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<