Professional Documents
Culture Documents
CONTENTS
Introduction.......................................................................................................3
Chapter 1 Races..................................................4
Aborigine...............................................................................4
Enelil........................................................................................................................5
Grundengar......................................................................................................................6
Neanderthal..................................................................................6
Phrohiem........................................................................................................7
Chapter 2 Classes...................................................9
Brawler.....................................9
Huntsman.............................................................10
Shaman.................................................................12
Witch Doctor.........................................................17
Chapter 3 Prestige Classes..........................................................20
Animal Master................................................................................20
Beast Lord...................................................................................21
Storm Rider..................................................................23
Trickster........................................................................................25
Chapter 4 Skills and Feats...........................................28
Skills.............................................28
Feats...............................................................................30
Chapter 5 Equipment......................................................................33
Weapons..............................................................33
Armor and Shields.............................................35
Other Items....................................................36
Chapter 6 Wilderness Traps.....................................37
Chapter 7 Poisons...................40
Microbial Poisons..................................................40
Toadstools........................41
Plants..............................................42
Identifying Poisons.........................46
Chapter 8 Diseases..........48
Disease Descriptions...............................48
Encountering Diseases...............................................53
Chapter 9 Optional Rules..............................55
Condition Summary.................55
Execution.............59
On the Run......................63
Other Grappling Options.................63
Near Death Penalty..........64
Fighting in the Water..................64
Drug Addiction................64
Chapter 10 Magic Items........................66
Chapter 11 Spells.............72
Shaman Spell List.......................72
Witch Doctor Spell List ......................74
Chapter 12 Monsters...........92
Appendix I Animals...............................................................................................................................119
Appendix II Open Gaming License.......................................................................................................123
INTRODUCTION
CREDITS
Design and Development: J.C. Alger
Cover Art: The Unseelie Court
www.netherlandgames.com
CHAPTER 1:
RACES
INTRODUCTION
This chapter introduces several new races for the
d20 system. The aborigine and the neanderthal are
the only ones based on reality, the rest are derived
from various sources of inspiration.
In addition to these races, players might consider
making minor modifications to the standard races.
Perhaps stone age dwarves live in caves and ride
dire bats (subtract racial bonuses to Craft and
Appraise. Add +4 Handle Animal and +2 Ride. PC
dwarves do not automatically gain a dire bat mount,
though there could be a prestige class that does.)
Primitive elves might be nomadic hunter/gathers.
Humans, half-elves and half-orcs would be
relatively unchanged.
ABORIGINE
Aborigines are a human sub-race native to any
relatively unsettled land or region. Aborigines live
closer to nature, animals and their ancestors than
other humans do. Their lifestyle has imbued them
with a hearty resistance against harsh weather and
taught them substantial survival skills. Although
they are technologically underdeveloped, many
aborigines have an advanced social structure and
legal system.
Personality: Aborigines tend to be more
concerned with maintaining their ties with nature
and their ancestors than other humans are. Bonds
of friendship and family are often much stronger
among aborigines than other humans as well,
leading to powerful feelings of dedication,
responsibility and personal honor.
Physical description: Aborigines tend to be of
average height by human standards, although the
range of their height varies much more so than any
other human. Although the average aborigine is
about 6 feet tall, the shortest is less than 4 feet tall
(size Small) and the tallest aborigine is more than
eight feet tall (size Large). Aborigines also often
have several ethnically unique characteristics such
as exceptionally dark or light skin, large ears, exotic
facial features or something else.
Relations: Elves tend to get along quite well with
aborigines, sharing a common love and respect for
nature. Most other races however, have mixed
relations with aborigines. Many other humans and
monstrous humanoids compete with aborigines over
land and resources.
Alignment:
Aborigines are
more likely to
be good than
evil and more
likely to be
lawful
or
neutral than
c h a o t i c ,
although they
are
often
perceived
otherwise.
Aborigine
Lands: The
lands of the
aborigine are
usually sparsely populated regions on, or beyond, the edges
of civilization. Aborigines may live in a lush valley or a
grassy savannah, steaming jungles or even an icy tundra.
Religion: Aborigines worship many gods, most of them
being nature related. Gods of forests, rivers, animals, and
so on are most common, but many aborigine pantheons
also include a few gods of the supernatural such as spirit
gods or gods of divining.
Language: Aborigine tribes all speak their own unique
languages. These languages vary in nearly every respect;
some are musical and rhythmic while others are harsh
and crude. Some have written forms using their own
alphabet but most are only spoken. Aborigines often learn
more than one language. Any additional language an
aborigine learns is usually spoken by one of their tribes
neighbors. Such languages include other aboriginal
tongues, and humanoid tongues like Common, Elven, Orc
or Goblin.
ENELIL
These small furry savages lead simple lives deep in
the temperate forests. They are aggressive, willful,
hardy and wild. Enelils are exclusively carnivorous
and spend a great deal of their time hunting and
fighting.
Personality: Enelils are fussy, habit forming and
proud. Most enelils have a highly competitive nature
and enjoy confrontation and conflict. They are also
known to be somewhat rash and impulsive.
Physical Description: The enelils stand about 3 feet
tall and weigh less than 100 pounds. They have a patch
of dark fur around their eyes that resembles a mask.
They also have very thick hair growing down the back
of their necks, similar to a mane. The rest of their
bodies are covered in short, stripped or tawny fur. They
have a short pointed snout and small ears and eyes.
Their ankles are adorned with large, bony spurs and
they emit a distinct musk-like odor.
Relations: enelil are fairly reclusive, often avoiding
or ignoring other races. However, when they do take
an interest in other races, they tend to be very
combative, preferring to kill and eat strangers rather
than befriend them.
Alignment: Most enelils are chaotic to some degree.
They have an inability to conform to many laws and
their propensity for violence makes them appear
somewhat evil. The truth is that they are no more likely
to be evil than good.
NEANDERTHAL
Neanderthals are prehistoric humanoids who usually live
in wild, untamed lands. They are simple but good-natured,
though deadly in combat. Neanderthals have difficulty
understanding others but are likely to grant the benefit of
the doubt much of the time. They are brutish and crude
but can be loyal companions.
Personality: Neanderthals have relatively simpleminded attitudes and superstitions. They are known to
have somewhat compassionate personalities and to posses
a rudimentary sense of humor. Their mood is usually
docile but they can become excessively violent. They
understand and value the bonds of friendship and family
and are known to bury their dead. Neanderthals also have
a strong sense of ownership, and territory.
Physical description: Neanderthals are slightly shorter
than humans, averaging about 6 inches less, although they
often weigh as much or more than humans. Their entire
skeleton is composed of thick, heavy bones, which are
PHROHIEM
These voracious hill people have short stumpy
bodies and leap about on gangly legs. They are
innovative weapon crafters, having created several
unique weapons not seen anywhere else (see
Chapter 5 for some examples). Their natural
posture is a squatting position, with their heads
only slightly higher than their knees.
CHAPTER 2
CLASSES
INTODUCTION
Everyone has a job, a way of making ends meet. This
chapter presents several such professions primitive
heroes might engage in. These professions include the
brutish brawler, the shaman with his host of spirit
guardians, the resourceful huntsman and the fate
bending witch doctor.
In addition to these classes, players might consider
such standard classes as the barbarian, bard, cleric,
druid, fighter, ranger, and sorcerer as primitive classes
also.
Paladins and rogues could be altered slightly to fit a
primitive campaign but monks and wizards are too
thematically divergent.
Class Skills
The brawlers class skills (and the key ability for each)
are Climb (Str), Intimidate (Cha), Jump (Str), Sense
Motive (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st level: (2+ Int modifier) x4
Skill Points at each additional level: 2 + Int
modifier.
Base Attack
Bonus
+1
Fort
Save
+2
Ref
Save
+0
Will
Save
+0
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+2
+3
+4
+5/+1
+6/+2
+7/+3
+8/+4
+9/+5
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Improvised weapons, natural armor,
unarmed strike
Bonus feat
Grapple
bonus
+1
AC
bonus
+2
+1
Bonus feat
Brute force (+1)
+3
Bonus feat
DR 1/Brute force (+2)
+2
+4
Bonus feat
DR 2/Brute force (+3)
+3
+5
Bonus feat
DR 3/+4
Fine
1
1d2
1d3
1d4
1d6
Dim.
1d2
1d3
1d4
1d6
1d8
Tiny
1d3
1d4
1d6
1d8
1d10
Small
1d4
1d6
1d8
1d10
2d6
HUNTSMAN
The bravest and most important members of many
tribes are the resourceful huntsmen who stalk and
slay creatures on their tribes behalf. Huntsmen are
skilled in the wilderness, they are survivalists,
worriers, and trap makers (wilderness traps only).
Huntsmen prowl the grassy savannas preying on
buffaloes and they lurk in steaming jungles, setting
10
Med.
1d6
1d8
1d10
1d12
1d20
Large
1d8
1d10
1d12
2d8
2d10
Huge
1d10
1d12
2d8
2d10
2d12
Gar.
1d12
2d8
2d10
1d12
4d8
Col.
2d8
2d10
1d12
4d8
4d10
Class Skills
The huntsmans class skills (and the key ability for
each) are Animal Empathy (Cha), Climb (Str), Craft
(Int), Handle Animal (Cha), Heal (Wis), Hide (Dex)
Intuit Direction (Wis), Jump (Str), Knowledge
(monsters) (Int), Knowledge (nature) (Int), Listen
(Wis), Move Silently (Dex), Profession (Wis), Ride
(Dex), Search (Int), Spot (Wis), Swim (Str) Use Rope
(Dex) and Wilderness Lore (Wis).
Skill Points at 1st level: (4+ Int modifier) x4
Skill Points at each additional level: 4 + Int
modifier.
Class Features
All of the following are class features of the huntsman.
Weapons and Armor: A huntsman is proficient
with all simple and martial weapons, light armor,
medium armor and shields.
Track: The huntsman gains Track as a bonus
feat.
Expert Trapper: Beginning at 1st level, huntsmen
gain a +1 bonus to the Craft (trap making) skill. This
bonus increases by an additional +1 at 3rd level and
every three levels thereafter. This bonus only applies
to constructing wilderness traps (see Chapter 6).
Favored Terrain: At 1st level the huntsman must
select a favored terrain type (aquatic, desert, forest,
hill, marsh, mountains, plains, or underground). While
in this terrain the huntsman gains a +2 bonus on all
Animal Empathy, Climb, Craft (trap making), Handle
11
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+1
+2
+3
+4
+5/+1
+6/+2
+7/+3
+8/+4
+9/+5
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
SHAMAN
Deep in the wilderness holy men torture themselves
and drink poison, risking death for a chance to tread
in the Spirit World and return with great power.
Shamans are ceremonial leaders and are often held
in the highest regard among their community,
sometimes also becoming the tribes chief. Shamans
wield a great deal of power, being able to invoke
spirits and communicate with them. The three basic
functions all shamans perform in their communities
are fortune telling or omen reading, spiritual
healing, and performing exorcisms and other
ceremonies.
Characteristics: The shaman is a primitive holy
man (divine caster) with magic that is related to
nature, animals and the Spirit World. The closer a
shaman gets to the Spirit World, the more potent
his magic becomes. Shamans have several unique
options to enhance their spell casting including
starving themselves, taking poison and inflicting
damage upon themselves.
Alignment: Shamans are extremely religious, and
prefer unconventional methods of worship. They
are as frequently lawful as chaotic, as frequently
good as evil.
