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Wiseman
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Ivalice D20

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Dalmasca
Cactoid
Image
Size/Type: Tiny Plant
Hit Dice: 1d8 (7 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 12 (+2 size) touch 10, flatfooted 10
Base Attack/Grapple: 0/-2
Attack: Slam -2 (1d4+1d4-2)
Full Attack: 2 slams
Space/Reach: 5ft./0ft.
Special Attacks: N/A
Special Qualities: Needles, Immune to confusion
Saves: Fort +2 Reflex +0 Will +0
Abilities: Str 6, Dex 10 Con 10 Int 5 Wis 10 Cha 6
Skills:
Feats: Toughness
Environment: Deserts
Organization: Solitary Pair or Group (1d6)
Challenge Rating: 1
Treasure: None
Alignment: True Neutral

Being a mischievous, mean-spirited beastie, mercifully lacking the intelligence to do any real damage. Sproutlings are called cactites. A rare strain is notable for its proclivity to sprout a scarlet blossom; that being seldom seen, of the highest value, and considered a sign of miraculous good fortune by sensitive young lovers with a tolerance for needles.

Combat:
Cactoids are fairly docile and rarely attack unless attacked first.

Needles (Ex): A cactoid is covered in sharp needles. These add an extra 1d4 damage to it's natural weapons, and this damage is also dealt to any creature that grapples the cactoid or strikes it with natural weapons or unarmed attacks.

Ichthon
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Size/Type: Small Magical Beast (Aquatic)
Hit Dice: 2d10 (11hp)
Initiative: +2
Speed: 20ft. Fly: 20ft. Swim
Armor Class: 14 (+1 Natural +1 size +2 dodge) Touch: 12 Flatfooted: 12
Base Attack/Grapple: 1/+1
Attack: Bite: 1d6+2
Full Attack:
Space/Reach: 5ft./5ft.
Special Attacks: Water Cannon
Special Qualities: Vulnerability to Electricity
Saves: Fort +4 Reflex +5 Will +0
Abilities: Str 14, Dex 14 Con 12 Int 3 Wis 10 Cha 6
Skills:
Feats:
Environment: Marshes or Underwater
Organization: Solitary or Pair
Challenge Rating: 1
Treasure: N/A
Alignment: True Neutral

Deceptively joyful colorations adorn this carnivorous ichthian of vicious temperament. Of its armaments, the naturalist Merlose has called it 'a beast most fierce, it having a lower mandible which jutteth out like a war-spear, this being used to rend and tear the flesh of its prey, and a voracious appetite quite exceeding its diminutive size.' When feeding in shoals, they are known to devour large creatures such as the wild saurian in the blink of an eye."

Combat:
An Ichython is generally calm, but fierce when riled up.

Water Cannon (Ex): Ranged touch, 2d6 damage, every 1d4 rounds.

Wolf
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Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
"Agile, swift, and keen of tooth, the wolf is the preeminent hunter. Widely known to roam in packs led by an alpha. Though once they lived in close harmony with mankind, fierce competition over prey brought Man to shun and eventually revile them. Thereafter, the wolves took to the eating of monsters, from this arising diverse strains of wolf, varying greatly in form and adaptation, befitting their diet."

Combat:
Wolves are skilled hunters, often attacking in packs.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Notes: Just using the wolf stats from the srd.

Wild Saurian
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Size/Type: Huge Animal
Hit Dice: 18d8+99 (180 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +13/+30
Attack: Bite +20 melee (3d6+13)
Full Attack: Bite +20 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, cannibalize
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)
Level Adjustment: —

Once lords of the land together with the other wyrmkin; a war with the gods dwindled their numbers to a mere fraction of their former glory. This great creature possesses sharp teeth in its sizeable maw by which it catches and rends the flesh of its prey, and grand tail, the latter being used for balance as it strides upon two powerfully appointed hind legs.

Combat
A wild saurian pursues and eats just about anything it sees. Its tactics are simple—charge in and bite.
Improved Grab (Ex): To use this ability, a wild saurian must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A wild saurian can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the wild saurian’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge wild saurian’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents
Cannibalize (Ex): A wild saurian draws power from those it devours. If a creature it has swallowed of at least 3 HD dies in it's stomach, the wild saurian gains one positive level. These positive levels last for 24 hours.
Skills
A wild saurian has a +2 racial bonus on Listen and Spot checks.
Note: Just a t-rex's stats that I've edited slightly.

Cockatrice
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Size/Type: Small Animal
Hit Dice: 1d8+2
Initiative: +3
Speed: 20ft Fly: 10ft (Perfect)
Armor Class: 14 (+1 size, +3 dodge) Flatfooted: 11 Touch: 14
Base Attack/Grapple: +0/+2
Attack: Beak +3 melee 1d6+2
Full Attack: Beak +3 melee 1d6+2
Space/Reach: 5ft./5ft.
Special Attacks: N/A
Special Qualities: N/A
Saves: Fort +4 Reflex +5 Will -1
Abilities: Str 14 Dex 16 Con 14 Int 2 Wis 9 Cha 6
Skills:
Feats: Weapon focus (beak)
Environment: Any land
Organization: Solitary, Pair or Group (3-10)
Challenge Rating: 1/2
Treasure:
Alignment: Always Neutral

Lo, the mighty cockatrice, proud-feathered sphere, known as much for its ill humor as its dire rotundity. The great naturalist Merlose once remarked: '...live they in the sands and other arid climes, whereabouts they moveth in a rolling fashion most peculiar. Subsist they principally on small creatures and vermin, for the incapacitation of which they disgorge a sticky saliva, thence devouring captured morsels only when appetite moves them.' Swollen sacs containing airs are found under the surface of the skin, and when inflated, these lifting the creature upon drafts unseen, whence to espy suitable prey.

Combat:


Gnoma Entite
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Size/Type: Huge Elemental (Earth)
Hit Dice: 20d8
Initiative: +2
Speed: Fly: 50 ft. Burrow: 100 ft
Armor Class: 34 (+2 dodge -2 size, +24 natural) Flatfooted: 34 Touch: 10
Base Attack/Grapple: +15/+27
Attack: by spell
Full Attack: by spell
Space/Reach: 15ft./15ft.
Special Attacks: Spell-like abilities
Special Qualities: Immune to Earth, Acid, Mind-affecting effects, death effects and disease, elemental traits, magic sense, DR15/-, SR30, Vulnerability to Air
Saves: Fort +20 Reflex +8 Will +10
Abilities: Str 18 Dex 14 Con 26 Int 16 Wis 18 Cha 20
Skills:
Feats:
Environment: Any land or underground.
Organization: Solitary
Challenge Rating:
Treasure:
Alignment: Always Neutral

In the chronicles, it is said that in time out of memory the gods fashioned here a paradise, yet Man was ill-satisfied and sought to cultivate the lands beyond. The soil was thus enriched, yet this gave rise to differences, differences to greed, and greed to war. The gods wept and raged and cleft the land, casting men into the gaping abyss.
Out of this tumult, the gnoma entite was born.

Combat:
The strength of the earth carries us, does naught but be under all, languid, resistant, a mass against which the spirit is strained and, eventually, broken. Only the power of wind may tempt the indolent soil into action.

The earth, now called, cares for you. For you, heart-cleft, and for you alone will it open and reveal the rich electrum it holds.

Like all entites, the Gnoma Entite tends to keep to it's self. However, it reacts violently to the casting of spells. First it will use silence to stop any spellcasters, and then assail them with it's spell-like abilities.

Magic Sense (Su): The entite can sense the casting of any spell or spell like ability anywhere within 200 feet of it's self. It from then on automatically knows the location of the caster as long as they stay within 200 feet.

Spell-Like Abilities: At will: Greater Dispel Magic, Magic Stone, Soften Earth and Stone, Spike Stones, Stoneskin, Blast of Sand (SS), Earthen Grasp (SpC) Silence, Wall of Stone, Mage Armor, Hail of Stone Stone Shape, Sudden Stalagmite 1/day: Earthquake, Elemental Swarm (Earth elementals only), Transmute Rock to Mud, Transmute Mud to Rock, Flesh to Stone

Vulnerability to Air All damage the Gnoma Entite takes from effects with the wind or air descriptors is increased by 50%.

Dive Talon
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Size/Type: Large Magical Beast
Hit Dice: 9d10
Initiative: +7
Speed: Land: 20 ft Fly: 90 ft
Armor Class:
Base Attack/Grapple: +6/+15
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities: Str 22 Dex 24 Con 18 Int 4 Wis 15 Cha 8
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:

Called the 'Pirate King of the Skies' for its uncanny powers of flight, and ability to strike silently with fatal precision. Its startling plumage is no evolutionary accident, being intended to dissuade dragons and other natural predators. Ironically, the sturdiness of these vibrant beast deterrents makes them highly prized for crafting and reinforcing cloth, attracting another kind of predator: the profit-hungry hunter.
Giza Plains
Hyena
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Size/Type: Medium Animal
Hit Dice: 4d8+8 (22 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2) and Gore +5 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 14, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +4, Listen +4, Move Silently +4, Spot +4, Survival +1*
Feats: TrackB, Weapon Focus (bite) Power Attack
Environment: Plains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 3
Advancement: 5 HD (Medium); 6-8 HD (Large)
Level Adjustment: —

A gifted hunter, possessed of sharp horns and fangs, reputed never to spare its quarry once sighted. The larger variety of these is known as the alpha hyena. They consume all manner of things from wee beasts to the largest of behemoths, and do not turn up their noses at the carrion flesh of similar. The horns growing from their snouts are used to impaled larger opponents, and are sharp as well-hones blades. They excel in slipping past a foe's defenses, whereupon they deliver a most telling blow to the vitals.

