +1 (1d6+3)
Special Attacks Howl
Special Abilities Martial Flexibility (3/day)


Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Throw Anything*
Skills Acrobatics +1(+2 Jump), Intimidate +2; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Chosen Weapon +1 (Falchion)
Gear cure potion(2), orcish falchion, javelin, studded leather armor


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Grappler


CR 1/2 XP 200
Orc Monk 1
LE Medium Humanoid
Init: +1; Senses darkvision 60 ft., low-light vision, Perception +1


AC 13, touch 13; flat-footed 10(+1 wis, +1 dex, +1 dodge)
hp 7(1d10+1)
Fort +3, Ref +3, Will +1
Defensive Abilities ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft.
Melee unarmed strike +3 (1d4+2)
Ranged javelin +2 (1d6+2)
Special Attacks Blitz Technique, Howl, Flurry of Blows +3/+3 (1d4+2), Stunning Fist(DC 11 Fort negates stun)


Str 14, Dex 12, Con 12, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15
Feats Dodge, Improved Unarmed Strike*, Throw Anything*
Skills Acrobatics +5(+6 jump), Climb +3, Escape Artist +3; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
Gear cure potion(1), javelin


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Grunt


CR 3 XP 800
Orc Dragoon 4
CE Medium Humanoid
Init: +2; Senses darkvision 60 ft., low-light vision, Perception +0


AC 18, touch 12; flat-footed 16(+6 armor, +2 dex)
hp 36(4d10+12)
Fort +7, Ref +6, Will +1
Defensive Abilities Ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft.
Melee orcish longspear +7 (2d5+4/18-20)
Special Attacks Deadly Lancer +2d6, Howl, Tail Sweep (DC 16 Reflex negates prone)
Special Abilities Hardy Landing (20 ft.), Pole Fighting


Str 19, Dex 14, Con 16, Int 8, Wis 10, Cha 6
Base Atk +4; CMB +8; CMD 20
Feats Acrobatic, Power Attack, Throw Anything*
Skills Acrobatics +3(+4 Jump), Climb +0; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Acrobatic Talent (Step Aside, Tail Sweep), Armor Training +1, Jump, Steadfast Pike +1
Gear cure potion(2), orcish longspear, orcish scale mail


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Impaler


CR 6 XP 2400
Orc Dragoon 9
CE Medium Humanoid
Init: +2; Senses darkvision 60 ft., low-light vision, Perception +1


AC 22, touch 14; flat-footed 19(+8 armor, +3 dex, +1 deflect)
hp 88(9d10+36)
Fort +10, Ref +9, Will +4
Defensive Abilities Ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft.
Melee +1 orcish longspear +15/+10 (2d5+6/18-20)
Special Attacks Deadly Lancer +3d6, Heroic Landing (DC 19 Reflex for half), Howl, Tail Sweep (DC 19 Reflex negates prone)
Special Abilities Hardy Landing (40 ft.), Pole Fighting, Sweeping Fend


Str 21, Dex 16, Con 18, Int 10, Wis 12, Cha 6
Base Atk +9/+4; CMB +14; CMD 27
Feats Acrobatic, Power Attack, Throw Anything*, Vital Strike, Weapon Focus (Longspear)
Skills Acrobatics +8(+9 Jump), Climb +5; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Acrobatic Talent (Flexible Flanker, Heroic Landing[Fire], Step Aside, Tail Sweep), Armor Training +1, Fighter Training, Jump, Steadfast Pike +2
Gear hi-potion(2), orcish longspear +1, orcish breastplate +1, ring of protection +1


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Mesmerizer


CR 1/2 XP 200
Orc Black Mage 1
CE Medium Humanoid
Init: +1; Senses darkvision 60 ft., low-light vision, Perception +0


AC 13, touch 11; flat-footed 12(+2 armor, +1 dex)
hp 4(1d6)
mp 2
Fort +0, Ref +1, Will +2
Defensive Abilities Ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft.
Melee orcish quarterstaff +2 (1d5+1)
Special Abilities Howl
Spells Known(Black Mage CL 1st, concentration +2)
0th – Dark Orb, Daze(DC 11), Detect Magic, Message
1st – Blind(DC 12), Mage Armor, Fire(DC 12), Ruin, Shocking Grasp, Sleep(DC 12), Thunder (DC 12)


Str 12, Dex 12, Con 10, Int 12, Wis 10, Cha 6
Base Atk +0; CMB +1; CMD 12
Feats Combat Casting, Throw Anything*
Skills Appraise +5, Acrobatics +3(+4 Jump), Climb +2, Knowledge(arcana) +5, Spellcraft +5; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc. Undercommon
SQ Black Magery (Elemental Mastery +1), Spell Proficiency
Gear cure potion(1), orcish quarterstaff, bracers of armor +2


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Neckchopper


CR 3 XP 800
Orc Dark Knight 4
CE Medium Humanoid
Init: +3; Senses darkvision 60 ft., low-light vision, sense good, Perception +1


AC 19, touch 12; flat-footed 17(+7 armor, +1 dex, +1 deflect)
hp 36(4d10+12)
mp 1
Fort +9, Ref +4, Will +7
Defensive Abilities dark blessing, ferocity; Resist Fire 5;
Weakness Water


Speed 20 ft.
Melee orcish knight sword +9 (2d6+5/19-20)
Special Attacks Defile(DC 15 Fort negates blind), Harm Touch(4/day, 2d6), Howl, Nimbus of Darkness(5/day), Shared Offense(+1, 2 rounds), Smite Good(2/day), Sneak Attack +1d6
Spells Known(Dark Knight CL 1st, concentration +3)
1st – Dark(DC 13), Dread, Endark, Enfeeblement(DC 13), Fear(DC 13), Magic Weapon, Protection from Good


Str 20, Dex 12, Con 16, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +9; CMD 20
Feats Cleave, Power Attack, Throw Anything*
Skills Acrobatics -2(-1 Jump), Climb -3, Intimidate +9, Sense Motive +8; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ First Into Battle
Gear cure potion(2), orcish knight sword, orcish breastplate, ring of protection +1


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Nightraider


CR 6 XP 2400
Orc Archer 9
CE Medium Humanoid
Init: +2; Senses darkvision 60 ft., low-light vision, Perception +9


AC 20, touch 15; flat-footed 16(+5 armor, +4 dex, +1 deflect)
hp 69 (9d8+27)
Fort +6, Ref +11, Will +5
Defensive Abilities Evasion, Ferocity, Uncanny dodge; Resist Fire 5;
Weakness Water


Speed 40 ft.
Melee +1 orcish falchion +11/+6 (3d3+5/18-20)
Range +1 orcish composite longbow (+4) +15/+10 (1d10+7/x3)
Special Attacks Aim (full-round, +5 Attack and Damage), Howl, Improved Deadshot (Readied action, +5 damage, target denied Dex bonus to AC), Precision Shot +2d6, Trick Shot (Disarm/Sunder)
Special Abilities Hunter's Tricks (6/day) [Aiding Attack, Deft Stand, Tricky Shot]


Str 18, Dex 20, Con 16, Int 8, Wis 14, Cha 6
Base Atk +6/+1; CMB +10; CMD 25
Feats Bullseye Shot*, Deadly Aim, Manyshot, Point Blank, Precise Shot*, Rapid Shot, Throw Anything*, Weapon Focus(Composite Longbow)
Skills Acrobatics +12(+13 Jump), Climb +6, Perception +9, Stealth +10, Survival +10; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Expert Archer +2, Fast Movement (+10 ft.), Hawkeye, High Ground, Safe Shot
Gear hi-potion(2), orcish falchion +1, orcish composite longbow(+4) +1, 20 arrows, orcish studded leather armor +1, ring of protection +1


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


Orcish Serjeant


CR 5 XP 1600
Orc Beastmaster 7
CE Medium Humanoid
Init: +2; Senses darkvision 60 ft., low-light vision, Perception +7


AC 20, touch 14; flat-footed 17(+6 armor, +3 dex, +1 deflect)
hp 68(7d10+28)
Fort +9, Ref +8, Will +2
Defensive Abilities Ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft., Woodland Stride
Melee Unarmed Strike +12/+7 (1d8+5)
Special Attacks Howl, Rage(8 rounds/day)
Special Abilities Rage powers(Knockback, Powerful Stance, Smasher), Savage Charge +15 (1d8+5, -3 armor)


Str 18, Dex 16, Con 18, Int 8, Wis 10, Cha 6
Base Atk +7/+2; CMB +11; CMD 24
Feats Alertness*, Hamatulatsu, Improved Grapple, Improved Unarmed Strike, Power Attack, Throw Anything*, Weapon Focus(Unarmed Strike)
Skills Acrobatics +10(+11 Jump), Climb +10, Handle Animal +5, Knowledge(nature) +6, Perception +7, Survival +7 (+10 Track); Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc, Speak with Animals
SQ Empathic Link, Natural Savagery +1, Nature Sense, Trackless Step, Wild Empathy
[color=#000000][font=Times New Roman]Gear hi-potion(1), orcish chain shirt +1, ring of protection +1[/font][/color]


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).


[color=#000000][font=Times New Roman]Tamed Nakk(Animal Companion)[/font][/color]
NE Large Animal
Init: +6; Senses darkvision 60 ft., low-light vision, Perception +13


AC 14, touch 12, flat-footed 12(+2 Dex, +6 natural)
hp 42(6d8+24)
Fort +8, Ref +6, Will +4 (+8 vs enchantment spells and effects)
Defensive Abilities Evasion


Speed 50 ft.
Melee Bite +12 (1d8+8 plus trip)


Str 27, Dex 15, Con 18, Int 3, Wis 14, Cha 10
Base Atk +4; CMB +12; CMD 24(28 vs. trip)
Feats Improved Initiative, Run, Skill Focus(Perception)
Skills [color=#000000][font=Times New Roman, serif]Perception +13, Stealth +8, Survival +3(+7 scent tracking) [/font][/color][color=#000000][font=Times New Roman, serif]Racial Modifiers [/font][/color][color=#000000][font=Times New Roman, serif]+2 Perception, +2 Stealth, +2 Survival[/font][/color]
[color=#000000][font=Times New Roman, serif]SQ[/font][/color][color=#000000][font=Times New Roman, serif] Link, Shared Rage[/font][/color]


Orcish Stonechunker


CR 3 XP 800
Orc Archer 4
CE Medium Humanoid
Init: +2; Senses darkvision 60 ft., low-light vision, Perception +5


AC 18, touch 14; flat-footed 14(+4 armor, +4 dex)
hp 28(4d8+8)
Fort +3, Ref +8, Will +2
Defensive Abilities Evasion, Ferocity; Resist Fire 5;
Weakness Water


Speed 30 ft.
Melee orcish falchion +6 (3d3+3/18-20)
Range orcish longbow +7 (1d10+1/x3)
Special Attacks Aim (full-round, +2 attack and damage), Deadshot (Readied action, +4 Damage), Howl, Precision Shot +1d6


Str 16, Dex 18, Con 14, Int 8, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 20
Feats Point Blank, Precise Shot*, Rapid Shot, Throw Anything*
Skills Acrobatics +8(+9 Jump), Climb +2, Perception +5, Stealth +6, Survival +6; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Expert Archer +1, Hawkeye, High Ground
Gear cure potion(1), orcish falchion, orcish longbow, 20 arrows, orcish studded leather armor


Ferocity(Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.


Howl(Su)
1/day, an orc releases a fierce howl. He can activate this ability as a swift action granting himself and his allies within 30-ft. radius of himself a +2 to hit. This ability lasts for 2 rounds. Blue mages may learn this ability as a 2nd level spell(DC 19).
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
Hey Final Fantasy Fans, here is the Orc family details and the pdf is on the first tab if you want to download it. I will hopefully have the Yagudo family up by the end of the month. I will update the main monster collection pdf after I finish up the beastman tribe patch within hopefully by October was my plan. Alright well enjoy.
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
Hey Hey, The Yagudo Family pdf is up and I will have the details out later this week.
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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Hey guys another monster update starting with the Quadav Family pdf is now up. I will add them in later this week and do some adjustments to the Orc Family since some of the classes got some updates when I first released them. I will also be adding in the Antica Family in sometime within the next couple of months been busy with the Avatar project and work of late. This will be it for the Beast tribe patch. I want to work on some smaller projects for the next few months so the Antica Family will probably be much smaller than the past three I have been working on.
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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Gilgamesh Monsters 3 of 102+
Extended Malboro Family: 

Malboro Seedling

   
CR 3


Freshing hatched these Seedlings only know how to do one thing but to consume and grow sometimes consuming their own kind. As a seedling they are completely blind and cannot sense much around them. They can only smell with their many pores all over them when meat is coming towards them. That's when they know it's feeding time.


It has been documented that adventurer's have collected and tamed such small beasts in their cocoon states and raised them as pets. These pets are raised as guard dogs and kept on a stick diet to keep their growth down to a feesible size so they do not evolve their deadly breath attacks. They smell quite pleasant when they are in their youngest forms.


XP 800
Type: Plant
Size: Medium
Init +6
Senses: Perception +7

DEFENSE

AC 18, touch 13; flat-footed 13 (+1 natural armor)
hp 37 (4d8+17)
Fort +8, Ref +6, Will +2
Defensive Abilities
Immune Lightning, plant traits; Resist Water 5
Weaknesses Fire and Ice



OFFENSE

Speed 20 ft., Climb 20 ft.
Melee Bite +7 (1d4+6 + Poison)
Space 5 ft.; Reach 5 ft.
Special Attacks: Toxic Kiss & Poison Bite

STATISTICS

Str 18, Dex 14, Con 16, Int 2, Wis 11, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats: Toughness, Improved Initiative, Natural Armour
Skills: Perception +7, Stealth +1 (+10 in Forested Areas)


SPECIAL ABILITIES (Ex & Su)


Toxic Blown Kiss[color=#000000][font=Varela, Arial, sans-serif][b] ([/font][/color][/b][color=#000000][font=Varela, Arial, sans-serif]Su): [/font][/color][color=#000000][font=Varela, Arial, sans-serif]Like Bad Breath Toxic Kiss is a 30' cone, it acts the same but inflicts sap damage of 2d4 per round for 1d4+1 rounds and can be only cured by ensuna. Fortitude to negate this is DC 15. Acts just like Bio.[/font][/color]


Poison Bite (Ex): Fort negates poison DC 14, for 3 rounds, effect 1d6+2 Damage. Also if bitten or touched the poison does transfer.


Acting In Battle:


Lack the cunning that an adult malboro uses to hunt, simply running on instinct running to the closest thing to their next meal. These creatures are known to be caninbles.


Organization:


Generally Seedlings can be seen in bushels of 2-8, 9- 16, 17-32 & 33-64 at a time.


Malboro Sapling

   


CR 6


As the Sapplings grow much larger then their previous seedling form they lose their outer protective covering as they react adolecense. Now they are able to see and hunt for food. They have learned to cast magic as well as further develop their hunting skills. It is not unheard of for a wandering adventurer to disappear while having a run in with a Sappling.


XP 2,400
Size: Large Plant
Init +6
Senses low-light vision , Perception +10

DEFENSE

AC 20, touch 11; flat-footed 19 (+2 Dex, +8 natural armor, -1 size)
hp 83 (9d8+42)
Fort +11, Ref +7, Will +4
Defensive Abilities
Immune Lightning, plant traits; Resist Water 7
Weaknesses Fire and Ice



OFFENSE

Speed 20 ft., Climb 20 ft.
Melee Bite +13 (1d6+9)
Spit Ranged +8 1d4+6 + paralysis (1d4 rounds, DC 18)
Ranged 2 Vine Tendrils +8 (grab plus feed and pull) [Can only feed one medium creature per day]
Space 10 ft.; Reach 10 ft.
Special Attacks Spit, Pull, Poison Breath
Spells Known (Concentration +10)


1st (DC 13) – virulence

2nd (DC 14) – poison

3rd (DC 15) – bio, infect

4th (DC 16) – contagion, poisonga

STATISTICS

Str 22, Dex 15, Con 22, Int 2, Wis 13, Cha 14
Base Atk +6; CMB +12; CMD 22
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Multiattack, Skill Focus (Climb)
Skills:Climb +16, Perception +10, Stealth +2 (+15 in Forested Areas)
SQ: Camouflage


SPECIAL ABILITIES (Ex & Su)


Poison Breath (Ex)
[color=#000000][font=Varela, Arial, sans-serif]Like Bad Breath, Poison Breath is a 30' cone, it acts the same but inflicts the Poison (1d6+2 damage) and Sap (2d4 damage) damage to all targets within range for 6 rounds. Fortitude to negate this is DC 17. [/font][/color]
[color=#000000][font=Times New Roman, serif]Camouflage (Ex)[/font][/color]
[color=#000000][font=Varela, Arial, sans-serif]Because a malboro blends in with the foliage that is its natural habitat, a DC 20 Perception check (modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or Knowledge (nature) can use either of those skills (also modified for distance) instead of Perception to notice the plant.[/font][/color]
[b][color=#000000][font=Times New Roman, serif]Feed (Ex)[/font][/color][/b]
[color=#000000][font=Varela, Arial, sans-serif]When a malboro grapples a creature with its tendrils, it begins to drain the creature’s bodily fluids through the target’s pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage and 1 point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple, this feeding ceases until a new grapple is established.[/font][/color]

Spit Paralysis (Su)


This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 16). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. The duration of the paralysis varies and is included in the creature’s description.


Acting In Battle:
Typically the Sappling uses its Vines to ensnare its prey to consume it quickly and if other prey is around to kill it at its leisure for food for later after it digests. But during those first couple of secounds the sappling acts quickly.


Organization:


Most of the time Sapplings hunt in pairs or are alone in the wild. It is not unheard of to see multiples together in the same breeding grounds though.


Malboro King


   



[font=Times New Roman, serif]CR 20[/font]


This malboro, through its abstinence of the odd practice of heterogenesis by which its lesser ilk procreate, has reached the foreseeable pinnacle of its development. Its hide has grown hard to the very point of petrification, and the crown it wears is studded with a glittering gemstone for each year of its life. Truly a king among foul-smelling vegetables.

Over the centuries of its long life this malboro has seen and taken in a lot. Unlike its children and family like it has learned from its mistakes and even been able to set up traps. No, this malboro has far more intelligence that your typical malboro. And that my friends is what makes it a dangerous foe.


