khan's press monster anthology volume 1

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 Khan’s Press:  K h an s P r ess: Monster Anthology Monster Anthology  Volume 1 Volume 1 by Garth Wright by Garth Wright “Requires the use of the Dungeons Dragons Player’s Handbook, Third Edition, published “Requires the use of the Dungeons & Dragons Player’s Handbook, Third Edition, published by Wizards of the Coast, Inc.”  by Wi zards of the Coast, Inc.” “This product utilizes updated material from the v.3.5 revision.” “This product utilizes updated material from the v.3.5 revision.” KP611  K P6110

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  • Khans Press :Khans Press :

    Monster AnthologyMonster AnthologyVolume 1Volume 1

    by Garth Wrightby Garth WrightRequires the use of the Dungeons & Dragons Players Handbook, Third Edition, published Requires the use of the Dungeons & Dragons Players Handbook, Third Edition, published

    by Wizards of the Coast, Inc.by Wizards of the Coast, Inc.

    This product utilizes updated material from the v.3.5 revision.This product utilizes updated material from the v.3.5 revision.

    KP6110KP6110

  • 2K HA N S P RESS

    Developed, Edited, Produced, Written and Designed

    by

    Garth Wright

    With Contributions by

    Alfred E. Bonnabel IV

    Cover Artwork by

    Garth Wright

    Interior Artwork by

    John Bingham, Matt Bober, David Hendee, Jesse

    Mohn, Sean V. Murray, and Jamie Worthington

    Distributed and Published electronically by

    Khans Press

    Available exclusively through rpgnow.com.

    2004 Khans Press

    Khans Press:Monster Anthology

    Volume ICredits

    Designation of Product Identity: Khans Press and

    all artwork are hereby designated Product Identity.

    Designation of Open Game Content: All monsters,

    feats, and spells are considered Open Game Content.

    Format used under the Open Game License.

    d20 System and the d20 System logo are

    trademarks of Wizards of the Coast, Inc.

    in the United States and other countries

    and are used with permission.

    Dungeons & Dragons and Wizards of the Coast

    are trademarks of Wizards of the coast, Inc. in the

    United States and other countries and are used with

    permission.

  • 3M ons t e r An t h o l og y Vo l um e I

    Table of Contents Introduction 4

    Monsters 5

    Appendix I: Environments and Challenge Ratings 53

    Appendix II: Feats 54

    Appendix III: Spells 56

    Appendix IV: Open Game License 57

    Alphabetical List of Monsters

    Aginillo 5

    Crag Goblin 6

    Crag Goblin Assassin 6

    Daegon 8

    Daegon Sorcerer 8

    Darkness Dweller 10

    Darkness Dweller Ranger 10

    Demon 12

    Devil 20

    Draxxon 21

    Dream/Nightmare 22

    Dream Stalker (demon) 13

    Fiend Mother (demon) 14

    Gheist 24

    Hag 25

    Hell Hag 25

    Impet 27

    Impet Rogue 27

    Horror Wyrm (demon) 15

    Legba (devil) 20

    Leporen 29

    Leporen Monk 29

    Lesser Succubus (demon) 18

    Lesser Succubus Enchantress (demon) 18

    Monolarcoth 31

    Moon Siren 33

    Moon Siren Arcane Trickster 33

    Multiple-Headed Giant 35

    Mutant 37

    Night Terror (demon) 16

    Pariah 39

    Possessor Tick 50

    Prince of Darkness 41

    Puck 43

    Puck Druid 43

    Rip Tick 51

    Sin Parasite (demon) 17

    Stalking Gargoyle 45

    Soul Tick 51

    Soulless 46

    Storm Wolf 48

    Sylvan Harpy 49

    Tick 50

    Vodnick Hag 26

    Vodnick Siren 52

  • 4K HA N S P RESS

    IntroductionThe Khans Press Monster Anthology

    Volume I presents all of the creatures published by

    Khans Press from 2002 and 2003. Thats 33 creatures

    from Tremon: Kingdom of Sorcery, Fringe Races:

    Rogues, and Fringe Campaigns: Soul Harvest.

    While some of the creatures were designed for speci c

    campaign worlds, weve altered them as necessary

    to t into any campaign setting. None of the books

    mentioned above are necessary for the use of this

    book. All of the creatures have been updated to 3.5, and

    many have been extensively changed. Many creatures

    now have sample NPCs included (8 of them). Chapter

    2 provides feats and spells that are often possessed by

    creatures from this book.

    Monsters by Type and Subtype

    Aberration: Monolarcoth, Ticks

    (Aquatic): Vodnik Hag, Vodnik Siren

    Dragon: Draxxon

    (Earth): Stalking Gargoyle

    Fey: Impet, Puck, Sylvan Harpy

    Giant: Three-headed Hill Giant

    (Goblinoid): Crag Goblin

    Humanoid: Crag Goblin, Daegon, Darkness Dweller, Leporen, Moon Siren, Soulless

    (Incorporeal): Gheist

    Magical Beast: Aginillo, Storm Wolf

    Monstrous Humanoid: Hags, Stalking Gargoyle, Vodnik Siren

    Outsider (Chaotic): Demons

    Outsider (Dream/Nightmarish): Dream/Nightmare

    Outsider (Evil): Demons, Devils

    Outsider (Lawful): Devils

    (Reptilian): Daegon

    Undead: Gheist, Pariah

    (Water): Monolarcoth

    How to Use This Book

    GMs will nd this book to be a great source

    of new creatures for their campaign settings. The new

    monsters will give your players something new to face,

    while many of the humanoids can add new elements

    to the common population of your world. Players will

    also nd some use to this book. Many of the creatures

    may be used as playable races or cohorts.

    Note: Spell-like abilities marked with ** are in the

    Appendix III.

  • 5M ons t e r An t h o l og y Vo l um e I

    AginilloHuge Magical Beast

    Hit Dice: 12d10 + 84 (150 hp)

    Initiative: +7

    Speed: 60 ft (10 squares)

    Armor Class: 19 (-2 size, +3 Dex, +8 natural) touch: 11, at-

    footed: 16

    Base Attack/Grapple: +12/+28

    Attack: Hoof +18 melee (1d8+8)

    Full Attack: 2 Hooves +18 melee (1d8+8), Bite +16 melee

    (2d6+4), Tail Mace +16 melee (2d8+4)

    Space/Reach: 15 ft./10 ft.

    Special Attacks: Eye rays

    Special Qualities: Damage reduction 10/magic, spell resistance

    20

    Saves: Fort +15, Ref +13, Will +5

    Abilities: Str 26, Dex 17, Con 25, Int 4, Wis 13, Cha 10

    Skills: Listen +18*, Spot +10

    Feats: Alertness, Endurance, Improved Initiative, Lightning

    Re exes, Multiattack

    Environment: Temperate forest, hills, and plains

    Organization: Solitary, pair, or pack (6-10)

    Challenge Rating: 8

    Treasure: None

    Alignment: Always neutral

    Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)

    Level Adjustment: -

    Strange black rays blast from the mammoth creatures eyes and your companion falls dead next to you. Its club tail swishes in anticipation as you approach.

    The aginillo is

    fearsome beast searching

    for prey with its deadly

    eye rays.

    The aginillo is a

    strange creature, covered

    in a hard leathery skin with

    mystic symbols as natural

    patches on its skin. Their

    tail ends in a ball-like mace

    that is used for defense

    if anything gets past its

    eye rays. Carnivorous by

    nature, they are big enough

    to eat almost anything that

    moves. Aginillos are too

    big for stealth, but use

    their powerful ears to locate prey. They average about

    30 feet in length, standing about 15 feet to shoulder,

    though their long necks stretch another 7 feet.

    When aginillos gather together in packs,

    they will sometimes attack isolated settlements with

    minimal defenses. Tearing through villages and

    hamlets, aginillos leave the population decimated as

    they carry off whatever victims they can.

    COMBAT

    Agilillos only have to get close enough to use

    their eye rays to bring down prey. Their sharp hooves,

    bite, and strange mace-like tail attack creatures that

    get too close.

    Eye Rays (Su): Every 1d4 rounds, the aginillo

    may re eye rays as the spell nger of death (as a 12th level caster).Only one creature may be targeted at a

    time. These eye rays are used for quickly bringing

    down prey more often than defending itself.

    Skills: *Aginillos receive a +6 racial bonus to

    Listen checks.

    Originally published in Tremon: Kingdom of Sorcery.

  • 6K HA N S P RESS

    Crag GoblinThe creature above you is no bird, but appears as a lanky humanoid with a membrane on its arms allowing ight.

    Gliding high amongst the crags from ledge to

    ledge, the crag goblins are a race that has forsaken the

    earth for the skies.

    Crag goblins are tall, thin goblins, with a large

    skin membrane beneath both arms, allowing for the

    catching of air currents to carry them aloft from peak

    to peak. Their eyes are large and yellow, and grant

    them excellent vision. Feet with sharp claws allow for

    catching onto the rocky ledges where they make their

    homes. They are roughly the size of elves.

    While not a true ying race, the crag goblins

    nevertheless have decent control over their aerial

    environment, with entire tribes claiming several

    mountain peaks in an area. While not averse to preying

    upon those who enter their domains, these lithe goblins

    often herd mountain goats, showing more of a civil

    nature than their other goblin cousins.

    Crag goblins speak Goblin. Some speak

    Common, Auran and Sylvan.

    COMBAT

    When forced to ght, or defending their

    territory, the crag goblin prefers to swoop in silently

    and sneak attack his opponent. Though rarely used,

    the crag goblin can attack with the claws on his legs

    as long as he is airborne. Within the crag goblins

    territory, there are often elaborate traps that drop down

    upon unsuspecting intruders.

    Flight (Ex): The skin membranes allow the

    crag goblin to y. However, they are not strong enough

    to lift the crag goblin from the ground unless there is

    also a strong wind. The membranes are mainly used to

    glide.

    Crag Goblin, 1st-Level WarriorCrag Goblin Assassin, 5th-Level Rogue/6th-Level

    Assassin

    Medium Humanoid (Goblinoid) Medium Humanoid (Goblinoid)

    Hit Dice: 1d8+2 (6 hp) 5d6 + 6d6 (37 hp)

    Initiative: +2 (Dex) +4 (Dex)

    Speed: 30 ft. (6 squares), y 40 ft. (poor) 30 ft. (6 squares), y 40 ft. (poor)

    Armor Class: 12 (+2 Dex) touch: 12, at-footed: 1017 (+4 Dex, +2 +2 bracers of armor, +1 +1 ring of protection) touch: 17, at-footed: 13

    Base Attack/Grapple: +1/-1 +7/+7

    Attack: Light mace +3 melee (1d6-2) Short sword +8 melee (1d8+1)

    Full Attack:Light mace +3 melee (1d6-2), or 2 claws +3 melee

    (1d4-2)

    Short sword +8/+3 melee (1d8+1), or 2 claws +7

    melee (1d4)

    Space/Reach: 5 ft./5 ft. 5 ft./5 ft.