Wooly Gator
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Size/Type: Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +7*, Listen +4, Spot +4, Swim +12
Feats: Alertness, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or pair
Challenge Rating: 2
Advancement: 4-5 HD (Medium)
Level Adjustment: —

Formerly inhabiting tropical climes, the bodies of these fierce predators have begun to adapt to deteriorating climatic conditions by growing a thick coat of spindly hair. Known to spend much of their their time in water, except during their mating season when they are sometimes sighted furtively going about their business during the Rains in Giza Plains. Their jaw, being split into two halves, is well suited for keeping a tight grip on prey, allowing them time to administer a finishing blow as and when they see fit.

Combat:
Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Happy Bunny
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Size/Type: Tiny Magical Beast
Hit Dice: 1d10-1 (4hp)
Initiative: +3
Speed: 40 ft
Armor Class: 15 (+3 dodge +2 size) Flatfooted: 12 Touch: 13
Base Attack/Grapple: +1/-9
Attack: Slam -1 (1d4-2)
Full Attack: Slam -1 (1d4-2)
Space/Reach: 2 1/2ft./0ft.
Special Attacks: Spell Like Abilities
Special Qualities: N/A
Saves: Fort +1 Reflex +5 Will +1
Abilities: Str 6 Dex 16 Con 8 Int 8 Wis 12 Cha 14
Skills:
Feats:
Environment: Temperate plains
Organization: Solitary or Pair
Challenge Rating: 1/2
Treasure: N/A
Alignment: True Neutral

Being a fiendish creature taking the form of an adorable bunny (for which, indeed, it is all the more fiendish), living in the dry savannah lands, such as can be found in Giza Plains during the Dry, or Ozmone Plains. The name of the beastie in given to change according to its location, so that those of Giza Plains are called giza rabbits, and those of Ozmone Plains called ozmone hares. They are wont to migrate during periods of inclement weather, and one may find that, depending on the season, a given specimen may be found in Giza Plains or Ozmone Plains.

Combat:

Happy Bunnies are docile and if attacked will attempt to flee and hide. If not attacked they tend to help others with their spell like abilities.

Spell-Like Abilities: At will: Cure Light Wounds, Shield
Caster level 3rd.

Great Tortise
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Size/Type: Huge Magical Beast
Hit Dice: 12d10+84 (160 HP)
Initiative: -1
Speed: 20ft.
Armor Class: 27 (-1 dodge -2 size +20 natural)
Base Attack/Grapple: +12/+28
Attack: Slam +18 (3d6+12)
Full Attack: Slam +18 (3d6+12)
Space/Reach: 15ft./15ft.
Special Attacks: Flash
Special Qualities: DR10/-
Saves: Fort +15 Reflex +7 Will +4
Abilities: Str 26 Dex 8 Con 24 Int 3 Wis 10 Cha 16
Skills:
Feats:
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 10
Treasure:
Alignment: True Neutral
Advancement: 13-15HD(Huge) 16-20 HD (Gargantuan) 21+ HD (Colossal)

Being a sizeable tortoise with a massy shell of broad circumference. Customarily living in the deep places of the earth - caves and like - save during the Rains, when they are known to emerge and forage in the vicinity of water. Tortoises, newly spawned, are wrapped in a thick shell, protecting them after the fashion of an egg. Upon their growing, the legs and feet break through the shell, this being the adult form, whereafter they continue to grow until such growth is arrested by illness or incident.

Combat:

Flash (Su): Once every 1d4 rounds a Great Tortise may emit a blinding flash of light from it's shell. Any creature within 40 feet must make a fort save (DC21) or be blinded for 1d6 rounds. Those who succeed on their save are instead dazzled for 1 round. The save DC is con based.

Sonic Turn (Ex): Once every 1d4 rounds the Great Tortoise may spin around rapidly, striking everyone within it's reach. Make one attack roll and compare against the AC of everyone in range.

Sleipnir
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Size/Type: Large Magical Beast
Hit Dice: 4d10+12 (40 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Gore +8 melee (2d6+4)
Full Attack: Gore +8 melee (2d6+4) 2 hooves +3 melee (1d6+4) bite +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 4, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization:
Challenge Rating: 4
Alignment: Often True Neutral
Advancement: —
Level Adjustment: —

Being the result of much breeding in a now long forgotten land, the aim of which being the creation of a superior war charger around which to build a cavalry without equal in all of Ivalice. In this time when a cavalry's strength mean victory or defeat, there was one knight whose feats in the saddle shone above all others. This hero named his horse 'Sleipnir,' a name later given to those steeds chosen by his disciples. In more recent days, the great cavalries of old are gone, their once proud steeds grown wild and feral at heart.

Combat
Carrying Capacity: A light load for a Sleipnir is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A Sleipnir can drag 4,500 pounds.

Silicon Tortoise
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Size/Type: Huge Magical Beast
Hit Dice: 12d10+84 (160 HP)
Initiative: -1
Speed: 20ft.
Armor Class: 27 (-1 dodge -2 size +20 natural)
Base Attack/Grapple: +12/+28
Attack: Slam +18 (3d6+12)
Full Attack: Slam +18 (3d6+12)
Space/Reach: 15ft./15ft.
Special Attacks: Flash
Special Qualities: DR10/-
Saves: Fort +15 Reflex +7 Will +4
Abilities: Str 26 Dex 8 Con 24 Int 3 Wis 10 Cha 16
Skills:
Feats:
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 10
Treasure:
Alignment: True Neutral
Advancement: 13-15HD(Huge) 16-20 HD (Gargantuan) 21+ HD (Colossal)
Note To Self: Advance HD

Being a variety of giant tortoise spending its infant stage quietly beneath soil, only to emerge upon maturity. It is a quality of the giant tortoises that, depending on how deep down in the earth their youth was spent, the composition of their shell, and thus the particular species to which they belong, comes to differ. Of their ilk, the silicon tortoise has spent its youth in the deepest of tenable places, being born with a thick layer of fat inside its shell so as to sustain its growth without the need to eat.

Wildsnake
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Size/Type: Large Animal
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft., Burrow 10 ft.
Armor Class: 15 (–1 size, +3 Dex, +3 natural),, touch 12, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Bite +4 melee (2d6)
Full Attack: Bite +4 melee (2d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: N/A
Special Qualities: Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral

Being a curious creature having a serpentine body wherefrom grow six blades. They are known to dig holes in the ground and to lie in wait for prey therein. In antiquity, these were said to possess large mouths decked with prominent fangs, these having since receded in concert with the gradual flattening of the creature's form, and after splaying sideward to form the aforementioned blades. Indurate scales cover the snake's body, which are so shaped to permit rapid movement over all manner of terrain.

Werewolf
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Size/Type: Large Giant
Hit Dice: 5d10+25 (50hp)
Initiative: +3
Speed: 30ft.
Armor Class: 21 (-1 size +3 dodge +9 natural)
Base Attack/Grapple: +5/+17
Attack: Claw +12 (2d6+8) or Large Mwk. Greatsword +13 (3d6+12)
Full Attack: 2 Claws +12 (2d6+8) and Bite +10 (3d6+4) or Large Mwk Greatsword +13 (3d6+12) and Bite +10 (3d6+4)
Space/Reach: 10ft./10ft.
Special Attacks: Improved Grab, Rake
Special Qualities: Scent, Giant traits
Saves: Fort +9 Reflex +4 Will +3
Abilities: Str 26 Dex 16 Con 20 Int 7 Wis 14 Cha 10
Skills:
Feats: Improved Natural Weapons (Bite), Multiattack, TrackB
Environment: Temperate Plains
Organization: Solitary, Pair, Pack (5-10), or Tribe (20-50)
Challenge Rating: 5
Treasure: Standard Coins, Standard Items
Alignment: Usually Chaotic Evil
Advancement: By Class Level (Favored classes: Barbarian and Fighter)
Level Adjustment: +1

The story of this strange, man-like creature began, it is said, when a group of bandits ate the corrupted flesh of a wolf, becoming infected and changing form. Indeed, like the wolf, these afflicted beings are known to feed with relish upon rotting flesh. As carrion-feeders oft develop strong resistance to illness, some natural philosophers have urged detailed study of the creature in hopes of culling reagents for medicants from their flesh.