[font=Times New Roman, serif]XP[/font] [color=#333333][font=Varela, sans-serif]307,200[/font][/color]  
[font=Times New Roman, serif]Type: Plant[/font]
[font=Times New Roman, serif]Size: CE Gargantuan[/font]
[font=Times New Roman, serif]Init +9[/font]
[font=Times New Roman, serif]Senses Darkvision 60ft., keen scent; Perception +42[/font]
[font=Times New Roman, serif]Auras frightful presence (60 ft., DC 32); stench (DC 35, 10 rounds); Greater Dispel  (DC 35 on all Ribbons); All around vision[/font]
[font=Times New Roman, serif]DEFENSE:[/font]

[font=Times New Roman, serif]AC 36, touch 12; flat-footed 14 (+5 Dex, +1 Dodge, +24 natural armor, -4 size)[/font]
[font=Times New Roman, serif]HP 547 (36d8+385) [666 Max]; Regeneration 5 (fire) Fast Healing 10; MP 325[/font]
[font=Times New Roman, serif]Fort +27, Ref +15, Will +17[/font]
[font=Times New Roman, serif]Defensive Abilities [/font]
[font=Times New Roman, serif]DR 10/- Immune Lightning, Plant Traits; Resistances Earth 10; Absorbs Water[/font]

[font=Times New Roman, serif]OFFENSE:[/font]

[font=Times New Roman, serif]Speed 30 ft., Climb 30 ft.[/font]
[font=Times New Roman, serif]Melee Bite +31 (6d6 +22 plus burp) on a successful bite a malboro king also inflicts Deshell II (-4 to all saves)[/font]
[font=Times New Roman, serif][color=#000000][font=Varela, Arial, sans-serif]Ranged [/font][/color][color=#000000][font=Varela, Arial, sans-serif]6[/font][/color] [color=#000000][font=Varela, Arial, sans-serif]Vine Tendrils +34 ([/font][/color][color=#000000]5d8+11 plus 1 str, dex or con dmg, plus Venom) [/color][color=#000000][font=Varela, Arial, sans-serif](grab plus feed and pull)[/font][/color] [Vined attacks can either borrow through the ground or lay on the ground up to 240' away from the Malboro King][/font]
[font=Times New Roman, serif]Breath Dueling Breath Can use two Breath attacks at a time but cools them both down at the same time[/font]
[font=Times New Roman, serif]Space 20 ft. Reach 20 ft.[/font]
[font=Times New Roman, serif]Special Attacks Extremely Bad Breath, Pull, Gaze, Venom, fast swallow whole (AC 24, 3d8 acid damage, 5d6 constriction damage, DC 30 on Sap, Diseased & Venom hp 35) [/font]
[font=Times New Roman, serif]Spells Known (Concentration +39)  King Malboro has Quicken Spell.[/font]
[font=Times New Roman, serif]MP Cost[/font]
[font=Times New Roman, serif]1 (DC 20) – Virulence, Dread[/font]
[font=Times New Roman, serif]2 (DC 21) – Poison, Death Armour[/font]
[font=Times New Roman, serif]3 (DC 22) – Bio, Infect, Vampiric Touch , Dispel[/font]
[font=Times New Roman, serif]4 (DC 23) – Contagion , Poisonga, Woundra[/font]
[font=Times New Roman, serif]5 (DC 24) – Biora, Drain , Infectga , Poisonja, Venom [/font]
[font=Times New Roman, serif]6 (DC 25) – Greater Contagion, Syphon, Dread Spikes II, Dispel, Greater[/font]
[font=Times New Roman, serif]7 (DC 26) – Frost Breath, Countdown[/font]
[font=Times New Roman, serif]8 (DC 27) – Blackfire[/font]
[font=Times New Roman, serif]9 (DC 28) – Mass Enfeeblement[/font]
[font=Times New Roman, serif]10 (DC 29) – Doomaga[/font]

[font=Times New Roman, serif]Doomaga (Level 10 Magic)this spell acts just like Doom except it targets one target plus one addition for each modifier in your chr score.[/font]


[font=Times New Roman, serif]STATISTICS:[/font]

[font=Times New Roman, serif]Str 32, Dex 20, Con 30, Int 11, Wis 26, Cha 26[/font]
[font=Times New Roman, serif]Base Atk +22; CMB +37; CMD 43[/font]
[font=Times New Roman, serif]Feats: Blind-Fight, Combat Reflexes, Endurance, Diehard, Improved Initiative, Multiattack, Dodge, Improved Natural Attack (Bite), Iron Will, Lightning Reflexes, Skill Focus (Climb), Improved Iron Will, Ability Focus (Extreme Bad Breath), Improved Stench, Toughness, Toxic Stench, Weapon Focus Vines, Quicken Spell[/font]
[font=Times New Roman, serif]Skills: Climb +51, Perception +42[/font]
[font=Times New Roman, serif]SQ: Camouflage, Vine Tendrals, Frightful Presence, Stench, Toxic Stench, Offspring[/font]


[font=Times New Roman, serif]SPECIAL ABILITIES (Ex & Su):[/font]

[font=Times New Roman, serif]All-Around Vision (Ex) The creature sees in all directions at once. It cannot be flanked.[/font]


[font=Times New Roman, serif]Burp (SU) While being consumed and in the stomach of the malboro king players must make a DC 24 checks for Sap, Diseased & Venom. This occurs every round.[/font]


[font=Times New Roman, serif]Camouflage (Ex) Because a malboro king blends in with the foliage that is its natural habitat, a DC 40 Perception check (modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or Knowledge (nature) can use either of those skills (also modified for distance) instead of Perception to notice the plant.[/font]


[font=Times New Roman, serif]Cloying Breath (SU) 9/day, a malboro king can emit a 50-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each:[/font]
[font=Times New Roman, serif]Sleep (Will save DC 25 to negate), Slow (Fortitude save DC 25 to negate), Weighted (Fortitude save DC 25 to negate) [/font]


[font=Times New Roman, serif]Deep Breath (SU) 1/day, if a malboro king hp is dropped to below half it can emit a 50-ft. Cone of Cloying Breath, Extremely Bad Breath, Frost Breath and Putrid Breath in a single action. Every double or triple effects are rolled multiple times. This does not count against the multiple times a day for the other breath weapons for individual use. It puts all the breath weapons on the 1d6 cool down. [/font]


[font=Times New Roman, serif]Extremely Bad Breath (SU) 3/day, a malboro king can emit a 50-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d6 rounds each: [/font]
[font=Times New Roman, serif]Berserk (Will save DC 32 to negate), Blind (Fortitude save DC 32 to negate), Confuse (Will save DC 32 to negate), Cursed (Will save DC 32 to negate), Disable (Fortitude save DC 32 to negate), Disease (Fortitude save DC 32 to negate), Entangled (Reflex save DC 32 to negate), Frog (Fortitude save DC 32 to negate), Mini (Fortitude save DC 32 to negate), Silence (Fortitude save 32 to negate), Petrify (Fortitude save 32 to negate), Poison (Fortitude save 32 to negate), Sap (Fortitude save DC 32 to negate), Shakened (Will save DC 32 to negate), Sleep (Will save DC 32 to negate), Slow (Fortitude save DC 32 to negate), Stop (Fortitude save DC 30 to negate), Stunned (Fortitude save DC 32 to negate) Venom (Fortitude save DC 32 to negate), Weighted (Fortitude save DC 32 to negate), Zombie (Fortitude save DC 32 to negate). The malboro menace must wait 1d6 rounds to use this ability again. Not all spells will cure all status effects. Certain Status effects will remain permanent with this Breath Attack unless cured with a spell or an item: Frog, Mini, Petrify, Zombie. All other breath weapons act as normal.[/font]


[font=Times New Roman, serif]Fast Swallow (Ex) The Malboro King can use its swallow whole ability as a free action at any time during its turn when its prey is within its reach, not just at the start of its turn.[/font]


[font=Times New Roman, serif]Feed (Ex) When a malboro king grapples a creature with its tendrils, it begins to drain the creature’s bodily fluids through the target’s pores or other body orifices with its tendrils. This feeding deals 5d8+11 points of damage and 1 point of Str, Dex or Con damage to the target (Use a 1d3 to decide what ability is being damaged). If the vine tendril is severed or the target breaks the grapple, this feeding ceases until a new grapple is established. [/font]


[font=Times New Roman, serif]If the tentacle is close enough to malboro king to be swallowed then the feeding and strength damage takes effect followed by the swallow and constrict damage on its following turn.[/font]


[font=Times New Roman, serif]Frightful Presence (Ex) This special quality makes a Malboro Kings’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 33). An opponent that succeeds on the saving throw is immune to that same Malboro King’s frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer. Frightful presence is a mind-affecting fear effect.[/font]

[font=Times New Roman, serif]Frost Breath (Ex) [/font]7/day[font=Times New Roman, serif] a malboro king can emit a 50-ft.-cone of subfridgit tempature and ice at the targets for 20d6 ice damage and Frozen effect. Fortitude for Frozen DC 30. The effect of Frozen lasts for 1D4+1 Rounds.[/font]

[font=Times New Roman, serif]Keen Scent (Ex) The Malboro King can notice other creatures by scent in a 300 radius.[/font]


[font=Times New Roman, serif]Offspring (Ex) Can create 2d4+1 offspring as a free action that hatch in 1d2 rounds on, around or near the King Malboro. Once hatched these Seedlings are Malboro Seedlings. [/font]

[font=Times New Roman, serif]The Malboro King can create up to a total of 64 Malboro Seedlings without increasing the total CR of the battle. The battle can even start with some seedlings in its seeds at the beginning of their cycle.[/font]


[font=Times New Roman, serif]Putrid Breath (Su) 7/day, a malboro king can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk (Will save DC 30 to negate), Blind (Fortitude save DC 30 to negate), Confuse (Will save DC 30 to negate), Disable (Fortitude save DC 30 to negate), Disease (Fortitude save DC 30 to negate), Silence (Fortitude save DC 30 to negate), Petrify (Fortitude save DC 30 to negate), Poison (Fortitude save DC 30 to negate), Sap (Fortitude save DC 30 to negate), Sleep (Will save DC 30 to negate), and Slow (Fortitude save DC 30 to negate). The malboro king must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 9th level spell (Knowledge: Nature DC 35).[/font]


[font=Times New Roman, serif]Regeneration (Ex) The Malboro King with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.[/font]


[font=Times New Roman, serif]Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.[/font]


[font=Times New Roman, serif]Stench (Ex) The Malboro King with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 60 feet must succeed on a Fortitude save (DC 38) or be sickened. The duration of the sickened condition is given in the creature’s descriptive text. Creatures that successfully save cannot be affected by the same Malboro King’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.[/font]


Toxic Stench (Ex) The first round a creature is affected by your stench, it must also make a successful Fortitude save against the same DC to resist becoming poisoned. The poison also adds confusion for 1 round to its effects.

[font=Times New Roman, serif]Venom (Ex) [color=#000000]The target of this Ranged Attack from a vine tendril receives the Venom status effect (A much stronger effect then poison). The target takes 2d8+3 hp of non-elemental damage and 1d6+1 mp damage per round (Do not take any resistances or DR into consideration when applying the Venom damage). A Fortitude save of DC 30 can negate this effect. This effect lasts 1d4+1 round unless cured with a remedy or antidote only.[/color] The effects do not stack if infected multiple times.[/font]

   



[font=Times New Roman, serif]Vine Tendrils (Ex) A Malboro King can take control of any network of vines (allowing its venom to soak into it for attacking purposes) and has attached itself to and use up to six of those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 50 hit points, DR 20/slashing, and a Break DC of 35. If one of these vines is destroyed, the malboro king can assume control of another vine as a move action to bring it to bear in combat.[/font]






[font=Times New Roman, serif]Acting In Battle:[/font]
[font=Times New Roman, serif]The Malboro King tries to enfeeble his targets quickly before dismembering them slowly and painfully after the getting his first meal underway. Before the battle even starts he will have laid 10d4 Malboro Seedlings across the battle ground disguised as clumps of vegetation, when hatched they are immediately ready for combat. The King will continue to create seedlings throughout the entire encounter to ensure his victory by making sure he isn't the only target on the field. After the battle he will return to his domain and the young will wonder elsewhere. [/font]

[font=Times New Roman, serif]Upon any party member coming into contact with the Malboro King's Tentacles a Will save on Ribbons and Super Ribbons have to be made as Greater Dispel is on constant effect in an aura around it. [/font]


[font=Times New Roman, serif]Organization:[/font]

Only one Malboro King can be around at one time. In case there are more then one around the two fight to the death to see who is the survivor thus is the way of the malboro.

Treasure: 
Crown of Pestilence (True Artifact)[Cannot be Sold]- Grants +6 INT, +6 WIS, +6 CHR, Immunity to all Status Effects (Super Ribbon), Cannot be removed until the Malboro King is dead. It will shrink to the users size, will also change alignment one step over toward evil. When removed the alignment stays on the character, if he were to put it back on the alignment changes one step again. When an evil character dawns this crown, their body is destroyed and their body is destroyed and they become the new Malboro King. It takes 24 hours to attune to the wearer before the bonuses and alignment change become in effect. 
  • After one month of wearing the crown you have to make a Fortitude save of the worst of the Extreme Bad Breath DC 30. If they fail they gain plant traits, if they succeed they have to make the check again next month at a +1 per successful DC. 
  • Next month after the failed Fortitude save of the worst Extreme Bad Breath DC 30, make another Fortitude save of Extreme Bad Breath. If they fail their jaws become elongated and needle-like and gain a bite attack (2d6+1 sap Dmg), if they already had a bite attack their dice goes up by one hit die when this happen they get a -4 Charisma drain (permanent). If they succeed they have to make the check again next month at a +1 per successful DC. 
  • Next month after the failed Fortitude save of the worst Extreme Bad Breath DC 30, make another Fortitude save of Extreme Bad Breath. If they fail their blood becomes toxic and adds venom to their bite, any creature that hits them with their bite attack must make a Fort save or become Nauseated for 1 round. If they succeed they have to make the check again next month at a +1 per successful DC. 
  • Next month after the failed Fortitude save of the worst Extreme Bad Breath DC 30, make another Fortitude save of Extreme Bad Breath. If they fail their forearms starts to swell and grow to unnatural proportions (must buy gear as as if you were a large creature) gaining an additional +10 Natural armour and Fast Healing 5. You also take another -2 Charisma Drain. At this point the crown takes root in the wearers head. 
  • After the next Year after the failed Fortitude save of the worst Extreme Bad Breath DC 30, make another Fortitude save of Extreme Bad Breath. If they fail they their body is destroyed and take on a ton of plant matter and become the new Malboro King their alignment immediately changes to CE, if they succeed they have to make the check again next month at a +1 per successful DC. 
Destroying the Crown of Pestilence can only be done by bathing it in the planets lifestream of a planet for 24 hours with 10 mages of caster level 20 or higher to be casting ensuna on it simultaneously. This causes the crown the explode in a 30 ft radius explosion of necrodic shadow damage dealing 400 points of damage to anything within the area. This energy forever damages this spot of the lifestream of the planet preventing life ever taking root on this planet ever again (You are killing the planet).

Artifact From FFXII- Specifics and Tickered by Norinia#0764 (Crown of Pestilence)
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Yagudo Family

Yagudo Acolyte



CR 1/2 XP 200
Yagudo White Mage 1
LN Medium Humanoid
Init: +2; Senses low-light vision, Perception +2


AC 15, touch 12; flat-footed 13(+2 armor, +2 dex, +1 natural armor)
hp 3(1d6-1)
mp 2
Fort -1, Ref +2, Will +4
Defensive Abilities Feathers of Gale; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee yagudo mace -1 (1d6-1/19-20)
Special Attacks Feather Storm
Spells Known(White Mage CL 1st, concentration +3)
0th – Dancing Lights, Daze(DC 12), Holy Orb, Message
1st – Blind(DC 13), Charm(DC 13), Cure, Dia(DC 13), Fearna, Heal, Light(DC 13), Mage Armor, Protect, Shell


Str 8, Dex 14, Con 8, Int 10, Wis 14, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Combat Casting
Skills Heal +4, Knowledge(religion) +2, Linguistics +4, Spellcraft +4; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Yagudo
SQ Spell Proficiency, White Magery (Increased Healing +1)
Gear cure potion(1), yagudo mace, bracers of armor +2


[color=#000000][font=Times New Roman, serif]Feather Storm(Su)[/font][/color]
[color=#000000][font=Times New Roman, serif][font=Times New Roman]1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+2), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 14 to negate). Blue mages may learn this ability as a 2[/font][font=Times New Roman]nd[/font][font=Times New Roman] level spell(DC 19).[/font][/font][/color]


Feathers of Gale (Ex)
[color=#000000][font=Times New Roman, serif]Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.[/font][/color]


Yagudo Drummer


CR 6 XP 2400
Yagudo Bard 9
LN Medium Humanoid
Init: +4; Senses low-light vision, Perception +12


AC 20, touch 15; flat-footed 16(+4 armor, +4 dex, +1 natural armor, +1 deflect)
hp 63(9d8+18)
mp 28
Fort +5, Ref +10, Will +7
Defensive Abilities Feathers of Gale, Well-Versed; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee +1 Yagudo Rapier +10/+5 (1d6+4/17-20)
Range +1 Yagudo Shortbow +11/+6 (1d6+1/19-20x3)
Special Attacks Dissonance(8/day, Base DC 18), Feather Storm, Resonance (7/day)
Special Abilities Bardic Performance (24 rounds/day), Countersong, Distraction, Fascinate (DC 18), Inspire Courage +2, Inspire Competence +3, Inspire Greatness, Inspiration (4d6) [7/day], Troubadour (4/day), Grant Move Action (2/day)
Songs Known(Bard CL 9th, concentration +13)
0th – Boom, Lullaby, Songbird, Song of Serenity
1st – Adoration, Elemental Carol, Elemental Threnody(DC 15), Hideous Laughter(DC 15), Quick Etude
2nd – Blurring Melody(DC 16), Foe Lullaby(DC 16), Silence Verse(DC 16), Sword Madrigal, Valor Minuet
3rd – Advancing March, Battlefield Elegy, Elemental Threonody II(DC 17), Foe Requiem II(DC 17), Quick Etude II, Reviving Finale


Str 16, Dex 18, Con 14, Int 14, Wis 12, Cha 18
Base Atk +6/+1; CMB +9; CMD 23
Feats Lingering Performance, Point Blank Shot, Precise Shot, Rapid Shot, Spellsong
Skills Acrobatics +15, Appraise +13, Bluff +15, Climb +14, Diplomacy +15, Knowledge(religion) +4, Linguistics +6, Perception +12, Perform ([font=Times New Roman, serif]String[/font]) +20, Perform ([font=Times New Roman, serif]Wind[/font]) +25, Stealth +15; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Lalafellan, Undercommon, Yagudo
SQ Minor Aura +4 (Accurate Strike, Determined Caster, Demand Foritude, Over the Top, Watchful Eye), Versatile Performance (String, Wind), Major Aura +2 (Motivate Ardor, Motivate Care), Additional Song (+1), Skilled Performer (Wind +5)
Gear hi-potion(2), yagudo rapier +1, yagudo shortbow +1, 20 arrows, studded leather armor +1, ring of protection +1


[color=#000000][font=Times New Roman, serif]Feather Storm(Su)[/font][/color]
[color=#000000][font=Times New Roman, serif][font=Times New Roman]1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+10), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 16 to negate). Blue mages may learn this ability as a 2[/font][font=Times New Roman]nd[/font][font=Times New Roman] level spell(DC 19).[/font][/font][/color]


Feathers of Gale (Ex)
[color=#000000][font=Times New Roman, serif]Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.[/font][/color]


Yagudo Herald


CR 6 XP 2400
Yagudo Ninja 9
LN Medium Humanoid
Init: +5; Senses low-light vision, Perception +15


AC 25, touch 21; flat-footed 20(+3 armor, +2 wis, +5 dex, +1 natural armor, +3 AC bonus, +1 deflect)
hp 63(9d8+18)
Fort +4, Ref +11, Will +4
Defensive Abilities Feathers of Gale; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee 2 +1 yagudo wakizashi +11/+9/+6/+4 (1d6+4/17-20)
Special Attacks Feather Storm, Sneak Attack +5d6
Special Abilities Ki Pool (6 pts), Ninjutsu (Blood Debt, Ki Dodge, Kamikaze, Ki Blade)


Str 16, Dex 20, Con 14, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +9; CMD 24
Feats Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus(Wakizashi) +1
Skills Acrobatics +18, Climb +16, Disable Device +18, Escape Artist +18, Knowledge(religion) +2, Linguistics +4, Perception +15, Sleight of Hand +18, Stealth +18, Use Magic Device +13; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Yagudo
SQ AC Bonus, Improved Uncanny Dodge, Light Steps, Ninja Tricks (Bleeding Attack, Deadly Range, Evasion, Finesse Training), No Trace +3, Poison Use, Uncanny Dodge
Gear hi-potion(2), +1 yagudo wakizashix2, bracers of armor +3, ring of protection +1


[color=#000000][font=Times New Roman, serif]Feather Storm(Su)[/font][/color]
[color=#000000][font=Times New Roman, serif][font=Times New Roman]1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+11), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 14 to negate). Blue mages may learn this ability as a 2[/font][font=Times New Roman]nd[/font][font=Times New Roman] level spell(DC 19).[/font][/font][/color]


Feathers of Gale (Ex)
[color=#000000][font=Times New Roman, serif]Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.[/font][/color]


Yagudo Initiate


CR 1/2 XP 200
Yagudo Monk 1
LN Medium Humanoid
Init: +2; Senses low-light vision, Perception +1


AC 15, touch 14; flat-footed 11(+1 wis, +2 dex, +1 dodge, +1 natural armor)
hp 7(1d10)
Fort +2, Ref +4, Will +1
Defensive Abilities feathers of gale; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee unarmed strike +2 (1d4+1)
Special Attacks Blitz Technique, Feather Storm, Flurry of Blows +2/+2 (1d4+1), Stunning Fist
Special Abilities Stunning Fist +2 (1d4+1, DC 11 Fort negates stun) [1/day]


Str 12, Dex 14, Con 10, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Dodge
Skills Acrobatics +2, Escape Artist +2, Knowledge(religion) +2, Linguistics +4; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Yagudo
SQ AC Bonus, Martial Arts (1d4, x2)
Combat Gear cure potion(1)


[color=#000000][font=Times New Roman, serif]Feather Storm(Su)[/font][/color]
[color=#000000][font=Times New Roman, serif][font=Times New Roman]1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+3), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 13 to negate). Blue mages may learn this ability as a 2[/font][font=Times New Roman]nd[/font][font=Times New Roman] level spell(DC 19).[/font][/font][/color]


