This horned, albino ape has four arms and thick white fur braided with bone fetishes and trophies. It carries a strangely shaped throwing axe.
XP 6,400
CE Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent, see invisibility; Perception +11
DEFENSE
AC 24, touch 12, flat-footed 21 (+4 armor, +3 Dex, +8 natural, -1 size)
hp 114 (12d10+48)
Fort +12, Ref +11, Will +8
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 19
OFFENSE
Speed 30 ft., climb 30 ft. (40-ft. base)
Melee mwk throwing axe +16/+11/+6 (1d8+5), 3 mwk throwing axes +16 (1d8+2), bite +11 (1d8+2) or bite +16 (1d8+5), 4 claws +16 (1d6+5 plus rend)
Ranged 4 mwk throwing axes +16 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (4 claws +16, 1d6+7)
Spell-Like Abilities (CL 14th, concentration +16)
Constant - see invisibilityĀ
At willĀ - deeper darkness, dimension door, dispel magicĀ
3/day dominate monster (DC 21), fear (DC 16)
STATISTICS
Str 21, Dex 17, Con 18, Int 12, Wis 14, Cha 14
Base Atk +12; CMB +18; CMD 31
Feats Cleave, Combat Reflexes, Iron Will, Multiweapon Fighting, Power Attack, Weapon Focus (throwing axe)
Skills Climb +20, Intimidate +11, Knowledge (religion) +14, Perception +11, Stealth +6, Survival +11
Languages Abyssal, Common, Polyglot
SQ martial training
Gear masterwork hide armor, masterwork throwing axes (8), leather axe harness
SPECIAL ABILITIES
Martial Training (Ex) Because of their high intelligence, high girallon are proficient with light and medium armors, simple weapons, and one martial weapon of choice.
ECOLOGY
Environment warm jungle
Organization solitary, tribe (2-4 high girallons, 4-8 girallons, and 12-24 charau-ka), or empire (8-12 high girallons, 12-20 girallons, and 50-100 charau-ka)
Treasure standard
Physically, high girallons are larger, more powerful versions of their lesser cousins. They stand 9 feet tall and weigh nearly a thousand pounds. They often dress in hides, and they fight with exotically shaped throwing axes or sacrificial knives.
Yet the most dangerous thing about the high girallon is not their strength, but rather their intellect. For behind each high girallonās fury lies a cold, calculating mind.
Reclusive by nature, high girallon clans settle the most secluded depths of the jungles, generally inhabiting ruined cities and misty mountain temples. There they rule as divine priestkings over tribes of lesser apes. These congregations sometimes even include humanoid slaves or cultists, though the high girallon prefer raiding and collect tribute over commanding direct service. They rarely reveal themselves to outsiders, and instead quietly gather strength against the day their patron sends them out to claim all the worldās forests.
Some primitive tribes worship these girallons as the agents of evil gods or demons, and a few high girallons have been known to work for or even breed with tribal orcs, inspiring legends of four-armed āwhite orcs.ā
Copyright Notice: Pathfinder Chronicles: Heart of the Jungle. Copyright 2010, Paizo Publishing, LLC; Authors: Tim Hitchcock, Jason Nelson, Amber Scott, Chris Self, and Todd Stewart.
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This hollow-eyed, blue-skinned woman has a vultureās wings, birdlike talons for hands and feet, and a fang-filled mouth.
XP 12,800
CE Medium fey
Init +7; Senses low-light vision, scent, see in darkness; Perception +22
DEFENSE
AC 25, touch 18, flat-footed 17 (+8 Dex, +1 Dodge, +7 natural)
hp 147 (14d6+98)
Fort +11, Ref +16, Will +14
DR 10/cold iron and magic; Immune fire, bleed, fear; Resist cold 10, electricity 10
Weaknesses susceptible to salt
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +17 (1d6+8 plus blood drain), 4 claws +18 (1d4+8 plus grab)
Special Attacks blood drain (1d2 Constitution)
Spell-Like Abilities (CL 12th; concentraion +18)
Constantāgreater magic fang (self only)
At willācommand undead (DC 18), invisibility, ray of enfeeblement (DC 19)
3/dayācharm monster (DC 20), quickened invisibility, quickened ray of enfeeblement (DC 19), ray of exhaustion, vampiric touch
1/dayāmirage arcana (DC 21), veil (self only), waves of fatigue, wind walk
STATISTICS
Str 21, Dex 24, Con 24, Int 19, Wis 21, Cha 22
Base Atk +7; CMB +12 (+16 grapple); CMD 30 (34 vs. grapple)
Feats Ability Focus (ray of enfeeblement), Combat Casting, Dodge, Quicken Spell-Like Ability (invisibility, ray of enfeeblement), Skill Focus (Stealth), Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +24, Disguise +23, Escape Artist +24, Fly +28, Intimidate +20, Knowledge (nature) +21, Perception +22, Sense Motive +22, Stealth +38, Survival +19; Racial Modifiers +8 Stealth
Languages Aklo, Auran, Common
SQ blood frenzy
SPECIAL ABILITIES
Blood Frenzy (Ex) When a rabisu successfully drains blood from a creature, it becomes frenzied. For 1d4 rounds after it drains blood, it acts as if affected by haste and gains fast healing 5.
Susceptible to Salt (Ex) A handful of salt burns a rabisu as a flask of acid would, causing 1d6 points of damage per use. Ground sprinkled with salt functions as difficult terrain for a rabisu. A line of salt placed across a doorway, window, or other aperture can largely prevent a rabisu from passing through that opening. It can attempt to go through the opening as a move action, but unless it succeeds at a DC 20 Fortitude save, the salt prevents it from completing the movement, and it becomes nauseated for 1 round.
ECOLOGY
Environment warm deserts, hills, and mountains
Organization solitary, pair, or gang (3-6)
Treasure standard
Despite their ghoulish appearance, rabisus are living creatures, not undead. While they can manipulate objects with their talons, they cannot wield weapons. Rabisus take great delight in the taste of blood. To these fey, this flavor can vary greatly, even between two similar creatures. Rabisus might keep particularly delicious victims prisoner for months to prolong the pleasure of savoring their blood.
A rabisu stands 6 feet tall and weighs 160 pounds.
This skeletally thin woman has a mothlike face, flies upon dragonfly wings, and is wrapped in shadows.
XP 25,600
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., see thoughts; Perception +32
DEFENSE
AC 28, touch 22, flat-footed 20 (+4 deflection, +7 Dex, +1 dodge, +6 natural)
hp 175 (14d10+98)
Fort +11, Ref +16, Will +16
Defensive Abilities shadow mantle; DR 10/good; Immune electricity, mind-affecting effects, poison; Resist acid 10, cold 10, fire 10; SR 24
OFFENSE
Speed 30 ft., fly 40 ft. (perfect)
Melee 2 claws +21 (1d4+2), tongue +21 (1d6+2 plus thought siphon)
Special Attacks oviposition, sneak attack +3d6
Spell-Like Abilities (CL 14th; concentration +20)
At willācalm emotions (DC 18), charm person (DC 17), detect thoughts (DC 22), greater teleport (self plus 50 lbs. of objects only), invisibility, modify memory (DC 19), sending
3/dayāhold person (DC 19), quickened invisibility, suggestion (DC 19)
1/dayādream, feeblemind (DC 21), nightmare (DC 21), summon (level 4, 1 oolioddroo 35% or 1d4 shadow demons 35%)
STATISTICS
Str 14, Dex 25, Con 24, Int 21, Wis 24, Cha 23
Base Atk +14; CMB +16; CMD 38
Feats Dodge, Lightning Stance, Mobility, Quicken Spell-Like Ability (invisibility), Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +21, Bluff +23, Diplomacy +23, Fly +32, Knowledge (arcana, planes) +22, Perception +32, Sense Motive +32, Spellcraft +22, Stealth +28, Use Magic Device +23; Racial Modifiers +8 Perception, +4 Stealth
Languages Abyssal, Celestial, Draconic; telepathy 300 ft.