Combat:

Improved Grab (Ex): The werewolf must hit with it's bite attack to use this ability. If it's bite attack successfully hits a creature smaller than it, the werewolf may start a grapple with the victim as a free action that does not provoke an attack of opportunity. If it succeeds on the grapple check, and it's hands are free, it may make two automatically hitting rake attacks opponent for 1d8+4 damage per hit. Whether or not it rakes, the werewolf may choose to hold the victim with it's mouth (-10 to grapple but the werewolf not considered to be grappled, the victim then takes bite damage every round afterwards for as long as their held).

Werewolves as characters
Werewolf characters possess the following racial traits.
+8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A werewolves base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A Werewolf begins with five levels of giant, which provide 5d10 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: A werewolves giant levels give it skill points equal to 8 × (4 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, Spot and Survival. Werewolves have a +4 racial bonus on survival checks to follow tracks.
Racial Feats: A werewolves giant levels give it 2 feats plus track as a bonus feat.
Weapon Proficiency: A werewolf is proficient with the greatsword and all simple weapons.
+9
Natural Weapons: 2 Claws (2d6) and Bite (2d6).
Special Attacks (see above): Improved Grab, Rake,
Special Qualities (see above): Scent
Automatic Languages: Giant. Bonus Languages: Orc, Goblin, Terran, Common.
Favored Class: Barbarian or Fighter
Level adjustment +1.

Urstrix
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Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (50 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Wing +9 melee (1d6+5)
Full Attack: 2 wings +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: N/A
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate plains or forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —

Being the progeny of wildfowl taken into the magicite mines to ascertain the presence of noxious fumes. On occasion of a mining accident, these birds would be exposed to great quantities of Mist, under the influence of which they would at length give birth to chicks with stunted wings of a most peculiar shape. Perplexed, the hens discarded the unwanted, flightless brood, these becoming the feral urstrix.


Storm Elemental
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Size/Type: Medium Elemental (Air)
Hit Dice: 15d8+45
Initiative: +5
Speed: Fly 60 ft. (Perfect)
Armor Class: 25 (+5 dodge +10 natural) Flatfooted: 20 Touch: 15
Base Attack/Grapple: +11/+11
Attack: N/A
Full Attack: N/A
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Electric Body, Elemental Traits, Absorb Electricity, SR 25
Saves: Fort +8 Reflex +12 Will +8
Abilities: Str 10 Dex 20 Con 16 Int 20 Wis 16 Cha 18
Skills:
Feats:
Environment: Any land or sky
Organization: Solitary
Challenge Rating: 13
Treasure: N/A
Alignment: Always True Neutral

Being an elemental of lightning, traveled to our land on a bolt from the sky. On this subject, the old tomes speak much of the wrath of gods made apparent in the storm-lights, and their anguished cries in the rolling thunder. Even today, when knowledge of the elementals and the natural order in which they occur is widespread, these superstitions endure, such that many disdain harnessing the power of the bright element, fearing to profane the teachings of the gods. These "sacred" activities are reserved for and entrusted to priests of the highest orders.

Combat:
Storm Elementals rely on their magical abilities in combat.

Spell-Like Abilities: At Will Chain Lighting, Lightning Bolt, Shield, Silence,
Caster Level 15th

Absorb Electricity: The storm elemental takes no damage from any electrical attack, instead, it heals for an amount equal to the damage the attack would have done. If the storm elementa is at max hp then the healing is gained as temporary hit points, up to a maximum of it's normal hp total.

Electric Body: Any creature who strikes the storm elemental with natural or metal weapons takes 1d6 electricity damage.

Slaven
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Size/Type: Large Magical Beast
Hit Dice: 3d10+12
Initiative: +0
Speed: 30ft.
Armor Class: 14 (+5 natural, -1 size)
Base Attack/Grapple: +3/
Attack: Bite +6 (2d6+6)
Full Attack: Bite +6 (2d6+6)
Space/Reach: 10ft./10ft.
Special Attacks: N/A
Special Qualities: N/A
Saves: Fort +9 Reflex +1 Will +0
Abilities: Str 18 Dex 10 Con 18 Int 3 Wis 8 Cha 6
Skills:
Feats: Great Fortitude, Improved Natural Armor
Environment: Any Land
Organization: Solitary
Challenge Rating:
Treasure: N/A
Alignment: Always True Neutral

Mardu Entite
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Size/Type: Huge Elemental (Earth)
Hit Dice: 20d8
Initiative: +7
Speed: Fly: 50 ft. Burrow: 100 ft
Armor Class: 34 (+2 dodge -2 size, +24 natural) Flatfooted: 34 Touch: 10
Base Attack/Grapple: +15/+27
Attack: by spell
Full Attack: by spell
Space/Reach: 15ft./15ft.
Special Attacks: Spell-like abilities
Special Qualities: Immune to Air, Fire, Acid, Mind-affecting effects, death effects and disease, elemental traits, magic sense, DR15/-, SR30 , Absorb Electricity, Vulnerability to Cold.
Saves: Fort +11 Reflex +19 Will +10
Abilities: Str 18 Dex 24 Con 20 Int 16 Wis 18 Cha 20
Skills:
Feats:
Environment: Any land or underground.
Organization: Solitary
Challenge Rating:
Treasure:
Alignment: Always Neutral

Tales of the people speak oft of the wrathful gods visiting man with lightning, and the remorseful gods weeping the rain that follows. For this did peasants once light fires, sending smoke up to the heavens in hopes it would cause the eyes of the gods to water, irrigating their crops. Yet these fires did naught but incur once more the gods' wrath, and in a rage, they sent rainless lightning down to blast and scorch those who had offended.

It is said these bolts gave birth to the mardu entite.

Combat:
How better to quell the lightning's blind rage, to still the mindless roar of her answering thunder, than by drawing a cold veil of ice around it, cold enough to freeze passion itself? So will the dark clouds part and let shine through a light as brilliant as the sun: the light of electrum.
Garamsythe Waterway
Dire Rat
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Size/Type: Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Bite +4 melee (1d4 plus disease)
Full Attack: Bite +4 melee (1d4 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon FinesseB
Environment: Any
Organization: Solitary or pack (11–20)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small); 4–6 HD (Medium)
Level Adjustment: —

Being a manner of vile and verminous beastie, much favoring the fetid stench of the sewers and making their nest therein. Past attempts at eradications to contain the plagues these pests are known to carry have greatly reduced their numbers, yet a preternatural rate of reproduction has kept the strain from extinction. And so they remain, an ever-popular subject for natural philosophers keen to fathom the secrets of their indomitable constitution.

Combat:
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.

Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.

Baritine Croc
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Size/Type: Large Animal
Hit Dice: 7d8+28 (59 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+17
Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +1*, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6-11)
Challenge Rating: 4
Advancement: 8-14 HD (Huge)
Level Adjustment: —

Should the traveler hear a hauntingly sweet song in the wetlands, beware! For it is surely the dulcet lure of the baritine croc, a crafty and dangerous beast favoring cold climes and dank underground caverns. The thick layer of vermilion fur covering much of its bulk is of great density, and containing of air pockets which further insulate the beast against the elements, making it better suited to living in harsh environs than its gator brethren.

Combat:
Have you slain the sweet-singing baritine croc? Then look into its belly for the lost treasures of those who hunted this wily beast and fell. You may claim a broken sword or the like. Do with your findings what you will, but we recommend turning a profit. Whatever it meant to those who came before, to you it's a treasure with which to line your pockets. Then again, you could use it to arm and armor yourself, adventurer. Who knows, it may be your broken sword that is found next.

Improved Grab (Ex): To use this ability, a baritine croc must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A croc can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A baritine croc gains a +4 racial bonus on Hide checks when in the water. Further, a baritine croc can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Gigantoad
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Size/Type: Medium Magical Beast (Aquatic)
Hit Dice: 6d10+18 (55)
Initiative: +3
Speed: 35ft. Swim 60ft.
Armor Class: 20 (+3 dodge +7 natural) Touch: 13 Flatfooted: 17
Base Attack/Grapple: +6/+9
Attack: Slam +9 (1d8+4)
Full Attack: Slam +9 (1d8+4)
Space/Reach: 5ft./5ft.
Special Attacks: Angelsong
Special Qualities: Amphibious
Saves: Fort +8 Reflex +8 Will +3
Abilities: Str 16 Dex 16 Con 16 Int 3 Wis 12 Cha 7
Skills: Swim +17 Spot +6 Listen +7
Feats: Toughness, Power Attack, Improved Natural Armor
Environment: Warm Marshes
Organization: Solitary or Pair
Challenge Rating: 4
Treasure:
Alignment: True Neutral

This amphibious, carnivorous monstrosity is said to live only in the Dalmasca region, much to the relief of peoples living elsewhere. During the mating season, the male inflates a great sac in his gullet producing a distinctive galumph sound, whereby he makes himself known to the fairer (as far as he's concerned) sex. Its horns are unsuitable for combat, and are instead used to mark territory with gouges on trees, as do some great cats, or for threatening the predatory Wooly Gator. Though possessed of a relatively peaceable nature, the Gigantoad is fiercely territorial and can be deadly when provoked.