Feathers of Gale (Ex)
[color=#000000][font=Times New Roman, serif]Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.[/font][/color]


Yagudo Interrogator


CR 6 XP 2400
Yagudo Samurai 9
LN Medium Humanoid
Init: +6; Senses low-light vision, Perception +11


AC 22, touch 13; flat-footed 20(+8 armor, +2 dex, +1 natural armor, +1 deflect)
hp 81(9d10+27)
Fort +9, Ref +7, Will +7
Defensive Abilities feathers of gale; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee +1 yagudo katana +14/+9 (1d8+7/14-20)
Special Attacks Bushido(Art of the Storm, Art of the Swell, Shooting Star, Tornado), Feather Storm, Iaijutsu Strike +5d6, Kenki Techniques
Special Abilities Meditate, Resolve (3/day)


Str 18, Dex 18, Con 16, Int 10, Wis 12, Cha 14
Base Atk +9; CMB +13; CMD 27
Feats Blinding Critical, Cleave, Furious Focus, Improved Critical(katana), Power Attack
Skills Acrobatics +4, Climb +4, Diplomacy +12, Knowledge(religion) +3, Linguistics +5, Perception +11; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Yagudo
SQ Action without Thought, Brutal Slash, The Forces of Sen, Weapon Expertise
Gear hi-potion(2), yagudo katana +1, tatami-do +1, ring of protection +1


[color=#000000][font=Times New Roman, serif]Feather Storm(Su)[/font][/color]
[color=#000000][font=Times New Roman, serif][font=Times New Roman]1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+13), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 15 to negate). Blue mages may learn this ability as a 2[/font][font=Times New Roman]nd[/font][font=Times New Roman] level spell(DC 19).[/font][/font][/color]


Feathers of Gale (Ex)
[color=#000000][font=Times New Roman, serif]Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.[/font][/color]


Yagudo Mendicant


CR 3 XP 800
Yagudo Summoner 4
LN Medium Humanoid
Init: +2; Senses bond sense, detect summons, low-light vision, Perception +1


AC 15, touch 12; flat-footed 13(+2 armor, +2 dex, +1 natural armor)
hp 16(4d6)
mp 10
Fort +1, Ref +3, Will +5
Defensive Abilities feathers of gale; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee yagudo quarterstaff (1d6/19-20)
Special Attacks Feather Storm
Special Abilities Blood Pact (3/day), Detect Summons, Summon Gear (6/day), Summon Monster (I-II) [6/day]
Spells Known(Summoner CL 4th, concentration +7)
0th – Daze(DC 13), Detect Magic, Elemental Orb, Message, Resistance
1st – Aerospark, Energy Beam(DC 14), Moogle Charm
2nd – Magic Shield, Terra Homing(DC 15)


Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 16
Base Atk +2; CMB +2; CMD 14
Feats Combat Casting, Empower Spell
Skills Handle Animal +8, Knowledge(arcane) +8, Knowledge(religion) +3, Linguistics +5, Spellcraft +8; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Lalafellan, Yagudo
SQ Augment Summoning, Bond Senses, Life Link, Spell Proficiency
Gear cure potion(2), yagudo quarterstaff, bracers of armor +2


Feather Storm(Su)
1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+4), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 15 to negate). Blue mages may learn this ability as a 2nd level spell(DC 19).


Feathers of Gale (Ex)
Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.


[color=#000000][font=Times New Roman]Valefor(Avatar Companion)[/font][/color]
NE Medium
Init: +7; Senses darkvision 60 ft., low-light vision, Perception +4


AC 16, touch 13, flat-footed 13(+2 armor, +3 Dex, +1 natural)
hp 28(3d10+12)
Fort +5, Ref +6, Will +3
Defensive Abilities Evasion; Immune Wind


Speed 10 ft., Fly 60 ft. (average)
Melee 2 claws +7 (1d4+4), Bite +7 (1d6+6)
Special Attacks Aero II, Wind Claw


Str 14(18), Dex 16, Con 14(18), Int 13, Wis 11, Cha 15
Base Atk +3; CMB +5; CMD 18
Feats Improved Initiative, Power Attack
Skills Bluff +6, Fly +7, Knowledge (nature, planes) +5, [color=#000000][font=Times New Roman, serif]Perception +4, Sense Motive +4, Stealth +7[/font][/color]
[color=#000000][font=Times New Roman][font=Times New Roman, serif]SQ[/font][font=Times New Roman, serif] Link[/font][/font][/color]


Yagudo Oracle


CR 6 XP 2400
Yagudo Summoner 9
LN Medium Humanoid
Init: +3; Senses bond sense, detect summons, low-light vision, Perception +2


AC 19, touch 14; flat-footed 16(+4 armor, +3 dex, +1 natural armor, +1 deflect)
hp 44 (9d6+9)
mp 44
Fort +4, Ref +6, Will +8
Defensive Abilities feathers of gale; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee +1 yagudo quarterstaff +6 (1d6+2/19-20)
Special Attacks Feather Storm
Special Abilities Blood Pact (4/day), Counter-Summon (7/day), Detect Summons, Maker's Call (1/day), Summon Gear (7/day), Summon Monster (I-IV) [7/day], Transposition
Spells Known(Summoner CL 9th, concentration +13)
0th – Daze(DC 14), Detect Magic, Elemental Orb, Message, Resistance
1st – Aerospark, Energy Beam(DC 15), Moogle Charm
2nd – Magic Shield, Terra Homing(DC 16)
3rd – Brotherly Love(DC 17), Fey Light
4th – Climactic Fear(DC 18), Tornado Zone(DC 18)
5th – Alluring Embrace


Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 18
Base Atk +4; CMB +5; CMD 18
Feats Combat Casting, Empower Spell, Intensified Spell, Quicken Spell
Skills Handle Animal +16, Knowledge(arcane) +13, Knowledge(religion) +3, Linguistics +5, Spellcraft +13; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Lalafellan, Yagudo
SQ Augment Summoning, Bond Senses, Life Link, Spell Proficiency, Shield Ally, Superior Summons
Combat Gear hi-potion(2); Other Gear yagudo quarterstaff +1, bracers of armor +3, ring of protection +1


Feather Storm(Su)
1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+4), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 15 to negate). Blue mages may learn this ability as a 2nd level spell(DC 19).


Feathers of Gale (Ex)
Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.


[color=#000000][font=Times New Roman]Valefor(Avatar Companion)[/font][/color]
NE Medium
Init: +9; Senses darkvision 60 ft., low-light vision, Perception +8


AC 24, touch 15, flat-footed 19(+6 armor, +5 Dex, +3 natural)
hp 68(7d10+28)
Fort +6, Ref +10, Will +5 (+9 vs charm spells and effects)
Defensive Abilities Evasion; Immune Wind


Speed 10 ft., Fly 60 ft. (average)
Melee 2 claws +11 (1d4+4), Bite +11 (1d8+6)
Special Attacks Aero II, Aerial Armor, Fury Claw, Wind Claw


Str 14(18), Dex 21, Con 14(18), Int 13, Wis 11, Cha 19
Base Atk +7; CMB +11; CMD 26
Feats Cleave, Improved Initiative, Improved Natural Attack(Bite), Power Attack
Skills Bluff +12, Fly +13, Knowledge (nature, planes) +9, [color=#000000][font=Times New Roman, serif]Perception +8, Sense Motive +8, Stealth +13[/font][/color]
[color=#000000][font=Times New Roman][font=Times New Roman, serif]SQ[/font][font=Times New Roman, serif] Devotion, Link[/font][/font][/color]


Yagudo Persecutor


CR 3 XP 800
Yagudo Samurai 4
LN Medium Humanoid
Init: +5; Senses low-light vision, Perception +6


AC 19, touch 13; flat-footed 16(+5 armor, +3 dex, +1 natural armor)
hp 33(4d10+8)
Fort +6, Ref +4, Will +5
Defensive Abilities feathers of gale, Resolve; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee yagudo katana +7 (1d8+4/17-20)
Special Attacks Bushido(Art of the Swell), Feather Storm, Iaijutsu Strike +2d6, Kenki Techniques
Special Abilities Resolve (1/day)


Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 12
Base Atk +4; CMB +7; CMD 20
Feats Cleave, Power Attack
Skills Acrobatics +0, Climb +0, Diplomacy +6, Knowledge(religion) +3, Linguistics +5, Perception +6; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Yagudo
SQ Action without Thought, The Forces of Sen, Weapon Expertise
Gear cure potion(2), yagudo katana, do-maru


Feather Storm(Su)
1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+2), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 14 to negate). Blue mages may learn this ability as a 2nd level spell(DC 19).


Feathers of Gale (Ex)
Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.


Yagudo Piper


CR 3 XP 800
Yagudo Bard 4
LN Medium Humanoid
Init: +5; Senses low-light vision, Perception +7


AC 17, touch 13; flat-footed 14(+3 armor, +3 dex, +1 natural armor)
hp 28(4d8+8)
mp 8
Fort +2, Ref +7, Will +5
Defensive Abilities Feathers of Gale, Well-Versed; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee Yagudo Rapier +5 (1d6+2/17-20)
Range Yagudo Shortbow +6 (1d6/19-20x3)
Special Attacks Dissonance (5/day, Base DC 15), Feather Storm
Special Abilities Bardic Performance (13 rounds/day), Countersong, Distaction, Fascinate (DC 15), Inspire Courage +1, Inspired Competence +2, Inspiration (2d6) [6/day], Troubadour (3/day)
Songs Known(Bard CL 4th, concentration +7)
0th – Songbird, Song of Serenity
1st – Adoration, Elemental Carol, Elemental Threnody(DC 14), Hideous Laughter(DC 14), Quick Etude
2nd – Blurring Melody(DC 15), Foe Lullaby(DC 15), Silence Verse(DC 15), Sword Madrigal, Valor Minuet


Str 14, Dex 16, Con 12, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +5; CMD 18
Feats Lingering Performance, Spellsong
Skills Acrobatics +9, Appraise +8, Bluff +9, Climb +8, Diplomacy +9, Knowledge(religion) +4, Linguistics +6, Perception +7, Perform(Wind) +9, Stealth +9; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Lalafellan, Undercommon, Yagudo
SQ Minor Aura +3 (Accurate Strike, Watchful Eye), Versatile Performance (Wind), Major Aura +1 (Motivate Ardor)
Gear cure potion(2), yagudo rapier, yagudo shortbow, 20 arrows, studded leather armor


Feather Storm(Su)
1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+6), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 15 to negate). Blue mages may learn this ability as a 2nd level spell(DC 19).


Feathers of Gale (Ex)
Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.


Yagudo Priest


CR 5 XP 1600
Yagudo White Mage 7
LN Medium Humanoid
Init: +3; Senses low-light vision, Perception +11


AC 17, touch 13; flat-footed 14(+3 armor, +3 dex, +1 natural armor)
hp 30(7d6)
mp 30
Fort +2, Ref +5, Will +9
Defensive Abilities divine crest, feathers of gale, focus caster, lay on hands; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee yagudo mace +3 (1d6/19-20)
Special Attacks Feather Storm
Special Abilities Divine Seal (2/day), Innate Spell (2/day each) [Mage Armor], Lay on Hands (3d6) [7/day] Metamagic Enhancement (4/day)
Spells Known(White Mage CL 7th, concentration +11)
0th – Dancing Lights, Daze(DC 14), Guidance, Holy Orb, Message, Torchlight
1st – Blind(DC 15), Charm(DC 15), Cure, Dia(DC 16), Fearna, Heal, Light(DC 16), Mage Armor, Protect, Shell
2nd – Bar-element, Bar-status, Blindna, Cure II, Dia(DC 17), Grace, Healara, Light II(DC 17), Panacea, Paralyna, Restore, Silence(DC 16), Vox
3rd – Barrier, Blindga(DC 17), Cleanse, Cross, Cura, Cure III, Dia III(DC 18), Dispel, Greater Torchlight, Haste, Healaga, Light III(DC 18), Lightra(DC 18), Protect II, Protectra, Searing Light(DC 18), Shell II, Shellra, Sleepga(DC 17), Slow(DC 17)
4th – Bar-elementra, Bar-statusra, Dazera(DC 18) Disable(DC 18), Esuna, Holy(DC 19), Light IV(DC 19), Raise, Reflect, Restora, Silencega(DC 18), Stoneskin, Vanish


Str 10, Dex 16, Con 10, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Combat Casting, Dispel Synergy, Elemental Focus(Light)
Skills Heal +11, Knowledge(religion) +3, Linguistics +5, Perception +11, Spellcraft +8; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Lalafellan, Yagudo
SQ Auto-Regen, Divine Caress, Focused Caster, Mage Talent (Empowered Magic, Healing Spell, Silent Magic), Spell Proficiency, White Magery (Increased Healing +2)
Gear cure potion(2), yagudo mace, bracers of armor +3


[color=#000000][font=Times New Roman, serif]Feather Storm(Su)[/font][/color]
[color=#000000][font=Times New Roman, serif][font=Times New Roman]1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+6), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 16 to negate). Blue mages may learn this ability as a 2[/font][font=Times New Roman]nd[/font][font=Times New Roman] level spell(DC 19).[/font][/font][/color]


Feathers of Gale (Ex)
[color=#000000][font=Times New Roman, serif]Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.[/font][/color]


Yagudo Scribe


CR 1/2 XP 200
Yagudo Black Mage 1
LN Medium Humanoid
Init: +2; Senses low-light vision, Perception +0


AC 15, touch 12; flat-footed 13(+2 armor, +2 dex, +1 natural armor)
hp 3(1d6-1)
mp 2
Fort -1, Ref +2, Will +2
Defensive Abilities feathers of gale; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee yagudo quarterstaff -1 (1d6-1/19-20)
Special Attacks Feather Storm
Spells Known(Black Mage CL 1st, concentration +3)
0th – Dark Orb, Daze(DC 12), Detect Magic, Message
1st – Aero(DC 13), Blind(DC 13), Mage Armor, Ruin, Sleep(DC 13)


Str 8, Dex 14, Con 8, Int 14, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Combat Casting
Skills Appraise +4, Knowledge(arcane) +4, Knowledge(religion) +6, Linguistics +4, Spellcraft +4; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Common, Goblin, Lalafellan, Yagudo
SQ Black Magery (Increased Damage +1), Spell Proficiency
Gear cure potion(1), yagudo quarterstaff, bracers of armor +2


Feather Storm(Su)
1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+2), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 14 to negate). Blue mages may learn this ability as a 2nd level spell(DC 19).


Feathers of Gale (Ex)
Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.


Yagudo Theologist


CR 5 XP 1600
Yagudo Black Mage 7
LN Medium Humanoid
Init: +2; Senses low-light vision, Perception +0


AC 18, touch 14; flat-footed 14(+3 armor, +3 dex, +1 natural armor, +1 deflect)
hp 30(7d6)
mp 26
Fort +2, Ref +5, Will +5
Defensive Abilities feathers of gale; Resist Wind 5;
Weakness Ice


Speed 30 ft.
Melee yagudo quarterstaff +3 (1d6/19-20)
Special Attacks Feather Storm
Special Abilities Elemental Shield 6 (6/day), Elemental Seal (1/day), Feather Storm, Metamagic Enhancement (3/day), Innate Spells (1/day each) [Mage Armor]
Spells Known(Black Mage CL 7th, concentration +10)
0th – Dark Orb, Daze(DC 13), Detect Magic, Message
1st – Aero(DC 15), Blind(DC 14), Blizzard(DC 14), Flame Breath(DC 14) Mage Armor, Ruin, Sleep(DC 14)
2nd – Aero II(DC 16), Blizzard II(DC 15), Poison(DC 15), Silence(DC 15), Wind Barrier
3rd – Aera(DC 17), Aero III(DC 17), Bio(DC 16), Blindga(DC 16), Blizzara (DC 16), Blizzard III(DC 16), Fly, Sleepga(DC 16)
4th – Aero IV(DC 18), Blizzard IV(DC 17), Dazera(DC 17), Ice Spikes, Ice Storm(DC 17), Poisonga(DC 17), Silencega(DC 17)


Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Combat Casting, Elemental Focus(Wind), Spell Penetration
Skills Appraise +14, Fly +14, Knowledge(arcana) +17, Knowledge(religion) +19, Linguistics +7, Spellcraft +14; Racial Modifiers Knowledge(religion) +2, Linguistics +4
Languages Aklo, Common, Goblin, Lalafellan, Yagudo
SQ Arcane Knowledge, Black Magery (Increase Damage +2), Dark Affliction, Focused Caster, Mage Talents (Concentrate, Empowered Magic, Silent Magic), Spell Proficiency
Gear cure potion(2), yagudo quarterstaff, bracers of armor +3, ring of protection +1


Feather Storm(Su)
1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+6), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 15 to negate). Blue mages may learn this ability as a 2nd level spell(DC 19).


Feathers of Gale (Ex)
Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.


Yagudo Votary


CR 5 XP 1600
Yagudo Monk 7
LN Medium Humanoid
Init: +2; Senses low-light vision, Perception +2


AC 22, touch 19; flat-footed 18(+2 wis, +3 dex, +2 armor, +1 dodge, +1 natural armor, +1 deflect, +2 ac bonus)
hp 53(7d10+7)
Fort +6, Ref +8, Will +4
Defensive Abilities Evasion, Feathers of Gale; Resist Wind 5;
Weakness Ice


Speed 50 ft.
Melee unarmed strike +10/+5 (2d4+2/19-20)
Special Attacks Blitz Technique, Combo Finishers(Beat Rush, Demolish, Lightning Kick), Feather Storm, Flurry of Blows +10/+10/+5 (2d4+2/19-20)
Special Abilities Stunning First +10 (2d4+2/19-20, DC 16 Fort negates stun) [7/day], Ki Pool (6 pts)


Str 14, Dex 16, Con 12, Int 8, Wis 14, Cha 8
Base Atk +7/+2; CMB +9; CMD 22
Feats Bleeding Attack, Dodge, Improved Critical(Unarmed), Weapon Focus(Unarmed)
Skills Acrobatics +8, Escape Artist +9, Knowledge(religion) +1, Linguistics +3; Racial Modifiers Knowledge(religion) +2, Linguistics +4
SQ AC Bonus, Martial Arts (2d4, 19-20), Martial Arts Master, Fast Movement(+20 ft.), Ki Powers(Aurablast, Formless Mastery), Purity of Body
Languages Common, Yagudo
Gear hi-potion(1), bracers of armor +2, ring of protection +1


Feather Storm(Su)
1/day, a Yagudo releases a fury of feathers on an opponent within 30 ft. The Yagudo must succeed a range touch attack(+10), if it hits, the attack deals 2d8 non-elemental damage and inflicts the Poison status effect for 1d4 rounds doing 1d4 non-elemental damage per round(Fortitude save 15 to negate). Blue mages may learn this ability as a 2nd level spell(DC 19).


Feathers of Gale (Ex)
Yagudos have thick feathers that coat their body, giving them a +1 natural bonus armor.
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
Treant


   



CR 8


The Treant also know as the Wood Eyes, the Trent, or the Torrent. They often resemble trees in their appearances, often with a face carved into them. Due to their tree-like nature, they are usually weak to the Fire element, and occasionally have an affinity with the Earth.


