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


Monsters

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.

Animit

Tiny Old One
HD: 4d12+20 (68 hit points)
Init: +7 (Dex)
Speed: Fly 30 feet (Perfect)
AC: 26 (+2 size, +7 Dex, +2 natural, +5 deflection), Touch 24, Flat-Footed 19
Base Attack/Grapple: +3/-8
Attack: Seed Slam +12 melee (1d4-3)
Full Attack: 4 Seed Slams +10 melee (1d4-3)
Space/Reach: 0 ft./0 ft.
Special Attacks: Animate Corpse, Death Throes, Life Seeds, Undeath to Death
Special Qualities: Darkvision 120 ft., Fast Healing 5, Immunities, Intense Life Energy, Old One Qualities, Resurrection, SR 19
Saves: Fort +14, Ref +16, Will +12
Abilities: STR 5, DEX 25, CON 20, INT 17, WIS 16, CHA 21
Skills: Concentration +12, Diplomacy +7, Hide +22, Intimidate +12, Listen +10, Search +10, Sense Motive +10, Spot +10
Feats: Combat Expertise, Dodge, MultiattackB, Weapon FinesseB

Environment: Positive Energy Plane (most likely)
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually Neutral
Advancement: 5-8 HD (Tiny), 9-14 HD (Small), 15-23 HD (Medium), 24-47 HD (Large), 48-60 HD (Huge)
Level Adjustment: -

    Animits are strange and enigmatic little creatures glimpsed occasionally in far-flung regions of the multiverse. None know exactly how long they have existed as a species, or where their true home lies, though they are thought to be native to the Positive Energy Plane due to their obvious affinity for positive energy. Though they seem to understand language on some level, and are clearly intelligent, Animits have never been known to communicate with any other creatures, and their means for communicating with each other (if they even do so) is unknown. Even attempts at telepathic communication with Animits have never produced successful two-way conversation, though the Animits do sometimes respond to respectful requests with silent actions. Records of Animit sightings appear as far back as anybody can find records at all, and in the annals of every race which has ever travelled the planes; while their purposes and desires have never been fathomed, they have apparently existed for as long or longer than any race of creatures now in existence.
    An Animit's body is a collection of tiny, pearlescent spheres, each one about an inch wide. The spheres are gathered together into an aggregation which is itself approximately spherical and roughly one foot across per three hit dice the Animit has, and surrounded at all times by a flickering barrier formed by tiny crystals of solidified energy which orbit the actual body at tremendous speed. The entire creature floats and moves through whatever space it happens to be in without apparent effort or need for magical or psionic flight effects; though Animits are not obviously related to Air Elementals, their flying ability seems to be just as innate to the species and just as precise (albeit slower). Animits naturally produce a shimmering gray-white glow around themselves, and bring light equivalent to full moonlight wherever they appear.
    Though most Animits are very small, reports occasionally appear of much larger specimens, sometimes even larger than buildings. Exactly how Animits reach these greater sizes is not known, but the larger creatures have proven to be as silent and uncommunicative as their smaller breathren- and far more powerful if provoked into battle. As a result, solid information on the creatures' true home among the planes, and how they live and what they do there, are likely to remain mysteries for the foreseeable future.

Combat

    Animits prefer to avoid entering combat personally, and let other creatures do their fighting for them. An Animit's primary means for doing this is animating dead bodies with its inherent positive energy, and have those bodies use their natural weapons on the Animit's behalf. Should a foe prove to be persistent enough to get past its animated minions, an Animit will typically try to retreat as soon as possible, though if cornered the creature shows no hesitation in turning its Full Attack on whatever targets it can reach. Animits do not seem to understand the difference between spellcasters, psionicists, and creatures without obvious supernatural gifts, but they clearly do understand the usefulness of armor, because an Animit pressed into melee typically turns most of its attacks on the opponents with the lightest or least armor on them. An Animit pressed into melee also tries to get close to as many foes as possible, in hopes of taking most of its enemies with it (via its Death Throes ability; see below) should it be killed.

Animate Corpse (Su): The Life Seeds surrounding an Animit (see below) contain extremely concentrated positive energy, and can be released to provide it to other creatures. Most commonly, the energy is released to animate corpses the Animit comes across, and use them as mindless servants. This ability works essentially like the Animate Dead spell (caster level equals the Animit's hit dice), except that corpses animated by an Animit are Deathless rather than Undead because positive energy animates them rather than negative. Furthermore, an Animit can control up to twelve times its hit dice in animated creatures, rather than four as normal for the spell.
    The Animit may only use this ability once per day per Life Seed it has. Each time it uses the Animate Corpse ability, one of its Life Seeds loses its inner glow and becomes perfectly translucent, only regaining its internal glow 24 hours after being used. Because use of its Undeath to Death ability similarly drains its Life Seeds, the Animit must split its uses of the two abilities carefully during a given day.

Death Throes (Ex): When an Animit dies, any Life Seeds it had that are still intact explode immediately and violently. This explosion deals 1d6 points of Force damage per intact Life Seed to all creatures within 5 feet of the Animit at the time of its death (a DC 17 Reflex save applies for half damage). The save DC is CON-based. Animits larger than Tiny size produce larger explosions; increase the radius of the detonation by 5 feet per size category above Tiny the Animit was (for instance, a Large Animit produces a blast with a radius of 20 feet).

Immunities (Ex): As Old Ones, Animits are immune to poison, sleep effects, disease, and paralysis effects.

Intense Life Energy (Ex): Animits carry extremely high concentrations of positive energy in their bodies, and as a result have maximum hit points per hit die. Furthermore, an Animit has a deflection bonus to AC equal to its CHA modifier (minimum 1). Finally, Animits are immune to harmful effects of positive energy, including temporary hit points above the normal maximum granted by Positive-Dominant planes.

Life Seeds (Su): Animits are surrounded by tiny whirling crystals of solidified positive energy. These crystals orbit the Animit's body much like Ioun Stones, but are much faster and more difficult to damage; each Life Seed is AC 25 plus the Animit's DEX and CHA modifiers, has 5 hit points, and Hardness 50. If an Animit loses any Life Seeds, then it loses a corresponding number of hit dice as well unless it only has 4 hit dice (it cannot go below 4 hit dice). An Animit with less than its original number of Life Seeds regenerates them (and any corresponding HD) at the rate of one Seed per week. If the Animit dies, all of its remaining Life Seeds self-destruct in explosions simultaneously (as described under Death Throes, above).
    Each Life Seed that an Animit has gives it several benefits. First, the Life Seeds provide an Animit with its only natural attack form; the creature is able to control the orbits of its Life Seeds well enough to Slam creatures within its reach with them. Thus, an Animit has one Seed Slam attack per Life Seed it has (though it may direct no more than ten Life Seeds at any individual opponent within a single round, if it has more than ten Life Seeds). Though the Life Seeds are extremely small, they are also very hard and move at nearly unimaginable speed, so they can deal considerable damage to any opponents they hit. Second, the Animit gets +1 natural armor for every 2 Life Seeds it has, because the seeds tend to get in the way of any attacks that could otherwise reach the creature's actual body. Third, the Life Seeds provide the power source for an Animit's Animate Corpse and Resurrection abilities, and limit the number of times it may use those abilities. Finally, Life Seeds grant the Animit higher SR; an Animit's SR rating always equals 17 plus half its number of Life Seeds (rounded down).

Old One Qualities: Old Ones apply their CHA modifier (if positive) as a bonus to all saving throws, have Fast Healing at a rate equal to their CON modifiers (minimum 1), and do not need to sleep, eat, or breathe. Old Ones are not subject to critical hits.

Resurrection (Sp): An Animit may use the energy in its Life Seeds to restore actual life to a dead creature. This works like the spell True Resurrection, but destroys the Life Seed the Animit uses to activate it, and the Animit loses one hit die along with the Life Seed as normal. As a result, Animits are very reluctant to use this ability, and generally refuse to do so for any non-Animit creature that has not given great service to the resurrecting Animit in the past.

Undeath to Death (Su): An Animit may also use the positive energy stored in its Life Seeds on Undead targets. When so used, the Life Seed produces an effect essentially identical to an Undeath to Death spell, as the Animit's positive energy cancels out the negative energy held in the Undead forms. Animits do not seem to hold any particular animosity for Undead, but do not hesitate to use this ability if provoked by any such creatures.
    The ability affects 1d4 HD of Undead creatures per hit die of the Animit, within a 20-foot radius burst (plus 10 feet per size category above Tiny the Animit is- e.g. a Large-size Animit has a radius of 50 feet) centered on the Animit itself. Undead with the fewest HD are affected first, and those closer to the center are affected before those farther away. Undead with HD of double the Animit's hit dice or more are unaffected by the blast, and all creatures which are affected may make a Will save (DC 17) to avoid destruction. Those that fail the Will save are consumed in brilliant white flames as the intense positive energy burns through them. The save DC is CHA-based.
    The Animit may only use this ability once per day per Life Seed it has. Each time it uses the Undeath to Death ability, one of its Life Seeds loses its inner glow and becomes perfectly translucent, only regaining its internal glow 24 hours after being used. Because use of its Animate Corpse ability similarly drains its Life Seeds, the Animit must split its uses of the two abilities carefully during a given day.


Astral Juggernaut


Colossal Construct
HD: 60d10 (330 hit points)
Init: +2 (Dex)
Speed: 50 feet
AC: 52 (-8 size, +2 Dex, +48 natural), Touch 4, Flat-Footed 50
Base Attack/Grapple: +45/+82
Attack: Slam +56 melee (4d6+31)
Full Attack: 2 Slams +56 melee (4d6+31)
Space/Reach: 30 ft./30 ft.
Special Attacks: 2 abilities from Menu E
Special Qualities: Construct traits, DR 15/-, PR 42
Saves: Fort +20, Ref +22, Will +22
Abilities: STR 53, DEX 15, CON -, INT -, WIS 15, CHA 6
Skills: -
Feats: -
Epic Feats: -

Environment: Any land
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

    Astral Juggernauts are astoundingly mighty astral constructs brought into being by use of the Ultrapsionic power Astral Juggernaut. They are formed from raw ectoplasm, like lesser astral constructs, and have their own menu of abilities to choose from when created (menu E, detailed below). This monster listing also assumes the use of Astral Construct Menu D, taken from the article "Construct Feats and Items" by Mark A. Jindra and Scott Brocius, in the Expanding Your Mind series on the Wizards of the Coast's website. Since this menu is not part of the standard Astral Construct monster listing, it is included below.

Astral Construct Menu E
(You may replace any choice on this menu with two choices on Menu D.)
    Augmented Speed (Ex): The construct acts as though constantly Hasted. It gains a +1 Dodge bonus to AC and Reflex saves, a +1 bonus to attack rolls, and gains an extra attack when it uses the Full Attack action. The construct's modes of movement (however many it has) increase by 30 feet each, to a maximum of double the normal amount.
    Superior Carapace (Ex): The construct's surface is covered in a supremely hard carapace, granting it damage reduction of 5/-.
    Superior Repair (Ex): The construct gains Fast Healing 10.
    True Concussion (Sp): The construct manifests True Concussion as a free action once per round.
    Ultimate Armor (Ex): The construct gains a +16 Deflection bonus to AC.
    Ultra Buff (Ex): The construct gains 25d10 temporary hit points (multiple selections do not stack).

Astral Construct Menu D
(You may replace any choice on this menu with two choices on Menu C.)
    Amplified Invisibility (Sp): The construct manifests Amplified Invisibility (self only) as a standard action.
    Extra Hard Carapace (Ex): The construct's surface forms hard, armorlike plates. The construct gains a damage reduction of 10/adamantine. This replaces any damage reduction the construct might already have.
    Mass Concussion (Sp): The construct manifests Mass Concussion as a free action 3 times per day.
    Super Buff (Ex): The construct gains 17d10 temporary hit points (multiple selections do not stack).
    Toughest (Ex): The construct receives 10 hit points per die, instead of 5.5 per die.
    Ultraheavy Armor (Ex): The construct gains a +10 Deflection bonus to AC.
    Whitefire Aura (Ex): The entire surface of the construct radiates with an intense white-hot flame. Creatures within 5 feet of the construct take 5d4 points of damage. The fire ignites combustibles as the Whitefire power. Once activated, the aura burns for a number of rounds equal to half of the construct's Hit Dice. Multiple selections do not stack.


Balrog

Huge Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
HD: 40d8+156 (273 hit points)
Init: +14 (+6 Dex, +8 Superior Initiative)
Speed: 60 feet, Fly 130 feet (good)
AC: 36 (-2 size, +6 Dex, +22 natural), Touch 14, Flat-Footed 30
Base Attack/Grapple: +40/+64
Attack: +1 Flaming Vorpal Longsword +56 melee (2d8+16/17-20 plus 1d6 Fire)
Full Attack: +1 Flaming Vorpal Longsword +54/+49/+44/+39 melee (2d8+16/17-20 plus 1d6 Fire) and +1 Flaming Whip +53/+48/+43/+38 melee (1d6+8 plus 1d6 Fire plus Entangle); or 2 Slams +54 melee (2d6+16)
Space/Reach: 15 ft./15 ft. (20 ft. with +1 Flaming Whip)
Special Attacks: Death Throes, Entangle, Spell-Like Abilities, Summon Tanar'ri, Vorpal Sword
Special Qualities: DR 10/Cold Iron and Epic and Good, Darkvision 60 ft., Evasion, Fast Healing 2, Flaming Body, Immunity to Electricity, Fire, and Poison, Low-Light Vision, Resistance to Acid 10 and Cold 20, Shadow Blend, Shadow Luck, SR 38, Telepathy 100 ft., True Seeing
Saves: Fort +36, Ref +30, Will +31
Abilities: STR 43, DEX 25, CON 35, INT 24, WIS 24, CHA 29
Skills: Bluff +52, Concentration +45, Diplomacy +56, Disguise +9 (+11 acting), Hide +42, Intimidate +54, Knowledge (any one except Planes) +50, Knowledge (the Planes) +50, Listen +58*, Lucid Dreaming +28@, Move Silently +56*, Search +50, Sense Motive +50, Spellcraft +43 (+45 scrolls), Spot +58*, Survival +7 (+9 following tracks, +9 on non-native planes), Taunt +11, Use Magic Device +45 (+47 scrolls)
Feats: Cleave, Combat Reflexes, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (Longsword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (Greater Dispel Magic), Quicken Spell-Like Ability (Telekinesis), Quicken Spell-Like Ability (Unholy Aura), Two-Weapon Fighting, Weapon Focus (Longsword)
Epic Feats: Perfect Two-Weapon Fighting, Superior Initiative

Environment: Plane of Shadow, Region of Dreams, or Gray Waste of Hades
Organization: Solitary
Challenge Rating: 31
Treasure: Standard coins & items, double goods, plus Huge-size +1 Flaming Vorpal Longsword and +1 Flaming Whip
Alignment: Usually Neutral Evil or Chaotic Evil
Advancement: 41-60 HD (Huge), 61-80 HD (Gargantuan)
Level Adjustment: +10

    Balrogs are horrifically powerful demons of shadow and flame, born from a secret process that Cenob uses to alter Balors who pledge themselves to his service in return for power. Though he grants them a great degree of independence, the Balrogs are forever beholden to him once changed, and serve him for the rest of their existence. Though few are willing to pledge their services to any being, even for power as great as that granted the Balrogs, the truth is that Cenob rarely asks anything of them, being largely content to let them indulge their rapacious dreams and impulses- because he is confident that they will cause misery, death, and terror wherever they go.
    Balrogs still resemble their original forms as Balors, but the flames that wreathe their bodies give off little or no light, instead covering them in smoke and darkness though they remain just as hot. Their swords and whips are also aflame, but are not wreathed in shadow as the Balrogs themselves are when drawn- instead, they blaze forth with malevolent might, their unholy flames adding to the terror the enemies and victims of the Balrogs feel. Balrogs are enlarged by the power Cenob imbues them with, never standing shorter than 18 feet tall (and often being taller). Their skin, instead of being red, is a charred black as of simmering coals, and they can move with even greater speed than normal Balors can.

Combat

    Balrogs usually join battle just as eagerly as (if not more so than) Balors, wielding their further-empowered magical weapons to the fullest. When pressed, a Balrog will usually teleport away to a safe distance to activate spell-like abilities, especially buffs on itself (such as Mirror Image, or Unholy Aura if that has been dispelled). A Balrog which realizes it is outmatched will usually Plane Shift away to the Plane of Shadow, though Balrogs already on that plane (or in a Dream) cannot do so, and simply teleport as far away as possible.
    A Balrog's +1 Flaming Whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. It deals bludgeoning and slashing damage, in addition to Fire damage.
    A Balrog's natural weapons, as well as any weapons it wields, are treated as Chaotic-aligned and Evil-aligned for the purpose of overcoming DR.

Death Throes (Su): When killed, a Balrog explodes in a burst of black corruption that deals 100 points of damage to everything within 100 feet (Reflex half DC 42). This automatically destroys any weapons the Balrog is holding. The save DC is CON-based.

Entangle (Ex): A Balrog's +1 Flaming Whip entangles foes much like an attack with a net. The whip has 20 hit points, and needs no folding. If it hits, the target and the Balrog immediately make opposed STR checks; if the Balrog wins, it usually drags the target against its flaming body (see below). If the Balrog does this, the target remains anchored against the Balrog's body until it escapes the whip. Targets entangled in the whip take 1d6 points of fire damage per round if not actually held against the Balrog's body, and some Balrogs like to torture their foes this way rather than use their own body flames.

Spell-Like Abilities: At will- Blasphemy (DC 26), Deeper Darkness, Desecrate, Detect Good, Dominate Monster (DC 28), Greater Dispel Magic, Greater Teleport (self plus 50 pounds of objects only), Insanity (DC 26), Power Word Stun, Telekinesis (DC 24), Unhallow (DC 19 + spell level for any associated effect), Unholy Aura (DC 27), and Unholy Blight (DC 23); 1/day- Cause Fear (DC 20), Fire Storm (DC 27), Implosion (DC 28), Mirror Image, and Plane Shift (self only; to/from Plane of Shadow only). Caster level 30th. The save DCs are CHA-based.

Vorpal Sword (Su): Every Balrog carries a Huge-sized +1 Flaming Vorpal Longsword that looks like a flame or bolt of lightning.

Summon Tanar'ri (Sp): Once per day a Balrog can automatically summon 4d10 Dretches, 1d4 Hezrous, or one Nalfeshnee, Glabrezu, Marilith, or Balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su): Balrogs are constantly wreathed in shadowy flames, and if the flames are somehow doused, they can be restarted by the Balrog as a free action (even on another creature's turn). Anyone grappling with it or trapped against its body takes 6d6 points of fire damage each round.

True Seeing (Su): Balrogs have a continuous True Seeing ability, as the spell (caster level 40th).

Fast Healing (Ex): Balrogs automatically heal 2 hit points per round as long as they are alive. When killed, a Balrog explodes as detailed above.

Shadow Blend (Su): In any conditions other than full daylight, a Balrog can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a Light or Continual Flame spell, does not negate this ability, though a Daylight spell will.

Shadow Luck: Balrogs receive a +2 luck bonus to all saving throws. This bonus is already added in to the numbers given above.

Skills: *Balrogs receive a +8 racial bonus to Listen and Spot checks, and a +6 racial bonus to Move Silently checks.
    @Lucid Dreaming is purchased as a cross-class skill for Balrogs, though all of them have the ability because they are sometimes sent to haunt the nightmares of mortals (for reasons only Cenob knows). They are, of course, free to use the ability of their own volition, but normally prefer real victims to dreaming ones.


Chaos Elemental

    The five demigods who started the Revolution of Five Elements- Boom, Orange, Prickle, Pungent, and Sweet- did not enter the fray unprepared. Not only did they have their own "new Elemental" planes, based on their own spheres of influence, but they also made sure that those planes spawned their own bits of sentient matter, just like the true Elemental Planes. These odd spirits would have become the new Elementals if the Revolution had succeeded, but as things turned out it failed. While the creators lie in stasis, slowly fading away as their religions die and their power ebbs, the weird Outsiders spawned from their home planes are their emmissaries in the larger Multiverse.
    While they are not truly Elementals, their origin and abilities are so similar to those of the true Elementals that scholars refer to them as such. Since the Five Elements the gods wished to replace the real ones with are commonly known as the "Elements of Chaos" or "Chaos Elements," the beings who represent those forces have come to be collectively called Chaos Elementals. Their abilities are strange, and vastly different between the five types, and yet most of them retain qualities eerily reminiscent of the normal Elementals. Fate may have doomed the Revolution, but the Chaos Elementals remain as a curious (and often disturbing) glimpse of what might have been.

Combat

Chaos Elemental Qualities: Though Chaos Elementals are not true Elementals, they do share the common characteristics with the actual creatures. They are immune to poison, sleep, paralysis, and stunning, and are not subject to critical hits.

Summon Chaos Elemental: The larger Chaos Elementals have a quality common to many Outsider races- the ability to summon others of their kind. Medium Chaos Elementals can summon 1d4 Small ones, Large can summon either 3d4 Small or 1d4 Medium, and Huge can summon 1 Huge, 1d4 Large, or 3d4 Medium. Regardless of the number and type of creatures called, a Chaos Elemental can only use this ability once per day. Summoned creatures return from whence they came after 1 hour, and during that hour are unable to use their own summoning powers, if they have any. Chaos Elementals do not use the summoning power lightly, since there are few of them left in the Multiverse and they are the lifelines for their creators. In general, they only use it when necessary to save their own lives.

Boom Elemental

  Small Boom Elemental Medium Boom Elemental Large Boom Elemental Huge Boom Elemental
  Small Outsider (Chaotic, Extraplanar, Fire) Medium Outsider (Chaotic, Extraplanar, Fire) Large Outsider (Chaotic, Extraplanar, Fire) Huge Outsider (Chaotic, Extraplanar, Fire)
HD: 2d8-4 (5 hit points) 4d8 (18 hit points) 8d8+8 (44 hit points) 16d8+32 (104 hit points)
Init: +5 (+1 Dex, +4 Improved Initiative) +7 (+3 Dex, +4 Improved Initiative) +9 (+5 Dex, +4 Improved Initiative) +11 (+7 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (good) Fly 30 ft. (good) Fly 30 ft. (good) Fly 30 ft. (good)
AC: 12 (+1 size, +1 Dex), Touch 12, Flat-Footed 11 13 (+3 Dex), Touch 13, Flat-Footed 10 16 (-1 size, +5 Dex, +2 natural), Touch 14, Flat-Footed 11 20 (-2 size, +7 Dex, +5 natural), Touch 15, Flat-Footed 13
Base Attack/Grapple: +2/-2 +4/+6 +8/+18 +16/+34
Attack: Bite +3 melee (1d4 plus 1d4 Sonic) Bite +6 melee (1d6+2 plus 1d6 Sonic) Bite +13 melee (1d8+6 plus 1d8 Sonic) Bite +24 melee (2d6+10 plus 2d6 Sonic)
Full Attack: Bite +3 melee (1d4 plus 1d4 Sonic) Bite +6 melee (1d6+2 plus 1d6 Sonic) Bite +13 melee (1d8+6 plus 1d8 Sonic) Bite +24 melee (2d6+10 plus 2d6 Sonic)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Death Throes, Explode Death Throes, Explode, Summon Boom Elemental Death Throes, Explode, Summon Boom Elemental Death Throes, Explode, Summon Boom Elemental
Special Qualities: Chaos Elemental Qualities, Darkvision 60 ft., Sonic Resistance 5 Chaos Elemental Qualities, Darkvision 60 ft., Sonic Resistance 10 Chaos Elemental Qualities, Damage Reduction 5/-, Darkvision 60 ft., Sonic Resistance 15 Chaos Elemental Qualities, Damage Reduction 5/-, Darkvision 60 ft., Sonic Resistance 20
Saves: Fort +1, Ref +4, Will +3 Fort +4, Ref +7, Will +4 Fort +7, Ref +11, Will +6 Fort +12, Ref +17, Will +10
Abilities: STR 10, DEX 13, CON 6,
INT 8, WIS 10, CHA 10
STR 14, DEX 17, CON 10,
INT 10, WIS 10, CHA 10
STR 22, DEX 21, CON 12,
INT 12, WIS 10, CHA 10
STR 30, DEX 25, CON 14,
INT 14, WIS 10, CHA 10
Skills: Bluff +5, Diplomacy +9, Disguise +0 (+2 acting), Hide +10, Intimidate +2, Listen +5, Move Silently +6, Spot +5, Taunt +7 Bluff +7, Diplomacy +11, Disguise +0 (+2 acting), Hide +10, Intimidate +9, Listen +7, Move Silently +10, Spot +7, Taunt +9 Bluff +11, Diplomacy +15, Disguise +11 (+13 acting), Hide +12, Intimidate +13, Listen +11, Move Silently +16, Spot +11, Taunt +13 Bluff +19, Diplomacy +25, Disguise +19 (+21 acting), Hide +18, Intimidate +21, Listen +19, Move Silently +26, Sense Motive +19, Spot +19, Taunt +21
Feats: Dodge, Improved InitiativeB Dodge, Improved InitiativeB, Mobility Combat Reflexes, Dodge, Improved InitiativeB, Mobility Cleave, Combat Reflexes, Dodge, Improved InitiativeB, Mobility, Power Attack, Spring Attack

Environment: Elemental Plane of Boom Elemental Plane of Boom Elemental Plane of Boom Elemental Plane of Boom
Organization: Solitary Solitary Solitary Solitary
Challenge Rating: 2 5 8 11
Treasure: None None None None
Alignment: Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large) 17-31 HD (Huge)
Level Adjustment: +1 +3 +5 +5

    Boom Elementals are the embodiment of concussive force, explosions solidified and given flesh.
    A Boom Elemental appears as a strange floating, spherical creature not unlike a beholder, though with two to five large eyes placed in the body above the mouth (depending on size), and stalks that simply end in bulbs, rather than eyes.
    Boom Elementals speak Ignan, Terran, and Celestial, with bombastic voices that spit words quickly and loudly as if from Ancient cannons.

Combat

A Boom Elemental has unusual tactics in that it actually tries to be a suicide troop, or at least, so it seems. Boom Elementals try to get as many enemies down to low hit points as they can, and then Explode to bring them all down at once. A Boom Elemental's bite carries a concussive blast of noise with it, much like a thunderclap, that damages its opponent beyond the power of the actual bite itself.
Boom Elemental Sizes
  ------Explode------
Elemental Diameter Weight Radius Save DC
Small 3 ft. 20 lb. 10 ft. 9
Medium 5 ft. 80 lb. 20 ft. 12
Large 8 ft. 400 lb. 30 ft. 15
Huge 11 ft. 2000 lb. 40 ft. 20

Explode (Su): Boom Elementals are the embodiment of explosions, and when they choose to do so, they may loose the power so embodied to run free. A Boom Elemental using this ability literally detonates itself in a powerful blast of flame and force; the explosion deals damage equal to the Boom Elemental's racial hit dice with no adjustments (i.e., a Huge Boom Elemental with 16 hit dice deals 16d8 damage) to all creatures within a radius dependent on the creature's size (see table above). The damage is half force, and half fire. Creatures caught within the blast radius may attempt a Reflex save for half damage; the DC is also listed above. The save DC is CON-based.
    A Boom Elemental typically uses this ability when a battle is going badly for it, or when it can take many injured enemies with it in the burst. The reason it tries to catch many injured enemies in the blast at once is that if an enemy reaches negative hit points or dies as a result of damage sustained in a Boom Elemental's Explosion, the body ruptures in the next round (treat as a coup-de-grace Bite attack from the Exploded Boom Elemental even though it is already dead) to produce a new Boom Elemental one size smaller than the original creature, with half its hit dice (if the Exploded Boom Elemental was Small with 2 hit dice, then new Boom Elementals birthed by the Explosion are also Small with 2 hit dice). It is, in theory, possible for extremely powerful and healthy creatures to survive this ghastly birthing process, but such a thing rarely happens. A creature brought to positive hit points before the next round does not birth a new Boom Elemental, so creatures with some contingency for instant healing in an emergency have the best chance for survival.
    Boom Elementals birthed by the Explosion of the previous one are not under the control of whatever creature summoned the Exploded creature, if it was summoned, but they are automatically Friendly to that creature (if it is still alive) and any companions it has. Likewise, newly birthed Boom Elementals are always Friendly toward any companion creatures of the Exploded Boom Elemental that created them, though they are not necessarily immediately Hostile to whatever opponents the original creature was fighting. Generally, newly-birthed Boom Elementals go off in search of something else to blow up as soon as they are able to do so.

Death Throes (Su): Boom Elementals killed by their opponents before they can Explode as an action (see above) cause explosions anyway, of identical radius to the sort that would have been created by actions. However, these death throes deal only as much damage as the Elemental had hit points before the last attack that killed it (for instance, a Boom Elemental which had 2 hit points before the last attack kills it, deals 2 hit points of damage in its Death Throes), and a Reflex save for half damage (save DC also identical to the standard Explode number given in the table) is still allowed. Creatures brought to negative hit points, or killed, by the Death Throes of a Boom Elemental to not give birth to new Boom Elementals as they would for an Exploding one.

Orange Elemental

  Small Orange Elemental Medium Orange Elemental Large Orange Elemental Huge Orange Elemental
  Small Outsider (Chaotic, Extraplanar) Medium Outsider (Chaotic, Extraplanar) Large Outsider (Chaotic, Extraplanar) Huge Outsider (Chaotic, Extraplanar)
HD: 2d8 (9 hit points) 4d8+4 (22 hit points) 8d8+24 (60 hit points) 16d8+80 (152 hit points)
Init: +1 (+1 Dex) +0 +0 -1 (-1 Dex)
Speed: 30 ft. 30 ft. 30 ft. 30 ft.
AC: 15 (+1 size, +1 Dex, +3 natural), Touch 12, Flat-Footed 14 15 (+5 natural), Touch 10, Flat-Footed 15 16 (-1 size, +7 natural), Touch 9, Flat-Footed 16 16 (-2 size, -1 Dex, +9 natural), Touch 7, Flat-Footed 16
Base Attack/Grapple: +2/-2 +4/+5 +8/+17 +16/+31
Attack: Slam +3 melee (1d4 plus Change Color) Slam +5 melee (1d6+1 plus Change Color) Slam +13 melee (1d8+5 plus Change Color) Slam +22 melee (2d6+7 plus Change Color)
Full Attack: Slam +3 melee (1d4 plus Change Color) Slam +5 melee (1d6+1 plus Change Color) Slam +13 melee (1d8+5 plus Change Color) Slam +22 melee (2d6+7 plus Change Color)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Blinding Burst, Change Color, Orange Ray Blinding Burst, Change Color, Orange Ray, Summon Orange Elemental Blinding Burst, Change Color, Orange Ray, Summon Orange Elemental Blinding Burst, Change Color, Orange Ray, Summon Orange Elemental
Special Qualities: Chaos Elemental Qualities, Orange Immunity Chaos Elemental Qualities, Orange Immunity Chaos Elemental Qualities, Damage reduction 5/-, Orange Immunity Chaos Elemental Qualities, Damage Reduction 5/-, Orange Immunity
Saves: Fort +3, Ref +4, Will +3 Fort +5, Ref +4, Will +4 Fort +9, Ref +6, Will +6 Fort +15, Ref +9, Will +10
Abilities: STR 10, DEX 13, CON 10,
INT 8, WIS 10, CHA 10
STR 12, DEX 10, CON 12,
INT 10, WIS 10, CHA 12
STR 20, DEX 10, CON 16,
INT 12, WIS 10, CHA 16
STR 24, DEX 8, CON 20,
INT 14, WIS 10, CHA 20
Skills: Bluff +5, Diplomacy +7, Disguise +0 (+2 acting), Hide +10, Intimidate +7, Listen +7, Move Silently +6, Spot +7, Taunt +2 Bluff +8, Diplomacy +12, Disguise +1 (+3 acting), Hide +7, Intimidate +10, Listen +9, Move Silently +7, Spot +9, Taunt +10 Bluff +14, Diplomacy +18, Disguise +3 (+5 acting), Hide +7, Intimidate +16, Listen +13, Move Silently +11, Search +12, Spot +13, Survival +0 (+2 following tracks), Taunt +16 Bluff +24, Diplomacy +30, Disguise +5 (+7 acting), Hide +10, Intimidate +26, Listen +21, Move Silently +18, Search +21, Sense Motive +19, Spot +21, Survival +0 (+2 following tracks), Taunt +26
Feats: AlertnessB, Blind-Fight Ability Focus (Change Color), AlertnessB, Blind-Fight Ability Focus (Change Color), AlertnessB, Blind-Fight, Weapon Focus (Slam) Ability Focus (Change Color), AlertnessB, Blind-Fight, Cleave, Great Cleave, Power Attack, Weapon Focus (Slam)

Environment: Elemental Plane of Orange Elemental Plane of Orange Elemental Plane of Orange Elemental Plane of Orange
Organization: Solitary Solitary Solitary Solitary
Challenge Rating: 2 5 8 11
Treasure: None None None None
Alignment: Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large) 17-31 HD (Huge)
Level Adjustment: +3 +3 +3 +3

    Orange Elementals are direct incarnations of the color orange.
    An Orange Elemental is a creature which looks very much like a rabbit or hare (with fur in various shades of orange) standing on its hind legs, but closer examination shows that the "ears" are actually plant material (leaves or carrots are common), colored orange of course, and the "eyes" appear to be orange fruits set into the skull.
    Orange Elementals speak Celestial and Abyssal in mad, mocking voices with strange accents.

Combat

Orange Elementals usually start combat with Blinding Bursts, and then charge into melee and start turning everything they can orange using their other powers. An Orange Elemental faced with opponents who are entirely orange in color usually ignores them (even ending combat and leaving, if it has no other reason to stay), or starts talking as if the encounter was simply a pleasant meeting all along, rather than a (potential or otherwise) combat situation. Creatures which prove themselves capable of changing color with their own abilities, however, are given no quarter by an Orange Elemental, and it will go out of its way to slay such foes.
Orange Elemental Sizes
  ----Orange Ray----
Elemental Height Weight Blinding Burst Save DC Change Color Save DC Save DC Range Damage
Small 4 ft. 50 lb. 11 11 11 30 ft. 2d4
Medium 8 ft. 400 lb. 13 15 13 60 ft. 2d8
Large 16 ft. 3500 lb. 17 19 17 90 ft. 4d8
Huge 32 ft. 24000 lb. 23 25 23 120 ft. 6d8

Blinding Burst (Su): Orange Elementals can release intense blasts of orange light which have the potential to blind their enemies. When an Orange Elemental uses this ability, any creature within sight of the Elemental must succeed at a Reflex save (DC varies according to the Elemental's size, as shown in the table above) or be stricken blind for 2d4 rounds. The save DC is CHA-based. Orange Elementals most often use this ability at the start of combat, since it gives them time to perform other actions while their opponents recover.

Change Color (Su): Being the very embodiment of the color Orange, Orange Elementals can cause any object they touch to turn orange. This is identical to the spell Slightly Improved Change Color, except that it requires neither an action nor any spell components to use, and has a varying save DC based on the Elemental's size (listed in the table above). Creatures or objects which fail the save instantaneously turn some shade of orange. Any creature hit by an Orange Elemental's Slam attack is subject to this effect, and must save unless it is already orange (in which case the Elemental was likely ignoring it anyway). Likewise, any creature the Elemental moves over or targets with a Bull Rush or Overrun attempt (whether or not the attempt is successful) is subject to this ability. The save DC is CON-based.

Orange Ray (Su): An Orange Elemental can fire a ray of orange energy much like that fired by a Prismatic Ray spell, except that it deals Acid damage based on the Elemental's size (see table above), and has a range and save DC also based on the creature's size (again, see the table). Furthermore, any objects or creatures struck by the ray must make Will saves (same DC), or change color to orange, as if hit by the Elemental's Change Color ability, regardless of whether they took damage from the ray or not. The save DC is CON-based.

Orange Immunity (Ex): Nothing that is colored any shade of orange can harm an Orange Elemental, regardless of what it is or what sort of damage it normally does. Orange Elementals are easily capable of walking into roaring (orange) flames or through lava fields without trouble, but if an opponent turns the flames blue, the creature is subject to the full normal fire damage. Likewise, an opponent trying to strike the Elemental with a weapon which has been turned orange by the creature deals no damage whatsoever, even if the weapon is a Vorpal Sword that just scored a natural 20 critical hit. Also, an Orange Elemental can ignore matter which is colored orange as if it were incorporeal, so opponents wearing orange armor will find that the armor is useless at preventing the Elemental's Slam attacks, even though it otherwise retains its properties (Ghost Touch armor will still prevent the Elemental from being able to strike the wearer). Creatures which are colored orange (such as fire elementals or orange dragons, or creatures turned orange by the Elemental) are completely incapable of harming an Orange Elemental with their natural attacks, unless they change color to something other than orange.