Combat:

Angelsong (Su): As a standard action, the Gigantoad may grant it's self and all allies within 30 feet Fast Healing 5 for ten rounds.

Malboro Overking
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Size/Type: Medium Plant
Hit Dice: 10d8+40
Initiative: +2
Speed: 20ft.
Armor Class: 26 (+2 dodge +14 natural) Touch: 14 Flatfooted: 24
Base Attack/Grapple: +7/+12
Attack: Bite +12 (1d8+7)
Full Attack: Bite +12 (1d8+7)
Space/Reach: 5ft./5/ft.
Special Attacks: Cloying Breath, Bad Breath
Special Qualities: DR5/slashing
Saves: Fort +11 Reflex +5 Will +5
Abilities: Str 20 Dex 15 Con 18 Int 12 Wis 14 Cha 10
Skills:
Feats: Toughness
Environment:
Organization: Solitary
Challenge Rating: 8
Treasure:
Alignment: Usually Chaotic Evil

This malboro, through its abstinence of the odd practice of heterogenesis by which its lesser ilk procreate, has reached the foreseeable pinnacle of its development. Its hide has grown hard to the very point of petrification, and the crown it wears is studded with a glittering gemstone for each year of its life. Truly a king among foul-smelling vegetables.

Combat:

Cloying Breath (Su): As a standard action, the Malboro King may breathe a foul gas in a 15ft. cone. All creatures in this area must make a fort save (DC19) or be slowed for 5 minutes and fall asleep. After using one of it's breath weapons it must wait 1d4 rounds before using either one again.

Bad Breath (Su): As a standard action, the Malboro King may breathe a disgusting gas in a 15ft. cone. All creatures in this area must make a fort save (DC21) or be slowed for 5 minutes and blinded for 5 minutes and poisoned for 1d6Con/1d6Con. After using one of it's breath weapons it must wait 1d4 rounds before using either one again.

Garchimacera
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Size/Type: Small Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 4d8 (16hp)
Initiative: +3
Speed: Fly 30ft.
Armor Class: 16 (+3 dodge +3 natural)
Base Attack/Grapple: +4/-1
Attack: Halberd +7 (1d6-1)
Full Attack: Halberd +7 (1d6-1)
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: N/A
Saves: Fort +4 Reflex +7 Will +6
Abilities: Str 8 Dex 16 Con 10 Int 12 Wis 14 Cha 13
Skills:
Feats: Weapon Finesse
Environment:
Organization: Solitary, Pair or Trio
Challenge Rating: 3
Treasure:
Alignment: Always Chaotic Evil

There was once an unenlightened age when all manner of maladies were believed to be the work of demons. It was customary in those days to place statues with terrible visages in the houses of curing so as to ward off these demons. Eventually, it came to pass that the people thought of the statues themselves as a sort of demon, and they feared them so much that the fear took shape, and the garchimacera was born: a foul simulacrum of the statues carved to keep such evil at bay.

Combat:

Spell Like Abilities: At Will: Burning Hands 1/day Vampiric Touch
Caster level 4th.


Gespenst
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Size/Type: Large Undead
Hit Dice: 10d12 (80hp)
Initiative: +3
Speed: Fly 40ft
Armor Class: 25 (+3 dodge +12 deflection)
Base Attack/Grapple: +5/+14
Attack: Blade +10 (2d6+7)
Full Attack: 2Blade +10 (2d6+7)
Space/Reach: 5ft./10ft.
Special Attacks: Spell-Like Abilities
Special Qualities: DR5/-, Undead Traits
Saves: Fort +6 Reflex +6 Will +10
Abilities: Str 20 Dex 16 Con - Int 14 Wis 16 Cha 16
Skills:
Feats:
Environment:
Organization: Solitary
Challenge Rating: 7
Treasure:
Alignment: Always Neutral Evil

Being an undead given to sudden manifestation in the streets of loare towns where the living reside in numbers. Such that perish with sins unabsolved are barred from celestial reposed and cast into the darkness, from which pollution they rise once more. Though they are related in sort to the ethereal ghost, their fearsome appearance has led to the widespread belief that they are none other than the very hand of Death. This has led some necromantic authorities to place them in a genus altogether separate from their ghostly kin.

Combat

Spell-Like Abilities: At will: Deeper Darkness, Silence, 1/day: Slay Living

Ghost
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Size/Type: Medium Undead (Incorporeal)
Hit Dice: 3d12
Initiative: +3
Speed: Fly 30ft
Armor Class: 14 (+2 Dodge +2 deflection)
Base Attack/Grapple: +1/+1
Attack: Incorporeal Touch (1d6+2)
Full Attack: 2 Incorporeal Touches (1d6+2)
Space/Reach: 5ft./5ft.
Special Attacks: N/A
Special Qualities: N/A
Saves: Fort +1 Reflex +3 Will +3
Abilities: Str 10 Dex 14 Con - Int 10 Wis 10 Cha 14
Skills:
Feats:
Environment:
Organization: Solitary, Pair or Group (1-6)
Challenge Rating:
Treasure:
Alignment: Usually Neutral Evil

Any soul when trapped in a coffin by magicks will become a vengeful thing of passionate violence, no matter how innocent or unsullied its former life. The ghost is a lamentable example of such. Tales tell of a mage who trapped his lover's soul in a casket of cold wood and set it at his side, only to be rent limb from limb by the monster his love became. Destroying the casket is often enough to dissipate the apparition, this being more properly called 'releasing,' for it frees the soul at last to assume the form assigned to it by Nature.

Combat:

The ghost adds it's charisma modifier to damage with it's incorporeal touches.
Water Elemental
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Size/Type: Medium Elemental (Water)
Hit Dice: 15d8+75 (140hp)
Initiative: +3
Speed: Fly 60 ft. (Perfect) Swim 90ft.
Armor Class: 25 (+3 dodge +12 natural) Flatfooted: 20 Touch: 15
Base Attack/Grapple: +11/+11
Attack: N/A
Full Attack: N/A
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Electric Body, Elemental Traits, Absorb Electricity, SR 25
Saves: Fort +14 Reflex +8 Will +8
Abilities: Str 10 Dex 16 Con 20 Int 20 Wis 16 Cha 18
Skills:
Feats:
Environment: Any land or sky
Organization: Solitary
Challenge Rating: 13
Treasure: N/A
Alignment: Always True Neutral

The element of water, the vital element, present in all spaces where there exists life. Should a water elemental appear near to a befouled pool, it is made clear as a mountain spring, and for this, these entities are worshiped as purifiers by diverse faiths. 'As water consumeth all, and cleanseth the land, so doth the violence silence uprising, and purify thought,' says the central tenet of one such belief, much to the dismay of those caught up in its holy wars.

Combat:

Spell-Like Abilities: At Will: Waterball (deals lethal damage), Summon Nature's Ally IX (Water Elementals Only), Control Water, Create Water, Wall of Water.
Barheim Passage
Steeling
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Size/Type: Tiny Magical Beast
Hit Dice: 2d10+6 (12 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8)
Full Attack: Bite +5 melee (1d8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Joyous Soundwave
Special Qualities: Blindsense 40 ft.
Saves: Fort +6, Ref +9, Will +2
Abilities: Str 10, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness,
Environment: Caves
Organization: Solitary or colony (5-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Small)
Level Adjustment: —

Being an avion possessed of clawed hands and a deep purple hue as thought 'twere cut from the dark cloth of night. From the records of the naturalist Merlose: 'Liveth they in the dark places, feeding on the life-humors of other monstrosities.' It is known to modern natural philosophers that they are not 'guided through the black by the devil's hand' as was once suggested, but instead that they employ a cry of such high pitch that it is as silence to hume ears, and by its echoing do they navigate with uncanny precision. It is a peculiarity of their ilk that they hunt often in packs, whence comes our expression 'Wings o' leather, flock together.'

Combat:

Joyous Soundwave (Sp): A Steeling may unleash a screech that duplicates a cure moderate wounds spell on it's self or any steelings within 30ft.

Suriander
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Size/Type: Medium Magical Beast (Aquatic)
Hit Dice: 8d10+18 (60)
Initiative: +3
Speed: 35ft. Swim 60ft.
Armor Class: 20 (+3 dodge +7 natural) Touch: 13 Flatfooted: 17
Base Attack/Grapple: +8/+12
Attack: Slam +12 (1d8+6)
Full Attack: Slam +12 (1d8+6)
Space/Reach: 5ft./5ft.
Special Attacks: Angelsong
Special Qualities: Amphibious
Saves: Fort +9 Reflex +9 Will +3
Abilities: Str 18 Dex 16 Con 16 Int 3 Wis 12 Cha 7
Skills:
Feats: Toughness, Power Attack, Improved Natural Armor
Environment: Warm Marshes
Organization: Solitary or Pair
Challenge Rating: 6
Treasure:
Alignment: True Neutral

Being a carnivorous beast commonly dwelling near shallow bodies of water. Though their feet lack the webbing of other aquatic creatures, the fins on their tails can be threshed in a sideways manner propelling them with a frightening celerity. Their horns being used to contest dominance over females, and determining standing in the herd by virtue of length. Such with smaller horns learn swiftly to keep out of harm's way. While they are normally quite docile, during the mating season they can be easily agitated, and attack asudden with a great whooping cry.