[font=Times New Roman, serif][color=#000000]The typical treant is 35 feet tall, with a trunk 8 feet in diameter, and weighs 7,500 pounds. Treants tend to resemble the species of trees most common in their woodland territories.[/color] [/font]


[font=Times New Roman, serif]XP 4,800 [/font]
[font=Times New Roman, serif]Type: NG Plant[/font]
[font=Times New Roman, serif]Size: Huge[/font]
[font=Times New Roman, serif]Init -1[/font]
[font=Times New Roman, serif]Senses low-light vision, Perception +12[/font]

[font=Times New Roman, serif]DEFENSE:[/font]

[font=Times New Roman, serif]AC 21, touch 7; flat-footed 21 (-1 Dex, +14 natural armor, -2 size)[/font]
[font=Times New Roman, serif]hp 114 (12d8+60)[/font]
[font=Times New Roman, serif]Fort +13, Ref +3, Will +9[/font]
[font=Times New Roman, serif]Defensive Abilities [/font]
[font=Times New Roman, serif]DR 10/slashing; Immune plant traits & Earth Damage; Absorbs 1/2 of Water Damage[/font]
[font=Times New Roman, serif]Weaknesses fire[/font]

[font=Times New Roman, serif]OFFENSE:[/font]

[font=Times New Roman, serif]Speed 30 ft.[/font]
[font=Times New Roman, serif]Melee 2 Berserking Slams +17 (2d6+9 19/20+Berserk)[/font]
[font=Times New Roman, serif]Ranged rock +7 (2d6+13)[/font]
[font=Times New Roman, serif]Arboreal Storm +17 (4d6+18 19/20)[/font]
[font=Times New Roman, serif]Space 15 ft.; Reach 20 ft.[/font]
[font=Times New Roman, serif]Special Attacks Rock Throwing (180 ft), Trample (2d6+13, DC 25), Arboreal Storm[/font]

[font=Times New Roman, serif]STATISTICS:[/font]

[font=Times New Roman, serif]Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 11[/font]
[font=Times New Roman, serif]Base Atk +9; CMB +20; CMD 29[/font]
[font=Times New Roman, serif]Feats: Alertness, Improved Critical (Slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)[/font]
[font=Times New Roman, serif]Skills: [color=#000000]Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth –9 (+7 in forests)[/color][/font]
[color=#000000][font=Times New Roman, serif]Languages: Treant[/font][/color]
[font=Times New Roman, serif]SQ: [color=#000000]double damage against objects, treespeech[/color] [/font]


[font=Times New Roman, serif]SPECIAL ABILITIES (Ex & Su):[/font]


[font=Times New Roman, serif]Arboreal Storm (Ex) A treant spins around in a circle in its full 20 foot reach hitting everything with its 4 arms dealing 4d6+18 damage. This does not trigger a Berserking Slam save.[/font]

[font=Times New Roman, serif][color=#000000]Berserking Slam (Su) [/color][color=#000000]A treant is coated with an oil that most creatures fly into a rage continuously fighting without thinking until they run out of steam. Successful Fort save of a DC 16 negates this effect.[/color][/font]


[color=#000000][font=Times New Roman, serif]Double Damage Against Objects (Ex) A treant that makes a full attack against an object or structure deals double damage. [/font][/color]


[color=#000000][font=Times New Roman, serif]Treespeech (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.[/font][/color]


[font=Times New Roman, serif]Acting In Battle:[/font]
[font=Times New Roman, serif]Treants are typically docile until provoked or threatened in some way. If food is scarce then Treants will go on the offensive to eat.[/font]


[font=Times New Roman, serif]Organization:[/font]


[font=Times New Roman, serif]Generally Treants walk the lonely path but are usually found around sapplings of their own kind.[/font]


Melia


   



CR 14


The Treant also know as the Wood Eyes, the Trent, or the Torrent. They often resemble trees in their appearances, often with a face carved into them. Due to their tree-like nature, they are usually weak to the Fire element, and occasionally have an affinity with the Earth.


[font=Times New Roman, serif][color=#000000]The typical treant is 35 feet tall, with a trunk 8 feet in diameter, and weighs 7,000 pounds. Treants tend to resemble the species of trees most common in their woodland territories.[/color] [/font]


XP 38,400
Type: NE Plant
Size: Huge
Init +6
Senses Darkvision 60ft., low-light vision 120ft, tremorsense 120 ft., Perception +20

DEFENSE:

AC 30, touch 12; flat-footed 28 (+2 Dex, +18 natural armor, -2 size)
HP 242 (21[font=Times New Roman, serif]d8[/font]+147) MP 2
Fort +19, Ref +8, Will +9
Defensive Abilities
Hardness 10; Immune Plant Traits, Absorbs Water Damage, Resistance 20 Earth
Weaknesses x2 Fire



OFFENSE:

Speed 30 ft.
Melee 2 Berserking Slams +21 (3d6+20) and a Claw +21 (3d6+20+Grab)
Ranged Rock Throw +12 (2d6+13)
Space 15 ft.; Reach 20 ft.
Special Attacks Rock Throwing (240 ft), Trample (3d6+34, DC 31), Canopy, Arboreal Storm, Rise and Fall

STATISTICS:

Str 38, Dex 15, Con 24, Int 14, Wis 16, Cha 15
Base Atk +10; CMB +24; CMD 33
Feats: Improved Initiative, Improved Natural Weapon Slam, Snatch (Grapple Move), Alertness, Improved Natural Weapon Claw, Combat Reflexes, Power Attack
Skills: Diplomacy +14, Intimidate +14, Knowledge (nature) +15, Perception +20, Sense Motive +17, Stealth -14
[color=#000000][font=Century Gothic, CenturyGothic, AppleGothic, sans-serif]Languages: [/font][/color][color=#000000][font=Century Gothic, CenturyGothic, AppleGothic, sans-serif]Treant[/font][/color]
SQ: double damage against objects, treespeech


SPECIAL ABILITIES (Ex & Su):


Canopy (EX) The treant does a cone sweap in front of it dealing 3d6+34 damage to all targets within range. Berkering Slam DC is also a factor in this.


Arboreal Storm (Ex) A treant spins around in a circle in its full 20 foot reach hitting everything with its 4 arms dealing 4d6+34 damage. This does not trigger a Berserking Slam save.


[color=#000000][font=Times New Roman, serif]Double Damage Against Objects (Ex) A treant that makes a full attack against an object or structure deals double damage. [/font][/color]


[color=#000000][font=Times New Roman, serif]Treespeech (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.[/font][/color]


Rise and Fall (EX) Melia grabs all the roots in the surrounding area from it in a reach of itself except for directly behind it and lifts earth and roots at the players. This creates the area to be difficult terrain (except for itself) for the rest of the encounter and deals 8d6+14 pts of damage Reflex DC 22 for half this effect also throws you off your feat and you need a 2nd Reflex of a DC 15 to catch yourself from not falling on the ground. The treant can only do this after moving to a new area and after 1d4+1 rounds.

[font=Times New Roman, serif][color=#000000]Berserking Slam (Su) [/color][color=#000000]A treant is coated with an oil that most creatures fly into a rage continuously fighting without thinking until they run out of steam. Successful Fort save of a DC 16 negates this effect.[/color][/font]


Acting In Battle:
These types of Treants are aggressive and will attack if anyone gets too close to them seeing as food is more scarce in the wastelands/plains.


Organization:


[font=Times New Roman, serif]Melia are rarely seen in pairs except for pollenating purposes.[/font]
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Leanan Family

Ainsel

A spirit that disguises itself as a beautiful woman. It favors strong-willed humans, devouring their souls for sustenance. As long as its victim's will is strong this spirit will attack both saints and villains indiscriminately. Apparently virtuous and evil emotions are equally nutritious when converted to energy. The more souls Ainsel consumes, the more powerful the spirit grows.
[color=#000000][font=Times New Roman, serif]CR 16 XP 76,800[/font][/color]
[color=#000000][font=Times New Roman, serif]CN Medium Fey (Fire, Ice, Lightning, Wind)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +5; Senses darkvision 60 ft., low-light vision; Perception +32[/font][/color]
[color=#000000][font=Times New Roman, serif]Aura Fiery Storm Dome (60 ft., fire, ice, lightning, and wind resistance reduction for 1d6 rounds, Will DC 29 negates)[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 29, touch 22, flat-footed 23 (+6 deflection, +5 Dex, +1 dodge, +7 natural)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 218 (26d6+156)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 214[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +20, Ref +26, Will +24[/font][/color]
[color=#000000][font=Times New Roman, serif]Absorb fire, ice, lightning, wind; DR 15/magic; Immune critical hits, death effects, gravity, poison, sneak attacks[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness Earth[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 30 ft., swim 120 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Slam +13 (1d6 plus 2d8 [quarter fire/ice/lightning/wind damage]) or Touch +13 (1d4 Wis Damage)[/font][/color]
[color=#000000][font=Times New Roman, serif]Special Attacks Malediction, Mesmerizing Voice[/font][/color]
Spells Known(Black Mage CL 26th, concentration +33)
0th (DC 19) – Bleed, Detect Magic, Mending, Message, Read Magic
1st (DC 20) – Aero, Blizzard, Fire, Sleep (DC 18), Thunder
2nd (DC 21) – Aero II, Blizzard II, Fire II, Silence (DC 19), Thunder II
3rd (DC 22) – Aera, Aero III, Blizzara, Blizzard III, Fira, Fire III, Sleepga (DC 20), Thundara, Thunder III
4th (DC 23) – Aero IV, Blizzard IV, Fire IV, Silencega (DC 21), Thunder IV
5th (DC 24) – Aeroga, Blizzaga, Drain (DC 22), Firaga, Freeze, Shock, Sleepja (DC 22), Slice, Thundaga
6th (DC 25) – Burst, Flare, Glacier, Rasp (DC 23), Silenceja (DC 23), Tornado
7th (DC 26) – Burn II, Drainra (DC 24), Freeze II, Shock II, Slice II
8th (DC 27) – Burst II, Flare II, Glacier II, Tornado II
9th (DC 28) – Death (DC 26), Drainga (DC 26)


[color=#000000][font=Times New Roman, serif]Str 10, Dex 20, Con 22, Int 24, Wis 16, Cha 22[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +13; CMB +13; CMD 28[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Combat Casting, Dodge, Elemental Focus (fire, ice, lightning, wind), Greater Elemental Focus (fire, ice, lightning, wind), Silent Spell, Spell Penetration[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +34, Bluff +35, Escape Artist +35, Knowledge (arcana, local, nature) +36, Perception +32, Sense Motive +32, Spellcraft +35, Stealth +35[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aquan, Sylvan, Undercommon + 5 more[/font][/color]
[color=#000000][font=Times New Roman, serif]SQ[/font][/color][color=#000000][font=Times New Roman, serif] Liquid Form[/font][/color]


[color=#000000][font=Times New Roman, serif]Fiery Storm Dome (Su)[/font][/color]
All creatures within a 30-foot radius from ainsel must make a DC 29 Will save or have their fire, ice, lightning, and wind resistance dropped by 15 for 1d6 rounds. Whether or not the save is successful, that creature cannot be affected again by the same ainsel's fiery storm aqua dome ability for 24 hours. The save DC is Charisma-based.


[color=#000000][font=Times New Roman, serif]Liquid Form (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]An ainsel is always in liquid form. She gains immunity to critical hits, poison, and sneak attacks. She also has DR/15 magic. She retains her own base speed, and her swim speed doubles to 120 feet.[/font][/color]


[color=#000000][font=Times New Roman, serif]Malediction (Su)[/font][/color]
An ainsel can release malevolence from within draining the health of all nearby enemies within a 30-ft.-radius spread. An ainsel deals 12d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 25) to negate the heal affect and take half damage. Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).


[color=#000000][font=Times New Roman, serif]Mesmerizing Voice (Su)[/font][/color]
Ainsel sings a mesmerizing song that charms all those nearby her. Creatures within 30 feet of ainsel must make a Will save (DC 20) or be charmed for 1 minute. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).


[color=#000000][font=Times New Roman, serif]Unearthly Grace (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]An ainsel adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus to her AC. [/font][/color]


Grief Witch
A spirit type beast that appeared in the land flooded with the memories of people. It indiscriminately drains the life force of any living thing it comes across. Made up of the memories of women once called witches, it is held together by their pain and regret. A mere lump of souls with nowhere to go, it now wanders around looking to feed off the emotions of those with the strong desire to preserve their own lives.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]CN Medium Fey (Water)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +4; Senses darkvision 60 ft., low-light vision; Perception +15[/font][/color]
[color=#000000][font=Times New Roman, serif]Aura Aqua Dome (30 ft., water resistance reduction for 1d4 rounds, Will DC 18 negates)[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 22, touch 18, flat-footed 17 (+3 deflection, +4 Dex, +1 dodge, +4 natural)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 63 (10d6+30)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 53[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +9, Ref +14, Will +12[/font][/color]
[color=#000000][font=Times New Roman, serif]DR 10/magic; Immune critical hits, poison, sneak attacks, water[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness lightning[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 30 ft., swim 120 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Slam +5 (1d6 plus 1d6 water damage)[/font][/color]
Spells Known(Black Mage CL 10th, concentration +14)
0th (DC 15) – Bleed, Detect Magic, Mending, Message, Read Magic
1st (DC 16) – Sleep (DC 15), Water
2nd (DC 17) – Engulf II, Silence (DC 16), Water II
3rd (DC 18)– Sleepga (DC 17), Water III, Watera
4th (DC 19) – Frog (DC 18), Silencega (DC 18), Water IV
5th (DC 20) – Drain (DC 19), Drown, Sleepja (DC 19), Waterga


[color=#000000][font=Times New Roman, serif]Str 10, Dex 18, Con 17, Int 18, Wis 14, Cha 16[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +5; CMB +5; CMD 19[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Combat Casting, Dodge, Elemental Focus (Water), Silent Spell[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +17, Bluff +16, Escape Artist +17, Knowledge (arcana, nature) +17, Perception +15, Sense Motive +15, Spellcraft +17, Stealth +17[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aquan, Sylvan, Undercommon, +1 other[/font][/color]
[color=#000000][font=Times New Roman, serif]SQ[/font][/color][color=#000000][font=Times New Roman, serif] Liquid Form[/font][/color]


[color=#000000][font=Times New Roman, serif]Aqua Dome (Su)[/font][/color]
All creatures within a 30-foot radius from grief witch must make a DC 18 Will save or have their water resistance dropped by 5 for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same grief witch's aqua dome ability for 24 hours. The save DC is Charisma-based.


[color=#000000][font=Times New Roman, serif]Liquid Form (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A grief witch is always in liquid form. She gains immunity to critical hits, poison, and sneak attacks. She also has DR/10 magic. She retains her own base speed, and her swim speed doubles to 120 feet.[/font][/color]


[color=#000000][font=Times New Roman, serif]Unearthly Grace (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]A grief witch adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus to her AC. [/font][/color]


Leanan
A spirit that takes the form of a beautiful woman. It charms beasts and monsters alike with its eerie beauty, It lends them power, but in returns slowly steals their life energy. Monsters which have been granted power by leanan are capable of breaking through powerful seals, so these are the natural foes to those who protect such seals.
[color=#000000][font=Times New Roman, serif]CR 9 XP 6,400[/font][/color]
[color=#000000][font=Times New Roman, serif]CN Medium Fey (Fire)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +4; Senses darkvision 60 ft., low-light vision; Perception +19[/font][/color]
[color=#000000][font=Times New Roman, serif]Aura Lava Dome (40 ft., fire resistance reduction for 1d4 rounds, Will DC 21 negates)[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 24, touch 19, flat-footed 19 (+4 deflection, +4 Dex, +1 dodge, +5 natural)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 98 (14d6+56)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 103[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +12, Ref +17, Will +15[/font][/color]
[color=#000000][font=Times New Roman, serif]DR 10/magic; Immune critical hits, death effects, poison, sneak attacks, fire[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness water[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 30 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Slam +7 (1d6 plus burn) or Touch +7 (1d2 Wis Damage)[/font][/color]
[color=#000000][font=Times New Roman, serif]Special Attacks Burn (1d6 fire damage, DC 21), Mesmerizing Voice[/font][/color]
Spells Known(Black Mage CL 14th, concentration +19)
0th (DC 17) – Bleed, Detect Magic, Mending, Message, Read Magic
1st (DC 18) – Fire, Sleep (DC 16)
2nd (DC 19) – Detonate II, Fire II, Silence (DC 17)
3rd (DC 20) – Fira, Fire III, Sleepga (DC 18)
4th (DC 21) – Comet, Fire IV, Silencega (DC 19)
5th (DC 22) – Burn, Drain (DC 20), Firaga, Sleepja (DC 20)
6th (DC 23) - Cometra, Flare, Rasp (DC 21), Silenceja (DC 21)
7th (DC 24) - Burn II, Drainra (DC 22)


[color=#000000][font=Times New Roman, serif]Str 10, Dex 19, Con 18, Int 20, Wis 15, Cha 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +7; CMB +7; CMD 21[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Combat Casting, Dodge, Elemental Focus (Fire), Greater Elemental Focus (Fire), Silent Spell, Spell Penetration[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +21, Escape Artist +21, Knowledge (arcana, local, nature) +22, Perception +19, Sense Motive +19, Spellcraft +22, Stealth +21[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aquan, Sylvan, Undercommon + 2 more[/font][/color]
[color=#000000][font=Times New Roman, serif]SQ[/font][/color][color=#000000][font=Times New Roman, serif] Liquid Form[/font][/color]


Burn (Ex)
A leanan deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.


[color=#000000][font=Times New Roman, serif]Lava Dome (Su)[/font][/color]
All creatures within a 30-foot radius from leanan must make a DC 21 Will save or have their fire resistance dropped by 10 for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same leanan's lava dome ability for 24 hours. The save DC is Charisma-based.


[color=#000000][font=Times New Roman, serif]Liquid Form (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A leanan is always in liquid-lava form. She gains immunity to critical hits, poison, and sneak attacks. She also has DR/10 magic. She retains her own base speed.[/font][/color]


[color=#000000][font=Times New Roman, serif]Mesmerizing Voice (Su)[/font][/color]
Leanan sings a mesmerizing song that charms all those nearby her. Creatures within 30 feet of leanan must make a Will save (DC 18) or be charmed for 1 minute. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).


[color=#000000][font=Times New Roman, serif]Unearthly Grace (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]A leanan adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus to her AC. [/font][/color]


Undine
A spirit in the form of a beautiful woman, often found near lakes and springs. Undine has no body of her own, and exists instead as the amalgamation of numerous smaller, feeble spirits. It is said that she attacks humans who pass by water in hopes of gaining a body of her own. There is also a legend that says Undine, beloved by humans, is capable of capturing souls, and stories of her stealing the hearts of young men can be heard all around the world.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]CN Medium Fey (Water)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +4; Senses darkvision 60 ft., low-light vision; Perception +11[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 20, touch 17, flat-footed 15 (+2 deflection, +4 Dex, +1 dodge, +3 natural)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (6d6+18)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 21[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +6, Ref +11, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]DR 10/magic; Immune critical hits, poison, sneak attacks, water[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness lightning[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 30 ft., swim 120 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Slam +3 (1d6 plus 1d6 water damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
0th (DC 13) – Bleed, Detect Magic, Mending, Message, Read Magic
1st – Sleep (DC 14), Water (DC 14)
2nd – Engulf II (DC 15), Silence (DC 15), Water II (DC 15)
3rd – Sleepga (DC 16), Water III (DC 16), Watera (DC 16)


[color=#000000][font=Times New Roman, serif]Str 10, Dex 18, Con 16, Int 16, Wis 14, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB +3; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Combat Casting, Dodge[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +13, Bluff +11, Escape Artist +13, Knowledge (arcana, nature) +12, Perception +11, Sense Motive +11, Spellcraft +12, Stealth +13[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aquan, Sylvan, Undercommon[/font][/color]
[color=#000000][font=Times New Roman, serif]SQ[/font][/color][color=#000000][font=Times New Roman, serif] Liquid Form[/font][/color]


[color=#000000][font=Times New Roman, serif]Liquid Form (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]An undine is always in liquid form. She gains immunity to critical hits, poison, and sneak attacks. She also has DR/10 magic. She retains her own base speed, and her swim speed doubles to 120 feet.[/font][/color]


[color=#000000][font=Times New Roman, serif]Unearthly Grace (Su)[/font][/color]
An undine adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus to her AC.