Prickle Elemental

  Small Prickle Elemental Medium Prickle Elemental Large Prickle Elemental Huge Prickle Elemental
  Small Outsider (Chaotic, Earth, Extraplanar) Medium Outsider (Chaotic, Earth, Extraplanar) Large Outsider (Chaotic, Earth, Extraplanar) Huge Outsider (Chaotic, Earth, Extraplanar)
HD: 2d8+2 (11 hit points) 4d8+12 (30 hit points) 8d8+56 (92 hit points) 16d8+176 (248 hit points)
Init: +2 (+2 Dex) +2 (+2 Dex) +2 (+2 Dex) +2 (+2 Dex)
Speed: 40 ft. 40 ft. 40 ft. 40 ft.
AC: 17 (+1 size, +2 Dex, +4 natural), Touch 13, Flat-Footed 15 18 (+2 Dex, +6 natural), Touch 12, Flat-Footed 16 20 (-1 size, +2 Dex, +9 natural), Touch 11, Flat-Footed 18 22 (-2 size, +2 Dex, +12 natural), Touch 10, Flat-Footed 20
Base Attack/Grapple: +2/-3 +4/+5 +8/+15 +16/+29
Attack: Spine +2 melee (1d3-1) Spine +5 melee (1d4+1/19-20) Spine +11 melee (1d6+3/19-20) Spine +20 melee (1d8+5/19-20)
Full Attack: Primary Spine +2 melee (1d3-1) and 3 Spines +0 melee (1d3-1) Primary Spine +5 melee (1d4+1/19-20) and 4 Spines +3 melee (1d4+1/19-20) Primary Spine +11 melee (1d6+3/19-20) and 5 Spines +9 melee (1d6+3/19-20) Primary Spine +20 melee (1d8+5/19-20) and 6 Spines +18 melee (1d8+5/19-20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Impale Impale, Summon Prickle Elemental Impale, Summon Prickle Elemental Impale, Summon Prickle Elemental
Special Qualities: Chaos Elemental Qualities, Piercing Immunity Chaos Elemental Qualities, Piercing Immunity Chaos Elemental Qualities, Damage Reduction 5/-, Piercing Immunity Chaos Elemental Qualities, Damage Reduction 5/-, Piercing Immunity
Saves: Fort +4, Ref +5, Will +3 Fort +7, Ref +6, Will +4 Fort +13, Ref +8, Will +6 Fort +21, Ref +12, Will +10
Abilities: STR 8, DEX 15, CON 13,
INT 8, WIS 10, CHA 10
STR 12, DEX 15, CON 17,
INT 10, WIS 10, CHA 10
STR 16, DEX 15, CON 25,
INT 12, WIS 10, CHA 10
STR 20, DEX 15, CON 33,
INT 14, WIS 10, CHA 10
Skills: Balance +4, Hide +11, Intimidate +4, Jump +6, Listen +5, Move Silently +7, Spot +5, Tumble +9 Balance +11, Hide +9, Intimidate +8, Jump +10, Listen +7, Move Silently +9, Spot +7, Tumble +11 Balance +15, Hide +9, Intimidate +14, Jump +16, Listen +11, Move Silently +13, Search +12, Spot +11, Survival +0 (+2 following tracks), Tumble +15 Balance +23, Bluff +19, Diplomacy +2, Disguise +0 (+2 acting), Hide +13, Intimidate +26, Jump +26, Listen +19, Move Silently +21, Search +21, Spot +19, Survival +0 (+2 following tracks), Tumble +23
Feats: Multiattack Improved Critical (Spine), Multiattack Improved Critical (Spine), Multiattack, Weapon Focus (Spine) Dodge, Improved Critical (Spine), Mobility, Multiattack, Spring Attack, Weapon Focus (Spine)

Environment: Elemental Plane of Prickle Elemental Plane of Prickle Elemental Plane of Prickle Elemental Plane of Prickle
Organization: Solitary Solitary Solitary Solitary
Challenge Rating: 2 5 8 11
Treasure: None None None None
Alignment: Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large) 17-31 HD (Huge)
Level Adjustment: +3 +3 +3 +3

    Prickle Elementals are the embodiment of tingling, irritating, impaling, and pricking.
    A Prickle Elemental appears as a large spherical, metallic object not unlike a huge burr or thistle. Literally thousands of spines and barbs jut out from its hidden central portion.
    Though it is far from clear where their mouths are, Prickle Elementals speak Terran and Abyssal, with strangely grating voices that sound like hundreds of needles being dropped or dragged on a floor.

Combat

A Prickle Elemental moves by rolling, and it uses some of the largest and thickest of its many spines to prick, pierce, and impale its opponents with. Ideally, it prefers to roll into melee and concentrate on one opponent at a time, hoping to bring all of its many attacks to bear. Failing that, the creature will switch to hit and run tactics, bouncing and rolling to prick targets when they least expect it, and trying to use its Impale attack if possible to bring down the more dangerous targets one at a time. When a fight goes truly badly for a Prickle Elemental, it will usually do its best to escape rather than continue fighting, since it knows that the vast majority of ranged attack forms use piercing weapons (which it is immune to).
Prickle Elemental Sizes
 
Elemental Diameter Weight
Small 3 ft. 15 lb.
Medium 5 ft. 45 lb.
Large 8 ft. 180 lb.
Huge 11 ft. 720 lb.

Impale (Ex): A Prickle Elemental can use a Charge action to Jump on a target and use essentially all its spines at once to attack with; this is the same as if the creature made a Full Attack at the end of its Charge. Prickle Elementals often use this attack on the most dangerous foes when in a challenging fight, since they know that most weapons which can be set against a Charge for extra damage are piercing weapons (and thus do no damage to them). Since this leaves it vulnerable during the next round, however, a Prickle Elemental will preferentially use this attack on an enemy which is separated from its companions and can be attacked one-on-one.

Piercing Immunity (Ex): Prickle Elementals take no damage from any attacks made with piercing weapons.

Skills: Prickle Elementals use their STR modifiers for Intimidate checks rather than CHA.

Pungent Elemental

  Small Pungent Elemental Medium Pungent Elemental Large Pungent Elemental Huge Pungent Elemental
  Small Outsider (Air, Chaotic, Extraplanar) Medium Outsider (Air, Chaotic, Extraplanar) Large Outsider (Air, Chaotic, Extraplanar) Huge Outsider (Air, Chaotic, Extraplanar)
HD: 2d8 (9 hit points) 4d8+4 (22 hit points) 8d8+24 (60 hit points) 16d8+80 (152 hit points)
Init: +3 (+3 Dex) +5 (+5 Dex) +7 (+7 Dex) +9 (+9 Dex)
Speed: Fly 90 ft. (perfect) Fly 90 ft. (perfect) Fly 90 ft. (perfect) Fly 90 ft. (perfect)
AC: 14 (+1 size, +3 Dex), Touch 14, Flat-Footed 11 16 (+5 Dex, +1 natural), Touch 15, Flat-Footed 11 19 (-1 size, +7 Dex, +3 natural), Touch 16, Flat-Footed 12 22 (-2 size, +9 Dex, +5 natural), Touch 17, Flat-Footed 13
Base Attack/Grapple: +2/-2 +4/+5 +8/+15 +16/+29
Attack: Slam +3 melee (1d4 plus Stench) Slam +5 melee (1d6+1 plus Stench) Slam +10 melee (1d8+3 plus Stench) Slam +19 melee (2d6+5/19-20 plus Stench)
Full Attack: Slam +3 melee (1d4 plus Stench) Slam +5 melee (1d6+1 plus Stench) Slam +10 melee (1d8+3 plus Stench) Slam +19 melee (2d6+5/19-20 plus Stench)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Engulf, Stench Engulf, Stench, Summon Pungent Elemental Engulf, Stench, Summon Pungent Elemental Engulf, Stench, Summon Pungent Elemental
Special Qualities: Acid Resistance 5, Chaos Elemental Qualities, Keen Scent Acid Resistance 10, Chaos Elemental Qualities, Keen Scent Acid Resistance 15, Chaos Elemental Qualities, Damage Reduction 5/-, Keen Scent Acid Resistance 20, Chaos Elemental Qualities, Damage Reduction 5/-, Keen Scent
Saves: Fort +3, Ref +6, Will +3 Fort +5, Ref +9, Will +4 Fort +9, Ref +13, Will +6 Fort +15, Ref +19, Will +10
Abilities: STR 10, DEX 17, CON 10,
INT 8, WIS 10, CHA 10
STR 12, DEX 21, CON 12,
INT 10, WIS 10, CHA 10
STR 16, DEX 25, CON 16,
INT 12, WIS 10, CHA 10
STR 20, DEX 29, CON 20,
INT 14, WIS 10, CHA 10
Skills: Balance +5, Craft (Alchemy) +4, Diplomacy +2, Escape Artist +8, Jump +2, Listen +5, Move Silently +8, Spot +5, Taunt +5, Tumble +8 Balance +7, Craft (Alchemy) +7, Diplomacy +2, Escape Artist +12, Intimidate +7, Jump +3, Listen +7, Move Silently +12, Spot +7, Taunt +7, Tumble +12 Balance +9, Craft (Alchemy) +12, Diplomacy +13, Escape Artist +18, Intimidate +11, Jump +5, Listen +11, Move Silently +18, Spot +11, Taunt +13, Tumble +18 Balance +11, Bluff +19, Craft (Alchemy) +21, Diplomacy +23, Escape Artist +28, Intimidate +21, Jump +7, Listen +19, Move Silently +28, Spot +19, Taunt +21, Tumble +28
Feats: DodgeB, Mobility DodgeB, Flyby Attack, Mobility DodgeB, Flyby Attack, Improved Critical (Slam), Mobility Ability Focus (Stench), Combat Reflexes, DodgeB, Flyby Attack, Improved Critical (Slam), Mobility, Weapon Focus (Slam)

Environment: Elemental Plane of Pungent Elemental Plane of Pungent Elemental Plane of Pungent Elemental Plane of Pungent
Organization: Solitary Solitary Solitary Solitary
Challenge Rating: 2 5 8 11
Treasure: None None None None
Alignment: Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large) 17-31 HD (Huge)
Level Adjustment: +3 +4 +5 +5

    Pungent Elementals are smells come alive, clouds of scent and stench which move and act of their own volition.
    A Pungent Elemental appears as an amorphous, shifting cloud very much like an Air Elemental, but usually noticeably colored. Bits of vapor colored differently than the rest of the creature give the appearance of two eyes and a mouth.
    Pungent Elementals speak Auran and Abyssal, with whispery voices that sound like creatures sniffing.

Combat

Pungent Elementals behave much like Air Elementals in combat, though they lack the ability to form Whirlwinds. They enjoy enveloping opponents in their bodies and overwhelming them with their oppressive stench.
Pungent Elemental Sizes
Elemental Height Weight Engulf DC Stench DC
Small 4 ft. 1 lb. 11 11
Medium 8 ft. 2 lb. 13 13
Large 16 ft. 4 lb. 17 17
Huge 32 ft. 8 lb. 23 25

Engulf (Ex): A Pungent Elemental can simply move over creatures smaller than itself as a standard action. It cannot make a Slam attack during a round in which it Engulfs. The elemental merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the Pungent Elemental, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC given in the table above) or be Engulfed; on a success, they are pushed back or aside (opponent's choice) as the elemental moves forward. Engulfed creatures are subject to the Pungent Elemental's Stench (see below), and are considered to be grappled and trapped within its body. The save DC is STR-based.

Stench (Su): A Pungent Elemental is composed of extremely strong smells, and it uses this to its advantage in combat. Any creature within 20 feet of, or Engulfed by, a Pungent Elemental must make a Fortitude save (DC varies by the Elemental's size; see table above) or become nauseated, just as if caught in a Stinking Cloud. A nauseated creature stays nauseated as long as the Pungent Elemental is within range, and for 1d4+1 rounds after it is gone. A creature which successfully saves is immune to that particular Pungent Elemental's Stench ability for 24 hours. The save DC against the Stench is CON-based.
    Any creatures hit by the Elemental's Slam attack or Engulfed by it must make a Reflex save (same DC as the one to avoid nausea) or take on the same stench as the Elemental itself. Creatures within 20 feet of one so affected, including the affected creature itself, must make saving throws as if against the original Pungent Elemental. This special "stench curse" is permanent, though it can be dispelled by such spells as Remove Curse and Break Enchantment as a magical effect with Caster Level equal to the elemental's hit dice.

Keen Scent (Ex): Pungent Elementals, being the very embodiment of smells, can sense creatures and objects by the odors they give off. They can sense objects as if they were creatures with the ranges given for the normal Scent ability (30 feet), and actual creatures with a range of 180 feet.

Sweet Elemental

  Small Sweet Elemental Medium Sweet Elemental Large Sweet Elemental Huge Sweet Elemental
  Small Outsider (Chaotic, Extraplanar) Medium Outsider (Chaotic, Extraplanar) Large Outsider (Chaotic, Extraplanar) Huge Outsider (Chaotic, Extraplanar)
HD: 2d8 (9 hit points) 4d8+4 (22 hit points) 8d8+24 (60 hit points) 16d8+80 (152 hit points)
Init: +5 (+1 Dex, +4 Improved Initiative) +4 (+4 Improved Initiative) +4 (+4 Improved Initiative) +3 (-1 Dex, +4 Improved Initiative)
Speed: 30 ft. 30 ft. 30 ft. 30 ft.
AC: 12 (+1 size, +1 Dex), Touch 12, Flat-Footed 11 12 (+2 natural), Touch 10, Flat-Footed 12 14 (-1 size, +5 natural), Touch 9, Flat-Footed 14 14 (-2 size, -1 Dex, +7 natural), Touch 7, Flat-Footed 14
Base Attack/Grapple: +2/-4 +4/+4 +8/+13 +16/+26
Attack: Slam +1 melee (1d4-2) Slam +4 melee (1d6) Slam +8 melee (1d8+1) Slam +16 melee (2d6+2)
Full Attack: Slam +1 melee (1d4-2) Slam +4 melee (1d6) Slam +8 melee (1d8+1) Slam +16 melee (2d6+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Catch Phrase, Charm Monster Catch Phrase, Charm Monster, Summon Sweet Elemental Catch Phrase, Charm Monster, Summon Sweet Elemental Catch Phrase, Charm Monster, Summon Sweet Elemental
Special Qualities: Chaos Elemental Qualities, Charm Immunity, Cuteness Chaos Elemental Qualities, Charm Immunity, Cuteness Chaos Elemental Qualities, Charm Immunity, Cuteness, Damage Reduction 5/- Chaos Elemental Qualities, Charm Immunity, Cuteness, Damage Reduction 5/-
Saves: Fort +3, Ref +4, Will +3 Fort +5, Ref +4, Will +4 Fort +9, Ref +6, Will +6 Fort +15, Ref +9, Will +10
Abilities: STR 6, DEX 13, CON 10,
INT 9, WIS 10, CHA 17
STR 10, DEX 11, CON 12,
INT 11, WIS 10, CHA 21
STR 12, DEX 11, CON 16,
INT 13, WIS 10, CHA 25
STR 14, DEX 9, CON 20,
INT 15, WIS 10, CHA 29
Skills: Bluff +8, Diplomacy +12, Disguise +3 (+5 acting), Intimidate +10, Listen +5, Perform (Dance) +8, Spot +5, Taunt +10 Bluff +12, Diplomacy +18, Disguise +5 (+7 acting), Intimidate +14, Listen +7, Perform (Dance) +12, Sense Motive +7, Spot +7, Taunt +14 Bluff +18, Diplomacy +24, Disguise +7 (+9 acting), Hide +7, Intimidate +20, Listen +11, Perform (Dance) +18, Sense Motive +11, Spot +11, Taunt +20 Bluff +28, Diplomacy +34, Disguise +9 (+11 acting), Hide +10, Intimidate +30, Listen +19, Move Silently +18, Perform (Dance) +28, Sense Motive +19, Spot +19, Taunt +30
Feats: Improved InitiativeB, Run Ability Focus (Cuteness), Improved InitiativeB, Run Ability Focus (Cuteness), Combat Expertise, Improved InitiativeB, Run Ability Focus (Charm Monster), Ability Focus (Cuteness), Combat Expertise, Improved Disarm, Improved InitiativeB, Improved Trip, Run

Environment: Elemental Plane of Sweet Elemental Plane of Sweet Elemental Plane of Sweet Elemental Plane of Sweet
Organization: Solitary Solitary Solitary Solitary
Challenge Rating: 2 5 8 11
Treasure: None None None None
Alignment: Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral Usually Chaotic Neutral
Advancement: 3 HD (Small) 5-7 HD (Medium) 9-15 HD (Large) 17-31 HD (Huge)
Level Adjustment: +5 +5 +5 +5

    Sweet Elementals are strange creatures embodying the concepts of sweetness and cuteness.
    A Sweet Elemental looks like a living toy, a soft, cuddly thing made up of pink, red, and white plush, typically in the shape of a bear with huge, happy, needy eyes. Other shapes have been recorded, but whatever shape a Sweet Elemental is, it is always something that a child would love to have and hold, almost insufferably cute.
    Sweet Elementals speak Celestial and Abyssal in squeaky, high-pitched voices.

Combat

Sweet Elementals prefer to avoid combat if at all possible (and with their charming and persuasive powers, it usually is). When pressed, a Sweet Elemental does its best to charm its enemies into submission, or at least into letting it get away.
Sweet Elemental Sizes
Elemental Height Weight Charm Monster Save DC Cuteness Save DC
Small 4 ft. 50 lb. 14 14
Medium 8 ft. 400 lb. 17 19
Large 16 ft. 3500 lb. 21 23
Huge 32 ft. 24000 lb. 29 29

Catch Phrase (Su): Every Sweet Elemental has a short word or series of words which it says to the exclusion of most everything else, though it is actually capable of speaking completely and articulately when it wants to. During any round in which the Sweet Elemental utters this special "catch phrase," its Charm Monster and Cuteness abilities gain +2 to their save DCs (this bonus stacks with the bonus granted by Ability Focus, for those Sweet Elementals which have that feat). This number is not figured into the DCs in the table above, because (though Sweet Elementals always use their Catch Phrases when possible) an Elemental caught off-guard or in an area of Silence might not be able to use this ability. Recorded Catch Phrases include "Ma-Ma!" "Jiggly?" and "Pu-chuu!"

Charm Monster (Sp): Every Sweet Elemental can take a full-round action to perform a cute little dance, with the end result being a Charm Monster effect (Caster Level equals the Elemental's hit dice) on whatever target within range has caught the creature's fancy. The save DC varies by the elemental's size, and is given in the table above. The save DC is CHA-based.

Cuteness (Ex): Sweet Elementals are so cute, cuddly, and lovable that enemies must make Will saves to be able to attack them. This ability works essentially like Sanctuary, except that the save DC varies by the creature's size (see table above), it has no maximum duration, and creatures which fail the save are unable to even target area effects in such a way as to include the Elemental. An attacker who successfully saves is immune to that particular Sweet Elemental's Cuteness for 24 hours. Also, if the Sweet Elemental attacks a creature, or takes any action other than using its Catch Phrase or Charm Monster against the target that counts as an attack, that creature becomes immune to the Cuteness for 1d4 rounds plus its WIS modifier (minimum 1 round). An attacked creature may also make a new Will save at the end of that period to attempt to become immune for 24 hours, as if encountering the Sweet Elemental for the first time. The save DC for Cuteness is CHA-based.

Charm Immunity (Ex): Sweet Elementals are completely immune to any Charm or Compulsion powers, spells, and effects.


Crystal Spider

Large Elemental (Earth)
HD: 4d8+16 (34 hit points)
Init: +6 (Dex)
Speed: 60 feet, Climb 40 feet
AC: 22 (-1 size, +6 Dex, +3 natural, +4 Inertial Armor), Touch 15, Flat-Footed 16
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (2d6+3)
Full Attack: 2 Claws +5 melee (2d6+3) and Bite +0 melee (1d8+3 and poison), or Burning Ray +8 ranged touch (3d6 Fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Burning Ray, Glass Web, Poison, Psionics, Rend 4d6+6
Special Qualities: Darkvision 60 ft., Elemental Traits
Saves: Fort +8, Ref +7, Will +1
Abilities: STR 16, DEX 23, CON 19, INT 3, WIS 10, CHA 2
Skills: Climb +13, Hide +6*, Move Silently +6*, Spot +6
Feats: Dodge, Inertial Armor

Environment: Arid land or underground
Organization: Solitary or Colony (2-5)
Challenge Rating: 5
Treasure: double gems only
Alignment: Always Neutral
Advancement: 5-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: +4 (Cohort)

    Crystal spiders are voracious predators that spin webs of very sharp glass, and can focus damaging beams of light at potential victims.
    A crystal spider is a beautiful creature, at least at first sight. It is made entirely of clear crystal, as if a master craftsman made a sculpture of a spider out of such (albeit an 8-foot-long one!). During the day the sunlight refracts and reflects off its thousands of facets, causing it to gleam with a myriad of colors, which change as it moves and its internal angles vary. At night, or in darkness, it reflects any light its opponents are using, so it is still colorful, though not nearly as much as in full daylight. It often uses its Control Light power to dim or darken any lights potential targets are carrying, the better to surprise them with its attack. Crystal spiders are incapable of making sound, and even during the most intense combat move and fight in eerie silence; they communicate with others of their kind using controlled light and patterns of color.
    Crystal spiders are solitary creatures, building their webs in remote areas. They survive on light, though they also seem to need occasional liquids (and happily drink the blood of fleshy victims they catch). After feeding on blood, a crystal spider has a reddish tinge throughout its body, which slowly fades and vanishes during the next several days. Crystal spiders reproduce by laying eggs, up to 200 at a time per individual, in the center of especially large webs built to contain them. The mother spider normally dies after laying the eggs. Whether or not an individual web contains eggs, it often contains gems, as the spiders have an instinct to weave them into their webs. They know nothing of value, however, and judge the quality of such crystals only by their shininess- so, for instance, a piece of colored glass is likely to be used in preference over an uncut ruby. Crystal spider webs are typically 20 feet or so across, but larger specimens weave larger webs, and egg-carrying webs are even larger still. Webs 100 feet or more wide have been rumored to exist in especially remote areas.
    If carefully harvested (Craft (Glassblowing) DC 20), strands of crystal spider web may be used as weapons- an intact 1-foot section of web may be used as a dagger, and has the Keen quality despite not being magical or psionic in any other way; however, the web pieces are very fragile and often shatter after the first use. Treat the weapon as size Tiny, weight 1 lb., melee weapon, damage 1d4 slash, 17-20/×2 crit. At each blow, the weapon must make a Fortitude save (DC 25) or take damage equal to the amount dealt to the foe. It has Hardness 0, AC 5, and 5 hit points. Some weapons dealers doing trade in exotic weapons carefully wrap and sell such "glass daggers," for whatever price customers are willing to pay (but on average, the acceptable price is around 50 gp). It is possible for especially careful harvesters to extract still more useful strands of glass from a crystal Spider web. These have identical statistics to the normal sort, except that they have Hardness 5, and can be enhanced magically or psionically as if they were masterwork items. The DC to extract such a "masterwork" piece is 30, rather than 20, and there is only a 50% chance of any given web having strands of high enough quality to extract such a section. An enhanced "glass dagger" adds its enhancement bonus to the Fortitude save required to avoid damage, just as other enhanced items do.

Combat

Crystal Spiders build their glass webs along trails and valleys, in suitable spots to suddenly surprise prey. While the webs are nearly invisible at night, and thus much easier for targets to blunder into, Crystal Spiders prefer to attack during the day, when they can use their ability to control light to the fullest. As a crystalline creature, the Crystal Spider is especially vulnerable to the Shatter spell, and takes the usual 1d6 damage per caster level (with a Fortitude save allowed for half damage).

Poison (Ex): Bite, Fortitude save (DC 20), initial and secondary damage 2d6 temporary Constitution. This unusual poison works by causing minerals in the victim's blood to crystallize, creating painful abrasions and miniscule cuts from the inside out. Victims who die from the poison are killed by loss of blood, typically all internal bleeding (though coughing up blood is a common symptom as well). Creatures without liquid blood are immune to this poison, whether or not they are immune to other kinds of poison. The save DC is CON-based, and includes a +4 racial bonus.

Glass Web (Ex): Crystal spiders spin webs of razorlike glass. While these webs do not stick to victims like those of normal spiders, they are generally much worse to encounter, as the sharp strands of glass slice into any creature unfortunate enough to blunder into them. A glass web can be spotted from up to 20 feet away with a successful Spot check (DC 20 in full daylight); creatures which Spot the web may avoid blundering into it. Creatures which do not Spot the web, or willingly enter it, immediately take 4d6 points of damage from the slicing glass. It is possible to pull away from the web once caught, but doing so safely requires a Reflex save (DC 15), or the strands cut the creature more while pulling out, dealing 3d6 more damage.
    Unlike monstrous spiders, crystal spiders cannot spin their webs fast enough to be directly useful in combat, though they often wait in their webs for prey to slice itself open before coming down to finish the kill. A typical crystal spider can spin up to two 5-foot squares of glass web per day; atypical specimens can spin one extra 5-foot square per 4 points of CON above the racial average. Each square of web requires one hour to spin and cover, and must be spun adjacent to another square of web or to a solid wall.

Burning Ray (Sp): In any ambient light brighter than starlight, a crystal spider may use a full-round action to refract and concentrate the light within its faceted body and shoot it back out as a fiery beam. The beam strikes as a ray with a range of Close (Caster Level equals the crystal spider's hit dice), and deals 3d6 Fire damage on a successful hit. This ability is psionic in nature, and is the equivalent of a 2nd-level power.

Psionics (Su): Crystal Spiders can manifest the psionic power Control Light at will, paying no power point cost to do so.

Rend (Ex): A crystal spider that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an extra 4d6+6 points of damage.

Elemental Qualities: Elementals are immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Skills: Crystal spiders have a +4 racial bonus on Hide and Spot checks. They have a +8 racial bonus on Climb checks, and can take 10 on them even when rushed or threatened.
    *Crystal Spiders get a +8 racial bonus on Hide and Move Silently checks when using their webs.


Devil-Beetle

  Warrior Devil-Beetle King Devil-Beetle
  Large Magical Beast (Evil, Extraplanar, Lawful) Huge Magical Beast (Evil, Extraplanar, Lawful)
HD: 7d10+21 (59 hit points) 21d10+105 (220 hit points)
Init: +0 +3 (-1 Dex, +4 Improved Initiative)
Speed: 20 feet 20 feet
AC: 19 (-1 size, +10 natural), Touch 9, Flat-Footed 19 20 (-2 size, -1 Dex, +13 natural), Touch 7, Flat-Footed 20
Base Attack/Grapple: +7/+17 +21/+39
Attack: Bite +12 melee (4d6+9) Bite +29 melee (19-20/4d8+15)
Full Attack: Bite +12 melee (4d6+9) Bite +29 melee (19-20/4d8+15)
Space/Reach: 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Smite Chaos, Smite Good, Trample 2d8+3 Smite Chaos, Smite Good, Trample 4d6+5
Special Qualities: SR 14, DR 5/Magic, Fire, Electricity, Cold, Sonic Resistance 5, Darkvision, Linked Minds SR 25, DR 10/Magic, Fire, Electricity, Cold, Sonic Resistance 10, Darkvision, Linked Minds
Saves: Fort +8, Ref +5, Will +2 Fort +17, Ref +11, Will +7
Abilities: STR 23, DEX 10, CON 17,
INT 3, WIS 10, CHA 9
STR 31, DEX 8, CON 21,
INT 3, WIS 10, CHA 9
Skills: Listen +5, Spot +5 Listen +14, Spot +14
Feats: Diehard, Endurance, Power Attack Alertness, Cleave, Diehard, Endurance, Great Cleave, Improved Critical (Bite), Improved Initiative, Power Attack

Environment: Bleak Eternity of Gehenna, Infernal Battlefield of Acheron, or Nine Hells of Baator Bleak Eternity of Gehenna, Infernal Battlefield of Acheron, or Nine Hells of Baator
Organization: Solitary, Cluster (2-5), or Swarm (6-11) Solitary, Party (One King plus 2-5 Warriors), or Entourage (1-3 Kings plus 6-12 Warriors)
Challenge Rating: 6 11
Treasure: None None
Alignment: Always Lawful Evil Always Lawful Evil
Advancement: 8-10 HD (Large), 11-20 HD (Huge) 22-28 HD (Huge), 29-42 HD (Gargantuan)
Level Adjustment: +5 (Cohort) +5 (Cohort)

    Devil-Beetles are a species of giant vermin that evolved in the Nine Hells. Frequently hunted for food and sport by the devils that inhabit that plane, they have over the millennia developed many of the same protections and abilities that the devils themselves have, and as a result some princes and gods of that realm have taken to using them as beasts of burden.
    Devil-Beetles resemble giant Stag Beetles of the sort commonly found on the Material Plane, but are more intelligent and ferocious. Their carapaces gleam with a deep reddish, metallic sheen, and their bodies give off a heat that leaves little doubt where they come from.
    Rarely seen on the Material Plane, Devil-Beetles are sometimes sent in place of actual outsiders to lesser priests of Lawful Evil gods who call to their gods for help. In planar metropoli such as Sigil, Devil-Beetles are sometimes seen drawing carriages or hauling cargo for traders and travellers from the Hells.

Combat

Devil-Beetles are slightly more intelligent than their Material Plane counterparts, but not intelligent enough to have come up with combat tactics of their own. They charge into combat and snap at opponents with their enormous mandibles, and run over smaller creatures that try to stand their ground.

Smite (Su): Once per day each, a Devil-Beetle may Smite Good or Smite Chaos. To use this ability, the beetle must make a melee attack. If the attack misses, the Smite attempt is wasted for that day, though if the attempted ability was Smite Good (for instance), the Smite Chaos ability may still be used (assuming it wasn't used earlier that day). If the attack hits, it deals extra damage equal to the beetle's hit dice in addition to the normal damage from the attack. Thus, a Warrior Devil-Beetle might deal 4d6+16 bite damage, as opposed to its normal 4d6+9. The extra damage is only dealt if the target's alignment matches the Smite power; e.g., only Good-aligned targets take extra damage from a Smite Good attack.

Trample (Ex): Devil-Beetles can trample creatures of smaller size categories (for instance, a Large Devil-Beetle can trample Medium or smaller creatures). Opponents who do not make attacks of opportunity against the Devil-Beetle can attempt a Reflex save (DC 19 for Warriors, DC 30 for Kings) for half damage. The save DCs are STR-based. Warriors deal 2d8+3 damage on a Trample, and Kings deal 4d6+5.

Darkvision: Devil-Beetles have Darkvision to 60 feet.

Linked Minds (Ex): Devil-Beetles function as a hive-mind. When a group of Devil-Beetles is present, they all act on the same initiative number, and always use the best roll from each individual for purposes of determining surprise. Furthermore, no individual member of a group of Devil-Beetles can be caught flat-footed, or be flanked, unless all of them are simultaneously flat-footed or flanked.


Dharculus

Gargantuan Outsider (Chaotic, Extraplanar)
HD: 12d8+84 (138 hit points)
Init: +2 (Dex)
Speed: Fly 20 feet (Perfect)
AC: 18 (-4 size, +2 Dex, +10 natural), Touch 8, Flat-Footed 16
Base Attack/Grapple: +12/+33
Attack: Tentacle +17 melee (1d8+4/19-20); or Bite +17 melee (2d10+9/19-20)
Full Attack: 6 Tentacles +17 melee (1d8+4/19-20); or Bite +17 melee (2d10+9/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Attach, Planar Pull
Special Qualities: Alien Mind, Darkvision 60 ft., Immune to Poison and Disease, Planar Angler
Saves: Fort +15, Ref +10, Will +8
Abilities: STR 28, DEX 15, CON 25, INT 13, WIS 10, CHA 12
Skills: [135] Balance +4, Escape Artist +17, Hide +5*, Jump +11, Knowledge (the Planes) +16, Listen +15, Move Silently +17, Search +16, Spot +15, Survival +15 (+17 following tracks, +17 on non-native planes), Tumble +17
Feats: Ability Focus (Planar Pull), Flyby Attack, Improved Critical (Bite), Improved Critical (Tentacle), Power Attack

Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 13-24 HD (Gargantuan), 25-36 HD (Colossal)
Level Adjustment: -

    Dharculuses are ethereal predators with the frightening ability to partially insert themselves into the Material Plane to hunt for prey. They attack potential meals fearlessly and savagely, confident that their extraplanar nature will grant them protection from creatures capable of fighting back.
    To creatures seeing one on the Material Plane, a dharculus looks like a small school of blind eel-like creatures swimming through the air. These "eels" are in fact merely the ends of the tentacles that the dharculus has inserted into the Material Plane across the planar boundary, however, and the creature's actual body is considerably more alien and horrid. On the Ethereal Plane, the "eels" are plainly visible as the tentacle-tips of the creature; the tentacles themselves come together in a fused braid, joining five more tentacles which end in eyes instead of mouths. All the tentacles join into a ridged, wormlike tube forming the main body of the creature, with the posterior end containing a single huge, drooling maw filled with razor-sharp teeth. The posterior end is usually coiled back around towards the front of the creature, ready to strike like a snake at prey dragged back across the planar boundary by the mouth-tentacles. Though the eye-tentacles can be sent across the planar boundary like the mouth-tentacles are, a dharculus rarely does so, since it can see Material Plane creatures just as easily from its own plane and the eyes are better protected there.
    Dharculuses have an utterly alien psychology, and it has been theorized that the Ethereal Plane is not their original home. If this is so, where they do come from is anybody's guess, but it is probably a place better left unvisited and unknown if the dharculus is a good representation of its inhabitants. While a dharculus's psychology is alien, its primary motivation is easily understood- hunger. Dharculuses rarely pass up an easy meal, and have even been known to drag prey across the planar boundary for later snacking rather than immediate meals. It is possible that some of the Ethereal creatures which resemble Material Plane creatures, such as the Ether Scarab, are descendents of creatures dragged into the Ether by a dharculus that somehow managed to escape it.

Combat

Dharculuses feed by "dipping" their mouth-tentacles into the Material Plane to attack and draw prey into the Ethereal Plane where the larger mouth can attack them.

Attach (Ex): If a dharculus hits an opponent with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, the target is not considered grappled, but the mouth of that tentacle is held fast to that creature and remains attached (dealing automatic tentacle damage each round) until the target makes a successful grapple check to pull free. A target that does pull free takes 1d4 more points of damage from ripping the sharp teeth out of its flesh. A dharculus that attaches three or more tentacle-mouths to the same target can attempt a Planar Pull on its next turn (see below).

Planar Pull (Su): A dharculus that begins its turn with three or more tentacle-mouths attached to the same creature can attempt to pull that creature across the planar boundary into the Ethereal Plane with a move-equivalent action. Spell or Power Resistance will not allow a target to avoid being pulled across, but a Will saving throw (DC 27) will allow the creature to remain Material (though the tentacle-mouths are still attached in this case, and the dharculus can attempt to pull it through again on its next turn). If the saving throw fails, the target is pulled through into the Ethereal Plane; treat this as an Ethereal Jaunt spell with an unlimited duration. A creature drawn across the planar boundary by a dharculus is stuck on the other side until and unless it finds another way back (but see below). Once it has prey in the Ethereal Plane, a dharculus usually begins to attack it with its massive primary maw- it can attack Ethereal targets with that mouth, and Material targets with its tentacle-mouths, in the same round. The save DC to avoid the Planar Pull is STR-based.

Planar Angler (Su): Dharculus mouth-tentacles are normally inserted into the Material Plane for hunting- this is akin to a fisherman using a lure to grab fish and pull them out of their environment (the water) into an alien one (the air). Each mouth-tentacle on the Material Plane appears to be a separate creature, and may be attacked as such by ordinary weapons, though any damage dealt to the mouth-tentacles by spells or energy attacks is dealt to the dharculus's hit point total rather than those of its mouth-tentacles, and has the usual 50% miss chance to hit ethereal targets if the attacker can't see invisible or ethereal targets. Each mouth-tentacle has the dharculus's AC, Speed Fly 20 feet (Perfect), Tiny size (Face/Reach 2 ½ ft./0 ft.), and a number of hit points equal to the dharculus's hit dice plus its CON bonus (thus, 19 for an average specimen). Damage dealt to the mouth-tentacles by weapons does not hurt the dharculus itself, but a "killed" mouth-tentacle is severed, and drops to the ground in the Material Plane looking for all the world like nothing more than a dead eel-monster. On the Ethereal Plane, a dharculus regenerates severed tentacles in 2 days; it will never insert a tentacle back into the Material Plane until it is fully regrown.
    Should all of a dharculus's mouth-tentacles be severed or destroyed, without the dharculus itself being killed, the creature generally moves off to regenerate, rather than staying near the creatures that wounded it, since they have already proven to be exceptionally difficult prey. A dharculus which has all of its mouth-tentacles destroyed by intended prey grants half the XP for defeating the entire creature.
    The power that allows a dharculus to insert tentacles through the planar boundary is unstable, and can be disrupted by hits with magically or psionically enhanced weapons (though not with weapons which gain a masterwork enhancement bonus simply from the material of their construction). Whenever an appropriate weapon hits a mouth-tentacle, there is a 20% chance per "plus" in its enhancement bonus that the tentacle takes no damage from the hit, and is instead forced back into the Ethereal Plane. In such a case, the dharculus takes 4 rounds to force the tentacle back into the Material Plane. Also, the instability of the power begins to draw all the tentacles at once back into the Ethereal Plane if the dharculus is killed; this process also takes 4 rounds. During this time, a creature which is on the Ethereal Plane can use the tentacle-mouths as ropes to "climb" back into the Material Plane if it acts quickly. The creature may make a Climb check (DC 15) to attempt such an escape; if successful, it emerges into the Material Plane none the worse for wear. A creature which fails the Climb check by less than 5 is still on the Ethereal Plane, but may try again on its next turn if there is still time left; if it fails by more than 5, however, then the mouth-tentacle "came loose" from the planar fabric and was pulled entirely into the Ethereal Plane by the attempt.

