Contents

Monsters Templates
     Animal, Mutant Animit Aeon-Spawned  Sample
         Arcanine (Wolfmage)      Astral Juggernaut      Archetype  Sample
         Aurphidian (Flying Cobra)      Balrog      Cyborg  Sample
         Blur Dog      Chaos Elemental      Illuminated Creature  Sample
         Cycloon          Boom | Orange | Prickle | Pungent | Sweet      Imago  Sample
         Doggle      Crystal Spider      Living Construct  Sample
         Elnilath (Green Dolphin)      Devil-Beetle      Magma Element  Sample
         Fire Bat      Dharculus                 Mud Element  Sample
         Ghost Cat      Epic Dragon      Naturalist Apotheosis Templates
         Glivvith (Crystal Octopus)          Eclipse | Gilded | Starvoid          Creator/Generative Apotheosis (Idealized)
         Ironhawk (Thunderbird)      Gorynych          Energist/Energy Apotheosis (Quintessential)
         Ironhide Pony      Metal Slime          Faunist/Bestial Apotheosis (Ultrabeast)
         Kelp Snake      Neh-Thalggu, Juvenile          Florant/Floral Apotheosis (Hyperphyte)
         Klktiktee (Wellbird)      Octopoid          Materialist/Material Apotheosis (Lithocyte)
         Lorvithaul (Sentry Owl)      Paraelemental Monolith          Negator/Entropic Apotheosis (Cthonic)
         Mud Mule          Ice | Magma | Ooze | Smoke      Pain Elemental  Sample
         Nightthief (Skulk Weasel)      Paraelemental, Primal      Radioactive Mutant  Sample
         Seahawk          Ice | Magma | Ooze | Smoke      Smoke Element  Sample
         Sprog (Hypertoad)      Ravenous Glow     
         Tauren Horse      Robot     
         Thundersnake          Death Machine | Labor | Maintenance
    Messenger Bot | Policebot | Warbot
    
         Vorax (Turf Terror)      Silmarillium Slime New Monster Building Rules
         Watchrat      Sink Worm      The Old One Monster Type
         Winkey (Flying Monkey)      Time Spider      The Radiation Subtype
         Zithtor      Viral Mind      New Size Categories


Templates

Two facts regarding the monsters and templates listed below are worth noting.

First, Taeran dragons are not considered "monsters" in the normal sense, but are instead treated as NPCs (or even PCs) in most ways, and they therefore are not listed in this document. See the Dragons document for more details on dragons, including several new types.

Second, the Level Adjustments given in the statistics below (for monsters which could potentially be played as PCs) are not balanced to the standard d20 rules, but are instead balanced to the standard races of Taera, which (as even a cursory glance at some of the more powerful races proves) are significantly more powerful than standard ones. When using these monsters in other campaign settings, it will be necessary to adjust the given Level Adjustments upward by +2 or more.

Aeon-Spawned Creature

    The Multiverse is far older than most of its current inhabitants are aware of; in fact, most of those inhabitants would likely be driven mad if they were to discover and seriously contemplate just how old it actually is. The cosmos has gone through many cycles of life, death, and rebirth, and it will go through more long after the creatures alive today are gone and forgotten in the immense depths of time. Occasionally, however, a creature manages against all odds to survive the cycles of history, and reach a new age as a reminder of the way things once were. The process of surviving unthinkably vast gulfs of time is not an easy one, however, nor does it leave the survivor unchanged.
    An Aeon-Spawned creature is an echo of what might be or what once was, a descendent of an original form so long gone that it has been forgotten even by the dust of dead civilizations, or a throwback to ancient cycles of reality that has no place in the present day. Because time is a dimension, directions one can travel in, occasionally one of these echoes of the far past (or, perhaps more disturbingly, the far future) makes its way into the present day somehow. Aeon-Spawned creatures are always strange, usually powerful, and never entirely fit into modern conventions of thinking. They are creatures which properly belong to other ages, and therefore do not belong in this one.
    Aeon-Spawned creatures may have statistics based on creatures known in the modern day, but they never look like them except in the most general way. Typically, an Aeon-Spawned creature has many vestigial or superfluous limbs (including wings or tentacles), extra eyes, strange coloration, and other traits that just "don't look quite right" to inhabitants of the present day. They may also be based on radial symmetry, or have no particular symmetry at all. Though these appearance changes look alien and radical, they never result in changes to the creature's number of attacks or basic abilities, except those changes detailed below.

Creating an Aeon-Spawned creature

"Aeon-Spawned" is an inherited template that can be applied to any creature of type Aberration, Animal, Elemental, Fey, Magical Beast, Ooze, Outsider, Plant, or Vermin (hereafter referred to as the "base creature"). The Aeon-Spawned creature uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The Aeon-Spawned creature's type changes to Old One, and its size increases one step.
Hit Dice: The Aeon-Spawned creature's racial hit dice become d12s, and it doubles the base creature's number of hit dice. If it has class levels, those hit dice remain unchanged, but they always add to the racial hit dice rather than replacing them (for creatures such as humans which normally lose their racial hit dice upon gaining class levels).
Speed: For each of the base creature's movement modes, either double the speed rating or add 30 feet to it, whichever gives the lower value.
AC: Aeon-Spawned creatures are much tougher than their original counterparts, even taking into account their larger size. The base creature's size AC modifier and natural armor rating change as normal for its size change, but increase creature's natural armor rating by +10 in addition to any increase it gets based on its size change. If the base creature did not have a natural armor rating, then it gains natural armor +10.
Base Attack/Grapple: Refigure the Aeon-Spawned creature's Base Attack bonus and Grapple modifier based on its new hit dice, size, and the Old One creature type features, regardless of whether that gives higher or lower total modifiers than the base creature had.
Damage: The damage for each of the Aeon-Spawned creature's physical attack types goes up as normal for its size change (for instance, an attack dealing 1d8 for the base creature deals 2d6 for the Aeon-Spawned version). Do not increase the damage this way for any attacks the creature has which deal energy damage, such as breath weapons or auras of flame. If an attack type deals both physical damage and energy damage, such as an Ooze's Slam attack, the physical damage increases but the energy damage does not.
Space/Reach: The base creature's Space/Reach entry changes to reflect its new size.
Special Attacks: If the base creature has any special attack forms that deal physical damage, such as Rend or Constrict, then each such attack form's damage dice increase in the same manner as the damage for normal attacks do (see above). Any energy damage dealt by special attack forms remains the same, and all other special attack forms the base creature has remain unchanged (except for any saving throw DC changes resulting from the Aeon-Spawned creature's changed ability scores and hit dice).
Special Qualities: An Aeon-Spawned creature retains all special qualities of the base creature, and gains the following:
    Darkvision (Ex): An Aeon-Spawned creature has 120-foot Darkvision, unless the base creature had a higher value (in which case the value does not change) or was naturally blind (in which case the Aeon-Spawned creature is still blind and therefore cannot have Darkvision at all).
    Fast Healing (Ex): An Aeon-Spawned creature has Fast Healing equal to its CON modifier or 1, whichever is higher. If the base creature has Fast Healing, then add this number to the original one to determine the creature's new Fast Healing rate.
    Immunities (Ex): Aeon-Spawned creatures are immune to poisons, sleep effects, diseases (even magical diseases such as Lycanthropy or Mummy Rot), and paralysis effects.
    Resilience of Ages (Ex): Aeon-Spawned creatures are not subject to critical hits, even if the base creature was subject to them. Aeon-Spawned creatures do not survive the long ages necessary to become Aeon-Spawned by having easily exploitable weak spots in their bodies.
    Stubborn Survival (Ex): The Aeon-Spawned creature applies either its CHA modifier or +1 (whichever is higher) as a bonus to all saving throws, because its will to live becomes so strong after such a long lifetime. Also, Aeon-Spawned creatures do not eat, sleep, or breathe. The creature accordingly becomes immune to effects which are based on those bodily functions, such as suffocation and starvation.
Saves: All of the Aeon-Spawned saving throws are "good" saves. Refigure the Aeon-Spawned creature's saving throw bonuses based on its new hit dice and ability modifiers, and add either the creature's CHA modifier or +1 (whichever is higher) due to the Stubborn Survival ability above.
Abilities: Change the base creature's abilities based on its size change, and then add the following: DEX +4, CON +4, WIS +4, CHA +4.
Skills: The Aeon-Spawned creature gains skill points according to its former creature type with its new hit dice. If the base creature was mindless, the Aeon-Spawned creature does not gain any skill points.
Feats: The Aeon-Spawned creature gains any feats from its new hit dice as normal. If the base creature was mindless, the Aeon-Spawned creature does not gain any feats.


Organization: Because Aeon-Spawned creatures are very rare, the creature's Organization entry becomes Solitary unless it has special abilities depending on having more of its kind nearby, like the Formian Hive Mind ability.
Challenge Rating: Either same as the base creature +5, or half the creature's new number of hit dice, whichever gives the larger value.
Alignment: Aeon-Spawned creatures develop a dispassionate outlook during their incredibly long lifespans, and as a result they tend to be more balanced in their worldview than normal. An Aeon-Spawned creature's alignment moves one step towards True Neutral; if the alignment is non-Neutral in both axes, then the moral (Good-Evil) component usually shifts before the ethical (Lawful-Chaotic) one.
Advancement: Double the base creature's Advancement HD values, and increase the size changes accordingly, unless the base creature's Advancement entry was "By character class" (in which case it stays the same). If the base creature had no Advancement indicated, then the Aeon-Spawned creature gains advancement as follows: Aeon-Spawned HD + 1 up to double Aeon-Spawned HD (Aeon-Spawned size); double Aeon-Spawned HD + 1 up to triple Aeon-Spawned HD (Aeon-Spawned size plus 1 category). For instance, an Aeon-Spawned creature (from a base creature with no Advancement entry) which has 16 hit dice and Large size after the template is applied has an Advancement entry of 17-32 HD (Large); 33-48 HD (Huge).
Level Adjustment: Same as the base creature +10. If the base creature had no level adjustment value (i.e. a "-" in its entry), then the Aeon-Spawned creature also has no Level Adjustment value.

Sample Aeon-Spawned Creatures

The examples below use an elder black pudding and a tyrannosaurus as the base creatures. The first gives an example of a mindless Aeon-Spawned creature; the second, an Aeon-Spawned creature with a mind (albeit a tiny one).

Aeon-Spawned Elder Black Pudding
Colossal Old One (Augmented Ooze)
HD: 40d12+520 (780 hit points)
Init: -3 (Dex)
Speed: 40 feet, Climb 40 feet
AC: 9 (-8 size, -3 Dex, +10 natural), Touch 1, Flat-Footed 9
Base Attack/Grapple: +30/+58
Attack: Slam +34 melee (4d6+18 plus 2d6 acid)
Full Attack: Slam +34 melee (4d6+18 plus 2d6 acid)
Space/Reach: 30 ft./30 ft.
Special Attacks: Acid, Constrict 4d6+18 plus 2d6 acid, Improved Grab
Special Qualities: Blindsight 60 feet, Fast Healing 13, Immunity to Disease, Ooze Traits, Split, Stubborn Survival
Saves: Fort +36, Ref +20, Will +20
Abilities: STR 34, DEX 5, CON 36, INT -, WIS 5, CHA 5
Skills: Climb +20
Feats: -

Environment: Underground
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always Neutral
Advancement: 41-80 HD (Colossal); 81-120 HD (Titanic)
Level Adjustment: -

    A dark pool of inky flesh nearly 40 feet across, incorporating half-formed eyes, hands, and other vague body parts into an otherwise formless mass of Horror, this nameless inhabitant of elder days seethes and bubbles in a remote pit of an Underdark far from otherwise-inhabited regions of the Multiverse. The creature is all that is left of a cataclysm of ooze, a wave of formless acidic doom that engulfed its entire world and then shrank in upon itself when there was no other life left to sustain it. In its pit, it is occasionally found by curious explorers or investigators looking for evidence of the past of its world, and in its clutches they find the answers they sought- in the same doom that came to the world they wished to understand. In this way, the nameless Aeon-spawned ooze has survived against the odds, and against the millions of years that have passed since it was left to itself.

Combat

Acid (Ex): The creature secretes a digestive acid that organic material and metal quickly, but does not affect stone. Any melee hit or Constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 43 Reflex saves. A metal or wooden weapon that strikes an Aeon-Spawned Elder Black Pudding also dissolves unless it succeeds on a DC 43 Reflex save. The save DCs are CON-based.
    The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the creature must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): The Aeon-Spawned Elder Black Pudding deals automatic Slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, the Aeon-Spawned Elder Black Pudding must hit with its Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and Piercing weapons deal no damage to the Aeon-Spawned Elder Black Pudding. Instead the creature splits into two identical puddings, each with half the original's current hit points (round down). A pudding with 10 or less hit points cannot be further split and dies if reduced to 0 hit points.

Stubborn Survival (Ex): The Aeon-Spawned Elder Black Pudding has a +1 bonus on all saving throws. It does not need to eat, sleep, or breathe, but continues to attack potential prey as if it did need to eat.

Skills: The Aeon-Spawned Elder Black Pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The Great God GROM (Aeon-Spawned Tyrannosaurus)
Gargantuan Old One (Augmented Animal)
HD: 36d12+324 (558 hit points)
Init: +3 (Dex)
Speed: 70 feet
AC: 28 (-4 size, +3 Dex, +19 natural), Touch 9, Flat-Footed 25
Base Attack/Grapple: +27/+52
Attack: Bite +36 melee (3d8+19)
Full Attack: Bite +36 melee (3d8+19)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 120 feet, DR 9/-, Fast Healing 18, Immunities, Low-Light Vision, Resilience of Ages, Scent, Stubborn Survival
Saves: Fort +31, Ref +25, Will +26
Abilities: STR 36, DEX 16, CON 29, INT 2, WIS 19, CHA 14
Skills: Hide +2, Listen +22, Spot +22
Feats: Alertness, Improved Natural Attack (Bite), Run, Toughness (×3), Track
Epic Feats: Damage Reduction (×3), Fast Healing (×3)


Environment: Warm plains
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always Neutral
Advancement: 37-72 HD (Gargantuan); 73-108 HD (Colossal)
Level Adjustment: -

"GHROOOOAAAAAAGH!!!"

    Somewhere, deep within the thick and verdant jungles that cover the tropical zones of an an alternate Material Plane, a tribe of primitive humans spends much of its time in devotion to and worship of an enormous monster that they call "The Great God Grom." Grom is a bipedal, vaguely reptilian beast roughly 50 feet tall, with three huge pupilless eyes that glow with a menacing red light. Grom has four tiny arms, and a row of rubbery, almost tentacular spines running down "his" back (the tribe always refers to Grom as male, though due to Grom's unique appearance it is not really possible to assign "him" a gender). Grom's enormous body is protected by iridescent, mostly-green-and-brown scales which, though flexible, are much tougher than they look and exceptionally difficult to penetrate. Being a beast of very low intellect, Grom does not actually speak or respond to spoken words, but the tribe that worships him gave him that name because "Grom" is a close approximation of the beast's bellowing roar using the sounds of the tribe's native language.

Combat

    Grom is a creature of instinct, not intelligence. Though he has been known to hibernate for decades, or even centuries at a time, and never seems to weaken due to long periods without food, he still attacks (and if he wins, feeds on) nearly anything that crosses his path. He simply charges in and bites at anything moving, and continues to repeat this "tactic" as long as he has potential food in sight and does not feel threatened. Even though few things in the natural world are even capable of scratching his time-toughened hide, he has been known to retreat from fights against determined opponents which show a capability to evade his mighty jaws and strike at him from the sides or below, even when their attacks do not significantly damage him or if he easily heals the damage immediately after being struck. This latter instinct, though odd in a predator of such power and ferocity, is no doubt part of the reason Grom has survived the long ages since his birth.

Immunities (Ex): Aeon-Spawned creatures are immune to poisons, sleep effects, diseases (even magical diseases such as Lycanthropy or Mummy Rot), and paralysis effects. Because they do not need to eat, sleep, or breathe, they are immune to any effects which depend on such processes, such as suffocation or starvation.

Improved Grab (Ex): To use this ability, Grom must hit an opponent of up to one size smaller than himself with its Bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can try to swallow the foe the following round.

Resilience of Ages (Ex): Grom is immune to critical hits.

Stubborn Survival (Ex): Grom applies his CHA bonus (+2) as a bonus to all saving throws. He does not need to eat, sleep, or breathe, though he usually behaves as though he did need to eat (for instance, by chasing down and eating prey creatures and sacrifices).

Swallow Whole (Ex): Grom can try to swallow a grabbed opponent up to two sizes smaller than himself by making a successful grapple check.
    The swallowed creature takes 4d6+8 points of Bludgeoning damage and 8 points of acid damage per round from Grom's gizzard. A swallowed creature can cut its way out by using a Light Slashing or Piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    A Gargantuan Aeon-Spawned Tyrannosaurus's gizzard can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: Grom has a +2 racial bonus on Listen and Spot checks.


Archetype Creature

    According to scholars (mad or otherwise) who study the maddening nature of the region known as the Far Realm, the known Multiverse is ultimately an illusion placed over the true nature of reality- a sort of projected, greatly distorted image of the truth that lies Beyond. Among other weird ideas such scholars discuss is the notion that "categories" and "types" as people in ordinary reality use them have a real existence in and of themselves, and that all creatures and objects that fit various "types" do so because they are merely "slices" or "projections" into our reality from greater Things that exist Outside. Though most people scoff or laugh at this absurd idea, there are some who have directly encountered manifestations of the Far Realm (or who have actually been there and returned) who instead become pensive and silent when the "theory of Archetypes" is brought up. Those few do not scoff, because whether or not the actual theory is sound, they have encountered inhabitants of the Far Realm whose existence and powers are difficult or impossible to explain without resorting to the Archetype idea.
    An Archetype creature is an idea given form, an entity with (presumably) unique form that all individuals of a particular category or species are merely distorted derivatives of. Because the Far Realm actually does have its own sort of existence, even if that existence isn't "proper" existence as beings of this Multiverse understand it, encounters between inhabitants of ordinary reality and Archetypes of the Far Realm can and do occur. Archetype creatures are always horrific to creatures from ordinary reality, particularly those actually derived from them in the "theory of Archetypes" sense, and almost unthinkably powerful regardless of what creatures are derived from them. They do not belong in the ordinary Multiverse, but occasionally a less-distorted, more-complete manifestation of an Archetype shows up in ordinary reality anyway.
    Archetype creatures may have statistics based on creatures of the normal Multiverse, but they only vaguely resemble them in form. Archetypes always have at least double the number of limbs that the creatures derived from them have, and their heads and necks (if they have any) are replaced by long, flexible tentacles tipped with massive, incredibly dense spikes of material that appear to be part metal, part extruded resin. Also, Archetypes are always genderless, even if creatures derived from them have gender. These radical appearance changes result in the Archetype gaining extra attacks, as detailed below. Other appearance changes include the Archetypes having much thicker hide, using equipment (when appropriate to the derived creatures) that are also archetypical somehow, and other weirdness that can only come from the madness of the Far Realm. However and wherever they appear, Archetype creatures always leave an impression on those they encounter- whether or not those encounterees survive the experience.

Creating an Archetype creature

"Archetype" is an inherited template that can be applied to any creature that is not native to the Far Realm (hereafter referred to as the "base creature"). The Archetype creature uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The Archetype creature's type changes to Old One (Extraplanar except on the Far Realm), and its size increases one step. It gains the alignment subtypes associated with its alignment, if it is not True Neutral. Also, note that because of the massive STR bonus the creature gets (see below), it gains at least one Virtual Size Category; the statistics below include changes for one Virtual Size Category, but it is possible for creatures which were already very strong for their size to gain two Virtual Size Categories with this template instead of one. In that case, apply the changes for the extra VSC after applying all changes from the Archetype template as given below.
Hit Dice: The Archetype creature's racial hit dice become d12s, and it gains +30 racial hit dice or double the normal number of racial hit dice, whichever gives the greater number. If it has class levels, those hit dice remain unchanged, but they always add to the racial hit dice rather than replacing them (for creatures such as humans which normally lose their racial hit dice upon gaining class levels).
Speed: Double the speed of each of the base creature's movement modes.
AC: Archetype creatures are much tougher than their original counterparts, even taking into account their larger size and virtual size category(ies). The base creature's size AC modifier and natural armor rating change as normal for its size and virtual change, but increase creature's natural armor rating by +30 in addition to any increase it gets based on its size change. If the base creature did not have a natural armor rating, then it gains natural armor +30.
Base Attack/Grapple: Refigure the Archetype creature's Base Attack bonus and Grapple modifier based on its new hit dice, size, and the Old One creature type features, regardless of whether that gives higher or lower total modifiers than the base creature had.
Attack: An Archetype creature loses any Bite attacks it had, and gains one Head Spike attack per head the base creature had. A Head Spike deals damage as described below. Archetypes based on creatures with no heads do not gain Head Spike attacks.
    In addition to the Head Spike(s), the Archetype doubles the number of limbs of the base creature, and accordingly has double the number of natural weapons associated with those limbs; thus, Claw, Slam, and Wing attacks are typically doubled, while Tail, Trample, or Constrict attacks are typically not.
Damage: The damage for each of the Archetype creature's natural attack types (whether or not the number of them was doubled) goes up as if by 7 sizes (for instance, an attack dealing 1d8 for the base creature deals 10d10 for the Archetype version). Do not increase the damage this way for any attacks the creature has which deal energy damage, such as breath weapons or auras of flame. If an attack type deals both physical damage and energy damage, such as an Ooze's Slam attack, the physical damage increases but the energy damage does not.
    The Head Spike attack gained by the Archetype deals damage as if by the base creature's Bite attack, but increased by 8 effective sizes instead of 7. Thus, if the base creature's Bite attack dealt 1d6 damage, then the Archetype's Head Spike that replaces it deals 10d10 points of damage. If the base creature did not have a Bite attack, calculate the Head Spike's damage as if the base creature had a Bite attack dealing average damage for its size. A Head Spike adds 1.5× the Archetype's STR modifier to its damage, and doubles Power Attack damage (that is, it is effectively a two-handed weapon for the purpose of bonus damage from STR).
    An Archetype based on a creature with no heads, such as an Ooze, does not gain any Head Spike attacks. This sort of Archetype increases all of its natural weapons by 1 further effective size category, so that all of them are effectively 8 sizes larger rather than 7.
Space/Reach: The base creature's Space/Reach entry changes to reflect its new (actual) size. Although the Head Spike is on a long, flexible tentacle, it does not have greater Reach than any of the base creature's other natural weapons.
Special Attacks: Despite not having a head or heads in the conventional sense, an Archetype retains all special attacks of the base creature, including breath weapons (breath weapons emerge from openings in the Head Spike instead of from a mouth). The Archetype also gains several more special attacks and powers, detailed below:
    Confusion Aura (Su): An Archetype creature is constantly surrounded by a buzz of thoughts and impressions coming from the "normal" creatures derived from it, and this constant buzz is overwhelming to creatures from ordinary reality. This aura essentially operates as a Confusion spell, but with a radius of 30 feet surrounding the Archetype's space. Creatures within this aura must make Will saves to resist confusion; if they fail, they remain confused as long as they stay within the aura but may make new saves every 4 rounds to shake off the effect. Any subject that successfully resists an Archetype's Confusion Aura becomes immune to that Archetype's Confusion Aura for 24 hours. The save DC for this ability is CHA-based. Pseudonatural creatures, and any other creatures native to the Far Realm, are immune to the Confusion Aura generated by any Archetype.
    Wisdom Drain (Su): Whenever an Archetype hits a living creature not native to the Far Realm with its Head Spike attack, it fills that creature's mind with a panoply of visions and sensory impressions from the myriad creatures derived from it. This permanently drains 2d4 points from the victim's WIS score, or twice that amount on a critical hit. The Archetype regains 5 lost hit points (or 10 on a critical hit) whenever it drains WIS this way, gaining any excess points as temporary hit points that last a maximum of 1 hour. The victim can avoid the WIS drain (and stop the Archetype from healing as a result of it) by making a Fortitude save. The save DC for the Wisdom Drain is CHA-based. Archetypes without Head Spike attacks apply the WIS Drain special ability to all of their other natural attacks instead, but its other properties remain unchanged.
    Spell-Like Abilities: An Archetype gains the following Spell-Like Abilities. At Will- Confusion, Dimension Door, Greater Dispel Magic, Displacement, Haste, Invisibility, Mage Armor, Polymorph, Shield, Stoneskin, True Strike; 3/day- Disintegrate, Dominate Monster (usable only on individuals of the base creature's species), Plane Shift, Prismatic Spray, Scrying, Greater Teleport, Wall of Force; 1/day- Contingent Resurrection, Time Duplicate, Time Stop. Caster level 30th; the save DCs are CHA-based. Note that Contingent Resurrection and Time Duplicate are Epic spell effects, and count as 10th-level spells for most purposes.
Special Qualities: An Archetype creature retains all special qualities of the base creature, gains the Fast Healing, immunities, and CHA-based bonus to its saving throws of the Old One type, and gains the following special qualities besides those. An Archetype without a CON score bases its Fast Healing ability on its CHA score instead of CON, and still gains Fast healing and Regeneration (see below).
    Blindsight (Ex): An Archetype creature has Blindsight in a 500-foot radius, unless the base creature had a higher value (in which case the value does not change).
    Breathless (Ex): Archetype creatures do not need to breathe (even those that have Breath Weapon special attacks), and can exist comfortably in total vacuum. Archetypes never suffocate or drown, and do not count towards the time remaining for creatures in enclosed spaces when checking for slow suffocation.
    Damage Reduction 10/Epic and Lawful (Su): An Archetype gains the listed Damage Reduction unless its own alignment is Lawful, in which case the Damage Reduction changes to 10/Epic and Chaotic. The Archetype's own natural weapons, as well as any weapons it wields, count as Epic for the purpose of penetrating DR, and also as aligned equivalent to the Archetype's own alignment (e.g. an Archetype with Chaotic Evil alignment has its weapons count as Epic, Chaotic, and Evil).
    Regeneration (Ex): The Archetype gains Regeneration at a rate equal to 1/4 its Fast Healing rate (minimum 1). Archetypes take normal damage from Lawful weapons, Cold, and Fire. A Lawful-aligned Archetype does not take normal damage from Lawful weapons, and instead takes normal damage from Chaotic weapons.
    Spell Resistance (Su): The Archetype creature gains both Spell and Power Resistance equal to its number of racial hit dice + 1; thus, an Archetype with 38 racial HD has SR 39.
    Telepathy (Su): All Archetypes with INT scores can speak telepathically to any creatures within range of their Blindsight that have one or more languages. A mindless Archetype (one without an INT score) does not gain this ability, and cannot speak at all. If the base creature did not speak (e.g. an Animal), the Archetype nevertheless has this ability, but rarely chooses to use it.
Saves: All of the Archetype's saving throws for its racial hit dice are "good" saves. Refigure the Archetype creature's saving throw bonuses based on its new hit dice and ability modifiers, and add its CHA bonus due to having the Old One monster type.
Abilities: Change the base creature's abilities based on its size change, and then add the following: STR +28, DEX +26, CON +38, INT +22, WIS +28, CHA +36. If the base creature had one or more nonabilities (for example, a golem has no CON or INT score), then do not add the bonuses for those ability scores. The Archetype keeps any nonabilities of the base creature. These ability bonuses take into account the Virtual Size Category gained from the +28 STR bonus, but it is possible that a base creature with higher than average STR for its size will gain two VSCs with the +28 bonus instead of just one. If this happens, make changes for the extra Virtual Size Category after all other changes from the Archetype template have been applied.
    An Archetype without a CON score gains Fast healing and Regeneration (see Special Qualities, above) based on its CHA bonus instead of CON.
Skills: The Archetype creature gains skill points according to the Old One creature type with its new racial hit dice and INT score. If the base creature was mindless, the Archetype creature does not gain any skill points this way. If the base creature had class levels, the Archetype gains skill points equal to the difference between its old INT modifier and its new one, times the number of levels (in other words, apply its new INT score retroactively to the class levels). An Archetype's racial hit dice have the same class skills as the base creature's racial hit dice, plus any of the following that are not on the base creature's racial "class" skill list: Balance, Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Tumble.
Feats: The Archetype creature gains any feats from its new racial hit dice as normal. If the base creature was mindless, the Archetype creature does not gain any feats. Typical feats chosen for an Archetype's racial hit dice include some of the following: Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Combat Reflexes, Improved Critical (Head Spike), Power Attack, Spell Stowaway (Time Stop), Tenacious Magic (Displacement), Tenacious Magic (Haste), Tenacious Magic (Stoneskin).
    If the base creature has feats keyed to a natural Bite attack it has, such as Weapon Focus, then the Archetype version has those same feats for its Head Spike attack instead.