Background: Shamans are almost always
members of the tribe they shepherd, often being
chosen at a young age by an elder shaman, who
takes the youngster on as a pupil. Some shamans
learn their trade from family members, continuing
the family tradition. The most famous and revered
shamans however, are those who came by their
powers through the experience of a supernatural
12
Special
Expert trapper +1, favored terrain bonus +2
Weapon expert +1
Expert trapper +2
Favored terrain bonus (+1)
Expert trapper +3
Weapon expert +2
Favored terrain bonus (+1)
Expert trapper +4
Weapon expert +3
Expert trapper +5, favored terrain bonus (+1)
Expert trapper +6
Favored terrain bonus (+1) Weapon expert +4
Expert trapper +7
Favored terrain bonus (+1)
Class Skills
The shamans class skills (and the key ability for each)
are Concentration (Con), Craft (Int), Diplomacy (Cha),
Heal (Wis), Knowledge (religion) (Int), Knowledge
(nature) (Int), Knowledge (the planes) (Int), Profession
(Wis), and Wilderness Lore (Wis).
Skill Points at 1st level: (2+ Int modifier) x4
Skill Points at each additional level: 2 + Int modifier.
Class Features
All of the following are class features of the shaman.
Weapons and Armor Proficiency: The shaman is
proficient in the use of light and medium natural armor.
Shamans are not proficient with shields.
Shamans are also proficient with the following
weapons: short bow, club, dagger, dart, hand axe,
harpoon, javelin, quarterstaff, sling, and spear.
Example
By race, class and level
Any Animal or Beast
Any Fey, Plant, or Elemental
13
GUARDIAN SPIRIT
Every other level, the shaman gains a spirit to add
to his retinue of protectors. He may choose an
ancestor spirit, animal spirit or nature spirit as a
guardian. All ancestor and animal spirits are ghosts
without the obligatory manifest ability. Nature
spirits (Plants, Fey, and Elementals) are considered
spirits already and should not have the ghost
template added to them. These guardian spirits
gather around the shaman in the Spirit World and
never leave his side. They form a sort of bond with
the shaman across the planes, providing the shaman
with special enhancements.
As ghosts, ancestor and animal spirits are built
with the ghost template (212 MM). In addition to
the abilities mentioned in the template, these spirits
also have several other possible special attacks and
special qualities. Note that Nature spirits (Plants,
fey, and Elementals) should not have the ghost
template added to them.
14
1
2
8
6
1
4
Starvation
Dancers
Ability Damage
5%
1 day
2 days
10
3 days
25
4 days
50
5 days
100
1 week
250 +
-1
-2
-3
-4
-5
-6
-7
-8
-9
-10
-11
-12
-13
-14
-15
-16
10%
25%
50%
75%
90%
Potency
Points
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
15
Special Bonus
+1 caster level
Enlarge spell, extend spell, +1 DC
Empower spell
+2 caster level, Penetrating spell, +2
DC
Maximize spell
expand spell, +3 DC
Prolong spell
+3 caster level, +4 DC
Persistent spell , +5 DC
+4 caster levels, +6 DC
Devastating spell, +7 DC
+5 caster levels, +8 DC,
Continuous spell
16
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+9/+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Exorcism
Spirit guardien I
Spirit Sense
Spirit guardien II
Manifest 1/day
Spirit guardien III
Spirit Sight
Spirit guardien IV
Spiritual journey
Spirit guardien V
Manifest 2/day
Spirit guardien VI
Receive spirit 1/day
Spirit guardien VII
Manifest 3/day
Spirit guardien VIII
Receive spirit 2/day
Spirit guardien IX
Manifest 4/day
Spirit guardien X
WITCH DOCTOR
Rhapsodic figures who lurk on the fringes of society,
witch doctors are usually shunned and feared by
everyone, until their dark services are needed. The
promise of the witch doctors powerful magic has lured
even the most truehearted characters to a remote
hermitage in the wilds where secrets leer from the
shadows.
Characteristics: Armed with dozens of charms,
talismans, fetishes and tonics, witch doctors gain
power by manipulating the magical energies that
already exist around them (arcane casters). They scribe
runes on all sorts of objects and adorn themselves with
dozens of trinkets and symbols. Witch doctors also
wield medicine magic, a special type of curse that
bends fate and destroys lives.
Alignment: Witch doctors are wild, unpredictable
characters. They may be good-willed or dastardly or
even something in between, but they are always
chaotic.
Background: Witch doctors usually gain their
knowledge through an apprenticeship with an elder
witch doctor. They often spend a decade or more in
relative seclusion, learning their arcane methods and
rituals. Witch doctors also study the dark secrets of
demons and monsters, learning their insidious ways.
Some witch doctors even learn their skills from such
dark powers, often in exchange for servitude.
Races: Any.
Class Skills
The witch doctors class skills (and the key ability for
each) are Alchemy (Int), Concentration (Con), Craft
0
3
4
4
5
5
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
1
1
2
2
3
3
4
4
4
4
4
5
5
5
5
5
5
5
5
5
5
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
5
5
1
2
2
3
3
3
4
4
4
4
4
5
5
5
5
5
1
2
2
3
3
3
4
4
4
4
5
5
5
5
1
2
2
3
3
3
4
4
4
4
5
5
1
2
2
3
3
3
4
4
4
4
1
2
2
3
3
3
4
4
1
2
2
3
3
4
1
2
3
4
Class Features
All of the following are class features of the witch
doctor.
Weapons and Armor: Witch doctors are skilled with
the club, dagger, blowgun and quarterstaff. Witch
doctors are not proficient with the use of any armor
or shields.
Spells: A witch doctor casts arcane spells according
to Table 2-11 The Witch Doctor. A witch doctor must
prepare spells ahead of time by getting a good nights
rest and spending 1 hour studying his runes and
recipes. While studying, the witch doctor decides
which spells to prepare. To learn, prepare or cast a
spell a witch doctor must have an Intelligence score
of at least 10 + the spells level. A witch doctors
17
18
Frequency
Mojo
Hex
Bewitch
Curse
Omen
70%
60%
50%
40%
30%
Find
(DC)
20
25
30
35
40
Prepare
(DC)
15
25
35
45
55
Curse: This inescapable magic ruins the life of the with a mysterious disease. Anyone the subject knows
subject. Those affected by curse have their fate who has more than 4 HD is ignored by the spell.
tragically altered, becoming destined to loose all
If cast on a location, bewitch causes the place to
personal wealth and possessions. This transpires become a gathering spot for evil spirits. Within one
within 1d6 months unless the spell is removed or the day of the casting, the location becomes infested with
subject succeeds at a Will save against the curse.
a number of evil spirits whose total combined hit dice
Anyone who associates with a subject of a curse is equal to four times the casters level. These spirits
suffers from the effects of mojo (no save). They can remain for one week per level of the caster and cause
escape this effect by staying more than 240 feet from as much havoc in the area as they can in that time.
the subject of curse.
Bewitch will persist until the subject succeeds at
A curse will persist until the subject succeeds at a a Will saving throw. Subjects may make one Will
Will saving throw. Subjects may make one Will check check each month.
each month. The spell can be removed with wish,
Locations that do not receive a saving throw are
limited wish, miracle and similar magic.
bewitched until the magic is broken or exhausted.
If cast on a place, the land becomes barren and This spell can only be dispelled by limited wish or
bleak, causing the plants growing there to wilt and greater magic.
die. Any creature eating these plants must make a
Omen: This powerful magic alters the subjects
Fortitude check (DC 12) or become nauseous for 1 future. The witch doctor may choose any future he
day.
desires for the subject and their fate becomes
Bewitch: This powerful magic kills 12 HD of the inescapable. The affect of this is not immediate, rather
subjects closest friends, none of whom can be greater the magic works subtly to bring about the desires of
than 4 HD. This starts with the subjects closest family the witch doctor over time. Usually, the events
and friends and spreads out through everyone he dictated by the witch doctor begin to occur within
knows. Physical proximity is irrelevant, the spell 1d100 days of the casting of the omen. Occasionally
spreads through emotional bonds, affecting those who however, the onset time is quite a bit longer.
are emotionally closest to the subject first, no matter
An omen will persist until the subject succeeds at
how far away they actually are. Thus, the subjects 0 a Will saving throw. Subjects may make one Will
level mother, although miles away, is in far more check each year.
danger than a 3rd level adventuring pal, standing right
If an omen is cast on a location, the witch doctor
next to him. These individuals die at a rate of one per can dictate the specific details of any single future
week until the subject succeeds at a saving throw, the event he desires. These events inevitably transpire in
magic is removed or 12 HD of creatures are killed. the designated location in 1d100 days. Only the
Victims are killed by alterations in their fate. They casting of a counter omen or other powerful spell
may die in a freak accident or become suddenly ill such as wish, disjunction or miracle can break an
omen.
TABLE 2-11: THE WITCH DOCTOR
Level
Base
Spells per Day*
Fort
Ref
Will
Special
Attack Save Save Save
0 1 2 3 4 5 6 7 8 9
Bonus
1
+0
+0
+0
+2
Expert herbalist, scribe rune
3 1
2
+1
+0
+0
+3
Medicine magic (Mojo)
4 2
3
+1
+1
+1
+3
Turn spirit
4 2 1
4
+2
+1
+1
+4
5 3 2
5
+2
+1
+1
+4
5 3 2 1
6
+3
+2
+2
+5
Medicine magic (Hex)
5 4 3 2
7
+3
+2
+2
+5
6 4 3 2 1
8
+4
+2
+2
+6
6 4 3 3 2
9
+4
+3
+3
+6
6 4 4 3 2 1
10
+5
+3
+3
+7
Medicine magic (Curse)
6 4 4 3 3 2
11
+5
+3
+3
+7
6 5 4 4 3 2 1
12
+6/+1
+4
+4
+8
6 5 4 4 3 3 2
13
+6/+1
+4
+4
+8
6 5 5 4 4 3 2 1
14
+7/+2
+4
+4
+9
Medicine magic (Bewitch)
6 5 5 4 4 3 3 2
15
+7/+2
+5
+5
+9
6 5 5 4 4 4 3 2 1
16
+8/+3
+5
+5
+10
6 5 5 5 4 4 3 3 2
17
+8/+3
+5
+5
+10
6 5 5 5 5 4 4 3 2 1
18
+9/+4
+6
+6
+11
Medicine magic (Omen)
6 5 5 5 5 4 4 3 3 2
19
+9/+4
+6
+6
+11
6 5 5 5 5 5 4 4 3 3
20
+10/+5
+6
+6
+12
6 5 5 5 5 5 4 4 4 4
19
CHAPTER 3: PRESTIGE
CLASSES
INTRODUCTION
This chapter introduces several new prestige classes
designed for primitive campaigns. The animal
master and the beast lord both possess power over
animals but in different ways. The storm rider gains
power over the forces of weather and the trickster
embraces chaos and contradictions.
ANIMAL MASTER
Animal masters live among the wild bests and rule
them as kings. A large host of animal companions
and bonded friends always surround the animal
master. The birds are his scouts, the lions are his
strength and the wolves are his cunning.
The animal master has a special bond with the
creatures in his host and has developed a
supernatural symbiotic relationship with them. The
animals are his followers, his friends and his family.
They protect the animal master as he protects them.
NPC animal masters are often huntsmen, rangers,
and druids who hail from remote regions. They are
often animal rights extremists and sometimes make
it their business to liberate all the domesticated
animals they can.
Requirements
To qualify to become an animal master, a
character must fulfill all the following criteria.
Alignment: Any neutral
Animal Empathy: 8 ranks
Handle Animal: 8 ranks
Other: Must have an animal companion
(obtained via animal friendship) or a
domesticated pet that has been reared from birth
by the character.