SPECIAL ABILITIES
Oviposition (Su)Ā As a full-round action once per day, an oolioddroo can use its tongue to implant its eggs into the brain of a helpless, sleeping, unconscious, or willing creature, dealing 1 point of Intelligence damage. Typically, the oolioddroo uses modify memory immediately after an oviposition, making its victim forget the violation. The egg gestates in the victimās brain for 24 hours, after which a small caterpillar-like larva emerges and nestles painlessly within the victimās brain. At this point, the oolioddroo can track the victimās location as if the victim were under the effect of a status spell, can communicate telepathically with the victim across any distance, and can use its detect thoughts, modify memory, and suggestion spell-like abilities through the link to target the victim. The larva (and its link to its oolioddroo) becomes inert whenever the victim and the oolioddroo are on separate planes. Victims carrying this larva radiate a chaotic and evil aura. Anyone who reads the victimās thoughts, such as via detect thoughts or telepathy, can attempt a Sense Motive check opposed by the oolioddrooās Bluff check to notice the presence of a second, alien set of thoughts in the targetās mind. Dispel chaos and dispel evil can each immediately end the ovipositionāthe implanted larva melts into harmless fluid and is absorbed by the victimās body. This is not a disease effect, though, so heal or remove disease offer no aid in ending the effect. As an immediate action, an oolioddroo can use its feeblemind spell-like ability on the carrierāit uses this āscorched earthā tactic if it fears that the host is about to be rescued or cut off from its influence, such as occurs when the effects are ended via dispel chaos or dispel evil.
Using feeblemind in this way automatically destroys the larva, regardless of whether or not the victim succeeds at the saving throw against the feeblemind effect, so an oolioddroo typically waits until the last moment to use this ability.
See Thoughts (Su)Ā An oolioddroo can see a creatureās thoughts, interpreting them as a shifting mass of colors, images, and shapes that infuse a creatureās aura. An oolioddroo gains the effects of see invisibility against creatures with an Intelligence score as a result of this unusual sense. This ability also grants the oolioddroo a +8 racial bonus on Sense Motive checks.
When it uses detect thoughts, it does not have to study an area or subject to gain all 3 rounds of informationāit gains all of this information on the 1st round of using the ability. In addition, it gains a +4 racial bonus to the save DC of its detect thoughts spell-like ability. A blind oolioddroo loses the ability to see thoughts.
Shadow Mantle (Su)Ā The supernatural shadows that wreathe an oolioddroo grant the creature a +4 racial bonus on Stealth checks and a +4 deflection bonus to its Armor Class.
Thought Siphon (Su)Ā Whenever an oolioddroo damages a creature with its tongue attack, it can drink away one of the creatureās thoughts or memories. A creature can resist this attack with a successful DC 23 Will save. On a failed save, the oolioddroo targets the victim with one of the following effects. The save DC is Charisma-based.
Memory Drain: The victim is immediately affected by the oolioddrooās modify memory spell-like ability. The oolioddroo can adjust up to 5 minutes of memories immediatelyāit does not need to increase the spellās casting time to match the duration of the modified memory.
Skill Drain: The victim loses all skill ranks in a skill of the oolioddrooās choosing for 24 hours. Lost skill ranks can be recovered immediately with a restoration or greater restoration spell.
Spell Drain: The victim immediately loses one prepared spell or one unused spell slot of the oolioddrooās choice; this lost spell or spell slot can be replenished normally.
Wisdom Drain: The victim takes 2 points of Wisdom drain.
Tongue (Ex)Ā An oolioddrooās tongue attack is a primary attack that deals piercing and slashing damage. Whenever an oolioddroo damages a foe with its tongue, it can use its thought siphon attack.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or cult (3ā6)
Treasure standard
Oolioddroos, known also as moth demons, are an especially insidious breed of fiend that can infest the brains of living creatures with their eggs, allowing them to manipulate their victimsā thoughts and minds from afar. This might mean an oolioddrooās victim could go about its normal life for months or even years before the demon capitalizes on the link and forces it to undertake a particularly nefarious or vile deed. In the worst cases, the victim commits crimes or heinous acts at the oolioddrooās bidding and then immediately forgets about these acts, creating the perfect sleeper agent who not only unknowingly does the oolioddrooās bidding, but might, when not controlled, be significantly involved in efforts to oppose the acts of sabotage and terrorism the oolioddroo commands. To the oolioddroo, the torment, shame, and despair a victim feels upon realizing heās been at least somewhat responsible for such actions is as delicious and delightful as the pain and suffering caused by the acts themselves.
An oolioddroo appears as a skeletally thin woman with gray flesh. Its shadow mantle typically appears in the form of a flowing, diaphanous gown of semisolid shadows and smoke, but the demon can make this defense appear to be black clothes or simply its own shadow.
The oolioddrooās deeply unsettling face is that of a horned moth, and her tongue, while flexible, is strong enough to penetrate flesh and bone with ease.
An oolioddroo stands 6 feet tall, but weighs only 100 pounds. These sinister demons form from the souls of those who used brainwashing, mind control, and similar techniques, either magical or mundane, to trick or force the innocent into committing terrible acts of brutality.
Oolioddroos are particularly valued in more subtle invasions of the mortal realm, where the act of possession might be too blatant a tactic to use against the innocents of the world. When an oolioddroo does its job well, none even suspect demonic influence; instead they think that the devastating cruelties its influence has engendered rose entirely from the debased thoughts of lone fanatics or sociopaths.
An encounter with an oolioddroo can be rather complex due to the nature of the creatureās special abilitiesāespecially if a PC is its intended victim. If an oolioddroo attempts to seize control of a lone PC, one tricky tactic is to simply ask the characterās player to attempt all the necessary rolls and checks beforehand.
Typically, one of these demons attempts to implant eggs in a character who is alone or asleep, in which case that character can attempt a Perception check (at a ā10 penalty if the character is sleeping) and a saving throw against the modify memory spellāif both fail, the implanted egg hatches without the player noticing. Thereafter, the source of the strange voices and compulsions in the characterās mind, as well as the source of the periodic suggestions and other magical attacks, can be as frighteningly mysterious to the player as they are to the character.
Of course, the GM should take care not to go too far with thisāand if a PC or an ally uses detect evil, for example, she might guess that something is afoot when a normally nonevil PC radiates an unexpected aura.
Str 27, Dex 20, Con 30, Int 21, Wis 23, Cha 26
Base Atk +17; CMB +25; CMD 49
Feats Critical Focus, Deceitful, Dodge, Improved Critical (claw), Mobility, Power Attack, Quicken Spell-Like Ability (charm monster), Spring Attack, Staggering Critical
Skills Acrobatics +25, Bluff +40, Diplomacy +28, Disguise +29, Fly +37, Intimidate +25, Knowledge (local, nobility) +25, Knowledge (religion) +22, Perception +34, Sense Motive +26; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.; tongues
SQ change shape (Small or Medium humanoid; alter self), profane wishcraft
SPECIAL ABILITIES
Branding (Su)Ā Each time a lilitu damages a living creature with her tail slap, the wound leaves an angry and permanent red brand. The creature struck becomes staggered for 1 round from the pain. A successful DC 26 Will save negates the staggered condition and reduces the duration of the brand from permanent to 1 hour. The save DC is Charisma-based.
Removing brands is difficultāeach casting of restoration, dispel chaos, or dispel evil removes one brand. Heal removes 1d4+4 brands. Greater restoration removes a number of brands equal to the spellās caster level. Miracle and wish can each remove all brands at once. The number of brands a creature gains in this manner has a cumulative series of effects, as listed below.
1ā3 Brands: The lilitu can affect the branded creature with its create husk, husk link, and profane pact abilities.
4ā6 Brands: The branded creature takes a ā2 penalty on all Will saves made against a lilituās spells, spell-like abilities, and supernatural abilities. The branded creatureās aura now radiates chaos and evil.
7ā9 Brands: The branded creatureās Wisdom score is reduced by 4. A chaotic evil creature is immune to this effect.