Environment: the Far Realm. Archetypes are native to the Far Realm, and not to any part of ordinary reality.
Organization: Solitary, Pair, or Madness (3-6).
Challenge Rating: Either same as the base creature +27, or half the creature's new number of hit dice, whichever gives the larger value.
Treasure: An Archetype keeps any treasure the base creature had, but the Archetype's treasures are always archetypical treasures from which other treasures are derived (the DM may feel free to interpret this statement in whatever manner he or she chooses for the local campaign). Items carried or guarded by an Archetype are usually distorted Far Realm reflections of ordinary items, often being made of materials looking more or less crystalline or organic than they properly should; equipment such as armor, for example, frequently resembles weird growths or secretions as opposed to something intentionally made.
Alignment: Usually Chaotic (any). The base creature's alignment component on the Good/Evil axis does not typically change.
Advancement: None, unless the base creature's Advancement entry was "By character class," in which case it stays the same. Archetypes are the bases from which other creatures are derived, and thus are automatically the most advanced version possible. Of course, because of Far Realm weirdness, it is always possible for two archetypes for the same creature to exist, one of which is bigger (with more HD) than the other- but this may be simulated by applying the Archetype template to an advanced version of the base creature rather than advancing the Archetype version itself.
Level Adjustment: Same as the base creature +22. If the base creature had no level adjustment value (i.e. a "-" in its entry), then the Archetype creature also has no Level Adjustment value. Note that an actual Archetype used as a PC also has 30 extra racial hit dice, and thus cannot be less than a 52nd-level character (for XP purposes) in any case.

Sample Archetype Creatures

The examples below use a bulette (advanced to 27 hit dice) and a gnome 1st-level Warrior as the base creatures. The first gives an example of a "monster" Archetype; the second, an Archetypical version of a standard PC race.

Archetype Bulette
Colossal Old One (Augmented Magical Beast, Chaotic, Extraplanar)
HD: 57d12+1596 (1966 hit points)
Init: +21 (+13 Dex, +8 Superior Initiative)
Speed: 80 feet, Burrow 20 feet
AC: 72 (-8 size, +13 Dex, +57 natural), Touch 15, Flat-Footed 59
Base Attack/Grapple: +42/+90
Attack: Head Spike +67 melee (40d10+48/19-20 plus WIS Drain)
Full Attack: Head Spike +67 melee (40d10+48/19-20 plus WIS Drain) and 4 Claws +66 melee (20d10+16)
Space/Reach: 30 ft./20 ft.
Special Attacks: Confusion Aura, Leap, Spell-Like Abilities, WIS Drain
Special Qualities: Blindsight 500 ft., Breathless, DR 10/Epic and Lawful, Darkvision 60 ft., Fast Healing 28, Immunities, Low-Light Vision, PR 58, Regeneration 7, Scent, SR 58, Telepathy, Tremorsense 60 ft.
Saves: Fort +74, Ref +59, Will +63
Abilities: STR 75, DEX 37, CON 66, INT 24, WIS 41, CHA 42
Skills: Balance +75, Concentration +88, Escape Artist +73, Hide +57, Intimidate +46, Jump +82, Knowledge (the Planes) +37, Listen +77, Move Silently +73, Spellcraft +37, Spot +77, Survival +30* (+32 on non-native planes), Tumble +75, Use Rope +13 (+15 bindings)
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (Head Spike), Improved Initiative, Improved Multiattack, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (Dimension Door), Quicken Spell-Like Ability (True Strike), Track, Weapon Focus (Head Spike)
Epic Feats: Dire Charge, Spell Stowaway (Time Stop), Superior Initiative, Tenacious Magic (Displacement), Tenacious Magic (Haste), Tenacious Magic (Stoneskin)

Environment: The Far Realm
Organization: Solitary, Pair, or Madness (3-6)
Challenge Rating: 40
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: None
Level Adjustment: -

    The Archetype Bulette is a nightmare given form, a massive ovoid of flesh supported by eight huge, clawed legs as thick as tree trunks. Rising from the top of the ovoid is a long, flexible neck twice as thick as the legs, topped by an enormous spike of metallic secretions resembling a horn or even larger claw. The creature lives only to burrow its way through solid matter it encounters, and kill creatures it comes across, somehow managing to eat the remains despite having no visible mouth.

Combat

Breathless (Ex): Archetype creatures do not need to breathe, and can exist comfortably in total vacuum. Archetypes never suffocate or drown, and do not count towards the time remaining for creatures in enclosed spaces when checking for slow suffocation.

Confusion Aura (Su): The Archetype Bulette is constantly surrounded by a buzz of thoughts and impressions coming from the thousands or millions of bulettes and bulette-like creatures in the cosmos, and this constant buzz is overwhelming to creatures from ordinary reality. This aura essentially operates as a Confusion spell, but with a radius of 30 feet surrounding the Archetype's space. Creatures within this aura must make Will saves (DC 54) to resist confusion; if they fail, they remain confused as long as they stay within the aura but may make new saves every 4 rounds to shake off the effect. Any subject that successfully resists an Archetype's Confusion Aura becomes immune to that Archetype's Confusion Aura for 24 hours. The save DC for this ability is CHA-based. Pseudonatural creatures, and any other creatures native to the Far Realm, are immune to the Confusion Aura generated by any Archetype.

Immunities (Ex): As an Old One, the Archetype Bulette is immune to poison, sleep effects, disease, and paralysis effects. It is not subject to critical hits, and unaffected by attack forms that rely on precision to do their damage (such as extra damage from Sneak Attack or Skirmish).

Leap (Ex): The Archetype Bulette can jump into the air during combat. This allows it to make 8 Claw attacks instead of 4, each with a +15 attack bonus, but it cannot use its Head Spike.

Regeneration (Ex): The Archetype Bulette takes normal damage from Lawful weapons, Cold, and Fire.

Telepathy (Su): The Archetype Bulette can speak telepathically to any creatures within range of its Blindsight that have one or more languages, though (being largely only interested in eating those creatures) it very rarely does so.

Wisdom Drain (Su): Whenever the Archetype Bulette hits a living creature not native to the Far Realm with its Head Spike attack, it fills that creature's mind with a panoply of visions and sensory impressions from all bulettes in existence. This permanently drains 2d4 points from the victim's WIS score, or twice that amount on a critical hit. The Archetype Bulette regains 5 lost hit points (or 10 on a critical hit) whenever it drains WIS this way, gaining any excess points as temporary hit points that last a maximum of 1 hour. The victim can avoid the WIS drain (and stop the Archetype from healing as a result of it) by making a Fortitude save (DC 54). The save DC for the Wisdom Drain is CHA-based.

Spell-Like Abilities: At Will- Confusion (DC 30), Dimension Door, Greater Dispel Magic, Displacement, Haste, Invisibility, Mage Armor, Polymorph, Shield, Stoneskin, True Strike; 3/day- Disintegrate (DC 32), Dominate Monster (usable only on bulettes, DC 35), Plane Shift (DC 33), Prismatic Spray (DC 33), Scrying (DC 30), Greater Teleport, Wall of Force; 1/day- Contingent Resurrection, Time Duplicate, Time Stop. Caster level 30th. Save DC 26 + spell level; the save DCs are CHA-based.

Skills: *The Archetype Bulette has Survival as a cross-class skill for its racial hit dice.

Archetype Gnome, 1st-level Warrior
Medium Old One (Augmented Humanoid, Chaotic, Extraplanar, Gnome)
HD: 30d12+1d8+324 (850 hit points)
Init: +20 (+12 Dex, +8 Superior Initiative)
Speed: 40 feet
AC: 69 (+4 Dex, +30 natural, +14 armor from +10 Ghost Touch Chain Shirt, +11 shield from +10 Ghost Touch Light Shield), Touch 14, Flat-Footed 65
Base Attack/Grapple: +23/+38
Attack: Head Spike +39 melee (8d8+22/19-20 plus WIS Drain), or +10 Anarchic Ghost Touch Keen Longsword +48 melee (1d8+25/17-20 plus 2d6 Chaotic), or +10 Anarchic Ghost Touch Keen Light Crossbow +46 ranged (1d8+10/17-20 plus 2d6 Chaotic)
Full Attack: Head Spike +39 melee (8d8+22/19-20 plus WIS Drain) and +10 Anarchic Ghost Touch Keen Longsword +48/+43/+38/+33 melee (1d8+25/17-20 plus 2d6 Chaotic), or +10 Anarchic Ghost Touch Keen Light Crossbow +46/+41/+36/+31 ranged (1d8+10/17-20 plus 2d6 Chaotic)
Space/Reach: 5 ft./5 ft.
Special Attacks: Confusion Aura, Spell-Like Abilities, WIS Drain
Special Qualities: Blindsight 500 ft., Breathless, DR 10/Epic and Lawful, Fast Healing 21, Gnome Traits, Immunities, Low-Light Vision, PR 31, Regeneration 5, Scent, SR 31, Telepathy
Saves: Fort +58, Ref +47, Will +49
Abilities: STR 41, DEX 35, CON 52, INT 32, WIS 39, CHA 46
Skills: Appraise +11 (+13 alchemical), Balance +14, Concentration +55, Craft (Alchemy) +46, Diplomacy +53, Gather Information +51, Hide +46, Intimidate +52, Jump +21, Knowledge (Arcana) +44, Knowledge (the Planes) +44, Listen +50, Move Silently +46, Search +44, Sense Motive +47, Spellcraft +47, Spot +48, Survival +14 (+16 following tracks, +16 on non-native planes), Taunt +20, Tumble +45, Urban Survival +14 (+16 shadowing targets)
Feats: Combat Reflexes, Improved Critical (Head Spike), Improved Initiative, Quicken Spell-Like Ability (Dimension Door), Quicken Spell-Like Ability (True Strike), Rapid Reload (Light Crossbow), Weapon Focus (Head Spike), Weapon Focus (Light Crossbow)
Epic Feats: Improved Combat Reflexes, Spell Stowaway (Time Stop), Superior Initiative


Environment: the Far Realm
Organization: Solitary, Pair, or Madness (3-6)
Challenge Rating: 27
Treasure: +10 Ghost Touch Chain Shirt, +10 Anarchic Ghost Touch Keen Light Crossbow, +10 Ghost Touch Light Shield, +10 Anarchic Ghost Touch Keen Longsword
Alignment: Usually Chaotic Good
Advancement: By character class
Level Adjustment: +22

~aLLoW ME tO EXpoUnD fURthEr uPoN THaT toPiC! ...NO, yOu do noT Get A chOiCe!~

    A paragon of Gnomishness as interpreted through the cracked superdimensional lens of the Far Realm, the Archetype Gnome is a vaguely humanoid entity of about human size when it manifests in a way that ordinary creatures can understand. It has a fairly humanoid torso (at least to first glances) with two humanoid arms protruding from the expected places, but its lower body is supported by six more arms instead of proper legs, draped by the loose clothing it wears. In place of a cheerful gnomish head, the Archetype Gnome has a long, flexible neck of rubbery flesh, supporting a horrifically large claw or spike of resinous, vaguely-metallic material that is harder and heavier than the iron it otherwise resembles. Despite its horrific shape, the Archetype Gnome wears and uses equipment as a "derivative" gnome might be expected to, typically wearing an otherwise fine robe set to cover its extremities, a chain shirt of weird Far Realm material similar to its head-spike which seems to have been grown or congealed rather than made, and carrying a shield, sword, and crossbow of the same make.

Combat

Breathless (Ex): Archetype creatures do not need to breathe, and can exist comfortably in total vacuum. Archetypes never suffocate or drown, and do not count towards the time remaining for creatures in enclosed spaces when checking for slow suffocation.

Confusion Aura (Su): The Archetype Gnome is constantly surrounded by a buzz of thoughts and impressions coming from the thousands or millions of gnomes and gnome-related creatures in the cosmos, and this constant buzz is overwhelming to creatures from ordinary reality. This aura essentially operates as a Confusion spell, but with a radius of 30 feet surrounding the Archetype's space. Creatures within this aura must make Will saves (DC 43) to resist confusion; if they fail, they remain confused as long as they stay within the aura but may make new saves every 4 rounds to shake off the effect. Any subject that successfully resists an Archetype's Confusion Aura becomes immune to that Archetype's Confusion Aura for 24 hours. The save DC for this ability is CHA-based. Pseudonatural creatures, and any other creatures native to the Far Realm, are immune to the Confusion Aura generated by any Archetype.

Gnome Traits (Ex): Weapon familiarity with Gnome Hooked Hammers, +2 racial bonus on saving throws against Illusions, +1 to save DCs of Illusion spells cast by gnomes, +1 racial bonus on attack rolls against Kobolds and Goblinoids, +4 Dodge bonus to AC against Giants. Favored Class: Bard.

Immunities (Ex): As an Old One, the Archetype Gnome is immune to poison, sleep effects, disease, and paralysis effects. It is not subject to critical hits, and unaffected by attack forms that rely on precision to do their damage (such as extra damage from Sneak Attack or Skirmish).

Regeneration (Ex): The Archetype Gnome takes normal damage from Lawful weapons, Cold, and Fire.

Telepathy (Su): The Archetype Gnome can speak telepathically to any creatures within range of its Blindsight that have one or more languages. Most such creatures soon begin wondering whether it also has the ability to shut up.

Wisdom Drain (Su): Whenever the Archetype Gnome hits a living creature not native to the Far Realm with its Head Spike attack, it fills that creature's mind with a panoply of visions and sensory impressions from all gnomes in existence. This permanently drains 2d4 points from the victim's WIS score, or twice that amount on a critical hit. The Archetype Gnome regains 5 lost hit points (or 10 on a critical hit) whenever it drains WIS this way, gaining any excess points as temporary hit points that last a maximum of 1 hour. The victim can avoid the WIS drain (and stop the Archetype from healing as a result of it) by making a Fortitude save (DC 43). The save DC for the Wisdom Drain is CHA-based.

Spell-Like Abilities: At Will- Confusion (DC 32), Dimension Door, Greater Dispel Magic, Displacement, Haste, Invisibility, Mage Armor, Polymorph, Shield, Stoneskin, True Strike; 3/day- Disintegrate (DC 34), Dominate Monster (usable only on gnomes, DC 37), Plane Shift (DC 35), Prismatic Spray (DC 35), Scrying (DC 32), Greater Teleport, Wall of Force; 1/day- Contingent Resurrection, Dancing Lights, Ghost Sound (DC 29), Prestidigitation, Speak With Animals (mammal only), Time Duplicate, Time Stop. Caster level 30th. Save DC 28 + spell level; the save DCs are CHA-based. Save DCs for abilities of the Illusion school are instead 29 + spell level, which includes a +1 racial bonus.

Skills: The Archetype Gnome has a +2 racial bonus on Listen and Craft (Alchemy) checks


Cyborg

    Ancient technology did not just create tools for people to use; it also found ways to merge technology with living forms. One manifestation of this activity is the type of Ancient machine called Organitech, some examples of which still exist today; another is the existence of devices called "cybernetics" which were designed to literally become part of a living creature to enhance, add, or control certain traits. Creatures implanted with these cybernetics are called "Cyborgs," but regardless of the devices they have within them, all share some common traits. Cyborgs usually greatly resemble the forms they had before being implanted with the machines, but they also bear obvious signs of the transformation, such as mechanical eyes (sometimes in place of the original ones), wires or other obviously-technological implements poking through flesh, and so on. Most modern people find Cyborgs disturbing in appearance, and the fact that many Cyborgs are controlled by external minds (such as Ancient computers) makes them more disturbing still.

Creating a Cyborg creature

"Cyborg" is an acquired template that can be applied to any living, corporeal creature of Diminutive size or larger, that is not a Construct and is native to the Material Plane (hereafter referred to as the "base creature"). The Cyborg uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: A creature gains bonus hit points upon becoming a cyborg. The bonus equals the maximum result of 2 racial hit dice for the base creature's type; for instance, a beholder (an Aberration) gains 16 bonus hit points (the maximum for two d8s), while a wyvern (type Dragon, d12 hit dice) gains 24 bonus hit points.
Speed: Cyborgs are a bit ungainly and clumsy compared to their original selves, and have to move a bit slower to compensate. The creature's movement loses 5 feet of speed (one square), to a minimum of 5-foot speed, for all movement types. For instance, a xill's speed (40 feet) becomes 35 feet upon gaining the Cyborg template, while an umber hulk's (speed 20 feet, burrow 20 feet) becomes 15 feet, burrow 15 feet.
AC: Successful cybernetic implantation requires a network of tough machines to be implanted throughout the body, and this makes the creature as a whole more difficult to damage. The creature's natural armor increases by +2.
Special Attacks: A Cyborg creature retains all special attacks of the base creature. If it is Small size or larger, it also gains the following:
    Implanted Weaponry (Ex): Cyborgs of Small or larger size have 1d4 implanted technological weapons, with the total value being no more than 30000 gold pieces (for Small/Medium versions). No Organitech weapons may be implanted in a Cyborg. These weapons are powered not by Power Cells, but instead by the Cyborg's own CPU (see below); also, the weight of the weapons is not counted for purposes of determining weight carried and encumbrance, since they are actually part of the Cyborg's body. A Cyborg gains proficiency in all implanted weapons it carries.
Special Qualities: A Cyborg creature retains all special qualities of the base creature, and gains the following:
    Cybernetic Mind (Ex): Cyborgs do not gain total immunity to mind-affecting spells and powers as most Constructs and Ancient devices do, but they do gain a greater resistance to such effects. A Cyborg gains the Mechanical Buffer against psionic attacks in addition to its normal defenses (whether that means psionic defenses or the Nonpsionic Buffer), and gains a +4 bonus to any saving throw made to resist such an effect that is not a psionic attack.
    Cybernetic Power Unit (Ex): Cybernetic devices require the presence of a basic cybernetic "framework" to function within a creature. Part of this framework allows the creature to control the devices by thought, as if they were natural body parts, but a more important part is a power unit which provides energy to the devices being used. This Cybernetic Power Unit is effectively a Feeder Power Cell which has a maximum capacity of 3000 CUs; the creature's natural food intake provides the material necessary to regain power, but the Cyborg must consume twice as much as the base creature as a result. Creatures which produce their own food somehow, for instance, through photosynthesis, are treated as requiring a standard food amount for a creature of their size (in other words, the photosynthesis no longer provides everything the creature needs). Special magic, psionics, or items which negate the need for food, such as a Ring of Sustenance, cannot prevent this requirement for food, but supernatural powers and effects which create food (such as Create Food and Water, or a Murlynd's Spoon) can still be used to provide nourishment for the creature. After each time the creature eats a full meal, the CPU replenishes itself at the rate of 100 CUs/round, until it is fully recharged. Only devices which are actually implanted in the Cyborg can be powered by the CPU; external devices must still use Power Cells normally.
    As a side effect of the presence of this (effective) extra digestive organ, the Cyborg is rendered immune to any supernatural effect which causes it to become hungry. Any such effect which targets the Cyborg drains 100 CUs per spell or power level from the CPU, instead of its normal effect; the effect is otherwise negated. An effect or power which does not duplicate a known spell or psionic power should be assigned an appropriate level by the DM, or can simply drain 100 CUs from the CPU if the DM does not want to assign one. Appropriate 0-level spells and powers drain 50 CUs from the CPU.
    Electromagnetic Vulnerability (Ex): Cyborg creatures have some mechanical components, and are therefore not immune to Electromagnetic (EM) damage the way most living creatures are. They take half damage from attacks dealing Electromagnetic damage. If the attack form allows a save for half damage, then the Cyborg takes one-quarter damage on a successful save.
    Mechanical Toughness (Ex): As partially-mechanical creatures, Cyborgs become immune to death from massive damage, stunning, and subdual damage, though critical hits and sneak attacks can still affect them normally (if the base creature was not immune).
    Supernatural Interference (Ex): Ancient machines do not channel supernatural energies (i.e. magic and psionics) well. As a result, Cyborgs lose part of their natural ability to command such energies. Any spell, spell-like ability, psionic power, or psionic attack of a Cyborg creature has a 25% base failure rate before any other factors are considered. Despite this, it does not gain any immunity or resistance to supernatural attacks. Supernatural abilities that are not spell-like or psi-like, such as a true dragon's breath weapon or the eye-rays of a beholder, are not affected by this failure chance.
    Technological Interface (Ex): Cyborgs are capable of "interfacing" with any technological device that uses Infotech components of any sort. As a result, they do not need to make Use Ancient Device checks to activate or interface with such devices, and can even activate and control them from a distance of up to 30 feet by concentration. A Cyborg concentrating on controlling a device this way during a given round uses the standard "maintain concentration" action.
    Ancient devices with intelligence, such as most robots and computers, and other Cyborgs, cannot be automatically controlled with the Interface. Instead, the Cyborg interface is treated as a Mindlink (which requires no power points to use and is not considered supernatural in any way) with the device, and the interface possibility works both ways- the sentient machines can initiate contact with any Cyborgs within range at will. This special Mindlink, once activated, remains active for as long as either individual concentrates on it, regardless of distance, and it is common for Cyborgs which have been in the presence of Ancient computers to be in constant contact with them (since the Ancient machines are desperate for outside contact after so many millennia alone). Whichever individual participating in the Mindlink has the greater total of mental ability scores (INT, WIS, and CHA) can offer the other a Suggestion at will, once per round, as a free action; thus, it is possible for powerful Ancient computers to control weak-willed Cyborgs almost completely. Note that while a Cyborg is limited to Interfacing with one machine at a time, the machines themselves are not so limited; it is not only possible, but likely for a powerful Ancient computer to be in contact with (if not control of) a veritable army of Cyborgs at any given time.

Cyborg creatures also have two additional extraordinary abilities chosen from the following list. Creatures which were too small to receive technological weapons instead gain four abilities from the list. Each item on the list may only be taken once by any individual Cyborg, unless otherwise noted. DMs may add other items to the list as desired, but new list items should be balanced in power with the existing items.
    Acrobatics (Ex): The Cyborg gains a +20 racial bonus on Balance, Jump, and Tumble checks, and may use those skills freely even if it has no ranks in any of them.
    Adaptation (Ex): Special devices grant the Cyborg the ability to live comfortably in environments which would normally be hostile to its kind, such as hot deserts, the extreme cold of the most remote arctic reaches, or even the deepest oceans or the vacuum of outer space. The Cyborg takes no penalty for extreme temperatures, takes no damage from pressure changes, and does not need to breathe as long as its CPU has at least 1 CU in it. If the CPU runs out of energy, then the Cyborg begins to suffocate if air (or its regular breathing medium) is not available, though it still retains the other environmental adaptations.
    Blindsense (Ex): The Cyborg gains a Blindsense of 30 feet. This overlaps (does not stack with) any existing Blindsense the base creature had from another source, such as race or class levels.
    Cybernetic Library (Ex): The Cyborg has an information storage device implanted in it, and gains a +20 racial bonus on each of any two Knowledge skills. The creature can use the two Knowledge skills normally, even if it has no ranks in either one. Commonly chosen Knowledge areas for this ability are Ancient Technology and History.
    Cybernetic Speed (Ex): The Cyborg's base speed is doubled for all forms of movement (except the Fly speed granted by the Cyborg Levitation ability below, if the creature also has that). The standard -5 feet speed loss for being a Cyborg is subtracted after this speed doubling, not before it. Furthermore, the Cyborg may spend 30 CUs from its CPU, as a free action, to act as if under the effects of a Haste spell for one round, though this ability is not supernatural in any way and cannot be dispelled or suppressed.
    Deflector (Ex): Having a built-in force field, the Cyborg gains a +4 deflection bonus to AC as long as its CPU contains at least 1 CU. Should the CPU lose all its energy, the shield collapses, and the Cyborg loses this deflection bonus. This built-in deflector shield cannot be collapsed by damage the way a standard deflector shield can be.
    Energy Resistance (Ex): The Cyborg gains energy resistance against one chosen form of energy (for instance, Fire, Cold, or Radiation) due to buffering and damage-control devices implanted in it. The Cyborg gains Energy Resistance 5 against the chosen form of energy, which stacks with any other resistance the creature already had (or later gains) against the chosen type. This ability may be selected more than once, but if it is, it must apply to a different energy type each time.
    Enhanced Ability (Ex): One of the Cyborg's ability scores (after the standard adjustments given below) increases by 4 points. This ability may be selected more than once, but if it is, it must apply to a different score each time.
    Enhanced Hearing (Ex): The Cyborg gains a +30 racial bonus on Listen checks, and can always take 10 even when distracted or under strain. The Cyborg can also hear frequencies beyond the range of normal hearing for the base creature, allowing it to know when something is using sound for some purpose other than communication (for instance, the sound-dependent Blindsense ability of some creatures, such as bats). The Cyborg does not gain any vulnerability to sound-based attacks as a result of this increased ability to hear. If the base creature was deaf, this ability grants it the ability to hear normally instead of the above enhancements to hearing.
    Enhanced Vision (Ex): The Cyborg gains a +30 racial bonus on Spot checks, and can always take 10 even when distracted or under strain. It also gains 60-foot Darkvision, and can see four times as far as the base creature in any illumination. If the base creature already had Darkvision, then the range of the existing ability is extended by 60 feet. If the base creature was blind, this ability grants it the sight of a normal human instead of the above enhancements to sight.
    External Power Adapter (Ex): The Cyborg's CPU can power external devices through a special power link, in contrast to the standard version of a CPU (see above). The Cyborg must be touching the device to use this ability, and can only power one device at a time this way. When a device is powered by a Cyborg, all CUs it consumes are subtracted from the Cyborg's CPU total, instead of the device's normal battery. The Cyborg does not have to concentrate to power a device this way, only maintain physical contact with it.
    Levitation (Ex): Anti-gravity devices are implanted in the Cyborg, granting it a Fly speed of 30 feet (6 squares) with Good maneuverability as long as it has at least 1 CU in its CPU. As a side effect of being able to move this way, the Cyborg also becomes immune to the penalties of operating in zero gravity. This side benefit is not lost if the CPU runs out of energy, though the actual Fly speed itself is. Should a Cyborg be flying with this ability when it loses all power in its CPU, it immediately falls, and takes normal falling damage upon striking the ground unless it can somehow repower the CPU before it does hit bottom.
    Regeneration 1 (Ex): The Cyborg is infused with microscopic repair devices, and automatically regenerates 1 hit point per round as long as it has at least 1 CU in its CPU. Lost limbs and appendages (even a head) can be reattached in 1 round, or regrown in 1d4 days if not reattached. The creature can also spend up to 10 CUs from its CPU as a standard action; each CU spent this way heals 1 hit point. All attack forms still deal their normal damage to a Cyborg with this ability; this is essentially natural healing taken to an extreme. The CPU can be removed once the Cyborg is brought to -10 hit points or less; if this is done, or the CPU is drained of CUs when the Cyborg is brought to -10, then the Cyborg dies. The CPU can be recognized and removed with a successful DC 15 Heal check, or a successful DC 15 Knowledge (Ancient Technology) check.
Saves: The Cyborg gains a +2 racial bonus on Fortitude saves, and a -2 penalty on Reflex saves. This is applied in addition to adjustments resulting from changed ability scores.
Abilities: Change from the base creature as follows: STR +4, DEX -2, CON +4, CHA -2. In addition, a Cyborg creature has a minimum INT score of 3.