    Special Attacks: - Death attack, sneak attack +6d6

    Special Qualities: Flight

    Evasion, ight, improved uncanny dodge, save

    against poison +3, trap sense +1, trap nding,

    uncanny dodge

    Saves: Fortitude +4, Re ex +2, Will +0 Fortitude +3, Re ex +13, Will +3

    Abilities: Str 7, Dex 15, Con 14, Int 10, Wis 11, Cha 6 Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 10

    Skills:Balance +4*, Climb +6*, Jump +6*, Search +4*,

    Spot +4*, Tumble +4*

    Balance +22*, Climb +12*, Disguise +14, Hide

    +18, Jump +14*, Move Silently +18, Open Lock

    +16, Search +20*, Spot +12*, Tumble +16*

    Feats: Weapon Finesse Dodge, Flyby Attack, Mobility, Spring Attack

    Environment: Temperate mountains Temperate mountains

    Organization:

    Solitary, nest (4-9), swarm (10-20), or tribe (21-200

    plus 100% noncombatants plus 1 3rd level sergeant

    per 20 adults, 1 or 2 lieutenants of 4th or 5th level,

    1 tribal elder of 6th-10th level, 1-2 giant eagles, 1

    storm giant (20% chance))

    Solitary

    Challenge Rating: 1 12

    Treasure: StandardStandard (including bracers of armor +2, ring of protection +1, short sword +1)

    Alignment: Usually neutral evil chaotic evil

    Advancement: By character class By character class

    Level Adjustment: +1 +1

  • 7M ons t e r An t h o l og y Vo l um e I

    Skills: *Crag goblins gain a +2 racial bonus to

    Balance and Tumble checks, and a +4 racial bonus to

    Climb, Jump, Search, and Spot checks.

    CRAG GOBLIN ASSASSIN

    Often crag goblins will train as assassins for

    special missions for their race. These creatures take full

    advantage of attacking from high perches, swooping

    in unnoticed.

    COMBAT

    Assassin Special Abilities: Save against poison +3,

    death attack (save DC 18), improved uncanny dodge,

    poison use.

    Rogue Special Abilities: Evasion, sneak attack +6d6,

    trap sense +1, trap nding, uncanny dodge.

    Assassin Spells Known: (Asn --/5/5/3; save DC 12 + spell level): 1st -- Detect Poison, Disguise Self, Feather Fall, Ghost Sound, Jump, Obscuring Mist, Sleep, True Strike; 2nd -- Alter Self, Cat`s Grace, Darkness, Deep Slumber, Fox`s Cunning, Illusory Script, Invisibility, Pass without Trace, Spider Climb, Undetectable Alignment; 3rd -- Deeper Darkness, False Life, Magic Circle against Good, Misdirection,

    Nondetection.

    CRAG GOBLIN SOCIETY

    Like regular goblins, crag goblins are tribal,

    and still base much of their tribal nature on that of

    their earthbound cousins. Unlike goblins, crag goblins

    choose a tribal elder based on age, experience, and

    wisdom. Crag goblins live in small caves in nests,

    made up of multiple families with similar interests. As

    with regular goblins, crag goblins have no concept of

    privacy; even the tribal elder is part of a nest. Crag

    goblins keep themselves apart from most other races,

    and raise mountain goats for food and milk. Very

    rarely do they ever venture down low enough to raid

    villages, and only if the tribe has come upon hard times.

    Anyone entering their territory uninvited is fair game.

    Crag goblins will sometimes form alliances with giant

    eagles and storm giants, but avoid their goblinoid

    cousins. Crag goblin tribes have noncombatant young

    equal in number to the adults, and are responsible for

    the well being of the mountain goat herds.

    Crag goblins worship the god Aeir, whose

    domains are Air, Chaos and Sun. Aeir raised the crag

    goblins from the earth and gave them the gift of ight,

    and the faith that through freedom they can ascend

    their earthly dependence.

    CRAG GOBLINS AS CHARACTERS

    Crag goblins tend to be rogues. Crag goblin

    clerics worship Aeir. A crag goblin cleric has access to

    two of the following domains: Air, Chaos, or Sun.

    Crag goblin characters possess the following

    racial traits.

    -4 Str, +2 Dex, +2 Con, +2 Wis, -2 Cha

    Medium size.

    A crag goblins base land speed is 30 feet. A

    crag goblins ight speed is 40 feet, with clumsy

    maneuverability.

    +4 racial bonus to Climb, Jump, Search and Spot

    checks.

    +2 racial bonus to Balance and Tumble checks.

    Automatic Languages: Goblin and Common. Bonus

    Languages: Auran and Sylvan.

    Favored Class: Rogue.

    Level adjustment: +1.

    The crag goblin warrior presented here had the

    following ability scores before racial adjustments: Str

    11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

    Originally published in Fringe Races: Rogues.

  • 8K HA N S P RESS

    Daegon, 1st-Level Warrior Daegon Sorcerer, 17th-Level Sorcerer

    Medium Humanoid (Reptilian) Medium Humanoid (Reptilian)

    Hit Dice: 1d8 (8 hp) 17d4 (44 hp)

    Initiative: +0 +7

    Speed: 30 ft. (6 squares) 30 ft. (6 squares),

    Armor Class:16 (+2 natural armor, +4 scale mail), touch: 16, at-

    footed: 10

    22 (+3 Dex, +2 natural armor, +3 +3 ring of protection, +4 +4 bracers of armor), touch: 20, at-footed: 19

    Base Attack/Grapple: +1/+3 +8/+10

    Attack: Greataxe +3 melee (1d12+3) Morningstar +13 melee (1d8+5)

    Full Attack:Bite +3 melee (1d6+2), 2 claws -2 melee (1d4+1) or

    Greataxe +3 melee (1d12+3)

    Bite +10 melee (1d6+2), 2 claws +5 melee (1d4+1)

    or morningstar +13/+8 melee (1d8+5)

    Space/Reach: 5 ft./5 ft. 5 ft./5 ft.

    Special Attacks: Breath weapon: 30 ft. cone of corrosive (acid) gas Breath weapon: 30 ft. cone of corrosive (acid) gas

    Special Qualities:Darkvision 60 ft.; immunity to acid, sleep effects

    and paralysis

    Darkvision 60 ft.; immunity to acid, sleep effects

    and paralysis, spells

    Saves: Fortitude +2, Re ex +0, Will -3 Fortitude +5, Re ex +8, Will +8

    Abilities: Str 15, Dex 11, Con 10, Int 12, Wis 5, Cha 10 Str 15, Dex 16, Con 10, Int 10, Wis 6, Cha 23

    Skills:Bluff +2*, Climb +2, Hide -2*, Intimidate +4, Jump

    +2, Move Silently -2*

    Bluff +12*, Concentration +12, Craft (Alchemy)

    +4, Hide +5*, Move Silently +5*, Spellcraft +20

    Feats: Power Attack

    Combat Casting, Dodge, Greater Spell Penetration,

    Improved Initiative, Spell Focus: Evocation, Spell

    Penetration

    Environment: Any Any

    Organization: Solitary Solitary

    Challenge Rating: 2 19

    Treasure: Standard

    Standard (including ring of protection +3, bracers of armor +4, cloak of Charisma +4, morningstar +3)

    Alignment: Usually neutral Usually neutral

    Advancement: By character class By character class

    Level Adjustment: +2 +2

    DaegonThe reptilian creature looks like a green dragon in humanoid form.

    Daegons are reptilian humanoids who are

    distantly related to green dragons by some forgotten

    magic experiment.

    Daegons stand slightly taller than humans, with

    a build similar to half-orcs. Their skin is smooth and

    scaly, with various hues of green. The human heritage

    is evident in the daegons eyes, which appear human

    in shape and position, though above a draconic snout.

    Daegons also have claws and a long tail, giving them

    more of a draconic appearance, but do not have wings.

    They have the lifespan of an elf.

    Daegons speak Common and Draconic.

    COMBAT

    Daegons prefer direct combat, and attempt to

    eliminate as many of their enemies as possible with

    their breath weapon. While some prefer weapons,

    others are just as happy using their natural attacks.

    Breath Weapon: The daegon may breathe a

    corrosive cone of gas usable once per day. A daegons

    breath weapon deals 6d8 points of damage. A successful

    Re ex save (DC 10 + daegons HD + daegons Con

    modi er) reduces damage by half.

    Skills: *Daegons gain a +2 racial bonus to

    Bluff, Hide, and Move Silently checks.

    DAEGON SORCERER

    Daegons who become sorcerers follow their

    natural magical heritage, utilizing their spells over

    their natural attacks.

    Breath Weapon: The daegon may breathe a

    corrosive cone of gas usable once per day. A daegons

    breath weapon deals 6d8 points of damage. A successful

    Re ex save (DC 18) reduces damage by half.

  • 9M ons t e r An t h o l og y Vo l um e I

    Typical Sorcerer Spells Known: (Sor 6/8/8/7/7/7/7/6/4; save DC 16 + spell level (Evocation

    save DC 17 + spell level.) ): 0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Message, Read Magic; 1st -- Burning Hands, Charm Person, Disguise Self, Magic Missile, Shocking Grasp; 2nd -- Blur, Darkness, Flaming Sphere, Acid Arrow, See Invisibility; 3rd -- Daylight, Fireball, Fly, Lightning Bolt; 4th -- Charm Monster, Ice Storm, Invisibility, Greater, Wall of Fire; 5th -- Baleful Polymorph, Cone of Cold, Dominate Person, Passwall; 6th -- Acid Fog, Chain Lightning, Dispel Magic, Greater; 7th -- Delayed Blast Fireball, Finger of Death, Reverse Gravity; 8th -- Incendiary Cloud, Sunburst.

    DAEGON SOCIETY

    Daegons do not have their own lands, preferring

    acclimation into other cultures. Their dwellings usually

    appear well kept, if not a little stuffy, and usually

    simple and unadorned on the outside, hiding the are

    and dazzle and design talent that the daegon surrounds

    herself with inside. A daegon could be encountered

    in a bustling city just as easily as in a small village.

    Daegons are quiet and reserved, often trying to meld

    into the shadows to hide their differences. An angered

    daegon is fearsome to behold, and few would risk

    putting themselves in such a position. Daegons

    enjoy wealth. They surround themselves with

    like-minded individuals who enjoy extravagant

    comforts. Many are attracted to the life of a

    merchant, relishing the acquisition of new

    merchandise with hints of magic. They do not

    travel much, but seek areas to settle for many

    years. Indeed, many may spend an entire

    lifetime in one area.

