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 she