Environment: The Cyborg keeps the preferred environment of the base creature unless it has the Adaptation ability (see above), though Cyborgs in general are rarely found far from Ancient installations capable of performing the procedures needed to create new ones (such as hospitals and military bases).
Challenge Rating: Same as the base creature +3, unless most of the base creature's attack power prior to gaining the template came from abilities disrupted by Supernatural Interference (for instance, a single-classed Psion or Wizard). In that case, the Cyborg's CR equals the base creature's CR + 2.
Alignment: Cyborgs develop a dispassionate outlook thanks to their interaction with Ancient machines, and as a result they tend to be more balanced in their worldview than normal. A Cyborg's alignment moves one step towards True Neutral; if the alignment is non-Neutral in both axes, then the moral (Good-Evil) component usually shifts before the ethical (Lawful-Chaotic) one.
Level Adjustment: Same as the base creature +6.

Sample Cyborg Creatures

The examples below use a ten-headed pyrohydra and a Ghost Cat as the base creatures. The first gives an example of a Cyborg with implanted weapons; the second, a Cyborg without them.
Ten-Headed Cyborg Pyrohydra
Huge Beast (Fire)
HD: 10d10+73 (148 hit points)
Init: +0 (Dex)
Speed: 15 feet, Swim 15 feet
AC: 25 (-2 size, +4 deflection, +13 natural), Touch 12, Flat-Footed 25
Base Attack/Grapple: +10/+25
Attack: 10 Bites +16 melee (1d10+7), or Multiweapon: Chill Beamer +8 ranged (see text), or Conversion Beamer +8 ranged (see text), or Corrosion Beamer +8 ranged (see text), or Variable-Frequency Laser Rifle +8 ranged (see text)
Full Attack: 10 Bites +16 melee (1d10+7) and Multiweapon: Chill Beamer +8/+3 ranged (see text), or Conversion Beamer +8/+3 ranged (see text), or Corrosion Beamer +8/+3 ranged (see text), or Variable-Frequency Laser Rifle +8/+3 ranged (see text)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath Weapon, Implanted Weaponry
Special Qualities: Cold Resistance 5, Cold Vulnerability, Cybernetic Mind, Cybernetic Power Unit, Darkvision 60 ft., Deflector, Electromagnetic Vulnerability, Fast Healing 20, Fire Immunity, Low-Light Vision, Mechanical Toughness, Scent, Supernatural Interference, Technological Interface
Saves: Fort +16, Ref +5, Will +5
Abilities: STR 25, DEX 10, CON 24, INT 3, WIS 10, CHA 7
Skills: Listen +8, Spot +8
Feats: Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (Bite)

Environment: Warm marshes [outside Ancient installation]
Organization: Solitary
Challenge Rating: 14
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Combat

Breath Weapon (Su): A Cyborg Pyrohydra can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 fire damage per head. A successful Reflex save halves the damage. The save DC is 22, and is CON-based.

Cybernetic Mind (Ex): A Cyborg Pyrohydra has the Mechanical Buffer in addition to the Nonpsionic Buffer against psionic attacks. It gains a +4 bonus to any saving throw against a mind-affecting spell or effect other than a psionic attack.

Cybernetic Power Unit (Ex): All devices implanted in a Cyborg Pyrohydra are powered by a special Feeder Cell implanted in its body; this cell has a maximum capacity of 3000 CUs, and recharges at the rate of 100 CUs/round after the creature eats a meal until the cell is fully recharged.

Deflector (Ex): A Cyborg Pyrohydra gets a +4 deflection bonus to its AC as long as it retains at least 1 CU in its CPU. Should the CPU lose all its energy, the shield collapses, and the Cyborg Pyrohydra loses this deflection bonus. This built-in deflector shield cannot be collapsed by damage the way a standard deflector shield can be.

Electromagnetic Vulnerability (Ex): A Cyborg Pyrohydra takes half damage from Electromagnetic attacks, instead of no damage.

Implanted Weaponry (Ex): A Cyborg Pyrohydra contains an implanted Multiweapon in one of its heads, which is powered by its CPU. This Multiweapon has 4 forms, and requires 20 CUs and two full rounds to transform itself:

Mechanical Toughness (Ex): Cyborg Pyrohydras are immune to death from massive damage, stunning, and subdual damage, though not to critical hits or sneak attacks.

Supernatural Interference (Ex): Any spell, spell-like ability, psionic power, or psionic attack of a Cyborg Pyrohydra has a 25% base failure rate before any other factors are considered. Despite this, it does not gain any immunity or resistance to supernatural attacks.

Technological Interface (Ex): Cyborgs are capable of "interfacing" with any technological device that uses Infotech components of any sort. As a result, they do not need to make Use Ancient Device checks to activate or interface with such devices, and can even activate and control them from a distance of up to 30 feet by concentration. A Cyborg concentrating on controlling a device this way during a given round uses the standard "maintain concentration" action.
    Ancient devices with intelligence, such as most robots and computers, and other Cyborgs, cannot be automatically controlled with the Interface. Instead, the Cyborg interface is treated as a Mindlink (which requires no power points to use and is not considered supernatural in any way) with the device, and the interface possibility works both ways- the sentient machines can initiate contact with any Cyborgs within range at will. This special Mindlink, once activated, remains active for as long as either individual concentrates on it, regardless of distance, and it is common for Cyborgs which have been in the presence of Ancient computers to be in constant contact with them (since the Ancient machines are desperate for outside contact after so many millennia alone). Whichever individual participating in the Mindlink has the greater total of mental ability scores (INT, WIS, and CHA) can offer the other a Suggestion at will, once per round, as a free action; thus, it is possible for powerful Ancient computers to control weak-willed Cyborgs (such as the Cyborg Pyrohydra of this entry) almost completely.

Skills: Cyborg Pyrohydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads. A hydra has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the Run action while swimming, provided it swims in a straight line.

Feats: A Cyborg Pyrohydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Cyborg Ghost Cat
Tiny Animal
HD: ½d8+2 (20 hit points)
Init: +2 (Dex)
Speed: 75 feet
AC: 20 (+2 size, +2 Dex, +4 deflection, +2 natural), Touch 18, Flat-Footed 18
Base Attack/Grapple: +0/-10
Attack: Claw +4 melee (1d2-2)
Full Attack: 2 Claws +4 melee (1d2-2) and Bite -1 melee (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: -
Special Qualities: Acrobatics, Blindsense 30 ft., Cybernetic Mind, Cybernetic Power Unit, Cybernetic Speed, Darkvision 60 ft., Deflector, Electromagnetic Vulnerability, Enhanced Vision, Low-Light Vision, Mechanical Toughness, Scent, Supernatural Interference, Technological Interface
Saves: Fort +6, Ref +2, Will +2
Abilities: STR 7, DEX 15, CON 14, INT 3, WIS 14, CHA 4
Skills: Balance +22, Climb +6, Hide +14*, Jump +22, Listen +7@, Move Silently +6, Spot +33@, Tumble +22
Feats: Weapon Finesse


Environment: Any forest [outside Ancient installation]
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Combat

Acrobatics (Ex): The Cyborg Ghost Cat gains a +20 racial bonus on Balance, Jump, and Tumble checks. It may use those skills freely even if it has no ranks in any of them.

Blindsense (Ex): Cyborg Ghost Cats have extremely acute hearing, and can use echolocation to sense things within 30 feet. A Silence spell negates this ability, and forces the animal to rely on normal vision (which is equal to that of a normal cat). Since they rely greatly on their hearing, it also tends to frighten them a great deal, and it is a Cyborg Ghost Cat almost never willingly stays in any area of Silence for longer than a few seconds unless it is controlled by another entity.

Cybernetic Mind (Ex): A Cyborg Ghost Cat has the Mechanical Buffer in addition to the Nonpsionic Buffer against psionic attacks. It gains a +4 bonus to any saving throw against a mind-affecting spell or effect other than a psionic attack.

Cybernetic Power Unit (Ex): All devices implanted in a Cyborg Ghost Cat are powered by a special Feeder Cell implanted in its body; this cell has a maximum capacity of 3000 CUs, and recharges at the rate of 100 CUs/round after the creature eats a meal until the cell is fully recharged.

Cybernetic Speed (Ex): The Cyborg Ghost Cat may spend 30 CUs from its CPU as a free action, to act as if under the effects of a Haste spell for one round.

Deflector (Ex): A Cyborg Ghost Cat gets a +4 deflection bonus to its AC as long as it retains at least 1 CU in its CPU. Should the CPU lose all its energy, the shield collapses, and the Cyborg Ghost Cat loses this deflection bonus. This built-in deflector shield cannot be collapsed by damage the way a standard deflector shield can be.

Electromagnetic Vulnerability (Ex): A Cyborg Ghost Cat takes half damage from Electromagnetic attacks, instead of no damage.

Enhanced Vision (Ex): The Cyborg Ghost Cat has a +30 racial bonus on all Spot checks, and can always take 10 even when distracted or under strain. It also gains 60-foot Darkvision, and can see four times as far as a human in any illumination.

Mechanical Toughness (Ex): Cyborg Ghost Cats are immune to death from massive damage, stunning, and subdual damage, though not to critical hits or sneak attacks.

Supernatural Interference (Ex): Any spell, spell-like ability, psionic power, or psionic attack of a Cyborg Ghost Cat has a 25% base failure rate before any other factors are considered. Despite this, it does not gain any immunity or resistance to supernatural attacks.

Technological Interface (Ex): Cyborgs are capable of "interfacing" with any technological device that uses Infotech components of any sort. As a result, they do not need to make Use Ancient Device checks to activate or interface with such devices, and can even activate and control them from a distance of up to 30 feet by concentration. A Cyborg concentrating on controlling a device this way during a given round uses the standard "maintain concentration" action.
    Ancient devices with intelligence, such as most robots and computers, and other Cyborgs, cannot be automatically controlled with the Interface. Instead, the Cyborg interface is treated as a Mindlink (which requires no power points to use and is not considered supernatural in any way) with the device, and the interface possibility works both ways- the sentient machines can initiate contact with any Cyborgs within range at will. This special Mindlink, once activated, remains active for as long as either individual concentrates on it, regardless of distance, and it is common for Cyborgs which have been in the presence of Ancient computers to be in constant contact with them (since the Ancient machines are desperate for outside contact after so many millennia alone). Whichever individual participating in the Mindlink has the greater total of mental ability scores (INT, WIS, and CHA) can offer the other a Suggestion at will, once per round, as a free action; thus, it is possible for powerful Ancient computers to control weak-willed Cyborgs (such as the Cyborg Ghost Cat of this entry) almost completely.

Skills: Ghost Cats receive a +4 racial bonus to Climb, Hide, and Move Silently checks, and a +8 racial bonus to Balance and Jump checks. They use their DEX modifier for Climb and Jump checks instead of STR.
    *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8 because of the animal's coloring.
    @Ghost Cats receive a +4 racial bonus to Spot and Listen checks due to their Blindsense. If their Blindsense is negated, these bonuses are lost.


Illuminated Creature

    Illuminated creatures dwell on the Plane of Illumination, the ancient demiplane of "half-light" that was left in its original form when the Shades inflated its mirror demiplane into the Plane of Shadow. Just as the Plane of Illumination resembles a distorted, fuzzy version of the Material Plane, illuminated creatures superficially resemble creatures from the Material Plane. Illuminated creatures are brighter, more elusive, and more dazzling than their material counterparts. White and yellow are their most common colors, with darker grays and blacks rarely seen. Other creatures native to the Plane of Illumination exist that have stronger or weaker connections to the energies of that place, and do not follow this template.

Creating an Illuminated creature

"Illuminated" is an inherited template that can be applied to any corporeal creature (hereafter referred to as the "base creature"). It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature's hit dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Animals or Vermin with this template become Magical Beasts, but otherwise the creature type is unchanged. Illuminated Creatures encountered on the Material Plane have the Extraplanar subtype.
AC: The Illuminated creature has a Deflection bonus to AC equal to +2 or half the base creature's natural armor bonus, whichever is higher.
Special Attacks: An Illuminated creature retains all special attacks of the base creature, and gains the following:
    Flare (Su): Those hit by the natural weapons of an Illuminated creature must succeed at a Reflex save (DC 10 + half the Illuminated creature's HD total + the Illuminated creature's CHA modifier) or be blinded for 1d4 rounds.
Special Qualities: An Illuminated creature retains all special qualities of the base creature, and gains the following:
    Electricity Resistance: 5 + 1 per HD, to a maximum of 20.
    Keen Sight: Illuminated creatures can see three times as far as the base creature under illumination equal to or greater than average (Material Plane) daylight. This affects only normal vision, not Low-Light vision or Darkvision.
    Nimbus (Su): An Illuminated creature constantly sheds light around itself, as if affected by a Continual Flame spell. The effective radius of the light so shed is equal to the creature's hit die total × 5 feet.

Illuminated creatures also have one additional supernatural ability for every 4 HD they possess (minimum of one), chosen from the following list:
    Lucky: +2 luck bonus on all saving throws.
    Hypnotism: As the spell, once per day. Caster level equals the Illuminated creature's hit die total (maximum 20), save DC equals 11 + the Illuminated creature's CHA modifier.
    Damage Reduction: 5/Magic.
    See Invisibility: As the spell, except that it is always active.
    Blur: As the spell, once per day. Caster level equals the Illuminated creature's hit die total (maximum 20), save DC equals 12 + the Illuminated creature's CHA modifier.
    Plane Shift: Self only, to or from the Plane of Illumination, once per day.
    Fast Healing 2: As the normal ability.
Abilities: Change from the base creature as follows: WIS +2, CHA +2.
Skills: An Illuminated creature gains a +6 racial bonus on Spot checks. If the base creature already had a racial bonus to Spot, the existing bonus increases by +6.


Environment: Same as the base creature, but on the Plane of Illumination.
Challenge Rating: Same as the base creature +1.
Alignment: In general, same as the base creature, but rarely evil. If the base creature is evil, the Illuminated creature is usually Neutral (with respect to good and evil).
Level Adjustment: Same as the base creature +3.

Sample Illuminated Creature

The example uses a unicorn as the base creature.
Illuminated Unicorn
Large Magical Beast
HD: 4d10+20 (42 hit points)
Init: +3 (Dex)
Speed: 60 feet
AC: 21 (-1 size, +3 Dex, +3 deflection, +6 natural), Touch 15, Flat-Footed 18
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d8+8 plus blinding)
Full Attack: Horn +11 melee (1d8+8 plus blinding), 2 Hooves +3 melee (1d4+2 plus blinding)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flare
Special Qualities: Darkvision 60 ft., Electricity Resistance 9, Immunity to Poison, Charm, and Compulsion, Keen Sight, Low-Light Vision, Magic Circle Against Evil, Nimbus, Spell-like abilities
Saves: Fort +9, Ref +7, Will +7
Abilities: STR 20, DEX 17, CON 21, INT 10, WIS 23, CHA 26
Skills: Jump +21, Listen +12, Move Silently +9, Spot +18*, Survival +9*
Feats: Alertness, Skill Focus (Survival)

Environment: Temperate forest (Plane of Illumination)
Organization: Solitary, Pair, or Grace (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Chaotic Good
Advancement: 5-8 HD (Large)
Level Adjustment: +7 (cohort)

Combat

Magic Circle Against Evil (Su): This ability continuously duplicates the effects of the spell. The Illuminated Unicorn cannot suppress this ability.

Spell-Like Abilities: Illuminated Unicorns can Detect Evil and See Invisibility at will as a free action. Once per day an Illuminated Unicorn can use Greater Teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
    An Illuminated Unicorn can use Cure Light Wounds three times per day and Cure Moderate Wounds once per day (Caster level 5th) by touching the wounded creature with its horn. Once per day, it can use Neutralize Poison (Save DC 22, Caster level 8th), with a touch of its horn. The save DC is CHA-based.

Wild Empathy (Ex): This power works like the Druid's Wild Empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Flare (Su): Those hit by the natural weapons of an Illuminated Unicorn must succeed at a Reflex save (DC 20) or be blinded for 1d4 rounds. The save DC is CHA-based.

Nimbus (Su): An Illuminated Unicorn constantly sheds light around itself, as if affected by a Continual Flame spell. The effective radius of the light so shed is 20 feet.

Keen Sight: Illuminated Unicorns can see three times as far as humans can under illumination equal to or greater than average daylight. This affects only normal vision, not Low-Light vision or Darkvision.

Skills: *Illuminated Unicorns have a +6 racial bonus on Spot checks, a +4 racial bonus on Move Silently checks, and a +3 competence bonus on Survival checks within the boundaries of their forest.


Imago

    Illusions are very powerful things. Through judicious use of appropriate spells, an illusionist can appear to turn lead into gold, convert muddy water taken from a brackish pond into the finest of elvish wines, or intimidate enemies into submission with titanic blasts of barely-controlled (apparent) energy. The more powerful spells of the illusion type can do more than grant mere appearance, though; many can actually create partial reality- even actual reality, in the case of spells such as Simulacrum. Sometimes, though, a spellcaster using illusions goes too far, and the spells acquire a life and reality all their own. Sometimes, too, a particularly potent illusionist will deliberately set out to create an effect with a living will of its own. When this happens, an Imago creature is the result.
    Imagos are living phantoms, creatures which (though naturally invisible and insubstantial) can appear completely solid and real. They are illusions endowed with permanent existence, independent of their creators, creatures without true physical form but otherwise exactly what their creators wanted them to be. They are similar to Ghosts, in being bodiless minds, but lack the Undead type with all its associated benefits and drawbacks (unless the Imago was created to resemble an Undead of some kind, that is). They are creatures literally made of magic.
    Exceptional mention must be made here of the type of Naturalist called Energists. Energists who reach 20th level in that class use most of the statistics of this template for the changes they undergo at that point, though they change creature type instead of remaining the same and do not acquire the vulnerability to Dispel effects that normal Imagos have (see below). Energist Imagos are otherwise identical to their spell-created peers.

Creating an Imago

"Imago" is an inherited template that can be applied to any corporeal creature (hereafter referred to as the "base creature"). It uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type does not change, but it acquires the Incorporeal subtype.
Speed: The Imago gains a Fly speed equal to the base creature's highest speed type, with Perfect maneuverability. All other speed types the base creature had are lost, though the Imago typically simulates them by simply flying where it would normally be moving and making appropriate body movements.
AC: The base creature loses all natural armor bonuses it had, but it gains an insight bonus to AC equal to the base creature's natural armor; the illusion is always crafted well enough to fool viewers into making attacks which should miss, miss. As an Incorporeal creature, the Imago also gains a deflection bonus to AC equal to its CHA modifier if positive (minimum deflection bonus +1).
Base Attack/Grapple: The Imago retains the base creature's Base Attack bonus, but loses its STR modifier to attacks along with the STR score itself. As an Incorporeal creature, the Imago has no Grapple modifier, since it can neither participate in nor initiate any grapples.
Attack: The Imago retains the natural attack forms of the base creature, but they become incorporeal touch attacks instead. Imagos based on base creatures which normally use weapons to attack may not use weaponry that does not have the Ghost Touch ability, and accordingly lose most weapon attacks they would otherwise have unless granted special equipment. An Imago must Manifest (see the Manifestation ability below) in order to attack at all; otherwise it is unable.
Damage: All of the Imago's natural attack forms deal the same damage, which is based entirely upon the Imago's size. Use the standard amount for an incorporeal touch attack based on size, as shown in the table below- extend the table as necessary for sizes not listed. Also, see the Falsehood ability (under Special Attacks, below) for special rules regarding an Imago's attacks.
Size Incorporeal Touch Damage
Fine 1 (on critical hit only)
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Titanic 4d6
Special Attacks: An Imago retains all special attacks of the base creature, and gains the following:
    Falsehood (Su): An Imago has no real body, and so cannot deal real damage to objects, nor to creatures unless those creatures believe the damage is real. When attacked by an Imago, a creature with an INT score is allowed to make a Sense Motive check (opposed by the Imago's Bluff) to detect that something is wrong. If the check succeeds, the creature is allowed a Will save, with DC equal to 10 + half the Imago's hit dice + the Imago's CHA modifier, to disbelieve in the Imago's existence. If the Will save succeeds, the Imago is unable to harm that creature with its natural attacks at all, and must rely on any weapons or equipment it is able to use, or spells and other supernatural powers. To a creature without an INT score, the Imago is always treated as "real" for the purpose of being able to deal damage with its Incorporeal Touch, though the Imago might still have to contend with SR (see Magical Attack ability, below). Creatures under the effect of True Seeing can automatically see that the Imago is at least covered by some kind of illusion, and are treated as though having passed the Sense Motive check automatically, though they must still make Will saves to perceive that the Imago is itself the illusion rather than being simply under the effect of one.
    Magical Attack (Su): Imagos are creations of pure magic, and therefore they have a special interaction with creatures that have Spell Resistance. If an Imago hits such a creature with an Incorporeal Touch attack, the Imago must roll against its SR even before the Falsehood ability (detailed above) is considered; if the SR roll fails, the attack has no effect. Golems, and certain other creatures with effectively unbeatable Spell Resistance, are thus completely invulnerable to an Imago's Incorporeal Touch. To determine the Imago's caster level for the purpose of this special SR roll, use either the base creature's highest spellcasting level, or half the Imago's hit dice, whichever number is higher.
    Manifestation (Su): Imagos are creatures of pure energy, with no physical body, and as such are naturally invisible. In order to interact with the physical world, the Imago must form an image of a body, which appears exactly like the base creature except for an occasional flicker, shimmer, or crackle of energy. While manifested, the Imago can be harmed only by other Incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. Despite its solid appearance, the manifesting Imago can pass through solid objects at will, and it always moves silently. The Imago has no Material body, but if the plane it is on has a coterminous Ethereal Plane, it may be attacked by other creatures on that plane normally. Although an Imago has some existence within the local Ethereal Plane, it is not considered a native of that plane; it remains native to whatever plane the base creature is native to.
    A spellcasting Imago cannot cast spells against material targets unless it manifests, but it can cast spells against other incorporeal or Ethereal targets normally. When a spellcasting Imago manifests, this situation is reversed; the spells affect material targets normally but cannot affect Ethereal targets any better than those of a normal material caster.
    Once manifested, the Imago may remain so for as long as it likes without penalty, and may dissolve the manifestation at will. Forming or dissipating the manifestation is a full-round action.
Special Qualities: An Imago retains all special qualities of the base creature, and gains the following:
    Assimilate Equipment (Su): Imagos are unable to use equipment under normal circumstances, having no bodies for said equipment to interact with; however, when an Imago finds an item it wants to use, it may attempt to incorporate the mystical matrix of energy that the item generates its effect from into its own pure-energy form. To do this, the Imago first manifests, and then places its body-image in a position such that it would be wearing the item normally if its body were real. After one minute, the Imago makes a d20 roll using its hit dice as a bonus, against a DC of 6 + the item's caster level (or manifester level in the case of psionic items). If the check fails, the Imago is unable to attempt Assimilation of that item again for 24 hours, though there is no other penalty.
    If the check is successful, the item becomes inert, and its energy forms an insubstantial image as part of the Imago's manifested body (the Imago appears to be wearing a copy of the item in a normal manner). The item then grants its full powers to the Imago, for as long as the Imago remains manfiested, regardless of the actual distance between Imago and object. Should the inert object be detroyed, however, the Imago immediately loses the copy held within it, along with all benefits the item granted. Only items that can be worn may be Assimilated in this manner, and the Imago is limited to "wearing" the same number of items in particular slots that any other creature of its type would be (for example, a human Imago can only "wear" up to two Rings). "Slotless" items such as Ioun Stones and Stones of Good Luck may not be used by Imagos at all.
    An Imago which Assimilates a suit of armor or shield in this manner does not gain an armor bonus to AC, but it may apply the armor bonus the item would normally grant to either its insight bonus or its defection bonus, as it chooses. If an Imago Assimilates a weapon, it may then use that weapon to attack as an incorporeal touch attack (with its normal damage effects instead of the Imago's standard Incorporeal Touch damage), though it remains completely unable to affect inanimate objects no matter how powerful or damaging the weapon is.
    Dispelling Vulnerability (Su): Since an Imago is a creature of pure magic, it is vulnerable to effects which eliminate magic. An Imago targeted by Dispel Magic or a similar effect takes 1d6 points of damage per caster level (maximum 20d6), with no ability to negate this damage via the usual incorporeal miss chance. An Imago forced into an Anti-Magic Zone takes 6d6 points of damage per round it remains in the area, and an Imago which entrs an area of Dead Magic is immediately killed. An Imago caught within a Disjunction effect takes 1d100 points of damage and must make a Fortitude save or be stunned for 2d4 rounds. Even Imagos formed from base creatures which are normally immune to stunning can be stunned by this special Disjunction effect.
    Naturally Invisible (Su): The Imago is invisible unless it Manifests (see above), and cannot be seen at all in its natural state. Because it is energy which creates an illusion of a solid body, See Invisibility and True Seeing do not reveal an Imago's presence unless it manifests first, nor do any forms of Blindsight, Blindsense, or similar powers. A manifested Imago under the effect of an Invisibility spell appears exactly the same as any other creature under the effect of Invisibility would appear to creatures using those effects, rather than reverting to its natural state.
    Self-Sustaining (Su): Imagos, as creatures of pure energy, do not eat, drink, or breathe. They can and do sleep, always de-manifesting when they do so, but they never age and cannot be aged artificially. An Imago has no maximum lifespan unless the spell that created it has a maximum duration.
    Telekinetic Hand (Su): Being without a real body, an Imago is unable to touch or use any objects that do not have the Ghost Touch special quality. However, a manifested Imago may use Telekinesis at will by making a Concentration check as a swift action (DC 10 + 1 per 5 pounds of the object's weight). This allows the Imago to move the target object by apparently touching it, though it is only able to move a single object at a time with this ability (and it must make a new Concentration check each time it wishes to move a new object). This ability lasts up to 1 round per HD of the Imago, once activated, but does not require any further effort on the Imago's part to maintain once it is started. It may be dismissed at will.
Abilities: Change from the base creature as follows: CHA +4. As an incorporeal creature, the Imago has no STR score, though for combat purposes in the case of creatures attacking it on the Ethereal Plane it should be treated as having the same STR score as the base creature.
Skills: Imagos have a +4 racial bonus on Bluff checks.