    DAEGONS AS CHARACTERS

    Daegons favor sorcerers, for their

    draconic heritage ows thick in their blood.

    Daegon clerics may worship any deity.

    Daegon characters possess the

    following racial traits.

    +2 Str, -2 Con, +2 Int, -4 Wis, +2 Cha

    Medium size.

    A daegons base land speed is 30 feet.

    Darkvision out to 60 ft.

    The daegon may breathe a

    corrosive cone of gas usable

    once per day. A daegons breath

    weapon deals 6d8 points of damage. A successful

    Re ex save (DC 10 + daegons HD + daegons Con

    modi er) reduces damage by half.

    Immunity to acid, paralysis, and sleep effects.

    +4 racial bonus to Bluff, Hide and Move Silently

    checks.

    Automatic Languages: Draconic and Common.

    Bonus Languages: Elven and Sylvan.

    Favored Class: Sorcerer.

    Level Adjustment: +2.

    The daegon warrior presented here had the

    following ability scores before racial adjustments: Str

    13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

    Originally published in Tremon: Kingdom of Sorcery.

  • 10

    K HA N S P RESS

    Darkness Dweller, 1st-Level Warrior Darkness Dweller Ranger, 11th-Level Ranger

    Medium Humanoid Medium Humanoid

    Hit Dice: 1d8 (8 hp) 11d8 (53 hp)

    Initiative: +5 +5

    Speed: 30 ft. (6 squares) 30 ft. (6 squares)

    Armor Class:14 (+1 Dex, +3 studded leather), touch: 11, at-

    footed: 13

    18 (+2 Dex, +4 +3 leather, +2 amulet of natural armor), touch: 14, at-footed: 17

    Base Attack/Grapple: +1/+2 +11/+14

    Attack: Short sword +2 melee (1d6+1) Longbow, Composite (+3 Str) +17 ranged (1d8+7)

    Full Attack:Short sword +2 melee (1d6+1) or shortbow +2

    melee (1d6)

    Longbow, Composite (+3 Str) +17/+12/+7 ranged

    (1d8+7), or longsword +16/+11/+6 melee

    Space/Reach: 5 ft./5 ft. 5 ft./5 ft.

    Special Attacks: - Favored enemies

    Special Qualities: Blindsight: 40 ft., light blindnessBlindsight: 40 ft., evasion, light blindness, swift

    tracker, wild empathy, woodland stride

    Saves: Fortitude +2, Re ex +1, Will -1 Fortitude +7, Re ex+8, Will +5

    Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 8, Cha 9 Str 15, Dex 13, Con 10, Int 12, Wis 14, Cha 10

    Skills:Climb +6*, Escape Artist +2*, Hide +4*, Jump +4*,

    Listen +7*, Move Silently +4*, Swim -2

    Climb +19*, Concentration +2, Escape Artist +3*,

    Handle Animal +2, Heal +4, Hide +19*, Jump +19*,

    Listen +24*, Move Silently +19*, Survival +16,

    Swim +0, Use Rope +7

    Feats: Improved Initiative

    Endurance, Improved Critical: Longbow, composite,

    Improved Initiative, Improved Precise Shot,

    Manyshot, Point Blank Shot, Rapid Shot, Track,

    Weapon Focus: Longbow, composite

    Environment: Underground Underground

    Organization:

    Solitary, pair, patrol (5-20, plus 1 5th level rogue

    and 1 3rd level ghter), tribe (21-100, plus 100%

    noncombatants plus 1 3rd level ghter per 20 adults,

    1 or 2 rogues of 4th or 5th level, 1 leader of 6th-10th

    level)

    Solitary, pair, patrol (5-20, plus 1 5th level rogue

    and 1 3rd level ghter)

    Challenge Rating: 1 11

    Treasure: Standard

    Standard (including Longbow, composite ( +3 Str Bonus) +4, longsword +2, leather +3, gauntlets of ogre power +2, amulet of natural armor +2)

    Alignment: Usually lawful neutral Neutral

    Advancement: By character class By character class

    Level Adjustment: +1 +1

    Darkness DwellerDespite the blindfold, the human in front of you

    seems to watch your every move.

    Darkness dwellers are humans that have

    forsaken the surface world for a life of eternal darkness

    underground.

    Darkness dwellers look human, though most

    have black hair and extremely pale skin. Their eyes

    have lost their color pigmentation, and are large white

    orbs with large black pupils. They often hide their

    eyes behind blindfolds. The darkness dwellers sense

    of hearing has completely replaced his sense of sight,

    and most light blinds the darkness dweller.

    Darkness dwellers speak Common,

    with some Dwarven and Gnome.

    COMBAT

    Darkness dwellers are masters of patience,

    waiting, hidden, to strike when the enemy least expects

    it. Often, their foes dont even know theyre there until

    it is too late. Traps too are used to limit the enemys

    numbers.

    Blindsight (Ex): Darkness dwellers can use

    hearing and scent to ascertain others as a sighted

    creature could, with a range of 40 feet. Darkness

    dwellers may use a Listen check instead of a Search

    or Spot check.

    Light Blindness (Ex): Darkness dwellers

    receive a -4 racial penalty to all attacks, damage,

    saves, and skill checks in bright light. Most darkness

    dwellers avoid this by wearing a blindfold at all times.

    Almost any light is considered bright if the darkness

    dweller hasnt been slowly exposed.

  • 11

    M ons t e r An t h o l og y Vo l um e ISkills: *Darkness dwellers gain a +2 racial

    bonus to Climb, Escape Artist, and Jump checks, +4

    racial bonus to Hide and Move Silently checks, and a

    +8 racial bonus to Listen checks.

    DARKNESS DWELLER RANGER

    The darkness dweller ranger is a lone scout

    that is a master of the subterranean world.

    COMBAT

    The darkness dweller ranger prefers ranged

    combat, attacking from a distance in the dark, trusting

    to sound to know where his foe is.

    Ranger Special Abilities: 1st favored enemy:

    dragons +4, 2nd favored enemy: aberrations +4, 3rd

    favored enemy: oozes +2; Track, wild empathy,

    Rapid Shot, Endurance, animal companion,

    Manyshot, woodland stride, swift tracker,

    evasion, Improved Precise Shot.

    Typical Ranger Spells Known: (Rgr --/2/2; save DC 12 + spell level): 1st --

    Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature`s Ally I; 2nd -- Barkskin, Bear`s Endurance, Cat`s Grace, Cure Light Wounds, Hold Animal, Owl`s Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature`s Ally II, Wind Wall.

    DARKNESS DWELLER SOCIETY

    Darkness dwellers tend to be

    tribal, forming small villages deep within

    the earth. Dwellings are never permanent,

    and always able to be abandoned at a

    moments notice. Survival for darkness

    dwellers is based upon adaptability. Much

    of their survival skills have been taken

    from alliances with dwarves and gnomes.

    Noncombatants number equal to 100% of

    those who can ght; everyone is trained to

    run and escape as necessary, if necessary.

    Mining and scavenging are what darkness

    dwellers do best. Mining makes for trade

    with other races, for materials

    harder to get underground. Most darkness dwellers

    scavenge, however. Darkness dwellers form into

    patrols, which ambush other races in the subterranean

    world. They prey on dark elves and other evil races

    extensively. Evil patrols do not focus on just evil

    races; everyone is fair game, including other dwellers.

    Darkness dwellers do not have one single principal

    deity. When they rst entered the earth ages ago, they

    brought their gods with them.

    DARKNESS DWELLERS AS CHARACTERS

    A darkness dwellers favored class is rogue.

    They are masters of in ltrating dark and dangerous

    places, and are also masters of stealth. Darkness

    dweller clerics may follow any deity worshipped by

    other human races.

    Darkness dweller characters possess the

    following racial traits.

    Medium size.

    A darkness dwellers base land speed is 30

    feet.

    Blindsight out to 40 ft.

    Light blindness: Darkness dwellers

    receive a -4 racial penalty to all attacks,

    damage, saves, and skill checks in bright

    light. Most darkness dwellers avoid this

    by wearing a blindfold at all times.

    Almost any light is considered bright

    if the darkness dweller hasnt been

    slowly exposed.

    +2 racial bonus to Climb, Escape

    Artist, and Jump checks

    +4 racial bonus to Hide and Move

    Silently checks

    +8 racial bonus to Listen checks

    Automatic Language: Common.

    Bonus Languages: Dwarven,

    Draconic, Gnome, and Goblin.

    Favored Class: Rogue.

    Level Adjustment: +1.

    The darkness dweller warrior

    presented here has the following

    ability scores before racial

    adjustments: Str 13, Dex 12, Con 11,

    Int 10, Wis 8, Cha 9

    Originally published in Fringe Races: Rogues.

  • 12

    K HA N S P RESS

    DEMONNEW COMMON SPECIAL ATTACKS

    POSSESSION

    Humanoids with a low wisdom and/or Will save

    risk a dangerous threat. Some demons have the power

    of possession. If the end succeeds, his entire form

    takes over the humanoid. Fiends who use possession

    may enter any creature that they can overcome the

    Will of.

    Fiends with the special quality of possession

    may attempt to possess an individual. Any vacant body,

    such as an individual astral projecting out of his body

    may nd himself unable to return, as a end easily

    slips into it, unless defensive measures have been

    taken. Soulless individuals, such as one who has had a

    end harvest his soul and left him to live, also cannot

    defend from a end entering his body. As long as the

    subject is in his body, he is allowed a Will save (DC

    10 + Cha Modi er + HD of end) against the end.

    To possess, the end must rst attempt a successful

    grapple. Once the subject is grappled, he must succeed

    at making the Will save. If the save is successful, the

    end may not make another attempt to possess that

    individual for 24 hours. If the subject fails the save,

    the subject is trapped in the body with the end.

    Fiends become in complete control of empty

    bodies. Those possessed through force may be

    controlled by either intelligence. Fiend and subject

    may make opposed Wisdom checks every hour to see

    who is in control at a given time. A end may leave

    the possessed individual, though most prefer to remain

    in the body until the body is eventually destroyed

    (through various self-destructive acts caused by the

    ends whims). Once a end is in possession, nothing

    short of a powerful exorcism spell can remove him from the body. It becomes immune to any dispelling

    spells or abilities, though is still affected by things

    that affect alignment, or affects against outsiders that

    would do it harm otherwise.

    SOUL HARVEST

    Soul harvesting is the ability of a end to remove

    the soul from a living creature. Soul harvesting is done

    in many different ways, though the most common is

    for the end to eat the heart or brain of the victim.

    More powerful ends have ways to rip the soul from

    a living creature. This makes them soulless (see the

    Soulless Template).

    Harvested souls are usually consumed by the

    end for greater strength. However, many have the

    ability to store souls. When a soul is consumed, it

    bestows upon the end additional abilities, for 1 hour

    per HD of the consumed creature. Stored souls must be

    kept in some type of container, and may also be used

    to grant other powers and abilities on the possessor of

    the stored soul.