Angelsong (Su): As a standard action, the Gigantoad may grant it's self and all allies within 30 feet Fast Healing 5 for ten rounds.

Mimic
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Size/Type: Tiny Abberation
Hit Dice: 2d8+2 (12 hp)
Initiative: +2
Speed: 20ft.
Armor Class: 16 (+2 size +2 Dodge +2 natural)
Base Attack/Grapple: +1/-1
Attack: Claw +5 (1d6-2) plus leech
Full Attack: 2 Claws +5 (1d6-2) plus leech
Space/Reach: 5ft/5ft
Special Attacks: Leech, Disguise
Special Qualities: N/A
Saves: Fort +1 Reflex +2 Will +2
Abilities: Str 6 Dex 14 Con 12 Int 8 Wis 8 Cha 8
Skills:
Feats: Weapon Finesse (claw)
Environment: Caverns
Organization: Solitary
Challenge Rating: 1
Treasure: LOL NONE FOR YOU!!!
Alignment: True Neutral

Being an insectoid with four sharpened limbs and a hard, metallic shell. Preferring to feast upon brains of high intellect, whereby they may improve their own faculties. By arranging their own carapaces to resemble a coffer, they wait for unwitting prey to 'open' them, thereby proving some modicum of intelligence, and thus suitability for consumption. It is most often humes, wracked with base greed, who fall prey to this simple but efficacious ruse, which in turn has made humes the mainstay of the mimic's diet.

Combat:
Leech (Su): Every time the mimic strikes with it's claw attack, it heals an amount equal to the amount it dealt. Any excess hit points are gained as temporary HP up to a maximum of it's normal HP total.
Disguise (Ex): The mimic may disguise it's self as a treasure chest. It takes a DC18 spot check to tell the difference. If a creature attempts to open the chest without knowing that it's really a mimic, the mimic immetiately gets a free surprise round against them.

Zombie
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Size/Type: Medium Undead
Hit Dice: 2d12 (16 HP)
Initiative: +0
Speed: 30ft. (can't run)
Armor Class: 12 (+2 Natural)
Base Attack/Grapple: +1/+3
Attack: Slam +3 (1d8+3)
Full Attack: Slam +3 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: Blind, Poison Touch, Leech
Special Qualities: DR5/slashing
Saves: Fort +0 Reflex +0 Will +3
Abilities: Str 15 Dex 10 Con - Int - Wis 10 Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Whatever
Challenge Rating: 3
Treasure: N/A
Alignment: Usually Neutral

Being a corpse exhumed, bound by foul magicks, and enslaved. The corruption of the flesh is advanced, its stench both rank and cloying withal. As exposure to the sun's rays speeds this decay, they are oft conditioned for nocturnal activity. Perhaps due to this, they seem to shun even the lesser light of candles.

Combat:

Leech (Su): Every time the zombie strikes with it's slam attack, it heals an amount equal to the amount it dealt. Any excess hit points are gained as temporary HP up to a maximum of it's normal HP total.

Poison Touch (Su): When the zombie hit's with it's slam attack, it releases a poison into it's victim dealing 1d6 con/1d6 con.

Blind: As blindness/deafness spell, but only the blinding option. Usable 3/day.

Skeleton
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Size/Type: Medium Undead
Hit Dice: 2d12
Initiative: +2
Speed: 30
Armor Class: 16 (+4 Natural +2 dodge)
Base Attack/Grapple:
Attack: Claw +3 (1d6+2)
Full Attack: 2 claws +3 (1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-Like Abilities
Special Qualities: DR5/Bludgeoning
Saves: Fort +0 Reflex +2 Will +3
Abilities: Str 15 Dex 14 Con - Int 8 Wis 10 Cha 10
Skills: Spot +1 Listen +1
Feats:
Environment: Whatever
Organization: Whatever
Challenge Rating: 3
Treasure: Eh...
Alignment: Often Neutral

Many are those who bear burdens through life, and fail to relinquish them at the moment of death. Weighted down, they attain not heaven, but are cast aside to wander the land as skeletons. Robbed of the pardon of flesh, they are cursed to walk for eons, till their very bones are reduced to ash. Only when they are undone and gone from this world, and nothing remains to bear that which they should not have borne, will they permit themselves eternal sleep.

Combat:

Spell-Like Abilities: At Will: Scorching Ray, Polar Ray, 1/day Darkness
Caster level 3rd

Battery Mimic
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Size/Type: Small Abberation
Hit Dice: 5d8+10 (30 hp)
Initiative: +2
Speed: 30ft.
Armor Class: 19 (+1 size +2 Dodge +6 natural)
Base Attack/Grapple: +3/+0
Attack: Claw +5 (1d8+2+1d6 elec)
Full Attack: 2 Claws +5 (1d8+2+1d6 elec)
Space/Reach: 5ft/5ft
Special Attacks: Discharge,
Special Qualities: Shock
Saves: Fort +1 Reflex +2 Will +2
Abilities: Str 12 Dex 14 Con 12 Int 8 Wis 8 Cha 8
Skills:
Feats: Weapon Finesse (claw), Toughness
Environment: Caverns
Organization: Solitary
Challenge Rating: 4
Treasure: N/A
Alignment: True Neutral

What a strange manner of creature, to so readily absorb the crackling power of electricity! Having absorbed an appropriate amount of nourishment from their feast of lightning, they discharge spectacularly, this being their primary form of excretion. Forgoing food of substance, their life-span is pitifully short.

Combat:

Absorb Electricity: The battery mimic is healed by electricity. Additionally, whenever it absorbs electricity it's Discharge ability becomes available (even if it is currently on recharge).

Discharge (Ex): The battery mimic may deal 1d6/HD (usually 5d6) electricity damage to everyone in it's reach. Once used, the battery mimic must wait 1d4 rounds for it to recharge.

Specter
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Size/Type: Medium Undead (Incorporeal)
Hit Dice: 4d12 (29hp)
Initiative: +3
Speed: Fly 30ft.
Armor Class: 15 (+3 dodge +2 deflection)
Base Attack/Grapple: +2/+2
Attack: Incorporeal Touch +5 (1d6 plus 1 Cha)
Full Attack: 2 Incorporeal Touches +5 (1d6+ 1 Cha)
Space/Reach: 5ft./5ft.
Special Attacks: Cha Drain, Spell-Like Abilities
Special Qualities: Undead Qualities
Saves: Fort +1 Reflex +3 Will +4
Abilities: Str 10, Dex 16 Con - Int 12 Wis 13 Cha 15
Skills:
Feats: Weapon Finesse (incorporeal touch)
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure:
Alignment: Always Neutral Evil

The shapeless emotion of fear, coalesced and made manifest by magicks. Fear remains in traces for a time where men have been slaughtered, and it is there, in aceldama, where specters are known to arise. As their bodies are composed of little more than fear itself, other emotions are anathema to them, and liable to incite attack. In defense of their very substance, they will rend their victim's soul from its bodily cage, leaving naught behind but fear. Thus new specters are born.

Combat:

Spell-Like Abilities: Cause Fear (DC13) Burning Hands (DC13) Darkness


Tiny Battery

Size/Type: Tiny Abberation
Hit Dice: 2d8+2 (12 hp)
Initiative: +2
Speed: 20ft.
Armor Class: 16 (+2 size +2 Dodge +2 natural)
Base Attack/Grapple: +1/-1
Attack: Claw +5 (1d6-2+1 elec)
Full Attack: 2 Claws +5 (1d6-2+1 elec)
Space/Reach: 5ft/5ft
Special Attacks:
Special Qualities: N/A
Saves: Fort +1 Reflex +2 Will +2
Abilities: Str 6 Dex 14 Con 12 Int 4 Wis 8 Cha 8
Skills:
Feats: Weapon Finesse (claw)
Environment: Caverns
Organization: Solitary
Challenge Rating: 1
Treasure: N/A
Alignment: True Neutral

Gaze upon the larval form of the battery mimic and despair. Wracked with hunger from the moment of birth, every moment of these poor creatures' lives is spent in pursuit of sustenance. Technically, they can be considered to be in a constant state of starvation until maturity, and are prone to attack any perceived obstruction to their feeding. On rare occasions, a tiny battery possessing a modicum of intellect is born. Theories that these gifted grubs become queens have gained some following of late.