Organization: Solitary, under normal circumstances, since Imagos have to be specially created. They are fairly rare, and do not often gather in groups.
Challenge Rating: Up to 3 HD, as base creature (minimum 1); 3 HD to 7 HD, as base creature +1; 8+ HD, as base creature +2.
Level Adjustment: Same as the base creature +4.

Sample Imago

The example uses a Basilisk as the base creature.
Imago Basilisk
Medium Magical Beast (Incorporeal)
HD: 6d10+12 (45 hit points)
Init: -1 (Dex)
Speed: Fly 50 feet (Perfect)
AC: 18 (-1 Dex, +7 insight, +2 deflection), Touch 18, Flat-Footed 18
Base Attack/Grapple: +6/-
Attack: Incorporeal Touch +6 melee (1d4)
Full Attack: Incorporeal Touch +6 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Falsehood, Magical Attack, Manifestation, Petrifying Gaze
Special Qualities: Assimilate Equipment, Darkvision 60 ft., Dispelling Vulnerability, Low-Light Vision, Naturally Invisible, Self-Sustaining, Telekinetic Hand
Saves: Fort +9, Ref +4, Will +3
Abilities: STR - (15), DEX 8, CON 15, INT 2, WIS 12, CHA 15
Skills: Bluff +6*, Hide +0*, Listen +7, Spot +7
Feats: Alertness, Blind-Fight, Great Fortitude

Environment: Desert illusionist's tower
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (Medium); 11-18 HD (Large)
Level Adjustment: -

    Created long ago to guard the tower of an illusionist living in a vast desert, the Imago Basilisk was designed to emulate a nasty (if useful as guardian) creature local to the mage. Now, hundreds of years after the mage died and the tower fell into ruin, the Imago Basilisk haunts the area still, having been trained well as a guardian and never receiving any commands to stop guarding the site. Numerous forlorn statues in the area around the tower attest to its effectiveness as a guardian over the long centuries of its existence, even today.

Combat

Assimilate Equipment (Su): The Imago Basilisk has no use for equipment, being too stupid to use it; however, if it wished to use some it has the ability to do so. To accomplish this, the Imago first manifests, and then places its body-image in a position such that it would be wearing the item normally if its body were real. After one minute, the Imago rolls 1d20+6 against a DC of 6 + the item's caster level (or manifester level in the case of psionic items). If the check fails, the Imago Basilisk is unable to attempt Assimilation of that item again for 24 hours (though there is no other penalty).
    If the check is successful, the item becomes inert, and its energy forms an insubstantial image as part of the Imago Basilisk's manifested body (the Imago appears to be wearing a copy of the item in a normal manner). The item then grants its full powers to the Imago, for as long as the Imago remains manfiested, regardless of the actual distance between Imago and object. Should the inert object be detroyed, however, the Imago immediately loses the copy held within it, along with all benefits the item granted. Only items that can be worn may be Assimilated in this manner, and the Imago is limited to "wearing" the same number of items in particular slots that any other creature of its type would be. "Slotless" items such as Ioun Stones and Stones of Good Luck may not be used by Imagos at all.
    An Imago which Assimilates a suit of armor or shield in this manner does not gain an armor bonus to AC, but it may apply the armor bonus the item would normally grant to either its insight bonus or its defection bonus, as it chooses.

Dispelling Vulnerability (Su): Since the Imago Basilisk is a creature of pure magic, it is vulnerable to effects which eliminate magic. An Imago targeted by Dispel Magic or a similar effect takes 1d6 points of damage per caster level (maximum 20d6), with no ability to negate this damage via the usual incorporeal miss chance. An Imago forced into an Anti-Magic Zone takes 6d6 points of damage per round it remains in the area, and an Imago which entrs an area of Dead Magic is immediately killed. An Imago caught within a Disjunction effect takes 1d100 points of damage and must make a Fortitude save or be stunned for 2d4 rounds.

Falsehood (Su): The Imago Basilisk has no real body, and so cannot deal real damage to objects, nor to creatures unless those creatures believe the damage is real. When attacked by the Imago Basilisk, a creature with an INT score is allowed to make a Sense Motive check (opposed by the Imago's Bluff) to detect that something is wrong. If the check succeeds, the creature is allowed a Will save (CHA-based save DC 15), to disbelieve in the Imago's existence. If the Will save succeeds, the Imago is unable to harm that creature with its natural attacks at all, and must rely on any weapons or equipment it is able to use, or spells and other supernatural powers. To a creature without an INT score, the Imago is always treated as "real" for the purpose of being able to deal damage with its Incorporeal Touch, though the Imago might still have to contend with SR (see Magical Attack ability, below). Creatures under the effect of True Seeing can automatically see that the Imago is at least covered by some kind of illusion, and are treated as though having passed the Sense Motive check automatically, though they must still make Will saves to perceive that the Imago is itself the illusion rather than being simply under the effect of one.

Magical Attack (Su): Imagos are creations of pure magic, and therefore they have a special interaction with creatures that have Spell Resistance. If the Imago Basilisk hits such a creature with an Incorporeal Touch attack, the Imago must roll against its SR even before the Falsehood ability (detailed above) is considered; if the SR roll fails, the attack has no effect. Golems, and certain other creatures with effectively unbeatable Spell Resistance, are thus completely invulnerable to the Imago's Incorporeal Touch. The Imago Basilisk's caster level for the purpose of this special SR roll is 3rd.

Manifestation (Su): Imagos are creatures of pure energy, with no physical body, and as such are naturally invisible. In order to interact with the physical world, the Imago Basilisk must form an image of a body, which appears exactly like the base creature except for an occasional flicker, shimmer, or crackle of energy. While manifested, the Imago can be harmed only by other Incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. Despite its solid appearance, the manifesting Imago can pass through solid objects at will, and it always moves silently. The Imago has no Material body, but if the plane it is on has a coterminous Ethereal Plane, it may be attacked by other creatures on that plane normally. Although an Imago Basilisk has some existence within the local Ethereal Plane, it is not considered a native of that plane; it remains native to the Material Plane.
    Once manifested, the Imago Basilisk may remain so for as long as it likes without penalty, and may dissolve the manifestation at will. Forming or dissipating the manifestation is a full-round action.

Naturally Invisible (Su): The Imago Basilisk is invisible unless it Manifests (see above), and cannot be seen at all in its natural state. Because it is energy which creates an illusion of a solid body, See Invisibility and True Seeing do not reveal the Imago Basilisk's presence unless it manifests first, nor do any forms of Blindsight, Blindsense, or similar powers. A manifested Imago under the effect of an Invisibility spell appears exactly the same as any other creature under the effect of Invisibility would appear to creatures using those effects, rather than reverting to its natural state.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 15 negates. The save DC is CHA-based.

Self-Sustaining (Su): Imagos, as creatures of pure energy, do not eat, drink, or breathe. They can and do sleep, always de-manifesting when they do so, but they never age and cannot be aged artificially. An Imago has no maximum lifespan unless the spell that created it has a maximum duration.

Telekinetic Hand (Su): Being without a real body, the Imago Basilisk is unable to touch or use any objects that do not have the Ghost Touch special quality. However, a manifested Imago may use Telekinesis at will by making a Concentration check as a swift action (DC 10 + 1 per 5 pounds of the object's weight). This allows the Imago to move the target object by apparently touching it, though it is only able to move a single object at a time with this ability (and it must make a new Concentration check each time it wishes to move a new object). This ability lasts up to 6 rounds for the Imago Basilisk, once activated, but does not require any further effort on its part to maintain once it is started. It may be dismissed at will.

Skills: *The Imago Basilisk's coloring and ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural desert terrain. As an Imago, it has a +4 racial bonus on Bluff checks.


Living Construct

    Ancient technology did not just create tools for people to use; it also found ways to merge technology with living forms. One manifestation of this activity is the type of Ancient machine called "cybernetics" which were designed to literally become part of a living creature to enhance, add, or control certain traits; another is the existence of devices called Organitech, some examples of which still exist today. Among the most sophisticated Organitech devices are sheaths of living flesh created to cover robots, which allow the sentient constructs to mimic truly living creatures. Though these "living constructs" are as mechanical as other robots in function and capability, their outer appearance exactly resembles the living creatures they were created to look like, and they can easily blend in with normal society. Most modern people find the idea of Living Constructs disturbing, though very few can claim with certainty to have ever met one- let alone have rational reasons for their discomfort.
    This cultural discomfort clearly did not exist during the Golden Age, because it is known that Living Constructs- specifically termed "androids" when crafted to look like humans or other Elder Races- were an important part of Ancient society. In fact, Living Constructs- whether androids or not- were apparently created to make it easier for the living people of the time to interact with their artificial companions and servants, and (as the existence of androids programmed for sexual performance proves) for those artificial beings to more easily interact with their creators. Though no Living Constructs are known to have been created since the time of the Enclaves, over 25 centuries ago, they are effectively immortal due to being robots at the core- so many are still (surreptitiously) alive today. Their genuinely living shells of flesh allow them to move undetected through modern society, quietly observing and interacting with the descendents of their creators through the centuries.

Creating a Living Construct

"Living Construct" is an inherited template that can be applied to any living, corporeal creature of Diminutive size or larger, that is not a Construct and is native to the Material Plane (hereafter referred to as the "base creature"). The Living Construct uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The Living Construct's creature type changes to Construct (Living). It does not also gain the Augmented [base creature type] subtype, since a Living Construct has always fundamentally been a Construct- it is simpler to base the game statistics of the template on the living creature the robot resembles than the original robot itself. The base creature's racial features change to match the Construct type, except as noted below.
Hit Dice: The Living Construct's racial hit dice become d10s. If it has class levels, those hit dice remain unchanged, but they always add to the racial hit dice rather than replacing them (for creatures such as humans which normally lose their racial hit dice upon gaining class levels). As a Construct, it gains bonus hit points based on size, as noted on page 307 of the Monster Manual.
AC: Its core of tough machines makes a Living Construct harder to damage than a fully living creature would be. The creature's natural armor increases by +5.
Special Qualities: A Living Construct retains all special qualities of the base creature, and gains the following:
    Adaptation (Ex): The Living Construct is not as fragile as the base creatures it imitates, and has the ability to live comfortably in environments which would normally be hostile to the base creature, such as hot deserts, the extreme cold of the most remote arctic reaches, or even the deepest oceans or the vacuum of outer space. It takes no penalty for extreme temperatures, and no damage from pressure changes.
    Cybernetic Library (Ex): The Living Construct has an information storage device implanted in it, and gains a +20 racial bonus on each of any two Knowledge skills. The creature can use the two Knowledge skills normally, even if it has no ranks in either one. Commonly chosen Knowledge areas for this ability are Ancient Technology and History. Additionally, the Living Construct has an eidetic memory, with nearly perfect recall of details and sensory images. It has a +2 competence bonus to any INT checks made to recall the details of something it has sensed (such as a book it has read, a conversation it overheard, etc.). It may make a DC 20 INT check to recall anything it has sensed, but the check may not be retried for a given object if it fails. Finally, because Arcane magical writings are magical, this ability does not allow the Living Construct to copy scrolls or spellbooks, or to prepare spells from such texts, without having the actual spellbook or scroll on hand to use.
    Cybernetic Power Unit (Ex): A Living Construct has a power unit much like those that power Cyborgs, which provides energy to the devices within it. This Cybernetic Power Unit is effectively a Feeder Power Cell which has a maximum capacity of 3000 CUs; consumption of an amount of food equal to the base creature's natural food intake provides the material necessary to regain full power. Creatures which produce their own food somehow, for instance, through photosynthesis, are treated as requiring a standard food amount for a creature of their size (in other words, the photosynthesis no longer provides everything the creature needs). Special magic, psionics, or items which negate the need for food, such as a Ring of Sustenance, cannot prevent this requirement for food, but supernatural powers and effects which create food (such as Create Food and Water, or a Murlynd's Spoon) can still be used to provide nourishment for the Living Construct. After each time the creature eats a full meal, the CPU replenishes itself at the rate of 100 CUs/round, until it is fully recharged.
    Despite having a digestive organ, the Living Construct is immune to any supernatural effect which causes it to become hungry. Any such effect which targets it drains 100 CUs per spell or power level from the CPU, instead of its normal effect; the effect is otherwise negated. An effect or power which does not duplicate a known spell or psionic power should be assigned an appropriate level by the DM, or can simply drain 100 CUs from the CPU if the DM does not want to assign one. Appropriate 0-level spells and powers drain 50 CUs from the CPU.
    Electromagnetic Vulnerability (Ex): Living Constructs are not immune to Electromagnetic (EM) damage the way most living creatures are. They take normal damage from attacks dealing such damage.
    Enhanced Hearing (Ex): The Living Construct has a +20 racial bonus on Listen checks, and can always take 10 even when distracted or under strain. The Living Construct can also hear frequencies beyond the range of normal hearing for the base creature, allowing it to know when something is using sound for some purpose other than communication (for instance, the sound-dependent Blindsense ability of some creatures, such as bats). The Living Construct does not gain any vulnerability to sound-based attacks as a result of this increased ability to hear. If the base creature was deaf, this ability grants the ability to hear normally instead of the above enhancements to hearing.
    Enhanced Vision (Ex): The Living Construct has a +20 racial bonus on Spot checks, and can always take 10 even when distracted or under strain. If the base creature was blind, this ability grants it the sight of a normal human instead of the Low-Light Vision and Darkvision that it would normally get (see under Living Construct Traits, below).
    External Power Adapter (Ex): The Living Construct's CPU can power external devices through a special power link. It must be touching the device to use this ability, and can only power one device at a time this way. When a device is powered by a Living Construct, all CUs it consumes are subtracted from the Living Construct's CPU total, instead of the device's normal battery. The Living Construct does not have to concentrate to power a device this way, only maintain physical contact with it.
    Living Construct Traits (Ex): The Living Construct has Low-Light Vision (allowing it to see four times as far as the base creature in any illumination) and 60-foot Darkvision. It has Immunity to some mind-affecting effects (all except Charms and Phantasms), and a +4 racial bonus to save against those it is not immune to. It is also immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. It is not subject to critical hits, nonlethal damage, death from massive damage, physical ability damage or drain, fatigue, exhaustion, or energy drain. It cannot be Raised or Resurrected, but a Wish, Miracle, or True Resurrection can bring it back to life once it has been destroyed. It does not need to sleep or breathe, though most Living Constructs keep up the appearance of doing so to blend in with truly living creatures.
    Living Constructs differ from normal Constructs in several important respects. They have a network of self-repair mechanisms in their mechanical parts, which allow them to heal using the normal rules (i.e. 1 hit point per hit die, per day), and their living outer parts heal normally as well (since they are genuinely alive). The creature also registers as alive to spells which detect life, though it likely appears to the spell as being in poorer health than a normal member of its apparent species due to having unliving internal parts. It can continue to operate below 0 hit points, being destroyed only at -10 hit points, but it is Disabled at 0 and all negative hit point values (Living Constructs never become Unconscious or Dying). Healing magic heals half the normal amount when used on a Living Construct, and magic which explicitly repairs construct creatures (such as Repair Light Wounds) also heals half the normal amount. It is not immune to ability damage or drain on its mental ability scores, since every Living Construct has a mind. Living Constructs are not immune to effects requiring Fortitude saves (unless the effects are among their other immunities, such as poison and disease), but if the effect does not explicitly state that it affects objects, the Living Construct gains a +4 bonus on the save. Finally, due to the CPU (see above), a Living Construct does eat- the better to pass for a normal example of its apparent kind.
    It is also important to note the fact that all Living Constructs surviving today were created using the Ancient science of Magitech, which allows their mechanical parts to channel and manipulate supernatural energies. Therefore, Living Constructs are able to use supernatural powers like any normal living creature, and do not suffer Supernatural Interference the way Cyborgs do.
    Technological Interface (Ex): Living Constructs are capable of "interfacing" with any technological device that uses Infotech components of any sort. As a result, they do not need to make Use Ancient Device checks to activate or interface with such devices, and can even activate and control them from a distance of up to 30 feet by concentration. A Living Construct concentrating on controlling a device this way during a given round uses the standard "maintain concentration" action.
    Ancient devices with intelligence, such as most robots (including other Living Constructs), Cyborgs, and computers, cannot be automatically controlled with the Interface. Instead, the interface is treated as a Mindlink (which requires no power points to use and is not considered supernatural in any way) with the device, and the interface possibility works both ways- the sentient machines can initiate contact with any Living Constructs within range at will. This special Mindlink, once activated, remains active for as long as either individual concentrates on it, regardless of distance, and it is common for Living Constructs which have been in the presence of Ancient computers to be in constant contact with them (since the Ancient machines are desperate for outside contact after so many millennia alone). Whichever individual participating in the Mindlink has the greater total of mental ability scores (INT, WIS, and CHA) can offer the other a Suggestion at will, once per round, as a free action; thus, it is possible for powerful Ancient computers to control weak-willed Living Constructs almost completely. Note that while a Living Construct is limited to Interfacing with one machine at a time, the machines themselves are not so limited; it is not only possible, but likely for a powerful Ancient computer to be in contact with (if not control of) a veritable army of Living Constructs at any given time.
Abilities: Change from the base creature as follows: STR +8, DEX +2, INT +4, WIS +4, CHA -2. The Living Construct has a CON score, unlike most Constructs, but this CON score affects only its living parts, and therefore can never cause a hit point penalty no matter how low it is.
Skills: The Living Construct gains skill points according to its racial (Construct) hit dice and any class levels it has, after adjusting for its increased INT score. It also gains the ability to speak Ancient Taeran and any one other language, regardless of whether the base creature can speak, though a Living Construct designed to emulate a mute creature will usually not reveal its ability to talk until its attitude adjusts to Helpful. A Living Construct with an INT score of 12 or higher also gains bonus languages for its INT bonus. The Living Construct can always read and write regardless of class, though the writing ability is difficult or impossible for Living Constructs without hands to use. Speak Language is always a class skill for a Living Construct, regardless of the class levels it gains.


Challenge Rating: Same as the base creature +4.
Alignment: Usually Neutral. Individual Living Constructs can be non-Neutral in alignment, but most have seen so much over their millennia of existence that extreme beliefs simply don't work for them.
Level Adjustment: Same as the base creature +9.

Sample Living Construct

The examples below use a heavy warhorse and a 13th-level Lizardfolk Ranger as the base creatures.
Living Construct Heavy Warhorse
Large Construct (Living)
HD: 4d10+12 (64 hit points)
Init: +2 (Dex)
Speed: 50 feet
AC: 20 (-1 size, +2 Dex, +9 natural), Touch 11, Flat-Footed 18
Base Attack/Grapple: +3/+15
Attack: Hoof +10 melee (1d6+8)
Full Attack: 2 Hooves +10 melee (1d6+8) and Bite +5 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Adaptation, Cybernetic Library, Cybernetic Power Unit, Darkvision 60 ft., Electromagnetic Vulnerability, Enhanced Hearing, Enhanced Vision, External Power Adapter, Living Construct Traits, Low-Light Vision, Scent, Technological Interface
Saves: Fort +4, Ref +3, Will +4
Abilities: STR 26, DEX 15, CON 17, INT 6, WIS 17, CHA 4
Skills: Knowledge (Local) +18, Knowledge (Nature) +18, Listen +27, Spot +26
Feats: Endurance, Run

Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 6
Treasure: -
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

    The Living Construct Warhorse was created over 5000 years ago for an amusement park. After the first few happy decades of his life, wowing giggling children and curious adults, the people stopped coming to his home due to the civil war. Eventually the Annihilation took away his home too, and he had nothing left to keep him there. Left alone to wander the wastes, the artificial horse spent the next two millennia learning to live as an animal in a world that had forgotten him. His self-repair mechanisms were eventually able to heal the damage to his systems and living flesh dealt by the deadly radiation in the wastes, and from that time forward he was able to assume the semblance and life of a normal (albeit exceptionally powerful) horse. Eventually, he was captured by a tribe of herding nomads, who domesticated him and reminded him of his original life and purpose. After learning from them over the course of a horse's lifetime, he faked his own death to leave the tribe behind, resuming his existence as an anonymous wild herd animal for a few years- until he found another tribe, and assumed the role of a lost horse for them. During the centuries since, he has wandered from place to place in the world, repeating this pattern over and over again- being the helpful beast of burden for whoever he decides is worth his attention, learning about their cultures and lives as he goes. He has served many powerful warriors in his time, and learned to fight with his powerful hooves and bite as a result, but eventually he always leaves the mortal "master" behind to resume his wanderings.
    The Living Construct Warhorse can speak Ancient Taeran and High Elvish (Taeran). He does not readily reveal this ability, since he knows that ordinary horses are incapable of it and desires to pass himself off as a normal horse whenever he can. Only three of his masters have ever learned of his ability to speak, and only two of those were curious enough to learn why he can. The last one of those perished while exploring an Ancient ruin the horse led her to, and in his guilt at causing the loss he vowed to be more careful in the future- so it is unlikely any future masters will learn of his true abilities without seeing him severely damaged.

Combat

Adaptation (Ex): The Living Construct Heavy Warhorse is not as fragile as an ordinary warhorse, and has the ability to live comfortably in environments which would normally be hostile to horses- such as hot deserts, the extreme cold of the most remote arctic reaches, or even the deepest oceans or the vacuum of outer space. He takes no penalty for extreme temperatures, and no damage from pressure changes.

Cybernetic Library (Ex): The Living Construct Heavy Warhorse has an information storage device implanted in him, and gains a +20 racial bonus on Knowledge (Local) and Knowledge (Nature). He can use the two Knowledge skills normally, even without ranks in either one. Additionally, he has an eidetic memory, with nearly perfect recall of details and sensory images. He has a +2 competence bonus to any INT checks made to recall the details of something he has sensed (such as a sign he has read, a conversation he overheard, etc.). He may make a DC 20 INT check to recall anything he has sensed, but the check may not be retried for a given object if it fails. Finally, because Arcane magical writings are magical, this ability does not allow the Living Construct Warhorse to copy scrolls or spellbooks, or to prepare spells from such texts, without having the actual spellbook or scroll on hand to use.

Cybernetic Power Unit (Ex): The Living Construct Warhorse has a power unit much like those that power Cyborgs, which provides energy to the devices within him. This Cybernetic Power Unit is effectively a Feeder Power Cell which has a maximum capacity of 3000 CUs; consumption of an amount of food equal to a natural warhorse provides the material necessary to regain full power. Special magic, psionics, or items which negate the need for food, such as a Ring of Sustenance, cannot prevent this requirement for food, but supernatural powers and effects which create food (such as Create Food and Water, or a Murlynd's Spoon) can still be used to provide nourishment for the Living Construct. After each time the Warhorse eats a full meal, the CPU replenishes itself at the rate of 100 CUs/round, until it is fully recharged.
    Despite having a digestive organ, the Living Construct Warhorse is immune to any supernatural effect which causes him to become hungry. Any such effect which targets him drains 100 CUs per spell or power level from the CPU, instead of its normal effect; the effect is otherwise negated. An effect or power which does not duplicate a known spell or psionic power should be assigned an appropriate level by the DM, or can simply drain 100 CUs from the CPU if the DM does not want to assign one. Appropriate 0-level spells and powers drain 50 CUs from the CPU.

Electromagnetic Vulnerability (Ex): The Living Construct Warhorse takes normal damage from Electromagnetic attacks, instead of no damage.

Enhanced Hearing (Ex): The Living Construct Warhorse has a +20 racial bonus on Listen checks, and can always take 10 even when distracted or under strain. He can also hear frequencies beyond the range of normal hearing for a warhorse, allowing him to know when something is using sound for some purpose other than communication (for instance, the sound-dependent Blindsense ability of some creatures, such as bats). He does not gain any vulnerability to sound-based attacks as a result of this increased ability to hear.

Enhanced Vision (Ex): The Living Construct Warhorse has a +20 racial bonus on Spot checks, and can always take 10 even when distracted or under strain.

External Power Adapter (Ex): The Living Construct Warhorse's CPU can power external devices through a special power link. He must be touching the device to use this ability, and can only power one device at a time this way. When a device is powered by him, all CUs it consumes are subtracted from his CPU total instead of the device's normal battery. The Living Construct Warhorse does not have to concentrate to power a device this way, only maintain physical contact with it.

Living Construct Traits (Ex): The Living Construct Warhorse has Low-Light Vision (allowing him to see four times as far as a normal warhorse in any illumination) and 60-foot Darkvision. He has Immunity to some mind-affecting effects (all except Charms and Phantasms), and a +4 racial bonus to save against those he is not immune to. He is also immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. He is not subject to critical hits, nonlethal damage, death from massive damage, physical ability damage or drain, fatigue, exhaustion, or energy drain. He cannot be Raised or Resurrected, but a Wish, Miracle, or True Resurrection can bring him back to life once he has been destroyed. He does not need to sleep or breathe, but normally keeps up the appearance of doing so to blend in with normal horses.
    Living Constructs differ from normal Constructs in several important respects. They have a network of self-repair mechanisms in their mechanical parts, which allow them to heal using the normal rules (i.e. 1 hit point per hit die, per day; in the case of the Living Construct Warhorse, 4 per day), and their living outer parts heal normally as well (since they are genuinely alive). They also register as alive to spells which detect life, though they appear to such spells as being in poorer health than normal members of their apparent species due to having unliving internal parts. They can continue to operate below 0 hit points, being destroyed only at -10 hit points, but are Disabled at 0 and all negative hit point values (Living Constructs never become Unconscious or Dying). Healing magic heals half the normal amount when used on a Living Construct, and magic which explicitly repairs construct creatures (such as Repair Light Wounds) also heals half the normal amount. They are not immune to ability damage or drain on its mental ability scores, since every Living Construct has a mind. Living Constructs are not immune to effects requiring Fortitude saves (unless the effects are among their other immunities, such as poison and disease), but if the effect does not explicitly state that it affects objects, a Living Construct gains a +4 bonus on the save. Finally, due to the CPU (see above), a Living Construct does eat- the better to pass for a normal example of its apparent kind.
    It is also important to note the fact that all Living Constructs surviving today were created using the Ancient science of Magitech, which allows their mechanical parts to channel and manipulate supernatural energies. Therefore, Living Constructs are able to use supernatural powers like any normal living creature, and do not suffer Supernatural Interference the way Cyborgs do.

Technological Interface (Ex): Living Constructs are capable of "interfacing" with any technological device that uses Infotech components of any sort. As a result, they do not need to make Use Ancient Device checks to activate or interface with such devices, and can even activate and control them from a distance of up to 30 feet by concentration. A Living Construct concentrating on controlling a device this way during a given round uses the standard "maintain concentration" action.
    Ancient devices with intelligence, such as most robots (including other Living Constructs), Cyborgs, and computers, cannot be automatically controlled with the Interface. Instead, the interface is treated as a Mindlink (which requires no power points to use and is not considered supernatural in any way) with the device, and the interface possibility works both ways- the sentient machines can initiate contact with any Living Constructs within range at will. This special Mindlink, once activated, remains active for as long as either individual concentrates on it, regardless of distance, and it is common for Living Constructs which have been in the presence of Ancient computers to be in constant contact with them (since the Ancient machines are desperate for outside contact after so many millennia alone). Whichever individual participating in the Mindlink has the greater total of mental ability scores (INT, WIS, and CHA) can offer the other a Suggestion at will, once per round, as a free action; thus, it is possible for powerful Ancient computers to control weak-willed Living Constructs almost completely. Note that while a Living Construct is limited to Interfacing with one machine at a time, the machines themselves are not so limited; it is not only possible, but likely for a powerful Ancient computer to be in contact with (if not control of) a veritable army of Living Constructs at any given time.