10 or More Brands: The penalties to the creatureās Will saves and Wisdom score that are listed above double. In addition, the branded creature automatically fails all Will saves made against a lilituās spells, spell-like abilities, and supernatural abilities. A chaotic evil creature is immune to this effect.
Create Husk (Su)Ā Once per day as a swift action, when a lilitu deals enough damage with a weapon, spell, or spell-like ability to kill a branded Small or Medium humanoid within 30 feet, she can instead opt to transform that slain humanoid into a husk. The targeted creature can attempt a DC 26 Fortitude save to negate this effect, allowing it to die normally. A humanoid transformed into a husk withers away into an immobile and desiccated corpse, but does not actually dieāin this state, the creature remains aware of its surroundings but can take no actions at all. A husk is essentially treated as an object with hardness 15 and 60 hit points; it weighs 10% of the original creatureās weight. If a husk is destroyed, the effect ends and the body dies. This is a curse effectāremoving this curse restores the victim to life at a number of negative hit points equal to the creatureās Constitution ā 1; a husk restored to life in this way has 1 round to stabilize or be healed before it dies. A lilitu can maintain a number of husks simultaneously equal to her Charisma bonus (8 husks for the typical lilitu); if she creates more husks than she can maintain, a previously created husk (chosen by the lilitu) is released and immediately dies. Lilitus hide their husk collections in very safe places. The save DC is Charisma-based.
Husk Link (Su)Ā By spending a minute in blasphemous contact with a husk she created, a lilitu can establish a supernatural link to that husk. As long as she and that husk remain on the same plane, divination spells reveal the linked huskās alignment to be the same as the lilituās alignment (chaotic evil). The link allows a lilitu to use her change shape ability to assume a huskās original form, gaining a +20 bonus on Disguise checks to impersonate that person. If a lilitu with an active husk link takes enough damage to be slain, the husk takes the killing blowās damage instead and is destroyed, instantly severing the active husk link; if the lilitu is disguised in the huskās original form, she instantly reverts to her true form.
Profane Grace (Su)Ā A lilitu gains a +4 profane bonus to AC and on Initiative checks and Reflex saves.
Profane Pact (Su)Ā Once per day as a full-round action, a lilitu can forge a profane pact with a willing humanoid creature bearing at least one lilitu brand by touching the creature for 1 full round. A single creature can have no more than one profane pact with a lilitu at any time. This functions identically to a succubusās profane gift ability, save that it grants a +4 profane bonus to an ability score of the humanoidās choice and it does not grant a telepathic link to the target.
Profane Wishcraft (Su)Ā A creature that accepts a wish from a lilitu immediately becomes chaotic evil unless it succeeds at a DC 26 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 24 hours, followed by the effects of crushing despair for 1d6 days (these spell effects function at CL 17th). The save DC is Charisma-based.
Swift Claws (Ex)Ā When a lilitu makes a full attack, she can attack twice with each of her claws, for a total of four attacks in that round.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, gathering (3ā5), or cult (1 lilitu and 6ā12 succubi)
Treasure double
Lilitus are subversive and hidden horrors, demons who work subtly in their constant quest to destroy and devastate. Whereas most demons prefer to rend and destroy, the lilitu is more akin to the succubusāshe prefers to do her work in humanoid form to infect society with sin from within. Lilitus enjoy few things more than leading mortals into all manner of sinful acts, in the hope that when the mortal perishes, its soul will fuel the Abyss. Despite some superficial similarities to succubi, lilitus are not solely concerned with the sin of lust.
The exact nature of sin that a lilitu tempts a mortal into committing varies, for these demons are adept at reading mortal desires and secrets, quickly discerning which sins a specific target can be convinced to perform.
Lilitus have numerous tools at their disposal for the encouragement of sin, but they much prefer their humanoid victims to commit sins of their own free will.
As such, lilitus generally use their abilities to deceive and beguile mortals rather than forcing them to execute heinous acts. A son convinced to kill for his mother (the disguised lilitu) to rectify a grave injustice elicits far more delight than compelling a mind-controlled humanoid to do such a deed.
In her true form, a lilitu appears as an eyeless, horned, snake-tailedābut otherwise beautifulāhuman woman.
Despite her lack of eyes, a lilitu can see with ease. A lilitu forms from the soul of a mortal who lured others of its kind to commit sins.
Lilitus are more likely than other demons to devote their work to a specific demon lord, yet they do not generally view such devotion as true servitude. Itās simply convenient to have a specific demigod in mind when seeking to corrupt a mortalās faith and to convince such fallen souls to shift their own allegiance from a prior deity to the lilituās chosen demon lord. When a lilitu chooses to ally herself with a demon lord, she takes on certain physical characteristics that reflect that demon lordās personality or appearance. For example, a lilitu that serves Dagon, the demon lord of deformity, sea monsters, and the sea might bear scaly skin like that of a fish, webbed fingers and toes, and finlike ridges on her head instead of the more typical goatās horns.
A lilitu that serves Pazuzu, on the other hand, might have vestigial feathery wings on her back and birdās talons instead of hooves for feet. These appearance changes are cosmetic only and never impact the lilituās options for natural attacks. of course, the demonās ability to change shape or assume the form of a captured husk allows the demon to disguise her true form at will. Lilitus who serve specific demon lords in this manner often have class levels. A lilitu typically focuses on class roles such as bards, rogues, swashbucklers, or any other agility- and deception-based classes.
Lilitus typically stand 6 to 6-1/2 feet tall and weigh 130 to 150 pounds.
This creature combines the features of a scorpion and a horseā slavering humanoid faces peer from between its two pincers.
XP 6,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., all-around vision; Perception +18
DEFENSE
AC 25, touch 9, flat-footed 25 (+16 natural, ā1 size)
hp 115 (11d10+55)
Fort +12, Ref +9, Will +7
DR 10/good; Immune electricity, fear, poison; Resist acid 10, cold 10, fire 10; SR 20
OFFENSE
Speed 50 ft.
Melee 2 claws +16 (1d6+6/19ā20 plus grab), 2 stings +16 (1d6+6/19ā20 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks hatred, rasping tongues
Spell-Like Abilities (CL 12th; concentration +15)
Constantāspeak with animals
At willāhold animal (DC 15), greater teleport (self plus 50 lbs. of objects only), unnatural lust (DC 14)
3/dayāair walk, quickened unnatural lust (DC 14)
1/dayābaleful polymorph (DC 18), summon (level 3, 1 kithangian 35%)
STATISTICS
Str 22, Dex 11, Con 20, Int 7, Wis 19, Cha 16
Base Atk +11; CMB +18 (+22 grapple); CMD 28
Feats Improved Critical (claw), Improved Critical (sting), Improved Initiative, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (unnatural lust)
Skills Handle Animal +17, Intimidate +17, Perception +18, Stealth +10
Languages Abyssal, Celestial, Draconic; speak with animals, telepathy 100 ft.
SQ change shape (beast shape II, Medium or Large animal), swift transformation
SPECIAL ABILITIES
Hatred (Ex)Ā A kithangian gains a +2 bonus on all attack rolls and damage rolls made against all creatures of the animal type. In addition, animals take a ā2 penalty on all saving throws against a kithangianās supernatural or spell-like abilities.
Poison (Ex)Ā Stingāinjury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Str plus nauseated; cure 2 consecutive saves.
Rasping Tongues (Su) The faces between a kithangianās claws have long rasping tongues covered with tiny teeth.
Whenever a kithangian successfully grapples a foe with its claws, a rasping tongue slithers out from the face within and burrows into the creatureās body. Each round that the creature is grappled, it takes 1d6 points of damage and 1d4 points of Charisma damage as its sense of self-identity is warped and twisted. A successful DC 18 Will save negates the Charisma damage. The save DC is Charisma-based.