Combat:
As mimic

Mimeo
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Size/Type: Tiny Abberation
Hit Dice: 14d8+14 (78 hp)
Initiative: +2
Speed: 20ft.
Armor Class: 16 (+2 size +2 Dodge +2 natural)
Base Attack/Grapple: +10/+0
Attack: Claw +5 (1d6-2) plus leech
Full Attack: 2 Claws +5 (1d6-2) plus leech
Space/Reach: 5ft/5ft
Special Attacks: Leech, Disguise
Special Qualities: N/A
Saves: Fort +6 Reflex +7 Will ++8
Abilities: Str 6 Dex 14 Con 12 Int 8 Wis 8 Cha 8
Skills:
Feats: Weapon Finesse (claw)
Environment: Caverns
Organization: Solitary
Challenge Rating: 6
Treasure: LOL NONE FOR YOU!!!
Alignment: True Neutral

Being a creature whose substance is almost entirely metallic. That its parts so close resemble commonly worked metals assists its camouflage. Few are they who deem an unmoving lump of iron to be just cause for alarm, and so do the corpses of the foolish congregate around such innocuous deposits.

Combat:
Leech (Su): Every time the mimic strikes with it's claw attack, it heals an amount equal to the amount it dealt. Any excess hit points are gained as temporary HP up to a maximum of it's normal HP total.
Disguise (Ex): The mimic may disguise it's self as a treasure chest. It takes a DC12 spot check to tell the difference. If a creature attempts to open the chest without knowing that it's really a mimic, the mimic immediately gets a free surprise round against them.

Flan
Image
Size/Type: Medium Ooze
Hit Dice: 4d12+16 (50hp)
Initiative: +1
Speed: 20ft.
Armor Class: 17 (+1 dodge +6 natural)
Base Attack/Grapple: +4/+6
Attack: Slam +6 (1d8+2)
Full Attack: 2 Slams +6 (1d8+2)
Space/Reach: 5ft./5ft.
Special Attacks: N/A
Special Qualities: Fast Healing 2, Ooze Traits, Vulnerability to Fire
Saves: Fort+8 Reflex +2 Will +0
Abilities: Str 14 Dex 12 Con 18 Int 3 Wis 8 Cha 8
Skills:
Feats:
Environment: Underground
Organization: Solitary, Pair, Or Group 3-6
Challenge Rating: 4
Treasure: Whatever
Alignment: True Neutral

Being an amorph, coated in slime, its eyes and mouth having an evil aspect. They know no distinction of sex, instead absorbing prey until enough bulk has been gleaned, whereupon they divide their mass, creating offspring in this manner. Recent research has shown striking similarities in the magickal ordering of these creatures with the ordering seen in naturally occurring Mist, leading some to believe that their generation is tied to Mist at a fundamental level.

Combat:


Espers
Belias the Gigas
Image
Size/Type: Large Outsider (Fire)
Hit Dice: 20d8
Initiative: +6
Speed: 50ft.
Armor Class:
Base Attack/Grapple: +20/+32
Attack: Claw +28 1d8+8
Full Attack: 2 claws +28 1d8+8
Space/Reach: 10ft/10ft.
Special Attacks: Painflare, Spell-Like Abilities, Hellfire
Special Qualities: Absorb Fire, Immune to: Mind-Affecting effects, Death Effects, Poison, Sleep, Disease, Ability Drain, Ability Damage, Energy Drain
Saves: Fort +21 Reflex +18 Will +17
Abilities: Str 26 Dex 22, Con 28 Int 16 Wis 16 Cha 22
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Aries Gem
Alignment: True Neutral

Scion of darkness and guardian of the Holy Realm, made by the gods in opposition to Loghrif the Transcendent, scion of light. Called the Gigas for his appearance: man and monster fused as one. Considered a mistake upon his making, and receiving not his intended role, the Gigas challenged the gods and lost. Scorned by his masters, he found another: the Dynast-King, whose tomb he swore to protect for eternity.

Combat:

Painflare (Sp): At will as a standard action, belias may create flame in a five foot square. There is no attack roll required, and everything within this square takes 15d6 fire damage and must make a fort save or catch fire, taking 5d6 damage every round until they succeed on a save (same dc as painflare) to put it out.

Absorb Fire: Belias takes no damage from any fire attack, instead, he heals for an amount equal to the damage the attack would have done. If belias is at max hp then the healing is gained as temporary hit points, up to a maximum of his normal hp total.

Hellfire (Sp): Once per day, as a full round action Belias may unleash ultimate fire into the world. This fire flows in a line 10 feet wide and 300 feet long. Anything in this area takes 40d6 fire damage (Reflex DC26 half). Any who fail their save catch fire taking 10d6 damage per round until they succeed on their save to put it out. If Belias uses this while summoned, immediately afterwards, the summoning ends.
[youtube]U2r6lHRAxjw[/youtube]
Spell-Like Abilities: At Will: Fireball, Wall of Fire, Orb of Fire, Incendiary Cloud, Scorching Ray 1/day: Meteor Swarm

Aries Gem: When slain by a creature, Belias's body transforms into a crystal sphere small enough to be held in one's hand. Once per week, a creature may use the Aries Gem to summon Belias for a duration of 10 minutes.
A yellow gemstone bearing the name "Aries". Represents the ideals that live in Man's heart.

Exodus the Judge-Sal
Image
Size/Type: Large Outsider
Hit Dice: 20d8+100 (200hp)
Initiative: +7
Speed: Fly 120 feet
Armor Class: 40 (+7 dodge, +10 deflection, +13 natural)
Base Attack/Grapple: +20/+31
Attack: Comet +27 (see below)
Full Attack: Comet +27 (see below)
Space/Reach: 10ft./5ft.
Special Attacks: Comet
Special Qualities: Energy Protection, SR 33, DR10/- Immune to: Mind-Affecting effects, Death Effects, Poison, Sleep, Disease, Ability Drain, Ability Damage, Energy Drain, Antimagic Effects
Saves: Fort +17 Reflex +19 Will 12
Abilities: Str 24 Dex 24 Con 20 Int 30 Wis 26 Cha 22
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: Libris Gem
Alignment: Lawful Neutral

Most ancient of the scions, created in opposition to Halmarut, the Arbiter, and scion of light. Tasked with keeping watch over the world, with the authority to judge the value of all things. As he watched, unseen, unknown, his attachment to the world dwindled and faded until it was as nothing. Fitting that he would desire to make the world, too, as nothing. Yet he fell in the war against the gods, and was thwarted, imprisoned in punishment for his heresy.

Combat:

Comet (Su): As a standard action, Exodus may make a ranged touch attack against an target out to medium range. That creature takes 1d100 untyped damage (untyped damage can not be negated, resisted, reduced, by anything short of plot).

Energy Protection (Su): All energy damage dealt to Exodus is halved.

Paling (Su): Once per day as a swift action, Exodus may create a barrier around himself. For three rounds, exodus is immune to all physical attacks (weapons, natural weapons, unarmed attacks, slashing, piercing and bludgeoning damage and any nonmagical form of damage).

Meteor (Su): Once per day, Exodus may create a massive meteor and send it crashing down on his opponents. All creatures in a cylinder 60feet wide and 2000 feet tall take 5d100 damage (Reflex DC26 half). Afterwards, the ground in the spells area becomes difficult terrain, and is covered in thick dust (treat as fog cloud) covering the width of the area and 20 feet high for 5 minutes. If Exodus uses this ability while summoned, the summoning ends immediately afterwards.
[youtube]9gCXQnXbVMM[/youtube]

Libra Gem: When slain by a creature, Exodus' body transforms into a crystal sphere small enough to be held in one's hand. Once per week, a creature may use the Libra Gem to summon Exodus for a duration of 10 minutes.
A yellow gemstone bearing the name "Libra". Represents success in negotiations.

Zalera the Death Seraph
Image
Size/Type: Large Outsider
Hit Dice: 20d8 +120 (200 hp)
Initiative: +5
Speed: Fly 90ft
Armor Class:
Base Attack/Grapple: +20/+30
Attack: By Spell
Full Attack: By Spell
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Kill, Condemnation
Special Qualities: DR15/- Immune to: Mind-Affecting effects, Death Effects, Poison, Sleep, Disease, Ability Drain, Ability Damage, Energy Drain. Shamaness
Saves: Fort+18 Reflex
Abilities: Str 16 Dex 20 Con 22 Int 24 Wis 26 Cha 22
Skills:
Feats:
Environment:
Organization: Solitary
Challenge Rating:
Treasure: Gemini Gem
Alignment: Neutral Evil

Heretic scion who wrapped the world in dark energies, seeking to take the souls of all living things unto himself. Created in opposition to Emet-Selch, Angel of Truth, and scion of light. Originally tasked with the judging of men upon their deaths, his soul was tainted by the curses of those who raged against the heavens, and seizing one of the gods' servants, a shamaness, as a hostage, he rebelled against his creators. Even now, in defeat, he clutches the shamaness to him in his right arm, and with the aid of her death-wail does he summon the soul of darkness to do his bidding.

Combat:

Kill (Sp): As a standard action Zalera may target one enemy within 60ft. That creature must make a DC26 Will Save or die. This is a death effect.

Shamaness: The shamaness bound to Zalera has power of her own. She may cast spells as a 20th level cleric with the death and undeath domains, independant of Zalera (she acts on his initiative count and shares his wisdom score). The shamaness is still considered to be a part of Zalera for the purpose of being targeted by attacks.