Class Skills
The animal masters class skills (and the key ability
for each) are Animal Empathy (Cha), Climb (Str),
Handle Animal (Cha), Hide (Dex), Intimidate
(Cha), Jump (Str), Knowledge (nature) (Int), Listen
(Wis), Move Silently (Dex), Ride (Dex), Search
(Int), Spot (Wis), Swim (Str), and Wilderness Lore
(Wis).
Skill Points at Each Level: 2 + Int modifier.
20
Class Features
Animal Companion: Beginning at 1st level and every
other level thereafter, the animal master automatically
gains a special animal companion. These animal
companions are special cohorts of the animal master and
enjoy several supernatural abilities. The animal master
can communicate with his companions (as per the speak
with animals spell) and give them basic commands,
respective of their intelligence. The companion creatures
are always exceptional specimens of their species, enjoying
a +2 bonus to all six of their ability scores (including
Intelligence). All companions can be trained to obey a
number of commands (attack, heel, stay, guard etc.) equal
to the level of the animal master plus the creatures
Intelligence score.
Additionally, as the animal master advances in level
so does his cohort of animals, gaining in hit dice. Every
time an animal master gains a level, his companions gain
half a hit die. Thus, every other level the animal master
advances, the companions gain 1 HD.
If the animal master gains a level in a class other than
animal master, the animals do not advance.
These animal companions do not count against the total
number of animal HD a character can have befriended
with the animal friendship spell (173 PHB).
The animal master may also have any number of normal
pets in addition to his host of companions and friends.
Base Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Calm animal 1/day, animal friendship 1/day, companion I
Speak with animals 1/day, dominate Animal 1/day
Calm animal 2/day, companion II
Speak with animals 2/day, dominate Animal 2/day
Animal friendship 2/day, companion III
Speak with animals 3/day, bond of the beast
Calm animal 3/day, companion IV
Speak with animals 4/day, dominate Animal 3/day
Animal friendship 3/day, companion V
Speak with animals 5/day, call of the wild
BEAST LORD
Animalistic blood courses through the veins of many
remote tribesmen. Their bizarre rituals and unnatural
relationship with animals has imbued them with
supernatural power, startling to behold.
Beast lords have a great reverence for one particular
species, their totem animal. They share several
characteristics with this animal, even appearing
somewhat lupine, feline or something else. Beast lords
possess legendary combat ability and are often the
greatest heroes of their tribe.
Most beast lords are barbarians, fighters, rangers,
or huntsmen who hail from primitive, hunter/gather
tribes.
NPC beast lords are commonly barbarians who
defend their clan as elite soldiers.
Requirements
Alignment: Any neutral
Base Attack: +5
Wilderness Lore: 4 ranks
Knowledge, (nature): 4 ranks
Handle Animal: 4 ranks
Class Skills
The beast lords class skills (and the key ability for
each) are Animal Empathy (totem animal only)
(Cha), Climb (Str), Handle Animal (totem animal
only) (Cha), Hide (Dex), Intimidate (Cha), Jump
(Str), Knowledge (nature) (Int), Listen (Wis), Move
Silently (Dex), Search (Int), Spot (Wis), Swim (Str),
and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
Totem Type: Beast lords revere certain animals, each
tribe having their favorite (or favorites). Upon taking
the beast lord prestige class, the character must choose
an animal as his totem type. This animal should be
one that represents the characters spirit and persona,
but one that is also in accordance with the characters
tribe. Once the totem type is chosen, it can never be
changed.
Animal Nature: The beast lords animalistic nature
grants +1 bonus to all Spot, Listen, and Wilderness
Lore checks. This bonus also applies to Animal
Empathy (totem animal only). At 5th level this
21
22
Fort Save
Ref Save
Will Save
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Rage 1/day
Metamorphosis I
Rage 2/day
Metamorphosis II
Metamorphosis III
Rage 3/day
Metamorphosis IV
Shapechanger type
CLASS SKILLS
The storm riders class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int), Intuit
Direction (Wis), Knowledge (nature)(Int), Profession
(Wis), Scry (Int), Spell Craft (Int), Swim (Str), and
Wilderness Lore (Wis).
Skill Points at Each Level: 2 + Int modifier.
Weapons and armor proficiency: Storm riders
are proficient with all simple and martial weapons,
with light and medium armor, and with shields.
23
WEATHER DOMAIN
Granted Power: Storm riders are able to see at greater
distances in poor weather conditions that obstruct visibility
including snow, rain and fog. Under these conditions, the
storm rider can see twice as far as normally allowed.
24
Class
Level
1st
Base Attack
Bonus
+0
Fort
Save
+2
Ref
Save
+0
Will
Save
+2
2nd
3rd
+1
+2
+3
+3
+0
+1
+3
+3
4th
5th
+3
+3
+4
+4
+1
+1
+4
+4
6th
7th
+4
+5
+5
+5
+2
+2
+5
+5
8th
9th
+6/+1
+6/+1
+6
+6
+2
+3
+6
+6
10th
+7/+2
+7
+3
+7
Special
TRICKSTER
Tricksters, also known as deceivers or clowns,
engage in ridiculous, chaotic, prankish and obscene
behavior. Their goal is to confuse and frighten their
enemies while amusing and encouraging their
allies. Tricksters are fascinated with contradictions
and mockery. They enjoy confounding and
outsmarting others and spend most of their time
devising tactics of manipulation and deception.
Tricksters are garish and lewd but they can also be
riotously funny. Tricksters are always regarded as
the most unpredictable and eccentric of all in the
tribe. They are the only tribal members who are
not required to partake in the normal tribal activities
of worship, governance, hunting, and ceremonies.
In fact, many tricksters deliberately disrupt such
activities or ridicule them. Their own clansmen,
who see the tricksters as entertaining and semireligious/philosophical figures, usually tolerate
their antics.
NPC tricksters are often troublemakers and
harbingers of chaos. They usually associate with
mixed groups of religious people and warriors.
Other times however, they band together in large
exclusive groups of tricksters.
Hit Die: d6
REQUIREMENTS
Alignment: Any chaotic
Bluff: 6 ranks
Disguise: 4 ranks
Perform: 8 ranks
Special: Must have encountered the thunderbird
in a dream.
CLASS SKILLS
The tricksters class skills (and the key ability for
each) are Bluff (Cha), Craft (Int), Disguise (Cha),
Escape Artist (Dex), Forgery (Int), Hide (Dex),
Innuendo (Wis), Intimidate (Cha), Move Silently
(Dex), Perform (Cha), Pick Pocket (Dex), and
Profession (herbalist) (Wis).
Skill points at each level: 6+ Int modifier.
CLASS FEATURES
The following are all class features of the trickster.
Weapons and Armor: Tricksters gain
proficiency with a special type of weapon known
as bizarre weapons.
Bizarre weapons: Tricksters often craft their own
weapons, which always defy description. These
ridiculous implements are oddities to everyone but
a trickster. T o a trickster the exaggerated,
malformed stick with gaudy symbols and two
25
26
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
1st
0
1
1
1
1
1
2
2
2
2
0
1
1
1
1
1
2
2
0
1
1
1
1
2
4th
0
1
1
1
27
CHAPTER 4
SKILLS
KNOWLEDGE (MONSTERS)
(Int; Trained Only)
Characters can make a Knowledge (monsters) check
to determine a wide assortment of information about
various creatures they encounter. The DC is equal to
5 plus the standard hit dice of the creature plus the
type modifier indicated below.
DC
+8
+2
Beast
Construct
Dragon
Elemental
Fey
Giant
Humanoid
+4
+12
+10
+12
+8
+4
+4
Creature Type
Magical beast
Monstrous
humanoid
Ooze
Outsider
Plant
Shapechanger
Undead
Vermin
DC
+6
+6
+8
+12
+2
+6
+8
+2
28
Percentage
90%
65%
11%
4%
DC
10
15
20
25
PROFESSION (HERBALIST)
(Wis; Trained Only)
Normal Use: This skill hleps the character make a
living as an apothacary, finding, preparing and selling
herbs.
New Use: Characters can use this skill to brew a
wide assortment of herbal concoctions from love potions
to deadly poisons. Characters must declare what type
of concotion they are attempting before the work begins.
A failed check results in lost time and materials.
These guidelines assume the character has access to
the proper herbs (either bought or found) and has the
proper equipment (pots, vials, mortar and pestle etc.)
and adiquate time (1 day per dose).
Cure
Charm
Heal
Brew
Derive
15
+2
+2
1d4
1, 0/1
20
25
+5
+8
+3
+4
1d6
1d8
1d2, 1/1
1d3, 2/3
30
35
+10
+15
+6
+8
1d10
1d12
1d4, 3/5
1d6, 4/7
40
+20
+10
2d8
1d8, 5/9
Shorten
onset one
+2 DC
Shorten
onset two
+4 DC
Immediate
onset
+6 DC
Remedy
(examples)
Rash
Frequency
Cost
70%
Find
DC
12
Nausea
Headache
60%
50%
14
18
25 gp
50 gp
Mood change
Muscle pain
40%
30%
24
32
100 gp
200 gp
Halucinations
20%
42
400 gp
10 gp
29
30
BLOODLUST [General]
In viscous desperation to save his life, a character
with this feat can enter a bloodthirsty frenzy.
Prerequisite: Base attack bonus +5,
Endurance, Iron Will.
Benefit: If a character wit this feat is ever
reduced to 10% of his maximum hit points or less,
he may choose to take a full round attack and gain
1 additional attack per round at his highest base
attack bonus. Once triggered, the optional extra
attack gained from Bloodlust will continue until
the character or all the characters opponents are
either dead or gone.
FEROCITY [General]
The character is able to stand on his feet
regardless of damage received until he dies.
Prerequisite: Con 14+, Iron Will,
Toughness, Endurance, Hit Dice 6.
Benefit: The character can continue to fight
without penalty even while disabled or dying.
31
32
CHAPTER 5
EQUIPMENT
INTRODUCTION
This chapter presents dozens of primitive weapons
and armor. All of these items have been borrowed
from real world history except the beast hide and
full bone armors. Even the dang shield is a real
historical shield from North Africa.
TABLE 5-2:WEAPONS
Weapon
Cost
Damage
Simple weaponMelee
Small
Adze
3 gp
1d4+1
Baton
1 gp
1d4
Martial weaponMelee
Medium-size
Bent club
15 gp 1d8
Saw club
6 gp
1d6+1
Beak axe
20 gp 1d10
Short sickle sword
15 gp 2d3
Large
Large sickle sword
25 gp 2d4
Long club
3 gp
1d8
Heavy club
7 gp
2d4
Martial WeaponRanged
Small
Bolas*
5 gp
1d4
Chackram, brass
5 gp
1d4
Chackram, iron
10 gp 1d6
Hooked throwing knife
5 gp
1d6
Stone thrower
2 gp
1d4
Throwing arrow
2 gp
1d6
Medium-size
Atlatl*
5 gp
1d8
Blowgun
1 gp
1
Exotic WeaponMelee
Small
Wrist knife
20 gp 1d2
Medium-size
Disarming club*
12 gp 1d6
Large
Battlestaff*
50 gp 2d4
Exotic weaponRanged
Tiny
Wooden star
1 gp
1
Medium-size
Boomerang*
15 gp 1d4
*See description of this weapon for special rules.
Adze: This axe-like tool has a curved metal
blade at a right angle to the handle. It is used
Amount
3d4
5d4x10
Class
Shaman
Witch Doctor
Amount
4d4x10
3d4x10
Critical
Range
Increment
Weight
Type
X3
X2
-20 ft.