Swift Transformation (Su) A kithangian can use its change shape ability as a swift action.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or pack (3ā8)
Treasure standard
Kithangians, also known as beast demons, are reprehensible monstrosities born from the souls of those who abused and tormented animals in life. Universally male, the sudden spread of fiendish elements through within an areaās fauna is a sure indication of a kithangianās presence in a region. The fact that most creatures that birth litters of young with the half-fiendish template die in the process is of little concern to the kithangian, for it merely moves on to new hunting grounds when uncorrupted animal victims grow too rare.
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This flying, bulbous, tumor-riddled mass has numerous arms, no legs, and a leering, three-eyed face.
XP 12,800
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., scent; Perception +25
DEFENSE
AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, ā1 size)
hp 137 (11d10+77)
Fort +14, Ref +9, Will +10
Defensive Abilities amorphous; DR 10/good; Immune acid, disease, electricity, poison; Resist cold 10, fire 10; SR 22
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee +1 scorpion whip +18/+13/+8 (1d6+8/18ā20 plus disease), bite +12 (1d8+3 plus disease)
Ranged tumor +14 (2d6 acid plus disease)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Special Attacks disease, whip specialist
Spell-Like Abilities (CL 13th; concentration +16)
At willācontagion (DC 17), grease (DC 14), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 17)
3/dayāstinking cloud (DC 16)
1/dayāsummon (level 4, 1 gibrileth 35%), waves of fatigue
STATISTICS
Str 24, Dex 19, Con 24, Int 13, Wis 16, Cha 17
Base Atk +11; CMB +19 (+23 trip); CMD 35 (37 vs. trip)
Feats Combat Expertise, Combat Reflexes, Greater Trip, Improved Initiative, Improved Trip, Lightning Reflexes
Skills Fly +20, Knowledge (dungeoneering) +15, Knowledge (planes) +15, Perception +25, Sense Motive +17, Stealth +14, Survival +17; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ tumors
SPECIAL ABILITIES
DiseaseĀ Any weapon a gibrileth wields becomes a vector for spreading the demonplague. A creature bitten by a gibrileth or damaged by a weapon it wields is exposed to this virulent disease. A successful DC 22 Fortitude save is needed to resist this creatureās particular strain of demonplague. The save DC is Constitution-based.
Tumors (Su)Ā As a swift action, a gibrileth can rip a grapefruit-sized tumor from its body with one of its many arms and throw it as a splash weapon with a range increment of 20 feet. A direct hit deals 2d6 points of acid damage, and deals 1d4 points of acid splash damage to all creatures within 5 feet of the target. A creature can avoid the splash damage with a successful DC 22 Reflex save. The save DC is Constitution-based.
Whip Specialist (Ex)Ā A gibrileth does not provoke attacks of opportunity when using a whip.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or infection (3ā8)
Treasure standard (+1 scorpion whip, other treasure)
Gibrileths are known as filth demons because their appearance is so vile that even other demons find them appallingāincluding some hezrous. A gibrilethās body is composed almost entirely of quivering, globular, acidic tumors, save for its batlike wings and the nest of spindly, atrophied arms growing from the top of its body. It can walk with a clumsy gait, using its long arms, but it prefers to be on the wing.
These creatures enjoy spreading nausea and sickness, either via their spell-like abilities or through violenceāin fact, they are one of the primary sources of demonplague throughout demon infested lands. Gibrileths particularly relish the taste of partially liquefied, diseased flesh, and many keep infected victims in pens like cattle for periodic snacking, allowing their sickness to season them properly before feeding. Gibrileths rise from the souls of mortals who deliberately encourage the spread of disease or sickness, many of whom died of disease themselves.
A gibrileth is approximately 10 feet in diameter, with a wingspan of 16 feet. These foul, bloated demons typically weigh about 2,400 pounds.
This horned, winged, wolf-headed demon has bone-white flesh onto which have been riveted plates of spiky armor.
XP 204,800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., true seeing; Perception +36; Aura cloak of chaos (20 ft., DC 25), havoc (30 ft.)
DEFENSE
AC 34, touch 18, flat-footed 30 (+8 armor, +4 deflection, +4 Dex, +8 natural)
hp 332 (19d10+228); fast healing 10
Fort +27, Ref +16, Will +21
Defensive Abilities armor plating; DR 15/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 30
OFFENSE
Speed 50 ft., fly 50 ft. (good)
Melee +1 wounding falchion +31/+26/+21/+16 (2d4+17/15ā20), bite +25 (1d8+5), gore +25 (1d6+5)
Special Attacks rain of blood, wounding blood
Spell-Like Abilities (CL 19th; concentration +26)
Constantācloak of chaos (DC 25), true seeing
At willāconfusion (DC 21), fear (DC 21), geas/quest, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 22)
3/dayādimensional lock, quickened hold monster (DC 22), song of discord (DC 22)
1/dayāmass hold monster (DC 26), summon (level 7, 1 gallu 20%, 1 marilith 35%, or 1d4 nalfeshnees 60%), symbol of insanity (DC 25), word of chaos (DC 24)
STATISTICS
Str 33, Dex 18, Con 34, Int 18, Wis 23, Cha 25
Base Atk +19; CMB +30 (+32 bull rush); CMD 48 (50 vs. bull rush)
Feats Critical Focus, Improved Bull Rush, Improved Critical (falchion), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (hold monster), Staggering Critical, Vital Strike
Skills Bluff +29, Disguise +29, Fly +30, Intimidate +37, Knowledge (engineering) +26, Knowledge (history) +26, Knowledge (planes) +26, Perception +36, Ride +26, Sense Motive +28; Racial Modifiers +8 Intimidate, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ change shape (alter self, Small or Medium humanoid)
SPECIAL ABILITIES
Armor Plating (Su)Ā The armor plates covering much of a galluās body grant it a +8 armor bonus. They also function as armor spikes during grapples, but cannot be used as offhand weapons. In addition, these armor plates can possess one additional armor special ability chosen from the following options: acid resistance 20, cold resistance 20, fire resistance 20, ghost touch, moderate fortification, or sonic resistance 20. A gallu demon can switch the active armor special quality once per hour as a swift actionāas a general rule, the gallu demon keeps the armor plating set to moderate fortification. These armor plates do not encumber the gallu or impose armor check penalties, maximum Dex bonuses, or arcane spell failure chances.
They cannot be removed, sundered, or destroyed while the gallu lives, and they rust away into non-magical fragments of iron upon the galluās death.
Aura of Havoc (Su) A galluās presence wreaks havoc, infusing battlefields with elements of chaos and entropy that disrupt careful coordination and tactical plotting by manipulating fate and chance. This aura extends to a 30-foot radius around the gallu. The aid another action can never grant bonuses in this area, nor does flanking grant bonuses to hit in the affected area (although flanked foes remain susceptible to sneak attack damage). A creature summoned into this area by any creature other than a demon must succeed at a DC 26 Will save to avoid being confused for 1d4 rounds. Paladins and creatures with the lawful subtype must make a DC 26 Will save each round they begin their turn in this aura to avoid being nauseated for 1 round.
Demons ignore the effects of a galluās aura of havoc. The save DCs are Charisma-based.
Rain of Blood (Su) As a standard action once per minute, a gallu can command the wounds of all creatures within 30 feet to erupt into a gory deluge of blood; any wounded creature in the area of effect immediately takes 3d6 points of damage from the rain of blood and must succeed at a DC 31 Fortitude saving throw. Failure indicates that the damage becomes bleed damage and the affected creature becomes staggered from the pain as long as the bleed damage continues. Creatures that are immune to bleed damage are immune to this abilityās effects. The save DCs are Constitution-based.
Wounding Blood (Su) The spikes that hold a galluās armor plates in place extend as far into the demonās body as they do outside of it, causing rivulets of blood to constantly run from the creatureās flesh. This continual bleeding does not inconvenience or harm the gallu; instead, it grants the wounding special ability to all manufactured weapons wielded by the gallu. The dripping blood does not affect the galluās natural attacks.