    While each end tends to harvest souls

    differently, it grants the end additional temporary

    enhancements for 1 hour per HD of the creature whose

    soul was consumed. Fiends will often use these boosts

    of power to challenge rivals. When large amounts of

    souls are claimed by demons, often large scale war

    erupts until the new power structure is realized. The

    easiest way to show the change is to increase the HD

    (and all of the abilities that increase with the extra

    HD) by one for each soul consumed. As an alternative,

    you could make the increase permanent. The end

    must consume twice as many souls as its current HD

    to gain the additional HD, as though it had gained

    enough experience to increase in HD. Obviously,

    these soul harvest rules will not work, and should

    not be used, for player characters, who should stick

    to the rules presented through the feats that allow for

    the soul harvest ability in others (Soul harvesting feats

    are presented in the book Fringe Campaigns: Soul

    Harvest.).

    DEMON QUALITIES

    A slain demon cannot be raised or resurrected,

    though a wish or miracle spell can restore it to life. Demon Traits: Most demons possess the

    following traits (unless otherwise noted in a creatures

    entry).

    Darkvision (Ex): Demons have darkvision

    with a range of 60 ft.

    Immunities (Ex): Demons are immune to

    poison and electricity.

    Resistances (Ex): Demons have cold, re, and

    acid resistance 10.

    Summon (Sp): Many demons share the ability

    to summon others of their kind (the success chance

    and type of demon summoned are noted in each

    monster description). Demons are often reluctant

    to use this power until in obvious peril or extreme

    circumstances.

    Telepathy (Su): Demons can communicate

    telepathically with any creature within 100 ft. that has

    a language. Except where otherwise noted, demons

    speak Abyssal, Celestial, and Draconic.

  • 13

    M ons t e r An t h o l og y Vo l um e I

    Demon: Dream StalkerMedium Outsider (Chaotic, Evil, Extraplanar)

    Hit Dice: 1d8+1 (5 hp)

    Initiative: +9

    Speed: 30 ft. (6 squares)

    Armor Class: 19 (+4 natural, +5 Dex), touch 15, at-footed 14

    Base Attack/Grapple: +1/+1

    Attack: Slam +1 melee (1d4)

    Full Attack: 2 Slams +1 melee (1d4)

    Damage: Slam 1d4

    Face/Reach: 5 ft./5 ft.

    Special Qualities: Create dream stalker, demon qualities, soul

    harvest, spell resistance 12, summon demon, track

    Saves: Fortitude +3, Re ex +7, Will +4

    Abilities: Str 10, Dex 21, Con 12, Int 8, Wis 14, Cha 11

    Skills: Hide +7, Listen +3, Move Silently +6, Spot +3, Survival

    +8*

    Feats: Improved Initiative

    Environment: Abyss or the Plane of Dreams

    Organization: Solitary, pair, or gang (3-5)

    Challenge Rating: 1

    Treasure: none

    Alignment: Always chaotic evil

    Advancement: 2-3 HD (Medium-size)

    Level Adjustment: -

    You awaken from a nightmare to nd the strange featureless being from your dream leaning over you, its hands around your throat.

    Dream stalkers are featureless humanoid

    demons that stalk sleeping creatures through the Plane

    of Dreams.

    The esh of a dream stalker is white and rubbery,

    with no discernable features except for two large black

    eyes. They do not wear any form of clothing, and

    appear genderless. Dream stalkers spend almost all

    of their time in the Plane of Dreams and venture into

    the Material Plane only to take souls.

    Dream stalkers do not speak except through

    telepathy.

    COMBAT

    Dream stalkers track sleeping creatures by

    detecting their dreams from the Plane of Dreams. Once

    found, the dream stalker emerges into the Material

    Plane from the dream and attacks, bludgeoning the

    victim with its sts. If an opponent is too strong, the

    dream stalker will attempt to ee to another sleeping

    individual and enter his dreams.

    Create Dream Stalker (Ex): The corpses of

    victims whose souls have been consumed by a dream

    stalker rise in 24 hours as dream stalkers.

    Soul Harvest (Su): Dream stalkers consume

    the souls of victims after they kill them. Dream stalkers

    never save souls.

    Spell-like Abilities: At will - darkness, dream scrying**, dream walk**; 1/day - sleep (DC 11). Caster level 1st. The save DC is Charisma based.

    Summon Demon (Sp): Once per day, the dream

    stalker may attempt to summon another dream stalker

    with a 35% chance of success.

    Skills: *Dream stalkers receive a +4 racial bonus to

    Survival checks in the Plane of Dreams.

    Originally published in Fringe Campaigns: Soul Harvest.

  • 14

    K HA N S P RESS

    Demon: Fiend MotherHuge Outsider (Chaotic, Evil, Extraplanar)

    Hit Dice: 17d8+136 (212 hp)

    Initiative: +4 (Improved Initiative)

    Speed: 10 ft. (2 squares)

    Armor Class: 18 (-2 size, +10 natural), touch 8, at-footed 18

    Base Attack/Grapple: +17/+45

    Attack: Tendril +26 melee (2d6+11)

    Full Attack: 2 Tendrils +26 melee (2d6+11), Bite +21 melee

    (1d8+4)

    Space/Reach: 15 ft./10 ft.

    Special Attacks: Constrict (2d6+11), Tendril Grapple, Swallow

    Whole

    Special Qualities: Birth ends, demon qualities, damage

    reduction 10/cold iron or good, soul harvest, spell-like abilities,

    spell resistance 28

    Saves: Fortitude +18, Re ex +12, Will +14

    Abilities: Str 33, Dex 10, Con 27, Int 13, Wis 14, Cha 15

    Skills: Bluff +22, Concentration +28, Diplomacy +24, Handle

    Animal +22, Intimidate +24, Knowledge (Arcana) +21,

    Knowledge (Religion) +21, Spellcraft +16

    Feats: Cleave, Combat Re exes, Improved Initiative, Iron Will,

    Lightning Re exes, Power Attack

    Environment: Abyss

    Organization: Solitary

    Challenge Rating: 17

    Treasure: Double standard

    Alignment: Always chaotic evil

    Advancement: 18-34 HD (Huge), 35-45 HD (Gargantuan), 46-

    51 (Colossal)

    Level Adjustment: -

    The huge beast looks like nothing but a hill of esh with a mouth, and waving tendrils waiting for you to approach.

    Fiend mothers are enormous

    bags of esh that swallow other

    creatures, to later release them,

    reborn as ends.

    Fiend mothers are

    feared by all, including other

    demons. They have an insatiable

    appetite, consuming anything they

    can catch. Non- endish creatures

    suffer a worse fate after being

    consumed; that of rebirth. Fiend

    mothers grow up to 30 feet in

    length, and about 16 feet high.

    Their incredible mass weighs

    around 30,000 lbs. Having no

    legs, end mothers move very

    slowly, and look like nothing so

    much as giant slugs creeping along.

    Most prefer to set up underground

    lairs, luring creatures into their lair

    for consumption.

    Fiend mothers do not have

    to consume other creatures to give birth. As nasty as it sounds,

    they can also breed with other creatures. Once every six months,

    the end mother seeks out another end to mate with (any type

    of end). Five months later, another end mother is created. The

    breeding male is consumed after mating, like any other creature.

    COMBAT

    Fiend mothers prefer to use their spell-like abilities to

    force creatures into their mouth for consumption. They often

    keep some lesser demons nearby to defend them, as it is usually

    impossible for them to retreat. Still, end mothers can easily

    defend themselves from most creatures, using their two tendrils

    to grapple and swallow foes.

    Birth Fiends (Su): Creatures consumed and soul

    harvested by end mothers are reborn 24 hours later from the

    end mother as a similar creature, but with the end template.

    The new creature is born living, even if originally consumed

    dead.

    Constrict (Ex): A end mother deals automatic tendril

    damage with a successful grapple check.

    Soul Harvest (Su): Fiend mothers consume the souls of

    victims by swallowing and consuming the bodies whole, whether

    alive or dead (though they cannot have been dead for more

    than 6 hours). Once the creature dies within it, the end mother

    consumes the soul. Any creature that has its soul consumed cannot

    be brought back by any means. A end mother may choose to

    save the soul for power.

    Swallow Whole (Ex): The end mother can try to

    swallow a grabbed opponent of Medium or smaller size by

    making a successful tendril grapple check. Once inside, the

    opponent takes 2d8+8 points of crushing damage plus 2d8+6

    points of acid damage per round from the end mothers digestive

    juices. A swallowed creature can cut its way out by dealing 50

    points of damage to the end mothers digestive tract (AC 25).

    Once the creature exits, muscular action closes the hole; another

    swallowed opponent must cut its own way out. The

    end mothers gullet can hold 2 Medium, 8 Small,

    or 32 Tiny or smaller creatures.

    Tendril Grapple (Ex): To

    use this ability, the end mother

    must hit with a tendril attack.

    It can then attempt to start

    a grapple as a free action

    without provoking an

    attack of opportunity.

    If it wins the grapple

    check, it establishes

    a hold and can

    constrict or

    swallow whole.

    S p e l l -

    like Abilities: At

    will - darkness; 1/day - soul sphere**

    (DC 19), stinking cloud (DC 15), teleport, greater (DC 19), unholy

    blight (DC 16); 3/day - dominate monster (DC 21). Caster level 17th. The save DC is Charisma based.

    Originally published in Fringe Campaigns: Soul Harvest.

  • 15

    M ons t e r An t h o l og y Vo l um e I

    Demon: Horror WyrmLarge Outsider (Chaotic, Evil, Extraplanar)

    Hit Dice: 20d8+120 (210 hp)

    Initiative: +6 (Dex)

    Speed: 50 ft. (10 squares), y 90 ft. (clumsy)

    Armor Class: 30 (+6 Dex, -1 size, +15 natural), touch 15, at-

    footed 24

    Base Attack/Grapple: +20/+33

    Attack: Claw +29 melee (1d6+10)

    Full Attack: 4 claws +29 melee (1d6+10), bite +27 melee

    (1d8+5), tail +27 melee (1d6+5)

    Space/Reach: 10 ft./5 ft.

    Special Attacks: Rend (2d6+15)

    Special Qualities: Demon qualities, damage reduction 15/cold

    iron and good, spell resistance 31, summon demon

    Saves: Fortitude +18, Ref lex+18, Will +11

    Abilities: Str 30, Dex 23, Con 23, Int 16, Wis 8, Cha 20

    Skills: Appraise +10, Bluff +28, Diplomacy +32, Gather

    Information +28, Intimidate +30, Knowledge (The Planes) +9,

    Listen +22, Move Silently +29, Search +26, Sense Motive +22,

    Survival +22

    Feats: Combat Re exes, Flyby Attack, Improved Sunder,

    Multiattack, Power Attack, Snatch, Wingover

    Environment: Abyss

    Organization: Solitary

    Challenge Rating: 18

    Treasure: Double standard

    Alignment: Always chaotic evil

    Advancement: 21-30 HD (Large), 31-40 HD (Huge), 41-50 HD

    (Gargantuan), 51-60 HD (Colossal)

    Level Adjustment: -

    This creature looks like a dragon crossed with a scorpion, and gleefully drops into combat.