Alien Mind (Ex): Dharculus minds are thoroughly alien, and they are accordingly immune to mind-affecting spells and effects, Sleep, and stunning.

Skills: *Dharculus mouth-tentacles are much smaller than the creature's main body, and therefore gain a +16 bonus on Hide checks (not added in the number shown).


Draeden

Cyclopean [Macro-Titanic] Old One
HD: 55,000d12+3,850,000 (4,207,500 hit points)
Init: +40 (+12 Dex, +8 Superior Initiative, +20 divine)
Speed: Fly 4.5 miles (23,760 feet)
AC: 13,838 (-16,384 size, +12 Dex, +45 deflection, +20 divine, +30,135 natural), Touch -16,297, Flat-Footed 13,826
Base Attack/Grapple: +41,250/+41,425
Attack: Bite +24,984 melee (60d10+95/19-20 ×2 plus 1d6 damage plus save or die)
Full Attack: 40 Bites +24,984/+24,979/+24,974/+24,969 melee (60d10+95/19-20 ×2 plus 1d6 damage plus save or die)
Space/Reach: ~42 miles (220,000 ft.)/28 miles (147,840 ft.)
Special Attacks: Area Melee (4095 ft.), Improved Grab, Sonic Boom, Spell-Like Abilities, Spells, Swallow Whole
Special Qualities: Blindsight 20 miles, DR 6,000/-, Divine Bonus, Fast Healing 3,070, Mind's Eye, PR 55,025, SR 55,030
Saves: Fort +27,637, Ref +27,579, Will +27,612
Abilities: STR 200, DEX 35, CON 150, INT 101, WIS 100, CHA 101
Skills: Maven + Omnicompetent; all skills 55,023 + ability bonus (except Spellcraft, which is +55,078 after ability bonus)
Feats: Adroit Flyby Attack, Awesome Blow, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Flyby Attack, Great Cleave, Greater Spell Penetration, Heighten Spell, Hover, Improved Bull Rush, Improved Counterspell, Improved Critical (Bite), Improved Disarm, Improved Initiative, Improved Overrun, Improved Rapidstrike (Bite), Improved Snatch, Improved Sunder, Improved Trip, Large and In Charge, Maximize Spell, Multisnatch, Power Attack, Quicken Spell, Rapidstrike (Bite), Silent Spell, Snatch, Spell Penetration, Still Spell, Weapon Focus (Bite), Widen Spell
Epic Feats: Armor Skin ×15,000, Automatic Quicken Spell ×17, Automatic Silent Spell ×17, Automatic Still Spell ×17, Blinding Speed ×100, Damage Reduction ×2,000, Devastating Critical (Bite), Enhance Spell ×10, Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Penetration, Epic Weapon Focus (Bite), Fast Healing ×1,000, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Heighten Spell, Improved Metamagic ×10, Improved Spell Capacity ×42, Intensify Spell, Multispell ×42, Overwhelming Critical (Bite), Polyglot, Spell Knowledge ×9 (18 spells total: Banishment, Bestow Curse, Chain Lightning, Dimensional Lock, Energy Drain, Flesh to Stone, Forcecage, Freedom, Imprisonment, Incendiary Cloud, Limited Wish, Mirage Arcana, Project Image, Remove Curse, Shapechange, Stone to Flesh, Trap the Soul, Wish), Spell Opportunity, Spell Stowaway ×8 (Foresight, Greater Invisibility, Haste, Moment of Prescience, Rary's Telepathic Bond, Repulsion, Spell Turning, Time Stop), Spellcasting Harrier, Superior Initiative, Tenacious Magic ×10 (Foresight, Geas/Quest, Greater Invisibility, Haste, Mind Blank, Moment of Prescience, Protection From Law, Repulsion, Spell Turning, Wall of Force)
Divine Abilities: Anyfeat, Divine Immensity ×14, Divine Sorcery, Maven, Nescient, Omnicompetent, True Seeing

Environment: Outer space (or other vacuum)
Organization: Solitary
Challenge Rating: 41,461
Treasure: Diamond boulder-orbs in gizzard
Alignment: Always Chaotic Neutral or Chaotic Evil
Advancement: 55,001-65,536 HD (Cyclopean), 65,537-110,000 HD (Vast)
Level Adjustment: -

    Draedens are a fearsome race of beings of unknown origin, which have existed at least as long as all known deities and probably much longer than that. It is thought (by the few who are aware of their existence at all) that they may represent remnants of some previous cycle of deities, or similar godlike entities; whatever else they are, though, they have proven to be exceptionally resilient and powerful on those occasions when they have appeared in this cosmic epoch. They seem to consider the entire multiverse their domain, and few beings are able to challenge them on that point; however, their habit of eating everything material within reach (and strong dislike for matter and energy in general) means that they rarely venture away from areas of total vacuum when they do appear on known planes of existence. Though they rarely disturb beings of the current multiversal age, when they do appear they are all but impossible to stop, and even pantheons of deities have been known to abandon planes entirely rather than face the attacking Draedens. Part of the reason Draedens are so terrifying and powerful is their truly prodigious size- no Draeden is less than 40 miles long, and many are larger still. Being larger than mountains themselves, they are perfectly capable of eating entire landscapes along with all of their inhabitants; the largest Draedens have been known to literally eat entire worlds before being satisfied enough to move away.
    A Draeden's rarely-seen natural appearance is bizarre, to say the least. The central body of a Draeden is a bulging sac of stony flesh which is constantly pulsing and roiling with internal motion. Fanning out from opposite ends of the sac are two clusters of massive tentacles bearing mouths on their ends; each cluster has 20 tentacles in it, so the Draeden has 40 total mouths. The central sac is mostly occupied by the creature's stomach, which has internal motion not only from objects and creatures trapped within, but also from the thousands of boulders kept inside to aid digestion by crushing food. These boulders actually comprise the only treasure a Draeden typically carries, as all of them are in fact massive diamonds (typically between 1 and 20 feet in diameter) worn to spherical smoothness by eons of constant grinding and acid. Though the Draeden has no head, it is extremely intelligent thanks to the myriad clusters of well-armored nerve bundles riddling its flesh, a massive neural network spanning most of its form. A Draeden has no eyes, but is far from blind; it has a mysterious sense which lacks the need for light, allowing it to pinpoint the location of every creature or object within 20 miles of its body. the precise mechanism by which this sense operates is unknown, as no known being has ever successfully hidden from a Draeden.
    Though the natural appearance (as described above) is terrible indeed, Draedens generate an aura of awesome might similar to that generated by most deities which causes any creature able to view them to see something other than the natural form. Creatures viewing any Draeden tend to see it as the most terrible, powerful monster imaginable to them, whatever that may be (and as long as it doesn't resemble the Draeden's true shape). Most mortals native to Prime Planes, for example, tend to see Draedens as unthinkably enormous dragons; demons, on the other hand, see them as avenging mountain-sized celestials, and so on. Draedens themselves are content to simply behave as they will without regard for incongruences with their appearance in the eyes of lesser entities; to their view, most of those entities are unworthy of notice in any case, or worthy only of being considered as food.
    A Draeden's natural size is approximately 4 feet of total length per hit die; thus, the weakest example of the species (as detailed in this entry) is 220,000 feet long, just under 42 miles. This length includes not only the central sac-stomach, but also the tentacle-mouths if stretched out straight, end-to-end. The actual length of the central bulge is about one-tenth the total length, so the Draeden described here has a central sac measuring approximately 4 miles end-to-end.

Combat

    Draedens, being so huge and so difficult to damage thanks to their enormously high damage reduction, tend to be fearless in combat, simply floating in and sending mouths snapping at anything in range. Typical tactics involve using the racial Epic spell Planetslicer (see below) several times to cut large chunks out of the ground, and then sending in mouths to eat those sliced-off chunks along with everything on or in them. A Draeden never fails to take advantage of its many Multispell feats to use as many spells per round as it can- its Automatic Quicken Spell feats allow it to use every level 0-9 spell it knows as a quickened one, so these and any Epic spells it knows that are cast as swift actions are all fair game for such spell-storms.
    A Draeden's natural weapons count as Epic and Chaotic for the purposes of overcoming Damage Reduction.

Anyfeat (Ex): This divine ability gives the Draeden a bonus feat, but the feat is not necessarily set: once per round, as an immediate action, the creature can change the feat to any other. Because of its Nescient ability (see below), the Draeden is allowed to ignore the prerequisites of any feat it takes, and thus there are no limits to the feats it can pick for this special slot except that it may only take one. Because the feat can be changed as an immediate action, it can even (for example) be used to grant bonuses to a saving throw just before the creature makes one, by changing to a feat that grants a bonus to that save type.
    Note, however, that if the feat has a lasting effect (for example, the round-long dodge bonus conferred by use of Combat Expertise, or a spell granted by Spell Knowledge that has a duration longer than Instantaneous), if the Draeden switches the Anyfeat, then the effect that was associated with the previous choice ends immediately. Thus, if it is using Anyfeat for Spell Knowledge (Temporal Stasis & Wall of Ice), but switches the Anyfeat to be Epic Fortitude instead, all creatures it has affected with Temporal Stasis are immediately freed as the spells end, and all Walls of Ice it had cast immediately come down.
    A Draeden typically uses this Anyfeat to duplicate interesting spells it sees its opponents using, via Spell Knowledge, but in a pinch will use it to gain a save bonus or even extra hit points (via Improved Toughness).

Area Melee: Draedens are so enormous that their natural attacks occupy areas all on their own. A Draeden's Bite deals damage to every creature within a square 4095 feet on a side whose AC is beaten by the Draeden's attack roll, and if the Draeden achieves a critical threat than the threat counts against all of them. Any creature with a base move rate of less than half the area size rounded up to the nearest 5 feet (2050 feet) is too slow to be able to dodge the blow, and is treated as though flat-footed against the attack.

Divine Bonus (Su): Draedens are not deities in the usual sense of the term, but they do share certain qualities with the beings known as deities in the present cosmic configuration. Notably, they have an effective 20 divine ranks, which grants them 20 divine abilities as well as a +20 divine bonus. The divine bonus adds to AC, attack rolls, checks (ability checks, caster level checks, skill checks, turning checks), difficulty class (for any special abilities, spell-like abilities, or actual spells), initiative, saving throws, and Spell Resistance. This divine bonus is already added in to statistics given in this monster entry.

Divine Immensity (Su): At will, as a standard action, a Draeden can shrink or grow itself by one size category (to a maximum of 14 size categories from its base size). Thus, the Draeden statted out above could grow or shrink itself to anywhere between Large (14 size categories smaller than Macro-Titanic) and Giga-Small (14 size categories larger than Macro-Titanic). Each size change represents a doubling (if the Draeden is increasing its size) or halving (if it is shrinking) of its actual length. As it grows or shrinks, the Draeden's ability scores, speed, size-based AC, attack, Hide, and grapple modifiers, and natural armor bonus change to reflect its new size, but it keeps nearly all of its other abilities (including feats that depend on its ability scores, thanks to its Nescient ability- see below). A Draeden's flight speed always equals triple the standard ground movement rate for a quadruped of its size- and a Draeden with a speed of less than 1000 feet/round loses its Supersonic ability (see below). Also, when a Draeden grows or shrinks, the area associated with its Area Melee ability (see below) likewise grows or shrinks, and once the area goes below about 10 feet the ability is effectively gone (since standard Medium-size creatures in the game have a space of 5 feet, each mouth would only be able to hit one such creature).
    For example, a Draeden shrinking to Large size would lose 140 points of STR (making its new score 60), gain 28 points of DEX (making its new score 63), lose 56 points of CON (making its new score 94), lose 133 points of natural armor (making its new natural armor bonus "only" 30,002), and have a speed rating of only 180 feet. By contrast, a Draeden expanding itself to Giga-Small size would gain 140 points of STR (making its new score 340), lose 28 points of DEX (making its new score 10 since DEX loss from size changes can never reduce the score below 10), gain 56 points of CON (making its new score 206), and gain 329 points of natural armor (making its new natural armor bonus 30,464), with a speed rating of 186 miles per move action.
    Draedens most often use this to hide from particularly powerful enemies (on the extremely rare occasions that they encounter such) by shrinking down to a size small enough to hide within a cave in an asteroid, for example. Since their natural size is so immense in any case, a Draeden rarely feels the need to become larger, except when it wants to eat something as large as a planet (at size Giga-Small, the creature is over 682,000 miles long, with mouths over 12,700 miles across- easily large enough to gulp up a planet in a few bites). Growing larger is rarely useful for combat purposes, since any creature powerful enough to threaten the Draeden in its natural size would not be significantly hindered by an increase in its size given the relatively miniscule changes this produces in its statistics.

Divine Sorcery (Su): A Draeden has double the normal number of daily spell slots for its caster level.

Immunities (Ex): As Old Ones, Draedens are immune to poison, sleep effects, disease, and paralysis effects.

Improved Grab (Ex): To use this ability, a Draeden must hit with its Bite attack. If it gets a hold, it automatically deals Bite damage and can attempt to Swallow Whole.

Maven (Ex): A Draeden has maximum ranks in all skills it knows. If a Draeden is trained in a skill, then its bonus is equal to its hit dice + the appropriate ability modifier + 23 (divine bonus plus the 3 extra ranks at 1st level).

Mind's Eye (Su): Those viewing the Draeden must make a Will save (DC 27,580) or see, instead of the Draeden's natural shape, the most terrifying sight they can imagine. Affected creatures become Panicked and attempt to flee; the duration of the effect is 24 hours, but it only affects creatures that can actually see the Draeden- once they are out of sight they become calm again (at least until the massive monster moves back into view). A creature that saves is immune to this effect for 24 hours, and can see the Draeden's natural shape. Creatures which fail the save but are immune to fear do not see the Draeden in its natural form, but do not become afraid either, and may act normally against whatever they think the Draeden is. The save DC is CHA-based.

Nescient (Ex): When selecting feats to gain (whether with its Anyfeat ability (see above) or via advancing hit dice), a Draeden may ignore feat prerequisites, and take any feat that it likes. Note, however, that some feats have effects which depend upon other feats or class abilities listed in their prerequisites; if the Draeden takes such a feat but does not have the feat(s) the effects depend upon, then the effect does not happen. For example, a Draeden taking Natural Spell would find the feat to be useless, since it does not have the Wild Shape class feature (however, a Draeden with enough Druid levels to gain the Wild Shape class feature would not need a WIS score of 13 or higher to take the feat).

Old One Qualities: Old Ones apply their CHA modifier (if positive) as a bonus to all saving throws, have Fast Healing at a rate equal to their CON modifiers (minimum 1), and do not need to sleep, eat, or breathe. Old Ones are not subject to critical hits.

Omnicompetent (Ex): A Draeden knows all skills. It is considered to be trained in every skill, regardless of what skill a given situation actually calls for.

Sonic Boom (Ex): Draedens naturally travel faster than the speed of sound, so whenever a Draeden moves within an atmosphere it creates a sonic shockwave as it travels. All creatures within 20 miles of the Draeden when this shockwave is created must make Fortitude saves (DC 135) or become Deaf for 1d4 rounds, and whether or not the save is successful take 10d6 points of Sonic damage. Deaf creatures are immune to the deafness effect of this, but still take the damage. This effect, although nonmagical, is otherwise the equivalent of an Epic spell (in particular, for saving throw purposes it counts as 10th level). The save DC is STR-based.

Spell-Like Abilities (Sp): At Will- Dream, Geas/Quest (DC 81), Greater Dispel Magic, Greater Teleport (self only), Plane Shift (self only, no off-target arrival), Sending, Spell Turning; 20/day- Wish (DC 84). Caster level 100th; Save DC (when relevant) 75 + spell level. The save DCs are CHA-based.

Swallow Whole (Ex): A Draeden can attempt to swallow an opponent up to 4 size categories smaller than itself (for a Draeden in its natural size, this means Brobdingnagian [Macro-Medium] or smaller) by making a successful Grapple check. Once inside, the opponent takes 120d10 points of crushing damage (from the diamond boulders) plus 20d10 Acid damage (from digestive fluids) per round. A swallowed creature can cut its way out by using Claws or a light Slashing weapon to deal 3,000 points of damage in a single blow (AC 13,806, DR 6,000/- still applies). Once the creature exits, muscular action closes the wound; other swallowed opponents must cut their own way out.

True Seeing (Su): Draedens have constant True Seeing, as the spell except that the range extends to the limit of their senses, and the effect cannot be dispelled or suppressed (except in an area of Dead Magic).

Feats: The Draeden's Devastating Critical feat forces any creature upon which it makes a critical hit to make a Fortitude save (DC 27,625) or die instantly. The save DC is STR-based.

Spells: Draedens cast spells as 100th-level Sorcerers. The save DCs are CHA-based. Their bonus against SR is 106 due to their Spell Penetration feats.
    Spell Slots: (12/36/34/34/34/34/32/32/32/32/20/20/20/20/18/18/18/18/16/16/16/16/14/14/14/14/12/12/12/12/10/10/10/10/8/8/8/8/6/6/6/6/4/4/4/4/2/2/2/2/2/2; save DC 75 + spell level)
    Epic Spells Per Day: (5,500; save DC 85)
    Typical Spells Known:: 0- Acid Splash, Detect Magic, Flare, Ghost Sound, Mending, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st- Grease, Mage Armor, Magic Missile, Protection From Law, Shield, True Strike; 2nd- Blur, Detect Thoughts, Mirror Image, Shatter, Spectral Hand, Touch of Idiocy; 3rd- Blink, Displacement, Haste, Nondetection, Ray of Exhaustion, Wind Wall; 4th- Bestow Curse, Confusion, Detect Scrying, Dimensional Anchor, Greater Invisibility, Ice Storm, Remove Curse, Shout; 5th- Break Enchantment, Cloudkill, Feeblemind, Mirage Arcana, Rary's Telepathic Bond, Telekinesis, Wall of Force; 6th- Analyze Dweomer, Antimagic Field, Chain Lightning, Contingency, Disintegrate, Flesh to Stone, Permanent Image, Repulsion, Stone to Flesh; 7th- Banishment, Control Weather, Forcecage, Greater Arcane Sight, Greater Scrying, Insanity, Limited Wish, Project Image, Reverse Gravity, Teleport Object; 8th- Dimensional Lock, Discern Location, Horrid Wilting, Incendiary Cloud, Maze, Mind Blank, Moment of Prescience, Polymorph Any Object, Trap the Soul; 9th- Astral Projection, Energy Drain, Foresight, Freedom, Imprisonment, Mordenkainen's Disjunction, Shapechange, Time Stop, Weird, Wish.
    Epic Spells Known: All listed in Epic Level Handbook, plus the following: Activate Nodes, Annihilating Revenge, Cosmic Juggernaut, Planetslicer, Supreme Mastery (New Epic spells are detailed below)

Epic Spells of the Draedens

Activate Nodes
Transmutation
Spellcraft DC: 55,087
Components: None
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 20 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 495,603,000 gp; 9,913 days; 19,824,120 XP. Seed: Fortify. Factors: Increase bonus to +27,525 (+55,048 DC), No verbal component (+2 DC), No somatic component (+2 DC), One-action casting time (+20 DC). Mitigating factors: Change target to Personal (-2 DC)

    A Draeden rarely uses more than a miniscule fraction of its total nerves at any given time to drive its consciousness and actions. When a Draeden casts this spell, some of the quiescent nerve clusters and nodes buried in its flesh fill with power, and mesh with its mind and body to vastly increase its intellectual potential. This grants it a +27,525 enhancement bonus to INT, which increases its INT modifier (and all rolls affected by that score) by +13,763 (only +13,762 if INT starts as an even number). Draedens typically use this spell in preparation for casting other, more powerful Epic spells with much higher Spellcraft DCs than they would normally be able to meet (such as Supreme Mastery, detailed below). Casting this spell is often one of the first actions a Draeden takes upon entering a potentially dangerous situation, or any combat in which its foes prove capable of actually damaging it.

Annihilating Revenge
Transmutation
Spellcraft DC: 54,418
Components: None
Casting Time: 1 swift action
Range: 0
Area: 40-mile-radius spread
Duration: Contingent until expended, then Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 489,762,000 gp; 9,796 days; 19,590,480 XP. Seed: Destroy. Factors: Change target to 20-ft. radius Area (+10 DC), Contingent on specific trigger (+25 DC), Disallow saving throw (+60 DC), Gain +10,000 on caster level checks against Dispel or Ward effect (+20,000 DC), Ignore spell resistance (+50 DC), Increase area to 40-mile radius (1,055,900% increase, +42,236 DC), Increase damage die to d12 (+30 DC), Increase damage to 51,000d12 (+101,960 DC), No verbal component (+2 DC), No somatic component (+2 DC), Quickened spell (+28 DC). Mitigating factors: 110,000d6 backlash damage (-110,000 DC), Reduce range from 12,000 ft. to 0 (-14 ad hoc)

    This final-strike spell serves as a Draeden's ultimate revenge against any creature or group of creatures capable of killing it. Once cast, the spell remains quiescent upon the caster until it is reduced to 0 hit points or less, at which point it triggers. The caster's body is utterly annihilated by being converted to pure energy, which violently explodes, dealing 51,000d12 damage (average 331,500) to all creatures and objects within a 40-mile radius around the caster's body. No saving throw is allowed to reduce this damage, nor do spell or power resistance apply; the damage is absolute. The blast of energy is so massive that it even destroys any warding spells or effects within its area which could protect creatures or objects from the caster's dying wrath; the caster essentially rolls a standard Dispel check against such effects, with a +10,000 bonus (the average Draeden thus has a +10,100 modifier on the check). The caster takes 110,000d6 points of backlash damage during the initial casting of the spell, but even this incredible amount of punishment (average 385,000 hit points of damage) is a small price to the average Draeden- few fail to use it once opponents in a combat prove able to significantly damage them.

Cosmic Juggernaut
Transmutation
Spellcraft DC: 68,848
Components: None
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 20 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 619,416,000 gp; 12,389 days; 24,776,640 XP. Seeds: Fortify ×2. Factors: Increase bonus to +44,699 CON (+89,396 DC), Increase bonus to +44,699 STR (+89,396 DC), No verbal component (+2 DC), No somatic component (+2 DC), One-action casting time (+20 DC). Mitigating factors: 110,000d6 backlash damage (-110,000 DC), Change target to Personal (-2 DC)

    Draedens do not often encounter creatures able to harm them or resist their mighty attacks, but when they do they know how to make things harder for those opponents. When a Draeden casts this spell, its body fills with energy drawn from thousands of stars, planets, and other cosmic objects. This grants it a +44,699 enhancement bonus to both STR and CON, which increases both of those modifiers by +22,349 (or 22,350 if the ability starts as an odd number). This not only increases the save DC of its Devastating Critical feat and Sonic Boom, but also grants the Draeden the same bonus on attack rolls, damage rolls, Fortitude saves, and even its Fast Healing (since that is based on its CON modifier). Since its CON modifier increases, the Draeden gains an extra 22,349 (or 22,350 as appropriate) hit points per hit die, which gives the average Draeden (as statted above) a whopping 1,229,195,000 extra hit points. The caster takes 110,000d6 points of backlash damage (average 385,000) upon casting Cosmic Juggernaut due to the intense pain of channelling so much energy at once, but given the incredible increase in both hit point total and per-round Fast Healing the creature gains from casting the spell, Draedens consider this a trivial price to pay for the power. This spell, indeed, makes a Draeden all but completely unstoppable unless it is dispelled somehow.

Planetslicer
Transmutation
Spellcraft DC: 54,341
Components: None
Casting Time: 1 swift action
Range: 1,200,000 ft. (~227 miles)
Target: 44,000 10-ft. cubes
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No
To Develop: 489,069,000 gp; 9.782 days; 19,562,760 XP. Seed: Destroy. Factors: Change target to four 10-ft. cubes Area (+10 DC), Gain +2,000 on caster level checks against Dispel or Ward effect (+8,000 DC), Ignore spell resistance (+50 DC), Increase area to 44,000 10-ft. cubes (1,099,900% increase, +43,996 DC), Increase damage die to d12 (+30 DC), Increase damage to 1,000d12 (+1,996 DC), Increase range to 1,200,000 ft. (9,900% increase, +198 DC), No verbal component (+2 DC), No somatic component (+2 DC), Quickened spell (+28 DC).

    This attack spell, one of the Draedens' most iconic and fearsome powers, is used by them to carve up planets and other large objects into conveniently bite-sized chunks. In a flash of multicolored actinic light, it deals 1,000d12 damage (average 6,500) to all creatures and objects within the affected area; a Fortitude save applies for half damage (DC equal to the Draeden's normal Epic spell DC). This amount of damage will typically annihilate all materials except ultra-powerful creatures like the Draeden itself, or ultradense Orichalcum (white dwarf star metal) and other such exotic substances- but the real point of the spell is not the damage, it is the area of effect. The spell affects the equivalent of 44,000 10-foot cubes of material, which is fully shapable; this is enough to carve out a hemisphere a mile across from any large object. Should any wards or other energy patterns resistant to disintegration exist in the area for protection, the Draeden may make a Dispel check (with a +2,000 bonus, giving an average Draeden a +2,100 modifier on the check) to eliminate them, otherwise they remain intact.
    Because casting this spell is a quickened action, a typical Draeden will use it many times during each round to help it eat quickly; the common pattern is 40 Planetslicers on surfaces in melee range followed by 40 Bite attacks on the chunks of rock (or whatever) freed up by the Planetslicers. Since the spell can be cast from so far away, mountains suddenly tearing free from the ground in flashes of hellish energy is sometimes the first warning inhabitants of a Draeden's target have to its approach.

Supreme Mastery
Transmutation
Spellcraft DC: 68,825
Components: None
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 20 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 619,425,000 gp; 12,389 days; 24,777,000 XP. Seed: Fortify. Factors: Increase bonus to +34,781 (+69,560 DC), No verbal component (+2 DC), No somatic component (+2 DC), One-action casting time (+20 DC). Mitigating factors: 750d6 backlash damage (-750 DC), Change target to Personal (-2 DC)

    Draedens do not often encounter creatures able to resist their spells, but when they do they know how to make things harder for those opponents. When a Draeden casts this spell, its myriad nerve clusters link with the magical substrate of reality and vastly increase its ability to force its will upon reality and make its spells succeed in the fullest possible way- not to mention the palpable aura of incredible might the effect generates around its already-impressive form. This grants it a +34,781 enhancement bonus to CHA, which increases its CHA modifier (and all rolls affected by that score, as well as its save DCs for spells and some other abilities) by +17,391 (or 17,390 if CHA starts as an even number). The casting Draeden takes 750d6 points of backlash damage upon casting Supreme Mastery, but since the average damage of that number of dice (2,625 points) is less than its per-round Fast Healing amount, the damage rarely takes long to heal.

Treasure

    A Draeden's gizzard is constantly filled with thousands of boulder-sized diamonds- all that remains of its prior meals after its digestive enzymes and the immense crushing power of its stomach have their way with the food. Each boulder is a perfectly spherical, gem-quality diamond 1d20 feet across, and a Draeden has in its digestive sac 1d10 such orbs per 20 hit dice it has (the "standard" Draeden statted in this entry thus has 2750d10).
    While the value of a diamond of this size is not given in standard rules, due to the absurdity of even trying to trade such an enormous prize, a good rule of thumb for determining the value of such a huge gem (for purposes of material components, for example) is 50,000 gp × its volume in feet; thus, a 1-foot wide diamond orb would be worth approximately 26,000 gp, while a 20-foot wide boulder-orb would be worth around 209,000,000 gp. The approximate average value of a typical Draeden's "treasure hoard" (again, going by the example statted above) is thus about 458,386,593,000 (yes, 458 billion) gp.
    Some enterprising treasure-hunters with access to spacecraft have made their fortunes seeking out sleeping Draedens floating in the endless gulfs between stars, and stealing a few diamond orbs from within their immense stomachs- though such adventures are obviously frought with peril since they are likely to become meals for the Draedens themselves (particularly if the immense creatures awaken while pillaging is in progress).


Epic Dragon

    True dragons are fierce creatures beyond the power of most other species in the multiverse, but there are creatures of still more fearsome aspect and power in the vast reaches of the cosmos. Epic dragons have clans of their own, including the terrifying Force and Prismatic Dragons, but those two are not the only types of Epic Dragon that exist. In the far reaches of the planes, and occasional remote areas of common worlds, there are several other types of Epic dragon. The origin of Epic dragons is not known by any who are not Epic dragons themselves, but all who are aware of them respect their power. Epic dragons are easily distinguished from other true dragons by their great size (even hatchlings can be the size of houses), their longer lifespans, and their mastery of and connection with unusual forces.
    Common dragons usually fall into categories of alignment and temperament, but Epic dragons do not- they are far more individually variable in those areas. All varieties are usually Neutral, pursuing their own interests rather than those of some higher (or lower) ideals or causes. Some are selfish and ill-tempered, while others are generous and compassionate; however, one facet of their personality is identical with that of common dragons- they greatly covet and hoard wealth in all its forms. All Epic dragons speak Draconic, and most can speak several other languages as well.

Combat

    Epic dragons share the combat characteristics of common dragons, though due to their great size they can always make Crush attacks even immediately after hatching, and can typically make Tail Sweeps as well long before reaching adult age. Furthermore, even Wyrmling Epic dragons possess abilities that common dragons do not acquire until later in life, such as Frightful Presence and Spell/Power Resistance. Epic dragons with spellcaster levels automatically gain Improved Spell Capacity as a bonus feat for every three levels above 20th, and Epic dragons with manifester levels gain Improved Power Capacity as a bonus feat for every three levels above 20th.

Eclipse Dragon

Dragon (Time)
Environment: Any
Organization: Wyrmling, Very Young, Young, Juvenile, and Young Adult: Solitary or Clutch (2-5); Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, Great Wyrm: Solitary, Pair, or Family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 14; Very Young 19; Young 22; Juvenile 25; Young Adult 29; Adult 33; Mature Adult 37; Old 41; Very Old 45; Ancient 50; Wyrm 55; Great Wyrm 61
Treasure: Triple Standard
Alignment: Usually Neutral
Advancement: Wyrmling 19-22 HD (Huge); Very Young 24-27 HD (Huge); Young 29-32 HD (Huge); Juvenile 34-37 HD (Gargantuan); Young Adult 39-42 HD (Gargantuan); Adult 44-47 HD (Gargantuan); Mature Adult 49-52 HD (Gargantuan); Old 54-57 HD (Colossal); Very Old 59-62 HD (Colossal); Ancient 64-67 HD (Colossal); Wyrm 69-72 HD (Colossal); Great Wyrm 74+ HD (Titanic)
Level Adjustment: -

The dragon before you has gemlike scales that reflect and refract the light strangely- it appears only partly substantial, and you can see parts of the objects behind it through its body. It is a dark brown in color, except for its belly, front wing-edges, and the ridges running along its face and back- which are a bright orange-yellow, the color of the setting sun. While its claws are not particularly large, and its head has only four small horns- two above its eyes and two on its lower jaw, there is an aura of extreme menace about it. That menace is enhanced by the absolute, solid blackness of its eyes- pools of darkness which seem to beckon you into a bottomless infinity as it turns its gaze in your direction.

Eclipse Dragons By Age
Age Size Hit Dice (hp) AC Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Fear
DC
PR
Wyrmling H 18 (207) 31 (-2 size, +6 deflection, +17 natural) +24 +16 +11 +16 6d8 (24) 25 24
Very Young H 23 (287) 38 (-2 size, +8 deflection, +22 natural) +31 +19 +13 +20 16d8 (27) 29 29
Young H 28 (378) 45 (-2 size, +10 deflection, +27 natural) +38 +23 +16 +25 26d8 (31) 34 34
Juvenile G 33 (511) 50 (-4 size, +12 deflection, +32 natural) +43 +27 +18 +29 36d8 (35) 38 39
Young Adult G 38 (665) 57 (-4 size, +14 deflection, +37 natural) +50 +32 +21 +34 46d8 (40) 43 44
Adult G 43 (838) 64 (-4 size, +16 deflection, +42 natural) +57 +36 +23 +38 56d8 (44) 47 49
Mature Adult G 48 (1032) 71 (-4 size, +18 deflection, +47 natural) +64 +41 +26 +43 66d8 (49) 52 54
Old C 53 (1245) 74 (-8 size, +20 deflection, +52 natural) +67 +45 +28 +47 76d8 (53) 56 59
Very Old C 58 (1479) 81 (-8 size, +22 deflection, +57 natural) +74 +50 +31 +52 86d8 (58) 61 64
Ancient C 63 (1732) 88 (-8 size, +24 deflection, +62 natural) +81 +54 +33 +56 96d8 (62) 65 69
Wyrm C 68 (2006) 95 (-8 size, +26 deflection, +67 natural) +88 +59 +36 +61 106d8 (67) 70 74
Great Wyrm T 73 (2299) 94 (-16 size, +28 deflection, +72 natural) +87 +63 +38 +65 116d8 (71) 74 79

Eclipse Dragon Abilities By Age
Age Speed STR DEX CON INT WIS CHA Special Abilities Manifester Level
Wyrmling 60 feet, Fly 250 feet (Poor) 27 10 21 20 21 22 Damage Reduction 10/Magic, Deflecting Force, Time Immunity 5th
Very Young 60 feet, Fly 250 feet (Poor) 31 10 23 24 25 26   8th
Young 60 feet, Fly 250 feet (Poor) 35 10 25 28 29 30 Damage Reduction 15/Magic 11th
Juvenile 60 feet, Fly 300 feet (Clumsy) 39 10 29 32 33 34 Speed Zone 14th
Young Adult 60 feet, Fly 300 feet (Clumsy) 43 10 33 36 37 38 Damage Reduction 15/Epic 17th
Adult 60 feet, Fly 300 feet (Clumsy) 47 10 37 40 41 42 Temporal Acceleration 20th
Mature Adult 60 feet, Fly 300 feet (Clumsy) 51 10 41 44 45 46 Damage Reduction 20/Epic 23rd
Old 60 feet, Fly 300 feet (Clumsy) 55 10 45 48 49 50 Blink, Moment of Prescience 26th
Very Old 60 feet, Fly 300 feet (Clumsy) 59 10 49 52 53 54 Damage Reduction 25/Epic 29th
Ancient 60 feet, Fly 300 feet (Clumsy) 63 10 53 56 57 58 Mass Time Hop 32nd
Wyrm 60 feet, Fly 300 feet (Clumsy) 67 10 57 60 61 62   35th
Great Wyrm 60 feet, Fly 350 feet (Clumsy) 71 10 61 64 65 66 Reverse Time 38th

    Eclipse Dragons are withdrawn and philosophical creatures, the most mysterious and subtle of the known Epic dragon breeds by temperament, given their unique perspective on the currents and eddies of time. They generally prefer to observe events rather than become involved in them directly, but some have broken this reclusiveness to provide their considerable oracular abilities to other creatures in exchange for treasures to increase their hoards. Eclipse Dragons also have the most nondescript appearance of the Epic dragons- aside from their crystalline scales, which are unremarkable in any world where Gem dragons make their homes, their coloring is fairly dull. The majority of an Eclipse Dragon is a dark brown, with highlights of brighter color (invariably a bright yellow-orange, and the colors in transition between that and the brown of the rest of the dragon) along its underbelly, bony ridges, and wing edges. The few small horns an Eclipse Dragon exhibits are a fairly standard-looking gray-white in appearance, and look like nothing more than the bone growths that they are. In fact, there are only two things in its appearance to warn a potential foe of an Eclipse Dragon that the creature is considerably more powerful than an average dragon- its eyes, which are pools of absolute blackness without sclera or iris, and have a certain quality of seeming to see through whatever they're looking at; and a vaguely visible haze of shimmering that surrounds an Eclipse Dragon at all times (the only visible manifestation of the temporal flux that constantly surrounds it).
    Like other Epic dragons, Eclipse Dragons have no odor whatsoever, and cannot be detected or tracked by smell.
    Eclipse Dragons use Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (all skills, taken individually), Listen, Psicraft, Search, Sense Motive, Spot, Survival, and Use Psionic Device as class skills for their Dragon hit dice.