4 lb.
lb.
Piercing
Bludgeoning
X3
X3
X3
X3
10 ft
10 ft.
---
3 lb.
4 lb.
8 lb.
2 lb
Bludgeoning/piercing
Bludgeoning/slashing
Piercing/slashing
slashing
X3
X2
X3
----
5 lb
8 lb.
12 lb.
Slashing
Bludgeoning
Bludgeoning
X2
X2
X2
X3
X2
X2
10 ft.
80 ft.
60 ft.
30 ft
20 ft
40 ft.
2 lb.
lb.
lb.
1 lb.
lb.
1 lb.
Bludgeoning
Slashing
Slashing
Piercing
Bludgeoning
Piercing
X4
X2
90 ft.
10 ft.
3 lb.
2 lb.
Piercing
piercing
X2
--
lb.
Slashing
X2
10 ft.
3 lb.
Bludgeoning
19-20/x3
--
9 lb.
Bludgeoning/piercing
X2
10 ft.
1/10 lb
Piercing
19-20/x2
30 ft.
1 lb.
Bludgeoning
33
34
TABLE 5-3:ARMOR
Light Armor
Bone, half
Hairpipe breastplate
Medium Armor
Beast hide
Bone, full
Shell
Armor
Check
Penalty
Cost
Armor
Bonus
Maximum
Dex Bonus
8
5
3
2
+6
+10
-3
-1
30
20
10
4
5
5
+4
+3
+2
-4
-5
-6
Armor
Arcane Spell
Failure
Speed
Wt
30 ft.
20 ft.
20%
5%
30 ft.
30 ft.
20 ft.
20 ft.
15 lb.
5 lb.
25%
30%
35%
20 ft.
20 ft.
20 ft.
10 ft.
15 ft.
15 ft.
28 lb
30 lb
35 lb.
Cost
Armor bonus
Antler
Club
Dang
Horn
Leather
Throwing
Tamerang
Wiker
6 gp
2 gp
1 gp
5 gp
2 gp
3 gp
6 gp
10 gp
+1
+1
+2 Vs Bludgeoning
+1/+2 Vs piercing
+1
+1/+2 Vs Piercing
+1/+2 Vs piercing
+1
Armor
check
-3
0
-2
-2
-1
-2
-2
-1
Spell
failure
10%
--10%
10%
5%
10%
5%
Dam.
Crit
Range
Wt
Type
1d2
1d4
-1d6
-1d6
1d4
--
X2
X2
-X3
-X2
X2
--
-----10 ft.
---
7 lb.
2 lb.
2 lb.
6 lb.
3 lb.
5 lb.
5 lb.
3 lb.
Bludgeoning
Bludgeoning
-Piercing
-Piercing
Bludgening
--
35
36
ARMOR DESCRIPTIONS
Item
Cost
Wt
Class tools and Skill Kits
Hunting trap kit
5 gp
10 lb
Musical instrument (Primitive) 2 gp
3 lb
Torture kit
20 gp
5 lb
Clothing
Chieftain outfit
40 gp
8 lb
Hunting outfit
2 gp
4 lb
Savage outfit
0 gp
5 lb
Tribal outfit
2 gp
3 lb
Mounts
Camel
100 gp Dire Wolf
140 gp Elephant
700 gp Giant lizard*
175 gp Lion, tiger or panther
125 gp Moa*
25 gp
Zebra
30 fp
* Moas and giant lizards are detailed in Chapter 12.
Hunting Trap Kit: This bundle of ropes, tripe
wire and sharpened sticks can be used to reduce the
construction time of wilderness traps by 25% (see
Chapter 6 Wilderness Traps).
Musical Instrument: Common primitive
instruments include the conch shell, flute, gourd, tomtom, didjeridu, rattle, whistle and stick. Masterwork
instruments add a +2 circumstance bonus to Perform
checks and serve as a mark of status.
Torture Kit: This collection of small tools and
devices includes a skinning knife, pliers, 1 vile of
acid, and other more unspeakable objects. Using these
objects adds a +2 circumstance bonus to Torture
checks.
CLOTHING
Chieftain Outfit: this expensive outfit includes an
impressive headdress or mask. It is usually bright
and showy with highly decorative trousers and tunic.
Some jewelry (bracers, rings, amulets etc.) is also
included with this outfit.
Hunting Outfit: these simple outfits usually consist
of leather or drab, earth tones and utilitarian clothing.
Hunting outfits usually have belts or pockets for
carrying weapons and tools as well as provisions.
Savage Outfit: This is the most primitive of all
clothing. This outfit consists of a poorly cured animal
skin, thrown over the shoulder. It is not cut or stitched
as other clothing is.
Tribal Outfit: this is the most common outfit
among primitive communities. It is also the most
varied. Tribal outfits usually consist of a combination
of utilitarian and attractive aspects. Tribal outfits are
usually crafted from skins and consist of 2 or more
stitched pieces.
CHAPTER 6:
WILDERNESS TRAPS
INTRODUCTION
Some of the most deadly dangers in the wilderness
are not monsters or storms, but traps set by hunters,
bandits and guerrilla fighters. These traps include
such things as hidden nets, deadfalls, pits and
plenty of others. A few of the more common
wilderness traps are outlined here.
TRAP DEFINITIONS
All wilderness traps are defined in the following
terms.
Spot/Search: This number indicates how obvious
the trap is, assuming an average effort is taken to
hide it.
Disable: the Disable Device skill DC to render
the trap harmless.
Trigger: The method of setting off the trap.
Target: The area or number of creatures that can
be attacked with the trap.
Save: The saving throw to avoid being caught
by the trap.
Attack: The traps attack bonus.
Damage: The damage done to those who fail
their saving throw.
Challenge Rating: The estimated difficulty of the
trap.
Construction Time: the time required for one
person to construct the trap, given the proper
location and tools.
Craft DC: The Craft (trapmaking) check required
to construct the trap.
Challenge Rating: 4+
Construction Time: 6 hours
Craft DC: 16
This nefarious trap often uses some sort of deadly animal
such a piranha or poisonous snakes. When triggered, a
heavy horizontal log swings like a pendulum and hits the
targets from the side, knocking them into the dangerous
pit of animals or spikes or both. Note that Large creatures
receive a +2 circumstance bonus to save against this trap.
Huge creatures receive a +4 bonus and bigger creatures
cannot be affected by an average swinging log. Size Small
creatures suffer a 2 penalty. Creatures that are size Tiny
and smaller can easily duck under the log and avoid the
trap.
Being hit by the log causes 2d6 points of bludgeoning
damage, falling into the pit or pool of spikes typically
causes another 2d6 points of damage. If a pool of piranhas
or a pit of snakes is added, the damage increase and the
potential for poisoning, and disease also becomes a hazard.
Deadfall
Search/Spot: 20
Disable: 14
Trigger: Tripwire or switch
Target: Up to 15 ft by 15 ft. area
Save: N/A
Attack: +4
Damage: 4d6 bludgeoning and piercing
Challenge Rating: 2
Construction Time: 6 hours
Craft DC: 14
There are dozens of variations on this trap. Most
commonly, logs or mud balls are set with spikes and
suspended
high above
the ground
(in a tree,
on a large
rock, etc.)
W h e n
triggered,
the log or
mud ball
swings
down like a
pendulum
and strikes
the target.
37
Foot Trap
Search/Spot: 22
Disable: 10
Trigger: Trap door
Target: 1 creature
Save: Reflex 24
Attack: NA
Damage: 1d6 piercing + poison or disease
Challenge Rating: 2
38
Sapling Whip
Search/Spot: 20
Disable: 14
Trigger: Tripwire or switch
Target: 1 creature, Medium-size or Large
Save: N/A
Attack: +4
Damage: 2d6 piercing
Challenge Rating: 1
Construction Time: 4 hours
Craft DC: 16
Bamboo, saplings and other supple branches can be placed
horizontally across a trail at chest height and bent back
into an armed position. When triggered, the branch swings
out from the side of the trail and hits the target in the
chest. The sapling whip is typically armed with poisoned
spikes.
Lever Trap
Search/Spot: 22
Disable: 10
Trigger: Trap door
Target: 1 creature, Large, Medium-size or
Small
Save: Reflex 20
Attack: +8
Damage: 3d6 piercing
Challenge Rating: 2
Construction Time: 1 day
Craft DC: 14
This rather simple trap consists of a small
pit and a length of spiked wood. The pit is
only a foot or two wide and usually not more
than two or three feet deep. The trapdoor
functions like a lever. When a victim falls
through the trapdoor depressing one end of
the lever, the other end snaps up and hits
the victim with spikes.
39
CHAPTER 7:
POISONS
INTRODUCTION
In our own world, modern understanding of toxicology
didnt begin until the 16th century and didnt reach
significance until the 19th century. However, in a fantasy
realm where magic, druids, scholars, herbalists and
others are involved, a more complete understanding of
toxins is possible.
Furthermore, accidental poisoning is often a more
serious hazard than deliberate poisoning. Therefore, this
chapter is primarily intended to increase the dangers
associated with eating. Whenever characters eat a
prepared meal in a tavern or forage for food in the
wilderness they gamble with death.
POISON DESCRIPTIONS
Poisons take several forms: microbial, plant, animal,
and derived. Microbial poisons are actually microscopic
organisms such as fungi and bacteria. Toadstools and
shellfish poisoning are examples of microbial poisons.
Microbial poisons usually must be consumed to be
effective.
Plant poisons are such things as nightshade and
hemlock. Most, but not all, plant poisons must be
ingested. Poisonous plants can also be burned, causing
a cloud of poisonous smoke. This reduces the onset time
to 1d3 rounds.
Animal poisons are usually transmitted through bites
and stings and are covered in detail in their monster
entries.
40
Onset
Secondary Damage
(Symptoms)
DC
4-48 hours
30-120 min.
1-30 Min
30-120 min.
30-120 min.
17
16
15
16
18
6-48 hrs
6-10 hrs
See text
15-30 min.
10-20 min.
15-30 min.
3-14 days
20
18
17
12
16
14
16
SHELLFISH
There are5 types of toxins associated with shellfish.
Shellfish do not typically produce poison. Instead,
they sometimes feed on plankton, which pollutes
their bodies with toxins and amino acids. There is
no way to identify a polluted shellfish from a safe
one without magic. Cooking does not dilute
shellfish toxins.
Amnesiac: This type of poisoning is most
commonly associated with eating mussels. It results
in severe memory loss, confusion and
disorientation. Vomiting, diarrhea, and abdominal
cramps usually occur also. In extreme cases
convulsions and even coma is possible.
Diarrheic: This toxin is most often found in
oysters, mussels and scallops. It affects the digestive
track, causing nausea, vomiting, diarrhea, and
abdominal pain accompanied by chills, headache,
and fever.
Histamine: This poison is actually assciated with
fin-fish such as the mahi mahi, bluefish, sardines,
mackerel, amberjack, abalone and tune. Ingesting
this poison causes tingling sensations in the mouth,
a rash on the upper body and a slow pulse.
Frequently, headaches and itching of the skin are
encountered. The symptoms may progress to
nausea, and vomiting.
Neurotoxin: Although this is a shellfish poison,
it is also occasionally found in several species of
finfish including the mackerel, grouper, snapper,
and triggerfish. Neurotoxins cause both
gastrointestinal and neurological symptoms,
including tingling and numbness of lips, tongue,
and throat, muscle pain, dizziness, temperature
inversion, diarrhea, and vomiting.