    Horror wyrms are large, six-legged endish

    reptiles that appear similar to dragons.

    Horror wyrms are ferocious multi-legged

    creatures, covered in thick black and red scales. Small

    jagged horns cover their hide, and their long tails slash

    like a scythe. These powerful creatures sometimes

    serve as mounts to powerful demons.

    Horror wyrms delight in tormenting weaker

    foes, allowing them to live on for days. They will often

    allow them to escape so that they may capture them

    once again. Most foes of the hell wyrm end up ripped

    to shreds.

    COMBAT

    Horror wyrms never judge a battle, but dive in,

    ripping as many to shreds as possible. They dont ght

    with strategy, but relish a seemingly random deadly

    chaos.

    Rend (Ex): A horror wyrm that strikes with two

    claws latches onto the opponents body and tears into

    him. This attack automatically deals an extra 2d6+15

    points of damage. If the horror wyrm connects with all

    four claws, they too may rend (Another 2d6+15 points

    of damage).

    Summon Demon (Sp): Once per day, the

    horror wyrm may attempt to summon another hell

    wyrm with a 35% chance of success.

    Originally published in Fringe Campaigns: Soul Harvest as the Hell Wyrm.

  • 16

    K HA N S P RESS

    Demon: Night TerrorSmall Outsider (Chaotic, Evil, Extraplanar)

    Hit Dice: 1d8 (4 hp)

    Initiative: +7 (Dex)

    Speed: 50 ft. (10 squares)

    Armor Class: 19 (+7 Dex, +1 size, +1 natural), touch 18, at-

    footed 12

    Base Attack/Grapple: +1/-2

    Attack: Claw +9 melee (1d2)

    Full Attack: 2 claws +3 melee (1d2), bite -3 melee (1d4), tail -3

    melee (1d4)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Feeding, paralysis, strangulation

    Special Qualities: Create night terror, demon qualities, soul

    harvest, spell-like abilities, spell resistance 12, summon demon

    Saves: Fortitude +2, Ref lex+9, Will +3

    Abilities: Str 10, Dex 25, Con 10, Int 6, Wis 13, Cha 15

    Skills: Hide +15, Move Silently +9

    Feats: Weapon nesse (claws, bite, and tail)

    Environment: Abyss

    Organization: Solitary or pack (3-10)

    Challenge Rating: 2

    Treasure: none

    Alignment: Always Chaotic Evil

    Advancement: 2-3 HD (Small)

    Level Adjustment: -

    The lizard-like creature has long legs, moving with extraordinary speed, its long tail whipping around behind it.

    Night terrors are fast demons that emerge at night to

    feed off of sleeping creatures.

    Night terrors look like dog-sized lizards with long tails.

    They are covered in dull, dark gray scales, moving rapidly on

    four legs. They have an extremely long tail that snakes out behind

    them.

    Night terrors make their homes in rubble and ruin, and

    delve deep enough to keep themselves in perpetual shadow.

    As darkness falls, they emerge and spread out, seeking living

    creatures to feed upon. If possible, they prefer to feed off of other

    creatures without any ghting at all. Sometimes night terrors take

    a perverse glee in dragging off a paralyzed victim, leaving them

    in strange and dangerous areas to awaken.

    Night terrors do not speak any language, but understand

    abyssal and infernal.

    COMBAT

    Night terrors are not brave, and will only attack an

    awakened opponent if they outnumber him. A night terror

    does not prefer to kill immediately, but over several nights. Its

    touch paralyzes, and it sits upon its victim and steals his breath,

    draining Con. A few points of Con sustains the creature for days,

    but it gluts itself returning night after night just taking a little until

    the victim dies from Con loss. Then it consumes the soul of the

    victim. A consumed victim cannot be resurrected.

    Create Night Terror (Ex): The corpses of victims

    whose souls have been consumed by a night terror rise in 24

    hours as night terrors.

    Feeding (Ex): A night terror sits on the chest of a

    sleeping or paralyzed victim and sucks the breath from it. The

    night terror is helpless for 1d4 rounds as it feeds. The feeding

    drains 1d4 temporary Con (no save) from the victim, and the

    night terror slips off into the night. The night terror will attempt

    to seek out the same creature night after night until the creature

    dies from reaching a 0 Con score.

    Paralysis (Ex): The touch of a night terror causes

    paralysis for 1d4 minutes, long enough for the night terror to feed

    and get away. The touched creature must succeed in a Fortitude

    save (DC 12) or be paralyzed. This attack also affects elves.

    Soul Harvest (Su): Night terrors consume the souls of

    victims by draining the Con. Any creature with its Con drained

    to 0 has its soul consumed and cannot be brought back by any

    means. A night terror may also harvest the soul of a recently dead

    corpse (within 6 hours). Night terrors do not save the souls by any

    means. They consume them immediately.

    Spell-like Abilities: At will - darkness; 1/day sleep (DC 13). Caster Level 1st. The save DC is Charisma based.

    Strangulation (Ex): A night terror that makes a

    successful strike with its tail may attempt to grapple as a free

    action without provoking an attack of opportunity. If it wins the

    grapple check, the tail stretches upward and wraps around the

    creatures neck and begins to strangle.. This attack may only be

    used on living creatures with necks, or more than two sizes larger

    than the night terror. Use the suffocation rules in Chapter 8 of the

    DMG.

    Summon Demon (Sp): Once per day, the night terror

    may attempt to summon another night terror with a 35% chance

    of success.

    Originally published in Fringe Campaigns: Soul Harvest.

  • 17

    M ons t e r An t h o l og y Vo l um e I

    Demon: Sin ParasiteSmall Outsider (Chaotic, Evil, Extraplanar, Incorporeal)

    Hit Dice: 3d8-6 (7 hp)

    Initiative: +8 (Dex)

    Speed: Fly 60 ft. (perfect)

    Armor Class: 19 (+8 Dex, +1 size), touch 19, at-footed 11

    Base Attack/Grapple: +1/-3

    Attack: Stinger +12 melee (1d3-3, 1 minimum)

    Full Attack: Stinger +12 melee (1d3-3, 1 minimum)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: -

    Special Qualities: Demon qualities, detect evil act, incorporeal

    qualities, inspire sin, spell resistance 14

    Saves: Fort +1, Ref +11, Will +7

    Abilities: Str 4, Dex 27, Con 6, Int 6, Wis 18, Cha 3

    Skills: Hide +18, Listen +6, Move Silently +14, Spot +12

    Feats: Alertness, Weapon Finesse (Bite)

    Environment: Abyss or Ethereal Plane

    Organization: Solitary, pair, or ock (3-30)

    Challenge Rating: 1

    Treasure: none

    Alignment: Always chaotic evil

    Advancement: 4-6 HD (Small), 7-9 HD (Medium)

    Level Adjustment: -

    This strange translucent creature seems to be some sort of parasite, with little more de nition than a leech.

    Sin parasites are nasty ethereal demons that

    feed off of evil acts.

    Sin parasites appear as small translucent

    ghostly forms. They have no appendages, only a torso

    and a long neck with a small head with insect eyes and

    a long stinger. When it moves, it appears to oat, and

    is capable of very fast speeds.

    For every evil deed, an individual has a 10%

    chance of attracting the attention of a sin parasite.

    Areas that have a history of evil have a higher chance

    of a sin parasites presence (50% or greater). Once

    the individual has attracted a sin parasite, he is then

    considered its host. Sin parasites are incorporeal, and

    follow the evil doer, preferring to remain unseen. When

    the opportunity presents itself, the sin parasite exerts

    its in uence to push the host to greater evil acts. If

    discovered, the sin parasite may try to communicate

    with the host, appearing as a partner. It will not

    leave unless the host appears capable of harming it,

    but will attempt to return to feed off of more evil. Any

    number of sin parasites may be drawn to a host.

    Sin parasites do not harvest souls.

    COMBAT

    The sin parasite prefers not to ght, but ees

    to return later, when it feels unthreatened. If forced to

    ght, it prefers hit and run tactics.

    Detect Evil Act (Sp): Sin parasites detect evil

    acts up to 60 feet away. After detecting someone, the

    sin parasite stays with him, encouraging him to greater

    and greater evil acts.

    Inspire Sin (Su): The sin parasite is capable of

    inspiring its host to greater deeds of evil. In any situation

    where the host has an option to do the wrong thing

    and considers doing good, the sin parasite may push

    the individual to do evil instead. The host must make a

    Will save vs. DC 17 (10 + the sin parasites HD + Wis

    modi er) to go against the will of the sin parasite. For

    each additional parasite, the DC increases by 1. These

    acts are usually violence, bigotry, and sel shness. The

    GM should look for opportunities, as well as change

    the alignment of the character toward evil, if good or

    neutral.

    Summon Demon (Sp): Once per day, the sin

    parasite may attempt to summon another sin parasite

    with a 45% chance of success.

    Originally published in Fringe Campaigns: Soul Harvest.

  • 18

    K HA N S P RESS

    Lesser SuccubusLesser Succubus Enchantress (18th-Level

    Sorcerer)

    Medium Outsider (Chaotic, Evil, Extraplanar) Medium Outsider (Chaotic, Evil, Extraplanar)

    Hit Dice: 2d8+6 (15 hp) 2d8+8 plus 18d4+72 (135 hp)

    Initiative: +8 +10

    Speed: 30 ft. (6 squares) 30 ft. (6 squares),

    Armor Class: 14 (+4 Dex), touch: 14, at-footed: 10

    34 (+6 Dex, +5 +5 ring of protection, +8 +8 bracers of armor, +5 +5 amulet of natural armor) touch: 29, at-footed: 28

    Base Attack/

    Grapple:+2/+3 +9/+9

    Attack: Short sword +3 melee (1d6+1) Unholy short sword +13 melee (1d6+2)

    Full Attack: Short sword +3 melee (1d6+1) Unholy short sword +13 melee (1d6+2)

    Face/Reach: 5 ft./5 ft. 5 ft./5 ft.