Combat

Eclipse Dragons generally prefer to avoid combat, instead using their powerful temporal distortion abilities (particularly Temporal Acceleration and Mass Time Hop, when available) to escape any conflict or send would-be enemies away. Persistent foes that manage to continue and prosecute actual combat against an Eclipse Dragon discover it to be a canny and cautious opponent, carefully guaging enemy tactics and powers and swiftly devising strategies to counter them. In this it takes full advantage of its Moment of Prescience, if possible, and most Eclipse Dragons have several Clairsentient powers to aid their decision-making as well. They concentrate their breath weapon attacks against spellcasters and other enemies likely to have low Fortitude saves, and avoid melee unless it is clear that opponents are incapable of penetrating their defenses.

Breath Weapon (Su): An Eclipse Dragon's breath weapon is a cone of extremely heightened entropy, essentially greatly accelerated aging and weathering. This breath weapon deals damage to creatures with the Timeless Body special quality normally, since it is not entirely damaging due to aging, but creatures which are completely immune to temporal effects (such as other Eclipse Dragons) are immune. Because of the breath weapon's temporal nature, it cannot be dodged and Reflex saves are useless against it; instead, creatures caught in the cone must make Fortitude saves for half damage.

Time Immunity (Su): Eclipse Dragons are immune to any effect that is time-based, such as Slow or Haste, and cannot be artificially aged (supernaturally or otherwise). This even includes powerful effects such as Reverse Time or Temporal Stasis, and an Eclipse Dragon can even act in the same time frame as a creature under the effect of Time Stop if that creature comes within sight of the dragon or tries to set up an effect to interact with it. An Eclipse Dragon can allow an effect to bypass this immunity if it chooses to do so; for example, it is possible for an Eclipse Dragon to be affected by its own Mass Time Hop psi-like ability when it wants to be.

Deflecting Force (Su): An Eclipse Dragon is protected by a shield of temporal distortion that provides a Deflection bonus to its AC. This Deflection bonus is equal to the dragon's CHA bonus.

Blink (Psi): An Eclipse Dragon that reaches Old age exists partly outside the normal timestream of the cosmos, and is constantly flickering in and out of ordinary reality. This effect exactly duplicates the Blink spell, except that it has no duration, cannot be dispelled, and the dragon does not vanish into the Ethereal Plane- it instead vanishes into alternate times. Creatures that can see into and attack Ethereal targets thus get no extra help against the dragon's Blink effect, but creatures using View Dimensions or a similar effect to see across temporal barriers can see and attack the dragon normally.

Psi-Like Abilities (Psi): 3/day- Mass Time Hop, Moment of Prescience, Reverse Time, Speed Zone, Temporal Acceleration.

Sample Eclipse Dragon, Young

Huge Dragon (Time)
HD: 28d12+224 (406 hit points)
Init: +8 (Superior Initiative)
Speed: 60 feet, Fly 250 feet (Poor)
AC: 45 (-2 size, +10 Deflection, +27 natural), Touch 18, Flat-Footed 45
Base Attack/Grapple: +28/+48
Attack: Bite +39 melee (2d8+12/19-20 ×2)
Full Attack: Bite +39 melee (2d8+12/19-20 ×2), 2 Claws +33 melee (2d6+6); 2 Wings +33 melee (1d8+6), and Tail Slap +33 melee (2d6+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath Weapon, Frightful Presence, Psionics
Special Qualities: Blindsense 60 ft., Blink, Damage Reduction 15/Magic, Darkvision 120 ft., Deflecting Force, Immune to Sleep and Paralysis, PR 34, SR 29, Time Immunity, Torc of Leech Freedom
Saves: Fort +24, Ref +16, Will +25
Abilities: STR 35, DEX 10, CON 27, INT 28, WIS 29, CHA 30
Skills: Autohypnosis +26, Bluff +41, Concentration +38, Diplomacy +45, Escape Artist +15, Gather Information +28, Hide +23, Intimidate +28, Jump +24, Knowledge (Arcana) +14, Knowledge (Architecture & Engineering) + 14, Knowledge (Dungeoneering) +15, Knowledge (History) +15, Knowledge (Local) +14, Knowledge (the Planes) +14, Knowledge (Psionics) +42, Listen +40, Psicraft +42 (+44 powerstones), Search +40 (+42 secret doors), Sense Motive +40, Spot +40, Survival +25 (+27 underground or on other planes, +29 when underground on other planes), Use Psionic Device +26 (+28 powerstones)
Feats: Combat Manifestation, Draconic Knowledge, Flyby Attack, Improved Critical (Bite), Improved Initiative, Overchannel, Psionic Meditation, Talented, Weapon Focus (Bite)
Epic Feats: Superior Initiative

Environment: Any land or underground
Organization: Solitary or Clutch (2-5)
Challenge Rating: 22
Treasure: Triple standard (including possessions listed below)
Alignment: Usually Neutral
Advancement: 29-32 HD (Huge)
Level Adjustment: -

Blink (Sp): The dragon's Ring of Blinking allows it to Blink as if affected by the spell at will, on command.

Breath Weapon (Su): 50-foot Cone of entropy, 26d8 damage, Fortitude DC 31 for half.

Deflecting Force (Su): Deflection bonus to AC equal to the dragon's CHA bonus.

Frightful Presence (Su): Creatures with fewer than 28 HD that are within 90 feet of the dragon when it attacks, charges, or flies overhead must make Will saves (DC 34) or become afraid. Creatures with 4 or less HD become Panicked for 4d6 rounds; those with 5 or more HD become Shaken for 4d6 rounds. Dragons are immune to the Frightful Presence of other dragons.

Psionics: As 11th-level Wilder.
    Power Points per Day: 161
    Powers Known: (save DC 20 + power level, plus augments) 1st- Energy Ray, Inertial Armor, Entangling Ectoplasm; 2nd- Concealing Amorpha, Swarm of Crystals; 3rd- Touchsight, Energy Burst; 4th- Psychic Reformation, Detect Remote Viewing; 5th- True Seeing, Adapt Body.

Time Immunity (Su): The dragon is immune to any effect that is time-based, such as Slow or Haste, and cannot be artificially aged (supernaturally or otherwise). This even includes powerful effects such as Reverse Time or Temporal Stasis, and the dragon can act in the same time frame as a creature under the effect of Time Stop if that creature comes within sight of the dragon or tries to set up an effect to interact with it. The dragon can allow an effect to bypass this immunity if it chooses to do so.

Torc of Leech Freedom (Su): The dragon's Torc of Leech Freedom makes it immune to the first two Power Leech effects that target it each day.

Significant Possessions: Crystal Anchor (Body), Crystal Capacitor (5 PP), Crystal Capacitor (7 PP), Dorje of Slow with 24 charges, Drilbu (Telekinetic Thrust, Telekinetic Maneuver costing 2 charges per use, Concussion Blast costing 2 charges per use) with 38 charges, Pink Rhomboid Ioun Stone, Powerstone (Dismiss Ectoplasm), Ring of Blinking, Torc of Leech Freedom. The various bonuses from the Ioun Stone, Ring, and Torc have been taken into account in the statistics block above. Note particularly the CON increase granted by the Ioun Stone, which increases the dragon's hit points and the save DC for its breath weapon.

Gilded Dragon

Dragon (Light)
Environment: Any
Organization: Wyrmling, Very Young, Young, Juvenile, and Young Adult: Solitary or Clutch (2-5); Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, Great Wyrm: Solitary, Pair, or Family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 19; Very Young 21; Young 24; Juvenile 28; Young Adult 32; Adult 36; Mature Adult 40; Old 44; Very Old 48; Ancient 53; Wyrm 58; Great Wyrm 63
Treasure: Triple Standard
Alignment: Usually Neutral
Advancement: Wyrmling 26-29 HD (Huge); Very Young 31-34 HD (Huge); Young 36-39 HD (Gargantuan); Juvenile 41-44 HD (Gargantuan); Young Adult 46-49 HD (Gargantuan); Adult 51-54 HD (Colossal); Mature Adult 56-59 HD (Colossal); Old 61-64 HD (Colossal); Very Old 66-69 HD (Colossal); Ancient 71-74 HD (Titanic); Wyrm 76-79 HD (Titanic); Great Wyrm 81+ HD (Titanic)
Level Adjustment: -

The dragon's scales glint darkly in the light, the same blue-black color as highly polished adamantine. Veins of lighter color- gold and silver- cover its body in a complex web, and the myriad horns sprouting from its head, wings, and the ridge along its back are iridescent as though made from mother-of-pearl. The horns on its head form a circular crown of pearl above its eyes, which are glittering, gemlike red like massive rubies. The dragon brings its own light with it, emitting an aura of yellow-red like a brilliant flame.

Gilded Dragons By Age
Age Size Hit Dice (hp) AC Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Fear
DC
SR
Wyrmling H 25 (312) 36 (-2 size, +4 deflection, +24 natural) +34 +20 +14 +19 10d12 (28) 26 24
Very Young H 30 (405) 43 (-2 size, +6 deflection, +29 natural) +41 +24 +17 +24 15d12 (32) 31 28
Young G 35 (542) 48 (-4 size, +8 deflection, +34 natural) +46 +28 +19 +28 20d12 (36) 35 32
Juvenile G 40 (700) 55 (-4 size, +10 deflection, +39 natural) +53 +33 +22 +33 25d12 (41) 40 36
Young Adult G 45 (877) 62 (-4 size, +12 deflection, +44 natural) +60 +37 +24 +37 30d12 (45) 44 40
Adult C 50 (1075) 65 (-8 size, +14 deflection, +49 natural) +63 +42 +27 +42 35d12 (50) 49 44
Mature Adult C 55 (1292) 72 (-8 size, +16 deflection, +54 natural) +70 +46 +29 +46 40d12 (54) 53 48
Old C 60 (1530) 79 (-8 size, +18 deflection, +59 natural) +77 +51 +32 +51 45d12 (59) 58 52
Very Old C 65 (1787) 86 (-8 size, +20 deflection, +64 natural) +84 +55 +34 +55 50d12 (63) 62 56
Ancient T 70 (2065) 85 (-16 size, +22 deflection, +69 natural) +83 +60 +37 +60 55d12 (68) 67 60
Wyrm T 75 (2362) 92 (-16 size, +24 deflection, +74 natural) +90 +64 +39 +64 60d12 (72) 71 64
Great Wyrm T 80 (2680) 99 (-16 size, +26 deflection, +79 natural) +97 +69 +42 +69 65d12 (77) 76 68

Gilded Dragon Abilities By Age
Age Speed STR DEX CON INT WIS CHA Special Abilities Caster Level
Wyrmling 60 feet, Fly 250 feet (Poor) 33 10 23 16 21 18 Aura of Fiery Light, Damage Reduction 10/Magic, Immune to Fire, Immune to Particle, Immune to Petrification 4th
Very Young 60 feet, Fly 250 feet (Poor) 37 10 25 20 25 22   7th
Young 60 feet, Fly 300 feet (Clumsy) 41 10 29 24 29 26 Damage Reduction 15/Magic 10th
Juvenile 60 feet, Fly 300 feet (Clumsy) 45 10 33 28 33 30 Charm Monster 13th
Young Adult 60 feet, Fly 300 feet (Clumsy) 49 10 37 32 37 34 Damage Reduction 15/Epic 16th
Adult 60 feet, Fly 300 feet (Clumsy) 53 10 41 36 41 38 True Seeing 19th
Mature Adult 60 feet, Fly 300 feet (Clumsy) 57 10 45 40 45 42 Damage Reduction 20/Epic 22nd
Old 60 feet, Fly 300 feet (Clumsy) 61 10 49 44 49 46 Otiluke's Greater Dispelling Screen 25th
Very Old 60 feet, Fly 300 feet (Clumsy) 65 10 53 48 53 50 Damage Reduction 25/Epic 28th
Ancient 60 feet, Fly 350 feet (Clumsy) 69 10 57 52 57 54 Aligned Aura 31st
Wyrm 60 feet, Fly 350 feet (Clumsy) 73 10 61 56 61 58   34th
Great Wyrm 60 feet, Fly 350 feet (Clumsy) 77 10 65 60 65 62 Absorb 37th

    Gilded Dragons are flashy and powerful creatures, given to intense mood swings and decisive action. Physically the most powerful of the known Epic dragon breeds, they do not hesitate to assert themselves over any creatures they consider their lessers, which includes most of the other Epic dragons and any nondragons they happen to meet. Gilded Dragons are so named because they look like literal treasures; their scales have the sheen of precious metals, their horns are pearly, and their eyes are gemlike. A motionless Gilded Dragon could easily be mistaken for a precious statue or idol were it not for the creature's great size and constant aura of light. Treasure-loving creatures of all stripes that encounter Gilded Dragons therefore often assume them to hoard truly stupendous amounts of wealth (which is equally often the truth), and accordingly attack them in hopes of taking said wealth (which typically results in the Gilded Dragon adding the erstwhile attacker's wealth to its hoard). It is, in other words, not surprising that Gilded Dragons are the most combative of the known Epic dragon types. Though a typical Gilded Dragon is not particularly aloof or reclusive, it is also not particularly prone to seek out lesser creatures, and generally only interacts with them in ways that can increase the dragon's own wealth.
    Like other Epic dragons, Gilded Dragons have no odor whatsoever, and cannot be detected or tracked by smell.
    Gilded Dragons use Appraise, Concentration, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Search, Sense Motive, Spellcraft, Spot, Survival, and Use Magic Device as class skills for their Dragon hit dice.

Combat

Gilded Dragons relish combat when a creature is foolish enough to provoke them to it. They happily charge into melee and rip apart any enemy without obvious armor, preferring to attack spellcasters and other physically weak opponents first so as to remove support from the front-line fighter types. Gilded Dragons are rarely without Power Attack and several other melee-combat feats having it as a prerequisite, and they take full advantage of such feats whenever possible and practical. If opponents prove themselves capable of harming a Gilded Dragon, it often takes to the air or otherwise puts some distance between itself and the enemy, though only just far enough to bring its powerful breath weapons to bear on its foes. A Gilded Dragon typically fights until its enemies are no more, no matter what sort of offers of surrender or pleas for mercy are given it; however, an enemy that has particularly choice treasures might be able to bribe the dragon into accepting a surrender and letting its foes live by giving said treasures up. Gilded Dragons very rarely retreat, since they find it difficult to imagine that anything could be capable of outfighting them.

Aligned Aura (Sp): At Ancient age and above, a Gilded Dragon can create an Aligned Aura around itself three times per day. This ability creates either Cloak of Chaos, Holy Aura, Shield of Law, or Unholy Aura, whichever one the dragon chooses when it uses the ability.

Aura of Fiery Light (Su): The aura of light that every Gilded Dragon creates around itself has several effects. First, it creates a shield of deflecting energy around the dragon's body, granting it a Deflection bonus to its AC equal to its CHA bonus. Second, it casts light equal to a Daylight spell around the dragon at all times, and dispels any Darkness effects of 3rd level or lower within a radius of 10 feet per age category of the dragon. Finally, any creature that attacks the dragon in melee is burned by the intense light, and takes 1d6 Fire damage plus 1 point per HD of the dragon. The Aura of Fiery Light ceases to exist in an area of Dead Magic or Anti-Magic, and dissipates upon the dragon's death, but cannot otherwise be dispelled or suppressed.

Breath Weapons (Su): Gilded Dragons have two breath weapons, a line of Particle energy and a cone of Petrification gas that acts as Flesh to Stone on any creature within it that fails the saving throw. The Particle breath weapon may have additional effects on creatures damaged by it, because of the nature of Particle energy. If a creature takes more Particle damage in one round than twice its CON score, then it suffers the effects of being exposed to a Radiation field of Lethal-25 strength (see the Radiation section in the Rules document) for one round in addition to taking damage.

True Seeing (Sp): A Gilded Dragon of Adult age or higher constantly uses True Seeing as the spell, except that this ability cannot be dispelled.

Spell-Like Abilities (Sp): 3/day- Absorb, Charm Monster, Otiluke's Greater Dispelling Screen.

Sample Gilded Dragon, Very Old

Colossal Dragon (Light)
HD: 65d12+1755 (2177 hit points)
Init: +11 (+3 Dex, +8 Superior Initiative)
Speed: 120 feet, Fly 600 feet (Clumsy)
AC: 89 (-8 size, +3 Dex, +20 Deflection, +64 natural), Touch 25, Flat-Footed 86
Base Attack/Grapple: +65/+114
Attack: Bite +41 melee (4d8+83/19-20 ×2)
Full Attack: Bite +41 melee (4d8+83/19-20 ×2), Claws +41/+41/+36/+31/+26 melee (4d6+66/19-20 ×2); 2 Wings +40 melee (2d8+66), and Tail Slap +40 melee (4d6+149)
Space/Reach: 30 ft./20 ft.
Special Attacks: Aura of Fiery Light, Breath Weapons, Frightful Presence, Spells, Spell-Like Abilities
Special Qualities: Blindsense 60 ft., Damage Reduction 25/Epic, Darkvision 120 ft., Evasion, Haste, Immune to Acid, Cold, Electricity, Fire, Paralysis, Particle, Petrification, Sleep, and Sonic, PR 51, SR 56, True Seeing
Saves: Fort +68, Ref +44, Will +62
Abilities: STR 77, DEX 16, CON 65, INT 48, WIS 53, CHA 50
Skills: Appraise +87, Balance +42, Bluff +37, Climb +53, Concentration +95, Decipher Script +36 (+38 discerning secret messages), Diplomacy +94 (+96 influencing sentient machines), Disguise +20 (+22 acting, +22 imitating animal sounds), Escape Artist +37, Forgery +53, Gather Information +41, Hide -13, Intimidate +90, Jump +125, Knowledxge (Ancient Technology) +53, Knowledge (Arcana) +87, Knowledge (Architecture & Engineering) +53, Knowledge (Cryptography) +38, Knowledge (Dungeoneering) +53, Knowledge (Games & Gambling) +36, Knowledge (Local) +53, Knowledge (Mathematics) +36, Knowledge (Nature) +55, Knowledge (the Planes) +53, Knowledge (Psionics) +53, Knowledge (Puzzles) +38, Listen +89, Lucid Dreaming +55, Psicraft +38 (+40 addressing powerstones), Search +87 (+89 secret doors/compartments), Sense Motive +89 (+91 discerning secret messages), Spellcraft +89 (+91 deciphering spells on scrolls), Spot +89, Survival +55 (+57 aboveground natural environments, +57 following tracks, +57 on other planes, +57 underground), Taunt +39, Tumble +59, Urban Survival +21 (+23 shadowing target through city), Use Ancient Device +57, Use Magic Device +88 (+92 scrolls), Use Psionic Device +54 (+56 powerstones), Use Rope +3 (+5 involving bindings)
Feats: Awesome Blow, Cleave, Combat Expertise, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Improved Critical (Claws), Improved Feint, Improved Initiative, Improved Multiattack, Improved Overrun, Improved Rapidstrike (Claws), Improved Sunder, Improved Trip, Multiattack, Power Attack, Rapidstrike (Claws), Snatch, Weapon Focus (Bite), Weapon Focus (Claws)
Epic Feats: Improved Spell CapacityB ×2, Superior Initiative

Environment: Any land or underground
Organization: Solitary, Pair, or Family (1-2 and 2-5 offspring)
Challenge Rating: 48
Treasure: Triple standard (including possessions listed below)
Alignment: Usually Neutral
Advancement: 66-69 HD (Colossal)
Level Adjustment: -

    This Gilded Dragon typically sets its Power Attack at +50 for combat. This adjustment to its combat statistics is included in the stat block above. Without the Power Attack adjustment, its Full Attack is as follows: Bite +91 melee (4d8+33/19-20 ×2), Claws +91/+91/+86/+81/+76 melee (4d6+16/19-20 ×2), 2 Wings +90 melee (2d8+16), and Tail Slap +90 melee (4d6+49).
    The dragon also has Combat Expertise, but doesn't typically use it until it learns that its foes can actually penetrate its hide and Damage Reduction. When it uses Combat Expertise, it normally lowers its Power Attack adjustment by 1 per 1 it puts into Combat Expertise, so as to keep its attack bonus the same.

Aura of Fiery Light (Su): Deflection bonus to AC equal to the dragon's CHA bonus. Lights area around dragon as Daylight spell, and dispels Darkness effects of 3rd level or lower within 90 feet of the dragon. Creatures attacking dragon in melee take 1d6+65 points of Fire damage per attack (no save).

Breath Weapons (Su): 140-foot Line of Particle energy, 50d12 damage, Reflex DC 69 for half; or 70-foot Cone of Petrification gas, Fortitude DC 69 or turn to stone. If a creature takes more Particle damage in one round than twice its CON score, then it suffers the effects of being exposed to a Radiation field of Lethal-25 strength (see the Radiation section in the Rules document) for one round in addition to taking damage.

Evasion (Su): The dragon's Boots of Swiftness grant it the Evasion ability (the fact that an item grants this ability effectively makes it supernatural rather than extraordinary as it would be normally). If subjected to an attack that allows a Reflex save for half damage, and the dragon makes its save, then it takes no damage instead of half.

Frightful Presence (Su): Creatures with fewer than 65 HD that are within 270 feet of the dragon when it attacks, charges, or flies overhead must make Will saves (DC 62) or become afraid. Creatures with 4 or less HD become Panicked for 4d6 rounds; those with 5 or more HD become Shaken for 4d6 rounds. Dragons are immune to the Frightful Presence of other dragons.

Haste (Sp): 3 times/day, the dragon can say a command word to activate the Haste special ability of its Boots of Swiftness. Once active, the Haste effect lasts 20 rounds.

Spells: As 28th-level Sorcerer.
    Spells per Day: 6/11/11/11/11/10/10/10/10/15/4/4.
    Spells Known: (save DC 30 + spell level) 0- Clock, Detect Magic, Disrupt Undead, Flare, Mental Alarm, Prestidigitation, Read Magic, Resistance, Silent Portal; 1st- Detect Psionics, Feather Fall, Mage Armor, Ray of Enfeeblement, Shield, True Strike; 2nd- Arcane Lock, Eagle's Splendor, Hypnotic Pattern, Knock, Mirror Image, Web; 3rd- Arcane Sight, Blinding Breath, Blink, Haste, Tongues, Water Breathing; 4th- Detect Scrying, Dispel Psionics, Greater Invisibility, Phantasmal Killer, Sharptooth, Stone Shape; 5th- Cone of Cold, False Vision, Ghostform, Prying Eyes, Servant Horde, Waves of Fatigue; 6th- Analyze Dweomer, Antimagic Field, Chain Lightning, Disintegrate, Greater Dispel Magic, Stone to Flesh; 7th- Banishment, Greater Stunning Breath, Greater Scrying, Greater Teleport, Plane Shift, Reverse Gravity; 8th- Clone, Dimensional Lock, Horrid Wilting, Mantle of Egregious Might, Mind Blank, Polymorph Any Object; 9th- Gate, Meteor Swarm, Mordenkainen's Disjunction, Time Stop, Wail of the Banshee.

Spell-Like Abilities (Sp): Each 3/day: Charm Monster (DC 34), Otiluke's Greater Dispelling Screen. Caster level 28th.

True Seeing (Sp): A Gilded Dragon of Adult age or higher constantly uses True Seeing as the spell, except that this ability cannot be dispelled.

Significant Possessions: Bag of Epic Holding Type IV, Boots of Swiftness, Bracers of Relentless Might, Cloak of Epic Resistance +7, Ring of Epic Wizardry IX, Ring of Universal Elemental Immunity, Staff of the Cosmos (27 charges), Staff of Domination (39 charges), Staff of Fiery Power (5 charges), Staff of Mighty Force (20 charges), Staff of Prism (30 charges), Staff of Rapid Barrage (8 charges), Staff of Winter (4 charges). The various bonuses granted by the Bracers, Boots, Cloak, and Rings have been taken into account in the statistics block above. Note particularly the CON bonus granted by the Bracers of Relentless Might, which increases the dragon's hit points and the save DCs for its breath weapons.

Starvoid Dragon

Dragon (Darkness)
Environment: Any
Organization: Wyrmling, Very Young, Young, Juvenile, and Young Adult: Solitary or Clutch (2-5); Adult, Mature Adult, Old, Very Old, Ancient, Wyrm, Great Wyrm: Solitary, Pair, or Family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 15; Very Young 18; Young 22; Juvenile 26; Young Adult 30; Adult 34; Mature Adult 38; Old 42; Very Old 46; Ancient 50; Wyrm 55; Great Wyrm 60
Treasure: Triple Standard
Alignment: Usually Neutral
Advancement: Wyrmling 21-24 HD (Huge); Very Young 26-29 HD (Huge); Young 31-34 HD (Gargantuan); Juvenile 36-39 HD (Gargantuan); Young Adult 41-44 HD (Gargantuan); Adult 46-49 HD (Gargantuan); Mature Adult 51-54 HD (Colossal); Old 56-59 HD (Colossal); Very Old 61-64 HD (Colossal); Ancient 66-69 HD (Colossal); Wyrm 71-74 HD (Titanic); Great Wyrm 76+ HD (Titanic)
Level Adjustment: -

Through the haze of darkness you can make out an enormous draconic shape, one with scales as black as the night sky itself- and similarly arrayed in glittering flecks of light, variously colored gold, white, blue-white, and silver. The dragon's eyes are larger pools of light, glowing with a deep inner radiance that penetrates the darkness- and also seems to penetrate your very soul as the creature levels its gaze at you.

Starvoid Dragons By Age
Age Size Hit Dice (hp) AC Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Breath
Weapon (DC)
Fear
DC
PR
Wyrmling H 20 (230) 32 (-2 size, +5 deflection, +19 natural) +28 +17 +12 +18 5d12 (25) 25 24
Very Young H 25 (312) 39 (-2 size, +7 deflection, +24 natural) +35 +20 +14 +22 10d12 (28) 29 28
Young G 30 (405) 44 (-4 size, +9 deflection, +29 natural) +40 +24 +17 +27 15d12 (32) 34 32
Juvenile G 35 (542) 51 (-4 size, +11 deflection, +34 natural) +47 +28 +19 +31 20d12 (36) 38 36
Young Adult G 40 (700) 58 (-4 size, +13 deflection, +39 natural) +54 +33 +22 +36 25d12 (41) 43 40
Adult G 45 (877) 65 (-4 size, +15 deflection, +44 natural) +61 +37 +24 +40 30d12 (45) 47 44
Mature Adult C 50 (1075) 68 (-8 size, +17 deflection, +49 natural) +64 +42 +27 +45 35d12 (50) 52 48
Old C 55 (1292) 75 (-8 size, +19 deflection, +54 natural) +71 +46 +29 +49 40d12 (54) 56 52
Very Old C 60 (1530) 82 (-8 size, +21 deflection, +59 natural) +78 +51 +32 +54 45d12 (59) 61 56
Ancient C 65 (1787) 89 (-8 size, +23 deflection, +64 natural) +85 +55 +34 +58 50d12 (63) 65 60
Wyrm T 70 (2065) 88 (-16 size, +25 deflection, +69 natural) +84 +60 +37 +63 55d12 (68) 70 64
Great Wyrm T 75 (2362) 95 (-16 size, +27 deflection, +74 natural) +91 +64 +39 +67 60d12 (72) 74 68

Starvoid Dragon Abilities By Age
Age Speed STR DEX CON INT WIS CHA Special Abilities Manifester Level
Wyrmling 60 feet, Fly 250 feet (Poor) 31 10 21 18 23 20 Aura of Tenebrous Night, Breathless, Damage Reduction 10/Magic, Immune to Cold, Immune to Darkness, Immune to Gelid 3rd
Very Young 60 feet, Fly 250 feet (Poor) 35 10 23 22 27 24   6th
Young 60 feet, Fly 300 feet (Clumsy) 39 10 25 26 31 28 Damage Reduction 15/Magic 9th
Juvenile 60 feet, Fly 300 feet (Clumsy) 43 10 29 30 35 32 Psionic Divination 12th
Young Adult 60 feet, Fly 300 feet (Clumsy) 47 10 33 34 39 36 Damage Reduction 15/Epic 15th
Adult 60 feet, Fly 300 feet (Clumsy) 51 10 37 38 43 40 Mass Cloud Mind 18th
Mature Adult 60 feet, Fly 300 feet (Clumsy) 55 10 41 42 47 44 Damage Reduction 20/Epic 21st
Old 60 feet, Fly 300 feet (Clumsy) 59 10 45 46 51 48 Mind Blank 24th
Very Old 60 feet, Fly 300 feet (Clumsy) 63 10 49 50 55 52 Damage Reduction 25/Epic 27th
Ancient 60 feet, Fly 300 feet (Clumsy) 67 10 53 54 59 56 Hypercognition 30th
Wyrm 60 feet, Fly 350 feet (Clumsy) 71 10 57 58 63 60   33rd
Great Wyrm 60 feet, Fly 350 feet (Clumsy) 75 10 61 62 67 64 Absolute Zero 36th

    Starvoid Dragons are the most wide-ranging and highly travelled of the known Epic dragon breeds, preferring to spend their lives high in the sky and observe events below from afar. Though quite curious about nondragons and other dragons as a general rule, Starvoid Dragons often observe via scrying powers rather than appearing in person- even over observing from a safe distance. Their racial Clairsentient psi-like abilities often prove useful in finding targets for observation, when they're of a mind to come close enough to the world to do so or View something interesting Remotely. Starvoid Dragons hatch from eggs the same general size, shape, and appearance as meteroids, some of which are known to fall out of the sky and land in craters much as regular meteoroids occasionally do- though of course a dragon-egg "meteor" is normally much less worse for wear than a standard meteorite when it lands. At birth, the aura of darkness that cloaks all Starvoid Dragons flickers into life within minutes of the baby dragon's hatching, while the deep blue glow of its eyes dims to a slightly lighter shade within the same period of time. Aside from its size, a Starvoid Dragon's eyes provide the only significant appearance change resulting from its age- the eyes are a bright, light blue as a Wyrmling, brightening to a piercing white at the Juvenile stage, and then fading through yellow (at Mature Adult) and orange (at Very Old) before finally settling into a dull red at the Great Wyrm stage of life. When seen without the light-destroying Aura of Tenebrous Night (see below), a Starvoid Dragon's scales are a deep blue-black crystal, as if made from the darkest of sapphires, and flecked with numerous spots of gold, white, blue-white, and silver which actually glow with their own inner light during the dragon's life (it is actually these starlike spots that produce the energy of the Aura). Since they can fly, and live in perfect vacuum, Starvoid Dragons often build lairs high in the upper atmosphere of the worlds they inhabit- above the level of breathable air. The lairs are typically, therefore, mobile, and it is a rare Starvoid Dragon that keeps its lair over the same spot for longer than a few weeks unless the area below its lair is particularly interesting for some reason. Though they are not prone to seek out the company of lesser creatures, Starvoid Dragons are not as a general rule particularly reclusive either, and those capable of visiting a Starvoid Dragon in its own realm may find it to be a uniquely vast source of information the likes of which could not be gathered by anything else.
    Like other Epic dragons, Starvoid Dragons have no odor whatsoever, and cannot be detected or tracked by smell.
    Starvoid Dragons use Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Psicraft, Search, Sense Motive, Spot, and Use Psionic Device as class skills for their Dragon hit dice.

Combat

Starvoid Dragons approach combat much as they do the rest of life- they strongly prefer to be mobile, and use that mobility to maximum advantage. Flyby Attack is one feat that nearly every Starvoid Dragon takes even from the Wyrmling stage, and those with the DEX to do so usually take Spring Attack and Mobility as well. Though their racial psi-like abilities are not quite as combat-oriented as those of many other dragon breeds, Starvoid Dragons take full advantage of Mass Cloud Mind once they have it, and are happy to freeze enemies in place with Absolute Zero and just leave the area once they are old enough to gain that power. Starvoid Dragons generally continue a combat only so long as they are getting something out of it, whether that be fun, treasure (if opponents have desirable items on them), or territory. A Starvoid Dragon will not stay in a combat that is going badly for it if it is capable of getting away, except in the rare case of defending its own lair (and even then the dragon will happily abandon its lair if it can get most or all of its treasure out and away from the enemy). Because they so rely on their ability to move, Starvoid Dragons in combat usually concentrate their attacks on enemies who show capability to match their own mobility, or to harm them no matter where they go- thus, their primary targets are spellcasters with ranged attacks, archers capable of shooting great distances with accuracy, and any fighter-types who can somehow fly and meet the dragon on its own "turf" (so to speak) in the sky.

Aura of Tenebrous Night (Su): Each Starvoid Dragon creates an aura of darkness around it that makes the dragon always seem to be existing in a mobile piece of darkest night. Up close, this aura appears to be made of a sort of dense black mist, but in fact that "mist" is made up of motes of energy which draw in and destroy light. This aura grants the dragon three significant effects. First, the energy motes are densely concentrated near the dragon's body, and tend to prevent matter from striking the dragon- thus granting it a Deflection bonus to AC equal to its CHA bonus. Second, the area of Darkness lowers the ambient light level in a radius around the dragon (as if by the Decrease effect of the Control Light power); the exact amount the ambient light is lowered by depends on distance from the dragon. At 1 foot per age category of the dragon, the light level is reduced by 90%; each 1 foot/age category beyond that lowers the percentage by 10. Thus, between 4 feet/age category and 5 feet/age category the light level is lowered by only 50%. All Light effects of 2nd level or lower within 10 feet/age category of the dragon are automatically dispelled. Finally, the Aura of Tenebrous Night grants the generating Starvoid Dragon Concealment; attacks that would strike the creature have a 20% miss chance. The Aura ceases to exist in an area of Psionic Static or a Null Psionics Field, and dissipates upon the dragon's death, but cannot otherwise be dispelled or negated.

Breathless (Su): Although they, like other dragons, have and use breath weapons, Starvoid Dragons do not actually need to breathe- they use breath only for talking (without using telepathy) and fuelling their breath weapons. Many Starvoid Dragons accordingly make their lairs in total vacuum, the same void that they are named for. The most significant game effect of this is that Starvoid Dragons are immune to drowning and suffocation, and can exist in any environment without worrying about breath. Starvoid Dragons do not consume oxygen in air while in enclosed spaces, and accordingly do not count towards the time they can remain within such spaces with other creatures before suffocation sets in (for the other creatures that is).

Breath Weapon (Su): Starvoid Dragons have one breath weapon, a burst of Gelid darkness that behaves in many ways as an explosion of transatmospheric space. Creatures caught within the blast must save against the Gelid damage normally, using Reflex saves, but must additionally make Fortitude saves or be blinded (as though by the Blindness spell) permanently. The Blindness can be removed in the same ways that the effect of the actual Blindness spell can.

Immune to Darkness (Su): Starvoid Dragons can see through any magical or supernatural darkness effects regardless of level, and cannot be blinded.

Mind Blank (Psi): A Starvoid Dragon of Old age or higher is constantly under the effect of Mind Blank as the power, except that this ability has no duration and cannot be negated. The manifester level of this ability, should it be needed, equals the dragon's hit dice.

Psi-Like Abilities (Psi): 3/day- Absolute Zero, Hypercognition, Mass Cloud Mind, and Psionic Divination.

Sample Starvoid Dragon, Young Adult

Gargantuan Dragon (Darkness)
HD: 40d12+440 (700 hit points)
Init: +14 (+6 Dex, +8 Superior Initiative)
Speed: 60 feet, Fly 300 feet (Poor)
AC: 64 (-4 size, +6 Dex, +13 Deflection, +39 natural), Touch 25, Flat-Footed 58
Base Attack/Grapple: +40/+70
Attack: Bite +45 melee (4d6+28/19-20 ×2)
Full Attack: Bite +45 melee (4d6+28/19-20 ×2), 2 Claws +39 melee (2d8+19); 2 Wings +39 melee (2d6+19), and Tail Slap +39 melee (2d8+47)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath Weapon, Frightful Presence, Psi-Like Abilities, Psionics
Special Qualities: Acid Resistance 30, Aura of Tenebrous Night, Blindsense 60 ft., Breathless, Damage Reduction 15/Epic, Darkvision 120 ft., Fast Healing 3, Electricity Resistance 30, Fire Resistance 30, Immune to Cold, Darkness, Gelid, Paralysis, and Sleep, PR 40, Sonic Resistance 30, SR 35
Saves: Fort +33, Ref +28, Will +36
Abilities: STR 47, DEX 22, CON 33, INT 34, WIS 39, CHA 36
Skills: Autohypnosis +37, Balance +8, Bluff +34, Concentration +34, Diplomacy +60, Disguise +13 (+15 acting), Escape Artist +27, Gather Information +15, Heal +16, Hide +37, Intimidate +37, Jump +54, Knowledge (Architecture & Engineering) +33, Knowledge (Biology) +34, Knowledge (Dungeoneering) +55, Knowledge (Geography) +55, Knowledge (Local) +33, Knowledge (Nature) +34, Knowledge (the Planes) +34, Knowledge (Psionics) +57, Listen +57, Move Silently +27, Psicraft +36 (+38 addressing powerstones), Search +55 (+57 secret doors/compartments), Sense Motive +57, Spot +57, Survival +14 (+16 aboveground natural environments, +16 to avoid getting lost or hazards, +16 following tracks, +16 on other planes, +16 underground), Taunt +15, Tumble +29, Use Psionic Device +35 (+37 powerstones), Use Rope +6 (+8 involving bindings)
Feats: Adroit Flyby Attack, Dodge, Flyby Attack, Hover, Improved Critical (Bite), Improved Initiative, Improved Maneuverability, Mobility, Power Attack, Snatch, Spring Attack, Weapon Focus (Bite), Wingover
Epic Feats: Superior Initiative

Environment: Any land or underground
Organization: Solitary or Clutch (2-5)
Challenge Rating: 30
Treasure: Triple standard (including possessions listed below)
Alignment: Usually Neutral
Advancement: 41-44 HD (Gargantuan)
Level Adjustment: -

    This Starvoid Dragon typically sets its Power Attack at +10 for combat. This adjustment to its combat statistics is included in the stat block above. Without the Power Attack adjustment, its Full Attack is as follows: Bite +55 melee (4d6+18/19-20 ×2), 2 Claws +49 melee (2d8+9), 2 Wings +49 melee (2d6+9), and Tail Slap +49 melee (2d8+27).