ECOLOGY
Environment any (Abyss)
Organization solitary or platoon (1 gallu, 1ā3 mariliths, and 3ā12 vrocks)
Treasure standard (+1 falchion, other treasure)
On the endless battlefields of the Abyss, the demon lordsā vast armies clash and tear at each other in horrific displays of warfare and bloodshed. These conflicts often arise from border disputes between demonic realms, or when one demon lord finds an excuse to attack another.
But many of these immense wars have no good reason at all, for gallus eagerly foment war for warās sake; they are master engineers of martial strife. These hateful, destructive demons arise from the souls of warmongers and war profiteersānefarious leaders, corrupt priests, or subversive merchants who used their power to perpetuate existing wars or even to trigger new ones, all for the express purpose of personal gain or sadistic pleasure.
Known to some as warmonger demons, the gallus are not as enormous as many of the other powerful demons; despite their near-human size, however, they are among the deadliest of demonkind. Standing 8 feet tall and weighing 450 pounds, these creatures have wolf-like (but hairless) horned heads, bat-like wings, and pale flesh.
Their feet end in hooves, and their tails resemble those of lions. Gallus can assume humanoid shape as well, and typically do so when interacting with mortals, allowing them to more easily sow seeds of war among those they interact with.
These demons are relatively difficult to summonā gate spells can conjure them from the Abyss, but few other mortal spells can call them forth. As a result, most gallus encountered outside the Abyss have traveled there via portals or similar methods. Gallus are innately crafty creatures; when coming to a new world, they resist their natural urges to destroy in favor of infiltration. Extraordinarily patient, they can spend decades or more in disguise as they subtly build their influence and acquire positions of power; they then use those positions to incite government officials and other powerful individuals to wage war on their neighbors. Only when the hostilities have completely devastated their host, leaving it in smoking ruins, do gallus shed their human flesh and appear in their true form to gloat and torment the conflictās few survivors before moving on to seek fresh victims.
In demon infested lands, gallus serve an additional role as commanders in the numerous demonic armies. Many control multiple divisions, each led by a marilith general, and report in turn to one of the landās leaders. But not all gallus command armies. Those who serve a specific lord primarily utilize their deceptive natures to infiltrate various mercenary orders, barbarian tribes, settlements on the fringes of more civilized lands, and other factions arrayed against demon infested lands. From within those groups, they serve as advisors, urging those theyāve infiltrated into launching ill-timed or poorly planned attacks on their demonic foes. These gallus occasionally feed their humanoid āalliesā legitimate intelligence about demonic fortifications or troop movements, knowing that a little truth can go a long way in encouraging mortals to act upon their more violent urges.
The size of a horse, this demonic locust has a scorpionās stinger and an almost-human face. Its front legs end in clawed hands.
XP 9,600
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., scent; Perception +25
DEFENSE
AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, ā1 size)
hp 126 (11d10+66)
Fort +13, Ref +13, Will +8
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21
OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee bite +18 (1d4+8 plus poison), 2 claws +18 (1d4+8), sting +18 (1d8+8/19ā20 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks drone
Spell-Like Abilities (CL 12th; concentration +15)
At willācontagion (DC 17), greater teleport (self plus 50 lbs. of objects only), gust of wind
3/dayāenervation, quickened summon swarm
1/dayāinsect plague, summon (level 4, 1 derakni or 1d4 vescavor swarms 40%)
STATISTICS
Str 26, Dex 23, Con 22, Int 9, Wis 17, Cha 16
Base Atk +11; CMB +20; CMD 36 (44 vs. trip)
Feats Flyby Attack, Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (summon swarm)
Skills Acrobatics +20, Fly +22, Perception +25, Stealth +16, Survival +17; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES
Drone (Su)Ā The sound of a derakni in flight is a mesmerizing, unsettling drone that causes confusion in all non-demons who hear the sound. A derakni must fly at least 10 feet to activate this ability (which it can do as a free action as part of its move action). Any non-demon creature that begins its turn within 30 feet of a derakni that moved in this manner on its previous turn must succeed at a DC 18 Will save or become confused for 1d4 rounds. A creature that makes this save is immune to the drone of that derakni for 24 hours. Demons are immune to this sonic, mind-affecting effect. The save DC is Charisma-based.
Poison (Ex)Ā Bite or stingāinjury; save Fort DC 21; frequency 1/ round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves.
The save DC is Constitution-based.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or swarm (3ā10)
Treasure standard
Deraknis, also known as locust demons, are among the favorite minions in the Abyss.
Great flights of these creatures plague the skies above demon infested lands, but they can be encountered anywhere in the demon infested lands. These creaturesā leering humanoid visages are armored with chitinous plates, and their front feet end in small claws that look strangely like human hands. A derakni can use these hands to manipulate objects or wield items, but generally eschews using weapons or shields entirely.
Often, deraknis are encountered in the vicinity of hives of vescavors.
Indeed, vescavor swarms eagerly serve deraknis as minions, and, save for truly unusual circumstances, a derakni never needs to worry about taking damage from or being distracted by a vescavor swarm that shares its space. Deraknis typically aid in the devastation of large regions, often in preparation for the advance of larger demonic armies.
A derakni is 14 feet long and weighs 1,200 pounds. These wretched demons arise from the souls of those who, in life, purposefully engineered disasters or aided in their developmentāparticularly souls whose disasters resulted in mass famines or droughts.
This deformed, horned, hunchbacked humanoid has a forked, ratlike tail and two thumbs on each taloned hand.
XP 800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 32 (5d10+5)
Fort +5, Ref +4, Will +3
DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Weaknesses hatred of mirrors
OFFENSE
Speed 30 ft.
Melee bite +7 (1d6+2 plus mutilation), 2 claws +7 (1d4+2)
Ranged improvised weapon +5 (1d6+2)
Special Attacks destructive attacks, mutilation
Spell-Like Abilities (CL 5th; concentration +6)
Str 15, Dex 11, Con 12, Int 6, Wis 10, Cha 13
Base Atk +5; CMB +7 (+9 sunder); CMD 17 (19 vs. sunder)
Feats Improved Sunder, Iron Will, Power Attack, Throw Anything B
Skills Appraise +6, Climb +10, Disable Device +8, Perception +12; Racial Modifiers +4 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES
Destructive Attacks (Ex) An abrikandiluās natural attacks can threaten and confirm critical hits against objects. In addition, an abrikandilu gains a +5 racial bonus on Strength checks to break or destroy objects.
Hatred of Mirrors (Ex) An abrikandilu loathes the sight of its own reflection. Using a mirror grants a +5 bonus on Intimidate checks against an abrikandilu. An abrikandilu adjacent to a mirror or attacked by a mirror-carrying creature (at the GMās discretion, some shields could be considered mirrors) must attempt a DC 15 Will save at the start of its turn. If it fails, it must focus all of its actions that round on attempts to destroy the mirror.
Mutilation (Su) An abrikandiluās bite causes horrific and hideous wounds that not only mar beauty but supernaturally diminish a creatureās sense of self-worth. A creature bitten by an abrikandilu must succeed at a DC 13 Fortitude save or gain a ā1 penalty on all Charisma-based checks. This penalty stacks, up to a ā5 penalty, and it lasts even after the wounds are healed. The penalty slowly fades with time, diminishing by 1 every 24 hours until it reaches 0.
This is a curse effect. The save DC is Constitution-based.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or gang (3ā12)
Treasure standard (thievesā tools, other treasure, but any art objects are broken)
Known as wrecker demons, abrikandilus delight in destroying beauty, be it by rending a fine painting to shreds, reducing a magnificent statue to rubble, or scarring a lovely face. Abrikandilus are formed from the souls of mortals who vandalized art or defaced objects of exquisiteness, particularly those whose acts of destruction were born from jealousy.
All abrikandilus loathe only one thing more than beautyātheir own reflections. Curiously, the faces of other abrikandilus do not vex a wrecker demon, but the sight of its own deformed shape drives an abrikandilu into a furious, brutish anger, impelling it to focus all of its energy on breaking the object, usually a mirror, in which it can see itself.