Paralaytic: This type of poison is usually found
in clams, mussels and scallops. These toxins affect
the nervous system often causing tingling, burning,
numbness, drowsiness, incoherent speech, and
respiratory paralysis.
TOADSTOOLS
There are 7 broad types of poisonous mushrooms,
also known as toadstools. Properly identifying a
mushroom is a difficult task, even for those who
are trained. Misidentifying a poisonous toadstool
as edible fungi is a common source of poisoning.
Toadstools are highly toxic and are not diluted by
cooking. In fact, cooking with toadstools poisons
the entire meal. Diners of a mushroom saut need
not eat the fungus itself to be poisoned. There are
dozens of poisonous mushrooms in the world, far
too many to catalog here. Luckily, all toadstools
can be grouped into four basic categories. Below,
one toadstool of each type have been identified and
the names of the others has been mentioned were
41
42
Poison
Onset
Initial Damage(Symptoms)
Angels Trumpet
Baneberry
Beans
Bitter weed
Black Locust
Bleeding Heart
Bracken Fern
Buckeye
Castor Beans
Creeping Oxalis
Crown Vetch
Daphne
Death Camas
Dock Sorrel *
Dumbcane
Fireweed
Foxglove
Hellebore
Hemlock
Hemp
Jimsonweed
Larkspur
Laurel
Lupine
Mayapple
Mistletoe
Monkshood
1-20 min
2-8 min
1-3 hrs
5-60 min
1-4 hrs
5-60 min
1-4 hr
1-2 days
18-24 hrs
1 rnd
1-20 min
1-4 min
1-4 hrs
1-2 hrs
1-2 Min
1-4 hrs
2-20 rnds
1-20 min
2-24 min
5-60 min
5-30 Min
1-4 hrs
2-20 min
1-20 hrs
5-60 min
2-20 min
2-20 Min
Nightshade
5-60 min
Oleander
2-8 min
Peyote
5-60 min
Pokeweed
Poppy
2-20 min
5-60 min
Rhododendrons
1-6 hrs
Rhubarb
Rosary Pea
Water Hemlock
Yew
1-4 rnd
18-24 hrs
5-60 min
1d4 Min
Secondary Damage
(Symptoms)
2d6 Wis (B., Hl., N., Cd., Co.)
2d4 Con (C., Sk.)
1d2 Con (Ac.)
1d6 Con (Pa.)
2d4 Con (Mn. Ch.)
2d4 Wis (Co., Rp.)
1d6 Wis (Bd., see text)
3d4 Dex (Cl., Tr., Lb., Pa., Co.)
2d6 Con (D., W., Sk.)
2d4 Wis (Dp., Co. Kf.)
1d4 Dex (La., Cl.)
2d6 Con (Co.)
1d2 Wis, 1d6 Str (Cv., P.)
2d6 Str (Co., Kf.)
1d3 Con (D., Lv., see text)
1d8 Con (Bd., Dp., Ld.)
2d6 (Ac., Do., Cv., Sk.).
1d6 Con (Cd., cv.)
2d8 Dex (Pa., Rp., Co.)
1d2 Wis (Nv., Tr., Cl.)
1d8 Con (Kf., Do., Hl., Cd.)
1d6 Dex ( Dp., Cd., Pa., Cv.)
1d4 Con (V., D.)
2d4 Dex (Cv., Co., Rp.)
1d3 Cha (V.)
1d2 Con (Cd.)
1d6 Dex (Pr., Pa.)
18
16
14
15
16
18
16
15
16
20
14
15
17
17
15
16
17
17
22
14
18
16
15
16
15
16
18
18
21
19
17
20
DC
14
14
19
20
22
43
44
45
46
IDENTIFYING POISONS
Probably the most dangerous facet of poisons is the
chance of accidental consumption. Characters that
have Knowledge (nature) are at a significant
advantage over those who dont in the wilds. The
rules presented below address the difficulties of
identifying poisons and the terrain where they are
most commonly found.
DC: The Knowledge (nature) check to properly
identify the plant.
Misidentified as: This column indicates the result
of a failed check to identify the plant. Entries marked
with an asterisk are still recognized as inedible despite
being misidentified.
Terrain: Most poisons are predominately found
in one particular terrain.
Poisonous Part: Some plants are entirely
poisonous, others only have poisonous leaves or
berries or roots or something else.
Price: Many of these poisons can be gathered for
free in the proper terrain by characters who know
where to look and how to identify them. Therefore
prices are not listed.
These poisons are also intended to be of the
accidental sort. If someone were to purchase one of
these poisons the price would depend upon the
situation. These situations are best adjudicated by
DMs who should take the following into account:
legality, commonality, and purpose. An illegal, rare
plant bought deliberately for the purpose of killing
someone should be much more expensive than a
mushroom saut accidentally made with toadstools
at the local tavern.
DC
Misidentified as:
Terrain
Poison Part
22
20
14
14
15
18
17
Various
Various
Various
Various
Various
Various
Various
Any
Any
Any
Any
Any
Any
Any
All
All
All
All
All
All
All
10
17
16
18
15
14
12
14
16
12
14
16
16
16
10
14
15
12
13
16
14
17
12
12
10
16
12
14
16
12
12
10
14
16
15
10
Various
Various
Various
Honey locust
Corydalis (medicine)
Ostrich fern
Chestnut or beechnut
Various
Other oxalis
Various
cherries
Various
Onion
Peace lilies*
Various*
Cabbage
Parsley or parsnip
Various
Other nightshade*
Lupine*
Various
Larkspur*
Various*
Various
Various
Ground cherry*
Various
Various
Wild cherry
Various
Various
Various*
Burdock*
Various
Parsnip or yampa
Various
All parts
berries
All parts
Leaves, seeds and bark
All parts
All parts
All parts
Seeds and fruit
Root
All parts
All parts
All parts
Leaves and bulbs
All parts
Flowers and nectar
All parts
All parts
All parts
All parts
Seeds, sprouts
Seeds
All parts
Leaves, roots, seeds
Berries
All parts
All parts
All parts
Leaves
All parts
All parts except seeds
All parts
Flowers and leaves
Leaves
Large shrub
All parts
All parts
47
CHAPTER 8
DISEASE
INTRODUCTION
Diseases are the scourge of nations, striking fear into
the hearts of everyone. This chapter presents several
new options for diseases including a heavy focus on
real diseases like anthrax and cholera. Like the poisons,
the disease are also detailed with optional conditions
from Chapter 9. Unless noted otherwise, these diseases
function in the same manner outlined in the core rules
(74 DMG).
When using disease in a game, there are several
factors a game master should take into account. These
include such realistic things as natural resistance, and
magical factors such as remove disease. Consider the
following guidelines when using diseases in your
games.
Natural Resistance: Creatures who live in an area
that is prone to a particular disease receive a +2
circumstance bonus to their saving throw, reflecting
the tolerance their bodies have built up against the
disease.
Epidemics: Epidemics occur when circumstances
raise the DC of the disease by more than 4. These
circumstances include closer than usual living quarters,
an abundance of sewage, stronger strains of the disease
and so on.
Remove Disease: This spell is the arch-nemesis of
the game master seeking to add a little disease to his
game. There are a number of ways to deal with this
situation but the best is probably to change the text of
the remove disease spell. Change it to read:
Remove disease allows the recipient to make a
Fortitude check with a +20 enchantment bonus on the
saving throw. The recipient may make one check for
each disease he is currently afflicted with. If the check
meets or exceeds the diseases DC then that disease is
cured. If the check fails, the disease remains. This spell
also kills parasites, including green slime, rot grubs,
and others.
48
DISEASE DESCRIPTIONS
Diseases are defined in the following terms.
Symptoms: These entries are intended to aid in
role playing by providing descriptors of the diseases
affliction. At the game masters discretion, the
symptoms may be cross referenced with the conditions
in Chapter 9 to apply additional penalties associated
with the disease such as weakness, blurred vision, or
confusion.
Incubation: The time between exposure and the
onset of symptoms.
Damage: The damage a character takes after
incubation and each day afterward. Ability score
damage is temporary unless otherwise noted.
DC: The DC for the saving throw and also the DC
for the character to prevent damage and attempt
recovery. This is also the DC check for someone with
healing skills who tries to administer treatment to an
infected character. Note that some diseases can not
be treated without magic. The DC listed is for a typical
exposure of an average strain of a disease. Exposure
to large doses or stronger strains can increase the
DC by +4 or more.
*A Note on Severe Symptoms: Several of these
diseases cause coma, paralysis, respiratory paralysis,
shock, and death. Note that these five symptoms/
conditions do not occur unless the subjects ability
score has been reduced to 0 by the disease. In the
case of death, this supersedes the standard rules
for ability score damage (72 DMG).
Symptoms
Ch., F., Cv.
Rc., Rf., Sd.
W., Lb., Rp.
D., V., It.
Ac., Mn., V., Ha., La.
Ih.,Jp., Mp., R.
La., V., F., Ha., Ac., Sk., Sk.
St., F., or L.
D, Ld., L.
Ac., D., F., La.
Ha., R., Dl., Ch.
Fg, La., F., V., J.
Fg., La., F., V., Jp., Hv., R., J.
La., Ac., N., V., J., Fg.
Gs., Ha., F., W., see text
F., Rc., Cg., Ha., Ch.
Ha, F., Ch., cg., Rc., Ml.
Ha., Td., Cg., F., Cl., Rc.
Rc., C., Lb., see text
Nb., Bl., Dm., see text
F., Ha., Cl., V., J., Ep., R.
Ha., F., Mp., Jp., Fg., Pp., Cd., see text
F., Cl., Ha., J., Lf., Co., W.
Ha., F., R., St., Ac., see text
Sh., Mn., V., F., Ss.
F., St., Td.
N., V., Ac., Ha., D.
F., Ch., Ha., Ml, Sg., L., See text
Rc., Ch., Ha., W., Sg., F., See text
F., W., Cg.
Cl., F., Rc.
F., Ha., N., V., Ma., Em., Pp.
Mc., Pa., See text
F., Ih., Mp., Cl., R. Fg,
Stage 1 : L., Stage 2: R., Td., F., St.,
La., Stage 3 See text
Dp., Ha., Sp., see text
F., Mp., Th., Es., Cl., W., Td.
Cg., See text
St., Ac., V., D.
Rc., Lb., F., Ha., Ch.
L., Sg.
F., Ha., D., Ib. Mn., La.
Cg., Rc., F.
F., Ha., V., Mp. Sp., J.
Incubation
1-6 days
1-6 days
18-36 hours
6 120 hours
1-12 days
3-15 days
2-12 days
2-4 days
2-12 days
2-12 days
7 days
2-6 weeks
2-6 months
2-24 weeks
2-12 days
5-18 days
1-5 days
2-10 days
4 years
8 years
4-10 days
1-12 weeks
12-30 day
1-6 days
1-6 days
1-6 weeks
12 days
1-6 days
1-6 days
2-8 days
1-4 days
3-30 days
2-12 days
3-18 days
Damage
1d6 Con
1d6 Con
1d8 Str
1d4 Con
1d2 Con
1d4 Con
1d6 Con
1d2 Con
1d4 Con
1d3 Con
1d4 Con
1d3 Str
1d2 Con
1d6 Con
1d2 subdual
1d3 Con
1d2 Con
1d2 Con
1d2 Con
1d2 Cha
1d4 Con
1d4 Str
1d6 Str
1d2 Con
1d3 Con
1d2 Str
1d2 Con
1d4 Con
1d4 Con
1d2 Con
1d4 Con
1d8 Str
1d6 Wis
1d4 Con
DC
19
21
22
18
16
17
19
15
19
17
17
15
18
21
22
16
18
16
12
14
16
14
18
10
15
14
13
18
16
15
18
22
24
19
10-90 days
See text
25
5-30 days
10-14 days
2-24 months
2-10 days
2-10 days
2-10 days
7-17 days
5-20 days
3-6 days
1d3 Dex
1d4 Str
See text
1d4 Con
1d4 Con
1d4 Con
1d6+1 Con
1d2 Con
1d8 Con
16
18
12
16
16
16
17
14
16
* Successful saves do not allow the character to recover. Only magic can save the character.