Aura of Tenebrous Night (Su): Deflection bonus to AC equal to the dragon's CHA bonus. Dispels Light effects of 2nd level or lower within 50 feet of the dragon. Grants Concealment (20% miss chance). Lowers ambient light levels within a varying radius around the dragon (10% between 41 and 45 feet, 20% between 36 and 40 feet, 30% between 31 and 35 feet, and so on until 90% between 1 and 5 feet from the dragon).

Breathless (Su): Immune to drowning, suffocation and all effects that cause them. Does not count against the number of creatures in an enclosed space for determining when the oxygen is used up and slow suffocation sets in.

Breath Weapon (Su): 90-foot Burst of Gelid energy, 25d12 damage, Reflex DC 41 for half. Creatures caught in the burst must also roll a Fortitude save (DC 41) or be Blinded, as if by the Blindness spell.

Frightful Presence (Su): Creatures with fewer than 40 HD that are within 150 feet of the dragon when it attacks, charges, or flies overhead must make Will saves (DC 43) or become afraid. Creatures with 4 or less HD become Panicked for 4d6 rounds; those with 5 or more HD become Shaken for 4d6 rounds. Dragons are immune to the Frightful Presence of other dragons.

Immune to Darkness (Su): Starvoid Dragons can see through any magical or supernatural darkness effects regardless of level, and cannot be blinded.

Psi-Like Abilities (Sp): 3/day: Psionic Divination. Manifester level 15th.

Psionics: As 15th-level Wilder.
    Power Points per Day: 292.
    Powers Known: (save DC 26 + power level except Telepathy powers- which are DC 27 + power level) 1st- Detect Psionics, Inertial Armor, Offensive Precognition; 2nd- Ego Whip, Sustenance; 3rd- Body Adjustment, Negate Psionics; 4th- Dimension Door, Freedom of Movement; 5th- Plane Shift, True Seeing; 6th- Disintegrate, Temporal Acceleration; 7th- Energy Wave.

Significant Possessions: Crystal Capacitor (3 PP), Gloves of Epic DEX +12, Greater Psionic Restraints, Powerstone (Divert Teleport, Leech Field, Mind Fog, Plane Shift, Stone Shape ×2), Powerstone (Analyze Aura, Ectoplasmic Shambler, Evade Burst, Psychic Crush, Tower of Iron Will, Weird), Psionatrix of Telepathy, Ring of Major Universal Energy Resistance, Ring of Rapid Healing. The various bonuses from the Gloves, Psionatrix, and Rings have been incorporated into the statistics block above. Note particularly that the dragon can only use its Dodge feat and those feats with Dodge as a prerequisite (Mobility and Spring Attack) if it wears the Gloves, since its DEX without them is too low (at 10) to qualify for the Dodge feat.


Gorynych

Gargantuan Dragon
HD: 20d12+140 (270 hit points)
Init: +5 (Dex)
Speed: 20 feet, Fly 100 feet (Poor)
AC: 24 (-4 size, +5 Dex, +13 natural), Touch 11, Flat-Footed 19
Base Attack/Grapple: +20/+42
Attack: Bite +26 melee (2d8+10); or Tail Whip +26 melee (1d6+10 subdual)
Full Attack: 3 Bites +26 melee (2d8+10), 2 Claws +24 melee (2d6+5); or 12 Tail Whips +26 melee (1d6+10 subdual)
Space/Reach: 20 ft./15 ft.
Special Attacks: Rend 4d8+15 or 6d8+20 (see text), Tail Wrap
Special Qualities: Tri-Headed
Saves: Fort +19, Ref +17, Will +12
Abilities: STR 30, DEX 20, CON 24, INT 10, WIS 10, CHA 10
Skills: Bluff +23, Intimidate +33, Jump +33, Listen +43*, Spot +43*, Survival +23
Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Multiattack, Power Attack, Snatch

Environment: Temperate and cold forest, plains, and hills, or underground
Organization: Solitary
Challenge Rating: 14
Treasure: Double standard
Alignment: Usually Chaotic Evil
Advancement: 21-35 HD (Gargantuan), 36-60 HD (Colossal)
Level Adjustment: +4

    A Gorynych is a powerful predator that lives in desolate wastelands far from civilization. Though it superficially resembles a dragon, it has none of the magical or supernatural powers of true dragons, nor is it easily mistaken for one up close (in good light).
    A Gorynych has a dragonlike body covered with small green-blue scales, with four clawed legs and two wings, but the rest of its anatomy is radically different. It has three reptilian heads, which resemble a strange cross between dragons and wolves; also, the creature has multiple tails, starting as three close to the trunk but splitting and then splitting again to bring the end total to twelve. The tails look like fairly normal dragon tails near the main body, but by the time they reach the ends, they more closely resemble living whips (and are used as such in combat).
    Though Gorynychs are sentient, they are not as smart as true dragons, nor do they maintain any sort of society or culture. While most Gorynychs can speak Draconic, and some speak whatever language is common locally, few actually bother to converse with creatures they consider prey (i.e. just about anything smaller than themselves). They can be found in remote, desolate areas all over the world, and are normally the top predator in the local food chain, though occasionally a Gorynych is able to make a living within the range of a greater creature such as an old dragon that sleeps a lot. Gorynychs prefer to keep to themselves, far from other intelligent species, and most other species are happy to leave them there. Gorynychs are born from eggs, like dragons, but reach maturity in only 9 years, whereupon the mother forces her children out of the lair to make their own way. They can live for up to 400 years, if not killed by poison, disease or violence.

Combat

Though Gorynychs do not have the breath weapons or spell-like abilities of true dragons, they are fearsome opponents nevertheless. When facing large groups of smaller opponents, or hunting for food, a Gorynych usually swoops in, Snatches some potential meals in its claws and mouths, and flies away with the victims to consume them at its leisure. If faced with genuinely dangerous foes, a Gorynych prefers to entangle them in its tails first, then concentrate on the most dangerous foes with its triple bite and claws while keeping others tied up so as to prevent them from effectively attacking. If a Gorynych is able to Rend its target with its multiple bites, it never fails to do so; while their mouths are undoubtedly large enough to swallow most man-sized prey whole, they far prefer to swallow prey in pieces- the more for each head, the better. Gorynychs are aware of the threat posed by spellcasters, and will usually concentrate on them before others if they can; however, if a Gorynych has to go through the spellcasters' more combative warrior companions to get to them, then it is happy to do so, since tearing those (generally stronger and harder-to-kill) opponents to pieces tends to really frighten its other foes as well as give it meatier food.

Tail Wrap (Ex): If a Gorynych hits an opponent at least two size categories smaller than itself with a Tail Whip, it deals the normal (subdual) damage, and the tail wraps around the foe and holds on. Neither the Gorynych nor its opponent are considered grappled, but for each Tail Whip which holds a creature, it gets a -1 penalty to attack rolls, skill checks, and AC, and the Gorynych gets a +1 circumstance bonus to attack the creature. Thus, if a creature is wrapped by three tails, it gets a -3 penalty to its rolls, while the Gorynych gets a +3 to attack it.
    An individual Tail Whip can be escaped with an Escape Artist check or a successful Grapple check, or by cutting it off the Gorynych itself. A Tail Whip has AC 18 while wrapped around a creature (AC 28 otherwise), and 1 hit point per hit die of the Gorynych; all damage dealt to it must be slashing damage in order to cut it off. Severing a Tail Whip does no harm to the Gorynych itself; the creature is perfectly capable of living and fighting without its tails, though it will often try to avoid battles if it has severed tails until they regrow (in 1d3+1 weeks). A creature which is currently wrapped in one or more Tail Whips can try to attack them itself to sever them, but the penalty from being wrapped applies to the attack rolls it makes to do so. It is therefore more effective for the creature's companions, assuming it has some, to attack the tails.
    Note that although the tails use the Gorynych's STR bonus to keep an opponent wrapped up in them, the Gorynych cannot actually carry creatures in its tails, and so cannot use this ability to grab prey and fly away. It must use its claws and mouths to do that.

Rend (Ex): If a Gorynych hits a single opponent with at least two of its Bite attacks in a single round, it can grab the foe with both mouths and pull it apart, dealing additional damage. A Gorynych which hits with all three heads can use all three to pull in different directions and do even more damage. If the Gorynych is using only two heads to Rend, this attack deals 4d8+15 damage. If it uses all three, the Rend deals 6d8+20 damage. The three-head Rend is sometimes called the "wishboning" attack.

Tri-Headed (Ex): Gorynychs each have three heads, but only one personality shared between them. If one head sees or hears something, all of them do; therefore, it is nearly impossible to sneak up on a Gorynych that still has all three. If a Gorynych loses a head, the other two can take over for it and still direct the creature's attacks; likewise, if it loses two heads, the third can still control the entire body. If a Gorynych loses all three heads, it is killed. A Gorynych which has all three heads cannot be flanked, though it is not immune to Sneak Attacks from opponents it somehow fails to sense, nor is it immune to critical hits. A Gorynych with two heads can only be flanked by groups of four or more opponents all opposite each other; any number less than that allows its remaining heads to concentrate on the fight well enough to grant it its full dodging capability. A Gorynych with only one head can be flanked normally.
    If characters fighting a Gorynych declare that they are specifically attacking one of its heads in hopes of destroying it and crippling the creature, treat each head as having 1/3 the creature's full hit point total. Standard penalties for making precise attacks apply, of course, while they are doing so. Vorpal and equivalent weapons are the other way characters facing a Gorynych might take heads off of it, and a Gorynych which loses a head to such a weapon essentially loses 1/3 of its remaining hit points in the attack. Gorynych heads do not regrow the way tails do, so a Gorynych which loses one or two heads generally fights even more fiercely, in hopes of taking as many opponents with it as possible if it dies.

Skills: Gorynychs use their STR modifier for Intimidate checks rather than CHA. *Gorynychs receive a +18 racial bonus on Spot and Listen checks if they have all three heads. This bonus is added in to the numbers above. If a Gorynych has lost one head, this bonus becomes only +8; if it has lost two heads, the bonus becomes +2.


Metal Slime

Medium Aberration (Shapechanger)
HD: 15d8+75 (142 hit points)
Init: +5 (Dex)
Speed: 50 feet or by form
AC: 25 (+5 Dex, +10 insight), Touch 25, Flat-Footed 20
Base Attack/Grapple: +11/+26
Attack: Blade +26 melee (1d6+15/19-20)
Full Attack: 6 Blades +26 melee (1d6+15/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Copy
Special Qualities: Amorphous, Blindsense 60 ft., DR 15/Bludgeoning and Magic, Energy Consumption, Fire Resistance 20, Freezing, Immunities, Polymorph
Saves: Fort +10, Ref +10, Will +14
Abilities: STR 40, DEX 20, CON 20, INT 15, WIS 20, CHA 10
Skills: Bluff +18, Diplomacy +2, Disguise +26* (+28 acting), Intimidate +2, Knowledge (Arcana) +20, Spellcraft +22
Feats: Cleave, Combat Reflexes, Dodge, Improved Critical (Blade)B, Mobility, Power Attack, Spring Attack, Weapon Focus (Blade)B

Environment: Any land or underground [Ring of Fire]
Organization: Solitary or Team (2-4)
Challenge Rating: 17
Treasure: None
Alignment: Usually Neutral
Advancement: 16-20 HD (Medium), 21-35 HD (Large), 36-45 HD (Huge)
Level Adjustment: +10

    Metal Slimes are strange and terrible creatures that consume energy to live. They prefer to consume magical and psionic energy, and are very good at finding ways to do it.
    A Metal Slime in its natural state appears as a shapeless blob of silvery, half-liquid metal that resembles nothing so much as quicksilver. Metal slimes are rarely seen in their natural state, however, because they are capable of altering their forms to match other creatures, and can even somehow change color and texture so as to appear completely natural and identical to the original.
    Though Metal Slimes resemble oozes in their natural form, they are intelligent, and a typical specimen can speak at least three languages fluently- including the local Common tongue. Though they are thought to be native to the horribly twisted and volcanic land known as the Ring of Fire in central Anyrk, over the centuries they have spread far beyond their original home, and have even been sighted on other planes of existence.

Combat

Metal slimes typically do not reveal their true combat powers until the last possible moment, and opponents rarely realize what they are fighting until it's too late. Their metallic bodies are capable of forming blades within a fraction of a second, and they most often simultaneously form a blade and stab with it. Whatever else they know about other creatures, metal slimes clearly have a keen grasp of anatomy, because they nearly always strike their opponents in the most devastating possible spots (and with frightening precision and speed to boot). Though metal slimes normally prefer to hide their true forms, once in combat they show no desire to keep up appearances- they can form and fight with up to six blades at any given time, and never hesitate to do so even when the forms they were assuming clearly don't have enough limbs.

Polymorph (Ex): Metal Slimes can alter the outward shape and appearance of their metallic bodies, and can accurately form virtually any desired shape. This allows them to effectively Polymorph (self only) at will, as a standard action, though the ability does not seem to be dependent in any way on magical or psionic energy (they are still capable of it while in areas of dead magic or psionic static). Furthermore, a metal slime does not gain any hit points when changing forms as creatures normally do when polymorphing.

Copy (Ex): A Metal Slime can use its Polymorph ability to precisely mimic any creature or object it has ever touched, and can (in contrast to normal form-shifting powers) appear as specific individuals if it so chooses. A metal slime which hits an opponent with a Blade in combat will often use this ability to become a copy of that opponent, if that creature has companions which are helping it fight; if it does so, the creature's companions must make a Spot check opposed by the metal slime's Disguise in order to tell which one is the original. A creature which attempts to attack a metal slime which is copying another creature this way, without first determining which of the two is the slime and which is the real creature, has a 50% chance to hit either of them.

Energy Consumption (Ex): Metal Slimes can consume spells and psionic powers which create energy attacks against them- each such spell or power heals 1d6 hit points per spell/power level, with any amount above the slime's normal hit point total being gained as temporary hit points. Only attacks which cause hit point damage are absorbed this way; magic such as Charm Monster, which normally deals no damage, work normally as long as they are not already immune to it due to their natural immunities (see below). Also, this ability does not just affect actual spells or powers; even enhanced weapons or armor can be drained of power simply by touching a metal slime. Whenever an enhanced weapon hits a metal slime, it must make a Will save (DC 22) or permanently lose one "plus" of enhancement; the metal slime struck heals 20 hit points (and/or gains temporary hit points) each time it drains a "plus" this way. The save DC is CON-based. Special abilities such as Flaming or Ghost Touch are not absorbed this way, but a weapon which goes below +1 due to touching a metal slime permanently loses all of its special abilities along with the last point of enhancement. Likewise, a metal slime which strikes an opponent wearing enhanced armor, or which misses that opponent because of its armor bonus, can absorb the energy out of the armor unless the item makes a Will save as above. Each point of bonus drained from armor or a shield heals the draining slime just as weapons do. Enhancement bonuses lost to a metal slime can be returned by re-enchanting the item (as if it were being created or upgraded), or by using a Wish or Miracle spell.

Immunities (Ex): Metal Slimes are immune to disease, electric, sonic, and cold damage. They are also immune to force attacks and disintegration; force attacks heal the slime instead of hurting it, and disintegration (or Disruption energy damage) heals 1 hit point per die of damage the attack would normally deal. Any hit points gained in excess of the slime's normal hit point total are gained as temporary hit points.

Freezing (Ex): Though metal slimes are immune to cold damage, cold attacks that hit them deal 2 points of temporary DEX damage for every 10 points of damage the attack would normally deal. For example, a Cone of Cold which would normally deal 40 points of damage would deal 8 points of temporary DEX damage to a metal slime.

Amorphous (Ex): Metal Slimes have no organs as such, and have some of the qualities of oozes as a result. They are immune to poison, sleep, paralysis, stunning, and critical hits.

Blindsense (Ex): Metal Slimes, like oozes, use their whole bodies as sensory organs, and have Blindsense with a range of 60 feet. A metal slime does not normally need to make Spot or Listen rolls to detect creatures within range of its Blindsense.

Skills: *Metal Slimes have a +8 racial bonus to Disguise checks.


Neh-Thalggu, Juvenile

Large Aberration (Incorporeal)
HD: 10d8+40 (85 hit points)
Init: +9 (+5 Dex, +4 Improved Initiative)
Speed: 60 feet
AC: 20 (-1 size, +5 Dex, +3 deflection, +3 insight)
Base Attack/Grapple: +7/+12
Attack: Bite +14 melee (2d10+8 plus poison), or Head-Tentacle +11 melee touch (1d8 plus ability damage)
Full Attack: Bite +14 melee (2d10+8 plus poison), or 4 Head-Tentacles +11 melee touch (1d8 plus ability damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Extract, Manifest Maw, Poison, Spells, Withering
Special Qualities: Amorphous Physiology, Incorporeal traits
Saves: Fort +7, Ref +8, Will +10
Abilities: STR - (27), DEX 21, CON 18, INT 17, WIS 17, CHA 17
Skills: Balance +7, Concentration +17, Hide +11, Jump +7, Knowledge (Arcana) +9, Knowledge (the Planes) +9, Listen +8, Spellcraft +15, Spot +8, Survival +3 (+5 on non-native planes), Tumble +15
Feats: Combat Casting, Dodge, Improved Initiative, Mobility, Power AttackB

Environment: Any land or underground [typically near a Far Realm gate]
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually Chaotic Neutral, Chaotic Evil, or Neutral Evil
Advancement: 11-22 HD (Large)
Level Adjustment: -

    More commonly known as Brain Collectors, for their unpleasant habit of collecting brains from intelligent creatures encountered in their travels (regardless of the wishes of their current owners), the Neh-Thalggu (as they call themselves in their own tongue) are a race of beings from the null dimension usually called the Far Realm. This entry describes a juvenile looking to complete a first full collection of twelve brains; a description for a typical adult can be found in the Epic-Level Handbook.
    Neh-Thalggu present a bizarre and horrific appearance. The creature's body is a bulbous shape of yellow, orange, and brown, covered in oily skin, with twelve bulging sacs protruding slightly from the head and back. The face has four large orange eyes over a huge maw filled with multiple rows of razor-sharp red teeth. Thick tentacles sprout from dozens of places on the creature's head, with ten in particular being arranged around its mouth that are useful for attacking foes. A Neh-Thalggu has several crablike legs jutting from its body, always a multiple of six- adults typically have twelve, while juveniles like the one described here have but six. Rumors and legends tell of fearsomely powerful examples of the species with eighteen or even twenty-four legs, and it is not known whether there are not still more powerful specimens with still more legs, but thankfully none with more than twelve have been seen in living memory. Neh-Thalggu appear to be sexless, and it is not known how they reproduce, but what is known is that the race's young undergo a sort of rite of passage before they reach full adulthood. They leave their home dimension somehow, possibly through gates opened by full adults, and exist in the ordinary multiverse until they gather a full collection of twelve brains from sentient creatures- preferably humanoid ones. The Neh-Thalggu most often encountered in the normal planes of existence are juveniles in this state of temporary exile, unable to return home until they have a collection of brains powerful enough to reopen the dimensional cracks that allowed them to seep into ordinary reality in the first place.
    A Neh-Thalggu of any age is always looking to increase the quality (if not quantity) of its brain collection, and it generally fights only to add to its collection or to defend itself. Since juveniles almost always have less than the maximum number of 12 brains in their collection, however, they tend to be much more aggressive than adults are. Even so, a juvenile will rarely (if ever) bother attacking creatures of less than 5 hit dice or character levels, because such creatures are generally uninteresting and less useful as specimens. A juvenile Neh-Thalggu is capable of giving up brains from its collection, but under normal circumstances it will never do so unless offered a much better replacement (Arcane spellcasters are particularly choice, the higher level the better), or multiple replacements (to increase its number to 12 faster). Juvenile Neh-Thalggu are usually determined to complete the required collection of 12 brains as soon as possible, so they can return home and complete their growth. Those with a full collection of 12 are usually only encountered by accident on their way to a location where they can get back to their own null dimension. In such a situation, the creature is rarely interested in anything other than moving on as quickly as possible, though it may still stop and fight if an especially tempting target (better than one of its already-stored brains) presents itself. Though Neh-Thalggu are capable of communicating and bargaining, it is usually difficult for creatures other than their own kind to do so, since the Neh-Thalggu normally speak only their own frightfully alien language. An individual with stored brains is able to speak all the languages the former owners of those brains could speak, however, so it is sometimes possible to have meaningful communication with one.

Combat

A juvenile Neh-Thalggu has much less powerful attacks than a full adult, but it is still a frightening and terrible opponent. Commonly, it restricts itself to hit-and-run swipes of its head tentacles, draining away its victims' ability to resist its attacks until they are helpless. If pressed by a foe capable of harming it, it abandons subtlety and finesse in favor of bringing its powerful bite to bear on the target- though even in this case, it is careful to avoid damaging the opponent's cranium and the brain held inside. If melee proves especially dangerous, the creature retreats to a location it can use its spells from, in hopes of softening up the enemy so it can be finished off with less trouble. If all else fails, a Neh-Thalggu will retreat from combat entirely, fleeing through the nearest convenient solid obstacles to slow or prevent pursuit. Neh-Thalggu are highly intelligent, despite their alien thought patterns, and do not make the mistake of staying in situations that will clearly result in their own defeat or destruction.

Amorphous Physiology (Ex): Neh-Thalggu can shift their internal organs and body mass as desired, and are therefore immune to critical hits, sneak attacks, death from massive damage, and coup-de-grace attacks.

Extract (Ex): A juvenile Neh-Thalggu does not have the extraction-at-a-distance ability of the adult specimens, but it can extract a helpless opponent's brain using its bite. To use this ability, the Neh-Thalggu manifests its mouth and performs a coup-de-grace attack with it; if the opponent dies, then the Neh-Thalggu successfully extracts the brain and swallows it. Each brain a juvenile Neh-Thalggu swallows advances it one hit die and grants it an additional spell. A creature whose brain is held by a Neh-Thalggu cannot be Raised or Resurrected as long as the creature has it, since it draws upon the soul and mind of the stored brain to gain the additional powers from it. As a side effect of this, the Neh-Thalggu also gains the ability to speak all languages the brain's erstwhile owner did.

Incorporeal traits: Neh-Thalggu, even the temporarily-exiled juveniles, do not exist entirely within this dimension. They can be harmed only by other incorporeal creatures, +1 or better magic/psionic weapons, or magic or psionic powers. They have a 50% chance to ignore any damage from a corporeal source. They can pass through solid objects at will, and their attacks pass through armor (except the bite, which requires manifestation). They always move silently.

Manifest Maw (Su): Although the Neh-Thalggu is incorporeal, it is able to make its mouth fully material (or dematerialize it later) as a standard action. While materialized, the mouth can bite creatures normally, and pick up and move objects. Though the Neh-Thalggu has no STR score because it is incorporeal, the materialized mouth is treated as if it had a STR score of 27. This number is noted parenthetically in the ability score list of the creature, above.

Poison (Ex): A juvenile Neh-Thalggu's bite injects a toxin which warps the body of its victim with radiations of the Far Realm. This poison is type Injury, Fortitude DC 24, initial and secondary damage 1d6 CON. The poison save DC is based on the Neh-Thalggu's CON score, and includes a +5 racial bonus.

Spells (Sp): The brains carried by a juvenile Neh-Thalggu grant it spellcasting powers. Each swallowed brain gives the creature one Arcane spell of 3rd level or lower, which it can use once per day. A Neh-Thalggu can have virtually any spells the DM desires, as long as they are not higher than 3rd level; the caster level of spells a Neh-Thalggu casts is always equal to half the creature's hit dice. Thus, a 12-HD Neh-Thalggu casts its spells at 6th level, while a 22-HD creature casts at 11th.

Withering (Su): The touch of a juvenile Neh-Thalggu's head-tentacles is deadly to living creatures, dehydrating them and draining away their vitality. An opponent struck by a head-tentacle must make a Fortitude save (DC 19) or take 1 point of temporary STR, DEX, or CON damage (determine the affected ability randomly). The save DC is CON-based. Juvenile Neh-Thalggu have as many head-tentacles as the adults do, but only four are large and strong enough to be useful for attacking at any given time.

Feats: Though a Neh-Thalggu has no STR score, it gains Power Attack as a bonus feat for its manifested bite (the only attack it is useful with).


Octopoid

  Octopoid, Normal Form Octopoid, Aboleth Form Octopoid, Illithid Form Octopoid, Kraken Form
  Huge Old One (Aquatic, Extraplanar, Shapechanger) Huge Old One (Aquatic, Extraplanar, Shapechanger) Large Old One (Extraplanar, Shapechanger) Gargantuan Old One (Aquatic, Extraplanar, Shapechanger)
HD: 30d12+300 (495 hit points) 30d12+300 (495 hit points) 30d12+240 (435 hit points) 30d12+360 (555 hit points)
Init: +10 (+2 Dex, +8 Superior Initiative) +10 (+2 Dex, +8 Superior Initiative) +12 (+4 Dex, +8 Superior Initiative) +9 (+1 Dex, +8 Superior Initiative)
Speed: 40 feet, Fly 30 feet (clumsy), Swim 60 feet 20 feet, Swim 80 feet 40 feet Swim 40 feet
AC: 48 (-2 size, +2 Dex, +8 insight, +30 natural), Touch 18, Flat-Footed 38 49 (-2 size, +2 Dex, +8 insight, +31 natural), Touch 18, Flat-Footed 39 41 (-1 size, +4 Dex, +8 insight, +20 natural), Touch 21, Flat-Footed 29 55 (-4 size, +1 Dex, +8 insight, +40 natural), Touch 15, Flat-Footed 46
Base Attack/Grapple: +22/+40 +22/+40 +22/+32 +22/+48
Attack: Claw +38 melee (1d8+10) Tentacle +38 melee (1d8+10 plus Slime) Tentacle +35 melee (1d6+6) Tentacle +40 melee (4d6+14)
Full Attack: 2 Claws +38 melee (1d8+10) and 10 Tentacles +33 melee (1d8+5) and Shell Slam +33 melee (4d6+15) 4 Tentacles +38 melee (1d8+10 plus Slime) 4 Tentacles +35 melee (1d6+6) 2 Tentacles +40 melee (4d6+14) and 6 Arms +38 melee (2d6+7) and Bite +38 melee (4d6+7)
Space/Reach: 15 ft./15 ft. 15 ft./10 ft. 10 ft./5 ft. 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks: Constrict 1d8+5, Frightful Presence, Horror, Improved Grab, Psionics, Spell-Like Abilities, Spells, Stench Frightful Presence, Horror, Psionics, Slime, Spell-Like Abilities, Spells, Stench Extract, Frightful Presence, Horror, Improved Grab, Mind Blast, Psionics, Spell-Like Abilities, Spells, Stench Constrict 4d6+14 or 2d6+7, Frightful Presence, Horror, Improved Grab, Psionics, Spell-Like Abilities, Spells, Stench
Special Qualities: Alien Mind, Alternate Form, Darkvision 120 ft., Fast Healing 10, Foresight, Immunities, Old One Qualities, Perfect Deception, PR 40, Regeneration 5, SR 40, Telepathy Alien Mind, Alternate Form, Darkvision 120 ft., Fast Healing 10, Foresight, Immunities, Mucus Cloud, Old One Qualities, Perfect Deception, PR 40, Regeneration 5, SR 40, Telepathy Alien Mind, Alternate Form, Darkvision 120 ft., Fast Healing 8, Foresight, Immunities, Old One Qualities, Perfect Deception, PR 40, Regeneration 4, SR 40, Telepathy Alien Mind, Alternate Form, Darkvision 120 ft., Fast Healing 12, Foresight, Immunities, Ink Cloud, Jet, Old One Qualities, Perfect Deception, PR 40, Regeneration 6, SR 40, Telepathy
Saves: Fort +38, Ref +30, Will +33 Fort +38, Ref +30, Will +33 Fort +38, Ref +34, Will +33 Fort +40, Ref +29, Will +33
Abilities: STR 30, DEX 15, CON 31, INT 26, WIS 20, CHA 33 STR 30, DEX 15, CON 31, INT 26, WIS 20, CHA 33 STR 22, DEX 19, CON 27, INT 26, WIS 20, CHA 33 STR 38, DEX 13, CON 35, INT 26, WIS 20, CHA 33
Skills: Bluff +44, Concentration +43, Diplomacy +15, Disguise +44 (+46 acting), Intimidate +46, Knowledge (Arcana) +41, Knowledge (The Planes) +41, Knowledge (Psionics) +41, Listen +38, Psicraft +43, Sense Motive +38, Spellcraft +43, Spot +38, Survival +5 (+7 on non-native planes), Swim +18 Bluff +44, Concentration +43, Diplomacy +15, Disguise +44 (+46 acting), Intimidate +46, Knowledge (Arcana) +41, Knowledge (The Planes) +41, Knowledge (Psionics) +41, Listen +38, Psicraft +43, Sense Motive +38, Spellcraft +43, Spot +38, Survival +5 (+7 on non-native planes), Swim +18 Bluff +44, Concentration +41, Diplomacy +15, Disguise +44 (+46 acting), Intimidate +46, Knowledge (Arcana) +41, Knowledge (The Planes) +41, Knowledge (Psionics) +41, Listen +38, Psicraft +43, Sense Motive +38, Spellcraft +43, Spot +38, Survival +5 (+7 on non-native planes), Swim +14 Bluff +44, Concentration +45, Diplomacy +15, Disguise +44 (+46 acting), Intimidate +46, Knowledge (Arcana) +41, Knowledge (The Planes) +41, Knowledge (Psionics) +41, Listen +38, Psicraft +43, Sense Motive +38, Spellcraft +43, Spot +38, Survival +5 (+7 on non-native planes), Swim +22
Feats: Combat Casting, Combat Manifestation, Dodge, FlyB, HoverB, Improved Initiative, Quicken Spell-Like Ability (Confusion), Quicken Spell-Like Ability (Persistent Image), Snatch, WingoverB Ability Focus (Mucus Cloud)B, Ability Focus (Slime)B, Combat Casting, Combat Manifestation, Dodge, Improved Initiative, Improved Natural ArmorB, Quicken Spell-Like Ability (Confusion), Quicken Spell-Like Ability (Persistent Image), Snatch Ability Focus (Mind Blast)B, Combat Casting, Combat Manifestation, Dodge, Great FortitudeB, Improved Initiative, Lightning ReflexesB, Quicken Spell-Like Ability (Confusion), Quicken Spell-Like Ability (Persistent Image), Snatch Combat Casting, Combat Manifestation, Dodge, Improved Initiative, Improved Natural Attack (Arm)B, Improved Natural Attack (Tentacle)B, MultiattackB, Quicken Spell-Like Ability (Confusion), Quicken Spell-Like Ability (Persistent Image), Snatch
Epic Feats: Dire Charge, Improved Combat Casting, Improved Combat Manifestation, Superior Initiative Dire Charge, Improved Combat Casting, Improved Combat Manifestation, Superior Initiative Dire Charge, Improved Combat Casting, Improved Combat Manifestation, Superior Initiative Dire Charge, Improved Combat Casting, Improved Combat Manifestation, Superior Initiative

Environment: World of Nightmares World of Nightmares World of Nightmares World of Nightmares
Organization: Solitary Solitary Solitary Solitary
Challenge Rating: 23 23 23 23
Treasure: Standard Standard Standard Standard
Alignment: Usually Neutral Usually Neutral Usually Neutral Usually Neutral
Advancement: 31-48 HD (Huge); 49-90 HD (Gargantuan) 31-48 HD (Huge); 49-90 HD (Gargantuan) 31-48 HD (Large); 49-90 HD (Huge) 31-48 HD (Gargantuan); 49-90 HD (Colossal)
Level Adjustment: +20 +20 +20 +20

    Octopoids (as Taerans call them- their own name for themselves is unknown) are a frightfully powerful and (almost unthinkably) ancient race of entities from another plane who have, for reasons known only to them, taken considerable interest in the doings of Taera and its natives over the long millennia of its existence. Though they are certainly aware of other planes of existence and fully capable of travelling to them, the number of recorded instances of an Octopoid being encountered on a plane other than Taera, Arite, or its native plane (almost unpronounceably named "Y'ha-Nyechlu'i" by them, and usually called just "The World of Nightmares" by others who know of it) can be counted on one hand. Because Octopoids can change into several different forms which are nearly indistinguishable from common Aboleths, Illithids, and Krakens, however, it is conceivable that they have made unrecorded trips to many planes and simply blended in with the local populations too well to be noticed.
    Sages and scholars who study such things suggest that the Octopoids are curious about Taera because of the advanced civilization it once enjoyed, and perhaps because they themselves have a civilization that is just as advanced in its own right. Delving deep into Ancient records, these scholars have found several tantalizing annals which mention beings suspiciously like the Octopoids known today, but as equals rather than as the vastly superior beings that they are compared to today's people. These records suggest that the Octopoids have advanced their magical abilities to approximately the same level that the Taeran people had during the Golden Age, and their psionic potential further along than even the Golden Age Psylons ever went. Whether this is true or not, it is certainly true that even the weakest Octopoids seen off their home plane are extremely powerful spellcasters and psionicists.
    An Octopoid's natural form is superficially similar to an illithid- albeit an unusually muscular illithid colored a deep green-blue, with an oversized head sporting a massive spiral shell on its back and 10 tentacles instead of 4, a pair of batlike wings jutting from the back of its torso, and claws on its fingers and toes. Standing roughly 20 feet tall when at natural size, an Octopoid is a physically imposing sight; however, all Octopoids can alter their size up to two sizes smaller or larger than their natural size at will. They can also take on three forms; these very closely resemble Aboleths, ordinary Mind Flayers (although of any color the Octopoid desires, allowing them to look somewhat like Psylons or Haali as well), and Krakens. In one of these alternate forms, an Octopoid can easily blend in with actual examples of the creature it is presently imitating, and often an Octopoid's foe has no idea what it is truly fighting until it's too late. Octopoids expecting combat, in fact, rarely use their natural forms, so as to keep the element of surprise until it can grant the greatest possible advantage. Like the creatures their forms mimic, Octopoids appear to be genderless, though actual details of their reproduction are unknown (taking place, as they do, in a plane where very few are willing to go).

Combat

    Octopoids do not, as a general rule, start fights- their prime purpose when away from their home plane is to observe and record information about other worlds (particularly, as previously noted, Taera). This should not be taken to mean, however, that any Octopoid is an easy opponent; Octopoids are terrors in combat (literally and figuratively). Besides their great strength and toughness, Octopoids have a fearsome array of magical and psionic abilities which is usually more than enough to let any individual Octopoid wipe the floor with its opposition. The vast majority of Octopoids also have a wide selection of travel and transport effects (such as Teleport or Gate) at their disposal, and can easily escape most hostile situations without endangering themselves.
    If it chooses to fight, an Octopoid usually has a specific agenda or goal in mind, and plans its tactics accordingly. For instance, an Octopoid on a mission to steal/recover an item, or kidnap/rescue a creature, will work to simply remove opposing creatures from its path in the most expedient manner possible, whether that happens to mean killing them or not. An Octopoid out to prove its superiority will work only to best the creature or creatures it is trying to prove itself to, and won't force the fight any more than necessary to make its point. Generally, Octopoids stay out of melee, preferring hit-and-run tactics and sniping targets from a distance while using their considerable illusion-making talents (particularly their Quickened Persistent Image spell-like ability) to disguise their true positions and avoid counterstrikes. Should an Octopoid find itself seriously pressed, or engaged in melee by opponents who can move faster or differently than expected, it uses transportation powers to get away as soon as possible (or its Snatch feat to fling the opponent away), and then concentrates its distance attacks on the creatures that dared to close with it so as to eliminate that possibility in the future. Only in the most improbable of circumstances will an Octopoid actually use its melee attacks except to finish off an already downed opponent, though a particularly angry Octopoid might make use of its Dire Charge feat to end a fight quickly by making a Full Attack against a small number of foes.
    When able to keep its distance, an Octopoid typically concentrates on finishing off spellcasters first, especially those which show a capability to make Fire attacks (with healers coming in a close second since a group of opponents without healing capability is greatly disadvantaged compared to one with it). It uses spells and powers such as Mass Cloud Mind, Mirror Image, and Mislead to fool opponents into wasting attacks on empty space, while striking surgically and precisely to maximize its own damage potential from a position of safety. Any characters who charge forth and attempt to engage the creature directly find that they have gone against the wrong image, or that they don't have enough time to reach the Octopoid before it uses its transportation abilities to get away and continue distance attacks. An Octopoid will never consider fighting in a space where it does not have much mobility, such as a typical dungeon corridor or room, unless it has companions with it that can get in the way of any melee attackers and help draw enemy fire away from the Octopoid itself.