Slesh Mekamo, "the Shadow Hunter" (13th level Living Construct Lizardfolk Ranger (Wild))
Medium Construct (Living)
HD: 1d10+13d8+14 (114 hit points)
Init: +8 (Dex)
Speed: 30 feet
AC: 29 (+7 armor, +5 Dex, +7 natural), Touch 15, Flat-Footed 24
Base Attack/Grapple: +13/+22
Attack: Claw +22 melee (1d2+4), or Tail Bash +22 melee (1d6+13 subdual), or +1 Distance Wounding Mighty Composite (+6 STR) Longbow +22 ranged (1d8+7/×3 crit plus wounding)
Full Attack: 2 Claws +22 melee (1d2+4) and Bite +17 melee (1d4+9) and Tail Bash +17 melee (1d6+13 subdual), or +1 Distance Wounding Mighty Composite (+6 STR) Longbow +20/+20/+15/+10 ranged (1d8+7/×3 crit plus wounding)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Adaptation, Camoflage, Combat Style (Archery), Cybernetic Library, Cybernetic Power Unit, Darkvision 60 ft., Electromagnetic Vulnerability, Enhanced Hearing, Enhanced Vision, Evasion, External Power Adapter, Favored Enemies, Living Construct Traits, Low-Light Vision, Scent, Speak With Reptiles, Swift Tracker, Technological Interface, Wild Empathy, Woodland Stride
Saves: Fort +9, Ref +16, Will +9
Abilities: STR 28, DEX 27, CON 12, INT 14, WIS 20, CHA 8
Skills: Heal +23, Hide +26, Knowledge (Biology) +27, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (Nature) +27, Listen +35, Move Silently +26, Search +18, Speak Language +4, Spot +35, Survival +21 (+23 following tracks, or underground, or in aboveground natural environment, or to avoid hazards, or to keep from getting lost, +25 following tracks in aboveground natural environment, or following tracks underground), Swim +23
Feats: Craft Magic Arms and Armor, EnduranceB, Far Shot, Improved Precise ShotB, ManyshotB, Point-Blank Shot, Precise Shot, Rapid ShotB, Stealthy, TrackB


Environment: Any land
Organization: Solitary
Challenge Rating: 17
Treasure: +1 Bioplate, Boots of Speed, Gloves of Dexterity +6, +1 Distance Wounding Mighty Composite (+6 STR) Longbow
Alignment: Neutral
Advancement: By character class
Level Adjustment: +9

"Sure, I can get him. It's not like I haven't seen this before."

    The artificial lizard man named Slesh was originally created in the Fron Delve- an Enclave some five hundred miles southwest of the Yoor Delve on the continent that eventually got that name- near the time when it went Dark, to help the inhabitants investigate conditions on the surface. He was among the last devices they were able to create with their failing power and machines, and likely the last Magitech device created anywhere on the planet. He faithfully served the former inhabitants of Fron for his first decades in discovering habitable places in the world above, and helping them construct their first settlements within it.
    Then, one fateful day, the village of elves Slesh was living in at the time was attacked and destroyed by a tribe of tabaxi led by a rakshasa. The cat-people, not understanding the metal and plastic devices within his flesh, made the mistake of believing him dead during the raid, when in fact he was simply laying still recording the attack for future reference. For, infuriated at the loss of his creators and friends, Slesh vowed to track the raiders down and slaughter them all, even if it took him centuries to do so- and so he began learning how to hunt. It took him decades to track down the tribe members who attacked the elf village, one by one, but he had nothing if not time, and eventually only the leading rakshasa eluded him. In the process of tracking down that last tabaxi lord, Slesh became instrumental in helping the Pogroms of the church of Bast hunt down the rakshasa race, and he personally slew more than fifty of them over the decades and centuries to come- including the one who started him on his quest to hunt in the first place. He was not in the party that slew the last tabaxi lord in 3002, but he heard of it through colleagues shortly after it happened, and he realized that his centuries-long purpose was at last fulfilled.
    With no further reason to remain on Yoor, Slesh began travelling, bartering his services as a hunter to whoever would have him. It was during this time that he took the surname "Mekamo" in a fit of irony; the word means "machine" in an ancient dialect of Arcian, but means nothing in Lizardfolk- his "native" language. During his travels he learned to hunt many creatures other than tabaxi and their now-extinct lords, and over time he acquired a reputation as a relentless stalker who always got his target- even if it took him years to do so. He remains the mercenary hunter today, stalking and eliminating whoever and whatever his employers ask of him. The fact that he is able to safely work in territories normal lizardfolk wouldn't even dare to go is often useful to him, as are his immunities to poison, disease, and other hazards that would fell a mortal creature. Even so, Slesh does not advertise these advantages; instead, he takes great care not to reveal his true abilities to those he interacts with, unless they are his targets in a hunt and he can silence them with death. "The Shadow Hunter" (another name by which he has become known) is an expensive mercenary, but no employer has ever been dissatisfied with his work in the end.
    Slesh speaks Ancient Taeran, Common (Anyrk, Arcia, Nakhu, Yoor, and Zephra), Druidic (Taera), and Lizardfolk. He rarely reveals his multilingual ability to employers or companions, however, preferring to stick to languages the people around him know and use. His ability to speak Ancient Taeran is, for obvious reasons, an especially rare revalation for him to make.

Combat

    Slesh is a patient and careful combatant, generally avoiding any close fighting until he has nearly brought the enemy down. He has had over 2600 years to hone his fighting techniques, and so sees little reason to rush things when he hunts a target, unless his employer has given him a specific deadline to meet. Because his Ranger abilities depend on wearing Light or no armor, he generally sticks to suits of enchanted Bioplate (from his carefully-maintained garden in a hidden Arcian valley, and enchanted by him personally), but in a pinch he will accept any sort of Light armor to wear.

Ranger Spells Per Day: 3/2/2.
Spells Commonly Prepared:
1st (Save DC 16): Alarm, Entangle, Pass Without Trace.
2nd (Save DC 17): Cure Light Wounds, Scent.
3rd (Save DC 18): Cure Moderate Wounds, Water Walk.

Adaptation (Ex): Slesh is not as fragile as an ordinary lizard man, and has the ability to live comfortably in environments which would normally be hostile to them- such as hot deserts, the extreme cold of the most remote arctic reaches, or even the deepest oceans or the vacuum of outer space. He takes no penalty for extreme temperatures, and no damage from pressure changes.

Boots of Speed: When Slesh activates his Boots of Speed for a round, his statistics change as follows: Speed: 60 feet, AC: 30 (Touch 16, Flat-Footed 24), Attack: Claw +23 melee (1d2+4), or Tail Bash +23 melee (1d6+13 subdual), or +1 Distance Wounding Mighty Composite (+6 STR) Longbow +23 ranged (1d8+7/×3 crit plus wounding), Full Attack: 2 Claws +23 melee (1d2+4) and Bite +17 melee (1d4+9) and Tail Bash +22 melee (1d6+13 subdual) and Tail Bash +17 melee (1d6+13 subdual), or +1 Distance Wounding Mighty Composite (+6 STR) Longbow +20/+20/+20/+15/+10 ranged (1d8+7/×3 crit plus wounding), Saves: Fort +9, Ref +17, Will +9.

Camoflage (Ex): Slesh can use the Hide skill in any sort of natural terrain, even if it doesn't grant cover or concealment.

Combat Style (Ex): Slesh has the Archery combat style. He has the Improved and Mastery abilities of this combat style. This grants him the feats Improved Precise Shot, Manyshot, and Rapid Shot as bonus feats, but only when he is wearing light armor or no armor.

Cybernetic Library (Ex): Slesh has an information storage device implanted in him, and gains a +20 racial bonus on Knowledge (Biology) and Knowledge (Nature). He can use the two Knowledge skills normally, even without ranks in either one. Additionally, he has an eidetic memory, with nearly perfect recall of details and sensory images. He has a +2 competence bonus to any INT checks made to recall the details of something he has sensed (such as a sign he has read, a conversation he overheard, etc.). He may make a DC 20 INT check to recall anything he has sensed, but the check may not be retried for a given object if it fails. Finally, because Arcane magical writings are magical, this ability does not allow Slesh to copy scrolls or spellbooks, or to prepare spells from such texts, without having the actual spellbook or scroll on hand to use.

Cybernetic Power Unit (Ex): Slesh has a power unit much like those that power Cyborgs, which provides energy to the devices within him. This Cybernetic Power Unit is effectively a Feeder Power Cell which has a maximum capacity of 3000 CUs; consumption of an amount of food equal to a natural lizard man provides the material necessary to regain full power. Special magic, psionics, or items which negate the need for food, such as a Ring of Sustenance, cannot prevent this requirement for food, but supernatural powers and effects which create food (such as Create Food and Water, or a Murlynd's Spoon) can still be used to provide nourishment for him. After each time he eats a full meal, the CPU replenishes itself at the rate of 100 CUs/round, until it is fully recharged.
    Despite having a digestive organ, Slesh is immune to any supernatural effect which causes him to become hungry. Any such effect which targets him drains 100 CUs per spell or power level from the CPU, instead of its normal effect; the effect is otherwise negated. An effect or power which does not duplicate a known spell or psionic power should be assigned an appropriate level by the DM, or can simply drain 100 CUs from the CPU if the DM does not want to assign one. Appropriate 0-level spells and powers drain 50 CUs from the CPU.

Electromagnetic Vulnerability (Ex): Slesh takes normal damage from Electromagnetic attacks, instead of no damage.

Enhanced Hearing (Ex): Slesh has a +20 racial bonus on Listen checks, and can always take 10 even when distracted or under strain. He can also hear frequencies beyond the range of normal hearing for a lizard man, allowing him to know when something is using sound for some purpose other than communication (for instance, the sound-dependent Blindsense ability of some creatures, such as bats). He does not gain any vulnerability to sound-based attacks as a result of this increased ability to hear.

Enhanced Vision (Ex): Slesh has a +20 racial bonus on Spot checks, and can always take 10 even when distracted or under strain.

Evasion (Ex): Slesh can avoid attacks with great agility. If he makes a successful Reflex saving throw against any attack that normally deals half damage on a successful Reflex save (such as Fireball, or a dragon's breath weapon), he instead takes no damage. He can only use this ability when wearing Light armor or no armor, and he does not gain the benefit of Evasion if he is helpless.

External Power Adapter (Ex): Slesh's CPU can power external devices through a special power link. He must be touching the device to use this ability, and can only power one device at a time this way. When a device is powered by him, all CUs it consumes are subtracted from his CPU total instead of the device's normal battery. Slesh does not have to concentrate to power a device this way, only maintain physical contact with it.

Favored Enemies (Ex): Animal +4, Monstrous Humanoid +4, Plant +2. The listed bonuses apply whenever Slesh is using the skills Bluff, Listen, Sense Motive, Spot, or Survival against the appropriate creature type, and also to weapon damage rolls he makes in combat against them.

Living Construct Traits (Ex): Slesh has Low-Light Vision (allowing him to see four times as far as a normal lizard man in any illumination) and 60-foot Darkvision. He has Immunity to some mind-affecting effects (all except Charms and Phantasms), and a +4 racial bonus to save against those he is not immune to. He is also immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. He is not subject to critical hits, nonlethal damage, death from massive damage, physical ability damage or drain, fatigue, exhaustion, or energy drain. He cannot be Raised or Resurrected, but a Wish, Miracle, or True Resurrection can bring him back to life once he has been destroyed. He does not need to sleep or breathe, but normally keeps up the appearance of doing so to blend in with normal people.
    Living Constructs differ from normal Constructs in several important respects. They have a network of self-repair mechanisms in their mechanical parts, which allow them to heal using the normal rules (i.e. 1 hit point per hit die, per day; in the case of Slesh, 4 per day), and their living outer parts heal normally as well (since they are genuinely alive). They also register as alive to spells which detect life, though they appear to such spells as being in poorer health than normal members of their apparent species due to having unliving internal parts. They can continue to operate below 0 hit points, being destroyed only at -10 hit points, but are Disabled at 0 and all negative hit point values (Living Constructs never become Unconscious or Dying). Healing magic heals half the normal amount when used on a Living Construct, and magic which explicitly repairs construct creatures (such as Repair Light Wounds) also heals half the normal amount. They are not immune to ability damage or drain on its mental ability scores, since every Living Construct has a mind. Living Constructs are not immune to effects requiring Fortitude saves (unless the effects are among their other immunities, such as poison and disease), but if the effect does not explicitly state that it affects objects, a Living Construct gains a +4 bonus on the save. Finally, due to the CPU (see above), a Living Construct does eat- the better to pass for a normal example of its apparent kind.
    It is also important to note the fact that all Living Constructs surviving today were created using the Ancient science of Magitech, which allows their mechanical parts to channel and manipulate supernatural energies. Therefore, Living Constructs are able to use supernatural powers like any normal living creature, and do not suffer Supernatural Interference the way Cyborgs do.

Speak With Reptiles (Sp): Slesh can Speak With Reptiles once per day. This ability is exactly like the spell Speak With Animals (caster level 13), except that it only works on reptilian creatures such as crocodiles, lizards, and snakes.

Swift Tracker (Ex): Slesh can move at normal speed while tracking without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Technological Interface (Ex): Living Constructs are capable of "interfacing" with any technological device that uses Infotech components of any sort. As a result, they do not need to make Use Ancient Device checks to activate or interface with such devices, and can even activate and control them from a distance of up to 30 feet by concentration. A Living Construct concentrating on controlling a device this way during a given round uses the standard "maintain concentration" action.
    Ancient devices with intelligence, such as most robots (including other Living Constructs), Cyborgs, and computers, cannot be automatically controlled with the Interface. Instead, the interface is treated as a Mindlink (which requires no power points to use and is not considered supernatural in any way) with the device, and the interface possibility works both ways- the sentient machines can initiate contact with any Living Constructs within range at will. This special Mindlink, once activated, remains active for as long as either individual concentrates on it, regardless of distance, and it is common for Living Constructs which have been in the presence of Ancient computers to be in constant contact with them (since the Ancient machines are desperate for outside contact after so many millennia alone). Whichever individual participating in the Mindlink has the greater total of mental ability scores (INT, WIS, and CHA) can offer the other a Suggestion at will, once per round, as a free action; thus, it is possible for powerful Ancient computers to control weak-willed Living Constructs almost completely. Note that while a Living Construct is limited to Interfacing with one machine at a time, the machines themselves are not so limited; it is not only possible, but likely for a powerful Ancient computer to be in contact with (if not control of) a veritable army of Living Constructs at any given time.

Woodland Stride (Ex): Slesh can move through any sort of undergrowth (i.e. natural thorns, briars, overgrown areas, etc.) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, or other overgrown areas that are enchanted or supernaturally manipulated to impede motion still affect him.

Wild Empathy (Ex): Slesh can use body language, vocalizations, and demeanor to improve the attitude of an Animal. This ability functions like a Diplomacy check to improve the attitude of a person. Slesh rolls 1d20 and adds +12 (+13 for his Ranger level and -1 for his CHA bonus) to determine the Wild Empathy check result. To use this ability, Slesh and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Slesh can also use this ability to influence Magical Beasts with an INT score of 1 or 2 (like a Basilisk or Girallon), but he takes a -4 penalty on the check.

Skills: Slesh has a +8 racial bonus to Swim checks. He only suffers Swim penalties at one-third the normal rate- for instance, he gets a -1 penalty on every third round he spends underwater, instead of every round.


Magma Element

    Magma Element creatures dwell in the Elemental Plane of Magma, or similar hospitable domains within the Elemental Planes of Earth and Fire. They appear as living forms of lava, in the same general shape as similar material beings, with brighter and hotter embers and pieces of burning rock forming features such as eyes, nose, and mouth. Typically the bodies of Magma creatures are made of cooler lava that holds its shape, but soft-bodied creatures are frequently made entirely of still-molten rock.

Creating a Magma Element creature

"Magma Element" is an inherited template that can be applied to any living, corporeal creature (hereafter referred to as the "base creature") of the following base types: Aberration, Animal, Beast, Magical Beast, Plant, or Vermin. It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature's base attack bonus, saves, or skill points with its type change.

Size and Type: The creature's type changes to Elemental (Earth, Fire). Magma Element Creatures encountered on the Material Plane have the Extraplanar subtype.
Hit Dice: Change to d8.
AC: Natural armor improves by +2.
Special Attacks: A Magma Element creature retains all special attacks of the base creature, and gains the following:
    Burn (Ex): Those hit by the natural weapons of a Magma Element creature must succeed at a Reflex save (DC 10 + half the Magma Element creature's HD total + the Magma Element creature's CON bonus) or catch on fire. The fire burns for 1d4 rounds (see Catching on Fire in chapter 8 of the DMG). Creatures hitting a Magma Element creature with natural attacks also must save or catch on fire.
Special Qualities: A Magma Element creature retains all special qualities of the base creature, and gains the following:
    Elemental: Immune to Poison, Sleep, Paralysis, and Stunning. Not subject to critical hits.
    Fire Immunity: As creatures with the Fire subtype, Magma Element creatures are immune to fire.
    Cold Vulnerability: As creatures with the Fire subtype, Magma Element creatures are vulnerable to Cold damage. They take one-and-a-half times the normal amount of damage from any Cold attack.
    Darkvision: Range 60 feet.
    Damage Reduction: Use the appropriate value on the table below, depending on the base creature's hit dice.
Hit Dice Damage Reduction
1-7 -
8-16 5/-
17+ 10/-
Abilities: Change from the base creature as follows: STR +2, DEX -2.
Skills: Same as the base creature, but if the Magma Element creature has an INT score of 4 or higher, then it speaks either Ignan or Terran. If it has an INT score of 6 or higher, it speaks both Ignan and Terran.


Environment: Elemental Plane of Magma.
Challenge Rating: Up to 3 HD, as base creature (minimum 1); 3 HD to 7 HD, as base creature +1; 8+ HD, as base creature +2.
Alignment: Usually Neutral.
Level Adjustment: Same as the base creature +4.

Sample Magma Element Creature

The example uses a Large monstrous scorpion as the base creature.
Magma Element Monstrous Scorpion, Large
Large Elemental (Earth, Fire)
HD: 5d8+10 (32 hit points)
Init: -1 (Dex)
Speed: 50 feet
AC: 18 (-1 size, -1 Dex, +9 natural), Touch 8, Flat-Footed 18
Base Attack/Grapple: +3/+11
Attack: Claw +7 melee (1d6+5)
Full Attack: 2 Claws +7 melee (1d6+5), Sting +2 melee (1d6+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Burn, Constrict 1d6+5, Improved Grab, Poison
Special Qualities: Cold Vulnerability, Darkvision 60 ft., Elemental traits, Fire Immunity, Tremorsense 60 ft., Vermin traits
Saves: Fort +6, Ref +0, Will +1
Abilities: STR 21, DEX 8, CON 14, INT -, WIS 10, CHA 2
Skills: Climb +9, Hide -1, Spot +4
Feats: -

Environment: Elemental Plane of Magma
Organization: Solitary or Colony (2-5)
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually Neutral
Advancement: 6-9 HD (Large)
Level Adjustment: -

Combat

Burn (Ex): Any creature hit by the natural attacks of a Magma Element Monstrous Scorpion must make a Reflex save (DC 14) or catch on fire. Creatures which hit a Magma Element Monstrous Scorpion with their own natural attacks must likewise save or catch on fire. In either case, the fire burns for 1d4 rounds (see Catching on Fire in chapter 8 of the DMG). The save DC is CON-based.

Improved Grab (Ex): To use this ability, the Magma Element Monstrous Scorpion must hit with a Claw attack. If it gets a hold, it hangs on and stings.

Constrict (Ex): A Magma Element Monstrous Scorpion deals automatic Claw damage on a successful grapple check.

Poison (Ex): Injury, Fortitude save (DC 14); initial and secondary damage 1d4 CON. The save DC is CON-based.

Elemental traits: Immune to Poison, Sleep, Paralysis, and Stunning. Not subject to critical hits.

Skills: Magma Element Monstrous Scorpions receive a +4 racial bonus on Climb, Hide, and Spot checks.


Mud Element

    Mud Element creatures dwell in the Elemental Plane of Mud/Sludge/Ooze, or similar hospitable domains within the Elemental Planes of Earth and Water. They appear as lumpy forms of muck that look like half-formed versions of similar material beings, with simple dark indentations forming features such as eyes, nose, and mouth. Any portions which would be armored on a material planar counterpart are formed of dried mud on a Mud Element creature.

Creating a Mud Element creature

"Mud Element" is an inherited template that can be applied to any living, corporeal creature (hereafter referred to as the "base creature") of the following base types: Aberration, Animal, Beast, Magical Beast, Plant, or Vermin. It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature's base attack bonus, saves, or skill points with its type change.

Size and Type: The creature's type changes to Elemental (Earth, Water). Mud Element Creatures encountered on the Material Plane have the Extraplanar subtype.
Hit Dice: Change to d8.
Speed: A Mud Element creature has a Swim speed of 50 feet in addition to its normal speed. If the base creature already has a Swim speed, use whichever value is higher.
Special Attacks: A Mud Element creature retains all special attacks of the base creature, and gains the following:
    Acid (Ex): A Mud Element creature is made up of highly corrosive muck which can quickly dissolve both organic materials and metals. The acid deals 40 points of damage per round to metal or wooden objects, rendering armor and clothing immediately useless unless it succeeds at a Reflex save (DC 10 + half the Mud Element creature's HD total + the Mud Element creature's CON bonus). A metal or wooden weapon that strikes a Mud Element creature must likewise save or immediately dissolve. If a Mud Element creature successfully grapples an opponent, the opponent's armor must make a Reflex save at a -4 penalty or dissolve as above.
Special Qualities: A Mud Element creature retains all special qualities of the base creature, and gains the following:
    Elemental: Immune to Poison, Sleep, Paralysis, and Stunning. Not subject to critical hits.
    Darkvision: Range 60 feet.
    Damage Reduction: Use the appropriate value on the table below.
Hit Dice Damage Reduction
1-7 -
8-16 5/-
17+ 10/-
Skills: Due to having a Swim speed, the creature gains a +8 racial bonus on Swim checks to perform some special action or avoid a hazard, and can take 10 on Swim checks even if distracted or endangered. It can use the Run action while swimming, provided it swims in a straight line. If the Mud Element creature has an INT score of 4 or higher, it speaks either Terran or Aquan. If it has an INT score of 6 or higher, it speaks both Terran and Aquan.


Environment: Elemental Plane of Mud/Sludge/Ooze.
Challenge Rating: Up to 3 HD, as base creature (minimum 1); 3 HD to 7 HD, as base creature +1; 8+ HD, as base creature +2.
Alignment: Usually Neutral.
Level Adjustment: Same as the base creature +4.

Sample Mud Element Creature

The example uses a snake (Small Viper) as the base creature.
Mud Element Snake, Small Viper
Small Elemental (Earth, Water)
HD: 1d8 (4 hit points)
Init: +3 (Dex)
Speed: 20 feet, Climb 20 feet, Swim 50 feet
AC: 17 (+1 size, +3 Dex, +3 natural), Touch 14, Flat-Footed 14
Base Attack/Grapple: +0/-6
Attack: Bite +4 melee (1d2-2 plus poison)
Full Attack: Bite +4 melee (1d2-2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, Poison
Special Qualities: Darkvision 60 ft., Elemental traits, Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: STR 6, DEX 17, CON 11, INT 1, WIS 12, CHA 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats: Weapon Finesse

Environment: Elemental Plane of Mud/Sludge/Ooze
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Combat

Poison (Ex): Type Injury, Fortitude save (DC 10); initial and secondary damage 1d6 CON. The save DC is CON-based.

Acid (Ex): A Mud Element Snake is made of highly corrosive muck which can quickly dissolve both organic materials and metals.The acid deals 40 points of damage per round to metal or wooden objects, rendering them useless immediately unless they succeed at Reflex saves (DC 10). A metal or wooden weapon striking a Mud Element Snake must likewise save or be immediately dissolved. If a Mud Element Snake successfully grapples an opponent, the opponent's armor must likewise make a reflex save (DC 10) at -4 or dissolve into uselessness.

Elemental traits: Immune to Poison, Sleep, Paralysis, and Stunning. Not subject to critical hits.

Skills: Mud Element Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. They can use either their STR or DEX modifier for Climb checks, whichever is better, and can always take 10 on Climb checks, even if rushed or threatened. They have a +8 racial bonus on Swim checks to perform some special action or avoid a hazard, and can always choose to take 10 on Swim checks, even if distracted or endangered. A Mud Element Snake can take the Run action while swimming, provided it swims in a straight line.


Naturalist Apotheosis Templates

    The unusual spellcasters known as Naturalists undergo transformations as they reach certain levels of power, due to infusion of their bodies with the powers that make their spells work. At 20th level, each such character transforms into something new, but only slightly changed from his or her original form, much as Sorcerers change to become something more akin to their magical ancestors upon reaching 21st level (though the Naturalist transformations do not tend to provide the transforming character with as much power as a typical Sorcerer's Ancestral Transformation does).
    When a Naturalist reaches 38th level, however, the character undergoes a new transformation, and this second one changes the character into something far different and more powerful than the original form. The character essentially continues down the path begun by the first transformation, and leaves his or her old existence behind. Each of these templates of Epic power is detailed in the sections below; there are six, one for each type of Naturalist.
    The six templates, and the type of Naturalist which tranforms into them, are: Cthonic creature (Negators), Hyperphyte creature (Florants), Idealized creature (Creators), Lithocyte creature (Materialists), Quintessential creature (Energists), and Ultrabeast creature (Faunists). Each of these has its own section below, though no sample creatures are given since these templates are normally applied only in very special circumstances. If the DM wishes to use one of these templates for creatures other than high-level Naturalists, it should be applied to creatures which already have the template the appropriate Naturalist type gains at 20th level for minimum complication.

Idealized Creature

    A Creator who undergoes the Generative Apotheosis acquires the Idealized Creature template. The abilities from this template overlap (do not stack with) those from the Celestial template the character gained at 20th level. The character's statistics change as described below.
    Idealized creatures still greatly resemble their previous forms, except that all blemishes and scars disappear, and the Creator's skin acquires a polished, even reflective sheen. The character also seems to glow, but this is just a trick of light; an Idealized creature in an area of total darkness does not help anything else see, for example.

Creating an Idealized Creature

"Idealized" is an acquired template that can be applied to any Creator Naturalist with the Celestial creature template. It uses all of the Creator's abilities and statistics, except as noted below.