    Special Attacks: Energy drain Energy drain

    Special Qualities:Confuse divination, demon qualities, soul harvest,

    spell resistance 13

    Confuse divination, demon qualities, soul harvest,

    spell resistance 31, spells

    Saves: Fortitude +6, Re ex +7, Will +3 Fortitude +13, Re ex +15, Will +14

    Abilities: Str 12, Dex 19, Con 17, Int 10, Wis 10, Cha 17 Str 10, Dex 22, Con 19, Int 10, Wis 12, Cha 31

    Skills:Bluff +7, Diplomacy +6, Disguise +6, Escape Artist

    +6, Hide +6, Spot +2

    Bluff +33, Concentration +7, Diplomacy +19,

    Disguise +12, Escape Artist +8, Sense Motive +3,

    Spellcraft +23

    Feats: Improved Initiative

    Dodge, Greater Spell Focus, Greater Spell Penetration,

    Improved Initiative, Maximize Spell, Negotiatior,

    Spell Focus: Enchantment, Spell Penetration

    Environment: Abyss, Plane of Dreams Abyss, Plane of Dreams

    Organization: Solitary or pair Solitary

    Challenge Rating: 2 20

    Treasure: Standard

    Standard (including ring of protection +5, bracers of armor +8, amulet of natural armor +5, cloak of charisma +6, and unholy short sword +2)

    Alignment: Always chaotic evil Always chaotic evil

    Advancement: By character class By character class

    Level Adjustment: +4 +4

    Demon: Succubus, Lesser The comely woman only has eyes for you, and you realize that there really might be such a thing as love at rst sight.

    Lesser succubi are comely humanoid demons

    who do not have wings like other succubi, allowing

    them to more easily corrupt without being discovered.

    As a demon designed to in ltrate humanoid

    communities, the lesser succubus has few discernable

    end characteristics. Due to her attractive humanoid

    appearance, she is able to easily enter humanoid

    settlements and corrupt from the inside. The lesser

    succubus often travels via the Plane of Dreams to nd

    and in ltrate settlements. A male counterpart exists of

    the lesser succubus, known as the lesser incubus.

    Lesser succubi can become pregnant from

    other creatures. Children born from a mortal are half-

    ends.

    COMBAT

    Confuse Divination (Ex): The lesser succubus

    is designed to confuse divinatory detections. Any magic

    used to detect alignment or creature type reveals her

    to be a female humanoid of chaotic good alignment.

    Only ends and celestials are able to detect the lesser

    succubuss endish nature.

    Energy Drain (Su): A lesser succubus drains

    energy from a mortal it lures into an act of passion.

    The succubus embrace in icts one negative level; the

    victim must succeed at a Wisdom check (DC 14) to

    even notice. The Fortitude save to remove the negative

    level has a DC of 14. Unlike a regular succubus, a

    simple kiss wont do the trick; she must lure him into

    bed.

    Soul Harvest (Su): Lesser succubi consume

    the souls of victims through their energy drain ability.

    Any creature drained of all levels has its soul consumed

    and cannot be brought back by any means. A lesser

    succubus may also harvest the soul of a recently dead

    corpse by eating its heart and brain (within 6 hours).

  • 19

    M ons t e r An t h o l og y Vo l um e I

    A lesser succubus may save the soul for power if she

    knows the proper soul magic.

    Summon Demon (Sp): Once per day, the lesser

    succubus may attempt to summon a dream stalker with

    a 35% chance of success.

    Spell-like Abilities: At will - charm monster (DC 17), darkness, dream scrying**, dream walk**; 1/day sleep (DC 14). These abilities are as the spells cast by a Caster Level 4th. The save DC is Charisma

    based.

    LESSER SUCCUBUS ENCHANTRESS

    The lesser succubus enchantress is the master of

    seduction, with a focus on the school of Enchantment.

    COMBAT

    The lesser succubus enchantress rarely

    dirties her hands with ghting, but utilizes one of her

    multitude of controlled creatures to ght for her. When

    confronted, her rst reaction is to take control of the

    subjects mind.

    Energy Drain (Su): A lesser succubus drains

    energy from a mortal it lures into an act of passion.

    The succubus embrace in icts one negative level; the

    victim must succeed at a Wisdom check (DC 30) to

    even notice. The Fortitude save to remove the negative

    level has a DC of 30. Unlike a regular

    succubus, a simple kiss wont do the

    trick; she must lure him into bed.

    Spell-like Abilities: At will

    - charm monster (DC 24), darkness, dream scrying**, dream walk**; 1/day sleep (DC 21). These abilities are as the spells cast by a

    Caster Level 4th. The save DC is

    Charisma based.

    Typical Sorcerer Spells Known (Sor 6/9/9/8/8/8/8/7/6/4, save DC 20 + spell level,

    Enchantment save DC 22 +

    spell level): 0 -- Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Open/Close, Prestidigitation, Read Magic; 1st -- Alarm, Burning Hands, Charm Person, Hypnotism, Magic Missile; 2nd -- Command Undead, Daze Monster, Ghoul Touch, Hideous Laughter, Touch of Idiocy; 3rd -- Deep Slumber, Hold Person, Rage,

    Suggestion; 4th -- Confusion, Crushing Despair, Dimensional Anchor, Geas, Lesser; 5th -- Dominate Person, Feeblemind, Hold Monster, Mind Fog; 6th -- Geas/Quest, Globe of Invulnerability, Suggestion, Mass; 7th -- Delayed Blast Fireball, Hold Person, Mass, Insanity; 8th -- Charm Monster, Mass, Demand; 9th -- Dominate Monster.

    LESSER SUCCUBI AS CHARACTERS

    A lesser succubuss favored class is sorcerer. A lesser

    succubus cleric may worship any chaotic evil deity or

    powerful demon.

    Lesser succubus characters possess the following

    racial traits.

    +2 Strength, +8 Dex, +6 Con, +6 Cha.

    Size Medium.

    A lesser succubuss base land speed is 30 ft.

    Racial Hit Dice: A lesser succubus begins with two

    levels of outsider, which provides 2d8 Hit Dice, a base

    attack bonus of +2, and base saving throw bonuses of

    Fort +3, Ref +3, and Will +3.

    Racial Skills: A lesser succubuss levels give it skill

    points equal to 5 x (8+ Int modi er). Its class skills are

    Bluff, Diplomacy, Disguise, Escape Artist, Hide, and

    Spot.

    Racial Feats: A lesser succubuss outsider levels give

    it one feat.

    Demon Qualities:

    Darkvision (Ex): Darkvision with a range of 60 ft.

    Immunities (Ex): Immune to poison and electricity.

    Resistances (Ex): Cold, re, and acid resistance 10.

    Summon (Sp): Once per day, the lesser succubus may

    attempt to summon a dream stalker with a 35% chance

    of success.

    Telepathy (Su): Can communicate telepathically with

    any creature within 100 ft. that has a language.

    Spell Resistance: 10 + HD.

    Spell-like Abilities: At will - charm monster, darkness, dream scrying, dream walk; 1/day - sleep. These abilities are as the spells cast by a Caster Level

    4th. The save DC is Charisma based.

    Automatic Languages: Abyssal, Common, and

    Draconic. Bonus Languages: Any.

    Favored Class: Sorceress

    Level Adjustment +4

    Originally published in Fringe Campaigns: Soul Harvest.

  • 20

    K HA N S P RESS

    DEVILDevil: Legba

    Medium Outsider (Extraplanar, Evil, Lawful)

    Hit Dice: 10d8 +20 (65 hp)

    Initiative: +5

    Speed: 30 ft. (6 squares)

    Armor Class: 28 (+5 Dex, +13 natural), touch 15, at-footed

    23

    Base Attack/Grapple: +10/+14

    Attack: Wrist razor +14 melee (1d8+6)

    Full Attack: 2 Wrist razors +14 melee (1d8+6)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Razor slam, rend, spell-like abilities, summon demonSpecial Qualities: Damage reduction 10/good or silver, devil

    qualities, immunity to re and poison, regeneration 5, resistance to

    acid and cold 10, see in darkness, spell resistance 30, telepathy

    Saves: Fort +9, Ref +12, Will +7

    Abilities: Str 18, Dex 20, Con 12, Int 18, Wis 20, Cha 16

    Skills: Bluff +14, Diplomacy +18, Hide +18, Intimidate +16,

    Knowledge (Arcana) +18, Knowledge (Religion) +10, Knowledge

    (The Planes) +10, Listen +13, Move Silently +9, Sense Motive

    +13, Spellcraft +19, Spot +13

    Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack

    Environment:: Hell

    Organization: Solitary, team (2-4), or squad (6-10)

    Challenge Rating: 10

    Treasure: Standard coins; double goods; standard items

    Alignment: Always lawful evil

    Advancement: 11-20 HD (Medium), 21-30 HD (Large)

    This creature is vaguely humanoid, but covered in bone-like protrusions over its entire body.

    The legba is a highly magic resistant

    outsider that waits at crossroads to corrupt the

    lone traveler. Though humanoid in appearance,

    his body is covered with twelve large bony razor

    protrusions that serve to intimidate, or as deadly

    weapons. It stands around six feet tall, though it

    can appear hulking if it attempts to hide his form

    within a cloak.

    The legba is often sought out to teach the

    uninitiated the darker ways of the arcanist. Many

    a Blood Warlock began his career standing at the

    crossroads.

    Legba speak Common, Infernal, Celestial, and

    Draconic.

    COMBAT

    Any breakdown in the communications is a

    reason to ght for the legba. He prefers to bull rush

    in, delivering his razor slam, before unleashing attacks

    with his wrist blades.

    Spell-like Abilities: At will animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, reball, hold person, invisibility, magic circle against good, polymorph, produce ame, see invisibility, suggestion, teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 15th

    level sorcerer.

    Razor Slam (Ex): When performing a bull

    rush, the legba may use the razors upon his body to

    deliver 2d6+6 points of damage.

    Rend (Ex): When the Legba has struck an

    opponent with both wrist blades in the same round,

    he automatically delivers an additional 1d8+6 points

    of damage.

    Summon Demon (Sp): Once per day a legba can attempt to summon 1d6 bearded devils, a barbed

    devil, or another legba with a 35% chance of success.

    This ability is the equivalent of a 4th-level spell.

    Originally published in Tremon: Kingdom of Sorcery.

  • 21

    M ons t e r An t h o l og y Vo l um e I

    DraxxonHuge Dragon

    Hit Dice: 20d12 + 100 (230 hp)

    Initiative: +4

    Speed: 60 ft (12 squares)

    Armor Class: 33 (-2 size, +25 natural) touch 8, at-footed 33

    Base Attack/Grapple: +20/+36

    Attack: Claw +26 melee (2d6+8)

    Full Attack: 2 claws +26 melee (2d6+8), 3 bites +21 melee

    (1d8+4), and tail slap +21 melee (2d6+4)

    Space/Reach: 15 ft/10 ft.