Abrikandilus are often used as ground troops in demonic wars, for they are excellent grunts on the battlefield and donāt require weapons or armor to excel at combat. Their penchant for demolishing works of art functions as an additional demoralizing element in battle, for even when abrikandilus are defeated, the damage they have dealt endures as a constant reminder of the value of what they destroyed.
An abrikandilu stands 4 feet tall and weighs 200 pounds.
This gray-skinned goliath is lean and muscled. Its four powerful arms carry weapons, and it wears a leather chest harness.
XP 1,200
N Large monstrous humanoid
Init +5; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 18, touch 10, flat-footed 17 (+4 armor, +1 Dex, +4 natural, ā1 size)
hp 47 (5d10+20)
Fort +5, Ref +5, Will +4
Defensive Abilities ferocity; Resist cold 5
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee longsword +5 (2d6+5/19ā20), longsword +5 (2d6+2/19ā20), 2 slams +4 (1d6+2)
Ranged shobhad longrifle +6 (2d6/Ć4) or 2 javelins +5 (1d8+5)
Space 10 ft., Reach 10 ft.
STATISTICS
Str 20, Dex 13, Con 18, Int 10, Wis 11, Cha 13
Base Atk +5; CMB +11; CMD 22
Feats Combat Reflexes, Improved Initiative, Multiweapon Fighting, Weapon Focus (shobhad longrifle)
Skills Intimidate +9, Perception +8, Stealth +2, Survival +8
Languages Giant
SHOBHAD LONGRIFLE
A shobhad longrifle is treated as a Large rifle (Pathfinder RPG Ultimate Equipment 46) with a range increment of 200 feet, but it functions only on low-gravity worlds.
ECOLOGY
Environment cold deserts or mountains
Organization solitary, pair, raiding party (3ā19), or clan (20 or more plus 1 sergeant of 3rdā4th level per 10 adults and 1 leader of 5thā7th level), plus mounts (use statistics for ankylosaurus, Pathfinder RPG Bestiary 83).
Treasure NPC gear (hide armor, 2 longswords, 2 javelins, shobhad longrifle with 20 bullets, other treasure)
These fabled four-armed giants are native to a low-gravity planet and renowned across several worlds for their ferocity in battle. Most shobhads are born and come of age in fierce tribal clans known collectively as the Shobhad-neh, and disdain the āsoft livingā practiced by many other humanoid racesāthey believe the abandonment of nomadic culture is a slippery slope that leads away from individual honor and into marginalization. Whether with flashing swords and lances or mysterious longrifles capable of picking off targets on faraway horizons, the clans of the Shobhadneh constantly vie for resources in the hard deserts and mountains where they live, their need to survive trumped only by a still greater desire for honor.
Though considered barbaric by many, the Shobhad-neh operate under strict codes of conduct that dictate how a warrior may gain status via ritualistic challenges or daring coups in territorial squabbles. Unfortunately for other races, these rules almost always apply exclusively to interactions with other shobhads, and the Shobhad-neh see ālesserā races as little more than sheep to be culled.
Typical shobhad warriors stand 12 feet tall and weigh 500 pounds, and their lean bodies are corded with ropes of muscle. Most shobhads prefer to go naked save for loincloths and the leather harnesses that crisscross their chests and secure their weapons in place. When they wear clothing, its either practical such as hide armor and wrappings that protect against biting sandstorms, or ceremonial like the brightly colored skins and feathers chieftains and shamans wear.
Though shobhads can be found on occasion working as lone mercenaries in cities, such urban individuals are the exception rather than the rule. Shobhad shamans preach that in human cities, an individual is little more than a faceless cog in a machine, remembered by no one. Yet a shobhad warrior who rides heroically into battle atop her armored reptilian steed is never forgottenāneither by her own kin, nor by the families of those she defeats. Thus, in battle, a shobhad is made truly immortal.
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This sleek, gold-scaled draconic creature looks both regal and intelligent. A leather harness holds a saddle between its wings.
XP 6,400
LN Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, ā1 size)
hp 115 (10d12+50)
Fort +12, Ref +9, Will +8
Immune fire, paralysis, sleep
OFFENSE
Speed 40 ft., fly 120 ft. (good)
Melee mwk glaive +18/+13 (2d8+12/Ć3), bite +13 (1d8+4) or bite +18 (1d8+8), 2 claws +17 (1d6+8)
Space 10 ft., Reach 10 ft. (15 ft. with glaive)
Special Attacks breath weapon (30-ft. cone, 9d6 fire damage, Reflex DC 20 half, usable every 1d4 rounds)
STATISTICS
Str 26, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +19; CMD 31
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Bluff +16, Fly +17, Intimidate +16, Perception +14, Stealth +11, Survival +14
Languages Common, Draconic
SQ rider bond
SPECIAL ABILITIES
Rider Bond (Su) A dragonkin can form a magical bond with its rider that lasts until death. Forming this bond requires a special ritual that takes 1 hour. Once a dragonkin forms this bond, it canāt form another rider bond until its current rider dies. A dragonkin and its bonded rider can communicate with each other as if they both had telepathy with a range of 100 feet. When a rider is mounted on his dragonkin at the start of combat, both creatures roll initiative separately and treat the highest result as their single result.
ECOLOGY
Environment any mountains
Organization solitary, pair, patrol (3ā6), or wing (7ā14)
Treasure standard (masterwork glaive, other treasure)
Somewhere between true dragons and brute drakes lie the dragonkin. Intelligent, even-tempered, and deadly in combat, dragonkin get along well with humanoids. Unlike many other dragons, dragonkin have enough dexterity in their front limbs to hold and wield weapons, and favor huge glaives and long lances.
The most unusual aspect of dragonkin is their bond with other races. Dragonkin recognize other culturesā potential, and often adopt humanoid riders. After it comes of age, a dragonkin may form an unbreakable partnership with a rider, who acts as a trusted comrade. In battle, a rider and her dragon are inseparable, in such constant telepathic communication that they seem to be one entity. The humanoid riders are responsible for caring and providing for their draconic companions when they are not engaged in battle, though this domestic role is more a social dynamic than outright servitude.
Many dragonkin adopt mannerisms from humanoid races, even going so far as to wear armor. This, combined with the fact that dragonkin have thrown in their lot with humanoids, disgusts some true dragons. A typical dragonkin is 15 to 20 feet long and weighs roughly 2,000 pounds.
Str 6, Dex 13, Con 8, Int 24, Wis 17, Cha 21
Base Atk +4; CMB +2; CMD 14
Feats Combat Casting, Dodge
Skills Bluff +9, Diplomacy +9, Fly +9, Handle Animal +9, Knowledge (arcana, history, planes) +11, Linguistics +11, Perception +10, Sense Motive +7, Spellcraft +11, Use Magic Device +9
Languages telepathy 100 ft.; tongues
ECOLOGY
Environment any urban
Organization solitary, trio, or band (4ā7)
Treasure standard
Once, the entities that would become known as contemplatives were relatively normal humanoids, notable only for their extreme intelligence. At some point in the distant past, however, their race discovered a great secret within itself, unlocking the mindās potential for such sought-after mental powers as telekinesis. Evolutionā whether natural or forced by the contemplatives themselvesāmade their incredible brains the sole focus of their advancement, and as the contemplatives grew to rely more and more on their psychic abilities, their limbs withered and shrank.
Today, a contemplativeās massive brain makes up roughly 80 percent of its body weight. Below the pulsating and partially translucent sac that protects the vital organ, the rest of its body hangs almost vestigially, used for little more than breathing and processing food. Movement, speech, and the manipulation of objects are handled by the creaturesā psychic abilities, resulting in a collection of eerily quiet figures that float slowly and precisely along the halls of their fortresses, mulling over ideas that only their advanced brains are capable of understanding. Though alien in appearance and demeanor, contemplatives are rarely malicious; instead, when their unexplainable goals bring them into conf lict with other races, it can generally be assumed that they have good reasons for their actions, though this may be of little comfort to those inconvenienced by the far-seeing brain-peopleās schemes. Perhaps the most disturbing thing about the contemplatives, however, is the chance that their abhorrent, brain-centric form may in fact be the ultimate destination of all humanoid evolution.