Spell Like Abilities: Chain Lightning, Delayed Blast Fireball, Cone of Cold (no damage cap),
Caster Level 20th.

Condemnation (Sp): Once per day, Zalera may unleash the true power of death in a 60foot sphere as a full round action. Any creature within this area with 99 or less HP is killed instantly with no save. All creatures with 100 hp or higher or who are immune to death effects have their HP reduced to 1. If Zalera uses this ability while summoned the summoning ends immediately afterwards. This consumes both Zalera's action and the Shamaness' action.
[youtube]2zJxCdemC0s[/youtube]

Gemini Gem: When slain by a creature, Zalera's body transforms into a crystal sphere small enough to be held in one's hand. Once per week, a creature may use the Gemini Gem to summon Zalera for a duration of 10 minutes.
A yellow gemstone bearing the name "Gemini". Said to portend assassination.

Adrammelech the Wroth
Image
Size/Type: Large Outsider
Hit Dice: 20d8
Initiative: +8
Speed: 40 ft. Fly: 120 ft.
Armor Class:
Base Attack/Grapple: +20/+29
Attack: Claw +28 (1d8+5+2d6 electricity)
Full Attack: 2 Claws +28 (1d8+5+2d6 electricity) and Bite +23 (2d6+3+2d6 electricity)
Space/Reach: 10ft./10ft.
Special Attacks: Flash Arc, Spell Like Abilities, Judgement Bolt, Perfect Defense
Special Qualities: Absorb Electricity, Immune to: Mind-Affecting effects, Death Effects, Poison, Sleep, Disease, Ability Drain, Ability Damage, Energy Drain
Saves: Fort +17 Reflex +20 Will +15
Abilities: Str 20 Dex 26 Con 22 Int 20 Wis 16 Cha 22
Skills:
Feats: Weapon Finesse
Environment:
Organization: Solitary
Challenge Rating:
Treasure: Capricorn Gem
Alignment: True Neutral

Emperor among the scions, able to reduce to nothing aught he strikes with a single vengeful blow of his fist, created in opposition to Deudalephon the Benevolent, scion of light. Though he was made by the gods to quell the fiends that raged in the Otherworld, his immense strength and fearsome visage drew the fiends to his side, and turned him against his creators. Adrammelech rose to prominence in the Otherworld, whence he led a fiendish horde against the gods, but in the end, he was defeated.

Combat:
Flash Arc (Sp): As a standard action Adrammelech may fire a bolt of lighting out to close range as a ranged touch attack. The creature struck takes 15d6 electricity damage and must make a fort save (DC26) or be dazed.

Absorb Electricity: Adrammelech takes no damage from any electrical attack, instead, he heals for an amount equal to the damage the attack would have done. If Adrammelech is at max hp then the healing is gained as temporary hit points, up to a maximum of his normal hp total.

Perfect Defense (Ex): Once per day, as an immediate or swift action Adrammelech may become invincible for 3 rounds. During this time, adremmalech is immune to all forms of damage, may not be grappled, may not be moved (though he can still move on his own), is immune to any harmful effect, and automatically succeeds on any saving throw he makes.

Judgement Bolt (Sp): As a full round action, Adrammelech may call down a massive bolt of lighting out to long range. The bolt is a cyllinder 30 feet wide and 5280 feet high. Anything in this area takes 40d6 electricity damage, (Reflex DC26 half), creatures who fail their save are paralyzed. If Adrammelech uses this ability while summoned, the summoning ends immediately afterwards.
[youtube]4r_FTMvkxbU[/youtube]
Spell Like Abilities: At will: Lightning Bolt, Flaming Sphere (deals electrical damage), Call Lightning Storm, Scorching Ray (deals electricity damage), Chain Lightning
Caster level 20. Any save DCs are Cha based.

Capricorn Gem: When slain by a creature, Adrammelech's body transforms into a crystal sphere small enough to be held in one's hand. Once per week, a creature may use the Capricorn Gem to summon Adrammelech for a duration of 10 minutes.
A yellow gemstone bearing the name "Capricorn". Represents the forces of order and rule.'

Mateus the Corrupt
Image
Size/Type: Large Outsider (Cold)
Hit Dice: 20d8+140
Initiative: +5
Speed: Fly 60ft.
Armor Class: 37 (+5 Dodge +10 Natural +12 Deflection)
Base Attack/Grapple: +20/+31
Attack: +7 Freezing Blast Spear +32 (2d6+3d6+18)
Full Attack: +7 Freezing Blast Spear +32/+27/+27/+27 (2d6+3d6+18)
Space/Reach: 10ft./10ft.
Special Attacks: Flash Freeze, Spell Like Abilities, Frost Wave
Special Qualities: DR15/-, Absorb Cold, Immune to: Mind-Affecting effects, Death Effects, Poison, Sleep, Disease, Ability Drain, Ability Damage, Energy Drain
Saves: Fort+19 Reflex +17 Will +18
Abilities: Str 24 Dex 20 Con 24 Int 20 Wis 24 Cha 22
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: Pisces Gem
Alignment: Neutral Evil

Scion of darkness ruling and protecting those who live in the underworld, in opposition to Lahabrea, Abyssal Celebrant and scion of light. In the course of his rule, he submitted to avarice, and the darkness took his heart, transforming him until he was both evil and corrupt. Then in his cowardice did he bind a Goddess of the Demesne of Ice, and using her as a living shield, he challenged the gods. Defeated before their might, he fell screaming into the depths of hell, there to be imprisoned for eternity.

Combat:
Flash Freeze (Sp): As a standard action, Mateus may create intense cold within one five foot square. There is no attack roll or reflex save. Any creature within this square takes 15d6 cold damage and must make a fort save (DC26) or become entangled.

Absorb Cold: Mateus is healed by cold damage equal to the amount he would have taken. Any extra is gained as temporary hit points to a maximum of his normal hp total.

Spell-Like Abilities: Ray of Frost, Chill Metal, Fire Shield (chill version only), Cone of Cold, Freezing Sphere, Ice Storm, Orb of Cold, Wall of Ice.
Caster Level 20th.

Frostwave (Sp): Once per day as a full round action, Mateus may radically lower the temperature in an 50ft area. All creatures within this area take 40d6 cold damage (fort half) and if they fail their save are frozen solid and considered helpless. If Mateus uses this ability while summoned, the summoning ends immediately afterwards.
[youtube]Gi_pFSjf2Zs[/youtube]

Pisces Gem: When slain by a creature, Mateus' body transforms into a crystal sphere small enough to be held in one's hand. Once per week, a creature may use the Pisces Gem to summon Mateus for a duration of 10 minutes.
A yellow gemstone bearing the name "Pisces". Represents the tangled weave of fate.
Humanoids
Garif
Image
Size/Type: Medium Humanoid
Hit Dice: 1d12+2 (14 HP)
Initiative: +1
Speed: 30ft.
Armor Class: 15 (+1 dodge, +3 hide armor +1 natural) Touch: 11 Flatfooted: 14
Base Attack/Grapple: +1/+4
Attack: Spear +4 (1d8+3)
Full Attack: Spear +4 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: Rage
Special Qualities: Fast Healing 1, Darkvision 60ft.
Saves: Fort +7 Reflex +1 Will +2
Abilities: Str 17 Dex 13 Con 14 Int 10 Wis 14 Cha 8
Skills:
Feats: Great Fortitude
Environment: Any
Organization: Solitary, Pair, Party (3-6) Group (7-20) or Tribe (21-60)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually True Neutral
Advancement: By Character Class
Level Adjustment: +0

This race of large-framed, well-muscled humanoids have bodies covered in thick fur.

The Garif adorn themselves simply with ornaments of stone and bone, preferring natural objects over those crafted or otherwise unchanged from their original form. The one exception is their masks: each is unique, and is worn for the duration of the owner's life.

The Garif worship magicite as a sacred substance, and possess deep cultural knowledge of the stones.

Combat:
The stats presented above are for a Garif Barbarian.

Garif As Characters
+2 Str +2 Wis
Medium Size
Base Land Speed: 30ft.
Natural Armor: Garif have a natural armor bonus of +1.
Darkvision: Garif have darkvision out to 60ft.
Skill Bonuses: Garif have a +2 bonus to survival checks and a +2 bonus to Knowledge (Nature)
Automatic Languages: Common
Bonus Languages: Whatever
Favored Classes: Barbarian, Druid


Nu Mou
Image
Size/Type: Small Humanoid
Hit Dice: 1d4 (4hp)
Initiative: +1
Speed: 20ft.
Armor Class: 11 (+1 dodge +1 Size) Touch: 11 Flatfooted: 10
Base Attack/Grapple: +0/-5
Attack: Small Quarterstaff +1 (1d4-1/1d4-1)
Full Attack: Small Quarterstaff +1 (1d4-1/1d4-1)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities
Special Qualities:
Saves: Fort +0 Reflex +1 Will +5
Abilities: Str 9 Dex 12 Con 10 Int 19 Wis 17 Cha 16
Skills:
Feats: Craft Wondrous Item
Environment: Any
Organization: Whatever
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Lawful Good
Advancement: By Character Class
Level Adjustment: +0

Canine features and long, droopy ears set this race apart. Even-tempered and thoughtful, they possess the capacity for great intellect. Like moogles, they shun water and avoid it to all cost. Though ill-suited for the front lines of battle, they make incomparable mages and weavers of magick.