    Special Attacks: Triple breath weapon, frightful presence

    Special Qualities: Blindsight 60 ft., darkvision 60 ft., immunity

    to acid, cold, and re, immunity to sleep and paralysis, low-light

    vision, spell resistance 30

    Saves: Fortitude +17 Ref lex+14, Will +14

    Abilities: Str 27, Dex 10, Con 21, Int 10, Wis 15, Cha 18

    Skills: Bluff +27, Diplomacy +29, Jump +31, Listen +27,

    Search +23, Spot +27

    Feats: Alertness, Cleave, Combat Re exes, Great Cleave,

    Improved Initiative, Lightning Re exes, MultiattackB, Power

    Attack

    Environment: Temperate hills or mountains

    Organization: Solitary or pair, or clutch (3-5)

    Challenge Rating: 20

    Treasure: Double Standard

    Alignment: Always chaotic evil

    Advancement: 21-30 HD (Huge); 31-45 HD (Gargantuan); 46-

    60 HD (Colossal)

    This tremendous dragon has two tendrils with mouths emerging from just behind its jaw. A long, spiked tail moves agitatedly behind it.

    The draxxon is a huge draconic beast with two snake-

    like protrusions that deliver additional breath

    attacks. The draxxon is a huge brown dragon

    that does not have developed wings. It moves

    rapidly on its long spindly legs, and will eat

    anything breathing that it encounters. On the

    few occasions that the draxxon is full and

    lethargic, it enjoys sporting with intelligent

    creatures, getting them to perform certain

    acts of depravity to survive.

    Draxxons speak common and

    draconic.

    COMBAT

    Draxxons prefer to rush in, attacking with breath

    weapons rst to kill any weak would-be foes. It then nishes off

    anyone left standing with claws, biting, and its deadly tail.

    Blindsight (Ex): A draxxon can detect creatures by

    nonvisual means (mostly hearing and scent, but also by noticing

    vibration and other environmental clues) with a range of 60 feet.

    Triple Breath Weapon (Su): Instead of its regular

    attacks, the draxxon may choose to employ its breath weapons.

    All three may be discharged in the same round, in the same, or

    different, directions. The draxxon has three mouths from which

    to breathe its breath weapons from. The central mouth breathes a

    cone of re (10d8 points of re damage). The left ori ce breathes

    a line of acid (10d4 points of acid damage), and the right ori ce

    breathes a cone of cold (10d6 points of cold damage). Using a

    breath weapon is a standard action. Once a draxxons ori ce

    breathes, that ori ce cant breathe again until 1d4 rounds later,

    though the other two still can. A blast from a breath weapon

    always starts at the draxxons mouth and extends in a direction

    of the draxxons choice, with an area of 100 feet for the ray, and

    50 feet for the two cones. If the breath weapon deals damage,

    creatures caught in the area can attempt Re ex saves (DC 25) to

    take half damage. Save DCs are Constitution-based.

    Frightful Presence (Ex): A draxxon can unsettle foes

    with its mere presence. The ability takes effect automatically

    whenever the draxxon attacks or charges. Creatures within of

    30 feet are subject to the effect if they have fewer HD than the

    draxxon. A potentially affected creature that succeeds at a Will

    save (DC 24) remains immune to that dragons frightful presence

    for one day. On a failure, creatures with 4 or fewer HD become

    panicked for 5d6 rounds and those with 5 or more HD become

    shaken for 5d6 rounds. Draxxons ignore the frightful presence of

    other dragons. The Save DC is Charisma-based.

    Originally published in Tremon: Kingdom of Sorcery.

  • 22

    K HA N S P RESS

    DREAM/NIGHTMARISH CREATURE

    Dream creatures are ephemeral things made up

    of the stuff of dreams. They are not permanent, but

    tend to spring in and out of existence at the thoughts of

    a sleeping humanoid. They are primarily only found in

    the Plane of Dreams, though there are some, through

    magic or other means, that escape into the Material

    Plane. Some even manage to become permanent

    creatures, though these are very rare. Dream creatures

    tend to act out the nature established by the dreamer,

    so could have just about any variation. A nightmarish

    creature might consist of many different templates

    applied to a base creature. A defeated dream creature

    leaves no corpse.

    SAMPLE DREAM CREATURE

    The minotaur seems to waver before your eyes, growing larger and more twisted as it approaches.

    Nightmarish Minotaur

    Large Outsider (Extraplanar, Nightmarish)

    Hit Dice: 6d8+12 (39 hp)

    Initiative: +0

    Speed: 40 ft. (8 squares)

    Armor Class: 14 (1 size, +5 natural), touch 9, atfooted (see

    text)

    Base Attack/Grapple: +6/+14

    Attack: Greataxe +9 melee (3d6+6/x3) or gore +9 melee

    (1d8+4)

    Full Attack: Greataxe +9/+4 melee (3d6+6/x3) and gore +4

    melee (1d8+2)

    Space/Reach: 10 ft./10 ft.

    Special Attacks: Fear, powerful charge 4d6+6

    Special Qualities: Damage reduction 10/magic, darkvision 60

    ft,disbelief weakness, dream polymorph, natural cunning, scent

    Saves: Fortitude +6, Re ex+5, Will +5

    Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8

    Skills: Intimidate +2, Listen +7*, Search +2*, Spot +7*

    Feats: Great Fortitude, Power Attack, Track

    Environment: Any

    Challenge Rating: 5

    Treasure: none

    Alignment: Usually chaotic Evil

    Advancement: By character class

    Level Adjustment: -

    A minotaur stands more than 7 feet tall and

    weighs about 700 pounds.

    Minotaurs speak Giant.

    COMBAT

    Minotaurs prefer melee combat, where their great

    strength serves them well.

    Damage Reduction 10/magic (Ex): Dream

    creatures are not affected as easily by normal

    weapons.

    Dream Polymorph (Ex): Dream creatures

    with the nightmare subtype will sometimes change

    into the form of a personal nightmare of the creature

    encountered. There is a 10% chance of the change

    every round encountered. This works exactly like the

    polymorph spell, with the dream creature template applied to it.

    Fear (Ex): Dream creatures with the nightmare

    subtype exude a fear aura as the spell fear as cast by 10th level sorcerer. This is a natural ability of the

    nightmare, and always in effect.

    Disbelief Weakness: Dream creatures may

    be dispelled if the disbelief of those witnessing the

    creature is strong enough. By making a Will save vs

    DC 10 + Dream Creatures HD, the dream creature

    vanishes back to the Plane of Dreams.

    In the Plane of Dreams, they are harder to

    dispel, and receive a racial bonus of +10 to resist being

    dispelled. Dream creatures summoned by a spell may

    also add the summoners Cha modi er to resist.

    Powerful Charge (Ex): A minotaur typically

    begins a battle by charging at an opponent, lowering

    its head to bring its mighty horns into play. In addition

    to the normal bene ts and hazards of a charge, this

    allows the beast to make a single gore attack with a +9

    attack bonus that deals 4d6+6 points of damage.

    Natural Cunning (Ex): Although minotaurs

    are not especially intelligent, they possess innate

    cunning and logical ability. This gives them immunity

    to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they

    are never caught at-footed.

    *Skills: Minotaurs have a +4 racial bonus on

    Search, Spot, and Listen checks.

    CREATING A DREAM / NIGHTMARE

    CREATURE

    Dream creature is a template that may be added

    to any creature, and stacked with other templates.

    There are two subtypes of dream creatures: dream

    and nightmare. Dream creatures generally do not have

    templates, and appear normal and friendly. Nightmare

    creatures tend to become worse and worse.

    A multiple-head giant uses all of the base

  • 23

    M ons t e r An t h o l og y Vo l um e I

    creatures statistics and special abilities except as

    noted here.

    Size and Type: Creatures with this template

    become Outsiders, with the subtypes Extraplanar and

    nightmarish or dream.

    Hit Dice: Change to d8, unless it has class

    levels.

    Speed: Base speed increases +10. Dream

    creatures move faster than normal.

    Special Qualities: Dream creatures have

    several special qualities.

    Damage Reduction 10/magic (Ex): Dream

    creatures are not affected as easily by normal

    weapons.

    Dream Polymorph (Ex): Dream creatures

    with the nightmare subtype will sometimes change

    into the form of a personal nightmare of the creature

    encountered. There is a 10% chance of the change

    every round encountered. This works exactly like the

    polymorph spell, with the dream creature template applied to it.

    Fear (Ex): Dream creatures with the nightmare

    subtype exude a fear aura as the spell fear as cast by 10th level sorcerer. This is a natural ability of the

    nightmare, and always in effect.

    Disbelief Weakness: Dream creatures may

    be dispelled if the disbelief of those witnessing the

    creature is strong enough. By making a Will save vs

    DC 10 + Dream Creatures HD, the dream creature

    vanishes back to the Plane of Dreams. In the Plane of

    Dreams, they are harder to dispel, and receive a racial

    bonus of +10 to resist being dispelled. Dream creatures

    summoned by a spell may also add the summoners

    Cha modi er to resist.

    Environment: Any

    Organization: Solitary

    Challenge Rating: Base creatures CR +1.

    Additional templates increase the CR as appropriate

    for the template.

    Treasure: None

    Originally published in Fringe Campaigns: Soul Harvest.

  • 24

    K HA N S P RESS

    GheistMedium Undead (Incorporeal)

    Hit Dice: 8d12 (52 hp)

    Initiative: +7

    Speed: Fly 60 ft. (perfect) (10 squares)

    Armor Class: 16 (+3 Dex, +3 de ection), touch 16, at-footed

    13

    Base Attack/Grapple: +4/+7

    Attack: Incorporeal touch +7 melee (1d8)

    Full Attack: Incorporeal touch +7 melee (1d8)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: -

    Special Qualities: Darkvision 60 ft., incorporeal traits, +2

    turn resistance, spell-like abilities, undead traits, unnatural

    aura

    Saves: Fort +2, Ref +5, Will +6

    Abilities: Str -, Dex 17, Con -, Int 15, Wis 10, Cha 17

    Skills: Hide +14, Intimidate +14, Listen +11, Search +13,

    Spot +4

    Feats: Blind-Fight, Flyby Attack, Improved Initiative

    Environment: Any land and underground

    Organization: Solitary

    Challenge Rating: 7

    Treasure: None

    Alignment: Always Neutral Evil

    Advancement: 9-24 HD (Medium)

    Level Adjustment: -

    Through the wall a cloaked gure of shadow silently manifests. Its faint, wispy appearance malevolently oats above you.

    The spirits of cruel dead, gheists sole purpose

    is to corrupt the living. Gheists appear as wispy

    humanoids, wrapped in shadow. Their lower half

    trails away into blackness. A gheist chooses a family

    to haunt and corrupt, and leads them down a road of

    fear, cruelty and depravity. After rst nding a family,

    the gheist chooses a single chamber of the domicile as

    a lair, unhallowing the area. The gheist then chooses

    the most vulnerable inhabitant, using charm person

    to steadily twist the subject into deeper and deeper

    acts of evil, until the subject becomes a re ection

    of the gheists nature. The gheist otherwise hides its

    existence from others unless somehow discovered, at

    which time it launches a campaign of terror.