A typical contemplative weighs roughly 100 pounds and measures 4 feet in diameter, though it prefers to float at the eye level of whomever itās talking to. When it speaks inside another creatureās head, its voice is monotone and seems to come from everywhere at once, and when multiple contemplatives are encountered, they almost always use the pronoun āweā rather than the individual āI.ā
This amorphous creature looks like a fleshy, iridescent dirigible, with no visible features save for tentacles dangling down in a line.
XP 1,600
N Large aberration
Init +0; Senses blindsense 120 ft., darkvision 60 ft.; Perception +12
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, ā1 size)
hp 66 (7d8+35); regeneration 2 (acid)
Fort +7, Ref +2, Will +9
Defensive Abilities amorphous
OFFENSE
Speed 0 ft., fly 30 ft. (good)
Melee 2 slams +9 (1d6+4 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+4), engulf (DC 17, 1d6 acid and paralysis)
STATISTICS
Str 19, Dex 11, Con 20, Int 12, Wis 14, Cha 11
Base Atk +5; CMB +10 (+14 grapple); CMD 20 (canāt be tripped)
Feats Combat Reflexes, Iron Will, Power Attack, Weapon Focus (slam)
Skills Escape Artist +10, Fly +12, Handle Animal +7, Perception +12, Stealth +6
Languages Brethedan; telepathy 100 ft.
SQ adaptation, combine
SPECIAL ABILITIES
Adaptation (Ex) A brethedanās body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as a swift action that does not provoke attacks of opportunity, a brethedan can reshape its body and chemistry to adopt any of the following qualities.
It gains resistance 5 against a single energy type (acid, cold, electricity, or fire).
It gains an additional natural attack (bite, tentacle, etc.) with damage appropriate to its size.
Its slam damage type changes to slashing or piercing.
Its slam damage die increases by one step (from 1d6 to 1d8 for most brethedans).
It gains a +4 natural armor bonus to AC.
Its reach increases to 20 feet.
A brethedan can only have one modification in effect at any one timeāif it selects a new adaptation, it loses any other in effect. More extreme adaptations are also possible (at the GMās discretion), but generally take days or even months to adopt.
Combine (Ex) Thanks to their perfect communication, brethedans can combine to work together as parts of a larger organism. As a swift action, a brethedan adjacent to another can merge with it, becoming a single creature occupying both spaces. The merging brethedan forfeits its actions to augment the other, and adds its hit points (though not its Hit Dice) to the new creatureās collective total. At this time, it also chooses one adaptationāthe combined creature gains this benefit, and it cannot be changed unless the combined creature uses its single adaptation action each round to do so. Any number of brethedans can merge in this fashion, but each adaptation can be gained only once (though resistances to multiple energy types are allowed). The combined creature retains the ability to swap one adaptation each round (not once per component creature). Splitting into the component creatures again is a full-round action in which all component creatures are released and the remaining hit points are divided evenly. For the purposes of Hit Die-related effects, the Hit Dice of a combined brethedan are equal to those of the component creature with the highest CR.
ECOLOGY
Environment any sky
Organization solitary, pair, or flotilla (3ā8)
Treasure none
Brethedans are an adaptive race of floating, telepathic creatures that live on gas giant worlds. Though highly intelligent, they disdain physical tools, likely because of the lack of raw materials available in the clouds of their vast homes. Instead, brethedans have evolved to solve problems by combining and modifying their bodies or producing tailored biological agents inside themselves. Though humanoids rarely understand the placid raceās obscure and alien goals, brethedans do sometimes travel to and even colonize other gaseous worlds, and are believed to be the first creatures to have tamed oma for use as living spaceships. A typical Brethedan is 10 feet long and weighs 200 pounds.
This amorphous, whale-like creature floats ponderously, arcs of brilliant energy filling its mouth and rolling down its body.
XP 76,800
N Colossal magical beast
Init ā2; Senses darkvision 60 ft., low-light vision; Perception +24
DEFENSE
AC 30, touch 0, flat-footed 30 (ā2 Dex, +30 natural, ā8 size)
hp 290 (20d10+180)
Fort +23, Ref +10, Will +7
Immune cold, electricity, fire
OFFENSE
Speed fly 200 ft. (average)
Melee bite +33 (4d6+21 plus 2d6 electricity and grab), tail slap +28 (4d6+10)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, swallow whole (6d6 acid damage, AC 25, 29 hp)
STATISTICS
Str 52, Dex 7, Con 29, Int 2, Wis 12, Cha 5
Base Atk +20; CMB +49 (+51 bull rush, +53 grapple); CMD 57 (59 vs. bull rush, canāt be tripped)
Feats Awesome Blow, Critical Focus, Diehard, Endurance, Flyby Attack, Great Fortitude, Improved Bull Rush, Power Attack, Staggering Critical, Vital Strike
Skills Fly ā10, Perception +24
SQ carrier, no breath, starflight
SPECIAL ABILITIES
Capsize (Ex)Ā An oma can attempt to capsize a ship or other vehicle by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25, or the result of the captainās Profession (sailor) check, whichever is higher. For each size category the ship is larger than the oma, the oma takes a cumulative ā10 penalty on this combat maneuver check.
Carrier (Ex)Ā A creature swallowed whole by an oma can forgo attempts to cut itself out and instead attempt a DC 20 Reflex save on its turn. Success allows the creature to move into the creatureās larger second stomach, where it can ride safely for an indefinite period without taking damage. When a passenger wishes to leave, it can cut its way free using the normal rules, or attempt an additional DC 20 Reflex save to be safely excreted in a square adjacent to the oma. An omaās carrier stomach can hold up to one Gargantuan creature (or twice as many creatures of the next smallest size: two Huge creatures, four Large, and so on). At its option, an oma can choose to forgo the normal bite damage of swallowing whole, but not the acid damage of the first stomach.
Starflight (Ex)Ā An oma can survive in the void of outer space, and soars through vacuum at incredible speed. Although exact travel times vary, a trip between two planets within a solar system should take 3d20 days, while one to another system should take 3d20 weeks (or more, at the GMās discretion), provided the oma knows the way to its destination.
ECOLOGY
Environment vacuum and gas giants
Organization solitary, pair, or pod (3ā6)
Treasure incidental
The titanic oma, sometimes referred to as āspace whales,ā are some of the largest creatures spawned by the gas giant worlds. Capable of soaring through both dense gas and the vast gulfs between planets by means of magically projected electromagnetic fields, these docile beasts skim planetary atmospheres or trawl the rings of dust and ice surrounding some worlds, singing their crooning telepathic songs across great distances.
Despite their size, oma are capable of feeding on even the smallest of prey, straining out life-sustaining molecules such as hydrogen with the electromagnetic fields in their energy baleen. When larger creatures or objects get in their way, however, oma are perfectly happy to swallow them as well. Anything ingested by the creatures in this fashion is blasted by electrical energy, dissolved by acid, and then sequestered in a surprisingly habitable second stomach before being eventually excreted.
A typical oma is 150 feet long and weighs 250 tons.
This insectile construct skitters around on metallic legs, its manipulators clacking and glowing eyes searching.
XP 3,200
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 75 (10d10+20)
Fort +3, Ref +7, Will +5
DR 5/adamantine; Immune construct traits
Weaknesses sunlight dependency
OFFENSE
Speed 40 ft., climb 20 ft.
Melee 2 claws +15 (1d8+4/19ā20 plus grab)
Ranged spark +12 touch (2d6 electricity)
STATISTICS
Str 19, Dex 14, Con ā, Int 17, Wis 10, Cha 11
Base Atk +10; CMB +14 (+18 grapple); CMD 26
Feats Improved Critical (claw), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Acrobatics +12 (+16 when jumping), Climb +22, Knowledge (engineering) +13, Perception +10, Stealth +12
Languages Common; shortwave 100 ft.