49
50
51
52
ENCOUNTERING DISEASES
Knowing where and when to place diseases in a campaign
helps add a sense of realism and balance to the scenario.
The rules below are intended to help game masters plan
for encounters with various diseases.
Frequency: This column indicates how frequently
characters encounter any particular disease. Some diseases
are more common in certain climate regions or conditions.
Any area experiencing an outbreak or epidemic will have
the frequency rate increased to very common. The
frequency entries below indicate percentile rates for
players who use random encounters and also include a
chronological method of assigning frequency (i.e. once a
week, once a day etc.) Game masters should use one
method or the other, not both at the same time.
Very common (90%) only diseases that have reached
epidemic proportions have a very common frequency.
Characters encounter this disease at least once a day.
Common (65%) This disease is encountered at least
once a week by the characters.
Uncommon (20%) This disease is encountered at least
once a month.
Rare (11%) This disease is encountered at least once a
season.
Very rare (4%) This disease is encountered at least once
a year.
Transmission Method: The diseases method of
deliveryinhaled, ingested, injury or contact. This entry
also lists the infecting agent such as dead animals or
mosquito bite. Although most infection methods are
self-explanatory, two methods, person to person and
unsanitary conditions, warrant brief descriptors.
Person to person: This indicates any interpersonal
contact of less than 6 feet. Any coughing, sneezing or
heavy breathing by the infected individual exposes anyone
within range. In confined spaces such as wagons, small
rooms and crowded chambers the DC may be increased
by 2 or more.
Unsanitary conditions: This indicates environments
where there is little or no proper sanitation or sanitary
food preparation. Most diseases contracted this way
require only a few microbes to enter the body.
53
Malaria
Meningitis I
Frequency
Uncommon in rural communities/ rare
elsewhere
Uncommon in rural communities/ rare
elsewhere
Uncommon
Uncommon in unsanitary conditions, very rare
elsewhere.
Uncommon
Common in tropics
Uncommon in tropics, very rare elsewhere
Common in crowded conditions, rare elsewhere
Uncommon in crowded tropics, rare elsewhere
Uncommon in summer, rare otherwise
Common in crowded conditions, rare elsewhere
Uncommon
Uncommon
Common
Rare
uncommon
Rare
Common
Rare
Very rare
Very rare
Rare
Uncommon in temperate regions, very rare
elsewhere
common in tropics/ uncommon elsewhere
common
Meningitis II
Rare
Mono-nucleosis
common
Norwalk virus
Uncommon
Plague I
Plague II
Pneumonia I
Pneumonia II
Polio
Rabies*
uncommon
rare
Uncommon
Rare
Uncommon
Uncommon
Spotted fever
Syphilis*
Tetanus
Trichinosis
Tuberculosis*
Tularemia, ingested
Tularemia, inhaled
Tularemia, contact
Typhoid fever
Whooping cough
Yellow fever
Uncommon
Uncommon
Uncommon
Uncommon
Rare
Rare
Rare
Rare
Uncommon in tropics, rare elsewhere
uncommon
Uncommon In tropics, very rare elsewhere
Anthrax II*
Botulism
Cholera
Cryptosporidiosis
Dengue fever I
Dengue fever II
Diphtheria
Dysentery I
Dysentery II
Epidemic typhus
Hantavirus
Hepatitis A
Hepatitis B
Hepatitis C*
Herpes*
Histoplasmosis
Influenza
Legonairs disease
Leprasy I*
Leprasy II*
Leptospirosis
Lyme disease
54
Transmition Method
Contact/dead, infected animals
Inhaled /dead infected animal
Ingested/ contaminated food
Ingested/ unsanitary conditions
Ingested/ unsanitary conditions
Mosquito bite
Mosquito bite
Person to person
Unsanitary conditions
Unsanitary conditions
Injury/lice
Inhaled/ rodents
Unsanitary conditions
Contact/body fluids
Contact/body fluids
Contact/ Sexual
Inhaled/birds and bats, moist soil.
Person to person
Inhailed/ soil and water
Unknown (inhaled?)
Close contact
Dogs, rats and farm animals
Bit by infected ticks
Mosquito bite
Person to person, insect bites,
contaminated food
Person to person, insect bites,
contaminated food
Contact/body fluid (mainly
saliva)
contaminated Food, person to
person
Injury/flea
Inhaled/person to person
Inhaled/person to person
Inhaled/person to person
Ingested/ Unsanitary conditions
Injury/ mammal bite or inhaled/
bat caves.
Injury/tick bite
Contact/sexual contact
Injected/ unsanitary conditions
Ingested/ undercooked meat
Inhaled/ Person to person
Ingested/game animals
Smelling infected carcass
Contact/ game animals
Unsanitary conditions
Person to person
Mosquito bite
CHAPTER 9:
OPTIONAL RULES
INTRODUCTION
This chapter introduces several new optional rules
for the d20 system. Many of these rules are referred
to elsewhere in this book. The first section deals
with an expanded list of conditions generally related
to chapters 7 and 8. This is followed by a discussion
of execution methods. Finally the chapter concludes
with several useful mechanics including rules for
fighting in water, alternate grapple options, running
in difficult terrain and the near death penalty.
CONDITION SUMMARY
This section contains conditions that may afflict
characters. Most of these conditions are caused by
disease or poison, some are caused by magic. If more
than one condition affects a character apply them
all. If certain effects cant be combined, apply the
most severe effect.
Abdominal Cramps (Ac): Painful abdominal
cramps impede combat and spell casting. Those
experiencing cramps suffer 2 to hit and damage.
Spell casters must make a Concentration check (DC
15+ spell level) to cast a spell. Cramping
individuals cannot run at x4 or more.
Anemia (An): Low oxygen content in a creatures
blood causes feebleness and lethargy. Anemic
individuals suffer 2 Strength and 2 Dexterity.
Daily overland movement is reduced by 20%.
Bleeding Gums (Bg): Characters with this
condition suffer from small open wounds in their
mouth. These wounds increase the characters
susceptibility to ingested diseases, imposing a 4
on the Fortitude check.
Blind (Bd): The character cannot see at all. He
has a 50% miss chance, losses any positive
Dexterity bonus to AC, and grants a +2 attack bonus
to anyone who attacks him. His movement is
reduced to half and he suffers a 4 on most Strength
and Dexterity based skills. Spot checks are
impossible as is any other vision based activity.
Blurred Vision (Bv): Creatures with blurred
vision suffer a 20% miss chance on all melee attacks
and a 50% miss chance on all ranged attacks.
Broken Limb (Bl): One of the characters limbs
(arm or leg) is broken. This causes 1d2+1 points of
damage and renders the limb useless for 4 to 6
weeks. Furthermore, if the limb is not properly set
before mending begins (Heal DC 20), the limb is
disfigured when it heals. This disfigurement causes
a 5 foot speed (leg) or a 2 to all skills requiring
55
56
57
58
EXECUTION
Sometimes characters find themselves, rightly or wrongly,
sentenced to some form of painful, gory death. Although
this usually means the end of our heroes, it can sometimes
be useful to know what they experience in their last
moments, and exactly what the effects of various forms
of execution are. Not only does this section discuss the
actual mechanics of various execution methods, it also
reveals the chances for survival.
Barrel Roll: The character is put into a barrel or tube
that has nails hammered into it from the outside. The
character is then rolled down a steep hill. This causes
2d4 points of piercing damage per round. If rolled down
a particularly steep incline victims might also suffer falling
damage.
Beheading: Although it is nice to think of people
having their heads lopped off with one clean stroke, the
fact is that most manual beheadings require several blows
with a sword or axe. Characters who receive a beheading
blow suffer a coup de grace. If they survive, they usually
receive another.
Bleeding: Although not a very dramatic form of
execution, this method causes heavy hit point loss due to
severed arteries, usually in the neck but sometimes also
in the arms or legs. Hit point loss from bleeding depends
on the size of the wound but usually causes at lest 1d2
59
60
61
62
ON THE RUN
Optional Rule: Running through rough terrain.
According to the standard movement rules,
characters in difficult terrain suffer movement
penalties on the tactical scale due to undergrowth
and surface conditions. These movement penalties
typically cut characters movement by , or
(143 PHB).
Consider this optional rule. Characters can exceed
the limit on their movement imposed by the terrain
and make Dexterity checks to avoid tripping,
slipping and falling. The checks must be made each
round.
The checks are as follows.
DC
12
14
16
63
Speed
None
-5 ft.
-10 ft.
-15 ft.
-20 ft.
-25 ft.
Att.
0
0
-1
-2
-4
-8
Dam.
0
-1
-2
-4
-8
-16
Skills
0
-1
-2
-4
-8
-16
Spell
DC
0
10
15
20
25
30
64
Dex bonus
-1
-2
-4
*
Speed
-10 %
-25%
-50%
-75%
DRUG ADDICTION
Optional rule: some poisons listed in Chapter 7 have
addictive qualities (hemp and poppies). Use this rule
if someone takes (or is given) an addictive poison.
If the subject fails the initial Fortitude save and begins
suffering the effects of the poison, they must also make
an addiction check (either Fortitude or Will as
specified in the poison description). If this check fails
they become dependent and suffer the indicated
penalties (conditions from Chapter 9) for the
indicated amount of time (usually several days).
65
CHAPTER 10:
MAGIC ITEMS
INTRODUCTION
This chapter presents several new unique magic items
as well as expanded tables of special abilities for
weapons. Outlined below is a list of wondrous items
followed by a table of primitive weapons. Several of
the miscellaneous magic items such as the totem poles,
animal skin and others are just samples of the many
possibilities available for these items.
Item
01-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-59
69-73
74-77
78-81
82-85
86-89
90-93
94-96
97-98
99-100
Arrow of Hunting
Arrow of the Sun
Hypnotic Shield
Animal Skin
Hiding Shield
Medicine Bag
Pole of Homing
Warning Statue
Buffalo Stone
Talisman of Protection
Totem pole
War paint
Tiki
Hot Rock Powder
Mask of the Monkey God
Mask of the Ancestors
Dream Catcher
Flute of Charms
Drums of Dancing
Market
Price
700 gp
1,000 gp
4,000 gp
4,800 gp
6,000 gp
10,000 gp
10,000 gp
15,000 gp
18,000 gp
20,000 gp
20,000 gp +
20,000 gp
23,000 gp
30,000 gp
30,000 gp
40,000 gp
45,000 gp
60,000 gp
100,000 gp
66
67
68
WEAPONS
TABLE 10-2: PRIMITIVE WEAPONS
d%
01-03
04-08
09-11
12-15
16-19
20-21
22-24
25-26
27-28
29-30
31-32
33
34-38
39
40
41-43
44-45
46-47
48
49-53
54-55
56-58
59-60
61-63
64
65-67
68-69
70-71
72
73
74
75
76
77-78
79
80-81
82-84
85-86
87
88-90
91
92
93
94
95-97
98-100
Weapon
Adze*
Arrow, throwing*
Atlatl*
Axe, throwing
Battleaxe
Battlestaff*
Baton*
Beak Axe*
Bolas*
Boomerang*
Chackram, Brass*
Chackram, Steal*
Club
Club, disarming*
Club, bent*
Club, great
Club, heavy*
Club, long*
Club, saw*
Dagger
Dart
Halfspear
Hammer, light
Handaxe
Hooked knife*
Javelin
Lance, light
Longspear
Mace, heavy
Mace, light
Net
Pick, light
Pick, heavy
Quarterstaff
Scythe
Shortbow
Shortspear
Sling
Stone thrower
Sword, short
Sword, short sickle*
Sword, large sickle*
Wooden star*
Wrist Knife*
War hammer
Whip
Cost
+303 gp
+302 gp
+305 gp
+308 gp
+310 gp
+650 gp
+301 gp
+320 gp
+305 gp
+315 gp
+305 gp
+310 gp
+300 gp
+312 gp
+315 gp
+305 gp
+307 gp
+303 gp
+306 gp
+302 gp
+301 gp
+301 gp
+301 gp
+306 gp
+305 gp
+301 gp
+306 gp
+305 gp
+312 gp
+305 gp
+320 gp
+304 gp
+308 gp
+600 gp
+318 gp
+330 gp
+302 gp
+301 gp
+302 gp
+310 gp
+315 gp
+325 gp
+301 gp
+320 gp
+312 gp
+301 gp
Med.