Yakshi
A spirit which has taken the shape of a beautiful woman. The yakshi follows the orders of its master whom it formed a blood pact with, and guards locations of great importance. They are famous for how they change in strength depending on its master's primary emotion. In particular, yakshis that form pacts with those who holds a grudge or bears deep hatred often exhibit powers greater than other yakshis, but because they all look alike, it is hard to tell how strong they are, so facing them without proper preparation is an unwise decision to make.
[color=#000000][font=Times New Roman, serif]CR 12 XP 19,200[/font][/color]
[color=#000000][font=Times New Roman, serif]CN Medium Fey (Shadow, Water)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +5; Senses darkvision 60 ft., low-light vision; Perception +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Aura Dark Aqua Dome (40 ft., shadow and water resistance reduction for 1d4 rounds, Will DC 24 negates)[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 26, touch 21, flat-footed 21 (+5 deflection, +5 Dex, +1 dodge, +5 natural)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 126 (18d6+72)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 163[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +15, Ref +21, Will +18[/font][/color]
[color=#000000][font=Times New Roman, serif]DR 15/magic; Immune critical hits, death effects, poison, sneak attacks, water, shadow[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness lightning and holy[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 30 ft., swim 120 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Slam +9 (1d6 plus 1d8 [half shadow/water damage]) or Touch +9 (1d3 Wis Damage)[/font][/color]
[color=#000000][font=Times New Roman, serif]Special Attacks Malediction, Mesmerizing Voice[/font][/color]
Spells Known(Black Mage CL 18th, concentration +24)
0th (DC 18) – Bleed, Detect Magic, Mending, Message, Read Magic
1st (DC 19) – Dark, Sleep (DC 17), Water
2nd (DC 20) – Dark II, Silence (DC 18), Water II
3rd (DC 21) – Dark III, Darkra, Sleepga (DC 19), Water III, Watera
4th (DC 22) – Dark IV, Silencega (DC 20), Water IV
5th (DC 23) – Darkga, Drain, Drown, Sleepja (DC 21), Waterga
6th (DC 24) – Abyss, Flood, Rasp, Silenceja (DC 22)
7th (DC 25) – Drainra, Drown II, Shadow Blast
8th (DC 26) – Abyss II, Flood II
9th (DC 27) – Death, Drainga


[color=#000000][font=Times New Roman, serif]Str 10, Dex 20, Con 19, Int 22, Wis 15, Cha 20[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +9; CMB +9; CMD 24[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Combat Casting, Dodge, Elemental Focus (water, shadow), Greater Elemental Focus (water, shadow), Silent Spell, Spell Penetration[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +26, Bluff +26, Escape Artist +26, Knowledge (arcana, local, nature) +27, Perception +23, Sense Motive +23, Spellcraft +27, Stealth +26[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aquan, Sylvan, Undercommon + 3 more[/font][/color]
[color=#000000][font=Times New Roman, serif]SQ[/font][/color][color=#000000][font=Times New Roman, serif] Liquid Form[/font][/color]


[color=#000000][font=Times New Roman, serif]Dark Aqua Dome (Su)[/font][/color]
All creatures within a 40-foot radius from yakshi must make a DC 24 Will save or have their water and shadow resistance dropped by 10 for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same yakshi's dark aqua dome ability for 24 hours. The save DC is Charisma-based.


[color=#000000][font=Times New Roman, serif]Liquid Form (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A yakshi is always in liquid form. She gains immunity to critical hits, poison, and sneak attacks. She also has DR/15 magic. She retains her own base speed, and her swim speed doubles to 120 feet.[/font][/color]


[color=#000000][font=Times New Roman, serif]Malediction (Su)[/font][/color]
1/day, a yakshi can release malevolence from within draining the health of all nearby enemies within a 30-ft.-radius spread. A yakshi deals 12d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 24) to negate the heal affect and take half damage. Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).


[color=#000000][font=Times New Roman, serif]Mesmerizing Voice (Su)[/font][/color]
Yakshi sings a mesmerizing song that charms all those nearby her. Creatures within 30 feet of yakshi must make a Will save (DC 19) or be charmed for 1 minute. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).


[color=#000000][font=Times New Roman, serif]Unearthly Grace (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]A yakshi adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus to her AC. [/font][/color]
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
Wisp Family

Blue Wisp
A floating monster that emits a constant, eerie light. In more superstitious times, these wisps were thought to be souls of the dead, unable to move on from our plane, and were greatly feared. But we now know they are a subset of fairies. They do not require sustenance in the traditional sense but appear to absorb magic from the atmosphere to convert into energy. Wisps are very sensitive to magical vibrations and often swarm around powerful magic-users. Luckily it is quite easy to see them coming, given their radiant appearance.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Water)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness lightning[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 water damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Water (DC 14)
2nd – Engulf (DC 15), Water II (DC 15)
3rd – Water III (DC 16), Watera (DC 16)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except lightning related spells or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]


Green Wisp
A type of elemental which emits a sickly green light as it floats through the air. They often lead travelers astray deep in the forest, bobbing tantalizingly like the lanterns held aloft by fellow pilgrims. Green wisps are drawn to the life energy of humans and their light can have a soothing, almost hypnotic effect that makes their prey more malleable. When a loved one gets lost in the woods, only to be found some time later in a weakened daze, you can rightly assume that a green wisp is most likely to blame.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Wind)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness ice[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 wind damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Aero (DC 14)
2nd – Aero II (DC 15), Wind Barrier
3rd – Aera (DC 16), Aero III (DC 16)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except ice related spells or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]


Hitobosu
A sort of spirit that drifts through the air, emitting light. It lures victims to abandoned sites then attacks. There have been many cases where people, who found themselves lost, are found drained after mistaking these spirits as lights to a home. These spirits lack speed, so it is quite easy to run from them. In recent years, there have been sightings of these spirits floating through the air in rows.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Lightning)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness earth[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 lightning damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Thunder (DC 14)
2nd – Defensive Shock (DC 15), Thunder II (DC 15)
3rd Thundara (DC 16), Thunder III (DC 16)
4th Shock Spikes, Thunder IV (DC 17)
5th Shock (DC 18), Thundaga (DC 18)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except earth related spells or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]


Ignis Fatuus
A spirit that emanates a light-green glow while floating through the air. In general, how spirits come about is shrouded in mystery, but for the ignis fatuus, there is a theory that they came from a gigantic ignis fatuus discovered deep within a forest, which is believed to be the mother of all the ignis fatuus. That certain ignis fatuus escaped capture, but there is no doubt that its discovery has accelerated ongoing research over the mysteries of spirits.
[color=#000000][font=Times New Roman, serif]CR 8 XP 4,800[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Earth, Fire, Water, Wind)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +15; Senses darkvision 90 ft.; Perception +23[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 26, touch 26, flat-footed 14 (+3 deflection, +11 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 58 (14d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 103[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +4, Ref +20, Will +14[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Absorb Earth, Fire, Water, Wind; Immune magic[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +18 touch (2d10 earth, fire, water, or wind damage)[/font][/color]
Spells Known(Black Mage CL 14th, concentration +19)
1st – Aero (DC 16), Fire (DC 16), Stone (DC 16), Water (DC 16)
2nd – Aero II (DC 17), Fire II (DC 17), Stone II (DC 17), Water II (DC 17)
3rd Aera (DC 18), Aero III (DC 18), Dispel, Fira (DC 18), Fire III (DC 18), Stone III (DC 18), Stonera (DC 18), Water III (DC 18), Watera (DC 18)
4th Aero IV (DC 19), Blaze Spikes, Comet (DC 19), Fire IV (DC 19), Gale Spikes, Rock Spikes, Stone IV, Stoneskin, Torrent Spikes, Water IV (DC 19)
5th Aeroga (DC 20), Burn (DC 20), Crush (DC 20), Drown (DC 20), Firaga (DC 20), Slice (DC 20), Stonega (DC 20), Waterga (DC 20)
6thBlaze Spikes II, Cometra (DC 21), Gale Spikes II, Flare (DC 21), Flood (DC 21), Quake (DC 21), Rock Spikes II, Tornado (DC 21), Torrent Spikes II
7thBurn II (DC 22), Crush II (DC 22), Drown II (DC 22), Slice II (DC 22)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 33, Con 10, Int 20, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +7; CMB +1; CMD 22[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Combat Casting, Dodge, Improved Initiative, Spell Penetration, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +29, Bluff +16, Escape Artist +27, Fly +37, Perception +23, Stealth +31[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan + 2 more[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except dark or light related spells or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]


Red Wisp
A glowing red spirit that hangs in the air. From a distance, they are hard to tell apart from flames. Because of this, there appear to be many occurrences of humans panicking after mistaking them for fires. Once feared as the manifestations of the bad emotions of the deceased, wisps are now understood to be part of the fairy family. However, there is still much to be learned about their life cycle.
[color=#000000][font=Times New Roman, serif]CR 4 XP 1200[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Fire)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +7; Senses darkvision 60 ft.; Perception +15[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 21, touch 21, flat-footed 13 (+2 deflection, +7 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 25 (6d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 18[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +1, Ref +12, Will +8[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness water[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +10 touch (2d6 fire damage)[/font][/color]
Spells Known(Black Mage CL 6th, concentration +9)
1st – Fire (DC 14)
2nd – Burning Arc (DC 15), Fire II (DC 15)
3rd – Fira (DC 16), Fire III (DC 16)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 24, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB -3; CMD 12[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +16, Bluff +8, Escape Artist +16, Fly +26, Perception +15, Stealth +20[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except water related spells or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]


Ruby
A spirit that drifts along in the air, shining a brilliant crimson. These spirits are found constantly separating and merging with other rubies. Their synchronized movement has long been a matter of discussion among researchers. They believe these spirits act in such a way to increase their numbers, but the truth is yet unknown. There have been many incidents where people were found drained after trying to touch them, seemingly mesmerized from their beautiful brilliance. Because of this, many places evacuate their people when they appear.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Fire)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness water[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 fire damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Fire (DC 14)
2nd – Burning Arc (DC 15), Fire II (DC 15)
3rd Fira (DC 16), Fire III (DC 16)
4th Blaze Spikes, Comet (DC 17), Fire IV (DC 17)
5th Burn (DC 18), Firaga (DC 18)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except water related spells or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]


Shiranui
A fairy that floats around in the air giving off a white light. During the day it loiters around various places, preying on any humans it finds. Though the motive is unknown, they have been found gathering above the ocean from night to dawn. It is widely known that the ocean becomes choppy and tumultuous when shiranuis are found.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Non-element)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 non-elemental damage)[/font][/color]
Spells Known(Black Mage CL 9th, concentration +12)
1st – Ruin (DC 14)
2nd – Poison (DC 15)
3rd Bio (DC 16), Dispel
4th Ruinra (DC 17), Poisonga (DC 17)
5th Poisonja (DC 18)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except non-elemental related spells or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]


St. Elmo
A spirit that floats in the air, giving of a faint light. It is quite a sight to see groups of these wandering around, and it is even said in ancient texts they used to congregate around humans and were even quite friendly. It is still unknown at what point and why st. elmos began attacking humans. There are many researchers in Mysidia researching whether or not there's a way to return to their friendly beginnings.
[color=#000000][font=Times New Roman, serif]CR 6 XP 2400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Light)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +13; Senses darkvision 60 ft.; Perception +18[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 24, touch 24, flat-footed 14 (+3 deflection, +9 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 37 (9d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 40[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +15, Will +9[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness shadow[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +14 touch (2d8 holy damage)[/font][/color]
Spells Known(White Mage CL 9th, concentration +12)
1st – Deshell (DC 14), Light (DC 14)
2nd – Grace, Light II (DC 15)
3rd Deshell II (DC 16), Deshellra (DC 16), Light III (DC 16), Lightra (DC 16)
4thHoly (DC 17), Light IV (DC 17)
5th Deshell III (DC 18), Deshellra II (DC 18), Lightga (DC 18)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 29, Con 10, Int 16, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +4; CMB -2; CMD 17[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +21, Bluff +11, Escape Artist +19, Fly +29, Perception +18, Stealth +23[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common, Elvaan[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except dark related spells or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell. [/font][/color]


Wisp
This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a glowing orb visible somewhere in its depths.
[color=#000000][font=Times New Roman, serif]CR 2 XP 600[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Fey (Non-element)[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +5; Senses darkvision 60 ft.; Perception +12[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 18, touch 18, flat-footed 12 (+1 deflection, +5 Dex, +1 dodge, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 16 (4d6)[/font][/color]
[color=#000000][font=Times New Roman, serif]mp 7[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +0, Ref +9, Will +7[/font][/color]
[color=#000000][font=Times New Roman, serif]Defensive Abilities natural invisibility;[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune magic[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed fly 50 ft. (perfect)[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Shock +8 touch (1d8 non-elemental damage)[/font][/color]
Spells Known(Black Mage CL 3rd, concentration +5)
1st – Ruin (DC 13)
2nd – Poison (DC 14)


[color=#000000][font=Times New Roman, serif]Str 1, Dex 20, Con 10, Int 15, Wis 16, Cha 14[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +2; CMB -4; CMD 11[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Dodge, Weapon Finesse[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Acrobatics +11, Bluff +5, Escape Artist +11, Fly +21, Perception +12, Stealth +15[/font][/color]
[color=#000000][font=Times New Roman, serif]Language Aklo, Common[/font][/color]


[color=#000000][font=Times New Roman, serif]Immunity to Magic (Ex)[/font][/color]
Wisp are immune to all spells and spell-like abilities that allow spell resistance, except ruin or better.


[color=#000000][font=Times New Roman, serif]Natural Invisibility (Ex)[/font][/color]
Wisp have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
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
Scorpion Family

Death Stalker
A giant scorpion characterized by its black shining body. They mainly feed on small animals, but their venom poses a great threat to humans as well. Originally hailing from deserts and wastelands where food is extremely scarce, it is incredibly overprotective when it comes to its prey, and will aggressively pursue it at any cost necessary. It is believed this particular trait, along with its ominous coloration, is what earned it the name death stalker.
CR 9 XP 6,400
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +7


AC 20, touch 11, flat-footed 19 (+2 dex, +10 natural, -1 size)
hp 137 (14d10+56), fast healing 10;
Fort +13, Ref +11, Will +7
Immune mind-affecting effects, paralyze, poison; Resist earth 10, fire 5


Speed 60 ft., climb 40 ft.
Melee 2 Claws +19 (1d6+6 plus grab), Sting +19 (1d6+6 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Constrict (1d6+6), Death Needles, Rapid Stinging, Rend (2 claws, 2d6+6), Sandblast, Sudden Strike


Str 22, Dex 14, Con 18, Int -, Wis 16, Cha 2
Base Atk +14; CMB +20 (+24 grapple); CMD 32 (44 vs. trip)
Skills Climb +14, Perception +7, Stealth +2 (+10 in deserts); Racial Modifiers Climb +8, Perception +4, Stealth +4 (in desert +12)


[color=#000000][font=Times New Roman, serif]Death Needles (Su)[/font][/color]
3/day, a death stalker shoots out black needles towards a single target within a 30-ft. range and must make a ranged touch attack (+15) to inflict 8d4 points of non-elemental damage. The creature must make a Fortitude save (DC 17) or gain the Paralyzed status effect for 1d4 rounds. This is considered a poison effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).


[color=#000000][font=Times New Roman, serif]Poison(Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Sting — injury; save Fort DC 21; frequency 1/round for 4 rounds; effect 2d6 non-elemental damage and 1d4 Mp damage; cure 1 save.[/font][/color]


[color=#000000][font=Times New Roman, serif]Rapid Stinging (Ex)[/font][/color]
A death stalker stinger strikes with astounding speed; it can make one additional attack in a round with its sting as a swift action.


[color=#000000][font=Times New Roman, serif]Sandblast (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]A death stalker can stir up the sand around it to blast sand at its enemies within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 15) or be inflicted with Blind status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19). [/font][/color]


[color=#000000][font=Times New Roman, serif]Sudden Strike (Ex)[/font][/color]
A death stalker is adept at moving quickly when its foes are surprised. During a surprise round, a death stalker may act as if it had a full round to act, rather than just one standard action.


Desertpede
A subspecies of scorpion that lives in dry areas like deserts and wastelands. The poison in its tail is virulent, and even the slightest amount of it can bring down the largest of beasts. They are basically nocturnal, so during daylight, they are often found burrowed under the sand in hiding, or shaded behind boulders. Most instances of reported casualties during daylight comes from people inadvertently entering a desertpede's territory.
CR 3 XP 800
N Medium Vermin
Init: +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4


AC 15, touch 10, flat-footed 15 (+5 natural)
hp 35 (5d8+10), fast healing 5;
Fort +6, Ref +1, Will +1
Immune mind-affecting effects, poison; Resist earth 5


Speed 60 ft., climb 40 ft.
Melee 2 Claws +5 (1d4+2), Sting +5 (1d4+2 plus poison)
Special Attacks Rend (2 claws, 2d4+2)


Str 14, Dex 10, Con 14, Int -, Wis 10, Cha 2
Base Atk +3; CMB +5; CMD 15 (27 vs. trip)
Skills Climb +10, Perception +4, Stealth +4 (+12 in deserts); Racial Modifiers Climb +8, Perception +4, Stealth +4 (in desert +12)


[color=#000000][font=Times New Roman, serif]Poison(Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Sting — injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d6 non-elemental damage; cure 1 save.[/font][/color]


Red Claw
These huge scorpions are known for their brilliant red pincers. If one feels itself to be in danger, it mimics a similar-looking crustacean known to be quite tasty. When a potential predator draws near to it, hoping for a bite, the scorpion lashes out with its poisonous stinger. This poison is extremely dangerous, even in small quantities, and a victim will begin to lose consciousness within moments of being stung, left immobile and helpless. Once the victim has fallen, and the scorpions deem themselves safe, they approach en masses and tear their prey open with their rusty brown pincers. Thus the hunted becomes the hunter.
CR 5 XP 1,600
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +6


AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 81 (9d10+27), fast healing 8;
Fort +8, Ref +6, Will +5
Immune mind-affecting effects, poison; Resist earth 5, fire 5


Speed 60 ft., climb 40 ft.
Melee 2 Claws +13 (1d6+4 plus grab), Sting +13 (1d6+4 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Constrict (1d6+4), Rend (2 claws, 2d6+4), Sandblast


Str 19, Dex 10, Con 16, Int -, Wis 14, Cha 2
Base Atk +9; CMB +13 (+17 grapple); CMD 20 (32 vs. trip)
Skills Climb +12, Perception +6, Stealth +0 (+8 in deserts); Racial Modifiers Climb +8, Perception +4, Stealth +4 (in desert +12)


[color=#000000][font=Times New Roman, serif]Poison(Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Sting — injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d8 non-elemental damage and 1 Mp damage; cure 1 save.[/font][/color]


[color=#000000][font=Times New Roman, serif]Sandblast (Su)[/font][/color]
A red claw can stir up the sand around it to blast sand at its enemies within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 14) or be inflicted with Blind status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Scorpion
A deadly giant scorpion that lives in the desert areas, with a pair of powerful claws and venomous tail. To conceal itself from birds of prey, its natural enemy, it prefers to hide in the shadow of rocks, waiting for a chance to strike. Paralyzing its target with poison, it swoops in for the kill after its prey has been weakened. For desert travelers already weakened by heat and dehydration, the scorpion's sting can often be lethal. An ample supply of antidotes is recommended.
CR 1 XP 400
N Medium Vermin
Init: +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4


AC 12, touch 10, flat-footed 12 (+2 natural)
hp 19 (3d8+3)
Fort +4, Ref +1, Will +1
Immune mind-affecting effects, poison; Resist earth 5


Speed 60 ft., climb 40 ft.
Melee 2 Claws +2 (1d4), Sting +2 (1d4 plus poison)
Special Attacks Rend (2 claws, 2d4)


Str 11, Dex 10, Con 13, Int -, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 12 (24 vs. trip)
Skills Climb +8, Perception +4, Stealth +4 (+12 in deserts); Racial Modifiers Climb +8, Perception +4, Stealth +4 (in desert +12)


[color=#000000][font=Times New Roman, serif]Poison(Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Sting — injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d4 non-elemental damage; cure 1 save.[/font][/color]


Sea Scorpion
A blue scorpion that often resides in wetlands and seaside areas. Though scorpions are commonly believed to live solely in arid climes, various kinds of scorpions can be found living in all kinds of environments. Sea scorpions prefer living in humid regions, especially the rocky areas along the seaside, and are even able to move short distances by swimming. They use their large pincers to prey on fish and small monsters.
CR 3 XP 800
N Medium Vermin
Init: +2; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4


AC 15, touch 12, flat-footed 13 (+2 dex, +3 natural)
hp 32 (5d8+5), fast healing 5;
Fort +6, Ref +3, Will +1
Immune mind-affecting effects, poison; Resist water 5


Speed 60 ft., climb 40 ft.
Melee 2 Claws +5 (1d4+2), Sting +5 (1d4+2 plus poison)
Special Attacks Rend (2 claws, 2d4+2)


Str 14, Dex 14, Con 13, Int -, Wis 10, Cha 2
Base Atk +3; CMB +5; CMD 17 (29 vs. trip)
Skills Climb +10, Perception +4, Stealth +6 (+14 in coast); Racial Modifiers Climb +8, Perception +4, Stealth +4 (in coast +12)


[color=#000000][font=Times New Roman, serif]Poison(Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Sting — injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d6 non-elemental damage; cure 1 save.[/font][/color]
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
Mantis Family

Bloody Cutter
A giant praying mantis with a purplish red body and a pair of sharp scythe-like arms. The monster's vibrant color gives it a false impression that it covers itself in blood, thereby giving it its gruesome name. But, the monster holds well to its name with how it is known to attack villages when prey is sparse. They are known to be very predatory, even among praying mantis type monsters.
CR 12 XP 19,200
NE Huge Magical Beast
Init: +2; Senses Darkvision 60 ft.; Perception +8


AC 26, touch 10, flat-footed 24 (+2 dex, +16 natural, -2 size)
hp 210 (20d10+100)
Fort +17, Ref +14, Will +10
DR 5/bludgeoning; Immune mind-affecting effects; Resist earth 10, shadow 5
Weakness Fire


Speed 30 ft., Climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +26 (2d8+8/19-20 x3 plus grab)
Special Attacks Drainsickles, Shadowsickle


Str 26, Dex 15, Con 20, Int -, Wis 19, Cha 11
Base Atk +20; CMB +30 (+34 grapple); CMD 42 (46 vs. trip)
Skills Climb +32, Fly -6, Perception +8, Stealth +16 (+28 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
SQ Razor-sharp Claws


[color=#000000][font=Times New Roman, serif]Drainsickles (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]7/day, a bloody cutter can attack with both of its claw attacks. If any of the claw attacks hit, it receives half of the damage back as health.[/font][/color]


[color=#000000][font=Times New Roman, serif]Lunge (Ex)[/font][/color]
A mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A mantis cannot make attacks of opportunity with its lunge.