Size and Type: The Creator's size and type do not change further, but the character's statistics change as if gaining two size categories (these changes are incorporated into the ones listed below).
Hit Dice: The Creator does not gain any extra HD, nor do its hit dice change. However, the character's hit points are raised to the maximum possible for its hit dice, regardless of what those hit dice actually are (or become, if the Creator gains another template in the future).
Speed: The Creator's speed doubles, for all movement types it has.
AC: The Creator gains a luck bonus to AC equal to its CHA modifier, and an insight bonus to its AC equal to its INT modifier.
Base Attack Bonus: The Creator's base attack bonus does not change.
Attack: The Creator gains an insight bonus to attacks equal to its INT modifier. If the character had no natural attack types before gaining the template, then it gains a Slam attack for each of its hands.
Damage: Damage for each of the Creator's natural attack types (other than the Slam it gains from this template) is increased as if the character gained two size categories; the Slam granted by this template deals base damage according to the Creator's size as shown on the table below (extend the pattern as needed for sizes off the table). Also, all of the Creator's natural attacks are treated as Epic for the purpose of overcoming Damage Reduction.
Size Slam Damage
Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8
Titanic 8d6
Special Attacks: An Idealized creature retains all special attacks it had before, and gains the following:
    Smite [Alignment] (Su): The Smite ability the Creator gained from the Celestial template no longer has a maximum damage amount.
    Spell-Like Abilities: 1/week- Full Resurrection. The character does not need the feat to gain this ability, but may still gain the feat normally to cast the spell in the standard manner.
Special Qualities: An Idealized creature retains all special qualities it had before, and gains the following:
    Adaptation (Ex): The Creator is no longer affected by environmental extremes, and no longer takes damage or penalties for being in dangerous environments such as extreme heat or cold. The character becomes immune to all types of environmental planar traits except Negative-Dominant ones, which have double their normal effect.
    Anyfeat (Ex): The Creator gains a bonus feat, but the feat is not necessarily set: once per round, as an immediate action, the character can change the feat to any other. The character must still meet all the prerequisites of the chosen feat in order to gain it, but otherwise there are no restrictions on the ability to change this special bonus feat. Because the feat can be changed as an immediate action, it can even (for example) be used to grant bonuses to a saving throw just before the character makes one, by changing to a feat that grants a bonus to that save type. Note, however, that if the feat has a lasting effect (for example, the round-long dodge bonus conferred by use of Combat Expertise, or a spell granted by Spell Knowledge that has a duration longer than Instantaneous), if the character switches the Anyfeat, then the effect that was associated with the previous choice ends immediately. Thus, if the character is using Anyfeat to gain Power Attack, and sets a Power Attack number for the round, but then switches Anyfeat to Spell Knowledge (Time Stop), then the effect of the Power Attack is cancelled immediately and no longer applies. Likewise, if the character is using (for example) Spell Knowledge (Wall of Force), but switches the Anyfeat to be Epic Fortitude instead, all Walls of Force that the character had cast immediately end.
    Damage Reduction (Ex): DR changes to 10/Epic.
    Energy Resistance (Ex): Acid, Cold, and Electricity Resistance each increase to 20.
    Ideal Form (Ex): The Creator no longer needs to eat, sleep, or breathe. the character still requires 8 hours of no spellcasting and a 1-hour period of meditation in order to regain spell slots.
    Ideal Senses (Ex): All of the Creator's senses double in range.
    Regeneration (Su): The character regenerates 1 hit point per hit die each round. This regeneration can only be overcome by weapons aligned to the alignment the character's Smite power affects (for instance, a Creator with Smite Chaos takes real damage from Chaotic weapons), or by Fire damage.
    Spell Resistance (Ex): SR becomes 5 + its hit dice, with no maximum.
Saves: The Idealized creature gains a +3 luck bonus to all saves.
Abilities: Change as follows: STR +28, DEX +4, CON +16, INT +8, WIS +8, CHA +8.
Feats: The Creator gains a bonus feat that can be changed at will (see the Anyfeat special quality, above).


Challenge Rating: Same as the Creator +6.
Level Adjustment: If this template is applied to a Creator who has reached 38th level naturally, then there is no level adjustment; if the DM applies this template to another kind of creature, use the base creature's Level Adjustment +10.

Quintessential Creature

    An Energist who undergoes the Energy Apotheosis acquires the Quintessential Creature template. The abilities from this template overlap (do not stack with) those the character gained at 20th level. The character's statistics change as described below.
    Quintessential creatures are self-aware patterns of pure energy, and no longer have physical forms to resemble their original bodies at all. However, when a Quintessential creature Manifests for others, its appearance still strongly resembles its original form, though the Energy Affinity chosen (see template below) alters this appearance noticeably in addition to creating an aura of the appropriate energy type around the character. Fire-affiliated Quintessentials have a distinct red or orange look to their skin, their eyes and mouths glow from within with apparent flames, and their hair is typically replaced by flickering streamers of fire. Acid-affiliated Quintessentials look drab and brownish, or sometimes have a putrid green cast to them; whatever the color, their eyes are always pools of pure color without sclera or pupil, and they always look glistening and wet as though they just stepped out of immersion in water (or another liquid). Cold-affiliated Quintessentials are starkly white, with a few light-blue overtones; their eyes become crystalline like pure orbs of ice, their hair color changes to pure white or gray, and their bodies appear covered in frost at all times. Electricity-affiliated Quintessentials show hair always standing on end, eyes glowing with blue lightning, and crackles of energy constantly coursing over their forms. Finally, Sonic-affiliated Quintessentials appear as riots of color, all of their original colors becoming much brighter and more obvious- except their eyes, which become dead black. Their voices are louder than normal, and they appear constantly surrounded in a haze of shimmering air.

Creating a Quintessential Creature

"Quintessential" is an acquired template that can be applied to any Energist Naturalist with the Imago creature template. It uses all of the Energist's abilities and statistics, except as noted below.

Size and Type: The Energist's size and type do not change further.
Hit Dice: The Energist does not gain any extra HD, nor do its hit dice change. However, the character's hit points are raised to the maximum possible for its hit dice, regardless of what those hit dice actually are (or become, if the Energist gains another template in the future).
Speed: The character's Fly speed (gained with the Imago template) triples.
AC: The character's Deflection bonus to AC doubles, and remains double the character's CHA bonus if the CHA modifier changes in the future.
Base Attack Bonus: The Energist's base attack bonus does not change.
Attack: Quintessential creatures gain a +3 luck bonus on attack rolls.
Damage: The damage for the Quintessential creature's Incorporeal Touch attack (gained with the Imago template) increases as though the character were gaining two size categories, though the character's actual size does not change. In addition, the Incorporeal Touch deals additional damage based on the energy type chosen for the Energy Affinity ability (see Special Qualities, below), dealing 1d6 points of the chosen energy type in addition to its newly increased damage.
Special Attacks: A Quintessential creature loses the Falsehood and Magical Attack abilities gained with the Imago template, but otherwise retains all special attacks it had before, and gains the following:
    Energy Aura (Su): The Quintessential creature continually produces an aura of the energy type chosen for the Energy Affinity ability (see Special Qualities, below). This deals 3d6 points of damage of the appropriate energy type per round, to all opponents of the Quintessential creature that come within Close range of the character (25 ft. + 5 ft./2 hit dice the Quintessential creature has). Though the aura is continually storming and whirling about the Energist, the character has enough control over the energy to redirect it around any creatures it doesn't wish to harm.
    Spell-Like Abilities: 1/week- Prismatic Fortress. The character does not need the feat to gain this ability, but may still gain the feat normally to cast the spell in the standard manner.
Special Qualities: A Quintessential creature retains all special qualities it had before, and gains the following:
    Energy Absorption (Su): One of the most useful abilities a Quintessential creature gains with the template is this, the ability to consume energy of its affiliated type (the type chosen for the Energy Affinity special quality, see below) and use it to repair and reconstruct its own body of pure energy. Any attack or effect which deals damage of the affiliated energy type not only does not damage the Quintessential creature, it instead actually heals the character by a like amount. Thus, a Fireball dealing 45 points of damage would heal a Fire-affiliated Quintessential creature by 45 points instead of damaging it. The character may choose to voluntarily fail a saving throw against an effect it absorbs so as to take more "damage" if desired. Only damage is reversed this way; any non-damaging negative effects that an attack or effect of the affiliated energy type would otherwise inflict (such as stunning, or instant death) are simply negated.
    Energy Affinity (Su): A Quintessential creature chooses an energy type to associate with each day. Once per day, while the character is meditating to regain spell slots, it chooses an energy type to associate with for the rest of the day; this affects several other abilities granted by this template. The five energy types are Acid, Cold, Electricity, Fire, and Sonic; the character chooses only one to associate with per day but is under no restriction to maintain the same affinity over multiple days. The Quintessential character is always associated with one energy type, and is not allowed to not choose one to associate with during a day; if the character chooses not to associate with a new energy type on a given day, then the Affinity from the previous day is used.
    Force Field (Ex): the Quintessential creature continually generates a force field about itself similar to that generated by a technological Deflector Shield, though it has no AC of its own (it simply absorbs damage that would otherwise strike the character). The first 50 points of damage that hit the character are negated by the force field, and after taking damage it automatically regenerates 1 hit point per round until it returns to full strength. For example, if in the first round of battle the Quintessential character's force field sustains 40 points of damage; the Energist itself takes no damage whatsoever that round. The force field regenerates 1 point, restoring it to 11 points of protection. The second round, the character takes a further 20 points of damage, which causes the force field to vanish entirely, and 9 points of damage go through to the Quintessential creature itself. That round the force field again regains 1 hit point of protection, raising it to 1 hit point, though by that point the Energist is likely thinking of other ways to deal with the damage and attackers.
    While the Force Field is active, the Quintessential character is immune to special effects requiring successful attack rolls to work, such as Sneak Attacks, the killing effect of a Vorpal blade, and even critical hits. This is because any such attacks actually impact the Force Field first, so whatever effects they would normally have are spent against the Field rather than the Quintessential creature itself.
    Hypersenses (Ex): All of the Energist's senses quadruple in range.
    Sleeplessness (Ex): The Quintessential creature no longer needs sleep, though the character still requires 8 hours of non-spellcasting and the usual 1-hour period of meditation in order to regain spell slots.
    Spell Resistance (Ex): The Quintessential creature acquires Spell Resistance, equal to 10 + its hit dice.
    Superior Assimilation (Su): The Quintessential creature's Assimilate Equipment ability no longer requires a roll to use, nor does it require a full minute to begin using an item; the character is able to simply repattern itself to use any equipment it likes at will as though donning the gear normally. Also, the limitation on using only equipment that is wearable is removed; slotless items may be used by a Quintessential creature like any other. Other effects of the Assimilate Equipment ability remain unchanged- in particular, the Quintessential character is only using copies of the energy matrices generated by the chosen items, while the items themselves remain inert (and potentially vulnerable to damage or destruction) where the character first Assimilated them.
Saves: The Quintessential creature gains a +3 luck bonus to all saves.
Abilities: Change as follows: DEX +12, CON +8, WIS +10, CHA +10.


Challenge Rating: Same as the Energist +6.
Level Adjustment: If this template is applied to an Energist who has reached 38th level naturally, then there is no level adjustment; if the DM applies this template to another kind of creature, use the base creature's Level Adjustment +10.

Ultrabeast Creature

    A Faunist who undergoes the Bestial Apotheosis acquires the Ultrabeast Creature template. The abilities from this template overlap (do not stack with) those from the Feral template the character gained at 20th level. The character's statistics change as described below.
    Ultrabeast creatures become truly fearsome in appearance. Though still somewhat resembling their previous forms, they grow to enormous size, and acquire hundreds of (nonfunctional) horns, dorsal spines, fins, bony ridges, spikes, and other such bestial features incongruous with their original heritage. Ultrabeast creatures greatly resemble Kaiju (see Dragon #289, pages 67-75), but have significantly different abilities and personality (in particular, they retain their full intellect in the transformation). Also, given the extreme power an Ultrabeast possesses even before gaining this template, it is a rare Kaiju indeed that can stand up to one.

Creating an Ultrabeast Creature

"Ultrabeast" is an acquired template that can be applied to any Faunist Naturalist with the Feral creature template. It uses all of the Faunist's abilities and statistics, except as noted below.

Size and Type: The Ultrabeast is 4 size categories larger than its previous form. Thus, a Medium Faunist becomes Colossal, a Large one becomes Titanic, and so on.
Hit Dice: The Faunist does not gain any extra HD, but all of its current and future hit dice increase to d20s. Reroll the character's hit points when this template is gained, unless the character has another template which forces hit points per hit die to become a specific number (often, for such templates, that number will be the maximum amount per hit die).
Speed: Increase the Ultrabeast's speed as normal for its increased size; when in Reduced form (see the Reduce special quality, below) the original speed values are used instead.
AC: The Ultrabeast's natural armor bonus becomes equal to its hit dice, and remains so as the character gains more HD. The Ultrabeast loses some AC due to being larger size, but the extra natural armor more than compensates. These changes apply to the Ultrabeast's normal form only; when in Reduced form (see the Reduce special quality, below) the natural armor bonus is equal to +8, or one-quarter its hit dice (rounded down), whichever is greater.
Base Attack Bonus: The Faunist's base attack bonus does not change, even with its vastly increased size. Due to its size change, this often means the Ultrabeast is less able to hit than it was before gaining the template, but for its vastly increased STR score.
Attack: The Ultrabeast retains the natural attacks it had before (in particular, the two Claw attacks granted by the Feral template if it didn't have Claws before then), and also gains a Bite attack if it did not already have one.
Damage: The Ultrabeast's Claw attack damage increases as normal for its new size; its Bite damage is also size-based but is different from its Claw damage (as shown in the table of damage values below). Note that the damage dealt by the Ultrabeast's natural attacks changes while in Reduced form (see the Reduce special quality, below), but still uses the table below to determine the amounts. In either size, all of the character's natural attacks are treated as Epic for the purposes of overcoming Damage Reduction.
Size Bite Damage Claw Damage
Fine 1d3 1d2
Diminutive 1d4 1d3
Tiny 1d6 1d4
Small 1d8 1d6
Medium 2d6 1d8
Large 2d8 2d6
Huge 4d6 2d8
Gargantuan 4d8 4d6
Colossal 8d6 4d8
Titanic 8d8 8d6
Special Attacks: An Ultrabeast creature retains all special attacks it had before, and gains the following:
    Improved Grab (Ex): The Faunist's Improved Grab special attack applies to its Bite as well as its Claws. This is necessary to grant it the Swallow Whole ability (see below).
    Spell-Like Abilities: 1/week- Power of Legends. The character does not need the feat to gain this ability, but may still gain the feat normally to cast the spell in the standard manner.
    Swallow Whole (Ex): If the Ultrabeast begins its turn with an opponent held in its mouth, it can attempt a new Grapple check (as though attempting to pin the opponent). If it succeeds, it swallows the opponent, and that creature becomes subject to swallowing damage (see below) immediately. Only creatures two or more size categories smaller than the Ultrabeast can be Swallowed this way. Each round, a swallowed creature takes Bludgeoning damage equal to the Ultrabeast's Bite automatically, and also takes additional Acid damage equal to twice the Ultrabeast's Claw damage. For example, a Colossal Ultrabeast deals 8d6 points of bludgeoning damage and 8d8 points of Acid damage to a swallowed creature each round.
    Swallowed creatures are considered to be Grappled, while the Ultrabeast is not; the swallowed creature can attempt to get out through the Ultrabeast's mouth again, but doing so requires escaping the Grapple (which is unlikely given that it was swallowed in the first place). Alternately, a swallowed creature can use a light slashing or piercing weapon to cut its way out of the Ultrabeast; this requires making a successful attack against an AC equal to 10 + half the Ultrabeast's current natural armor bonus. The attack must deal damage equal to the Ultrabeast's HD in order to open a hole, and the Ultrabeast's Damage Reduction (see Special Qualities, below) applies. If the swallowed creature succeeds in opening a hole, it gets free, though other swallowed creatures remain trapped (each swallowed creature must get free on its own). Though having a hole cut in its belly is very painful to the Ultrabeast, it does not deal actual damage to the character; the stomach's hit points are tracked only for purposes of seeing whether a swallowed creature may free itself. Finally, once a swallowed creature escapes by cutting free, muscular action closes the hole and the Ultrabeast's Fast Healing seals the wound. It does not remain to produce penalties on the same or any subsequent round.
    The Faunist's stomach can hold up to 1 creature two sizes smaller than itself, 2 creatures three sizes smaller, 4 creatures four sizes smaller, 8 creatures five sizes smaller, and so on. For example, a Colossal Ultrabeast can hold up to 1 Huge creature, 2 Large, 4 Medium, 8 Small, 16 Tiny, 32 Diminutive, or 64 Fine creatures in its stomach. If the Ultrabeast runs out of room in its stomach, it loses the Swallow Whole special attack until one or more of the swallowed creatures dies or gets free somehow.
    Trample (Ex): As a full-round action, the Ultrabeast can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Ultrabeast merely has to move over the opponents in its path; any creature whose space is completely covered by the Ultrabeast's space is subject to the Trample attack. Should the Ultrabeast cover only part of an opponent's space (for example, if it sideswipes a Large or larger creature), the target can make an attack of opportunity against the Ultrabeast at a -4 penalty as if being Trampled (see below), even though it does not actually take damage. If the Ultrabeast accidentally ends its movement in an illegal space, it returns to the last legal position it occupied, or the closest legal position if there is one closer than that. The Trample deals Bludgeoning damage equal to the Ultrabeast's base Claw damage plus 1½ times its STR modifier to all creatures struck by it, and also overcomes Damage Reduction as an Epic weapon since it is considered a natural attack.
    Trampled opponents can make attacks of opportunity against the Ultrabeast, but at a -4 penalty. If they do not make attacks of opportunity, they may attempt Reflex saves to take half damage; the DC for this save equals 10 + half the the Ultrabeast's HD + the Ultrabeast's STR modifier. A creature may only be dealt Trample damage once in a round, no matter how many times the Ultrabeast moves over it.
Special Qualities: An Ultrabeast creature retains all special qualities it had before, and gains the following:
    Adaptation (Ex): The Faunist is no longer affected by environmental extremes, and no longer takes damage or penalties for being in dangerous environments such as extreme heat or cold. The character becomes immune to all types of environmental planar traits except Positive-Dominant and Negative-Dominant ones, which have their normal effect.
    Damage Reduction (Ex): An Ultrabeast gains DR 15/Epic. When in Reduced form (see below), this DR is decreased to 5/Epic.
    Energy Resistance (Ex): The Ultrabeast gains Fire, Cold, and Electricity Resistance 10.
    Fast Healing (Ex): The character's Fast Healing amount increases to 10 hit points per round.
    Goetic Blood (Su): The Ultrabeast's body is so deeply infused with animal life-force that body parts severed or separated from it literally acquire a life of their own. In effect, when the character is wounded, living creatures spring forth from the wounds. Each time the Ultrabeast takes 10 or more points of damage from an attack, a summoned monster grows from the wound immediately, with no action required on the Ultrabeast's part. Each 10 points of damage dealt in the attack equates to one spell level, for the purpose of the summoning, and the character can choose what kind of creature or creatures to summon when it happens, just as if casting the spell normally. Creatures are summoned using the Summon Nature's Ally or Summon Aquatic Monster creature lists. For example, if the Ultrabeast takes 52 points of damage from an attack, the character can receive an instant Summon Nature's Ally V or Summon Aquatic Monster V. Injuries that deal less than 10 hit points of damage do not summon creatures, and only damage dealt by single attacks count for the purpose of determining spell level granted.
    The Ultrabeast is allowed to apply any Metamagic feats it knows to this effect, as long as it has spell levels to pay for the Metamagic; for example, the Ultrabeast in the given example could choose to use an Extended Summon Nature's Ally IV instead of Summon Nature's Ally V if it has the Extend Spell feat. One effect all Ultrabeasts are allowed to apply to these special Summons is to allow access to more powerful creatures with increased spell levels; as all Summon lists contain creatures in a similar range of CRs, increased spell level allows increased CRs. Each +1 spell level allows access to creatures 1 CR higher than the highest creature CR available on the lower-level spell list. For example, applying this effect to an instant Summon Nature's Ally V allows access to monsters up to CR 6 (1 higher than that of the Large Elemental, which is on the list for Summon Nature's Ally V). This effect is most commonly applied (in fact, it is the most common application) in the case of instant Summons with more than 9 spell levels of power, because at lower spell levels it is usually more advantageous to go to the next higher list (for example, the Summon Nature's Ally VI list contains creatures of up to CR 8, while 6 is its lowest available CR). No matter how much damage the Ultrabeast takes, however, it cannot use Goetic Blood to summon a creature with a CR higher than its own hit dice.
    If the Ultrabeast wishes, it may deliberately wound itself in order to use this ability.
    Reduce (Su): At will, as a full-round action that provokes attacks of opportunity, an Ultrabeast in its natural form can shrink itself four size categories (essentially, back to its original size). Its appearance does not change, other than its smaller size, but this alteration affects several of its combat abilities (noted in those abilities' descriptions) and its ability scores as well. The Ultrabeast has no limit to the amount of time it may remain in Reduced form, but if it becomes unconscious or enters an area of Anti-Magic or Dead Magic, the Reduce effect immediately ends and it grows back to its normal size in 1 round. The Ultrabeast may also voluntarily end the Reduce effect at will, and return to its normal size as a full-round action which provokes attacks of opportunity. Although the Reduce effect is supernatural, it is not considered either magical or psionic for the purposes of dispelling or negation- only entry into a null-magic area or forcing the Ultrabeast to lose consciousness can end the effect prematurely.
    In Reduced form, the character's base Claw and Bite damage changes to reflect its new size (using the table above), it loses ¾ of its natural armor, its Speed values are reduced to what it had before gaining this template, its DR reduces to 5/Epic instead of 15/Epic, and it takes a -40 penalty to STR and a -16 penalty to CON. Despite all the penalties, the Reduced state does have two chief advantages; for one, the Ultrabeast gains a +8 bonus to DEX while in Reduced form, for the other, the character is able to interact with any companions and associates much more easily than it could in its enormous natural state (particularly where adventuring in structures built for creatures of typical humanoid size is concerned).
    Should a Reduced Ultrabeast return to normal size in a structure that is too small to contain it, both Ultrabeast and structure take 1d6 points of damage per 5-foot square of the Ultrabeast's normal space that the structure is unable to contain. This damage bypasses the Ultrabeast's Damage Reduction and ignores the first 100 points of Hardness the enclosing structure has (if any), as well as forcing the space to enlarge to accomodate the Ultrabeast's true size regardless of whether that damage destroys the structure or not. For example, an Ultrabeast Reduced to Medium size imprisoned in a steel cage 10 feet square (containing 4 total 5-foot squares) changes back to its natural form, which is Colossal; as a Colossal creature, it has a space of 30 feet by 30 feet (36 5-foot squares). The Ultrabeast and cage each take 32d6 points of damage; though this proves very painful to the Ultrabeast, it destroys the cage entirely since it bypasses the Hardness of the steel bars (which only have 30 hit points otherwise).
    Spell Resistance (Ex): The Ultrabeast acquires Spell Resistance if it did not already have it. SR becomes either 5 + its hit dice, or whatever SR it had otherwise, whichever is greater.
Saves: Change the Ultrabeast's save modifiers to reflect its new ability scores, and remember that its CON bonus changes when it goes between Reduced form and normal size. Otherwise, the Ultrabeast gains no bonuses to its saving throws.
Abilities: Change as follows: STR +48, CON +24, WIS +8, CHA +8. These changes incorporate those for the character's larger size; when in Reduced form (see above) the STR change is only +8 and the CON change is +8. In Reduced form the character also has DEX +8.


Challenge Rating: Same as the Faunist +6.
Level Adjustment: If this template is applied to a Faunist who has reached 38th level naturally, then there is no level adjustment; if the DM applies this template to another kind of creature, use the base creature's Level Adjustment +10.

Hyperphyte Creature

    A Florant who undergoes the Floral Apotheosis acquires the Hyperphyte Creature template. The abilities from this template overlap (do not stack with) those from the Wood Element template the character gained at 20th level. The character's statistics change as described below.
    The core body of a Hyperphyte creature still resembles its previous form as a Wood Element creature, but the Hyperphyte is continually surrounded by sweet-smelling breezes and a soft green glow which lights dark areas about as well as a candle does. The character's nut-eyes become dazzling orbs of amber crystal which look somehow liquid, despite being completely solid, and the character is often growing flowers or other blooms somewhere on its body. More importantly, however, a Hyperphyte is no longer entirely contained in its original body; the root network and spores it continually spreads throughout the nearby ground, air, and other environments (even through nearby areas on other planes) mean that its actual "body" is a large organism more akin to a Genius Loci than a creature of a more standard type.

Creating a Hyperphyte Creature

"Hyperphyte" is an acquired template that can be applied to any Florant Naturalist with the Wood Element creature template. It uses all of the Florant's abilities and statistics, except as noted below.