Maj.
Special Ability
1-09
10-19
20-29
30-37
38-44
45-52
53-60
61-67
68-85
85-91
92-99
01-05
06-10
11-14
15-18
19-22
23-26
27-30
31-34
35-38
39-41
42-44
45-47
48-50
51-53
54-56
57-59
60-62
63-64
65-66
67-68
69-71
72-74
75-77
78-80
81-83
84-86
87-89
90-91
92-93
93-94
95
100
96-100
01-02
03-04
05-06
07-08
09-10
11-12
13-14
15-16
17-18
19-20
21-22
23-25
26-28
29-31
32-34
35-37
38-40
41-43
44-46
47-49
50-52
53-55
56-58
59-61
62-64
65-67
68-70
71-72
73-74
75
76
77
78
79
80
81-100
+1 dodge bonus
Disarming
+2 special maneuver
+1 to one save
Automatic critical
Energy resistance 5
Proficient
Spell-like ability 1-2
Light on command
Low-light vision
Strength (+2)
Blinding
Dark vision
Grace (+2 Dex)
Health (+2 Con)
Knock down
Spell-like ability 3-4
Staggering
+2 dodge bonus
Heroism
Disease
Dream warning
Max Damage
Rage
Leadership
Natural healing x2
Spell-like ability 5-6
+50% damage
Danger sense
Severing
Spell-like ability 7-8
Spell turning
Vamperic healing
+3 dodge bonus
Spell-like ability 9
Roll again twice
69
70
71
CHAPTER 11:
SPELLS
INTRODUCTION
This chapter contains spell lists for the shamans
and witch doctors. The bulk of the chapter contains
spell descriptions in alphabetical order by spell
name.
SHAMAN SPELLS
0 - LEVEL SHAMAN SPELLS
(Orisons)
Create Water. Creates 2 gallons/level of pure
water.
Detect magic. Detects spells and magic items
within 60 ft.
Detect Poison. Detects poison in one creature or
small object.
Detect Spirits - Detects Spirits and also spirits
trapped within Magic Items and possessing
individuals.
Guidance. +1 on one roll, throw or check.
Light. Object shines like a torch.
Purify Food and Drink. Purifies 1 cu. ft./level of
food or water.
Resistance. Subject gains +1 on saving throws.
Virtue. Subject gains 1 temporary hp.
72
73
74
75
76
77
SPELLS Aphasia
The spells herein are presented in alphabetical
order.
Age
Transmutation
Level: Sor/Wiz 3, Wit 3
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell resistance: Yes
This spell ages the subject creature 1 year per 2 caster
levels. This change is as permanent as natural aging
and can only be reversed by magical means.
Material component: Fruit fly.
Allure
Transmutation
Level: Sor/Wiz 2, Wit 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell resistance: Yes
Subjects of this spell become more attractive,
gregarious and appealing. This spell adds 1d4+1
enchantment bonus to Charisma, adding the usual
benefits to skills, abilities and influence.
Analgesia
Enchantment
Level: Sor/Wiz 2, Wit 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will disbelief
Spell resistance: No
This useful spell negates any and all penalties
associated with pain. Analgesia renders the subject
completely immune to such things as salty wounds
spells, physical torture and Near Death Penalties.
Material component: A toadstool.
78
Enchantment
Level: Sor/Wiz 3, Wit 3
Components: V, S
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: One person
Duration: 10 minutes/level
Saving Throw: Will negates
Spell resistance: Yes
Aphasia is a disruption of the speech centers of the
brain. Subjects of this spell must make a Will check
or suffer from an inability to use or understand
language. Subjects can still speak words and hear
the words of others, they simply cannot form
sentences or understand the sentences of others. Aside
from the obvious effects of aphasia on
communication, this spell also disrupts any verbal
components for spell casters, although command
words still have a 50% chance of working due to their
brevity.
Bleed
Transmutation
Level: Sor/Wiz 1, Wit 1
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: One person
Duration: 1 round/level (5 rounds maximum)
Saving Throw: Fortitude negates
Spell resistance: Yes
Bleed alters the relationship between the subjects
skin and the consistency of their blood, causing gouts
of blood to run from their pours. This heavy blood
loss results in 1d6 points of damage per round of the
spells persistence. Additionally, anyone who fails
their Fortitude saving throw while holding something
in their hands must also make a Reflex saving throw
each round they spend bleeding or drop whatever they
are holding due to the excessive slippery blood coating
their hands.
Blaze
Evocation
Level: Sha 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: 1 creature or object
Duration: 1 round
Saving Throw: Reflex half
Spell resistance: Yes
Blitzkrieg
Evocation
Level: Sor/Wiz 7, Weather 7
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: 1 creature
Duration: 1 round per level
Saving Throw: Reflex half
Spell resistance: Yes
With this spell the caster calls down a hail of
lightning bolts from the open sky. As a standard
action, the caster may call down one bolt per round
for the duration. Although this spell must be cast
outside, cloudy or stormy skies are not required.
Each bolt of lightning strikes an area 15 feet in
diameter and causes 3d6 points of damage.
Creatures targeted by more than one bolt must make
saving throws against each.
Boorish
Enchantment
Level: Sor/Wiz 1, Wit 1
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: 1 creature
Duration: 1minute/level
Saving Throw: Will power negates
Spell resistance: Yes
This spell causes the target creature to become crass
and rude. Casters must succeed at a ranged touch
attack to strike the target. Those who fail their
saving throw suffer a 1d6 penalty to Charisma,
with an additional 1 per two caster levels
(maximum additional penalty of 5). The subjects
Charisma score cannot be reduced below 1.
Canine Companion
Conjuring
Level: Sha 2, Sor/Wiz 2
Components: V, S, F
Chills
Transmutation
Level: Sor/Wiz 2, Wit 2
Components: V, S
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell resistance: Yes
To use this spell the caster must succeed at a ranged touch
attack. Chills causes subjects to become sensitive to cold
based attacks. Creatures under this spell suffer an
additional 2 points of damage per die from cold based
attacks such as cone of cold and cold spell.
Clumsy
Transmutation
Level: Sor/Wiz 1, Wit 1
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: 1 creature
Duration: 1minute/level
Saving Throw: Will power negates
Spell resistance: Yes
This spell causes the target creature to become hopelessly
clumsy and begin fumbling around. Casters must succeed
at a ranged touch attack to strike the target. Those who
fail their saving throw suffer a 1d6 penalty to Dexterity,
79
Chronic Phobia
Enchantment: [Mind-affecting]
Level: Sor/Wiz 5, Wit 5
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: One person
Duration: 1 day/level
Saving Throw: Will negates
Spell resistance: Yes
Damming Stare
Necromancy
Level: Sor/Wiz 9, Wit 9
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Target: 1 Creature per round
Duration: 1 Round/level
Saving Throw: See text
Spell resistance: Yes
Convalescence
Conjuration (Healing)
Level: Wit 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: up to 8 hours
Save: See text
Spell resistance: Yes
This spell imparts healing while the subject rests. Each
hour spent sleeping, subjects gain 1 hp per level of the
caster. Regardless of how long a subject sleeps, the
spell ends after 8 hours. If the subject is wakened at
any time during his convalescence the spell ends
prematurely, imparting only those hit points already
healed.
Cold Spell
Transmutation [Cold]
Level: Sor/Wiz 6, Sha 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100ft+ 10ft/level)
Area: 20-ft.- radius +10ft./level
Duration: 10 minutes/level
Saving Throw: Fortitude
Spell resistance: Yes
This spell reduces the ambient temperature of the area
to a bone chilling -50 degrees Fahrenheit. Unprotected
characters in the area must make a Fortitude check
every 10 minutes (DC 15 +1 per previous check) or
take 1d6 points of subdual damage. A character who
sustains any subdual damage from cold suffers from
frostbite or hypothermia and is effectively fatigued (84
80
Death Aura
Necromancy
Level: Sor/Wiz 7, Wit 7
Components: V, S
Casting Time: 1 action
Range: Personal
Effect: 15-ft.-radius
Duration: 1 round per level
Saving Throw: None
Spell resistance: Yes
Death aura drains the life from any and all living
creatures within range. Living creatures within 15
feet of the caster suffer 2d6 points of damage per
round from negative energy as their life is drained
away. The spell negative energy protection (231 PHB)
will reduce this damage to half.
Defoliate
Necromancy
Level: Sor/Wiz 2, Wit 2
Components: V, S, F/DF
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Area: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell resistance: Yes
With this spell the caster instantly slays all minor
vegetation (weeds, flowers, small bushes etc.) in a
20-ft.-raius of the spell effect. Monstrous plants
receive a Fortitude save to avoid taking 1d8 points
of damage per caster level (maximum 5d8).
Creatures that are not plants are unaffected by this
spell.
Dj vu
Transmutation
Level: Sor/Wiz 5, Wit 5
Components: V, S
Casting Time: 1 action
Range: Medium (100ft. +10 ft/ level)
Area: 30-ft.-radious + 10 ft per level
Duration: Special, see below
Saving Throw: None
Spell resistance: No
This spell repeats the effects of any instantaneous
spell of 5th level or less that is cast within the area
of effect. Upon completion of this spell, the caster
selects an area to be charged with the dj vu magic.
The area of effect remains charged with the spell
for 1 round per level of the caster or until triggered.
Any instantaneous invocation spell of 5th level or
less being cast within its prescribed area of effect
triggers the dj vu. Once triggered, the dj vu
repeats the instantaneous spell in the round
immediately following the trigger spell. Thus a
wizard can cast dj vu on the first round and cast
a fireball into the area of effect of the dj vu on
the second round. This triggers the dj vu to repeat
the fireball on the third round.
Repeated spells are handled just as if they had been
cast again by the same caster with all the same
characteristics. Saving throws and damage are
rolled again with all applicable modifiers.
Diaphanous Shift
Transmutation
Level: Sha 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Yes (harmless)
Spell resistance: Yes (harmless)
Die Hard
Necromancy
Level: Sor/Wiz 4, Wit 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 10 Minutes/level
Saving Throw: Fortitude negates
Spell resistance: Yes
This spell enables the recipient to remain conscious and
active when their Hit points fall below zero. Creatures
under this spell are free to take full actions and move
normally, as if they were in good health. They do not
loose hit points from bleeding. When they reach 10 they
become staggered and may only take partial actions. When
below 10 the recipient is unconscious and bleeding and
may make stabilization checks. At 20 the recipient dies.