Alien Mind (Ex): Octopoids are so old and powerful that any direct contact with the mind of one is detrimental to the one making such contact. Any non- Old One creature using a psionic mind-affecting effect on an Octopoid must make a Will save (DC 36) or become Insane as the incredible vistas of time and space that the Octopoid has lived through, and the mind-blasting knowledge of reality that it knows, seep backward through the psionic link into the manifester's own mind. This Insanity persists until removed with an effect such as Greater Restoration, Heal, Limited Wish, Miracle, or Wish. The save DC is CHA-based.

Alternate Form (Su): An Octopoid can assume one of several alternate forms at will, as a standard action. This works as though the creature used the Polymorph spell except that any gear or treasure it is carrying is not affected, and it does not regain hit points (however, if its CON score changes, its hit points will as well to reflect that change). An Octopoid can assume the forms of a bloated gray Aboleth, a large Illithid of any desired color, a Kraken, or its natural form as described above. The combat statistics for each of the four forms vary slightly from form to form, as shown in the table above; notably, whatever its form, an Octopoid has three racial bonus feats, but the feats it gains in each form are different. If an Octopoid shifts form while holding one or more opponents (using its Improved Grab ability; see below), then those creatures are released during the change.
    In addition to altering shape, an Octopoid can alter its size at will, anywhere within two size categories larger or smaller than the "natural" size for its form- thus, an Octopoid in its natural shape can shrink itself to as small as Medium, or expand itself to as large as Colossal. The creature gains the standard changes to physical ability scores for changing size, as noted in the Monster Manual (page 291). When going down one or more sizes, reverse the changes given in the table- for instance, when going from Huge to Medium size, an Octopoid gains -16 STR, -8 CON, +4 DEX, and -5 natural armor. The Octopoid's speed values for its current form do not change with size.

Constrict (Ex): Octopoids in Kraken form can constrict opponents grappled in their tentacles or arms, dealing automatic attack damage with each successful grapple check. Octopoids in natural form can Constrict with their tentacles only, but often use their Snatch feat to grab and fling opponents using their massive claws.

Extract (Ex): In Illithid form, an Octopoid that begins its turn with all four of its tentacles attached to an opponent's head and that makes a successful grapple check extracts the creature's brain, killing it instantly. This power is useless against Constructs (including Living Constructs), Deathless, Elementals, Oozes, most Plants, and Undead. It is not instantly fatal to creatures with multiple heads, such as Ettins and Hydras.

Foresight (Su): Octopoids have frightfully powerful telepathic gifts, and one manifestation of these gifts is that an Octopoid can read its opponents' minds in combat well enough to understand what they are about to do. This grants it an insight bonus to its AC and attack rolls, and also to the save DCs of its spell-like abilities, equal to its INT bonus. These bonuses are included in the statistics given above. It is important to note, however, that an Octopoid does not get these bonuses in combat against mindless opponents (such as most Oozes), because they have no minds to read.

Frightful Presence (Su): In any form, an Octopoid can radiate an aura of awesome might and age, which frightens creatures that come or remain within 60 feet of it. The Octopoid may activate or deactivate this aura at will, as a free action. All creatures within 60 feet of the Octopoid while the aura is active must succeed at a DC 36 Will save or become Shaken, remaining in that condition as long as they remain within that range. The save DC is CHA-based. A creature that successfully saves is immune to that particular Octopoid's Frightful Presence for 24 hours.
    Whether an Octopoid is radiating an aura or not, creatures with INT scores of 2 or less can instinctively recognize the presence of one, and react accordingly- no such creature will ever willingly attack an Octopoid, nor even approach within 20 feet of one if it can help it. Occasionally, an Octopoid in long-term contact with such a creature can become friendly with it, at least enough for the animal not to run away when the Octopoid approaches. This aversion that low-INT creatures feel towards Octopoids is one of the only reliable ways of detecting their presence when they are trying to remain hidden, which is why many Octopoids on long-term missions go out of their way to be kind to local animals.

Horror (Su): When an Octopoid with an active Frightful Presence aura (see above) charges or attacks, the telepathic impression of its fury radiates outward along its aura and produces a greater fear effect on creatures which are within range and can witness the attack. Any creature that is affected by its Frightful Presence already must succeed at another DC 36 Will save or become Panicked, and even those creatures which are not affected (or immune) to the Octopoid's Frightful Presence must save or become Shaken. A creature must save each time it witnesses the Octopoid attack while within 60 feet of it, no matter how many times it has succeeded before. The save DC is CHA-based.

Immunities (Ex): As Old Ones, Octopoids are immune to poison, sleep effects, disease, and paralysis effects.

Improved Grab (Ex): In three of its forms, an Octopoid can use its tentacles to grapple opponents. If the Octopoid hits with an appropriate 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, with different results depending on the Octopoid's current form. In natural form, the Octopoid can Constrict grabbed opponents. In Illithid form, the Octopoid attaches its tentacle to the opponent's skull as long as it is within one size category of the Octopoid (that is, an Octopoid that is currently Large can attach to Medium, Large, or Huge opponents only). In Kraken form, the Octopoid may use Improved Grab with both its Arm and Tentacle attacks, and can Constrict grabbed opponents appropriately with both.

Ink Cloud (Ex): An Octopoid in Kraken form may release a cloud of jet-black ink in an 80-foot spread once per minute, as a free action. The cloud provides total concealment, which the Octopoid normally uses to change form and/or escape a situation that is going badly for it. Creatures within the cloud are considered to be in darkness.

Jet (Ex): While in Kraken form, an Octopoid can jet backwards once per round as a full-round action. This allows it to move 560 feet in a straight line (only), but it does not provoke attacks of opportunity while Jetting.

Mind Blast (Psi): In Illithid form, an Octopoid can release a Mind Blast much like Mind Flayers can. The Octopoid's Mind Blast is a 60-foot cone, and creatures caught in the cone must make a Will save (DC 27) or be stunned for 3d4 rounds. This ability is the equivalent of a 4th-level power, and the save DC is CHA-based and includes a +2 bonus from the Ability Focus feat.

Mucus Cloud (Ex): In Aboleth form, an Octopoid generates a cloud of mucus just like a true Aboleth does. Any creature coming into contact with and inhaling this mucus must make a DC 37 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is CON-based, and includes a +2 bonus from the Ability Focus feat.

Old One Qualities: Old Ones apply their CHA modifier (if positive) as a bonus to all saving throws, have Fast Healing at a rate equal to their CON modifiers (minimum 1), and do not need to sleep, eat, or breathe. Old Ones are not subject to critical hits.

Perfect Deception (Su): The incredibly powerful telepathic abilities Octopoids have allow them to create illusions that are especially convincing, and nearly impossible to see through. True Seeing and similar effects do not reveal an Octopoid's true shape, regardless of its current form, nor do they reveal any images the Octopoid generates using its Persistent Image spell-like ability (or any illusion spells it knows) to be illusions. Furthermore, the save DC of illusions created with the Persistent Image ability is increased by +2. An Octopoid may choose to suppress this illusion-enhancing ability if it wishes to, but most Octopoids instead rely on it heavily.

Power Resistance/Spell Resistance: Unlike most creatures which have Spell or Power Resistance, an Octopoid has equal resistance to both- it has SR and PR ratings of 50.

Psionics: Octopoids manifest psionic powers as 20th-level Wilders. Advanced Octopoids gain one manifester level per 2 Old One HD they gain above 30. The save DCs are CHA-based.
    Power Points: (453; save DC 21 + power level)
    Typical Powers Known: 1st- Detect Psionics, Inertial Armor; 2nd- Concussion Blast, Swarm of Crystals; 3rd- Dispel Psionics, Energy Bolt; 4th- Freedom of Movement, Psychic Reformation; 5th- Plane Shift, True Seeing; 6th- Disintegrate, Mass Cloud Mind; 7th- Energy Wave, Evade Burst; 8th- Greater Teleport, Mind Blank; 9th- Assimilate, Reality Revision.

Regeneration (Ex): In any form, an Octopoid regenerates a number of hit points per round equal to half its CON bonus (minimum 1). Octopoids take normal damage from Fire, Plasma, and Particle attacks- all other attack forms deal nonlethal damage to them.

Slime (Ex): An Octopoid in Aboleth form secretes a mutagenic slime from its tentacles that can cause a terrible affliction in creatures struck by them. Any creature hit by an Octopoid's tentacle attack while it is in Aboleth form must make a DC 37 Fortitude save or begin to transform over the next 1d4+1 minutes. The skin of an affected creature gradually becomes a clear, slimy membrane, and must be kept moistened with cool, fresh water or the creature takes 1d12 points of damage every 10 minutes. The slime also reduces the creature's natural armor bonus by 1, but never to a value less than 0. A Remove Disease spell can restore an afflicted creature to normal if cast before the transformation is complete, but after the creature fully transforms, only a Heal or Mass Heal will reverse it. The save DC is CON-based, and includes a +2 bonus from the Ability Focus feat.

Spell-Like Abilities: Using their mighty telepathic gifts to manipulate the minds and senses of creatures around them, Octopoids can use the following spell-like abilities at will: Confusion (DC 33), Dream, Nightmare (DC 34), and Persistent Image (DC 34). The caster level for these abilities is 20th, but advanced Octopoids gain one effective caster level for the purpose of using these abilities for each 2 Old One HD they gain above 30. The save DCs are CHA-based, and include an insight bonus equal to the Octopoid's INT bonus due to the creature's Foresight ability (see above).

Spells: Octopoids cast spells as 20th-level Sorcerers. Advanced Octopoids gain one caster level per 2 Old One HD they gain above 30. The save DCs are CHA-based.
    Spell Slots: (6/9/9/9/8/8/8/8/7/6; save DC 21 + spell level)
    Typical Spells Known: (9/6/6/6/6/5/5/4/3/2): 0- Arcane Mark, Clean, Create Rock, Detect Magic, Disrupt Undead, Mending, Read Magic, Resistance, Touch of Fatigue; 1st- Alarm, Endure Elements, Expeditious Retreat, Magic Missile, Shield, True Strike; 2nd- Blur, Eagle's Splendor, Glitterdust, Mirror Image, Spectral Hand, Summon Swarm; 3rd- Dispel Magic, Displacement, Fireball, Nondetection, Redirection 3, Water Breathing; 4th- Charm Monster, Detect Scrying, Dimensional Anchor, Phantasmal Killer, Scrying, Stoneskin; 5th- Break Enchantment, Feeblemind, Major Creation, Telekinesis, Wall of Force; 6th- Analyze Dweomer, Chain Lightning, Geas/Quest, Mislead, View Dimensions; 7th- Elemental Immunity, Forcecage, Project Image, Spell Turning; 8th- Horrid Wilting, Polymorph Any Object, Time Shift; 9th- Gate, Time Stop.

Stench (Ex): In any form, an Octopoid can voluntarily kill and slough off part of its alien tissues as a free action, which dissolves immediately into a stinking jelly. This does not hurt the Octopoid because of its regeneration ability, but it creates a truly horrific smell within 30 feet of the creature. Any creature with a sense of smell within 30 feet of the Octopoid when it uses this ability must make a DC 35 Fortitude save or be Nauseated for as long as it remains within 30 feet of the Octopoid, and for 1d6 × 10 minutes afterward. Creatures which succeed at the saving throw are merely Sickened instead, and only while they remain in the area. A creature that saves is immune to that Octopoid's Stench for 24 hours. The save DC is CON-based.

Telepathy (Su): Octopoids can communicate telepathically with any creature within 10 miles that has a language and that they are aware of.


Paraelemental Monolith

    Just as the four primary Elements give rise to the lordly Elemental Monoliths, so too do the so-called "paraelements" which are combinations of the primary forces give rise to Paraelemental Monoliths who are lords and princes of their lesser kin. Only Primal Paraelementals are more powerful incarnations of these combined forces than the Paraelemental Monoliths.
    Paraelemental Monoliths can be summoned to the Material Plane by only the most potent of summoning spells possible without resorting to Epic magic or Ultramagic. Even when so called, by a caster capable of using such spells, the summoner dare not take his or her attention from controlling the Monolith for even a moment, lest it break free and run wild.

Combat

    Paraelementals have varied combat abilities and tactics, but all share the same elemental traits that regular Elementals do.

Elemental Qualities: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Ice Monolith

Gargantuan Elemental (Air, Cold, Extraplanar, Water)
HD: 36d8+216 (378 hit points)
Init: +13 (+9 Dex, +4 Improved Initiative)
Speed: 30 feet
AC: 30 (-4 size, +9 Dex, +15 natural), Touch 15, Flat-Footed 21
Base Attack/Grapple: +27/+50
Attack: Icicle +35 melee (6d6+11/19-20 plus 4d6 cold)
Full Attack: 2 Icicles +35 melee (6d6+11/19-20 plus 4d6 cold)
Space/Reach: 20 ft./20 ft.
Special Attacks: Chill Metal
Special Qualities: Cold Immunity, DR 15/-, Darkvision 60 ft., Elemental Qualities, Fire Vulnerability
Saves: Fort +18, Ref +29, Will +16
Abilities: STR 32, DEX 29, CON 22, INT 12, WIS 15, CHA 17
Skills: Balance +11, Diplomacy +5, Intimidate +16, Jump +13, Listen +43, Sense Motive +15, Spot +43, Tumble +22
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Improved Critical (Icicle), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (Icicle)

Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually Neutral
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: +0

    Lords of the Elemental Plane of Cold/Ice, Ice Monoliths seldom leave their home plane unless summoned. They speak Auran and Aquan with tinkling, crystalline voices, and though they are less taciturn than other paraelementals, they have little interest in communicating with creatures other than their own kind.
    An Ice Monolith is an enormous statue of glittering ice covered head to toe in razor-sharp icicles. On the head, carefully shaped facets glint where eyes and mouth should be, giving the appearance of a capricious, winking gaze with a tight, mocking grin.

Combat

Ice Monoliths fight much like other Ice Paraelementals, but are far stronger. They are patient combatants that prefer to lure opponents to them, so they can take advantage of their Combat Reflexes feat and Chill Metal ability, and continue maneuvering to outlast their foes rather than just outfight them with brute force.

Chill Metal (Su): An Ice Monolith radiates an aura of numbing cold that Chills Metal as the spell, except that everything within 40 feet of the Monolith is affected. As with the spell, it takes 3 rounds for the affected objects to reach the Freezing stage. Once it does, it remains at that stage until the Ice Monolith takes a standard action to end the effect, which causes the metal to return to its starting temperature 2 rounds later.

Magma Monolith

Gargantuan Elemental (Earth, Extraplanar, Fire)
HD: 36d8+252 (414 hit points)
Init: -1 (Dex)
Speed: 30 feet
AC: 25 (-4 size, -1 Dex, +20 natural), Touch 5, Flat-Footed 25
Base Attack/Grapple: +27/+55
Attack: Slam +40 melee (6d8+16/19-20)
Full Attack: 2 Slams +40 melee (6d8+16/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Burn
Special Qualities: Cold Vulnerability, DR 15/-, Darkvision 60 ft., Elemental Qualities, Fire Immunity
Saves: Fort +27, Ref +13, Will +16
Abilities: STR 43, DEX 8, CON 25, INT 12, WIS 15, CHA 17
Skills: Diplomacy +5, Intimidate +16, Jump +29, Listen +43, Sense Motive +15, Spot +43
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Grapple, Improved Natural Attack, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam)

Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually Neutral
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: +0

    Masters of the Elemental Plane of Magma, Magma Monoliths seldom leave their home plane unless summoned. They speak Ignan and Terran in rumbling, menacing voices like awakening volcanoes. Though they are more talkative and intelligent than other paraelementals, they rarely have anything to say to residents of the Material Plane.
    A Magma Monolith appears as a humanoid figure of molten lava the size of a small tower. It is rock-colored across the chest, arms, and legs, where the lava has cooled enough to stay solid, while the hands and feet are still blazing red, constantly ejecting sparks and cinders. Two burning rocks take up the places of eyes, and the mouth is a gaping fumarole of fiery rock. A Magma Monolith stands at least 50 feet tall and weighs 100000 pounds or more.

Combat

A Magma Monolith gladly charges into combat, grappling and burning its foes to cinders.

Burn (Ex): Those hit by a Magma Monolith's grapple or Slam attack catch on fire if they fail a Reflex save (DC 35). The fire burns for 1d4 rounds (see Catching on Fire on page 303 of the DMG). A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a Magma Monolith with natural weapons or unarmed attacks take fire damage as if hit with the Monolith's attack, and must likewise make a Reflex save or catch on fire. The save DC is CON-based.

Ooze Monolith

Gargantuan Elemental (Acid, Earth, Extraplanar, Water)
HD: 36d8+252 (414 hit points)
Init: +6 (Dex)
Speed: 20 feet, Swim 50 feet
AC: 27 (-4 size, +6 Dex, +15 natural), Touch 12, Flat-Footed 21
Base Attack/Grapple: +27/+53
Attack: Slam +38 melee (6d8+14/19-20 plus 4d6 acid)
Full Attack: 2 Slams +38 melee (6d8+14/19-20 plus 4d6 acid)
Space/Reach: 20 ft./20 ft.
Special Attacks: Acid
Special Qualities: DR 15/-, Darkvision 60 ft., Elemental Qualities, Fire Immunity
Saves: Fort +27, Ref +18, Will +16
Abilities: STR 38, DEX 22, CON 25, INT 12, WIS 15, CHA 17
Skills: Diplomacy +5, Intimidate +16, Jump +21, Listen +43, Sense Motive +15, Spot +43, Swim +22
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Natural Attack, Improved Sunder, Iron Will, Power Attack, Weapon Focus (Slam)

Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually Neutral
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: +0

    Leaders of the Ooze Paraelementals, Ooze Monoliths are normally encountered away from the Elemental Plane of Mud/Sludge/Ooze only when summoned by powerful spellcasters. They speak Aquan and Terran in burbling, gloppy voices that sound like air bubbles bursting forth from muck. They rarely bother speaking to creatures other than Ooze Paraelementals.
    An Ooze Monolith appears as a huge, disgusting blob of brown muck, with a vaguely humanoid torso rising from the mess. Where the pool of mud moves, so moves the Monolith. In place of eyes and mouth, it has gaping pits which constantly drip and reform.

Combat

An Ooze Monolith enjoys combat against Material Plane foes, as its acid can quickly consume even the most powerful of weapons and equipment.

Acid (Ex): An Ooze Monolith is composed of highly corrosive slime, and can rapidly dissolve both organic materials and metals. Any melee hit deals acid damage to the victim. The Monolith's acid deals 40 points of damage per round to metal or wooden objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 35). A metal or wooden weapon that strikes an Ooze Monolith also dissolves immediately unless it succeeds at a Reflex save. If an Ooze Monolith successfully grapples an opponent, the opponent's armor must likewise make a Reflex save at a -4 penalty or dissolve into uselessness. The save DC is CON-based.

Smoke Monolith

Gargantuan Elemental (Air, Extraplanar, Fire)
HD: 36d8+216 (378 hit points)
Init: +15 (+11 Dex, +4 Improved Initiative)
Speed: Fly 90 feet (good)
AC: 31 (-4 size, +11 Dex, +14 natural), Touch 17, Flat-Footed 20
Base Attack/Grapple: +27/+50
Attack: Claw +35 melee (4d6+11/19-20)
Full Attack: 2 Claws +35 melee (4d6+11/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Smoke Claws
Special Qualities: DR 15/-, Darkvision 60 ft., Elemental Qualities
Saves: Fort +18, Ref +31, Will +16
Abilities: STR 32, DEX 33, CON 22, INT 12, WIS 15, CHA 17
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +37, Listen +43, Sense Motive +15, Spot +43, Tumble +24
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (Claw), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack, Weapon Finesse, Weapon Focus (Claw)

Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually Neutral
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: +0

    Princes and nobles of the Elemental Plane of Smoke, Smoke Monoliths are usually encountered away from their home plane only when summoned. They speak Auran and Ignan in hissing, roaring voices like the infernal winds rising from a vast fire. They are more strong-willed and intelligent than most of their kin, and choose their words with care when they choose to speak at all.
    A Smoke Monolith is a gigantic cloud of thick, black smoke with two burning vortices of cinders for eyes, and enormous arms with tenebrous, sickle-shaped claws that swipe at its foes.

Combat

A Smoke Monolith uses its great speed to devastating effect in combat, flying circles around its landbound foes and ripping them apart with its claws from the inside out.

Smoke Claws (Ex): A Smoke Monolith can engulf opponents by moving on top of them. It fills the air around one opponent of Huge size or smaller without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 34) or inhale part of the creature. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing 8d6+22 damage automatically. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. The save DC is CON-based.


Paraelemental, Primal

    Just as the four primary Elements give rise to the astoundingly powerful Primal Elementals, so too do the so-called "paraelements" which are combinations of the primary forces give rise to Primal Paraelementals. Primal Paraelementals are the most potent incarnations of these combined forces, just as Primal Elementals are the most potent incarnations of the basic ones.

Combat

    Paraelementals have varied combat abilities and tactics, but all share the same elemental traits that regular Elementals do.

Elemental Qualities: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Primal Ice Paraelemental

Colossal Elemental (Air, Cold, Extraplanar, Water)
HD: 64d8+576 (984 hit points)
Init: +14 (Dex)
Speed: 30 feet
AC: 64 (-8 size, +14 Dex, +48 natural), Touch 16, Flat-Footed 50
Base Attack/Grapple: +48/+75
Attack: Icicle +57 melee (4d8+16/19-20 plus 4d8 cold)
Full Attack: 2 Icicles +57 melee (4d8+16/19-20 plus 4d8 cold)
Space/Reach: 30 ft./30 ft.
Special Attacks: Chill Metal
Special Qualities: Cold Immunity, DR 15/-, Darkvision 60 ft., Elemental Qualities, Fire Vulnerability, SR 42
Saves: Fort +32, Ref +50, Will +28
Abilities: STR 32, DEX 39, CON 28, INT 8, WIS 13, CHA 13
Skills: Listen +37, Spot +36
Feats: Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (Icicle), Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (Icicle)
Epic Feats: Blinding Speed, Epic Prowess (×2), Epic Toughness (×6), Epic Will, Improved Combat Reflexes

Environment: Any
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Usually Neutral
Advancement: 65-288 HD (Colossal)
Level Adjustment: +0

    A Primal Ice Paraelemental is the incarnation of the frigid, paralyzing cold that deepest winter at the polar ice caps merely suggests.
    A Primal Ice Paraelemental is a cyclopean statue of glittering, translucent ice covered head to toe in razor-sharp icicles. On the head, carefully shaped facets glint where eyes and mouth should be, giving the appearance of a capricious, winking gaze with a tight, mocking grin.
    Ice Paraelementals speak Auran and Aquan in voices tinkling with the musical tones of echoes in a cavern of ice.

Combat

A Primal Ice Paraelemental is a patient combatant, waiting with the serene certainty of winter for its foes to enter its icy embrace (and unlimited attacks of opportunity). It moves to maximize the number of opponents caught within its Chill Metal radius, and then maneuvers to outlast the enemy, which has likely taken damage from freezing weapons and armor.

Chill Metal (Su): A Primal Ice Paraelemental radiates an aura of numbing cold that Chills Metal as the spell, except that everything within 60 feet of the Paraelemental is affected. As with the spell, it takes 3 rounds for the affected objects to reach the Freezing stage. Once it does, it remains at that stage until the Ice Paraelemental takes a standard action to end the effect, which causes the metal to return to its starting temperature 2 rounds later.

Primal Magma Paraelemental

Colossal Elemental (Earth, Extraplanar, Fire)
HD: 64d8+640 (1048 hit points)
Init: -1 (Dex)
Speed: 30 feet
AC: 49 (-8 size, -1 Dex, +48 natural), Touch 1, Flat-Footed 49
Base Attack/Grapple: +48/+80
Attack: Slam +59 melee (4d10+24/19-20)
Full Attack: 2 Slams +59 melee (4d10+24/19-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Burn
Special Qualities: Cold Vulnerability, DR 15/-, Darkvision 60 ft., Elemental Qualities, Fire Immunity, SR 42
Saves: Fort +46, Ref +22, Will +28
Abilities: STR 43, DEX 8, CON 31, INT 8, WIS 13, CHA 13
Skills: Listen +37, Spot +36
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Slam), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam)
Epic Feats: Devastating Critical (Slam), Epic Prowess (×2), Epic Toughness (×6), Epic Will, Overwhelming Critical (Slam)

Environment: Any
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Usually Neutral
Advancement: 65-288 HD (Colossal)
Level Adjustment: +0

    A Primal Magma Paraelemental is the heat and fury of the eternal flames at the heart of the deepest volcano.
    A Primal Magma Paraelemental appears as a colossal humanoid formed entirely out of molten lava. It is rock-colored across the chest, arms, and legs, where the lava has cooled enough to stay solid, while the hands and feet are still blazing red, constantly ejecting sparks and cinders. Two burning boulders take up the places of eyes, and the mouth is a gaping inferno of fiery rock. A Primal Magma Paraelemental stands at least 70 feet tall and weighs 250000 pounds or more.
    Magma Paraelementals speak Ignan and Terran in voices rumbling with the power of a volcano about to erupt.

Combat

A Primal Magma Paraelemental gladly charges into combat, grappling and burning its foes to cinders.

Burn (Ex): Those hit by a Primal Magma Paraelemental's grapple or Slam attack catch on fire if they fail a Reflex save (DC 52). The fire burns for 1d4 rounds (see Catching on Fire on page 303 of the DMG). A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a Magma Paraelemental with natural weapons or unarmed attacks take fire damage as if hit with the Paraelemental's attack, and must likewise make a Reflex save or catch on fire. The save DC is CON-based.

Primal Ooze Paraelemental

Colossal Elemental (Acid, Earth, Extraplanar, Water)
HD: 64d8+640 (1008 hit points)
Init: +14 (Dex)
Speed: 20 feet, Swim 50 feet
AC: 64 (-8 size, +14 Dex, +48 natural), Touch 16, Flat-Footed 50
Base Attack/Grapple: +48/+80
Attack: Slam +59 melee (4d10+24/19-20 plus 4d6 acid)
Full Attack: 2 Slams +59 melee (4d10+24/19-20 plus 4d6 acid)
Space/Reach: 30 ft./30 ft.
Special Attacks: Acid
Special Qualities: DR 15/-, Darkvision 60 ft., Elemental Qualities, Fire Immunity, SR 42
Saves: Fort +46, Ref +37, Will +28
Abilities: STR 42, DEX 38, CON 31, INT 8, WIS 13, CHA 13
Skills: Listen +37, Spot +36
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Critical (Slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Slam)
Epic Feats: Devastating Critical (Slam), Epic Prowess (×3), Epic Toughness (×4), Epic Will, Overwhelming Critical (Slam)

Environment: Any
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Usually Neutral
Advancement: 65-288 HD (Colossal)
Level Adjustment: +0

    A Primal Ooze Paraelemental is the embodiment of ooze's slithering, all-consuming dissolution.
    A Primal Ooze Paraelemental appears as a humongous, disgusting blob of a torso formed of brown muck, rising from a vast pool of putrescence. Where the pool moves, so moves the paraelemental. In place of eyes and mouth, it has gaping pits which constantly drip and reform.
    Ooze Paraelementals speak Terran and Aquan in the burbles of ruins drowning in swamps.

Combat

A Primal Ooze Paraelemental enjoys combat against Material Plane foes, as its acid can quickly consume even the most powerful of weapons and equipment.

Acid (Ex): A Primal Ooze Paraelemental is composed of highly corrosive slime, and can rapidly dissolve both organic materials and metals. Any melee hit deals acid damage to the victim. The Paraelemental's acid deals 40 points of damage per round to metal or wooden objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 52). A metal or wooden weapon that strikes an Ooze Paraelemental also dissolves immediately unless it succeeds at a Reflex save. If an Ooze Paraelemental successfully grapples an opponent, the opponent's armor must likewise make a Reflex save at a -4 penalty or dissolve into uselessness. The save DC is CON-based.

Primal Smoke Paraelemental

Colossal Elemental (Air, Extraplanar, Fire)
HD: 64d8+576 (944 hit points)
Init: +24 (+16 Dex, +8 Superior Initiative)
Speed: Fly 90 feet (good)
AC: 66 (-8 size, +16 Dex, +48 natural), Touch 18, Flat-Footed 50
Base Attack/Grapple: +48/+75
Attack: Claw +57 melee (4d4+16)
Full Attack: 2 Claws +57 melee (4d4+16)
Space/Reach: 30 ft./30 ft.
Special Attacks: Smoke Claws
Special Qualities: DR 15/-, Darkvision 60 ft., Elemental Qualities, SR 42
Saves: Fort +32, Ref +52, Will +28
Abilities: STR 32, DEX 43, CON 28, INT 8, WIS 13, CHA 13
Skills: Listen +37, Spot +36
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (Claw)
Epic Feats: Blinding Speed (×2), Dire Charge, Epic Toughness (×4), Epic Will, Improved Combat Reflexes, Superior Initiative

Environment: Any
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Usually Neutral
Advancement: 97-288 HD (Colossal)
Level Adjustment: +0

    A Primal Smoke Paraelemental is the incarnation of smoke's concealing, choking grasp.
    A Primal Smoke Paraelemental appears as a vast pillar of thick, black smoke with two burning vortices of cinders for eyes, and colossal arms with tenebrous, sickle-shaped claws that swipe at its foes.
    Smoke Paraelementals speak Ignan and Auran in voices crackling and hissing like the sound of an entire forest in a wildfire.

Combat

A Primal Smoke Paraelemental uses its great speed to devastating effect in combat, flying circles around its landbound foes and ripping them apart with its claws from the inside out.

Smoke Claws (Ex): A Primal Smoke Paraelemental can engulf opponents by moving on top of them. It fills the air around one opponent of Gargantuan size or smaller without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 51) or inhale part of the creature. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing 8d4+32 damage automatically. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. The save DC is CON-based.


Ravenous Glow

Large Ooze (Incorporeal, Radiation)
HD: 11d10+33 (93 hit points)
Init: +1 (Dex)
Speed: Fly 60 feet (Perfect)
AC: 16 (-1 size, +1 Dex, +6 deflection)
Base Attack/Grapple: +8/-
Attack: Incorporeal Touch +10 melee (1d6+4 plus Gamma Blast 11d6)
Full Attack: Incorporeal Touch +10 melee (1d6+4 plus Gamma Blast 11d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Engulf, Gamma Blast, Intensity
Special Qualities: Blindsight 60 ft., Cleansing Vulnerability, DR 10/Magic, Incorporeal Traits, Ooze Traits, PR 20, Resilience, SR 25
Saves: Fort +12, Ref +10, Will +10
Abilities: STR -, DEX 13, CON 16, INT -, WIS 13, CHA 16
Skills: -
Feats: -

Environment: Any Radioactive
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: 12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment: -

    Within zones of dangerous Radiation exist many creatures of unique and terrible aspect. Most of these are at least vaguely related to existing natural creatures from healthier homes, for example, Radioactive Mutants, but now and again something more sinister and terrible appears. Among the wastelands covered by life-twisting glows, the natural magic and other supernatural energies of the world are also twisted, and sometimes they release into the physical environment with nothing to latch onto. In some of these forlorn wastes where no living creature dwells, nearby objects or even the land itself come to terrible life, but sometimes something more terrible still occurs. When the natural magic of the world gives life to a particularly strong concentration of the very unnatural Radiation itself that suffuses the region, a new and terrible form of "life" is born- the Ravenous Glow.
    Ravenous Glows are nightmarish agglomerations of concentrated radiation that sustain themselves and grow by destroying normal matter, releasing and absorbing its energy potential as more dangerous radiation (which the Ravenous Glows then incorporate into themselves). Any area with a Ravenous Glow inside it slowly becomes a blasted, flat, featureless plain of fine grayish ash or powder, as the creature slowly corrupts and destroys every significant object or lifeform that would otherwise be there. Ravenous Glows can fly beyond the confines of such blasted plains, and some of the more mobile ones have even been known to fly outside Radiation zones entirely, though never for very long as the Glow cannot easily sustain itself in the absence of heavy ambient radiation.

Combat

A Ravenous Glow exists to corrode and destroy as much living matter as possible, and simply flies into combat as quickly as it can, covering and striking at all opponents it can reach.

Cleansing Vulnerability (Ex): Since a Ravenous Glow is literally made of deadly radiation, any spell or effect that destroys such radiation (such as Gammacleanse) deals damage to all Ravenous Glows caught in its area of effect. A Ravenous Glow caught in a cleansing effect on the round it is cast takes 1d10 damage per caster level, no save. If it enters the area after the actual casting, but before the duration expires (assuming the cleansing effect is temporary), then it takes 1d6 points of damage per caster level instead, and takes the same damage each round it remains within the area of the active cleansing effect. In both cases, if it survives the damage, it typically retreats at maximum possible speed from the epicenter of the effect, or from the caster if the effect was a Touch effect or Ray effect.

Engulf (Ex): A Ravenous Glow can simply cover and surround creatures that fit within its space, as a standard action. It cannot make an Incorporeal Touch attack during a round in which it Engulfs. The Ravenous Glow merely has to move over opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against it, but if they do so they are not entitled to a saving throw (see below). Opponents who do not attempt attacks of opportunity must succeed on a Reflex save (CHA-based save DC 18) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the Ravenous Glow moves forward. Engulfed creatures are subject to the full effects of the Ravenous Glow's Gamma Blast ability (see above). Note that unlike most other creatures capable of Engulfing opponents, a Ravenous Glow's engulfed victims are not considered Grappled, because it is Incorporeal and therefore cannot Grapple.

Gamma Blast (Su): The Ravenous Glow's concentrated radiation erodes and corrupts any material objects the creature concentrates on, and this includes any creature hit by the Ravenous Glow's Incorporeal Touch attack or Engulfed by it. Any creature so affected must make a Fortitude save (DC 18) or take 1d6 points of Radiation damage per HD of the ooze; creatures making a successful save instead take 1d6 Radiation damage per 2 HD of the ooze. Regardless of whether or not the Fortitude save was successful, any creature that takes more than 15 points of damage from this attack must make one Radiation save (also DC 18) per 15 points of damage taken. Each failed Radiation save means the creature acquires a Mutation (see rules on Mutations in the Rules document for details). Mutations acquired this way use the rules for "effect" mutations, since they are not caused by natural radiation. Finally, each 20 points dealt to a creature this way heals the Ravenous Glow of 1d10 hit points, with any hit points in excess of its normal maximum total being gained as temporary hit points which last 1 hour. The save DCs associated with Gamma Blast are CON-based.

Incorporeal Traits: Ravenous Glows are creatures of pure energy, and do not have material bodies. They can be harmed only by other incorporeal creatures, +1 or better magic/psionic weapons, or magic or psionic powers. They have a 50% chance to ignore any damage from a corporeal source. They can pass through solid objects at will, and their attacks pass through armor. They always move silently.

Intensity (Su): A Ravenous Glow's essence is so concentrated that its melee attacks receive bonus damage based on its CHA score. This bonus damage is calculated exactly as if it were a material creature's melee attack using a STR score equal to the Glow's CHA; thus, a Ravenous Glow's Incorporeal Touch attack (which equates to a Slam) gets bonus damage equal to 1½ times its CHA bonus.

Ooze Traits: Most oozes (including Ravenous Glows) are mindless- they have no INT score, and accordingly have immunity to all Mind-Affecting effects (Charms, Compulsions, Patterns, Phantasms, and morale effects). They are blind (but have the Blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Oozes are immune to poison, sleep effects, Paralysis, Polymorph, and stunning. Oozes are not subject to critical hits, flanking, or other damage that relies on precision such as a Rogue's Sneak Attack or Scout's Skirmish bonus damage.

Resilience (Ex): Ravenous Glows are intensely concentrated patterns of radiation, and gain several bonuses as a result. First, whereas every incorporeal creature gains a Deflection bonus to AC equal to its CHA bonus, a Ravenous Glow gains double this bonus (thus, the standard Ravenous Glow above gains +6 to its AC rather than +3 as a normal Incorporeal creature would). Also, a Ravenous Glow gains double its CHA bonus to all saving throws. Finally, an advanced Ravenous Glow gains +1 to its CHA score for every 2 HD it gains above the base amount, on top of whatever other ability increases it gets.


Robot

    It is well known among Taerans that the Ancients built many wonderous machines, among them devices that could move, react, and even talk without intervention by others. These devices are known today by many names, such as "automata," "live metal," and "meks," but to the Ancients themselves the devices were known as robots. Far from being simple objects, robots were (and are) actually artificial creatures of a sort, able to exist in the world and interact with it and inhabitants of it exactly like other creatures do. While there are many types of robot, some of which are now known only in records of Ancient times, or are unique today, a few types still exist of which there are several or many examples still largely intact and operational. Some of these types are detailed below, along with details of traits shared by all robots so that DMs can make their own types beyond these.