SQ rebuild
SPECIAL ABILITIES
Rebuild (Ex) Aballonian machines are capable of improving and adapting their designs. Each Aballonian starts out with one of the abilities listed below. For every two additional abilities it possesses, its CR increases by +1. Aballonians may also add the customizable abilities of animated objects, increasing their CRs by +1 for every 2 Construction Points spent in this way. (They are already considered metal.) Aballonians may adapt of their own volition, but it takes 1 day to add each additional ability beyond the first, and they must also possess the rare materials necessary to make such improvements. An ability can only be gained once unless stated otherwise.
Gain a plasma cutter that deals 1d6 points of fire damage on a melee touch attack.
Gain advanced treads that increase base speed to 60 feet.
Modify chassis to gain a burrow, climb, or swim speed of 60 feet. This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type.
Add a radar dish that grants blindsight 120 feet.
Gain an additional claw or slam melee attack (1d6 damage).
Lengthen arms to extend reach by 5 feet.
Gain the rend special attack (2 claws, 1d8+6).
Add armor plating to gain a +4 natural armor bonus to AC.
Harden systems to gain resistance 10 against a single energy type (acid, cold, electricity, or fire). This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new energy type.
Shortwave (Ex) An Aballonian can communicate with nearby Aballonians via invisible waves. This functions as telepathy 100 ft., but only with other Aballonians. In combat, if any allied Aballonians within range can act in a surprise round, all of them can.
Spark (Ex) As a standard action, an Aballonian can launch an arc of electricity at a nearby creature. This attack has a range of 20 feet with no range increment. In addition, whenever an Aballonian makes a check to maintain a grapple, it can use its spark attack against the creature it is grappling as a free action.
Sunlight Dependency (Ex) Aballonians gain their energy from light. In areas of darkness, they gain the sickened condition.
ECOLOGY
Environment Aballon
Organization solitary, pair, or network (3ā6)
Treasure standard
Aballonians are intelligent, self-modifying constructs.
The stat block presented here represents only the most basic type, with much larger or smaller variants taking the form of gargantuan excavators, gliding solar-powered flyers, ribbon-like serpent creatures, disembodied processor intelligences, or stranger designs.
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Spinning blades, long needles, and crystal-tipped rods stud the surface of this hovering metallic sphere.
XP 4,800
N Small construct (robot)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC 23, touch 17, flat-footed 17 (+5 Dex, +1 dodge, +6 natural, +1 size)
hp 105 (10d10+10 plus 40-hp force field)
Fort +3, Ref +8, Will +5
Defensive Abilities all-around vision, hardness 10; Immune construct traits
Weaknesses vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed fly 40 ft. (perfect)
Melee 4 rotating blades +16 (1d4+5/18ā20)
Ranged 4 surgical lasers +16 touch (1d8/19ā20 plus fire)
Special Attacks agile, interrogate, nanosurgeon
STATISTICS
Str 8, Dex 21, Con ā, Int 10, Wis 15, Cha 1
Base Atk +10; CMB +8; CMD 24 (canāt be tripped)
Feats Alertness, Dodge, Mobility, Vital Strike, Weapon Finesse
Skills Fly +15, Heal +17, Perception +19, Sense Motive +19; Racial Modifiers +15 Heal
Languages Common, Hallit
SPECIAL ABILITIES
Agile (Ex) A torturer robot adds its Dexterity modifier to its damage rolls in place of its Strength modifier when using its rotating blades attack.
Force Field (Ex) A field of shimmering energy surrounds a torturer robot. Damage dealt to the robot is applied to the force field first. As long as the field is active, the robot is immune to critical hits. The force field has fast healing 8, but once the fieldās hit points are reduced to 0, the field collapses and does not reactive for 24 hours.
Interrogate (Ex) As a standard action, the torturer robot can attempt a Heal check to deal 1d4 points of damage to an ability of its choice possessed by an adjacent, helpless target. A successful Fortitude saving throw with a DC equal to the robotās Heal check result negates this damage.
Nanosurgeon (Ex) As a standard action, a torturer robot can inject purpose-programmed nanites into a target as a melee touch attack. The nanites produce one of the following effects or conditions (CL 10th, where applicable): cure serious wounds, lesser restoration, neutralize poison, remove disease, exhaustion, nauseated for 1d4 rounds, or paralyzed (nauseated targets only, for remainder of original duration). If the victim succeeds at a DC 17 Fortitude saving throw, exhaustion is reduced to fatigue, nauseated is reduced to sickened, and other effects are negated. The torturer robot carries 5 doses of nanites, and it constructs replacements at a rate of 1 dose per hour. The save DC is Wisdom-based.
Surgical Lasers (Ex) The torturer robotās lasers have a range of 50 feet with no range increment, and threaten a critical hit on a 19 or 20. Lasers pass through transparent creatures and objects without causing harm (including force fields, force effects, and invisible creatures; it can pass through glass, but the glass takes damage), and can strike targets behind them normally. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.
Description
ECOLOGY
Environment any (Numeria)
Organization solitary
Treasure none
Torturer robots, nicknamed āmurderballsā by enemies of the Technic League, were built to extract information from prisoners. Murderballs administer pain in a detached fashion, repeating questions over and over while their heuristic programming analyzes the truth and completeness of responses. Their job demands detailed knowledge of human anatomy and the capacity to revive a dying patient, leading some to serve double-duty as field medics and surgeons.
This womanās once-fine garments are tattered and stained with unnatural fluids, but her protective gear is carefully maintained.
XP 800
Human rogue 4
CN Medium humanoid (human)
Init +4; Senses Perception +8
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 25 (4d8+4)
Fort +5, Ref +9, Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee dagger +4 (1d4+1/19ā20)
Ranged dagger +7 (1d4+1/19ā20)
Special Attacks sneak attack +2d6
STATISTICS
Str 13, Dex 18, Con 12, Int 14, Wis 8, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Alertness, Deft Hands, Great Fortitude
Skills Acrobatics +11, Appraise +7, Bluff +7, Climb +8, Disable Device +15 (+14 vs. electronic devices), Escape Artist +11, Knowledge (engineering) +6, Knowledge (local) +6, Perception +8, Sense Motive +8, Sleight of Hand +13, Stealth +11, Survival +3, Swim +5
Languages Common, Giant, Hallit, Orc
SQ implanted tracker chip, rogue talents (ledge walker, trap spotter), trapfinding +2
SPECIAL ABILITIES
Black E-Pick (Ex) This electronic lockpick allows the user to attempt Disable Device checks against electronic devices and grants its user a +1 competence bonus on the check. Thievesā tools do not apply to Disable Device checks against electronic devices. An e-pick has 10 charges; using the e-pick as part of a Disable Device check consumes one charge. An e-pick weighs 1 pound and is worth 100 gp.
Implanted Tracker Chip (Ex) This chip allows its carrier to be tracked remotely with a chipfinder (see Pathfinder Campaign Setting: Technology Guide). Finding evidence of it requires a full-round search of the carrier and a successful DC 30 Perception check. Extracting the chip requires a slashing weapon and deals 1 point of damage to the carrier.
Long experience with the threats of Silver Mount often leaves Technic League members reluctant to risk their own lives in exploration. Rather, when they gain access to a new chamber in the Mount or other trove of lost technology, they sometimes rely on hirelings and specialized slaves. Also called canaries, metal rats, and silver divers, these delvers are valued for their skill but still seen as expendable. While most hire on voluntarily, offering their services in exchange for coin and adventure, some are adventurers who were caught trespassing in the Technic Leagueās domain, and now pay for their continued existence with this risky form of servitude.
Hirelings are searched for any sign of contraband whenever they exit the Mount. Attempts to hide technology bring harsh, public punishment as a warning to others. The Technic League secretly implants tracking devices in most metal rats to prevent them from escaping with technological secrets, attributing the scar to injections given to protect against exotic plagues and poisons.