    Gheists speak common.

    COMBAT

    Gheists prefer to avoid combat, relying upon

    their victims to strike down others. It uses its spell-

    like abilities secretly, to torment those it corrupts. If

    somehow forced to ght, the gheist will try to choose a

    cramped battleground where it can pass through walls

    and attack where least expected. Unlike other similar

    undead, the gheist does not have any type of draining

    attack.

    Spell-Like Abilities: 3/day animate objects, darkness. 1/day charm person (DC 14), unhallow (DC 18), unholy aura (DC 21), unholy blight (DC 17). Caster level 15th. The save DCs are Charisma-based.

    Unnatural Aura (Su): Both wild and

    domesticated animals can sense the unnatural presence

    of a gheist at a distance of 30 feet. They do not willingly

    approach nearer than that and panic if forced to do so;

    they remain panicked as long as they are within that

    range.

    Originally published in Tremon: Kingdom of Sorcery.

  • 25

    M ons t e r An t h o l og y Vo l um e I

    HAGHell Hag

    Medium Monstrous Humanoid

    Hit Dice: 13d8 +13 (71 hp)

    Initiative: +6

    Speed: 30 ft. (6 squares)

    Armor Class: 22 (+2 Dex, natural armor +10), touch 12, at-

    footed 20

    Base Attack/Grapple: +18/+18

    Attack: Claw +18 melee (1d4+5)

    Full Attack: 2 Claws +18 melee (1d4+5), bite +13 melee

    (1d3+2)

    Face/Reach: 5 ft./5 ft.

    Special Attacks: Spell-like abilities

    Special Qualities: Darkvision 60 ft., resistance to acid 5, cold

    5, and re 5, spell resistance 26

    Saves: Fort +7, Ref +10, Will +10

    Abilities: Str 20, Dex 14, Con 12, Int 17, Wis 14, Cha 19

    Skills: Bluff +15, Disguise +10, Gather Information +15,

    Hide +13, Intimidate +11, Knowledge (Religion) +8, Listen

    +9, Spellcraft +9, Spot +9

    Feats: Alertness, Blind-Fight, Combat Re exes, Great

    Fortitude, Improved Initiative

    Environment: Temperate forests

    Organization: Solitary, covey (3 hags of any kind plus -1-10

    zombies, 1-8 ogres, and -4 evil giants), or coven (13 plus a demon

    or devil)

    Challenge Rating: 7

    Treasure: Standard

    Alignment: Usually chaotic evil

    Advancement: By character class

    Level Adjustment: -

    This creature looks like a hideous crone with horns emerging from her head. Its skin is charred and as gray as death with lthy yellow hair.

    Hell hags are hags that foster a relationship with

    a endish power. They are great deceivers, preferring

    for others to seek them out for knowledge. They are

    hideous and are covered in terrible burns. They often

    disguise themselves as a beautiful maiden with disguise self to make their visitors feel at ease, though they always drop the spell when lending magical aid. Hell

    hags may easily contact a demon or devil through the

    spell-like ability commune. Hell hags always demand a price for their information, usually in the form of a

    sacri ce. Those who wish the hell hags service must

    bring a subject of which the hell hag removes the

    soul. The person requesting may also offer his own

    soul. The hell hag takes the soul through the spell soul sphere. These souls are given to the hell hags patron

    demon or devil.

    The lair of the hell hag is usually a dark cave or

    hovel smelling of rot and mildew. The place is littered

    with lth and bones. Usually several undead are nearby

    to discourage unwanted visitors. Once a month on the

    full moon, hell hags gather in covens of 13 to perform

    evil acts of blasphemy.

    Hell hags speak Abyssal, Infernal, Giant, and

    Common.

    COMBAT

    Hell hags prefer to avoid combat if possible,

    attempting to appear harmless, preferring to take souls

    rather than slay. If forced to ght, they attack with

    tooth and claw.

    Spell-like Abilities: At will animate dead, darkness, disguise self, divination, dream walk**, greater scrying (DC 18), invisibility (DC 16); 3/day commune, plane shift (DC 21), soul sphere* (DC 21), summon monster VI. Caster level 13th. The save DC is Charisma-based.

    Originally published in Fringe Campaigns: Soul Harvest.

  • 26

    K HA N S P RESS

    Vodnik HagLarge Monstrous Humanoid (Aquatic)

    Hit Dice: 10d8 +30 (75 hp)

    Initiative: +2

    Speed: 10 ft.(2 squares), swim 50 ft.

    Armor Class: 26 (-1 size, +2 Dex, +15 natural), touch 11,

    atfooted 24

    Base Attack/Grapple: +10/+21

    Attack: Tentacle +16 melee (1d4+7)

    Full Attack: 8 tentacles +16 melee (1d4+7)

    Space/Reach: 10 ft./10 ft. (15 ft with tentacles)

    Special Attacks: Bite, constrict, improved grab

    Special Qualities: Amphibious, darkvision 90 ft.

    Saves: Fort +6, Ref +9, Will +9

    Abilities: Str 24, Dex 15, Con 16, Int 13, Wis 15, Cha 8

    Skills: Listen +17, Spot +17, Swim +21*

    Feats: Alertness, Blind-Fight, Great Fortitude,

    Multiattack

    Environment: Warm aquatic

    Organization: Solitary covey (3 hags of any kind

    plus 1-8 ogres, and -4 evil giants), or

    coven (13)

    Challenge Rating: 10

    Treasure: Standard

    Alignment: Usually chaotic evil

    Advancement: 11-20 HD (Large),

    21-30 HD (Huge)

    Level Adjustment: -

    This hideous creature looks like a drowned and bloated crone walking waist deep through the water. All about her, squid-like tentacles rise and splash chaotically about her.

    Vodnik hags are hideous hags combined with tentacles

    similar to that of an octopus. The vodnik hag resembles a

    Medium humanoid crone from the waist up, but eight writhing

    tentacles below. The tentacles reach 10 feet or more in length and

    are studded with barbs and sharp-edged suckers. The hags true

    mouth exists on its underside, surrounded by the tentacles.

    Vodnik hags often gather in groups of 13, forming

    a coven, to work dark magic upon villages by the coast. The

    coven is led by the largest of the vodnik hags in the coven,

    whose tentacles often span 15 feet or more in length. Victims

    are sometimes captured and toyed with for weeks before nally

    being ripped apart and devoured. They often make their lairs in

    underwater caverns decorated with the skulls of their victims.

    Vodnik hags speak Giant and Common.

    COMBAT

    The vodnik hag attacks with her eight tentacles. An

    opponent can attack a vodnik hags tentacles with a sunder

    attempt as if they were weapons. The hags tentacles have 10 hit

    points each. If a vodnik hag is currently grappling a target with

    the tentacle that is being attacked, it usually uses another limb to

    make its attack of opportunity against the opponent making the

    sunder attempt. Severing one of the hags tentacles deals 5 points

    of damage to the creature. The creature regrows severed limbs in

    1d10+10 days.

    Amphibious (Ex): Although vodnik hags are aquatic,

    they can survive inde nitely on land.

    Bite (Ex): A vodnik hag may choose to bite any creatures

    with its lower mouth as a free action dealing 1d6+3 points of

    damage following a successful grapple check.

    Constrict (Ex): A vodnik hag deals 2d6+7 points of

    damage with a successful grapple check.

    Improved Grab (Ex): To use this ability, a vodnik hag

    must hit an opponent of any size with a tentacle attack. It can then

    attempt to start a grapple as a free action without provoking an

    attack of opportunity. If it wins the grapple check, it establishes a

    hold and can constrict.

    *Skills: Vodnick hags have a +10 racial bonus on any

    Swim check to perform some special action or avoid a hazard. It

    can always choose to take 10 on a Swim check, even if distracted

    or endangered. It can use the run action while swimming, provided

    it swims in a straight line.

    Originally published in Tremon: Kingdom of Sorcery.

  • 27

    M ons t e r An t h o l og y Vo l um e I

    Impet, 1st-Level Warrior Impet, 9th-Level Rogue

    Diminutive Fey Diminutive Fey

    Hit Dice: 1d8 +3 (11 hp) 9d6 +27 (61 hp)

    Initiative: +4 +5

    Speed: 10 ft. (2 squares), y 60 ft. (perfect) 10 ft. (2 squares), y 60 ft. (perfect)

    Armor Class: 18 (+4 size, +4 Dex), Touch: 18, Flatfooted: 14 19 (-4 size, +5 Dex), Touch: 19, Flatfooted: 14

    Base Attack/Grapple: +1/-16 +6/-10

    Attack: Fey rapier +9 melee (1d2 -5) + poisonFey rapier of wounding +16 melee (1d2 -3) +

    poison

    Full Attack:Fey rapier +9 melee (1d2 -5) + poison or sling +9

    ranged (1 -5)

    Fey rapier of wounding +16/+11 melee (1d2 -3) +

    poison or sling +16/+11 ranged (1 -3)

    Space/Reach: 1 ft./0 ft. 1 ft./0 ft.

    Special Attacks: Poison Poison, sneak attack +5d6

    Special Qualities:Damage reduction 5/cold iron, low-light vision,

    spell-like abilities

    Damage reduction 5/cold iron, evasion, improved

    uncanny dodge, low-light vision, spell-like abilities,

    trap sense +3, trap nding, uncanny dodge

    Saves: Fortitude +5, Re ex +4, Will +1 Fortitude +6, Re ex+11, Will +4

    Abilities: Str 1, Dex 19, Con 16, Int 11, Wis 12, Cha 7 Str 3, Dex 21, Con 16, Int 14, Wis 12, Cha 11

    Skills: Handle Animal +2, Hide +16, Ride +8

    Disable Device +12, Hide +29, Listen +13, Move

    Silently +17, Open Lock +15, Search +14, Sense

    Motive +13, Sleight of Hand +17, Spot +13, Use

    Magic Device +12

    Feats: Weapon Finesse Dodge, Flyby Attack, Mobility, Weapon Finesse

    Environment: Temperate forests Temperate forests

    Organization: Solitary, gang (2-4), band (6-11), or tribe (20-80)Solitary, gang (1 plus 2-4 impets), or band (1 plus

    6-11 impets)

    Challenge Rating: 1 12

    Treasure: StandardDouble standard (including rapier of wounding +1 and sling +1)

    Alignment: Usually lawful neutral Usually lawful neutral

    Advancement: By character class By character class

    Level Adjustment: +3 +3

    ImpetThe fey ying about your head has small horns

    and a long tail ending in a point.

    Impets are diminutive fey who delight in

    pranks and mischief.

    Impets are found in magical forests, and once one

    has their attention, it is tough to lose. They delight

    in leading tra