Combat

    Robots are Constructs, but being mechanical and technological rather than magical or psionic, they do not share all the traits of standard creatures with the Construct type. In particular, robots always have minds (that is, they have INT scores), and they continue to operate normally in Anti-Magic or Null Psionics Zones, where magical or psionic Constructs would stop working. They also have several abilities that go beyond those that normal Constructs have. All traits which differentiate them from normal Constructs are listed below.

Robot Traits: A robot possesses the following traits (unless otherwise noted in its description):

Death Machine

Gargantuan Construct (Robot)
HD: 60d10+600+80 (1010 hit points)
Init: +18 (+10 Dex, +8 Superior Initiative)
Speed: Fly 30 feet (Perfect)
AC: 60 (-4 size, +10 Dex, +12 deflection, +32 natural), Touch 28, Flat-Footed 50
Base Attack/Grapple: +45/+84
Attack: Slam +48 melee (8d6+47) or any one weapon (see text) +66 ranged (damage listed in text)
Full Attack: Slam +48 melee (8d6+47) and up to 24 weapons (see text) +66 ranged (damage listed in text)
Space/Reach: 20 ft./20 ft.
Special Attacks: Death Throes, Onboard Weapons Array, Target Lock
Special Qualities: Ancient Programming, Darkvision 120 ft., DR 20/-, Electromagnetic Vulnerability, Fast Healing 1, Immune to Cold, Fire, Radiation, and Sonic, Low-Light Vision, Military Programming, Mirrorstone Plating, Reflectoshield, Resistance to Acid and Electricity 30, Resistance to Disruption, Force, Gelid, Particle, and Plasma 20, Resistance to Electromagnetic 10, Robotic Fortification, Robot Traits, Supernaturally Inert, Technical Proficiency, Technological Interface
Saves: Fort +30, Ref +40, Will +45
Abilities: STR 64, DEX 31, CON -, INT 30, WIS 41, CHA 30
Skills: Appraise +10 (+12 technology), Bluff +40, Concentration +73, Craft (Technology) +93, Decipher Script +15 (+17 secret messages), Diplomacy +47 (+49 sentient machines, +49 soldiers, +51 sentient military machines), Disguise +10 (+12 acting, +12 imitating animal sounds), Gather Information +12, Intimidate +75, Knowledge (Ancient Technology) +93, Knowledge (Cryptography) +80, Knowledge (Games & Gambling) +51 (+53 strategy games), Knowledge (History) +30, Knowledge (Mathematics) +93, Knowledge (Nature) +42, Knowledge (Puzzles) +51, Knowledge (War) +93, Listen +78, Open Lock +31 (+33 codelocks, +33 puzzle locks), Search +43, Sense Motive +78 (+80 secret messages), Speak Language (any 10 besides Ancient Taeran), Spot +78, Survival +78 (+80 following tracks, +80 in aboveground natural environment, +82 following tracks in aboveground natural environment), Taunt +12, Use Ancient Device +17
Feats: Combat Reflexes, Far Shot, Flyby Attack, Forecasting Program, Improved Initiative, Improved Multiattack, Improved Precise Shot, Multiattack, Point-Blank Shot, Power Attack, Precise Shot, Preservation Program, Rapid Shot, Track
Epic Feats: Distant Shot, Extra Concentration, Improved Combat Reflexes, Legendary Tracker, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy

Environment: Ancient military installation
Organization: Solitary
Challenge Rating: 40
Treasure: Surviving weapons and components; see text
Alignment: Usually Lawful Neutral
Advancement: -
Level Adjustment: +10 (Cohort)

    The most powerful robot type in the Ancient military arsenal, Death Machines are aptly named. Terrors of any battlefield, each Death Machine has an array of onboard technological weapons to rival the collections of some whole bases, and the tactical skill and lethal precision to use them all to maximum effect when it chooses to. Because they are so powerful, Death Machines may only be given orders by the highest-ranking members of the Ancient military outfits; each one has (at a minimum) the rank equivalent of a 20th-level Gamma Knight in game terms. Most Death Machines which are intact today are inactive, with no specific orders given, and only take action to defend themselves, but some have actual missions they are still carrying out- guarding various sites and items of importance.
    A Death Machine is an enormous ovoid of metal, plastic, and other less identifiable materials encased in crystalline (Silmarillium) plating. Most of this plating is actually Mirrorstone, giving the robot a highly polished reflective look in any environment. Many smaller ovoids, tubes, and other implements can poke through cunningly deployed hole-cover plates on the machine's surface as it desires, and it floats constantly on antigravity pods that protrude from whatever side of it happens to be the underside at any given time. Though every Death Machine is at least 20 feet across and weighs hundreds of tons, they float about on these pods with great precision and control.
    Though they are sentient (in fact very intelligent), Death Machines are invariably implacable in accomplishing their objectives, and they rarely bother interacting with other beings outside of a mission scope. As robots, they are typically polite and civil to those they are not engaged in combat with, but no Death Machine will allow any sort of arguing, cajoling, fast-talking, or diplomacy to deviate it from its orders or mission when it has one. Assuming that beings which strike up conversation with the device are not hostile or trying to undermine its objectives, however, a Death Machine is usually nonthreatening in tone or demeanor, and some (having gotten bored and/or lonely during their long centuries of isolation) are actually friendly and talkative. Noncombatants who converse with Death Machines on topics other than their missions, orders, or other security-classified topics can find them to be vast sources of useful and valuable information. A Death Machine which is questioned about its mission, or any other classified information, immediately demands to see the inquiring creature's authorization, and warns all present that the consequences of opposing it are highly undesirable (sometimes even firing a warning shot with one of its weapons to accentuate the point).

Combat

Death Machines do not waste power on attacking objects or creatures that are not obstacles to their goals, which is one reason why they take care to warn potential foes off before actually engaging in combat. This is fortunate for all such creatures, for a Death Machine that is focused on destroying a target (whether object or creature) is all but unstoppable, and usually capable of annihilating any enemy within a split second.
    Typically, a Death Machine hovers off the ground at as large a distance from the enemy as possible while still remaining within range of its weapons. It then fires its weapons as desired at the enemy, taking full advantage of its ranged combat feats (particularly Distant Shot, Rapid Shot, and Uncanny Accuracy). It prioritizes targets that show some sort of ranged attack capability (especially area effects, since those cannot be reflected by its defenses, and any Electromagnetic attack, since it is most vulnerable to that energy type) or capacity to repair, heal, or resupply other targets during battle. Creatures with no ranged attack capability are generally ignored until they actually reach melee and show some ability to damage the device, at which time the Death Machine concentrates all its firepower on eliminating that threat in as brief a period as possible before going back to trading fire with ranged combatants. Because the Death Machine's technological weaponry is as effective in close quarters as at range, it does not typically have a problem with using them in melee- a simple 5-foot float back out of the melee-fighter's range is enough to avoid annoyances such as attacks of opportunity, and its Point-Blank Shot feat combined with the incredible damage potential of its weapons nearly always ensures that no enemy that gets so close will be able to stay there for long.
    Every so often, a Death Machine beset by multiple targets decides to simply use its huge body as a battering ram on a melee combatant, while continuing to fire its ranged weapons at distant foes that have already proven themselves to be priority targets. A Death Machine that actually enters melee this way typically sets its Power Attack at +20 for the attack. This adjustment to its combat statistics is used in the stat block given above; without the Power Attack, the Death Machine's Slam attack is at +68 melee and deals 8d6+27 damage. The attack deals far more damage than is typical for a Slam attack from a Gargantuan creature, because the Death Machine is not simply hitting with a fist or other appendage- it is slamming the target with its entire body.

Death Throes (Ex): When a Death Machine takes enough damage to reduce it below functional levels (game translation: 0 hit points or less), a security device connected to its reactor automatically activates and destroys the reactor. This causes a massive explosion which deals 300 points of Plasma damage to all creatures and objects within 300 feet of the Death Machine at the time of its destruction (Reflex DC 50 for half damage- Evasion and Improved Evasion are irrelevant due to the extreme range and power of the energy involved); not only does this often wipe out whatever opposition remains near the site of the robot's demise and thus further the machine's goals, but it also ensures that most or all of the Death Machine's own components are vaporized or otherwise damaged beyond salvage or repair. The save DC is CHA-based. A character with enough Craft (Technology) or Knowledge (Ancient Technology) ranks may make a check against DC 50 to find salvageable components; if the check is successful, enough Silmarillium (of either Lightstone, Coldstone, Darkstone, or Mirrorstone) is found to create 1d4 shields, and 1d4 of the Death Machine's weapons may be salvaged and turned into devices usable by nonrobots. Other components may also be available at the DM's discretion; for instance, Guided Blades which were fired at relatively distant targets before the Death Machine self-destructed will almost certainly survive the blast. Salvaged components of any sort typically require 1d4+5 Craft checks with DCs of 40-50 (implying the usual week of work for each check) to repair, and require materials costing one-quarter the market value of the final device to properly put together.

Onboard Weapons Array (Ex): A Death Machine carries a wide and impressive arsenal, capable of wiping out whole armies of lesser opposition. These weapons are placed within its outer shell and do not protrude except when being fired; the Death Machine can move them internally so as to fire in any desired direction, but limited space dictates that it can never fire more than 6 individual weapons from its list in any given 90° arc around its body during any given round. It is fully capable of firing a weapon on one side and then moving it internally to its other side so as to fire the same weapon in precisely the opposite direction during the next round without even turning its body. Some weapons allow targets a save to reduce or avoid the effects; where these occur, the save is based on the Death Machine's INT modifier. The list of weapons and the damage each does, along with any special notes that apply to that particular weapon, is given in the table below.
Weapon Type Number Damage Special Notes
Antimatter Pod 8 10d8/19-20 ×2 The damage type is Particle. Any target hit directly by the projectile is exposed to Lethal-25 Radiation for 1d2 rounds. Also, the weapon deals splash damage- any creature within 5 feet of the actual target or target point takes the listed damage, though a critical hit is only possible on a creature struck directly.
Cryo Pod 4 5d12/19-20 ×2 The damage type is Gelid. The weapon deals splash damage- any creature within 5 feet of the actual target or target point takes the listed damage, though a critical hit is only possible on a creature struck directly.
EM Cannon 4 6d12/19-20 ×3 The damage type is Electromagnetic. The weapon takes time to charge, and each one may be fired only once every 5 rounds.
Guided Blade 4 4d6/19-20 ×2 Aside from its much larger size, each of these devices is identical to the standard Guided Blade in the technological weapons document, and uses the same rules for aiming and hitting. The Death Machine is treated as though wearing a Guider Glove for these special Blades, though it has no such item embedded in itself. The Death Machine only has four of these blades, and cannot fire more while all four are out hunting targets.
Laser Cannon 8 6d10/19-20 ×3 The damage type is Radiation. Any target hit directly by the beam is exposed to Lethal-25 Radiation for 1d2 rounds.
Plasma Pod 4 5d12/19-20 ×3 The damage type is Plasma. The weapon deals splash damage- any creature within 5 feet of the actual target or target point takes the listed damage, though a critical hit is only possible on a creature struck directly.
Singularity Cannon 1 - This weapon is essentially identical to a standard siege-class Singularity Cannon. It may only be fired once every 10 minutes.
Stunner Pod 8 10d8 The damage type is Subdual. The weapon deals splash damage- any creature within 20 feet of the actual target or target point takes the listed damage, though a critical hit is only possible on a creature struck directly.
Tac-Nuke Missile Launcher 1 20d10 The damage type is Plasma. The weapon actually fires a missile which explodes upon reaching the target point, dealing the listed damage within a 200-foot radius. The Death Machine has an internal fabrication device to create missiles, but only enough room in its storage rack to hold ten at a time; once all ten are fired, the Death Machine requires one hour per missile to create more.

Target Lock (Ex): Death Machines have special targetting scanners and routines in their sensor nets to enable them to destroy their targets more effectively. They have a +15 insight bonus on all ranged attacks. Furthermore, if a Death Machine uses a standard action to "lock on" to a target, its ranged attacks on that target in the next round all score automatic critical threats if they hit its AC at all. The locked-on Death Machine must still roll to confirm each critical hit. The Death Machine can only "lock on" to targets it can see within 2500 feet.

Military Programming (Ex): Death Machines carry knowledge of strategy, tactics, and espionage to rival the greatest of nonrobot soldiers. They have a +20 racial bonus on Knowledge (Cryptography), Knowledge (Games and Gambling), and Knowledge (War) checks.

Mirrorstone Plating (Ex): Much of a Death Machine's outer covering is actually made up of closely-fitted Mirrorstone plates, which (as Mirrorstone tends to do) reflect all rays, beams, and other energy that would otherwise strike the robot. Whenever a ranged touch attack is made against the Death Machine, the originator of the attack must hit its true AC rather than its Touch AC in order to actually get the intended effect upon the Death Machine. If the attack misses the Death Machine's true AC but hits its listed Touch AC, then it has struck the Mirrorstone plates and reflects away as described in the rules for Mirrorstone. Essentially, roll on the Grenade-Like Missiles table to determine where the shot actually goes; a result of 4-6 on the roll indicates that the ray was reflected back at the originator, and the attack is then rerolled against the originator's own AC as if that creature had been attacking itself all along.

Reflectoshield (Ex): All Death Machines carry an onboard Quantumtech Reflectoshield which is capable of covering the entire robot; this is fundamentally what grants the machine its +12 Deflection bonus to AC. However, the power requirements for such a shield are enormous, and the Death Machine cannot keep it constantly active. It may only activate the shield for 5 rounds out of every minute, and while it is not active it is replaced with a standard Deflector Shield that provides only the AC bonus and not the other effects of a Reflectoshield. The Death Machine is free to choose in each given round whether or not its Reflectoshield is active for that round, but if it attempts to use the Reflectoshield more than 5 rounds during any 1-minute period, the entire shield's circuitry overloads and surges out- removing the +12 Deflection bonus to its AC and attack reflection ability offline until the shield can be repaired and reactivated. A Death Machine under such circumstances needs 1 full minute of taking at least a standard action each round to repair the device before it functions again. If the shield is damaged below its standard 50-hit-point threshold somehow, it likewise requires 1 minute of work to bring back up. Since it is so much more vulnerable during such a time, any Death Machine caught with its shield down typically withdraws from combat to conduct repairs rather than risk being destroyed or captured. Only Death Machines set to guard particular locations or other charges will willingly stay in a fight without shields, and even then only if the Death Machine is clearly the best or only means of defending its charge.

Labor Robot

Large Construct (Robot)
HD: 6d10+40 (73 hit points)
Init: +2 (Dex)
Speed: 30 feet
AC: 21 (-1 size, +2 Dex, +10 natural), Touch 11, Flat-Footed 19
Base Attack/Grapple: +4/+20
Attack: Slam +15 melee (2d6+12) or Laser +6 ranged (5d8 Radiation/×3) or Rock +5 ranged (2d6+12)
Full Attack: Slam +15 melee (2d6+12) and 3 Claws +10 melee (1d6+6); or 2 Lasers +6 ranged (5d8 Radiation/×3) or Rock +5 ranged (2d6+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+12, Rock Throwing
Special Qualities: Ancient Programming, Darkvision 120 ft., Electromagnetic Vulnerability, Low-Light Vision, Robotic Fortification, Robot Traits, Supernaturally Inert, Technical Proficiency, Technological Interface
Saves: Fort +4, Ref +4, Will +8
Abilities: STR 34, DEX 15, CON -, INT 5, WIS 18, CHA 7
Skills: Concentration +7, Craft (Technology) +17, Knowledge (Ancient Technology) +17, Knowledge (History) +17, Knowledge (Mathematics) +17, Knowledge (Puzzles) +17, Profession (Engineer) +13, Search +6, Survival +4 (+6 following tracks)
Feats: Great Fortitude, Iron Will, Weapon Focus (Laser)

Environment: Any Ancient installation
Organization: Solitary, Team (2-6), or Crew (7-22)
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Neutral
Advancement: 7-10 HD (Large), 11-18 HD (Huge)
Level Adjustment: +7 (Cohort)

    A labor robot is an ovoid construct with a central body roughly six feet long, and four wide and thick. It is supported on six insectile legs of the same metal and plastic used in construction of the primary body, and there are several protrusions from the upper surface. These protrusions include squat mechanical arms, other arms carrying various tools including cutting lasers, and sensor pods. Labor robots were used for construction, heavy lifting, and other menial tasks during the Golden Age, and a typical Ancient installation had at least a small crew of them to perform such duties in times of need.

Combat

Labor robots are not aggressive, being both relatively stupid as robots go and specifically programmed for obediance to higher directives. When pressed by hostile opposition, they defend themselves with whatever tools are handy (usually just slamming with their large, heavy bodies) and go back to work once the threat is neutralized sufficiently for that work to continue. Occasionally, a labor robot is reprogrammed for a military task (more common away from an actual Ancient installation, where the robot makes for a more intimidating sight), or controlled by a hostile computer or other sentient machine capable of connecting to its Technological Interface. Under such circumstances, a labor robot not only proves to be a strong and single-minded enemy, but also one capable of sacrificing itself if that is the most expedient method of dealing damage to the foe- a perfect suicide troop.

Rock Throwing (Ex): A labor robot in rocky terrain is capable of picking up local rocks (even cutting them out of adjacent ground, walls or cliffs with its lasers) and throwing them at opponents. Such rocks typically weigh 80-100 pounds each, and have a range increment of 140 feet. Because it gets rocks from local terrain, a labor robot does not carry a supply of rocks to throw, and therefore cannot throw any in terrain where such rocks are unavailable. Labor robots often throw rocks to drive away potentially annoying or hostile creatures from work sites; if the robots are not actively seeking to deal damage, then the rocks are thrown as "warning shots" and deliberately aimed to miss. Huge-sized labor robots, it must be moted, throw larger rocks than Large-sized ones, and do correspondingly greater damage when they do so.

Maintenance Robot

Small Construct (Robot)
HD: 1d10+20 (25 hit points)
Init: +2 (Dex)
Speed: 30 feet
AC: 19 (+1 size, +2 Dex, +6 natural), Touch 13, Flat-Footed 17
Base Attack/Grapple: +0/-2
Attack: Slam +3 melee (1d3+2)
Full Attack: 2 Slams +3 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Ancient Programming, Darkvision 120 ft., Electromagnetic Vulnerability, Low-Light Vision, Robotic Fortification, Robot Traits, Supernaturally Inert, Technical Proficiency, Technological Interface
Saves: Fort +0, Ref +2, Will +0
Abilities: STR 14, DEX 15, CON -, INT 5, WIS 10, CHA 7
Skills: Concentration +2, Craft (Technology) +17, Knowledge (Ancient Technology) +17, Knowledge (History) +17, Knowledge (Mathematics) +17, Knowledge (Puzzles) +17, Listen +2, Profession (Servant) +4, Sense Motive +4, Spot +2
Feats: Alertness

Environment: Any Ancient installation
Organization: Solitary, Team (2-6), or Crew (7-22)
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Neutral
Advancement: 2 HD (Small), 3-4 HD (Medium), 5-6 HD (Large)
Level Adjustment: +5 (Cohort)

    A maintenance robot is a servant machine designed to clean, cook, and perform other similar household duties. It is a cylindrical device of metal, plastic, and crystalline materials which is supported on four insectile legs; using these legs it can walk and climb virtually anywhere a Gnome or similar-sized person could. The robot has a clear head with its sensors and primary sound-generation apparatus on top of the squat body, and two mechanical arms which contain its manipulators and several other tools. Maintenance robots speak in monotone, with metallic-sounding voices that are clearly artificial.
    A maintenance robot is programmed to follow the orders of anything it recognizes as sentient, and it can be reprogrammed to add new species to its internal list (thus, many maintenance robots today can recognize common mutant races as well as Elder Races). Generally, each maintenance robot also has one specific individual it recognizes as its owner, and it does not allow orders from any other creature to countermand orders given to it by the owner. Ownership can be transferred to another creature by order of the robot's current owner. If the current owner dies, and the machine recognizes that fact, it usually picks a new owner at random from the next group of creatures that encounter it.

Combat

Maintenance robots are not powerful combatants, and in spite of their dim intelligence they know it. They never fight unless forced to by circumstances or a much more powerful machine-mind through the Technological Interface. When forced to fight, they employ only basic rushing strategy, scuttling to the foe's position and punching and slamming with their two useful tool-arms.

Messenger Bot

Tiny Construct (Robot)
HD: 2d10+6+10 (27 hit points)
Init: +6 (Dex)
Speed: Fly 30 feet (Good)
AC: 21 (+2 size, +6 Dex, +3 natural), Touch 18, Flat-Footed 15
Base Attack/Grapple: +1/-5
Attack: Slam +1 melee (1d4-2)
Full Attack: Slam +1 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Hologram
Special Qualities: Ancient Programming, Darkvision 120 ft., Electromagnetic Vulnerability, Evasion, Linguist Programming, Low-Light Vision, Robotic Fortification, Robot Traits, Supernaturally Inert, Technical Proficiency, Technological Interface
Saves: Fort +0, Ref +6, Will +0
Abilities: STR 6, DEX 23, CON -, INT 15, WIS 10, CHA 17
Skills: Bluff +8, Craft (Technology) +22, Decipher Script +22, Diplomacy +14, Disguise +3 (+5 acting), Forgery +7, Gather Information +8, Intimidate +5, Knowledge (Ancient Technology) +22, Knowledge (Cryptography) +22, Knowledge (History) +22, Knowledge (Mathematics) +22, Knowledge (Puzzles) +22, Sense Motive +25, Taunt +10, Urban Survival +0 (+2 shadowing target)
Feats: Preservation Program
Epic Feats: PolyglotB

Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 3-4 HD (Tiny), 5-6 HD (Small)
Level Adjustment: +5 (Cohort)

    A messenger bot is a servant machine designed to carry diplomatic messages between locations, and serve as a mobile memory and translation unit. It is a spheroidal device of metal, plastic, and crystalline materials about two feet across, which floats about on antigravity pods located in eight places on its shell (essentially, towards the corners of an imaginary cube placed around it). The robot has no clear head, but has a face, with two visible light sensors and primary sound-generation apparatus through a small grille below them. Messenger bots have two arms and delicate hands with four clawlike fingers each, which are normally kept inside the shell, and are only extended for special tasks or to perform gestures used in languages with gestural components. The arms are not very strong, and are useless in combat, though they are capable of wielding appropriately-sized weapons in a pinch. Messenger bots usually speak in friendly, high-pitched voices designed to sound "cute" to most humanoids, though they are capable of producing a wide range of speech tones and patterns and can imitate virtually any desired voice type.
    A messenger bot is programmed to follow the orders of its owner or owners, and it recognizes orders to transfer ownership from one being to another or to share ownership with another being (though if it has multiple owners it will never "lose" more than one owner in any transfer unless all owners giving it up agree and give it orders to do so). A messenger bot does not necessarily obey orders from any creature it does not recognize as an owner, though being diplomatic it will often try to reach an accord and strike a deal to perform a task. If all current owners die, and the machine recognizes that fact, it usually seeks out a new owner among the next group of creatures that encounter it- typically choosing the leader if it can discern a hierarchy in the group.

Combat

Messenger bots are not powerful combatants, and they know it well. They never fight unless forced to by circumstances or a much more powerful machine-mind through the Technological Interface. A messenger bot faced with hostile creatures will do its best to float up out of reach, pleading for an end to hostilities, and if faced with persistent opposition (or opponents that can fly themselves) it flees at its best possible speed (often using the Run action several rounds in a row to get away). When forced to fight, they employ hit-and-run tactics as best they can, flitting about in hidden positions (sometimes creating holograms of walls or other obstacles to hide behind) and using their little bodies as battering rams on their targets. A messenger bot deals significantly more damage with its Slam attack than its size would normally allow, because it doesn't just use an arm or fist to strike- it bashes an opponent with its whole body.

Evasion (Ex): Messenger bots are programmed to protect themselves and the information they carry at all costs, and accordingly they are designed to quickly seek refuge from explosions and other dangerous events. A messenger bot that makes its save against any attack that allows a Reflex save for half damage, instead takes no damage at all. A messenger bot which is somehow immobilized or rendered helpless does not gain the benefit of this ability.

Hologram (Ex): Messenger bots carry internal holographic projectors which can create full sight-and-sound illusions of any desired object or creature. This works essentially as the spell Minor Image (save DC 13 if required), except that the hologram cannot fill more than one 10-foot cube, the range limit is 100 feet, any sound can be created (including understandable speech), and there is no limit on the duration the bot can maintain the image. The messenger bot can create holograms at will, and need not concentrate in the standard sense to generate them, but it must take a full-round action every round an image is active to generate or maintain it. This ability, being technological rather than magical or psionic, works normally in an Anti-Magic or Psionic Static zone. The save DC to disbelieve the illusion, should such be required, is based on the robot's INT modifier.

Linguist Programming (Ex): Messenger bots carry knowledge of language and communications to rival the greatest of nonrobot diplomats. They have a +20 racial bonus on Decipher Script, Knowledge (Cryptography), and Sense Motive checks, and gain the Epic feat Polyglot as a bonus feat. A messenger bot can learn a new language- that is, one it has never encountered before- within 2d6 rounds of first encountering its script or hearing it spoken. Messenger bots cannot speak languages based on smell or taste, as they lack these senses; however, any such language that has a written component not involving smell or taste can be understood by the robot in its written form.

Policebot

Large Construct (Robot)
HD: 9d10+40 (89 hit points)
Init: +2 (Dex)
Speed: Fly 40 feet (Good)
AC: 21 (-1 size, +2 Dex, +10 natural), Touch 11, Flat-Footed 19
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (2d6+7) or Stun Projector +23 ranged (4d8 nonlethal/19-20×3)
Full Attack: 2 Slams +12 melee (2d6+7) or Stun Projector +23/+18 ranged (4d8 nonlethal/19-20×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stun Projector, Target Lock
Special Qualities: Ancient Programming, Civil Programming, Darkvision 120 ft., DR 5/-, Electromagnetic Vulnerability, Immune to Cold, Fire, Radiation, and Sonic, Low-Light Vision, Resistance to Acid and Electricity 15, Resistance to Disruption, Force, Gelid, Particle, and Plasma 10, Resistance to Electromagnetic 5, Robotic Fortification, Robot Traits, Supernaturally Inert, Technical Proficiency, Technological Interface
Saves: Fort +5, Ref +7, Will +9
Abilities: STR 24, DEX 15, CON -, INT 15, WIS 18, CHA 15
Skills: Craft (Technology) +22, Diplomacy +14, Forgery +14, Gather Information +22, Intimidate +14, Knowledge (Ancient Technology) +22, Knowledge (History) +22, Knowledge (Local) +22, Knowledge (Mathematics) +22, Knowledge (Politics) +22, Knowledge (Puzzles) +22, Listen +16, Search +14, Spot +16, Survival +4 (+6 following tracks), Taunt +4, Urban Survival +24
Feats: Forecasting Program, Improved Critical (Stun Projector)B, Point-Blank Shot, Precise Shot, Weapon Focus (Stun Projector)

Environment: Any Ancient installation
Organization: Solitary, Team (2-6), or Squad (7-12)
Challenge Rating: 11
Treasure: None
Alignment: Always Lawful Neutral
Advancement: 10-14 HD (Large), 15-27 HD (Huge)
Level Adjustment: +8 (Cohort)

    A policebot is a robot designed to act as a sort of town guard, watching civilians and keeping them safe while ensuring that civil authorities and codes are properly obeyed. A policebot is a humanoid construct from the waist up, resembling a man in bulky full plate armor. Below the waist, however, is a hemispherical pod with embedded antigravity devices, which moves the robot about gracefully through the air without ever touching ground. Policebots speak in gruff, low-pitched voices designed to sound like tough, warrior-type males to most humanoid races, and though they do not speak in monotone their voices are clearly artificial with a strange echoing quality to them (somewhat like a person speaking from within a closed metal helmet). A policebot's "face" is a blank panel of glasslike crystal made to look like Ancient battle helmets (which typically had translucent faceplates for wearers to see out of without raising the visor). The robot's midsection actually contains its fearsome Stun Projector, a large tube which emerges from its "stomach" to fire numbing energy at creatures the policebot needs to neutralize quickly.
    Policebots follow the orders of a specific municipal authority, and only recognize orders originating from that authority regardless of rank or station- even an emperor will not be able to order a policebot around unless the policebot happens to be serving that emperor's government. They carry out their orders with as much efficiency and speed as possible, but have specific programming embedded within them to prevent causing harm to nonrobots they encounter in their tasks whenever possible- a fact which does not endear them to most despots despite their impressive power and utility. Policebots are invariably polite and honest, and typically do not bother with subtle tactics in coversation, coming right out and saying things that would be uncomfortable for living people to mention- the word "blunt" certainly described a policebot's personality. A policebot's services can be transferred to a new authority by a recognized high-ranking officer of its existing authority, but it will not otherwise transfer its loyalties. As a result, many policebots that are still operational today are left alone in ruined cities or bases, guarding empty streets against crimes that will no longer happen because nobody was left at the end to tell the robots where to go next. When asked, a policebot will happily relate the laws it is charged with enforcing or orders it is set to carry out, unless its orders prohibit divulging those orders (which is extremely rare and generally not well received by policebots that are given such orders).

Combat

Although they carry an onboard weapon (and know how to use other technological weapons in a pinch), policebots are not aggressive- they fight only when they must do so to carry out their orders or to defend themselves. When pressed by hostile opposition, they typically give a verbal warning to "cease and desist" first, and then if hostilities continue proceed to use the Stun Projector (if at range) or bash with their fists (in melee). Occasionally, a policebot is reprogrammed for a military task (more common away from an actual Ancient installation, where the robot makes for a more intimidating sight), or controlled by a hostile computer or other sentient machine capable of connecting to its Technological Interface. Under such circumstances, a policebot not only proves to be a strong and single-minded enemy, but is also a canny soldier able to use any weapon granted it as part of its new task. Such reprogrammed policebots are frequently armed with more lethal weaponry than their Stun Projectors, wielding them in their hands like any other creature would. In any combat, a policebot prefers to hover at range and fire technological weapons at its opponents whenever possible, both because this tends to keep it safer and because the weapons it wields typically do more damage than its fists.

Civil Programming (Ex): Policebots are programmed with skills of investigation and knowledge of city life that rivals the greatest of nonrobot detectives. They have a +20 racial bonus on Gather Information, Knowledge (Local), Knowledge (Politics), and Urban Survival checks.

Stun Projector (Ex): A Policebot has a built-in nonlethal weapon designed for crowd control. This Stun Projector operates on principles very similar to those of a Stun Pistol made for nonrobots, but is significantly more powerful, and designed to create an explosion of stunning force rather than hitting just one target. The weapon fires a projectile which is fired at a specific target, and it can deal a critical hit to a creature it is aimed at directly- but the damage is dealt in a 15-foot burst around the point of impact. Creatures within that radius take 4d8 points of nonlethal damage, with no save allowed to reduce or negate it. If the policebot aims the initial projectile at a specific target creature, and gets a critical hit, that creature takes triple damage but other creatures in the radius only take the normal 4d8 points. A policebot gains the Improved Critical feat for its Stun Projector as a bonus feat. The Stun Projector fires fast enough to allow the policebot iterative attacks with the weapon, when it can make a Full Attack.

Target Lock (Ex): Policebots have special targetting scanners and routines in their sensor nets to enable them to hit their targets more effectively. They have a +15 insight bonus on all ranged attacks. Furthermore, if a Policebot uses a standard action to "lock on" to a target, its ranged attacks on that target in the next round all score automatic critical threats if they hit its AC at all. The locked-on Policebot must still roll to confirm each critical hit. The Policebot can only "lock on" to targets it can see within 500 feet.

Warbot

Huge Construct (Robot)
HD: 30d10+150+60 (375 hit points)
Init: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 30 feet (Perfect)
AC: 51 (-2 size, +5 Dex, +12 deflection, +26 natural), Touch 25, Flat-Footed 46
Base Attack/Grapple: +22/+47
Attack: Slam +22 melee (4d8+32) or any one weapon (see text) +40 ranged (damage listed in text)
Full Attack: Slam +22 melee (4d8+32) and up to 12 weapons (see text) +40 ranged (damage listed in text)
Space/Reach: 15 ft./15 ft.
Special Attacks: Death Throes, Onboard Weapons Array, Target Lock
Special Qualities: Ancient Programming, Darkvision 120 ft., DR 10/-, Deflector Shield, Electromagnetic Vulnerability, Fast Healing 1, Immune to Cold, Fire, Radiation, and Sonic, Low-Light Vision, Military Programming, Resistance to Acid and Electricity 30, Resistance to Disruption, Force, Gelid, Particle, and Plasma 20, Resistance to Electromagnetic 10, Robotic Fortification, Robot Traits, Supernaturally Inert, Technical Proficiency, Technological Interface
Saves: Fort +15, Ref +20, Will +25
Abilities: STR 44, DEX 21, CON -, INT 20, WIS 31, CHA 20
Skills: Appraise +5 (+7 technology), Bluff +25, Concentration +11, Craft (Technology) +58, Diplomacy +29 (=31 sentient machines, +31 soldiers, +33 sentient machine soldiers), Disguise +5 (+7 acting), Intimidate +27, Knowledge (Any one besides those listed, or divide 20 ranks between any except War) +25, Knowledge (Ancient Technology) +48, Knowledge (Cryptography) +50, Knowledge (Games and Gambling) +25 (=27 strategy games), Knowledge (History) +25, Knowledge (Mathematics) +48, Knowledge (Puzzles) +27, Knowledge (War) +58, Listen +43, Sense Motive +15 (+17 discerning secret messages), Speak Language (any 5 besides Ancient Taeran), Spot +43, Taunt +7, Use Ancient Device +12
Feats: Combat Reflexes, Flyby Attack, Forecasting Program, Improved Initiative, Point-Blank Shot, Power Attack, Precise Shot, Preservation Program, Rapid Shot
Epic Feats: Spellcasting Harrier, Uncanny Accuracy

Environment: Ancient military installation
Organization: Solitary, Pair, or Squad (3-8)
Challenge Rating: 20
Treasure: Surviving weapons and components; see text
Alignment: Often Lawful Neutral
Advancement: 31-50 HD (Huge), 51-60 HD (Gargantuan)
Level Adjustment: +10 (Cohort)

    The standard robot type in the Ancient military arsenal, Warbots are soldiers first and foremost. Each Warbot has an array of onboard technological weapons to rival the collections of entire squads of lesser foes, and the tactical skill and lethal precision to use them all to maximum effect when it chooses to. Because they are so powerful, Warbots may only be given orders by the highest-ranking members of the Ancient military outfits; each one has (at a minimum) the rank equivalent of a 9th-level Gamma Knight in game terms. Many Warbots which are intact today are inactive, with no specific orders given, and only take action to defend themselves, but some have actual missions they are still carrying out- guarding various sites and items of importance. All of the Gamma Knight and Silicon Dragon bases have a retinue of Warbots tasked with guarding the bases, and offering their services as tactical and strategic consultants when necessary.
    A Warbot is a huge ovoid of metal, plastic, and other less identifiable materials encased in crystalline and metal plating. Many smaller ovoids, tubes, and other implements can poke through cunningly deployed hole-cover plates on the machine's surface as it desires, and it floats constantly on antigravity pods that protrude from whatever side of it happens to be the underside at any given time. Though every Warbot is at least 15 feet across and weighs a hundred tons or more, they float about on these pods with great precision and control.
    Though they are sentient (in fact, quite intelligent), Warbots are generally implacable in accomplishing their objectives, and they rarely interact with other beings outside of a mission scope unless there are points of commonality (such as a shared military background). As robots, they are typically polite and civil to those they are not engaged in combat with, but no Warbot will allow any sort of arguing, cajoling, fast-talking, or diplomacy to deviate it from its orders or mission when it has one. Assuming that beings which strike up conversation with the device are not hostile or trying to undermine its objectives, however, a Warbot is usually nonthreatening in tone or demeanor, and some (having gotten bored and/or lonely during long centuries of isolation) are actually friendly and talkative. Noncombatants who converse with Warbots on topics other than their missions, orders, or other security-classified topics can find them to be sources of useful and valuable information, particularly because many Warbots have hobbies and interests outside a purely military scope (the better to aid diversity in the ranks, according to Ancient thought). A Warbot which is questioned about its mission, or any other classified information, immediately demands to see the inquiring creature's authorization, and warns all present that the consequences of opposing it are highly undesirable (sometimes even firing a warning shot with one of its weapons to accentuate the point).