Size and Type: The Florant's size and type do not change further.
Hit Dice: The Florant does not gain any extra HD, but all of its current and future hit dice increase to d20s. Reroll the character's hit points when this template is gained, unless the character has another template which forces hit points per hit die to become a specific number (often, for such templates, that number will be the maximum amount per hit die).
Speed: The Florant's base land speed quadruples, while its other movement modes (if it has any) double. In effect, taking the speed loss bestowed by the Wood Element template, this increases all of the Hyperphyte's speed values to double those of its pre-Wood Element existence.
AC: The Hyperphyte gains a Deflection bonus on AC equal to its CHA modifier.
Base Attack Bonus: The Florant's base attack bonus does not change.
Attack: Hyperphytes gain a +3 luck bonus on attack rolls.
Damage: All of the Hyperphyte's natural attacks are treated as Epic for the purposes of overcoming Damage Reduction.
Special Attacks: A Hyperphyte creature retains all special attacks it had before, and gains the following:
    Poison Haze (Ex): A Hyperphyte creature is not a singular body like most creatures, but is instead a diffuse entity spread over an area (see the Aura of Green special quality, below, for more on this). Within this area, the Hyperphyte actually exists within every piece of plant matter, and through such matter may attack any creature it likes with a debilitating poison. Enemies of the Hyperphyte within the area are attacked with this poison every round they remain within it; the Fortitude save DC to avoid taking poison damage is equal to 10 + half the Hyperphyte's hit dice + the Hyperphyte's CON modifier. The poison deals primary damage of 1d4 STR, and secondary damage of 1d4 CON. The Hyperphyte may suppress this ability if it chooses, as a free action, and may likewise reactivate it at will as a free action.
    Spikes (Ex): The Florant's Spikes special attack (gained with the Wood Element template) increases in potency, now dealing 2d6 points of damage + 1½ times the character's STR modifier. Furthermore, the Hyperphyte no longer has a limit on the number of spike volleys that may be fired per day, though it is still limited to firing four spikes per round. Finally, the character's poison (see Poison Haze, above) applies to all targets struck by its Spikes unless the character does not want to use the poison.
    Spell-Like Abilities: 1/week- Eldren's Forestmaker. The character does not need the feat to gain this ability, but may still gain the feat normally to cast the spell in the standard manner.
Special Qualities: A Hyperphyte creature loses the Woodsense special quality, but otherwise retains all special qualities it had before, and gains the following:
    Aura of Green (Ex): The Hyperphyte constantly infiltrates surrounding wood and other plant matter with spores and rootlike filaments small enough to be invisible to the naked eye, within Close range of the character (25 ft. + 5 ft./2 HD). Thus, a 40th-level Hyperphyte generates an Aura of Green with a 125-foot radius. Only plant matter is so infiltrated, so for example a Hyperphyte caught in a region of sterile desert with no plants whatsoever has no Aura and loses the benefits linked to it (of course, the character's spell-like ability to use Eldren's Forestmaker can prove handy in this regard). Note that a typical dungeon or cave, while very sparsely populated, is not a plant-free environment, because of the presence of objects like wooden doors and furniture, lichens, moss, and fungi growing on walls, ceiling and floor, and so on. Though this ability provides no direct benefit in and of itself, it is the basis for several other abilities granted by the template; these include Poison Haze, Rejuvenate, Sporegate, and Touchsight.
    Damage Reduction (Ex): DR changes to 10/Epic.
    Fast Healing (Ex): The Hyperphyte has Fast Healing 10.
    Rejuvenate (Ex): A Hyperphyte creature is always spread out over an area, even if its core body still looks like a normal creature existing in a single location (see Aura of Green, above). Like many plants which have the ability to regrow even if left as nothing but roots, the Hyperphyte creature can take advantage of this diffused existence to return from apparent death. Should the character's body be killed, the remaining root filaments and spores spread throughout the surrounding plant matter gather together into one place and begin growing a new body for the character. This regrowth process takes 2d4 days, during which time the Hyperphyte is effectively undetectable by any means and registers as "dead" to any divinations cast to look for it; only when the process finishes and the character's new body is fully grown does it reappear in complete living form. This process never results in level loss to the Hyperphyte. Resurrection and similar effects can always restore the character before the Rejuvenation runs its course, in which case the standard rules apply; the Rejuvenation process only goes to completion if no life-restoration magic is used before it finishes.
    It is possible to kill a Hyperphyte permanently, but the task is extraordinarily difficult. The Florant's new body core must be found and destroyed before it can fully mature, and since literally any plant matter within the Aura of the Florant at time of death is a potential vessel for the regrowth, that is potentially a lot of wood and plants to destroy. Furthermore, the Hyperphyte's essence is closely tied to the Elemental Plane of Wood, so a Hyperphyte killed in an area with no plants may make a Fortitude save (DC equals the HD of the creature which dealt the killing blow) to migrate to that plane. If such migration occurs, the character's "seed" will be all but impossible to find or destroy, since the entire plane is plant matter suitable for Rejuvenation. Alternately, a Wish or Miracle spell may be used to keep the character dead, but such a spell has only a 50% chance of working (and costs the caster 5000 XP regardless of whether or not it works). Finally, even if an enemy succeeds in permanently killing the Hyperphyte, life restoration magic may still be used to bring the character back to life in the standard manner.
    Spell Resistance (Ex): The Hyperphyte creature acquires Spell Resistance, equal to 5 + its hit dice.
    Sporegate (Su): The Hyperphyte constantly infiltrates surrounding plant matter within Close range of itself (see Aura of Green, above). Once per round as a move action, the Hyperphyte creature may transport itself instantly to any point within this radius, as if by Dimension Door. When the Sporegate is used, the Hyperphyte appears to discorporate into a cloud of spores and tendrils, only to instantly reform at any point within the Aura of Green. Unlike Dimension Door, this does not prevent the Florant from acting after using it, and since it is not actual dimensional transport it is not prevented by Dimension Lock or other effects which constrain teleportation. Also unlike Dimension Door, however, the Sporegate has one significant drawback- the Florant is unable to take along any objects for the ride, so all equipment and items the character was carrying or wearing at the previous location simply drop to the ground there. Most Hyperphytes, accordingly, only use Sporegate in emergencies.
    Touchsight (Ex): Since the Florant's existence is now spread out over an area, the character is able to feel things at a distance from its apparent body. The Hyperphyte's Woodsense ability (gained with the Wood Element template) is replaced by this, a permanent Touchsight (as the psionic power) with a Close range (that is, within its Aura of Green- see above). This special Touchsight is a an extraordinary effect, not a supernatural one, so it may not be dispelled or negated and operates normally even in Dead Magic or Null Psionics zones.
Saves: The Hyperphyte creature gains a +3 luck bonus to all saves.
Abilities: Change as follows: STR +6, DEX +10, CON +6, INT +6, WIS +6, CHA +10.


Challenge Rating: Same as the Florant +6.
Level Adjustment: If this template is applied to a Florant who has reached 38th level naturally, then there is no level adjustment; if the DM applies this template to another kind of creature, use the base creature's Level Adjustment +10.

Lithocyte Creature

    A Materialist who undergoes the Material Apotheosis acquires the Lithocyte Creature template. The abilities from this template overlap (do not stack with) those from the Earth Element template the character gained at 20th level. The character's statistics change as described below.
    Lithocyte creatures look like perfect statues of their original forms carved out of some opaque solid-colored stone (usually gray or white), with the exception that while the Lithocyte is conscious, the eyes of the statue glow with a color of the character's choice (typically this color changes depending on the Lithocyte's mood- for example, red for anger, pink for affection or love, green for jealosy, yellow for happiness, etc.). The statue seems a true statue in that it never moves while being observed; however, if nobody is looking at it for a moment or two, when they look at the statue again its pose has altered inexplicably. Objects placed near the Lithocyte, including those worn by the creature itself, prove able to move on their own, even (particularly in the case of weapons) levitating and floating about as if being manipulated by unseen hands. Finally, the Lithocyte's voice comes out of nowhere, simply speaking out of the air with no apparent source.

Creating a Lithocyte Creature

"Lithocyte" is an acquired template that can be applied to any Materialist Naturalist with the Earth Element creature template. It uses all of the Materialist's abilities and statistics, except as noted below.

Size and Type: The Materialist's size and type do not change further.
Hit Dice: The Materialist does not gain any extra HD, but all of its current and future hit dice increase to d20s. Reroll the character's hit points when this template is gained, unless the character has another template which forces hit points per hit die to become a specific number (often, for such templates, that number will be the maximum amount per hit die).
Speed: The Materialist's movement types other than Flying are removed, and the character instead gains a Fly speed (with Perfect maneuverability) equal to the character's original fastest non-flying movement type, whatever that was. For example, a Human would gain Fly 30 Ft. (Perfect), while a Merfolk would gain Fly 50 ft. (Perfect) (basing it on the Swim speed). The character retains the Earth Glide ability from the Earth Element template, however, so a Lithocyte creature is able to fly directly into and through stone and earth at will.
AC: The Lithocyte has a deflection bonus to AC equal to its CHA bonus, and its natural armor increases to double its hit dice (and stays that way as the creature gains levels).
Base Attack Bonus: The Materialist's base attack bonus does not change.
Attack: The Lithocyte loses any natural attack forms it previously had, and instead gains a single Slam attack which represents the character flying its body directly against a target to bash it.
Damage: The damage for the Lithocyte's new Slam attack is based on the creature's size, as shown in the table below. Extend the table as necessary for sizes not listed therein. The Lithocyte's Slam attack is considered Epic for the purpose of overcoming Damage Reduction.
Size Slam Damage
Fine 1d4
Diminutive 1d6
Tiny 1d8
Small 2d6
Medium 2d8
Large 4d6
Huge 4d8
Gargantuan 8d6
Colossal 8d8
Titanic 10d10
Special Attacks: A Lithocyte creature retains all special attacks it had before, and gains the following:
    Spell-Like Abilities: 1/week- Silmarillium Skin. The character does not need the feat to gain this ability, but may still gain the feat normally to cast the spell in the standard manner.
Special Qualities: A Lithocyte creature retains all special qualities it had before, and gains the following:
    All-Around Vision (Ex): The Lithocyte is able to see in all directions at once, like a Beholder even though it has no apparent living eyes nor does its body change poses (except when it isn't being looked at). Because of this, a Lithocyte creature cannot be flanked, as it can be attentive and react to opponents on all sides of itself as easily as it can to opponents on just one side.
    Aura of Solidity (Su): All allies within Close range of the Lithocyte (that is, 25 ft. + 5 ft./2 HD of the character) gain Damage Reduction 5/-. They keep this ability as long as they remain within the character's Aura, but lose it immediately if they go beyond Close range of the character. Allies which already have DR that cannot be bypassed, such as high-level Barbarians, add 5 points to that DR instead. The Lithocyte can rescind this protection from any creature in its Aura at any time, but doing so is considered an attack (for example, for the purposes of ending Invisibility).
    Damage Reduction (Ex): DR changes to 20/-.
    Equipment Meld (Su): Despite the fact that a Lithocyte's body is actually a statue, it is still able to wear and use equipment. To do this, it simply moves the objects with its Telekinetic Hands ability (see below) until they touch its body, whereupon the objects immediately appear in place on the statue as though it had put them on normally. This reduces the time to don or remove any article of clothing or armor to a move action, regardless of how much time it would normally take, but equipment cannot be donned in an Anti-Magic or Dead Magic area (because this ability is Supernatural). The Lithocyte is able to use weapons with this ability, but such weapons are not melded with the body-statue; instead, they float and levitate about in the character's Telekinetic Hands.
    Inert Form (Ex): The Materialist no longer needs to eat, sleep, or breathe. the character still requires 8 hours of no spellcasting and a 1-hour period of meditation in order to regain spell slots.
    Regeneration (Su): The character regenerates 1 hit point per hit die each round. This regeneration can only be overcome by Acid damage.
    Spell Resistance (Ex): The Lithocyte gains SR, with a rating of 15 + its hit dice.
    Telekinetic Hands (Su): At will, the Lithocyte creature can move objects within its Aura of Solidity (see above) as though they were held in its hands. The objects are manipulated telekinetically, as if by the spell Telekinesis, but the Lithocyte's actual STR score is used to determine weight that can be carried, speed of movement allowed, and so forth. The Materialist must still touch an object to its actual body in order to use Animating Touch or Mass Conversion on it.
    Weapon Breaking (Ex): Any weapon which strikes the Lithocyte's body but does not deal it any damage (whether or not that means the Lithocyte is using Silmarillium Skin or some other defensive effect), immediately deals damage to itself equal to the amount of damage the attack would have dealt to the Lithocyte if it had no DR. Thus, a sword striking the Lithocyte for 15 points of damage would instead take 15 points of damage. This special damage ignores the weapon's Hardness rating, and can even destroy artifacts, though Major Artifacts will reform to full hit points and functionality in 1d4 rounds if destroyed by this effect.
Saves: The Lithocyte gains a +3 luck bonus to all saves.
Abilities: Change as follows: CON +12, INT +6, WIS +6, CHA +12.
Skills: The Lithocyte has a +20 racial bonus on Listen, Search, and Spot checks.


Challenge Rating: Same as the Materialist +6.
Level Adjustment: If this template is applied to a Materialist who has reached 38th level naturally, then there is no level adjustment; if the DM applies this template to another kind of creature, use the base creature's Level Adjustment +10.

Cthonic Creature

    A Negator who undergoes the Entropic Apotheosis acquires the Cthonic Creature template. The abilities from this template overlap (do not stack with) those from the Shadow template the character gained at 20th level. The character's statistics change as described below.
    Cthonic creatures still resemble their previous forms, but under normal circumstances look like simple holes in the world- perfectly black, dark regions- which happen to be shaped exactly like the original character, except for the eyes which are twinkling points of brilliant white light set into the whole as stars in an endless night sky. When the character turns off the Entropic Aura (see below), this appearance changes to a more solid-looking one; at such times the Cthonic creature looks essentially like a photographic negative of its original form. In either case, the character emits absolutely no smell, and its voice sounds oddly distorted as if by several echoes at once that are slightly out of synchronization with the original voice.

Creating a Cthonic Creature

"Cthonic" is an acquired template that can be applied to any Negator Naturalist with the Shadow creature template. It uses all of the Negator's abilities and statistics, except as noted below.

Size and Type: The Negator's size and type do not change further.
Hit Dice: The Negator does not gain any extra HD, nor do its hit dice change. However, the character's hit points are raised to the maximum possible for its hit dice, regardless of what those hit dice actually are (or become, if the Negator gains another template in the future).
Speed: The Cthonic creature's speed values double, for all movement types. Since the character already had 1½ times its original speed thanks to the Shadow creature template, this effectively makes all of the character's movement modes triple their original values.
AC: The Cthonic creature gains a deflection bonus to AC equal to its CHA bonus (minimum +1), and an insight bonus to AC equal to its INT bonus (minimum +1). The character's natural armor increases to +10, and increases by a further +1 each time the character gains an ability score increase (i.e. at every 4th hit die).
Base Attack Bonus: The Negator's base attack bonus does not change.
Attack: The Cthonic creature gains a +3 insight bonus on all attack rolls.
Damage: All attacks made by the Cthonic creature, whether natural attacks or by weapon, gain a +3 competence bonus to damage. This even applies to spells which deal hit point damage, though the +3 bonus only applies per spell, not per target or per die (for example, a Magic Missile spell would deal an extra 3 points of damage to one target, while a Fireball Manipulation would simply deal an extra 3 points of damage to creatures in its area before Reflex saves are rolled). Finally, all of the Cthonic creature's natural attack forms (if it has any) are treated as Epic for the purpose of overcoming Damage Reduction.
Special Attacks: A Cthonic creature retains all special attacks it had before, and gains the following:
    Malaclypse (Su): The Cthonic creature is permanently immune to any negative effects generated by cursed magic items it is wearing or using. In addition to this, the character is able to impose those penalties upon creatures within its Entropic Aura (see the full description of this Aura in special qualities, below). Up to one creature per point of INT bonus the Cthonic creature has may be saddled with the penalties the cursed item would normally bestow upon its wearer or wielder, and all such effects occur simultaneously. For example, if the Negator uses a -2 Cursed Sword (as detailed in the DMG, page 276), the character takes no penalty to attacks or damage, but up to one creature per point of INT bonus within the Entropic Aura can be forced to take an additional -2 penalty to both attack and damage rolls (damage can never be reduced below 1 by this however). If the cursed item has an instantaneous effect, such as a Vacuous Grimoire or a Helm of Opposite Alignment, then the character activates the item normally, but the effects are bestowed upon chosen creatures within the Aura rather than on the Negator itself. Creatures which are not within the Aura at the time the item is activated are safe from its effects, even if they enter the aura later, because such cursed items are designed to work only once.
    This ability only operates when the character's Entropic Aura is active; when the Aura is inactive this ability may not be used (and cursed items affect the Cthonic creature normally).
    Spell-Like Abilities: 1/week- Singularity. The character does not need the feat to gain this ability, but may still gain the feat normally to cast the spell in the standard manner.
Special Qualities: A Cthonic creature retains all special qualities it had before, and gains the following:
    Apocryphal (Su): A Cthonic creature constantly shimmers with unreality and entropic flux, and is accordingly very difficult to detect or scry. Any attempt to scry or divine anything about the character, whether by Scrying, Greater Scrying, Legend Lore, Locate Creature, Detect [Alignment], Detect Magic, or even the mighty Metafaculty, is subject to this strange flux. If the ability grants a saving throw to negate it, then the Cthonic creature has a +50 bonus on the saving throw; if the ability does not normally allow a save, then the character is allowed to make a Will save with a +30 bonus to negate the ability. When the character successfully saves against a single-target ability this way, such as Locate Creature, that ability simply fails to return a result, with no apparent reason for the failure. If the Apocryphal character is within an area of detection, such as that for Detect Evil, then the character simply shows up as a hole in the effect, with absolutely no information given (other than the immunity to the detection, which is obvious thanks to the "hole" conveniently covering the character).
    This ability only operates when the character's Entropic Aura is active; when the Aura is inactive this ability may not be used (and scrying and detection effects affect the Cthonic creature normally).
    Cold Resistance (Ex): The character has Cold Resistance 50.
    Damage Reduction (Ex): The character gains Damage Reduction 5/Epic. If the Negator gained DR with the Shadow creature template, then this DR replaces it; otherwise it is simply gained with this template.
    Entropic Aura (Su): The Cthonic creature continually emits an aura of darkness, actually swallowing light and making nearby light sources dimmer. The aura extends out to Close range from the character's location (that is, 25 ft. + 5 ft./2 hit dice), and within that range, all light sources are reduced in intensity by 50% (as though under the effect of the psionic power Control Light). Among other effects, this negates any damage the light would normally deal to any creatures within the Cthonic creature's aura; for example, a Derro within the Aura would not lose CON even in full sunlight, since (within the aura at least) the sunlight is effectively no longer "full." It also allows the character to use its Shadow Blend ability (gained with the Shadow creature template) at will, no matter what the local illumination conditions would normally be.
    The Entropic Aura also causes bad luck to befall creatures other than the Negator within its radius. Enemies of the Cthonic creature take a -3 penalty to all rolls while within the Aura, and all Luck bonuses to rolls are negated (whether they would be granted to enemies or friends, even including those luck bonuses which would be granted to the Negator itself). Effects and abilities which simulate luck by allowing a creature to reroll the dice allow one less reroll than normal if used within the Entropic Aura; in many cases (for example, the power granted by the Luck Domain) this renders the power useless.
    Finally, the Entropic Aura is disturbing to living creatures; no living creature of less than 3 INT will willingly enter the Aura, and every such creature will Panic if forced within it unless it is immune to fear, or a Handle Animal check (DC equal to the Negator's hit dice) is used to calm it. When interacting with more intelligent creatures, no fear effect occurs, but the Cthonic creature imposes a -10 penalty to all Diplomacy checks conducted within the Aura, while simultaneously granting a +10 bonus to Intimidate checks made within it.
    The drawbacks of the Entropic Aura often prove more annoying to Cthonic creatures than the benefits, under some circumstances, so they are able to deactivate it when necessary. Deactivating the Entropic Aura is a standard action that does not provoke attacks of opportunity; it may be made at will, and once the Aura is inactive it stays inactive until the character falls unconscious or takes another standard action (that does not provoke AOOs) to reactivate it. The active Aura is the natural effect of the interaction between the Cthonic creature's life force and surrounding reality, and may not be otherwise dispelled or suppressed; although it is Supernatural, it continues to operate within Anti-Magic, Dead Magic, or Psionic Static zones. It should be noted that two other abilities of the Cthonic creature (Apocryphal and Malaclypse) depend on the Entropic Aura to operate; when the aura is inactive, so are those abilities.
    Entropic Form (Ex): The Negator no longer needs to eat, sleep, or breathe. The character still requires 8 hours of no spellcasting and a 1-hour period of meditation in order to regain spell slots.
    Entropic Senses (Ex): All of the Negator's senses double in range.
    Spell Resistance (Ex): The Cthonic creature gains SR equal to 5 + its hit dice.
Saves: The Cthonic creature gains a +3 insight bonus to all saves.
Abilities: Change as follows: STR +4, DEX +10, CON +4, INT +10, WIS +4, CHA +10.
Skills: The Cthonic creature gains a +20 racial bonus to Hide and Move Silently checks. The Negator's skills are otherwise unchanged.


Challenge Rating: Same as the Negator +6.
Level Adjustment: If this template is applied to a Negator who has reached 38th level naturally, then there is no level adjustment; if the DM applies this template to another kind of creature, use the base creature's Level Adjustment +10.


Pain Elemental

    Not actually elementals at all, but instead outsiders, Pain Elementals are creatures (mostly people) transformed by Cenob and his servants into grotesque mockeries of their former selves, charged with his power and created to spread pain and misery to others. The transformation process involves gruesome operations and tortures so extreme as to be unimaginable to anyone not unfortunate enough to have gone through them; in fact, Pain Elementals come out of the process so twisted and scarred that they are virtually unrecognizable, and most viewers would be surprised (and not a little horrified) that they can still be alive at all.
    Commonly, Pain Elementals bear such marks as eyes, nose, or mouth sewn shut, total baldness no matter how much hair or fur existed before the transformation, skin partly or entirely flayed, wounds kept from healing by numerous meathooks embedded in the flesh, razors and needles embedded in various places (usually extremely painful ones), and so on. Those Pain Elementals which wear clothing invariably wear tightly fitted articles of black leather; exactly what creature the leather came from is a question probably better left unasked. The dark clothing contrasts quite well with their skin tones, which are invariably the palest shade possible for their species- most former humans, for instance, have dead-white skin, as if they are albinos, regardless of their original skin tones. Though such features are common to all Pain Elementals, each individual has a unique pattern of tortures, scars, and clothing (or lack thereof). For instance, one Pain Elemental may have sharp metal wires stretched across its skull, scrunching the face in and cutting bloody lines into it, while another might have its head covered with horrid burns which blacken and peel the skin, and a few hooks set into its cheeks to pull its mouth into a hideous grin.
    Whatever their appearance, Pain Elementals have but one desire- to spread as much pain as possible to other creatures. Though their combat powers are always formidable and often horrific, they usually strive to avoid killing their opponents, instead working to cause the most intense pain for the longest possible time. While some predators torture prey for amusement before killing, Pain Elementals go far beyond such mundane activities in their pursuits- each individual typically has a favorite type of torture to inflict, and is happiest when spending its time exploring the different ways that particular torture can be applied to a victim. Most of them add insult to injury, making witty or sarcastic remarks while going about their gruesome work, because they seem to enjoy psychological torment as much as the physical kind.
    It is not known what reasons Cenob has for creating Pain Elementals, but they are often associated with mysterious artifact puzzles he distributes within mortal society under the guise of promoting mystical enlightenment. Any such puzzle is always fiendishly difficult to solve, and rarely displays any magical or psionic power before the unfortunate person solving it is close to the solution. By that time, the power of the puzzle normally ensures that the victim is obsessed with finding the solution, and will do anything to finish it. Once finished, the device opens a Gate to Cenob's plane, the Dark Labyrinth, and calls one or more Pain Elementals to come through. The Pain Elementals relentlessly pursue the solver until they can bring the unfortunate down, at which time they take both the puzzle and its erstwhile owner back to the Labyrinth for eternal torture. It is thought, though few are willing to investigate, that some of those so taken are destined to become Pain Elementals themselves. Exactly what Cenob himself gets from this sort of kidnapping is also unknown, and given the power the Pain Elementals possess, likely to remain so.

Creating a Pain Elemental

"Pain Elemental" is an acquired template that can be applied to any living, corporeal creature with a discernable anatomy (hereafter referred to as the "base creature"). It uses all of the base creature's abilities and statistics, except as noted below.

Size and Type: The creature's creature type changes to Outsider (Augmented [original type], Evil), if that was not its original type. Also, Pain Elementals encountered on the Material Plane have the Extraplanar subtype.
Hit Dice: Increase to 10 hit dice, or use the base creature's, whichever is higher. If the base creature's hit dice were gained from class levels, and it had levels in multiple classes, then the hit dice gained are in the class with the highest class level. In the case of a tie, use the larger hit die; if the tied classes have the same hit die type, then use whichever class has the better base attack progression. These hit dice do not grant any class features other than base attack bonus, base saves, hit points, and skill points. Pain Elementals gain +8 bonus hit points per hit die in addition to any other bonuses they receive.
AC: Natural armor improves by +2. Pain Elementals also gain a Deflection bonus to AC equal to their hit dice. Though the base creature might have once worn armor, Pain Elementals never do, but they keep any natural armor the base creatures had.
Base Attack Bonus: Recalculate the creature's base attack based on its new hit die total, if the hit dice raised to 10, using the original creature type/class progression for the hit die type gained. Otherwise, the base attack remains unchanged.
Attack: The critical threat range of all of a Pain Elemental's attacks doubles, regardless of the attack type. This benefit stacks with the Improved Critical feat, if the base creature has it, or the Keen quality of any weapons it uses that have it.
Damage: A Pain Elemental gains an insight bonus to damage equal to its WIS modifier (if positive) plus its INT modifier (if positive). This bonus is applied to any physical attack the Pain Elemental makes, but not to spells or psionic powers, nor attacks with energy weapons. This damage is multiplied normally on a critical hit, since it is a constant bonus rather than extra damage dice. Also, a Pain Elemental's attacks (whether with natural or manufactured weapons) are always considered Epic and Evil for the purposes of penetrating Damage Reduction.
Special Attacks: A Pain Elemental retains all special attacks of the base creature, and gains the following:
    Supreme Suffering (Su): A Pain Elemental gains a supernatural ability which duplicates the Harm spell in its effects, but which requires no components to use, takes a full-round action, can target any creature within 60 feet, and takes the appearance of some gruesome form of torture (usually involving especially messy or bloody weapons). For instance, this attack might take the form of a rain of razor-sharp shurikens flying out of nowhere to strike the victim with hundreds of thin, painful cuts, or the ability to animate chains much like a Kyton but causing them to bash, pummel, and wrap around the target for one grueling round. Whatever form it takes, this ability may be used once per minute. Despite being supernatural, it has the unholy power of Cenob himself behind it, so it works normally in Anti-Magic, Dead Magic, etc. areas, and Anti-Psionic, Psionic Static, etc. areas as well. For the purposes of overcoming Spell Resistance, the ability has an effective caster level of 20, or the base creature's caster/manifester level, whichever is higher. Its save DC equals 16 + half the Pain Elemental's hit dice + the Pain Elemental's WIS modifier (this includes a +6 profane bonus to the DC).
    Automatic Wounding (Su): Any physical attack made by a Pain Elemental causes wounds which continue to bleed, as if by a weapon with the Wounding quality, unless the victim succeeds at a Fortitude saving throw (DC 20 + half the Pain Elemental's hit dice + the Pain Elemental's WIS modifier; this number includes a +10 profane bonus to the DC). Such a saving throw must be rolled for each attack upon the victim which actually deals damage- but if the attack misses, or is absorbed by damage reduction, no saving throw is necessary (since no wound was made). Note, however, that Pain Elementals always have the Penetrate Damage Reduction feat, so damage reduction is not always guaranteed protection against them.
    Eternal Torment (Su): Once per round, a Pain Elemental may use a single melee attack to deal permanent STR, DEX, or CON damage to the target, instead of hit point damage. This special attack may not be an attack of opportunity, and the intention to use it as well as the type of damage that will be dealt must be declared before the attack is rolled (only one ability may be damaged by this special attack). If the attack hits, the victim takes 1 point of permanent ability damage (of the chosen type) for every 5 points the attack would have done in hit points (round fractions down), and the victim must make a Fortitude saving throw (DC 15 + half the Pain Elemental's hit dice + the Pain Elemental's WIS modifier + the total ability damage dealt; this number includes a +5 profane bonus to the DC) or be stunned for 1d4 rounds. If the attack misses, the attempt is wasted for that round, but the power may be used again during the next round if the Pain Elemental wishes to try again. No matter how much damage this attack would normally deal, however, it never reduces its victim below 1 CON point- Pain Elementals never kill their victims if it can be avoided, since that would end the suffering. Note that even if this special attack deals no ability damage (either because the attacking Pain Elemental is very weak, or because the victim is at 1 CON point, or 0 STR or DEX), the victim is still subject to the stunning effect if the Fortitude saving throw fails.
    Constant Insight (Ex): Pain Elementals receive a +20 insight bonus to all attacks.
Special Qualities: A Pain Elemental retains all special qualities of the base creature, and gains the following:
    Sweet Suffering (Su): Any effect which should do damage to a Pain Elemental instead heals damage, or gives it temporary hit points which are removed after 1 minute if it is at full hit points already. Effects which kill without causing damage, such as Power Word Kill, work normally, as do components of spells which do both (for instance, Slay Living will kill a Pain Elemental which fails its saving throw, but if the saving throw succeeds, the spell will heal it rather than damage it). Pain Elementals with damage reduction apply it before determining how many hit points are healed, if any- for instance, a Pain Elemental Red Dragon will not be healed by a Fireball spell, because the spell would not normally deal any damage at all. Despite being supernatural, this ability has the unholy power of Cenob himself behind it, so it works normally in Anti-Magic, Dead Magic, etc. areas, and Anti-Psionic, Psionic Static, etc. areas as well.
    Masochism (Su): Any effect which would normally heal a Pain Elemental (other than the healing granted by Sweet Suffering) instead deals damage to it- for instance, a Cure Light Wounds will deal 1d8 + caster level damage to one. Even though this behavior is identical to that of Undead, Pain Elementals are not Undead and cannot be turned by characters with the Turn Undead ability (though characters capable of turning Evil Outsiders may turn Pain Elementals using that ability). Effects which grant temporary hit points, other than those granted by Sweet Suffering, instead deal subdual damage to a Pain Elemental. Finally, Pain Elementals are especially vulnerable to the Heal spell; if a Pain Elemental is successfully hit with that spell, and fails its saving throw, then it permanently loses the Pain Elemental template, reverting to whatever it was before the transformation. A Wish, Miracle, or similar spell which can duplicate the effect of a Heal can also be used to cause this effect. Of course, the Healing of one Pain Elemental tends to be noticed by others, and the caster of the Heal spell will often be targeted by other powerful Cenobite minions in the future! Despite being supernatural, this ability has the unholy power of Cenob himself behind it, so it works normally in Anti-Magic, Dead Magic, etc. areas, and Anti-Psionic, Psionic Static, etc. areas as well.
    Horrific Appearance (Ex): Pain Elementals are so horrid in appearance that any creature viewing one for the first time must make a Will save (DC 10 + half the Pain Elemental's hit dice + the Pain Elemental's CHA modifier) or become Panicked for 1d4 minutes. Creatures which knew the base ceature before it was a Pain Elemental have a -6 circumstance penalty to this saving throw, as the Pain Elemental is more than happy to relate to them exactly what it has been suffering since their last meeting, and extrapolate from that what they themselves will suffer before it is done with them. A creature which succeeds at the saving throw is permanently immune to the effect of viewing that individual Pain Elemental, but must still make the saving throw against any others it sees. If a creature fails the save, and later sees the same Pain Elemental, it must save again or be Shaken for 2d4 rounds, and must continue to save each time it views the same Pain Elemental until its saving throw succeeds. If a Pain Elemental is Healed (reverting to its former self as described above), and later becomes a Pain Elemental again, it is not considered the same Pain Elemental for purposes of immunity to its Horrific Appearance.
    Spell Resistance: A Pain Elemental receives Spell Resistance equal to 20 + its Hit Dice. If the base creature already had Spell Resistance, use whichever is higher.
    Dimension Door (Sp): Pain Elementals can Dimension Door at will as a spell-like ability. Caster level is either 20, or the base creature's, whichever is higher.
    Gate (Sp): Once per day, if it is on another plane, a Pain Elemental may create a Gate to Cenob's home realm (the Dark Labyrinth, in the Gray Waste of Hades) as a spell-like ability. The caster level of this Gate is either 20, or the base creature's, whichever is higher.
    Darkvision: As Outsiders, Pain Elementals gain Darkvision 60 feet if they did not already have it. If the base creature already had Darkvision, then use its normal range or 60 feet, whichever is better.
Saves: Pain Elementals receive a +6 profane bonus to all saving throws. Also, if the base creature's hit die total raised to 10, then recalculate the creature's base saves based on the hit dice gained, just as with the base attack bonus.
Abilities: Change from the base creature as follows: STR +4, DEX -4, CON +4, WIS +6, CHA +2. INT is always at least 3.
Skills: Pain Elementals receive a +20 profane bonus to Intimidate checks. Also, if the base creature's hit die total increased to 10, then recalculate its skill points based on the hit dice gained, just as with the base attack bonus.
Feats: A Pain Elemental retains all feats of the base creature, and gains Improved Initiative, Superior Initiative, and Penetrate Damage Reduction (any one material) as bonus feats. If it already had one or more of these feats, it does not gain a further bonus. If its hit dice raised to 10, then it gains feats to match its new hit die total.