[color=#000000][font=Times New Roman, serif]Mandibles (Ex)[/font][/color]
A mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis’s bite is a +21 attack that inflicts 2d6+4 points of damage on a hit.


Razor-sharp Claws (Ex)
A mantis' claw attacks have an increase critical range by 1 and a damage meter increase by 2.


[color=#000000][font=Times New Roman, serif]Shadowsickle (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]5/day, a bloody cutter can attack with both of its claw attacks. If any of the claw attacks hit, add an additional 1d8 shadow damage per hit.[/font][/color]


[color=#000000][font=Times New Roman, serif]Sudden Strike (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.[/font][/color]


Greater Mantis
A savage hunter among mantises, its mottled exoskeleton with a pattern resembling fallen leaves keeps it hidden from its unwitting prey. Extremely combative by nature, it is known to pick fights with enemies far larger than itself, standing tall and waving its scythe-like claws to intimidate its foes.
CR 5 XP 1,600
N Large Vermin
Init: +2; Senses Darkvision 60 ft.; Perception +7


AC 18, touch 11, flat-footed 16 (+2 dex, +7 natural, -1 size)
hp 75 (9d8+36)
Fort +10, Ref +5, Will +6
Immune mind-affecting effects; Resist earth 5
Weakness Fire


Speed 30 ft., Climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +9 (1d6+4/x3 plus grab)


Str 18, Dex 15, Con 18, Int -, Wis 16, Cha 11
Base Atk +6; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
Skills Climb +17, Fly -4, Perception +7, Stealth +7 (+15 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)


[color=#000000][font=Times New Roman, serif]Lunge (Ex)[/font][/color]
A mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A mantis cannot make attacks of opportunity with its lunge.


[color=#000000][font=Times New Roman, serif]Mandibles (Ex)[/font][/color]
A mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis’s bite is a +4 attack that inflicts 1d8+2 points of damage on a hit.


[color=#000000][font=Times New Roman, serif]Sudden Strike (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.[/font][/color]


Killer Mantis
A mantis several times the size of a human. It prefers to use its scythe-like claws to trap and torment rather than killing its prey outright. Mantises prefer to feast upon live prey, and victims who find themselves ensnared are encouraged to play dead in hopes that their captor will seek out a fresher meal.
CR 3 XP 800
N Large Vermin
Init: +1; Senses Darkvision 60 ft.; Perception +6


AC 15, touch 10, flat-footed 14 (+1 dex, +5 natural, -1 size)
hp 30 (4d8+12)
Fort +7, Ref +2, Will +3
Immune mind-affecting effects; Resist earth 5
Weakness Fire


Speed 30 ft., Climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +5 (1d6+3/x3 plus grab)


Str 16, Dex 13, Con 16, Int -, Wis 14, Cha 11
Base Atk +3; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Skills Climb +11, Fly -5, Perception +6, Stealth +1 (+13 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)


[color=#000000][font=Times New Roman, serif]Lunge (Ex)[/font][/color]
A mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A mantis cannot make attacks of opportunity with its lunge.


[color=#000000][font=Times New Roman, serif]Mandibles (Ex)[/font][/color]
A mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis’s bite is a +0 attack that inflicts 1d8+1 points of damage on a hit.


[color=#000000][font=Times New Roman, serif]Sudden Strike (Ex)[/font][/color]
A mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.


Mantis Devil
A vivid blue-colored mantis. It lives not only in grassy areas, but by the seaside as well. They are triggered by any sudden movements, and are known to ferociously eat even their own kind without an ounce of remorse when their environment lacks their means of sustenance. Those who have witnessed this terrifying image fear this beast may be a demon, and have thus come to call it the mantis devil.
CR 9 XP 6,400
N Large Magical Beast
Init: +3; Senses Darkvision 60 ft.; Perception +8


AC 25, touch 12, flat-footed 22 (+3 dex, +13 natural, -1 size)
hp 178 (17d10+85)
Fort +15, Ref +13, Will +9
Immune mind-affecting effects; Resist earth 10
Weakness Fire


Speed 30 ft., Climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +20 (2d6+5/19-20 x3 plus grab)
Special Attacks Drainsickles, Shadowsickle


Str 20, Dex 17, Con 20, Int -, Wis 18, Cha 11
Base Atk +16; CMB +22 (+26 grapple); CMD 35 (39 vs. trip)
Skills Climb +26, Fly -3, Perception +8, Stealth +16 (+28 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
SQ Razor-sharp Claws


[color=#000000][font=Times New Roman, serif]Drainsickles (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]5/day, a mantis devil can attack with both of its claw attacks. If any of the claw attacks hit, it receives half of the damage back as health.[/font][/color]


[color=#000000][font=Times New Roman, serif]Lunge (Ex)[/font][/color]
A mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A mantis cannot make attacks of opportunity with its lunge.


[color=#000000][font=Times New Roman, serif]Mandibles (Ex)[/font][/color]
A mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis’s bite is a +15 attack that inflicts 1d8+2 points of damage on a hit.


Razor-sharp Claws (Ex)
A mantis' claw attacks have an increase critical range by 1 and a damage meter increase by 2.


[color=#000000][font=Times New Roman, serif]Shadowsickle (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a mantis devil can attack with both of its claw attacks. If any of the claw attacks hit, add an additional 1d6 shadow damage per hit.[/font][/color]


[color=#000000][font=Times New Roman, serif]Sudden Strike (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.[/font][/color]


Orchid Snipper
A giant praying mantis with a shiny silver body. The orchid snipper has a very rare body color among insect monsters, which makes its exoskeleton highly prized and very expensive. Many adventurers hunt them for their highly valued exoskeleton, but orchid snippers are much larger and more agile than humans, and their sickles are said to cleave solid steel in two, so very few are actually able to defeat them in battle.
CR 14 XP 38,400
NE Huge Magical Beast
Init: +3; Senses Darkvision 60 ft.; Perception +9


AC 31, touch 11, flat-footed 28 (+3 dex, +20 natural, -2 size)
hp 257 (23d10+138)
Fort +19, Ref +16, Will +12
DR 10/bludgeoning; Immune mind-affecting and death effects; Resist earth 15, shadow 10
Weakness Fire


Speed 30 ft., Climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +30 (3d6+9/18-20 x3 plus grab)
Special Attacks Drainsickles, Shadowsickle


Str 28, Dex 17, Con 22, Int -, Wis 20, Cha 11
Base Atk +23; CMB +34 (+38 grapple); CMD 47 (53 vs. trip)
Skills Climb +36, Fly -5, Perception +9, Stealth +20 (+32 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
SQ Steel Razor-sharp Claws


[color=#000000][font=Times New Roman, serif]Drainsickles (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]An orchid snipper can attack with both of its claw attacks. If any of the claw attacks hit, it receives half of the damage back as health.[/font][/color]


[color=#000000][font=Times New Roman, serif]Lunge (Ex)[/font][/color]
A mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A mantis cannot make attacks of opportunity with its lunge.


[color=#000000][font=Times New Roman, serif]Mandibles (Ex)[/font][/color]
A mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis’s bite is a +25 attack that inflicts 2d6+4 points of damage on a hit.


Steel Razor-sharp Claws (Ex)
A mantis' claw attacks have an increase critical range by 2 and a damage meter increase by 3.


[color=#000000][font=Times New Roman, serif]Shadowsickle (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]An orchid snipper can attack with both of its claw attacks. If any of the claw attacks hit, add an additional 1d8 shadow damage per hit.[/font][/color]


[color=#000000][font=Times New Roman, serif]Sudden Strike (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.[/font][/color]


Twinscythe
A gigantic blue praying mantis. It hunts other insects and animals of all shapes and sizes with its razor-sharp raptorial fore legs. While on the hunt, it waits patiently with its fore legs folded into a distinctive pose until its prey arrives. After feeding, the twinscythe has the habit of carefully licking its fore legs clean. Though a patient and tidy creature, its eerie habit gives it a cunning and cruel image in the eyes of others.
CR 7 XP 3,200
N Large Magical Beast
Init: +3; Senses Darkvision 60 ft.; Perception +7


AC 21, touch 12, flat-footed 18 (+3 dex, +9 natural, -1 size)
hp 109 (13d8+52)
Fort +12, Ref +11, Will +7
Immune mind-affecting effects; Resist earth 10
Weakness Fire


Speed 30 ft., Climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +17 (2d6+5/19-20 x3 plus grab)
Special Attacks Drainsickles


Str 20, Dex 16, Con 19, Int -, Wis 17, Cha 11
Base Atk +13; CMB +19 (+23 grapple); CMD 33 (37 vs. trip)
Skills Climb +22, Fly -3, Perception +7, Stealth +12 (+24 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
SQ Razor-sharp Claws


[color=#000000][font=Times New Roman, serif]Drainsickles (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a twinscythe can attack with both of its claw attacks. If any of the claw attacks hit, it receives half of the damage back as health.[/font][/color]


[color=#000000][font=Times New Roman, serif]Lunge (Ex)[/font][/color]
A mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A mantis cannot make attacks of opportunity with its lunge.


[color=#000000][font=Times New Roman, serif]Mandibles (Ex)[/font][/color]
A mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis’s bite is a +12 attack that inflicts 1d8+2 points of damage on a hit.


Razor-sharp Claws (Ex)
A mantis' claw attacks have an increase critical range by 1 and a damage meter increase by 2.


[color=#000000][font=Times New Roman, serif]Sudden Strike (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.[/font][/color]
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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Antlion Family

Antlion
This gigantic burrowing insect has an oversized abdomen. A terrifying set of long, hooked mandibles protrudes from its head.
CR 5 XP 1,600
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +2


AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 72 (8d10+24)
Fort +9, Ref +6, Will +4
Immune mind-affecting effects; Resist earth 10
Weakness water


Speed 30 ft., burrow 10 ft.
Melee Bite +12 (2d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks Sandblast, Sandpit, Venom Spray


Str 20, Dex 11, Con 17, Int -, Wis 14, Cha 10
Base Atk +8; CMB +14 (+18 grapple); CMD 24 (36 vs. trip)


[color=#000000][font=Times New Roman, serif]Sandblast (Su)[/font][/color]
An antlion can stir up the sand around it to blast sand at its enemies within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 14) or be inflicted with Blind status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Sandpit (Su)
An antlion can cause a hole to engulf a single target within 30 ft. The target must make a Reflex save (DC 14) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Venom Spray (Ex)
An antlion can breathe out a spray of venom in a 30-ft.-cone. Creatures within the area of effect take 3d6 points of non-elemental damage and must make a Fortitude save (DC 17) or be inflicted with Poison status for 1d6 rounds.


Cave Antlion
A giant carnivorous insect that lives in the caves, digging deep pits that serve both of as nests and traps for its prey. Its carefully disguised snares are almost indistinguishable from ordinary sand, and the softness of the sands within means that once trapped, returning to the surface is all but impossible. Often the last sound victims hear is the clack-clacking of the cave antlion's jaw as it gleefully approaches its soon-to-be-meal.
CR 8 XP 4,800
N Large Magical Beast
Init: +1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +3


AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 107 (11d10+44)
Fort +11, Ref +8, Will +6
Immune mind-affecting effects; Resist earth 10
Weakness water


Speed 30 ft., burrow 10 ft.
Melee Bite +17 (2d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks Sandblast, Sandpit, Sand Trap, Venom Spray


Str 22, Dex 12, Con 18, Int -, Wis 16, Cha 10
Base Atk +11; CMB +18 (+22 grapple); CMD 29 (41 vs. trip)


[color=#000000][font=Times New Roman, serif]Sandblast (Su)[/font][/color]
A cave antlion can stir up the sand around it to blast sand at its enemies within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 15) or be inflicted with Blind status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Sandpit (Su)
A cave antlion can cause a hole to engulf a single target within 30 ft. The target must make a Reflex save (DC 15) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Sand Trap (Ex)
A cave antlion can create a 60-foot-diameter, 20-foot-deep pit in any sand or soft earth surface. Creating a sand trap takes 1 hour. A DC 15 Perception check allows a creature to realize such a depression in the sand is in fact a trap. Any creature that steps into the trap slides to the center if it fails a DC 14 Reflex save—such victims take no damage, but they do fall prone. A giant ant lion can make an attack of opportunity against any creature that falls to the bottom of its sand trap. These creatures can move across sand traps at their normal speed and are immune to the trap’s effects. Other creatures can navigate the trap’s walls with a DC 20 Climb check.


Venom Spray (Ex)
A cave antlion can breathe out a spray of venom in a 30-ft.-cone. Creatures within the area of effect take 4d6 points of non-elemental damage and must make a Fortitude save (DC 19) or be inflicted with Poison status for 1d6 rounds.


Dark Fang
A relative of the antlion. It preys on creatures that stumble into its conical nest. Its huge jaws can crush any armor with ease. It usually keeps to itself, but that also means that it is difficult to notice them. It is close to impossible to find them when they are in their dark holes, waiting for their prey, so many regions prohibit passage through areas where these creatures thrive.
CR 13 XP 25,600
N Huge Magical Beast
Init: +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +5


AC 26, touch 8, flat-footed 26 (+18 natural, -2 size)
hp 214 (18d10+126)
Fort +18, Ref +11, Will +10
Immune earth, mind-affecting effects; Resist dark 15
Weakness water


Speed 30 ft., burrow 10 ft.
Melee Bite +25 (3d6+13 plus grab and burn/18-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Black Cloud, Earthquake, Magnitude 8, Sandpit, Shadow Burn (1d8 shadow damage, DC 26), Shadow Spray


Str 28, Dex 10, Con 24, Int -, Wis 20, Cha 10
Base Atk +18; CMB +29 (+33 grapple); CMD 39 (51 vs. trip)
SQ Iron Sharp Pincers


Black Cloud (Su)
A dark fang can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A dark fang deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 18) or be inflict with the Blind status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).


Earthquake (Su)
A dark fang 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 19 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).


Iron Sharp Pincers (Ex)
A dark fang has sharp pincers increasing it's critical range to 18-20.


Magnitude 8 (Su)
1/day, a dark fang can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make a successful Reflex save (DC 24) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as an 9th level spell (Knowledge: Arcana DC 33).


Sandpit (Su)
A dark fang can cause a hole to engulf a single target within 30 ft. The target must make a Reflex save (DC 17) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


[color=#000000][font=Times New Roman, serif]Shadow Burn (Ex)[/font][/color]
A dark fang deals shadow damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch on fiery shadow, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.


Shadow Spray (Ex)
A dark fang can breathe out a spray of shadowy venom in a 30-ft.-cone. Creatures within the area of effect take 8d6 points of shadow damage and must make a Fortitude save (DC 26) or be inflicted with Dimmed status for 1d6 rounds.


Manooba
A giant bug that lives in snowy fields. They form nests in snow, where they wait for prey to fall into their trap. Fields of snow can greatly alter one's perception of distance, allowing one's feet to grow clumsier with each step. The manooba use this optical illusion to their advantage by digging holes on the ground that serve as traps. Once an ignorant wanderer sets foot in them, the manoobaa takes him or her as its prey. This happens most often when there is bad weather, as people may confuse the nests of these vicious beasts for declining hills.
CR 8 XP 4,800
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +3


AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 115 (11d10+55)
Fort +12, Ref +7, Will +6
Immune mind-affecting effects; Resist ice 10
Weakness fire


Speed 30 ft., burrow 10 ft.
Melee Bite +17 (2d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks Cold Spray, Sandblast, Snowpit, Snow Trap


Str 22, Dex 10, Con 20, Int -, Wis 16, Cha 10
Base Atk +11; CMB +18 (+22 grapple); CMD 28 (40 vs. trip)


Cold Spray (Ex)
[color=#000000][font=Times New Roman, serif]A manoobaa can breathe out a spray of icicles in a 30-ft.-cone. Creatures within the area of effect take 4d6 points of ice damage and must make a Fortitude save (DC 19) or be inflicted with Shaken status for 1d6 rounds. [/font][/color]


[color=#000000][font=Times New Roman, serif]Sandblast (Su)[/font][/color]
A manoobaa can stir up the 'snow' and dirt around it to blast snow chunks at its enemies within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 15) or be inflicted with Blind status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Snowpit (Su)
A manoobaa can cause a hole to engulf all targets within 15 ft. from the primary target. The target must make a Reflex save (DC 15) or be inflicted with Frozen status for 1d6 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Snow Trap (Ex)
A manooba can create a 60-foot-diameter, 20-foot-deep pit in any snow or soft earth surface. Creating a snow trap takes 1 hour. A DC 15 Perception check allows a creature to realize such a depression in the snow is in fact a trap. Any creature that steps into the trap slides to the center if it fails a DC 14 Reflex save—such victims take no damage, but they do fall prone. A manooba can make an attack of opportunity against any creature that falls to the bottom of its snow trap. These creatures can move across snow traps at their normal speed and are immune to the trap’s effects. Other creatures can navigate the trap’s walls with a DC 20 Climb check.


Pieuje
A giant insect mainly seen in areas with lava activity. They are known to be resilient to extreme heat. In fact, they not only survive submerged within magma, but they can also lay their eggs there, too. They usually resort to careful means of capturing their prey by setting up traps around its nest, waiting in patience for its prey to get caught. But if starving, they become very vicious, and will act recklessly by jumping any prey it finds, and will even toss their very own eggs doused in flames at its prey.
CR 11 XP 12,800
N Huge Magical Beast
Init: +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4


AC 24, touch 8, flat-footed 24 (+16 natural, -2 size)
hp 168 (15d10+90)
Fort +15, Ref +9, Will +9
Immune fire, mind-affecting effects; Resist earth 10
Weakness water and ice


Speed 30 ft., burrow 10 ft.
Melee Bite +21 (3d6+12 plus grab and burn/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn (1d6 fire damage, DC 22), Earthquake, Lava Spray, Sandblast, Sandpit


Str 26, Dex 10, Con 22, Int -, Wis 18, Cha 10
Base Atk +15; CMB +25 (+29 grapple); CMD 35 (47 vs. trip)
SQ Sharp Pincers


[color=#000000][font=Times New Roman, serif]Burn (Ex)[/font][/color]
A pieuje deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.


Earthquake (Su)
3/day, A pieuje 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 18 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).


Lava Spray (Ex)
A pieuje can breathe out a spray of fire in a 30-ft.-cone. Creatures within the area of effect take 6d6 points of fire damage and must make a Fortitude save (DC 22) or be inflicted with Burn status for 1d6 rounds.


[color=#000000][font=Times New Roman, serif]Sandblast (Su)[/font][/color]
A pieuje can stir up the sand around it to blast sand at its enemies within a 30-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 16) or be inflicted with Blind status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Sandpit (Su)
A pieuje can cause a hole to engulf a single target within 30 ft. The target must make a Reflex save (DC 16) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).