Combat

Warbots do not waste power on attacking objects or creatures that are not obstacles to their goals, which is one reason why they take care to warn potential foes off before actually engaging in combat. This is fortunate for all such creatures, for a Warbot that is focused on destroying a target (whether object or creature) is a juggernaut of destructive power, and often capable of annihilating an enemy within a second or few.
    An average Warbot prefers to hover off the ground at as large a distance from the enemy as possible while still remaining within range of its weapons. It then fires its weapons as desired at the enemy, taking full advantage of its ranged combat feats (particularly Rapid Shot and Uncanny Accuracy). It prioritizes targets that show some sort of ranged attack capability (especially area effects, since those can deplete its deflector shield without allowing it to dodge, and any Electromagnetic attack, since it is most vulnerable to that energy type) or capacity to repair, heal, or resupply other targets during battle. Creatures with no ranged attack capability are generally ignored until they actually reach melee and show some ability to damage the device, at which time the Warbot concentrates all its firepower on eliminating that threat in as brief a period as possible before going back to trading fire with ranged combatants. Because the Warbot's technological weaponry is as effective in close quarters as at range, it does not typically have a problem with using them in melee- a simple 5-foot float back out of the melee-fighter's range is enough to avoid annoyances such as attacks of opportunity, and its Point-Blank Shot feat combined with the extreme damage potential of its weapons nearly always ensures that no enemy that gets so close will be able to stay there for long.
    Occasionally, a Warbot beset by multiple targets decides to simply use its huge body as a battering ram on a melee combatant, while continuing to fire its ranged weapons at distant foes that have already proven themselves to be priority targets. A Warbot that actually enters melee this way typically sets its Power Attack at +15 for the attack. This adjustment to its combat statistics is used in the stat block given above; without the Power Attack, the Warbot's Slam attack is at +37 melee and deals 4d8+17 damage. The attack deals far more damage than is typical for a Slam attack from a Huge creature, because the Warbot is not simply hitting with a fist or other appendage- it is slamming the target with its entire body.

Death Throes (Ex): When a Warbot takes enough damage to reduce it below functional levels (game translation: 0 hit points or less), a security device connected to its reactor automatically activates and destroys the reactor. This causes a massive explosion which deals 100 points of Plasma damage to all creatures and objects within 100 feet of the Warbot at the time of its destruction (Reflex DC 30 for half damage); not only does this often wipe out whatever opposition remains near the site of the robot's demise and thus further the machine's goals, but it also ensures that most or all of the Warbot's own components are vaporized or otherwise damaged beyond salvage or repair. The save DC is CHA-based. A character with enough Craft (Technology) or Knowledge (Ancient Technology) ranks may make a check against DC 50 to find salvageable components; if the check is successful, enough Silmarillium (of either Lightstone, Coldstone, or Darkstone) is found to create 1d3 shields, and 1d3 of the Warbot's weapons may be salvaged and turned into devices usable by nonrobots. Other components may also be available at the DM's discretion; for instance, Guided Blades which were fired at relatively distant targets before the Warbot self-destructed will almost certainly survive the blast. Salvaged components of any sort typically require 1d4+5 Craft checks with DCs of 40-50 (implying the usual week of work for each check) to repair, and require materials costing one-quarter the market value of the final device to properly put together.

Onboard Weapons Array (Ex): A Warbot carries a wide and impressive arsenal, capable of wiping out squads of lesser opposition with little effort. These weapons are placed within its outer shell and do not protrude except when being fired; the Warbot can move them internally so as to fire in any desired direction, but limited space dictates that it can never fire more than 6 individual weapons from its list in any given 90° arc around its body during any given round. It is fully capable of firing a weapon on one side and then moving it internally to its other side so as to fire the same weapon in precisely the opposite direction during the next round without even turning its body. Some weapons allow targets a save to reduce or avoid the effects; where these occur, the save is based on the Warbot's INT modifier. The list of weapons and the damage each does, along with any special notes that apply to that particular weapon, is given in the table below.
Weapon Type Number Damage Special Notes
Antimatter Pod 4 6d8/19-20 ×2 The damage type is Particle. Any target hit directly by the projectile is exposed to Lethal-25 Radiation for 1d2 rounds.
Cryo Pod 2 4d8/19-20 ×2 The damage type is Gelid. The weapon deals splash damage- any creature within 5 feet of the actual target or target point takes the listed damage, though a critical hit is only possible on a creature struck directly.
EM Beamer 2 6d8/19-20 ×3 The damage type is Electromagnetic. The weapon takes time to charge, and each one may be fired only once every 5 rounds.
Guided Blade 2 4d6/19-20 ×2 Aside from its much larger size, each of these devices is identical to the standard Guided Blade in the technological weapons document, and uses the same rules for aiming and hitting. The Warbot is treated as though wearing a Guider Glove for these special Blades, though it has no such item embedded in itself. The Warbot only has two of these blades, and cannot fire more while both are out hunting targets.
Laser Pod 4 6d10/19-20 ×3 The damage type is Radiation. Any target hit directly by the beam is exposed to Lethal-25 Radiation for 1d2 rounds.
Plasma Pod 2 4d8/19-20 ×3 The damage type is Plasma. The weapon deals splash damage- any creature within 5 feet of the actual target or target point takes the listed damage, though a critical hit is only possible on a creature struck directly.
Stunner Pod 4 8d6 The damage type is Subdual. The weapon deals splash damage- any creature within 15 feet of the actual target or target point takes the listed damage, though a critical hit is only possible on a creature struck directly.

Target Lock (Ex): Warbots have special targetting scanners and routines in their sensor nets to enable them to destroy their targets more effectively. They have a +15 insight bonus on all ranged attacks. Furthermore, if a Warbot uses a standard action to "lock on" to a target, its ranged attacks on that target in the next round all score automatic critical threats if they hit its AC at all. The locked-on Warbot must still roll to confirm each critical hit. The Warbot can only "lock on" to targets it can see within 500 feet.

Military Programming (Ex): Warbots carry knowledge of strategy, tactics, and espionage to rival the greatest of nonrobot soldiers. They have a +20 racial bonus on Knowledge (Cryptography), Knowledge (Games and Gambling), and Knowledge (War) checks.

Deflector Shield (Ex): All Warbots carry an onboard Deflector Shield which is capable of covering the entire robot; this is what grants the machine its +12 Deflection bonus to AC. Should the shield be brought below its 50-hit-point threshold by damage, the Warbot needs 1 full minute of taking at least a standard action each round to repair the device before it functions again. Since it is so much more vulnerable during such a time, a Warbot caught with its shield down often withdraws from combat to conduct repairs rather than risk being destroyed or captured. Usually, only Warbots set to guard particular locations or other charges will willingly stay in a fight without shields, and even then only if the Warbot is clearly the best or only means of defending its charge.


Silmarillium Slime

Large Aberration (Shapechanger)
HD: 50d8+500 (900 hit points)
Init: +11 (+7 Dex, +4 Improved Initiative)
Speed: 60 feet or by form
AC: 30 (-1 size, +7 Dex, +14 insight), Touch 30, Flat-Footed 23
Base Attack/Grapple: +37/+66
Attack: Blade +62 melee (1d8+25/19-20)
Full Attack: 6 Blades +62 melee (1d8+25/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crystal Nightmare, Copy
Special Qualities: Amorphous, Blindsense 60 ft., DR 20/Bludgeoning and Epic, Energy Consumption, Energy Turning, Fire Resistance 20, Freezing, Immunities, Polymorph, Reform
Saves: Fort +26, Ref +23, Will +37
Abilities: STR 60, DEX 25, CON 30, INT 30, WIS 30, CHA 10
Skills: Balance +39, Bluff +53, Diplomacy +2, Disguise +61* (+63 acting), Hide +56, Intimidate +55, Jump +50, Knowledge (Ancient Technology) +63, Knowledge (Arcana) +63, Listen +65, Move Silently +60, Spellcraft +65, Spot +65, Tumble +62, Use Ancient Device +12
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Improved Critical (Blade)B, Mobility, Power Attack, Spring Attack, Weapon Focus (Blade)B, Whirlwind Attack
Epic Feats: Devastating Critical (Blade), Dire Charge, Improved Combat Reflexes, Improved Whirlwind Attack, Overwhelming Critical (Blade), Penetrate Damage Reduction (Adamantine), Spellcasting Harrier

Environment: The Crystal Tower
Organization: Solitary (Unique)
Challenge Rating: 36
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

    The Silmarillium Slime is the legendary guardian of the storied Crystal Tower which is said to stand at the center of the Ring of Fire. Apparently related to the strange Metal Slimes which inhabit the Ring, the Silmarillium Slime is far more powerful than any of them.
    The Silmarillium Slime appears as a shapeless blob of translucent, half-liquid crystal. It is seen in its natural state only at the beginning and end of its battles, however, because it is capable of altering its form to match other creatures, and can even somehow change color and texture so as to appear completely natural and identical to the original.

Combat

The Silmarillium Slime always starts combat by using its Crystal Nightmare ability to attack its opponents with the worst fears they can imagine (see below). Once it actually starts fighting, it uses its polymorphing abilities to form blades and fight with them, just as Metal Slimes do, and continues fighting until it kills or drives off its opponents, or they reduce it to 0 or less hit points.

Polymorph (Ex): The Silmarillium Slime can alter the outward shape and appearance of its crystalline body, and can accurately form virtually any desired shape. This allows it to effectively Polymorph (self only) at will, as a standard action, though the ability does not seem to be dependent in any way on magical or psionic energy (it can use the ability despite being at the magic-absorbing heart of the Tower). Furthermore, the Silmarillium Slime does not gain any hit points when changing forms as creatures normally do when polymorphing.

Copy (Ex): The Silmarillium Slime can use its Polymorph ability to precisely mimic any creature or object that it has ever touched, and can (in contrast to normal form-shifting powers) appear as specific individuals if it so chooses. When it hits an opponent with a Blade in combat, it will often use this ability to become a copy of that individual, if that creature has companions which are helping it fight. If it does so, the creature's companions must make a Spot check opposed by the Silmarillium Slime's Disguise in order to tell which one is the original. A creature which attempts to attack the Silmarillium Slime while is copying another creature this way, without first determining which of the two is the Slime and which is the real creature, has a 50% chance to hit either of them.

Crystal Nightmare (Su): At the start of every battle, the Silmarillium Slime scans its opponents' minds for their worst fears, and assumes a form which mimics those fears as closely as possible. Creatures which view this transformation must make Will saves (DC 30) or become Panicked for 10+1d6 minutes; creatures which save are instead merely Shaken for the same period of time. Creatures which panic normally run screaming off of the Tower level the Silmarillium Slime is on; some have even been known to throw themselves off the side of the Tower (to their almost certain deaths from the fall) rather than confront the guardian. The save DC is CHA-based.

Energy Consumption (Ex): The Silmarillium Slime can consume spells and psionic powers which create energy attacks against it- each such spell or power heals 1d6 hit points per spell/power level, with any amount above the Slime's normal hit point total being gained as temporary hit points. Only attacks which cause hit point damage are absorbed this way; magic such as Charm Monster, which normally deals no damage, work normally as long as the Slime is not already immune to it due to its natural immunities (see below). Also, this ability does not just affect actual spells or powers; even enhanced weapons or armor can be drained of power simply by touching the Silmarillium Slime. Whenever an enhanced weapon hits the Slime, it must make a Will save (DC 40) or permanently lose one "plus" of enhancement; the Silmarillium Slime heals 20 hit points (and/or gains temporary hit points) each time it drains a "plus" this way. The save DC is CON-based. Special abilities such as Flaming or Ghost Touch are not absorbed this way, but a weapon which goes below +1 due to touching the Silmarillium Slime permanently loses all of its special abilities along with the last point of enhancement. Likewise, if the Silmarillium Slime strikes an opponent wearing enhanced armor, or misses that opponent because of its armor bonus, it can absorb the energy out of the armor unless the item makes a Will save as above. Each point of bonus drained from armor or a shield heals the Slime just as weapons do. Enhancement bonuses lost to the Silmarillium Slime can be returned by re-enchanting the item (as if it were being created or upgraded), or by using a Wish or Miracle spell.

Energy Turning (Su): Once per round, when the Silmarillium Slime would normally absorb a spell or psionic power (and heal 1d6 hit points/level), it may instead "hold" the energy and release it as a free action on its next turn. Spells and powers released this way are treated as though the Silmarillium Slime itself were the caster, and are normally directed at the opponents who originated the attacks in the first place. If the Silmarillium Slime chooses to "hold" a spell or power this way, it does not heal itself or gain temporary hit points the way it would by simply absorbing the effect.

Immunities (Ex): The Silmarillium Slime is immune to disease, electric, sonic, and cold damage. It is also immune to force attacks and disintegration; force attacks heal it instead of hurting it, and disintegration (or Disruption energy damage) heals 1 hit point per die of damage the attack would normally deal. Any hit points gained in excess of the slime's normal hit point total are gained as temporary hit points.

Freezing (Ex): Though the Silmarillium Slime is immune to cold damage, cold attacks that hit it deal 2 points of temporary DEX damage for every 10 points of damage the attack would normally deal. For example, a Cone of Cold which would normally deal 40 points of damage would deal 8 points of temporary DEX damage to the Silmarillium Slime.

Amorphous (Ex): The Silmarillium Slime has no organs as such, and as a result has some of the qualities of oozes. It is immune to poison, sleep, paralysis, stunning, and critical hits.

Blindsense (Ex): The Silmarillium Slime uses its whole body as a sensory organ, and has Blindsense with a range of 60 feet. It does not normally need to make Spot or Listen rolls to detect creatures within range of its Blindsense.

Skills: *The Silmarillium Slime has a +8 racial bonus to Disguise checks.


Sink Worm

Gargantuan Magical Beast
HD: 14d10+112 (189 hit points)
Init: +0
Speed: 30 feet, Burrow 50 feet
AC: 19 (-4 size, +13 natural), Touch 6, Flat-Footed 19
Base Attack/Grapple: +14/+39
Attack: Bite +24 melee (2d8+13)
Full Attack: Bite +24 melee (2d8+13)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Phase, Tremorsense 300 ft.
Saves: Fort +17, Ref +9, Will +7
Abilities: STR 36, DEX 10, CON 26, INT 1, WIS 16, CHA 10
Skills: Hide -4, Move Silently +9
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Bite)

Environment: Any Desert
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: 15-28 HD (Gargantuan), 29-56 HD (Colossal)
Level Adjustment: -

    A Sink Worm is a desert-dwelling relative of the Purple Worm that has evolved significantly more dangerous capabilities to help it survive in such harsh lands. Sink worms try to eat any organic matter they find, and are feared both for their finely tuned senses and their ability to swallow prey whole.
    A sink worm is a huge white worm approximately 5 feet wide and more than 50 long, weighing about 30000 pounds. It has a toothy maw ringed with six fleshy flaps which remain closed except when the beast is attacking prey. When gliding through sand, a sink worm leaves a sunken depression in the surface behind it, giving the creature its name. Even with such a clear warning sign, however, prey rarely escapes a sink worm once it has begun hunting.
    Sink worms are solitary creatures, meeting to mate only once every three years. The few hatchlings resulting from such pairings are left to fend for themselves by the parents, and most immediately turn on their siblings so that only the strongest survive to burrow away. During the course of normal burrowing, a sink worm gets the air it needs to breathe directly from the spaces between sand particles; this removal of air, in fact, is what causes the depression that announces the creature's presence.

Combat

A Sink Worm travels through the sand until it is almost under its prey, and then bursts out of the sand in an attempt to swallow its chosen target, forming into a coil 20 feet in diameter. Unsuspecting creatures are often swallowed before they even know they're under attack. Generally, after swallowing prey, a sink worm burrows back beneath the sand immediately; any other prey remaining nearby may be targetted by the same tactics again once the first victim is chewed up. Sink worms which are hurt generally retreat beneath the sand immediately, using their Phase ability if possible (the worm cannot Phase while holding a victim in its gullet). A worm that is truly desperate to escape might even vomit up its most recent intended-snack so as to allow itself the chance to Phase directly into the depths of the ground.

Improved Grab (Ex): To use this ability, the sink worm must hit with its bite attack. It then deals normal Bite damage and attempts 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 attempt to swallow the foe in the next round. Alternatively, the sink worm has the option to conduct the grapple normally, or simply use its maw to hold the opponent (-20 penalty on grapple check, but the sink worm is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals Bite damage.

Swallow Whole (Ex): A sink worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+13 points of crushing damage plus 1d8 points of Acid damage per round from the worm's gizzard. A swallowed creature can climb up out of the gizzard with a successful grapple check, and return to the sink worm's maw, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws, or a light piercing or slashing weapon. Dealing at least 25 points of damage to the gizzard (AC 20) in this way creates an opening large enough to permit escape; once a single swallowed creature exits, muscular action closes the hole. Thus, each swallowed opponent must cut its own way out. A Gargantuan worm's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
    A Gargantuan sink worm's gizzard can hold 2 Large, 4 Medium, 8 Small, 16 Tiny, or 32 Diminutive or smaller creatures at a time.

Phase (Su): Sink worms have evolved the ability to phase through solid material much like Xorns and other natives of the Elemental Plane of Earth can. In practice, this ability works much like the spell Dimension Door, except that the sink worm can use it as a free action, and the destination need not be visible, can be inside sand (though not completely solid material such as rock), and cannot be more than 90 feet from the worm's starting position. In addition, a sink worm cannot phase itself through any material while it is carrying still-living prey in its mouth or gizzard, so worms using this ability to escape a dangerous fight usually release or vomit up swallowed prey before getting away. Sink worms normally use this ability to travel through outcroppings of solid rock; they rarely (if ever) phase to an above-ground destination because it leaves them slower and more vulnerable to attack. Occasionally, a sink worm will use the ability to get ahead of an especially fast opponent, especially if it is very hungry. Sink worms have no known limit to how often they may use this power, though they use it rarely- it is thought that they aren't smart enough to recognize more than a few situations in which the ability is useful.


Time Spider

Huge Outsider (Time)
HD: 24d8+96 (204 hit points)
Init: +18 (+10 Dex, +8 Superior Initiative)
Speed: 60 feet, Climb 40 feet
AC: 32 (-2 size, +10 Dex, +1 dodge, +10 natural)
Base Attack/Grapple: +24/+39
Attack: Bite +30 melee (2d4+7 plus poison)
Full Attack: 2 Bites +30 melee (2d4+7 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-Like Abilities, Summon Twin, Temporal Venom, Timeweb
Special Qualities: DR 5/Magic, Fast Healing 10, Speed, SR 29, Time Immunity
Saves: Fort +18, Ref +25, Will +18
Abilities: STR 24, DEX 30, CON 18, INT 15, WIS 19, CHA 20
Skills: Balance +39, Climb +25*, Diplomacy +32, Hide +29, Jump +36, Knowledge (History) +29, Listen +31, Move Silently +37, Search +29, Spot +31, Survival +4 (+6 following tracks), Tumble +32
Feats: Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack
Epic Feats: Dire Charge, Superior Initiative

Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Usually Neutral
Advancement: 25-35 HD (Huge), 36-72 HD (Gargantuan)
Level Adjustment: +6 (Cohort)

    Time Spiders are the created servitors of the Time goddess Initia, and are usually seen fulfilling mysterious and unguessable errands for their creator. Occasionally one is seen serving an extremely powerful Cleric of Initia, or one of her proxies or demigods, but under normal circumstances they act on their own and alone. A few Time Spiders have even been known to take action entirely of their own volition, without orders from Initia or anyone else, but such rogue behavior is extremely rare among them (and usually done for very good reasons). Regardless of who they are acting for, however, no Time Spider has ever been known to refuse a summons or order from Initia herself, and she has never shown displeasure at her Time Spiders which acted on their own.
    Time Spiders present a strange appearance, when fully visible. They are huge gray arachnids approximately 5 feet high with a 12-foot legspan. Their heads have mandibles proportioned smaller than normal for spiders (though they are actually far stronger than they look), and twelve eyes instead of the normal eight. More strangely, they have twelve legs, and each leg ends in a circular pad nearly a foot across which resembles nothing so much as a clock face. Though the pads have no apparent adhesive on them, the Time Spiders are somehow able to use them to stick themselves to objects, walls, and ceilings just like normal spiders do. However, Time Spiders are rarely fully visible, because they are not fully in phase with the normal time continuum of the Multiverse- they fade in and out of shadowy transparency as one watches, frequently with different parts appearing as completely solid and nearly-invisible shadow at the same time. Regardless of the appearance of any particular body part, however, a Time Spider is always completely solid and able to affect material objects. When killed, Time Spiders become fully visible and substantial.
    Time Spiders speak Celestial, Infernal, and Abyssal, though they rarely speak to anyone not directly involved in their missions somehow. Their voices sound staticy and indistinct, but are always comprehendable.

Combat

Time Spiders rarely fight unless they are guarding something or actively opposed in their efforts, but make fearsome combatants when they do.

Summon Twin (Su): 3 times per day, a Time Spider can call a copy of itself from the future to help engage its opponents. The summoning itself is a standard action that does not draw attacks of opportunity, and once completed, an exact copy of the Time Spider appears within 30 feet of the original one. The statistics, used spell-like powers, lost hit points, etc. of the copy are identical to those of the summoning Spider when it uses the ability- it is, after all, a copy from the Spider's own future, albeit only a possible future- and it acts on the same initiative number that the original Spider does. The original Spider stays in existence for 2d4 rounds after summoning the copy, and then vanishes into its own past, completing the circle- however, because the copy was from a possible future, effects which strike the original Spider (such as successful attacks) do not affect the copy as well unless they normally would. Thus, a sword hit upon the original Time Spider will not cause a wound to spontaneously appear on the summoned Spider, but a Fireball could potentially hit and damage both of them. While the original Time Spider cannot use its Summon Twin ability again before it vanishes into the past, the summoned copy is perfectly capable of using its power, should it have any remaining uses left, and it is therefore possible for a Time Spider to exist and act in four places at the same time during a particularly nasty battle.

Temporal Venom (Ex): Time Spiders secrete a special poison with their bites that cause creatures to experience time more slowly. Any creature bitten by a Time Spider must make a Fortitude save (DC 26) or take 1d4 points of temporary DEX damage, and become Slowed as if by the spell for 3d4 rounds. Unlike normal poisons, this special venom does not require a second save a minute later; its effects are restricted to the initial bite alone. The save DC is CON-based.

Timeweb (Su): Time Spiders spin webs like normal spiders do, but their webs are charged with temporal energy. As a full-round action, a Time Spider may spin a web over a target area; the web covers a 20-foot radius. Creatures in the target area may make Reflex saves (DC 26) to avoid being caught in the web, but otherwise are subject to its effects. Creatures may voluntarily fail this saving throw if they wish. The save DC is CON-based.
    As part of spinning the web, the Time Spider uses one of its spell-like abilities (see below), and the used ability affects every creature caught in the web; thus, a Time Spider could Slow many opponents at once, Haste allies, or put particularly dangerous foes into Temporal Stasis. Spells which normally affect only the caster are instead extended by the Timeweb to affect all creatures within it; thus, if a Time Spider uses Time Stop, any creatures in the Timeweb will be able to move around and prepare for several rounds just as the spell would normally affect its caster. A Time Spider which uses a caster-only spell in this way is not itself affected by it unless it is also in the Timeweb. Regardless of what the ability affects, it is spent just as if the Time Spider used it normally, so a Time Spider which uses its Temporal Stasis effect this way cannot use the power again for a full day.

Speed (Ex): Time Spiders have control over their own perception and movement through time, and during combat they use this ability to effectively Haste themselves constantly. Though it duplicates a spell, this ability cannot be dispelled or suppressed by any known means other than the Time Spider itself no longer desiring to be so fast. The statistics bonuses from Haste are included in the stat block given above.

Time Immunity (Ex): Time Spiders are immune to any effect that is time-based, such as Slow or Haste, and cannot be artificially aged (supernaturally or otherwise). This even includes powerful effects such as Reverse Time or Temporal Stasis, and a Time Spider can even act in the same time frame as a creature under the effect of Time Stop if that creature comes within sight of the Spider or tries to set up an effect to interact with it. A Time Spider can allow an effect to bypass this immunity if it chooses to do so; for example, it is possible for a Time Spider to be affected by its own Haste spell-like ability when it wants to be.

Spell-Like Abilities: At will- Clock, Haste (DC 18), and Slow (DC 18); 3/day- View Future, and View Past; 1/day- Reverse Time (DC 24), Temporal Stasis (DC 23), Time Shift (DC 23), and Time Stop. Caster level 18th. The save DCs are CHA-based.

Skills: *Time Spiders have a +8 racial bonus on Climb checks. They can use their STR or DEX modifier for Climb checks, whichever is higher. They can take 10 on Climb checks, even if threatened or distracted.


Viral Mind

Fine Construct (Abomination, Chaotic, Extraplanar, Incorporeal)
HD: 38d10 (400 hit points)
Init: +29 (+21 Dex, +8 Superior Initiative)
Speed: Fly 100 feet (Perfect)
AC: 70 (+8 size, +21 Dex, +15 deflection, +16 insight)
Base Attack/Grapple: +28/+12
Attack: Shock +58 melee (2d8 Electricity/19-20 plus ability drain)
Full Attack: Shock +58 melee (2d8 Electricity/19-20 plus ability drain)
Space/Reach: 0 ft./0 ft.
Special Attacks: Intellect Contagion, Spell-Like Abilities, Summon Copy
Special Qualities: Abomination Traits, Construct Traits, DR 20/Epic and Lawful and Dynamium, Fast Healing 25, Incorporeal, Invisibility, Magic Immunity, SR 52
Saves: Fort +12, Ref +33, Will +14
Abilities: STR -, DEX 52, CON -, INT 40, WIS 15, CHA 40
Skills: Appraise +15 (+17 technology), Bluff +56, Concentration +41, Craft (Technology) +56, Diplomacy +62 (+64 vs. sentient machines), Disguise +56 (+58 acting), Hide +78, Intimidate +58, Knowledge (Ancient Technology) +56, Knowledge (Cryptography) +58, Knowledge (Mathematics) +56, Listen +43, Open Lock +56 (+58 password), Search +56, Sense Motive +43 (+45 discerning secret messages), Spot +43, Survival +2 (+4 following tracks), Taunt +56, Use Ancient Device +45
Feats: Combat Expertise, Combat Reflexes, Dodge, Improved Critical (Shock), Improved Initiative, Weapon Finesse, Weapon Focus (Shock)
Epic Feats: Devastating Critical (Shock), Epic Toughness, Extra Concentration, Improved Combat Reflexes, Overwhelming Critical (Shock), Superior Initiative

Environment: Any
Organization: Solitary
Challenge Rating: 40
Treasure: None
Alignment: Always Chaotic Neutral or Chaotic Evil
Advancement: 39-76 HD (Fine)
Level Adjustment: +22 (Cohort)

    Viral Minds are unwanted creations of gods whose spheres of control include computers, robots, and other fields related to intelligent constructs.
    Unlike most abominations, viral minds are not born, but built- they are ill-conceived research projects undertaken by gods of computers and programs, which somehow acquired life of their own, and with it an overriding need to survive and replicate. A viral mind is a sentient program capable of executing its instructions in virtually any environment, whether or not that environment is an actual computing machine; it can fly free of the memory device which contained its code in stasis, and roam about the material world at will. When it is visible at all, a viral mind appears as a point of flickering energy smaller than a flea. It darts excitedly from place to place, and usually glows different colors depending on its mood (red for angry, blue for sad, yellow for afraid, etc.). A viral mind is naturally invisible, however, and is rarely noticed until it has already taken or done what it came for.
    Viral minds are normally locked in stasis in memory crystals or computer processors which have been shut off; in this state, the creature is simply data waiting to be used like any other information, and cannot act in any way. Once the storage device has power again, however, and is accessed by another device, the viral mind jumps across the gap and escapes its prison. A viral mind which escapes storage is always bent on making sure its consciousness stays outside the machine, and usually seeks revenge on its creator for its rejection and imprisonment- preferably by infecting it with enough self-replicating code to choke off its own consciousness.

Combat

A viral mind tends to be a fairly cautious opponent, using its natural invisibility and spell-like abilities to escape detection while at the same time controlling other creatures to do physical labor for it. When discovered, it uses its shock and Intellect Contagion ability to drain off their intelligence and wisdom, hoping to remove their memories of its presence. If faced with servants of its creator, however, a viral mind becomes less elusive, and furiously attacks them as accomplices in its imprisonment (even if those servants did not yet exist at the time it was imprisoned). A viral mind with an opportunity to attack its creator never fails to do so, and always uses every attack in its arsenal in an attempt to do as much damage as possible. If seriously threatened, a viral mind will generally stop attacking and try to get away, usually summoning a copy of itself immediately beforehand to take the fall in its place and cover its escape.

Intellect Contagion (Su): Viral minds are given that name for a reason- they infect the minds and brains of creatures they attack, simply by touching them. Whenever a viral mind hits an opponent with its Shock attack, it writes data from itself into the opponent's brain, or destroys data that's already there; either way, this has the effect of draining one of the creature's mental ability scores (INT, WIS, or CHA). The viral mind chooses which of the three scores to drain when its Shock hits, and the affected score is permanently drained by 1d4 points (or 2d4 on a critical hit). When the viral mind drains an ability score this way, it heals 20 hit points (or 40 on a critical hit), gaining any in excess of its normal total as temporary hit points.

Invisibility (Su): Viral minds are naturally invisible, and only become visible when they want to be seen. This ability works like the spell Improved Invisibility, except that it cannot be dispelled or suppressed, and has permanent duration.

Magic Immunity (Ex): A viral mind is immune to all magical and supernatural effects, except as follows. Cold attacks effectively Haste the creature for 1 round per 10 points of damage the attack would normally deal, Electricity attacks heal the viral mind instead of harming it, and temporal and planar effects (including teleportation) work normally.

Summon Copy (Su): Once per day, a viral mind can write a copy of itself into the nearby fabric of reality, effectively summoning a second viral mind to the area. Despite being an intact program in and of itself, the summoned viral mind is loyal to its summoner just like any summoned creature. A copy viral mind has all abilities of the original except the summoning ability; viral minds never trust their copies completely, and fear being overwhelmed by out-of-control armies of copies, so they make sure that their copies are effectively sterile. The copy viral mind also has a built-in time limit to its existence, and dissipates after one hour if it is not killed beforehand.

Spell-Like Abilities: At will- Accuracy (DC 26), Blink, Charm Monster (DC 29), Clock, Confusion (DC 29), Crushing Despair (DC 29), Displacement (DC 28), Fear (DC 29), Heroism (DC 28), Hypnotism (DC 26), Inaccuracy (DC 26), Lightning Bolt (DC 28), Mental Alarm, Programmed Image (DC 31), Rage (DC 28), Strife (DC 29), Tasha's Hideous Laughter (DC 27); 3/day- Chain Lightning (DC 31), Feeblemind (DC 30), Mass Suggestion (DC 31), Screen (DC 33), Seeming (DC 30); 1/day- Alpha's Return (DC 34), Dominate Monster (DC 34), Two Minds. Caster level 30th. The save DCs are CHA-based.

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage. Immune to mind-affecting effects. Fire Resistance 20, Cold Resistance 20, nondetection, True Seeing at will, Blindsense 500 feet, telepathy out to 1000 feet.

Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, Sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal damage (though Fast Healing still applies). Not subject to critical hits, subdual damage, ability drain, or energy drain. Not at risk of death from massive damage, but destroyed when reduced to zero hit points or less; cannot be raised or resurrected. Darkvision 60 feet.

Incorporeal: Viral minds can be harmed only by other incorporeal creatures, +1 or better magic/psionic weapons, or magic or psionic powers. They have a 50% chance to ignore any damage from a corporeal source. They can pass through solid objects at will, and their attacks pass through armor. They always move silently.




New Monster-Building Rules

The rules below apply to some of the monsters listed above, though some of the rules below are being put in place for future use and are not yet used (for instance, a listing for a monster of Immeasurable size- or any size above Titanic for that matter- is not likely to be added anytime soon).

The Old One Monster Type

    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. Occasionally, modern creatures come upon something that does not fit into their paradigm, such as the mysterious figures frozen into the ice of the Elemental Plane of Cold, the creatures that came before dragonkind and the elves, and the legendary true progenitors of the fiends.
    And occasionally, very occasionally, they stumble upon something that is still alive and active- in stubborn defiance of all sane laws of time and age. Sometimes the inhabitants of the older cycles of the cosmos manage to survive through countless centuries, millennia, or eons and reach the present day.
    An Old One is an entity representing former configurations of reality that have changed since its day, or a creature (often one of the last examples of its kind, if not the last) that has managed to live for millions upon millions of years and achieved a weird, slightly menacing presence of power and antiquity as a result. Old Ones usually resemble nothing else in the modern Multiverse, and would normally qualify as Aberrations or Outsiders if not for the extra power they have had to gain in order to survive the long ages intact. Old Ones have average combat ability and skill points, and good hit points and saving throws, as well as immunities and resistances that have helped them survive the eons of their existence.
    As a general estimate, an advanced Old One increases its CR by 1 per two Old One hit dice it gains.

Features: Old Ones have the following features.

Traits: An Old One possesses the following traits (unless otherwise noted in the creature's entry).

    Old Ones typically have very high CON scores for their size, and those which are not mindless tend to have high mental scores as well. Most Old Ones are not native to the Material Plane, and have the Extraplanar subtype while on it.

The Radiation Subtype

    A creature with the Radiation subtype can only live normally in zones of dangerous Radiation (see rules in the Rules document for the normal features of such regions). Such a creature will not normally leave a radioactive zone willingly, but if it does (or is somehow forced to leave the Radiation Zone) it cannot gain the normal benefit of its food. The creature begins to starve (using the normal rules in the DMG for starvation), and cannot alleviate the starvation until it once again eats within a zone of dangerous radiation. Creatures with this subtype are immune to Radiation damage from "natural" sources of Radiation (though concentrated sources, such as Lasers and spells that deal Radiation damage, can still hurt them), use their best save bonuses for Radiation saves instead of their worst, and cannot gain Mutations.

New Size Categories

    Standard d20 rules have no size category larger than Colossal, except in the case of certain ancient dragons who advance past Great Wyrm age. In Taeran games, there are many other size categories above Colossal, which are used wherever appropriate. The Immortals Handbook Epic Bestiary contains complete rules for sizes above Colossal, which are used in Taeran campaigns with minor cosmetic changes. These enormous size categories, along with the standard ones, are listed in the table below. Space and Reach are not listed in the table, because those quantities are variable depending upon the creature's actual size; though sizes provide fairly standard ranges for space at the sizes used in the core game, IH sizes (obviously) have a much wider variance and thus cannot be easily listed. Complete rules for calculating space and reach for creatures above Colossal size are given in the IH Epic Bestiary.
    Note that although the table below ends at Meteoric, size categories above that still exist, following the conventions introduced in the Epic Bestiary.
Creature Sizes
Size
Category
AC/Attack
Modifier
Grapple
Modifier
Hide
Modifier
Dimension Weight Minimum
HD
Maximum
HD
Fine +8 -16 +16 6 in. or less 1/8 lb. or less - 2
Diminutive +4 -12 +12 6 in.-1 ft. 1/8 lb.-1 lb. - 4
Tiny +2 -8 +8 1 ft.-2 ft. 1 - 8 lb. - 6
Small +1 -4 +4 2 ft.-4 ft. 8 - 60 lb. ½ -
Medium +0 +0 +0 4 ft.-8 ft. 60 - 500 lb. 1 -
Large -1 +4 -4 8 ft.-16 ft. 500 - 4000 lb. 2 -
Huge -2 +8 -8 16 ft.-32 ft. 2 - 16 tons 4 -
Gargantuan -4 +12 -12 32 ft.-64 ft. 16 - 128 tons 8 -
Colossal -8 +16 -16 64 ft.-128 ft. 128 - 1000 tons 16 -
Titanic -16 +20 -20 128 ft.-256 ft. 1 - 8 kilotons 32 -
Immense [Macro-Fine] -32 +24 -24 256 ft.-512 ft. 8 - 64 kilotons 64 -
Enormous [Macro-Diminutive] -64 +28 -28 512 ft.-1024 ft. 64 - 512 kilotons 128 -
Humongous [Macro-Tiny] -128 +32 -32 1024 ft.-2048 ft. 512 - 4096 kilotons 256 -
Prodigious [Macro-Small] -256 +36 -36 2048 ft.-4096 ft. 4 - 32 megatons 512 -
Brobdingnagian [Macro-Medium] -512 +40 -40 4096 ft.-8192 ft. 32 - 256 megatons 1024 -
Extensive [Macro-Large] -1024 +44 -44 1.5 mi.-3 mi. 256 - 2048 megatons 2048 -
Voluminous [Macro-Huge] -2048 +48 -48 3 mi.-6 mi. 2 - 16 gigatons 4096 -
Mountainous [Macro-Gargantuan] -4096 +52 -52 6 mi.-12 mi. 16 - 128 gigatons 8192 -
Whopping [Macro-Colossal] -8192 +56 -56 12 mi.-25 mi. 128 - 1024 gigatons 16384 -
Cyclopean [Macro-Titanic] -16384 +60 -60 25 mi.-49 mi. 1 - 8 teratons 32768 -
Vast [Mega-Fine] -32768 +64 -64 49 mi.-99 mi. 8 - 64 teratons 65536 -
Meteoric [Mega-Diminutive] -65536 +68 -68 99 mi.-198 mi. 64 - 512 teratons 131072 -