Combat:
The stats listed above are for a 1st level wizard.

Spells Prepared:
0th-3/day-Detect magic, Read Magic, Daze
1st-2/day- Charm Person, Burning Hands

Spell-Like Abilities: At Will: Cure Light Wounds, Prestidigitation, Ghost Sound



Nu Mou As Characters.
-2 Str -2 Dex -2 Con +2 Int +2 Wis +2 Cha
Small Size
Speed: 20ft.
+2 racial bonus to all saving throws against magical effects.
+2 racial bonus to all spellcraft checks.
+2 racial bonus to all knowledge checks.
Casts all spells (but not spell like abilities) with a +1 racial bonus to caster level.
Spell-Like Abilities: Nu Mou are so naturally talented in magic that they may cast certain spells at will. At character creation, a Nu Mou may select 2 first level spells, or 4 zero level spells, or 1 first level spell and 2 zero level spells. These must be selected from the spell list of any base class and may be used at will (not all have to be from the same list).
Favored Classes: Wizard or Archivist

Hume
Image
Size/Type: Medium Humanoid (Human)
Hit Dice: 1d10+2 (12hp)
Initiative: +2
Speed: 30ft
Armor Class: 16 (+4 chain shirt, +2 dodge)
Base Attack/Grapple: +1/+4
Attack: Longsword +4 (1d8+3)
Full Attack: Longsword +4 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: Combat Focus
Special Qualities: Weapons Training,
Saves: Fort+4 Reflex +4 Will +3
Abilities: Str 16 Dex 14 Con 14 Int 15 Wis 12 Cha 10
Skills:
Feats: Power Attack, Cleave
Environment: Any
Organization: Whatever
Challenge Rating: 1
Treasure: Standard
Alignment: Often Any

The most common of the races, humes can be found throughout Ivalice. In skill and ability they are perhaps the most balanced race. While they excel in no single area, they perform capably in most any role.

Combat:
The stats listed above are for those of a 1st level fighter.

Humes as Characters
+1 feat at first level
+4 Skill Points at first level, 1 extra every level afterwards.
Medium Size
Favored Class: Any

Viera
Image
Size/Type: Medium Fey
Hit Dice: 1d8+1
Initiative: +4
Speed: 30ft.
Armor Class: 14 (+4 dodge)
Base Attack/Grapple: +0/+0
Attack: Longbow +4 (1d8)
Full Attack: Longbow +4 (1d8)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Wild Empathy,
Special Qualities: Woodland Stride
Saves: Fort +3 Reflex +4 Will +5
Abilities: Str 11 Dex 18 Con 12 Int 12 Wis 17 Cha 10
Skills:
Feats: Point Blank Shot
Environment: Any
Organization: Whatever
Challenge Rating:
Treasure: Standard
Alignment: Usually Neutral

Often called the People of the Wood, the viera are a lithe and swift race. Like humes, they can fill a great variety of roles on the battlefield.

Combat
The stats above are for a 1st level druid.

Viera as Characters
-2 Str +2 Dex +2 Wis
Medium Size
Automatically Proficient in the Rapier, longbow, shortbow, and the composite versions thereof.
Woodland Stride
+2 Spot and Listen
Detect Magic at will as a (Sp) abilitiy.
Favored Class: Druid or Ranger

Moogle
Image
Size/Type: Small Humanoid
Hit Dice: 1d6+1 (7hp)
Initiative: +3
Speed: 30ft. Fly 20ft (average)
Armor Class: 16 (+2 leather armor, +3 dodge, +1 size)
Base Attack/Grapple: +0/-4
Attack: Shortsword +4 (1d4) or Short Bow +4 (1d4)
Full Attack: Shortsword +4 (1d4) or Short Bow +4 (1d4)
Space/Reach: 5ft./5ft.
Special Attacks: Sneak Attack +1d6
Special Qualities: Trapfinding
Saves: Fort +2 Reflex +6 Will +2
Abilities: Str 10 Dex 16 Con 12 Int 14 Wis 12 Cha 14
Skills:
Feats: Weapon Finesse (shortsword)
Environment: Any
Organization: Whatever
Challenge Rating: 1
Treasure: Some stuff
Alignment: Usually Chaotic Good
Advancement: By class level
Level Adjustment: +0

These mysterious beings tend to flock around humans, closer to man than beast. They communicate via their network Mognet and their distinctive cry of "Kupo!" and fluffy appearance endear them to all.

Combat:
The stats above are for a first level rogue.

Moogles as Characters
-2 Str +2 Dex +2 Cha
Small Size
20ft fly speed (average)
Lucky: +1 Luck bonus to saving throws.
Kupo!: +2 Bluff and Diplomacy
Favored Class: Rogue or Sorcerer
Gria
Image
Size/Type: Medium Dragon
Hit Dice: 1d8+3
Initiative: +3
Speed: 30ft. Fly: 60ft. (good)
Armor Class: 16 (+1 natural +3 dodge +2 leather)
Base Attack/Grapple: +1/+2
Attack: Longbow +4 (1d8+3)
Full Attack: Longbow +4 (1d8+3) or Longbow +2/+2 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: Spells
Special Qualities: Animal Companion, Immune to Sleep and Paralysis
Saves: Fort +5 Reflex +5 Will +2
Abilities: Str 13 Dex 16 Con 16 Int 12 Wis 14 Cha 11
Skills:
Feats: Point Blank Shot, Rapid Shot, Track
Environment: Any
Organization: Whatever
Challenge Rating: 1
Treasure: Yes
Alignment: Often Chaotic Neutral

Dragonic wings and tail adorn this peculiar race. Able to fly for short distances, they move without hindrance across the battlefield. Gria prefer a weapon's cold steel to the subtle arts of magick, eagerly taking to the front lines.

Combat:
The stats listed above are for a first level ranger.

Gria as Characters
+2 Str +2 Cha
Medium Size
Dragon Type
+1 Natural Armor bonus
Darkvision 60ft
Good fly speed equal to twice land speed
Favored Classes: Fighter and Ranger
It should be noted that for some of the monsters I've taken stats from the SRD and slightly altered them to fit the monster. Others I've build from the ground up.

This is still a work in progress, and I have a long way to go. Tell me if you have any ideas on what their CR should be, or what should be changed or fixed.Image
Last edited by Wiseman on Sat Dec 19, 2015 9:35 pm, edited 7 times in total.
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OgreBattle
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Post by OgreBattle »

I like the pictures with 'em. I don't understand enough 'bout D&D3e balance to really judge the stats though.


Man, I need to go play FFXII now
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Post by Chamomile »

Unfortunately all I can contribute is that this is awesome and I approve.
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Post by OgreBattle »

why do viera have a charisma penalty? they're sexy rabbit girls
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Post by Dr_Noface »

They are aloof.
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Post by Josh_Kablack »

Viera probably do not merit a Cha penalty. While in FF XII I myself sorely resented the glaring lack of any "burn the Viera village to the ground to improve this world" option, their stat growth makes them better casters than meleers within that game. More importantly, in the Tactics Advance series they get to be Red Mages, Summoners, and Elementalists - all of which are pretty likely to be primary CHA-casters in D&D 3e terms.
Last edited by Josh_Kablack on Wed Mar 06, 2013 4:22 am, edited 1 time in total.
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Post by Wiseman »

I gave them the CHA penalty because they always seemed so aloof and didn't get along well with the other races. I suppose I could remove the penalty though.
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Post by Wiseman »

Whoops, double post.
Last edited by Wiseman on Tue Mar 12, 2013 10:07 pm, edited 1 time in total.
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Post by Wiseman »

Added the esper Exodus, and the Moogle race!
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Post by Koumei »

I approve of making Moogles a playable race. That seems to basically be an essential starting point in a Final Fantasy game.

Are Marlboro Overkings weaker than the traditional Marlboro of Final Fantasy games? Because Bad Breath typically give "all the status effects". As a D&D thing it'd cause Blindness, Confusion, Slow, Poison (the one you used is fine), Stunning, Disease, Sleep and Paralysis, and basically characters would tick things off based on their immunities (which, at that level, should be numerous) and hope that they're only left with one or two afflictions.
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Post by Wiseman »

I looked up the FFXII version on the wiki. Bad breath only causes slow poison and blind.

Putrid breath is the one that gives almost every status ailments.
Last edited by Wiseman on Fri Mar 15, 2013 7:02 pm, edited 1 time in total.
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Joined: Fri Mar 09, 2012 4:43 pm
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Update!

Post by Wiseman »

Added the Gria race and changed the title to Ivalice d20.
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