Environment: Gray Waste of Hades (the Dark Labyrinth).
Organization: Solitary or Party (2-6). Pain Elementals normally work alone, but occasionally band together in small groups to cause greater suffering to especially choice victims.
Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10.
Treasure: Pain Elementals have little desire for treasure, but always have highly enchanted weapons of some sort on them- normally, these are wickedly barbed blades with the Keen quality, but other types are always possible. These weapons vary in their enhancement bonus, but never have less than +3, and are often significantly higher. Assign them weapons equal to the normal value of a treasure for their CR, and give them several exotic (and grotesque) versions of other normal weapons as well. Pain Elementals never carry any treasure beyond these items.
Alignment: Any Evil. The transformation not only leaves Pain Elementals devoid of pity, but actually increases their desire to maim and hurt others. Usually the Lawful-Chaotic component of alignment remains the same after the transformation (and grants the creature the appropriate alignment subtype in addition to the Evil subtype), but exceptions do occur.
Level Adjustment: Same as the base creature +24.

Sample Pain Elemental

The example uses a 5th-level Firewalker Wizard as the base creature.
"Pincushion"
Medium Outsider (Augmented Humanoid, Evil)
HD: 10d4+120 (145 hit points)
Init: +8 (Superior Initiative)
Speed: 30 feet
AC: 22 (+2 natural, +10 deflection), Touch 20, Flat-Footed 22
Base Attack/Grapple: +5/+8
Attack: +3 Keen Ghost Touch Spell Storing Dagger +31 melee (1d4+9/15-20 plus Wounding and stored spell)
Full Attack: +3 Keen Ghost Touch Spell Storing Dagger +31 melee (1d4+9/15-20 plus Wounding and stored spell)
Space/Reach: 5 ft./5 ft.
Special Attacks: Automatic Wounding, Constant Insight, Eternal Torment, Spells, Supreme Suffering
Special Qualities: Cold Vulnerability, Darkvision 60 ft., Fire Resistance 20, High Metabolism, Horrific Appearance, Masochism, Spell-Like Abilities, SR 30, Spells, Sweet Suffering
Saves: Fort +13, Ref +9, Will +16
Abilities: STR 17, DEX 10, CON 18, INT 16, WIS 17, CHA 15
Skills: Autohypnosis +4, Concentration +17, Decipher Script +11, Intimidate +22, Knowledge (Arcana) +16, Knowledge (Literature) +11, Knowledge (Puzzles) +11, Perform (Act) +4, Perform (Comedy) +4, Perform (Oratory) +4, Perform (Sing) +4, Spellcraft +18
Feats: Combat Casting, Craft Wondrous Item, Improved InitiativeB, Penetrate Damage Reduction (Adamantine)B, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Superior InitiativeB, Weapon Focus (Rays)

Environment: Gray Waste of Hades (the Dark Labyrinth)
Organization: Solitary or Party (Pincushion plus 1-5 other Pain Elementals)
Challenge Rating: 22
Treasure: +3 Keen Ghost Touch Spell Storing Dagger, +1 Human Bane Quarterstaff, 3 +1 Shurikens, Spellbook
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment: +25

"Burn? *chuckle* What a limited imagination!"

    The Pain Elemental known to her victims (and the few who have seen her and escaped) as Pincushion started life as Rayla Kerris Guthien, a promising young wizard of the Academy of Sherringo in Arite. Her longtime interest in literature, and specifically horror tales, led her on a dark road of exploration which ended in her acquisition of a mysterious puzzle box called the Lamarkind Configuration. When she finally solved it after several days of obsessive, torturous experimentation, she was rewarded with the first of an unguessable number of hideous tortures at the hands of the Pain Elemental that arrived to take the puzzle (and her) away. After several years in the clutches of the vile Cenobite, she became a member of the horrific group herself, and now spends her time eagerly tracking down old colleagues and friends to introduce them to the wonders of eternal suffering.
    Pincushion is so dubbed because her face and much of her body is obscured beneath thousands of barbed pins embedded in her bone-white flesh. She wears no clothing other than a tight harness of black leather (which, truthfully, would be considered more than a little risquè or racy, on a normal human woman), which is attached to her body not only by its tight fit, but also by the twenty-odd small (but sharp, and barbed) meathooks which dig into the flesh of her chest, back, and loins to help hold it in place. Her red eyes are alight with sadistic malice, and her mouth (spread into a wide, rictus-like grin by a set of three sharp metal wires, attached to more meathooks and stretched around the back of her bald skull) rasps promises of horrific torments to all creatures she sees. Hooked to a belt of the same black leather are her implements of torture, which include her favorite dagger (a wavy-bladed one she had before her transformation, which has since been enhanced by Cenob's own power), four other magical weapons, and ten other small blades of exotic manufacture, all granted to her to help inflict tortures on her chosen (and, when necessary, accidental) victims.

Combat

Pincushion likes to get into melee, despite her original training as a wizard. Her new powers give her more than enough confidence that she can survive a close fight, and of course, spells aren't disrupted by healing. She commonly starts a fight by Dimension Dooring in to close range, mixing it up for a few rounds with the biggest fighters and taunting them. One of her favorite tactics is to store a Scintillating Sphere in her dagger, and release it upon the first person she hits with it; this not only comes as a nasty extra shock to the victim hit with the weapon, but also often heals Pincushion herself, and damages friends of the original victim who happen to be standing nearby. If she notices a healer of any sort, she immediately targets that person with her Supreme Suffering ability, following up with attacks to incapacitate the same target (preferably enough Eternal Torment attacks to reduce either STR or DEX to 0, but using regular damage if necessary, even to kill). She is aware of her vulnerability, and does everything she can to avoid or neutralize it. If actually hard-pressed, she uses Dimension Door or Invisibility to escape as early as possible, in the hopes of returning for her victims later. If she is clearly outclassed, she is more than happy to open a Gate instead, and go home to "play" with the victims she already has there. Pincushion's attacks count as Evil and Epic for the purposes of overcoming Damage Reduction, and her Penetrate Damage Reduction feat allows them to work as Adamantine as well.

Wizard Spells Per Day: 4/4/3/2.
Spells Known:
0th: All in the Wizard/Sorcerer list.
1st: Charm Person, Chill Touch, Color Spray, Grease, Identify, Magic Missile, Message, Ray of Enfeeblement, Spider Climb.
2nd: Blur, Darkness, Daylight, Ice Blast, Invisibility, Mirror Image, Rain of Needles, Shatter.
3rd: Blink, Fireball, Fly, Haste, Scintillating Sphere.
Spells Commonly Prepared:
0th (Save DC 13): Daze, Flare, Ghost Sound, Ray of Frost.
1st (Save DC 14): Charm Person, Grease, Magic Missile ×2.
2nd (Save DC 15): Invisibility, Rain of Needles ×2.
3rd (Save DC 16): Blink, Scintillating Sphere.

Spell-Like Abilities: At will- Dimension Door. 1/day- Produce Flame, Heat Metal (DC 14) by touch, Burning Grasp, Gate to Dark Labyrinth only. Dimension Door and Gate are at caster level 20, all others at caster level 5.

Supreme Suffering (Su): Once per minute, Pincushion can create Supreme Suffering in one target within 60 feet with a full-round action. When she uses this ability, all of the thousands of pins embedded in her flesh rip themselves out, and fly through the air at the target, piercing and percolating its body hundreds of times in the space of a few seconds. The victim of this attack takes 150 damage (Will DC 24 for half), but cannot go below 1 hit point as a result of the attack. The save DC is WIS-based. It must often make a Fortitude save against massive damage to avoid actual death, due to the amount of damage dealt. After tormenting the target, the pins continue flying through the air, circling back around to embed themselves back into Pincushion's raw and open flesh. Pincushion's effective caster level (for the purpose of overcoming SR) is 20th.

Automatic Wounding (Su): Any physical attack made by Pincushion causes wounds which continue to bleed, as if by a weapon with the Wounding quality, unless the victim succeeds at a Fortitude saving throw (DC 28). The save DC is WIS-based. Such a saving throw must be rolled for each attack upon the victim which actually deals damage- but if the attack misses, or is absorbed by damage reduction, no saving throw is necessary (since no wound was made). Of course, Pincushion's Penetrate Damage Reduction feat can help against that little problem, as can the enhancement bonus in her Dagger.

Eternal Torment (Su): Once per round, Pincushion may use a single melee attack to deal permanent STR, DEX, or CON damage to the target, instead of hit point damage. This special attack may not be an attack of opportunity, and the intention to use it as well as the type of damage that will be dealt must be declared before the attack is rolled (only one ability may be damaged by this special attack). If the attack hits, the victim takes 1 point of permanent ability damage (of the chosen type) for every 5 points the attack would have done in hit points (round fractions down), and the victim must make a Fortitude saving throw (DC 23 + the ability damage dealt) or be stunned for 1d4 rounds. This save DC is WIS-based. If the attack misses, the attempt is wasted for that round, but the power may be used again during the next round if Pincushion wishes to try again. No matter how much damage this attack would normally deal, however, it never reduces its victim below 1 CON point if she chooses to deal CON damage- Pincushion takes great care never to kill her victims unless absolutely necessary. Note that even if this special attack deals no ability damage, the victim is still subject to the stunning effect if the Fortitude saving throw fails.

Constant Insight (Ex): Pincushion receives a +20 insight bonus to all attacks. This bonus is added in to the attack bonuses listed above already.

Sweet Suffering (Su): Any effect which should do damage to Pincushion instead heals her, or gives her temporary hit points which are removed after 1 minute if she is at full hit points already. Effects which kill without causing damage, such as Power Word Kill, work normally, as do components of spells which do both (for instance, Slay Living will kill Pincushion if it overcomes her SR and she fails her saving throw, but if the saving throw succeeds, the spell will heal her rather than damage her).

Masochism (Su): Any effect which would normally heal Pincushion (other than the healing granted by Sweet Suffering) instead deals damage to her- for instance, a Cure Light Wounds will deal 1d8 + caster level damage. Even though this behavior is identical to that of Undead, Pincushion is not Undead herself, and cannot be turned by characters with the Turn Undead ability (though characters capable of turning Evil Outsiders might be able to turn her using that ability). Effects which grant temporary hit points, other than those granted by Sweet Suffering, instead deal subdual damage to her. Finally, Pincushion is especially vulnerable to the Heal spell; if she is ever successfully hit with that spell, and it overcomes her SR, then she will permanently lose the Pain Elemental template, and revert to her original form as Rayla. A Wish, Miracle, or similar spell which can duplicate the effect of a Heal can also be used to cause this effect.

Horrific Appearance (Ex): Pincushion is so horrid in appearance that any creature viewing her for the first time must make a Will save (DC 17) or become Panicked for 1d4 minutes. The save DC is CHA-based. Creatures which knew her as Rayla, before she was transformed, have a -6 circumstance penalty to this saving throw, as Pincushion is more than happy to relate to them exactly what she has been suffering since their last meeting, and extrapolate from that what they themselves will suffer before she is through with them. A creature which succeeds at the saving throw is permanently immune to the effect of viewing Pincushion, but must still make the saving throw against any other Pain Elementals it sees. If a creature fails the save against Pincushion, and sees her again later, it must save again or be Shaken for 2d4 rounds, and must continue to save each time it views her until its saving throw succeeds.


Radioactive Mutant

    While the radiation left behind by the Annihilation continues to occasionally mutate those exposed to it even today, most creatures so mutated were not actually born inside a radioactive zone, nor do most of them stay long inside such an area once they realize the danger the radiation poses to them. Within the larger radioactive zones, however, creatures can still be found which have not only lived in such regions, but actually adapted to them and thrived over several generations. While individuals mutated by radiation are (approximately) equally likely to be helped or hindered by the transformation, these terribly mutated creatures always have more helpful than harmful mutations, since the unlucky ones which received more harmful ones did not live to spread the changes. Thus, while most creatures with Mutations are merely anomalous alterations in the basic genetic stock of their species, the Radioactive Mutants which actually prefer life in strong radiation are truly breeds apart, considerably stronger and more terrifying than their normal relatives (which are often unrecognizable as being related at all).

Creating a Radioactive Mutant

"Radioactive Mutant" is an inherited template that can be applied to any living creature (hereafter referred to as the "base creature"). It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature's base attack bonus, saves, or skill points if its type changes.

Size and Type: If the base creature was type Humanoid, then its type changes to Monstrous Humanoid; if its type was Animal, Beast, Magical Beast, Plant, or Vermin, then the type changes to Aberration. Otherwise, the creature's basic type remains unchanged. Whether or not the base type changes, the creature gains the Radiation subtype.
Hit Dice: Change to d8.
AC: Natural armor improves by +2.
Damage: Radioactive Mutants invariably have spurs of bone or chitin in odd places, extremely thick and heavy plates of natural armor, and other such grotesque changes to their body structures. As a result, damage for all of a Radioactive Mutant's natural attacks increases by one die step (as if the weapon were one size larger). Thus, an attack which would normally deal 1d8 damage increases to 2d6 damage instead.
Special Attacks: A Radioactive Mutant retains all special attacks of the base creature, and gains the following:
    Grotesque Appearance (Ex): Radioactive Mutants are so twisted, grotesque, and terrifying in appearance that they cause both fear and disgust in creatures which see them close enough to note details. The range of this ability depends on the creature's size, and is given in the table below. Creatures within range of the Grotesque Appearance must make a Fortitude save (DC 10 + half the Radioactive Mutant's hit dice + the Radioactive Mutant's CHA modifier) and a Will save (same DC). If the Fortitude save fails, the creature is overcome with horror and disgust, and becomes nauseous for 2d4 rounds; if the Will save fails, the creature becomes Shaken for 2d4 rounds. If both saves fail, the creature is instead both nauseated and Panicked for 1d4 minutes. If either save succeeds, the creature becomes immune to that effect of the Grotesque Appearance of that particular Radioactive Mutant for 24 hours, though it is not immune to the same effects of any other Radioactive Mutants encountered during that time. Radioactive Mutants are always immune to the Grotesque Appearance of other Radioactive Mutants. Since Grotesque Appearance is largely dependent on sight, creatures which cannot see the Radioactive Mutant (for this purpose, Blindsense counts as "seeing," but other ranged senses such as Tremorsense do not) are unaffected by this ability no matter how close they get.
Size Range
< Tiny 5 feet
Tiny 10 feet
Small 15 feet
Medium 20 feet
Large 30 feet
Huge 40 feet
Gargantuan 60 feet
Colossal 80 feet
Special Qualities: A Radioactive Mutant retains all special qualities of the base creature, and gains the following:
    Darkvision: Range 60 feet. If the base creature already has Darkvision, the range is instead extended by 60 feet.
    Radiation Immunity: Radioactive Mutants are immune to all effects of radiation. This grants immunity to "natural" fields of radiation, and spells or other powers which mimic their effects (such as the Gamma Zone spell). They are not immune to damage from weapons or effects which cause Radiation damage, such as laser beams, only "natural" Radiation.
    Regeneration: A Radioactive Mutant gains Regeneration 2. If the base creature already has Regeneration, use the better value. Radioactive Mutants take normal damage from Fire and Acid attacks, and can regrow lost limbs and body parts in 1d4 hours.
Abilities: Change from the base creature as follows: STR +4, DEX -2, CON +4, WIS -2, CHA +4.
Skills: Same as the base creature. Note, however, that some creatures may gain extra INT points via the Mutations (see below), and gain extra skill points that way (since the mutant benefits from the extra INT from birth).
Feats: A Radioactive Mutant gains two bonus Mutation feats generated by rolling 1d8+10 rather than the normal 1d20. It also gains a third bonus Mutation feat generated using the normal rolling sequence. Radioactive Mutants do not lose CON or CHA as is normal for creatures with Mutation feats; the only way a Radioactive Mutant can lose CON or CHA is if the third Mutation feat indicates such a loss by the results that are rolled. These Mutations can be rolled for each individual Radioactive Mutant, regardless of whether two individuals were the same type of base creature or not; while mutations can and do give rise to actual new species, those creatures changed so drastically by Radiation but still able to survive tend to be unique. Note that because Radioactive Mutants gain the Radiation subtype, they cannot gain further Mutations after the template is applied.


Environment: Same as the base creature, but Radioactive.
Challenge Rating: As base creature +2.
Alignment: Usually Chaotic Evil.
Level Adjustment: Same as the base creature +4.

Sample Radioactive Mutant

The example uses a lion as the base creature.
Radioactive Mutant Lion
Large Aberration (Radiation)
HD: 5d8+20 (42 hit points)
Init: +0
Speed: 40 feet, Fly 30 feet (poor)
AC: 14 (-1 size, +5 natural), Touch 9, Flat-Footed 14
Base Attack/Grapple: +3/+15
Attack: Claw +10 melee (1d6+8)
Full Attack: 2 Claws +10 melee (1d6+8) and Bite +5 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Grotesque Appearance, Improved Grab, Pounce, Rake 1d6+4
Special Qualities: Darkvision 60 ft., Low-Light Vision, Radiation Immunity, Regeneration 2, Scent
Saves: Fort +8, Ref +4, Will +1
Abilities: STR 26, DEX 11, CON 19, INT 2, WIS 10, CHA 10
Skills: Balance +4, Hide +0*, Listen +4, Move Silently +8, Spot +4
Feats: Alertness, Mutation (×3)B, Run

Environment: Radioactive Warm Plains
Organization: Solitary, Pair, or Pride (6-10)
Challenge Rating: 5
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: 6-8 HD (Large)
Level Adjustment: -

Combat

Pounce (Ex): If a Radioactive Mutant Lion Charges a foe, it can make a Full Attack, including two Rake attacks.

Improved Grab (Ex): To use this ability, the Radioactive Mutant Lion must hit with its Bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Rake.

Rake (Ex): Attack bonus +10 melee, damage 1d6+4.

Grotesque Appearance (Ex): A Radioactive Mutant Lion bears such a horribly twisted, scarred, and rotten appearance, that creatures approaching within 30 feet of one must make two saving throws to avoid being overcome by a rush of fear and disgust. A creature which fails a Fortitude save (DC 12) becomes nauseous for 2d4 rounds, and a creature that fails a Will save (DC 12) becomes Shaken for 2d4 rounds. If a creature fails both saves, it becomes both nauseated and Panicked for 1d4 minutes. Creatures which succeed at either save are immune to that effect of that particular Radioactive Mutant Lion's Grotesque Appearance for 24 hours. Radioactive Mutants of any sort are immune to this ability, as are creatures which cannot see the Radioactive Mutant Lion for some reason (for instance, being under the effect of a Blindness/Deafness spell). The save DCs are CHA-based.

Radiation Immunity (Ex): Radioactive Mutant Lions are immune to the effects of natural Radiation Zones, and spells or abilities which mimic such effects. They do not have immunity to weapons or effects such as laser beams, which simply do Radiation damage.

Regeneration (Ex): Radioactive Mutant Lions regenerate 2 points per round while damaged. They can reattach and regrow lost body parts in 1d4 hours. Radioactive Mutant Lions take normal damage from Fire and Acid.

Feats: This Radioactive Mutant Lion has the following three Mutations:

Skills: Radioactive Mutant Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.


Smoke Element

    Smoke Element creatures dwell in the Elemental Plane of Smoke, or similar hospitable domains within the Elemental Planes of Air and Fire. They appear as wispy clouds of smoke and cinders in the same general form as similar material beings, with differently-colored bits of smoke or still-burning cinders forming features such as eyes, nose, and mouth.

Creating a Smoke Element creature

"Smoke Element" is an inherited template that can be applied to any living, corporeal creature (hereafter referred to as the "base creature") of the following base types: Aberration, Animal, Beast, Magical Beast, Plant, or Vermin. It uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature's base attack bonus, saves, or skill points with its type change.

Size and Type: The creature's type changes to Elemental (Air, Fire). Smoke Element Creatures encountered on the Material Plane have the Extraplanar subtype.
Hit Dice: Change to d8.
Speed: A Smoke Element creature has a Fly speed of 90 feet (unless the base creature has a higher Fly speed), with Good maneuverability (unless the base creature had better maneuverability).
Special Attacks: A Smoke Element creature retains all special attacks of the base creature, and gains the following:
    Smoke Attack (Ex): A Smoke Element creature can move on top of opponents smaller than itself and engulf them, without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 10 + half the Smoke Element creature's HD total + the Smoke Element creature's CON bonus) or inhale part of the creature. That inhaled smoke solifies inside the victim and forms an appendage exactly like that used for one of the Smoke Element creature's natural attacks, and immediately begins to attack the victim's internal organs and tissues. Each round, the victim takes double the normal damage for that natural attack, but is allowed to attempt a Fortitude save (same DC) to cough out the semivaporous menace. The Smoke Attack always uses a creature's Claw attack if it has one, but otherwise can use any natural attack as its basis. If the creature has more than one type of natural attack, only one of them is used for a Smoke Attack.
Special Qualities: A Smoke Element creature retains all special qualities of the base creature, and gains the following:
    Elemental: Immune to Poison, Sleep, Paralysis, and Stunning. Not subject to critical hits.
    Darkvision: Range 60 feet.
    Damage Reduction: Use the appropriate value on the table below.
Hit Dice Damage Reduction
1-7 -
8-16 5/-
17+ 10/-
Abilities: Change from the base creature as follows: DEX +6.
Skills: Same as the base creature, but if the Smoke Element creature has an INT score of 4 or higher, it speaks either Ignan or Auran. If it has an INT score of 6 or higher, it speaks both Ignan and Auran.


Environment: Elemental Plane of Smoke.
Challenge Rating: Up to 3 HD, as base creature (minimum 1); 3 HD to 7 HD, as base creature +1; 8+ HD, as base creature +2.
Alignment: Usually Neutral.
Level Adjustment: Same as the base creature +4.

Sample Smoke Element Creature

The example uses a leopard as the base creature.
Smoke Element Leopard
Medium Elemental (Air, Fire)
HD: 3d8+6 (19 hit points)
Init: +7 (Dex)
Speed: 40 feet, Climb 20 feet, Fly 90 feet (Good)
AC: 18 (+7 Dex, +1 natural), Touch 17, Flat-Footed 11
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3) and 2 Claws +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Pounce, Rake 1d3+1, Smoke Claw
Special Qualities: Darkvision 60 ft., Elemental traits, Low-Light Vision, Scent
Saves: Fort +5, Ref +10, Will +2
Abilities: STR 16, DEX 25, CON 15, INT 2, WIS 12, CHA 6
Skills: Balance +15, Climb +11, Hide +11*, Jump +11, Listen +6, Move Silently +11, Spot +6
Feats: Alertness, Weapon Finesse

Environment: Elemental Plane of Smoke
Organization: Solitary or Pair
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: -

Combat

Pounce (Ex): If a Smoke Element Leopard Charges a foe, it can make a Full Attack, including two Rake attacks.

Improved Grab (Ex): To use this ability, the Smoke Element Leopard must hit with its Bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Rake.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Smoke Claws (Ex): A Smoke Element Leopard can engulf opponents of Small or smaller size by moving on top of them. It fills the air around the target without drawing an attack of opportunity. The target must make a Fortitude save (DC 13) or inhale part of the Smoke Element Leopard. Smoke inside the victim solidifies into a Claw and begins to rip at the surrounding organs, dealing 2d3+2 damage automatically. On subsequent rounds, the affected creature can make another Fortitude save (same DC) to cough out the semivaporous menace. The save DC is CON-based.

Elemental traits: Immune to Poison, Sleep, Paralysis, and Stunning. Not subject to critical hits.

Skills: Smoke Element Leopards have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance, Climb, and Jump checks. A Smoke Element Leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.