Sharp Pincers (Ex)
A pieuje has sharp pincers increasing it's critical range to 19-20.
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.
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Golem Family

Adamantite Golem
This huge construct of black metal is all spikes and armor, save for several forge-like stacks that burn atop its crown and back.
CR 19 XP 204,800
N Huge Construct
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +7


AC 33, touch 7, flat-footed 33 (-1 dex, +26 natural, -2 size)
hp 172 (30d10+40); fast healing 10
Fort +10, Ref +9, Will +17
DR 20/epic; Immune construct traits; Resist Fire 20, Water 20, Earth 20, Ice 20; SR 31


Speed 30 ft.
Melee 2 Slams +34 (6d10+19/18-20 plus slow)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Weapon (50-ft. Cone, 16d6 lightning damage, Reflex DC 25 half, usable once every 1d4 rounds), Destructive Strike, Earthquake, Haste, Lava Blast, Powerful Blows, Rock Throw, Shock Wave, Slow (DC 28 Fort save), Spark Shower, Trample (6d10+26, DC 38)


Str 36, Dex 9, Con -, Int -, Wis 24, Cha 1
Base Atk +30; CMB +45; CMD 54 (59 vs trip)


Destructive Strike (Ex)
An adamantine golem’s slam attacks threaten a critical hit on a 18, 19 or 20. In addition, whenever an adamantine golem scores a critical hit, it deals 6d10+19 points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.


Earthquake (Su)
An adamantine golem 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 (Knowledge: Arcana or Technology DC 23).


Haste (Su)
After it has engaged in at least 1 round of combat, an adamantine golem can haste itself once per day as a free action. The effect lasts 5 rounds and is otherwise the same as the spell.


Lava Blast (Su)
An adamantine golem shoots out a blast of lava from its forehead. The adamantine golem must make a ranged touch attack to hit, and if the ray hits, it deals 16d6 points of fire damage and the target must make a Fortitude save (DC 24) or be inflicted with Burning and Entrangled status effects. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana or Technology DC 29).


Powerful Blows (Ex)
An adamantine golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 18–20 with its slam attacks.


Rock Throw (Su)
Adamantine golem throws a huge boulder and hurls it at a foe. Adamantine golem makes a ranged touch attack roll against a target within 30 feet. If the attack hits, he deals 3d6+11 points of earth damage and the target must make a Fortitude save (DC 20) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 19).


Shock Wave (Su)
An adamantine golem can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 20) reduces damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).


Slow (Ex)
[color=#000000][font=Times New Roman, serif]Slam – injury; save Fort DC 32; frequency 1/round for 8 rounds; slow status effect; cure 1 save.[/font][/color]


[color=#000000][font=Times New Roman, serif]Spark Shower (Su)[/font][/color]
3/day, an adamantine golem can cause a shower of sparks to erupt out of one of the runes on its body. These sparks erupt in a 30-ft.-cone and those in the area of effect take 10d6 fire and 10d6 lightning damage, a successful Reflex for half damage. Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana or Technology DC 31).


Clay Golem
A massive monster that appeared from a faraway world. Made from clay and built like brick outhouses, golems are often found guarding bases.
CR 10 XP 9,600
N Large Construct
Init: +0; Senses darkvision 60 ft., low-light vision; Perception +4


AC 25, touch 9, flat-footed 25 (+16 natural, -1 size)
hp 101 (13d10+30)
Fort +4, Ref +4, Will +8
DR 10/adamantine; Immune construct traits, earth; Resist Ice 10, Lightning 10, Water 5
Weakness Wind


Speed 20 ft.
Melee 2 Slams +19 (2d8+7 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Haste, Rock Throw, Slow (DC 20 Fort save)


Str 24, Dex 10, Con -, Int -, Wis 18, Cha 1
Base Atk +13; CMB +21; CMD 31 (36 vs trip)


Earthquake (Su)
A clay golem 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 18 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).


Haste (Su)
After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


Rock Throw (Su)
Clay golem throws a huge boulder and hurls it at a foe. Clay golem makes a ranged touch attack roll against a target within 30 feet. If the attack hits, he deals 3d6+6 points of earth damage and the target must make a Fortitude save (DC 17) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 19).


Slow (Ex)
Slam – injury; save Fort DC 20; frequency 1/round for 4 rounds; slow status effect; cure 1 save.


Ice Golem
This icy statue stands a head taller than a normal human. A rime of frost coats it, and razor-sharp shards of ice adorn its limbs.
CR 12 XP 19,200
N Large Construct (Ice)
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +5


AC 26, touch 8, flat-footed 26 (-1 dex, +18 natural, -1 size)
hp 118 (16d10+30)
Fort +4, Ref +3, Will +9
DR 10/adamantine; Immune construct traits, ice; Resist Wind 15, Earth 15, Water 15; SR 23
Weakness Fire


Speed 30 ft.
Melee 2 Slams +25 (2d10+10 plus 1d6 ice damage and slow)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40-ft. Cone, 8d6 ice damage, Reflex DC 18 half, usable once every 1d4 rounds), Cold (1d8), Haste, Icy Destruction, Slow (DC 23 Fort save)


Str 30, Dex 9, Con -, Int -, Wis 21, Cha 1
Base Atk +16; CMB +27; CMD 36 (41 vs trip)


Cold (Ex)
An ice golem’s body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.


Hailstorm (Su)
3/day, with a range of 100 feet and a 20-ft.-radius spread, Ice golem summons a hailstorm for 8 rounds, dealing 3d6 bludgeoning damage and 2d6 ice damage every turn. A successful Reflex save DC 20 halves the damage on each instance of damage. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana or Technology DC 25).


Haste (Su)
After it has engaged in at least 1 round of combat, an ice golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


Icy Destruction (Ex)
When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 6d6 points of slashing damage and 4d6 points of cold damage; a DC 18 Reflex save halves the damage. The save DC is Constitution-based.


Slow (Ex)
[color=#000000][font=Times New Roman, serif]Slam – injury; save Fort DC 23; frequency 1/round for 6 rounds; slow status effect; cure 1 save.[/font][/color]


Inferno Golem
Imbued with fire, this type of golem enhanced combat abilities, including red hot to counter physical attacks and flaming slams to hit individual foes.
CR 12 XP 19,200
N Large Construct (Fire)
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +5


AC 26, touch 8, flat-footed 26 (-1 dex, +18 natural, -1 size)
hp 118 (16d10+30)
Fort +4, Ref +3, Will +9
DR 10/adamantine; Immune construct traits, fire; Resist Lightning 15, Earth 15, Wind 15; SR 23
Weakness Water


Speed 30 ft.
Melee 2 Slams +25 (2d10+10 plus 1d6 fire damage and slow)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40-ft. Cone, 8d6 fire damage, Reflex DC 18 half, usable once every 1d4 rounds), Fireball, Haste, Megaflash, Red Hot, Slow (DC 23 Fort save)


Str 30, Dex 9, Con -, Int -, Wis 21, Cha 1
Base Atk +16; CMB +27; CMD 36 (41 vs trip)


Fireball (Su)
An inferno golem generates a searing explosion of flame that detonates with a low roar and deals 5d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save (DC 18) to take half damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 21).


Haste (Su)
After it has engaged in at least 1 round of combat, an inferno golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


Megaflash (Su)
2/day, Inferno golem causes all nearby creatures to burst into flames. All creatures within 30 feet of the avatar take 12d6 points of fire damage and must make a Fortitude save DC 21 or be inflicted with Blind status for 1d6 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana or Technology DC 27).


Red Hot (Ex)
When an inferno golem takes damage from a melee attack critical hit, it can, as an immediate action, make a slam attack against the creature that made the critical hit.


Slow (Ex)
[color=#000000][font=Times New Roman, serif]Slam – injury; save Fort DC 23; frequency 1/round for 6 rounds; slow status effect; cure 1 save.[/font][/color]


Iron Golem
This iron automaton stands twice as tall as a normal human. Its heavy footfalls shake the ground with bone-jarring force.
CR 13 XP 25,600
N Large Construct
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +5


AC 28, touch 8, flat-footed 28 (-1 dex, +20 natural, -1 size)
hp 129 (18d10+30)
Fort +6, Ref +5, Will +11
DR 15/adamantine; Immune construct traits; Resist Fire 15, Water 15, Earth 15; SR 25
Weakness Ice


Speed 20 ft.
Melee 2 Slams +28 (2d10+16/19-20 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40-ft. Cone, 10d6 lightning damage, Reflex DC 19 half, usable once every 1d4 rounds), Earthquake, Haste, Lava Blast, Powerful Blows, Rock Throw, Shock Wave, Slow (DC 24 Fort save)


Str 32, Dex 9, Con -, Int -, Wis 21, Cha 1
Base Atk +18; CMB +30; CMD 39 (44 vs trip)


Earthquake (Su)
An iron golem 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 19 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).


Haste (Su)
After it has engaged in at least 1 round of combat, an iron golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


Lava Blast (Su)
1/day, an iron golem shoots out a blast of lava from its forehead. The iron golem must make a ranged touch attack to hit, and if the ray hits, it deals 16d6 points of fire damage and the target must make a Fortitude save (DC 22) or be inflicted with Burning and Entrangled status effects. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana or Technology DC 29).


Powerful Blows (Ex)
An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.


Rock Throw (Su)
Iron golem throws a huge boulder and hurls it at a foe. Iron golem makes a ranged touch attack roll against a target within 30 feet. If the attack hits, he deals 3d6+11 points of earth damage and the target must make a Fortitude save (DC 18) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 19).


Shock Wave (Su)
3/day, an iron golem can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 19) reduces damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).


Slow (Ex)
[color=#000000][font=Times New Roman, serif]Slam – injury; save Fort DC 24; frequency 1/round for 6 rounds; slow status effect; cure 1 save.[/font][/color]


Mythril Golem
Being a magical construct, fashioned of pure mythril. Though mythril's strength in proportion to its weight surpasses any other metal, many layers of such were used in the construction of this golem, sacrificing lightness for sheer durability. Machines of war, the destructive power of these golems is greatly feared on the battlefield.
CR 16 XP 76,800
N Huge Construct
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +6


AC 31, touch 7, flat-footed 31 (-1 dex, +24 natural, -2 size)
hp 172 (24d10+40); fast healing 5
Fort +8, Ref +7, Will +14
DR 20/adamantine; Immune construct traits; Resist Fire 20, Water 20, Earth 20, Ice 20; SR 28


Speed 30 ft.
Melee 2 Slams +34 (4d10+18/19-20 plus slow)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Weapon (50-ft. Cone, 12d6 lightning damage, Reflex DC 22 half, usable once every 1d4 rounds), Earthquake, Haste, Lava Blast, Powerful Blows, Rock Throw, Shock Wave, Slow (DC 28 Fort save)


Str 34, Dex 9, Con -, Int -, Wis 22, Cha 1
Base Atk +24; CMB +37; CMD 47 (52 vs trip)


Earthquake (Su)
A mythril golem 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 20 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).


Haste (Su)
After it has engaged in at least 1 round of combat, an mythril golem can haste itself once per day as a free action. The effect lasts 5 rounds and is otherwise the same as the spell.


Lava Blast (Su)
3/day, a mythril golem shoots out a blast of lava from its forehead. The mythril golem must make a ranged touch attack to hit, and if the ray hits, it deals 16d6 points of fire damage and the target must make a Fortitude save (DC 23) or be inflicted with Burning and Entrangled status effects. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana or Technology DC 29).


Powerful Blows (Ex)
A mythril golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.


Rock Throw (Su)
Mythril golem throws a huge boulder and hurls it at a foe. Mythril golem makes a ranged touch attack roll against a target within 30 feet. If the attack hits, he deals 3d6+11 points of earth damage and the target must make a Fortitude save (DC 19) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 19).


Shock Wave (Su)
A mythril golem can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 20) reduces damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).


Slow (Ex)
[color=#000000][font=Times New Roman, serif]Slam – injury; save Fort DC 28; frequency 1/round for 8 rounds; slow status effect; cure 1 save.[/font][/color]


Stone Golem
This towering stone automaton bears the likeness of an archaic, armored warrior. It moves with ponderous but inexorable steps.
CR 11 XP 12,800
N Large Construct
Init: -1; Senses darkvision 60 ft., low-light vision; Perception +5


AC 26, touch 8, flat-footed 26 (-1 dex, +18 natural, -1 size)
hp 107 (14d10+30)
Fort +4, Ref +3, Will +9
DR 10/adamantine; Immune construct traits, earth; Resist Fire 10, Lightning 10, Water 5; SR 22
Weakness Ice


Speed 20 ft.
Melee 2 Slams +22 (2d10+9 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Haste, Rock Throw, Slow (DC 22 Fort save)


Str 28, Dex 9, Con -, Int -, Wis 20, Cha 1
Base Atk +14; CMB +24; CMD 33 (38 vs trip)


Earthquake (Su)
A stone golem 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 19 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).


Haste (Su)
After it has engaged in at least 1 round of combat, a stone golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


Rock Throw (Su)
Stone golem throws a huge boulder and hurls it at a foe. Stone golem makes a ranged touch attack roll against a target within 30 feet. If the attack hits, he deals 3d6+6 points of earth damage and the target must make a Fortitude save (DC 18) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 19).


Slow (Ex)
[color=#000000][font=Times New Roman, serif]Slam – injury; save Fort DC 22; frequency 1/round for 6 rounds; slow status effect; cure 1 save.[/font][/color]


Wood Golem
This large-sized automaton resembles a crude humanoid figure made of cast-off pieces of wood and splinters.
CR 6 XP 2,400
N Large Construct
Init: +2; Senses darkvision 60 ft., low-light vision; Perception +3


AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 77 (8d10+30)
Fort +2, Ref +4, Will +5
DR 5/adamantine; Immune construct traits; Resist Ice 10, Lightning 5, Earth 5
Weakness Fire


Speed 30 ft.
Melee 2 Slams +12 (2d8+5 plus sleep)
Space 10 ft.; Reach 10 ft.
Special Attacks Sleep (DC 17 Fort save), Splintering


Str 20, Dex 15, Con -, Int -, Wis 17, Cha 1
Base Atk +8; CMB +13; CMD 26 (31 vs trip)


Sleep (Ex)
Slam – injury; save Fort DC 17; frequency 1/round for 4 rounds; sleep status effect; cure 1 save.


Splintering (Su)
As a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing damage (Reflex DC 13 halves). The save DC is Constitution-based.
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
Rat Family

Dire Rat
A mouse-like monster that lives in sewers. They can be found all over, and are resented as they chew on everything and are carriers of disease. Though not particularly strong on its own, since they usually act in groups, they can be quite a challenge for anyone who comes across them. Towns and villages have taken countermeasures to combat them, but thanks to their incredible reproductive abilities, their numbers are hard to keep in check.
[color=#000000][font=Times New Roman, serif]CR 1/3 XP 135[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Animal[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +3; Senses Low-light vision, scent; Perception +4[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 5 (1d8+1)[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +3, Ref +5, Will +1[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness Fire[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 40 ft., climb 20 ft., swim 20 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Bite +1 (1d4 plus disease)[/font][/color]
[color=#000000][font=Times New Roman, serif]Special Attacks disease[/font][/color]


[color=#000000][font=Times New Roman, serif]Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +0; CMB -1; CMD 12 (16 vs. trip)[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Skill Focus (Perception)[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers use Dex to modify Climb and Swim[/font][/color]


[color=#000000][font=Times New Roman, serif]Disease (Ex)[/font][/color]
Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.


Lab Rat
A rat raised to be used as a test sample by a research organization. It escaped the facility, and thanks to its high reproductive rate its numbers are exploding. Having been used in an experiment to see what would happen to monsters continually exposed to magic power, it gained great physical ability and intelligence. On top of being able to sniff out traps, it is also resistant to poison. It is an incredibly wicked monster which holds great resentment towards the humans who subjected it to such cruel experiments.
[color=#000000][font=Times New Roman, serif]CR 5 XP 1,600[/font][/color]
[color=#000000][font=Times New Roman, serif]LN Small Magical Beast[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +5; Senses Low-light vision, scent; Perception +12[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 21, touch 17, flat-footed 15 (+5 Dex, +1 dodge, +4 natural, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 54 (6d10+18)[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +8, Ref +10, Will +5[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune disease and poison status effect[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 40 ft., climb 20 ft., swim 20 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Bite +9 (1d6+2 plus disease), 2 Claws +9 (1d4+2)[/font][/color]
[color=#000000][font=Times New Roman, serif]Special Attacks Bacteria, Disease[/font][/color]


[color=#000000][font=Times New Roman, serif]Str 15, Dex 20, Con 16, Int 8, Wis 16, Cha 4[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +6; CMB +7; CMD 22 (26 vs. trip)[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Dodge, Power Attack, Skill Focus (Perception)[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Climb +13, Perception +12, Stealth +18, Swim +13; Racial Modifiers use Dex to modify Climb and Swim[/font][/color]


[color=#000000][font=Times New Roman, serif]Bacteria (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]1/day, the lab rat releases a toxic bile towards his target. The target must make a Fortitude save (DC 16) or receive the Sap status effect. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).[/font][/color]


[color=#000000][font=Times New Roman, serif]Disease (Ex)[/font][/color]
Filth fever: Bite—injury; save Fort DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.


Stunner
A subspecies of dire rat. They used to inhabit towns, but have had to adapt to the outside world since humans destroyed their natural habitat. Because of this, it is much more resilient than normal dire rats, and has even developed resistance to poison and other toxins. It is good at stunning enemies by unleashing violent physical attacks. It is possible to avoid the stunner's attack by listening for it scurrying about in the darkness.
[color=#000000][font=Times New Roman, serif]CR 3 XP 800[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Animal[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +4; Senses Low-light vision, scent; Perception +8[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 18, touch 15, flat-footed 12 (+4 Dex, +3 natural, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 28 (4d8+8)[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +6, Ref +8, Will +3[/font][/color]
[color=#000000][font=Times New Roman, serif]Immune[/font][/color][color=#000000][font=Times New Roman, serif] disease status effect; [/font][/color][color=#000000][font=Times New Roman, serif]Resist [/font][/color]+4 vs poison
[color=#000000][font=Times New Roman, serif]Weakness Fire[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 40 ft., climb 20 ft., swim 20 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Bite +6 (1d4+2 plus disease), 2 Claws +6 (1d3+2)[/font][/color]
[color=#000000][font=Times New Roman, serif]Special Attacks disease[/font][/color]


[color=#000000][font=Times New Roman, serif]Str 14, Dex 18, Con 15, Int 2, Wis 15, Cha 4[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +3; CMB +4; CMD 18 (22 vs. trip)[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Power Attack, Skill Focus (Perception)[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Climb +12, Perception +8, Stealth +15, Swim +12; Racial Modifiers use Dex to modify Climb and Swim[/font][/color]


[color=#000000][font=Times New Roman, serif]Disease (Ex)[/font][/color]
Filth fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.


Wild Rat
A ferocious dire rat imbued with magic power. With superior power and vitality, it uses its sharp front teeth to gnaw at its enemies. Similar to the dire rat, it usually acts in a group, which excel at taking down prey by surrounding it and unleashing a joint attack. Unafraid of beasts even bigger than themselves, they are quick to attack, bringing down their prey in the blink of an eye.
[color=#000000][font=Times New Roman, serif]CR 1 XP 400[/font][/color]
[color=#000000][font=Times New Roman, serif]N Small Animal[/font][/color]
[color=#000000][font=Times New Roman, serif]Init: +3; Senses Low-light vision, scent; Perception +5[/font][/color]


[color=#000000][font=Times New Roman, serif]AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)[/font][/color]
[color=#000000][font=Times New Roman, serif]hp 14 (2d8+4)[/font][/color]
[color=#000000][font=Times New Roman, serif]Fort +5, Ref +6, Will +2[/font][/color]
[color=#000000][font=Times New Roman, serif]Weakness Fire[/font][/color]


[color=#000000][font=Times New Roman, serif]Speed 40 ft., climb 20 ft., swim 20 ft.[/font][/color]
[color=#000000][font=Times New Roman, serif]Melee Bite +3 (1d4+1 plus disease)[/font][/color]
[color=#000000][font=Times New Roman, serif]Special Attacks disease[/font][/color]


[color=#000000][font=Times New Roman, serif]Str 12, Dex 17, Con 14, Int 2, Wis 14, Cha 4[/font][/color]
[color=#000000][font=Times New Roman, serif]Base Atk +1; CMB +1; CMD 14 (18 vs. trip)[/font][/color]
[color=#000000][font=Times New Roman, serif]Feats Skill Focus (Perception)[/font][/color]
[color=#000000][font=Times New Roman, serif]Skills Climb +11, Perception +6, Stealth +12, Swim +11; Racial Modifiers use Dex to modify Climb and Swim[/font][/color]


[color=#000000][font=Times New Roman, serif]Disease (Ex)[/font][/color]
Filth fever: Bite—injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
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
Vulture Family

[color=#000000][font=Times New Roman, serif]Bennu[/font][/color]
A giant bird with wings so red they appear to be on fire. Known for living incredibly long, it is worshipped by some as a holy beast. There are many ancient cave drawings depicting a red bird as the symbol of immortality which many have thought to be the bennu. However, recent research has shown this to be a completely different bird. Even so, there are still many people who believe it to be the bennu, and there are still even places where sacrificial ceremonies are held in its honor.
CR 3 XP 800
N Medium Magical Beast
Init: +6; Senses Low-light vision, scent; Perception +13


AC 17, touch 12; flat-footed 15 (+2 dex, +5 natural)
hp 27 (3d10+9)
Fort +8, Ref +5, Will +4; +4 vs. disease
Resist fire 5
Weakness Water


Speed 10 ft., Fly 50 ft. (average)
Melee Bite +6 (1d8+3 plus burn), 2 Claws +6 (1d3+3 plus burn)
Special Attacks Blinder, Burn (1d6 fire damage, DC 14), Fireflash


Str 16, Dex 15, Con 16, Int 2, Wis 16, Cha 7
Base Atk +3; CMB +6; CMD 18
Feats Great Fortitude, Improved Initiative
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +13; Racial Modifiers Perception +8[/font][/color]


[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 2 turns, a bennu can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]


Burn(Ex)
A bennu deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.


[color=#000000][font=Times New Roman, serif]Fireflash (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a bennu can burst a single enemy into flames within 30 feet for 4d6 points of fire damage and is inflicted with the Blind status effect for 1d4 rounds unless they make a Fortitude save (DC 15). Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19). [/font][/color]


[color=#000000][font=Times New Roman, serif]Lenergia[/font][/color]
A bird with green wings and a long tail. With its sharp talons and beak, it is known as quite the airborne hunter. Although monsters usually avoid larger objects out of fear, the lenergia is an exception. It has no qualms about approaching even the largest of ships and airships. Therefore, when traveling through airspaces, airships commonly carry raw meat to use as lenergia feed for their encounters.
CR 2 XP 600
N Medium Magical Beast
Init: +2; Senses Low-light vision, scent; Perception +12


AC 15, touch 12; flat-footed 13 (+2 dex, +3 natural)
hp 19 (2d10+6)
Fort +8, Ref +5, Will +3; +4 vs. disease
Weakness Wind


Speed 10 ft., Fly 50 ft. (average)
Melee Bite +4 (1d8+2), 2 Claws +4 (1d3+2)
Special Attacks Blinder, Engulfing Winds


Str 14, Dex 14, Con 16, Int 2, Wis 16, Cha 7
Base Atk +2; CMB +4; CMD 16
Feats Great Fortitude
[color=#000000][font=Times New Roman, serif]Skills Fly +6, Perception +12; Racial Modifiers Perception +8[/font][/color]


[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 3 turns, a lenergia can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]


[color=#000000][font=Times New Roman, serif]Engulfing Winds (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a lenergia can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 14) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17). [/font][/color]


[color=#000000][font=Times New Roman, serif]Rokh[/font][/color]
A huge bird of purple plumage, with sharp talons and a long tail. Once it has targeted a victim, it plummets out of the sky and strikes where its prey is weakest, using its vicious talons. It wraps its prize up within its tail feathers to carry it back to its nest. Its strength in flight is formidable; some even claim to have seen it carry off full-grown men. There was a time when this creature was so rarely seen that it was thought to be a myth, but the species has been growing steadily in number and specimens have even been spotted around human settlements in recent years.
CR 4 XP 1200
N Large Magical Beast
Init: +7; Senses Low-light vision, scent; Perception +15


AC 18, touch 12; flat-footed 15 (+3 dex, +6 natural, -1 size)
hp 52 (5d10+20)
Fort +10, Ref +7, Will +4; +4 vs. disease
Resist holy 5, shadow 5
Weakness Wind


Speed 10 ft., Fly 50 ft. (average)
Melee Bite +10 (2d6+5), 2 Claws +9 (1d6+5)
Special Attacks Black Cloud, Blinder, Light Rays


Str 20, Dex 16, Con 18, Int 2, Wis 16, Cha 7
Base Atk +5; CMB +11; CMD 24
Feats Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (Bite)
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +15; Racial Modifiers Perception +8[/font][/color]


[color=#000000][font=Times New Roman, serif]Black Cloud (Su)[/font][/color]
1/day, a rokh can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. An elite skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).


[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]A rokh can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 16) or be blind for 1d4 rounds.[/font][/color]


[color=#000000][font=Times New Roman, serif]Light Rays (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]1/day, a rokh[/font][/color] fires 3 beams of holy energy at its foes, up to 30 feet away. Each ray requires a ranged touch attack to hit and deals 2d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).


[color=#000000][font=Times New Roman, serif]Simurgh[/font][/color]
A giant bird with blue wings, sharp talons, and a long tail. According to ancient records, it states that the simurgh cared for young children who were abandoned by their parents and left deep within the mountains, and because of this, they were revered as being sacred bird epitomizing compassion. but in recent years, there have been reports of simurghs attacking humans, leading to the loss of this once held veneration of them.
CR 3 XP 800
N Medium Magical Beast
Init: +6; Senses Low-light vision, scent; Perception +13


AC 17, touch 12; flat-footed 15 (+2 dex, +5 natural)
hp 27 (3d10+9)
Fort +8, Ref +5, Will +4; +4 vs. disease
Resist water 5
Weakness Lightning


Speed 10 ft., Fly 50 ft. (average)
Melee Bite +6 (1d8+3 plus drench), 2 Claws +6 (1d3+3 plus drench)
Special Attacks Acid Droplet, Blinder, Drench (1d6 water damage, DC 14)


Str 16, Dex 15, Con 16, Int 2, Wis 16, Cha 7
Base Atk +3; CMB +6; CMD 18
Feats Great Fortitude, Improved Initiative
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +13; Racial Modifiers Perception +8[/font][/color]


[color=#000000][font=Times New Roman, serif]Acid Droplet (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]3/day, a simurgh can drench a single enemy with acid water within 30 feet for 4d6 points of water damage and is inflicted with the Poison status effect for 1d4 rounds unless they make a Fortitude save (DC 15). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19). [/font][/color]


[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 2 turns, a simurgh can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 14) or be blind for 1d4 rounds.[/font][/color]


Drench (Ex)
A simurgh deals water damage in addition to damage dealt on a successful hit in melee. Those affected by the drench ability must also succeed on a Reflex save or have the drench status effect.


[color=#000000][font=Times New Roman, serif]Vulture[/font][/color]
A large grey bird with claws and a beak of sickly purple. It is reviled for its habit of feasting on the dead, and the sight of it flying over head, its tail whipping behind it, is considered a bad omen. It has a shrill, piercing cry and excellent vision, which it uses when it wheels and darts about in agile flight, quickly spinning into deadly dives. It also has the unpleasant habit of carrying prey high into the sky then dropping it so that, upon hitting the ground, it will be left in convenient bite-sized pieces. It seems no wonder at all that it gets so little love from humans.
CR 1 XP 400
N Small Magical Beast
Init: +1; Senses Low-light vision, scent; Perception +10


AC 13, touch 11; flat-footed 12 (+1 dex, +1 natural, +1 size)
hp 8 (1d10+2)
Fort +6, Ref +3, Will +2; +4 vs. disease
Weakness Wind


Speed 10 ft., Fly 50 ft. (average)
Melee Bite +3 (1d6+1)
Special Attacks Blinder, Engulfing Winds


Str 12, Dex 13, Con 14, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +1; CMD 12
Feats Great Fortitude
[color=#000000][font=Times New Roman, serif]Skills Fly +7, Perception +10; Racial Modifiers Perception +8[/font][/color]


[color=#000000][font=Times New Roman, serif]Blinder (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Once every 4 turns, a vulture can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save (DC 12) or be blind for 1d4 rounds.[/font][/color]


[color=#000000][font=Times New Roman, serif]Engulfing Winds (Su)[/font][/color]
1/day, a vulture can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 13) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature 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.
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Squid Family

Blood Sucker
This squid-like creature will use their tentacles to suck the life from their foes when low or use ink cloud to escape from their opponents. The blood sucker prefers to target female opponents.
CR 3 XP 800
N Large Magical Beast (Aquatic)
Init: +5; Senses low-light vision.; Perception +7


AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural, -1 size)
hp 23 (3d10+3), fast healing 5;
Fort +4; Ref +7; Will +2
Defensive Ability Ink Cloud (10-ft. Radius); Resist Water 10
Weakness lightning


Speed swim 60 ft., jet 250 ft.
Melee Bite +6 (1d6+4), tentacles +4 (1d8+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Blood Drain, Constrict (1d8+2 plus drain), Water Gun


Str 19, Dex 15, Con 13, Int 2, Wis 12, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 20
Feats Improved Initiative, Lightning Reflexes, Multiattack*
[color=#000000][font=Times New Roman, serif]Skills Perception +7, Swim +12[/font][/color]


Blood Drain(Su)
[color=#000000][font=Times New Roman, serif]3/day, a blood sucker can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 12) or take 1d8 points of shadow damage and the bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).[/font][/color]


[color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the blood sucker can heal half of the damage done from constrict.[/font][/color]


Ink Cloud (Ex)
A blood sucker can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.


Jet (Ex)
A blood sucker can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.


[color=#000000][font=Times New Roman, serif]Water Gun(Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]A blood sucker can shoot water out of its mouth towards a single target with an water projectile. The blood sucker must make a ranged touch attack (+5), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save (DC 12) or be inflicted with the Drenched status effect. Blue mages may learn this ability as a 1[/font][/color][color=#000000][font=Times New Roman, serif]st[/font][/color][color=#000000][font=Times New Roman, serif] level sp[/font][/color]ell (Knowledge: Nature DC 17).


Devourer
The devourer will drain the life from their prey and will consume them after. They tend to favor chocobos enough that they know their own technique!
CR 6 XP 2,400
N Large Magical Beast (Aquatic)
Init: +7; Senses low-light vision.; Perception +11


AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 58 (7d10+14), fast healing 7;
Fort +9; Ref +8; Will +3
Defensive Ability Ink Cloud (10-ft. Radius); Resist Water 15
Weakness lightning


Speed swim 60 ft., jet 250 ft.
Melee Bite +11 (1d8+5), tentacles +9 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks Choco Water, Constrict (2d6+2 plus drain), HP Absorb


Str 21, Dex 16, Con 15, Int 2, Wis 12, Cha 2
Base Atk +7; CMB +13 (+17 grapple); CMD 26
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack*
[color=#000000][font=Times New Roman, serif]Skills[/font][/color][color=#000000][font=Times New Roman, serif] Perception +11, Swim +16[/font][/color]


[color=#000000][font=Times New Roman, serif]Choco Water (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]A devourer can blast an opponent with pressured water within 30 ft. The devourer must make a ranged touch attack (+9), if it hits, the attack deals 3d6+5 water damage and inflicts the Drenched status effect for 1d4 rounds (Fortitude save DC 13 to negate). Blue mage may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19). [/font][/color]


[color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the devourer can heal half of the damage done from constrict.[/font][/color]


HP Absorb (Su)
[color=#000000][font=Times New Roman, serif]1/day, a devourer can absorb life from a single target that heals itself. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 17 to negate) and is healed by that much. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25). [/font][/color]


Ink Cloud (Ex)
A devourer can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.


Jet (Ex)
A devourer can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.


Sea Devil
Immense in size, this great squid’s tentacles writhe and flash with almost nauseating speed. The beast’s eyes are as big as shields and stare at you with great hunger.
CR 10 XP 9,600
N Huge Magical Beast (Aquatic)
Init: +7; Senses low-light vision.; Perception +20


AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, -2 size)
hp 117 (12d10+48), fast healing 10;
Fort +14; Ref +13; Will +5
Defensive Ability Ink Cloud (20-ft. Radius); Immune Water
Weakness lightning


Speed swim 60 ft., jet 260 ft.
Melee Bite +17 (2d6+7), 2 arms +17 (1d6+7), tentacles +15 (3d6+3/19-20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tentacles)
Special Attacks Constrict (3d6+3 plus drain), HP Absorb, Whirlpool


Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
Base Atk +12; CMB +21 (+25 grapple); CMD 34
Feats Combat Reflexes, Great Fortitude, Improved Critical (Tectacle), Improved Initiative, Lightning Reflexes, Multiattack*, Skill Focus (Perception)
[color=#000000][font=Times New Roman, serif]Skills[/font][/color][color=#000000][font=Times New Roman, serif] Perception +20, Swim +21[/font][/color]


[color=#000000][font=Times New Roman, serif]Drain (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]During a constriction, the sea devil can heal half of the damage done from constrict.[/font][/color]


HP Absorb (Su)
[color=#000000][font=Times New Roman, serif]3/day, a sea devil can absorb life from a single target that heals itself. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 19 to negate) and is healed by that much. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25). [/font][/color]


Ink Cloud (Ex)
A sea devil can emit a 20-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.


Jet (Ex)
A sea devil can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.


[color=#000000][font=Times New Roman, serif]Whirlpool (Su)[/font][/color]
1/day, a sea devil awakens a pool of water that roots its target in place within 50 ft. Any creatures within 15 feet-radius of the target take 10d6 points of water damage and are inflicted with Immobilize status effect. All creatures within the area of effect must make a Will save (DC 20) to half the damage and negate the status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
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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Shark Family

Black Shark
This evil shark is known as the reaper of the seas due to its jet-black body and ferocious nature. Like other sharks, its skeletal frame is composed entirely of cartilage. Because of this, despite its imposing size, it leaves not a single bone behind after it dies. All that remains are its sharp teeth, which ancient people believed to be the remnants of a mighty, godlike creature.
CR 3 XP 800
NE Huge Animal (Aquatic)
Init: +5; Senses blindsense 30ft., keen scent; Perception +9


AC 16, touch 9, flat-footed 15 (+1 Dex, +7 natural, -2 size)
hp 36 (5d8+12)
Fort +9; Ref +5; Will +2
Resist Water 10
Weakness lightning


Speed swim 60 ft.
Melee Bite +7 (2d6+7/19-20 plus grab and deprotect)
Space 15 ft.; Reach 10 ft.
Special Attacks Deprotect (Deprotect, DC 15 Fort save, 1d4 turns), Reteeth, Swallow whole (2d6+7 damage, AC 13, 5 hp)


Str 21, Dex 13, Con 17, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +10 (+14 grapple); CMD 20
Feats Great Fortitude, Improved Initiative, Weapon Focus (Bite)
[color=#000000][font=Times New Roman, serif]Skills Perception +9, Swim +14[/font][/color]


[color=#000000][font=Times New Roman, serif]Reteethe (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Whenever a black shark succeeds on a critical they gain +2 temporary strength bonus (max +4) for 4 rounds.[/font][/color]


Killer Shark
A subspecies of shark that lives in cold regions. It lives mostly on fish and aquatic mammals, but it also shows a much more pronounced fondness for human flesh than other sharks of its family. It is thought that killer sharks may have gotten their taste for manflesh from feasting on the victims of the many ships that capsize and wash ashore near the snowfields, as they so often do thanks to the strong currents in that area. No longer satisfied with the bloated corpses that occasionally wash into their territory, killer sharks now often hunt the living to satisfy their terrible hunger.
CR 5 XP 1,600
N Huge Magical Beast (Aquatic)
Init: +6; Senses blindsense 30ft., keen scent; Perception +14


AC 19, touch 10, flat-footed 17 (+2 Dex, +9 natural, -2 size)
hp 78 (8d10+32)
Fort +12; Ref +10; Will +5
Resist Water 10, Ice 5
Weakness lightning


Speed swim 60 ft.
Melee Bite +14 (2d8+10/18-20 plus grab, deprotect, and bleed)
Space 15 ft.; Reach 10 ft.
Special Attacks Bleed (1d6), Deprotect (Deprotect, DC 18 Fort save, 1d4 turns), Hydrotwister, Reteethe, Swallow whole (2d8+10 damage, AC 14, 11 hp)


Str 25, Dex 14, Con 19, Int 2, Wis 16, Cha 4
Base Atk +8; CMB +17 (+21 grapple); CMD 29
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Weapon Focus (Bite)
[color=#000000][font=Times New Roman, serif]Skills Perception +14, Swim +19[/font][/color]


[color=#000000][font=Times New Roman, serif]Hydrotwister (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]1/day, the killer shark releases a water drill towards his opponent within 30 ft. The target must make a Fortitude save DC 18 or be inflicted with both Deprotect and Deshell status effect for 1d4+1 rounds while taking 6d6 wat[/font][/color]er damage. If they succeed the save, they take half the damage while being inflicted for 1 round of Deprotect and Deshell. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).


[color=#000000][font=Times New Roman, serif]Reteethe (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Whenever a killer shark succeeds on a critical they gain +2 temporary strength bonus (max +6) for 4 rounds.[/font][/color]


Megalodon
A gigantic man-eating shark that has been alive for a very long time. They are the largest among all the sharks confirmed, and can easily swallow a human whole. They were believed to have gone extinct, but there have been giant shark sightings reported, and upon further review, it was determined that those were indeed megalodons. How they were able to survive and why they were suddenly starting to appear is unknown.
CR 9 XP 6,400
N Gargantuan Magical Beast (Aquatic)
Init: +6; Senses blindsense 30ft., keen scent; Perception +21


AC 24, touch 9, flat-footed 21 (+3 Dex, +15 natural, -4 size)
hp 168 (15d10+90)
Fort +17; Ref +14; Will +8
Resist Water 15, Ice 10
Weakness lightning


Speed swim 60 ft.
Melee Bite +18 (3d6+15/17-20 plus grab, deprotect, and bleed)
Space 20 ft.; Reach 15 ft.
Special Attacks Bleed (1d10), Deprotect (Deprotect, DC 20 Fort save, 1d4 turns), Hydrotwister, Reteethe, Swallow whole (3d6+10 damage, AC 17, 21 hp)


Str 30, Dex 16, Con 22, Int 2, Wis 16, Cha 4
Base Atk +15; CMB +29 (+33 grapple); CMD 42
Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (Bite), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Bite)
[color=#000000][font=Times New Roman, serif]Skills Perception +21, Swim +28[/font][/color]


[color=#000000][font=Times New Roman, serif]Hydrotwister (Su)[/font][/color]
[color=#000000][font=Times New Roman, serif]The megalodon releases a water drill towards his opponent within 30 ft. The target must make a Fortitude save DC 20 or be inflicted with both Deprotect and Deshell status effect for 1d4+1 rounds while taking 6d6 water damage. If they succeed the save, they take half the damage while being inflicted for 1 round of Deprotect and Deshell. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23). [/font][/color]


[color=#000000][font=Times New Roman, serif]Reteethe (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Whenever a megalodon succeeds on a critical they gain +2 temporary strength bonus (max +8) for 4 rounds.[/font][/color]


Shark
A brutal and omnivorous shark that will eat anything - including man. Whether because of some mystic ability or a more mundane coincidence, these sharks often are found dwelling in areas of frequent shipwrecks. Perhaps it was only after first tasting the drowned sailors of such wrecks that these sharks discovered the delights of manflesh, but they now seem to have come to view humans as quite the treat and sometimes appear near human villages.
CR 2 XP 600
N Large Animal (Aquatic)
Init: +5; Senses blindsense 30ft., keen scent; Perception +8


AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 22 (4d8+4)
Fort +7; Ref +5; Will +2
Resist Water 10
Weakness lightning


Speed swim 60 ft.
Melee Bite +5 (1d8+4/19-20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks Reteethe, Swallow whole (1d8+4 damage, AC 12, 2 hp)


Str 17, Dex 12, Con 13, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +7 (+11 grapple); CMD 18
Feats Great Fortitude, Improved Initiative
[color=#000000][font=Times New Roman, serif]Skills Perception +8, Swim +11[/font][/color]


[color=#000000][font=Times New Roman, serif]Reteethe (Ex)[/font][/color]
[color=#000000][font=Times New Roman, serif]Whenever a shark succeeds on a critical they gain +2 temporary strength bonus (max +4) for 4 rounds.[/font][/color]
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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Adding in the following family groups in: Leanan, Wisp, Scorpion, Mantis, Antlion, Rat, Vulture, Golem, Squid, and Shark families. A couple more fey groups, a few more vermin, one set of constructs, and a mixture of magical beast stuff. I'll see if I can get these in my new pdf. I'll have an update later for that.
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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