If this spell ends while the recipient is below 10 he
dies, if he is between 10 and 0 he falls into
unconsciousness and begins bleeding. This spell does not
negate the near death penalty (see Chapter 9 Optional
Rules).
Disable
Necromancy
Level: Sor/Wiz 3, Wit 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell resistance: Yes
81
Drowsy
Enchantment: [Mind-affecting]
Level: Sor/Wiz 1, Wit 1
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: One person
Duration: 1 minute/ level
Saving Throw: Will negates
Spell resistance: Yes
Drowsy causes subject to become extremely tired but
does not cause them to sleep, although they may choose
to do so on their own. The lethargy induced by this
spell causes a 1 penalty to the subjects attack rolls
and a 2 to their Dexterity ability with all relevant
effects to AC, skills, and saving throws.
Eruption
Evocation
Level: Sor/Wiz 4, Sha 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Area: 70-ft. high spray, 30-ft.-radius sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell resistance: Yes
Eruption causes a large gout of lava to explode from
the ground and spray 70 feet into the air, showering
all the bystanders. The initial spray is 5 feet in diameter
and can be used to target a single creature, causing
1d6 points of damage per level of the caster (maximum
15d6). Additionally, anyone within a 30 foot radius of
the eruption is showered with the falling lava, These
creatures suffer 1d3 points of damage per level of the
caster (maximum 15d3). If this spell is cast under a
low ceiling and the eruption is blocked from reaching
its full 70 feet in height, the area of the shower will
have its radius extended by 5 feet for ever 10 feet the
spray was blocked. For example, if used in a 20 foot
high corridor, the gout is restricted of 50 feet of its
height. Therefore the shower is spread out over 25
more feet in every direction.
Equestrian
Enchantment [Mind-Affecting]
Level: Sha 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving throw: Yes (harmless)
Equestrian grants the target creature +8 competency
bonus to their Ride skill check. Although the name
implies horsemanship, this spell functions with nearly
any mount
Exhaustion
Transmutation
Level: Sor/Wiz 4, Wit 4
Components: V, S
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance: Yes
This spell afflicts the target with the effects of
exhaustion. Those who fail their saving throws suffer
6 to Strength and Dexterity and move at half their
normal speed. This condition persists until the subject
rests for 1 hour, at which time he becomes fatigued.
Exterminate
Necromancy (Death)
Level: Sor/Wiz 4, Wit 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Area: Cone
Duration: 1 round/level
Saving Throw: See text
Spell resistance: Yes
With exterminate the caster is able to slay many small
creatures of the Vermin type. Vermin with less than
1HD are automatically slain by this spell. Exterminate
slays ten of these creatures +1 per level of the caster
(maximum 20 creatures). Vermin with 1HD or more
must make a Fortitude save or suffer 1d8 points of
damage.
Fatigue
Transmutation
Level: Sor/Wiz 2, Wit 2
Components: V, S
82
Fever
Transmutation
Level: Sor/Wiz, Wit 2
Components: V, S
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell resistance: Yes
Fever causes subjects to become more sensitive to
heat based attacks. Creatures under this spell suffer
an additional 2 points of damage per die from heat
based attacks such as fireball.
Foolish
Enchantment (Mind-Affecting)
Level: Sor/Wiz 1, Wit 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell resistance: Yes (harmless)
To use this spell the caster must succeed at a ranged
touch attack. Subjects who fail their saving throw
suffer a 1d6 penalty to Wisdom with an additional
penalty of 1 per two levels of the caster (maximum
additional penalty of 5). The subjects Wisdom
score cannot drop below 1.
Geyser
Evocation
Level: Sha 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: See text
Duration: Instantaneous
Giant Size
Transmutation
Level Sor/Wiz 3, Wit 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round per level
Saving Throw: Fortitude negates (harmless)
Spell resistance: Yes (harmless)
This spell causes the subject to grow to an enormous size,
increasing two size categories. Thus a Medium-Size dwarf
becomes Huge. This change incurs all the associated
penalties and bonuses associated with size increase (12
MM). All of the subjects clothing and current possessions
are also effected by the spell also.
Giant Strength
Transmutation
Level Sor/Wiz 6, Wit 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell resistance: Yes (harmless)
This spell grants the subject the enormous Strength of a
giant. Recipients of this spell gain an enhancement bonus
equal to 1d12+5 points to their Strength ability score,
83
Head Strong
Transmutation
Level: Sha2, Sor/Wiz 2, Wit 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One person
Duration: 1 hour/ level
Saving Throw: Will negates
Spell resistance: Yes (harmless)
This spell imbues the subjects body with
supernatural resilience. Anyone under the effects of
head strong receives a +4 bonus to their Will saving
throw.
Hand of Doom
Necromancy [Death]
Level: Sor/Wiz 8, Wit 8
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or creatures touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (see text)
Spell resistance: Yes
This spell imbues the casters hand with glowing
necromantic power that drains the life force of living
creatures. A successful melee touch attack channels
energy that adds 1 negative level to the subject.
Furthermore, the caster may also attempt to start a
grapple as a free action when attacking with this
spell. If he can win an opposed grapple check and
get a hold on his opponent, that opponent is locked
in a powerful vice-like grip. Any attempt to get free
of the grip (opposed grapple or Escape Artist) incurs
a 10 circumstance penalty. The caster may release
the grip at any time.
Twenty-four hours after gaining any negative
levels, the subject must make a Fortitude saving
throw (using the spell DC in this case) for each
negative level. If the save succeeds, that negative
level is negated. If it fails the negative level goes
away, but one of the subjects character levels has
been permanently drained.
If the caster touches an undead that creature gains
5 temporary hit points per round.
84
Heat Wave
Transmutation [heat]
Level: Sha 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Area: 20-ft.- radius +10ft/level
Duration: 1 minute/level
Saving Throw: Will negates
Spell resistance: Yes
This spell raises the temperature of the area to a
blistering 150 degrees Fahrenheit. Breathing in these
temperatures causes 1d6 points of damage (no save).
In addition, a character must make a Fortitude save
each every 5 minutes (DC 15 +1 per previous check)
or sustain 1d4 points of subdual damage. Those
wearing heavy clothing or any sort of armor suffer a
4 penalty to their saving throws. Those wearing
metal armor or coming in contact with very hot metal
are affected as if by a heat metal spell.
Heat wave counters and dispels cold spell but does
not otherwise affect magically altered temperatures.
Heroism
Transmutation
Level: Sha 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/ level
Saving Throw: Will negates
Spell resistance: Yes
This spell imbues the subject with the prowess and
ability of a heroic warrior. The subject gains a +1
attack bonus, 1d10 temporary hit points, and a +2
competency bonus to Fortitude saving throws.
Hesitate
Enchantment [Mind-Affecting]
Level: Sor/Wiz 3, Wit 3
Components: V, S
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell resistance: Yes
This spell causes the target creature to briefly pause
before every action they take. This penalizes their
initiative and Reflex saving throw by 4. Hesitate also
Ignorant
Enchantment (Mind-Affecting)
Level: Sor/Wiz 1, Wit 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell resistance: Yes (harmless)
To use this spell the caster must succeed at a ranged
touch attack. Subjects who fail their saving throw
suffer a 1d6 penalty to Intelligence with an
additional penalty of 1 per two levels of the caster
(maximum additional penalty of 5). The subjects
Intelligence score cannot drop below 1.
Instant Karma
Transmutation
Level: Sor/Wiz 4, Wit 3
Components: V, S
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: One person
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell resistance: Yes
This spell immediately reciprocates any damage
caused by the subject, inflicting a similar amount
back upon him. Any direct successful attack, via
melee, range, or spell perpetrated by the subject
results in an equal amount of damage to themselves.
This damage appears as if caused by the same
method as the damage they dealt. A wizard under
this spell who casts fireball on someone else
suddenly suffers from burns of the same sort he
just inflicted, though no fireball actually strikes him.
.
If the subject has resistance against the damage
type (i.e. fire resistance, for example) their
resistance functions normally against the damage.
The amount of damage is always equal to the
damage dealt by the subject. A fighter who inflicts
42 points of damage with his sword suddenly suffers
42 points of damage from an open wound, similar
to a sword wound. In the case of spells, resistance
and damage reduction apply normally but no saving
throw is allowed as there is no actual fireball or
lightning bolt or whatever to dodge.
Limber
Transmutation
Level: Sor/Wiz 2, Wit 2
Components:
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
Anyone under this spell becomes a contortionist. They
are able to bend their bodies into impossible positions
and crawl into spaces normally too small for them. This
spell grants a +8 circumstance bonus on all Escape Artist
skill checks.
Major phobia
Enchantment [Mind-affecting]
Level: Sor/Wiz 3, Wit 3
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: One creature
Duration: 2 hours/level
Saving Throw: Will negates
Spell resistance: Yes
As minor phobia, except that this spell does not allow for
subsequent saving throws. Failure of the initial saving
throw indicates an automatic phobic reaction with no
chance to avoid it.
Mutation
Alteration
Level: Sor/Wiz 8, Wit 8
Components: V, S
Casting Time: 1 action
Range: Touch
target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell resistance: Yes
Mutation can alter one of several biological characteristics
of the subject, at the casters discretion. These changes
are permanent, they can only be reversed via a mutation,
wish spell or greater magic. The caster may choose to
alter the subjects vision, hearing or other sense. He may
also alter ability scores but by no more than a 1 point
bonus or penalty per casting. These mutations are always
associated with obvious physical changes. Casters may
also alter an aspect associated with an animal or monster.
For example, in emulation of trolls and other regenerative
creatures, subjects may be mutated in such a way as to
grant them regeneration. The physical side effect might
be thick, trollish or reptilian skin.
85
Narcolepsy
Enchantment [Mind-affecting]
Level: Sor/Wiz 3, Wit 3
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: One person
Duration: 1 hour/ level
Saving Throw: Will negates (see text)
Spell resistance: Yes
This spell causes subjects to suffer from repeated bouts
of sudden, deep sleep. Those affected by this spell must
make a Will check every round at a cumulative penalty
of 1 until they fall asleep. Once asleep they will
remain so for 10 minutes per level of the caster.
Sleeping subjects can only be wakened through several
rounds of extreme prodding and noise. Pain will also
rouse a sleeping narcoleptic. Upon waking the subject
will function normally for 5 minutes. After which they
must begin making Will checks at a penalty of 1 until
they fall asleep again. This cycle will continue
throughout the duration.
Nausea
Enchantment
Level: Sor/Wiz 3, Wit 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Target: 1 creature
Duration: 1 round per level
Saving Throw: Will negates
Spell resistance: Yes
86
Open Wounds
Transmutation
Level: Sor/Wiz 3, Wit 3
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: One person
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell resistance: Yes
This spell causes the subjects skin to suddenly split
open in deep, grievous wounds. These wounds cause
1d6 points of damage per caster level (maximum of
10d6).
Phobia
Enchantment [Mind-affecting]
Level: Sor/Wiz 1, Wit 1
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Spell resistance: Yes
This spell temporarily afflicts victims with a phobia
of the casters choice. Those who succeed at the saving
throw are unaffected. Failing the saving throw
indicates the target must make a second Will power
check every time they encounter the phobic object
for the duration of the spell. Failure of this second
saving throw indicates an intense, fear-like reaction
in the subject. Those experiencing a phobia are
panicked (85 DMG) and will do everything they can
to get away from the phobic object. They believe,
however irrationally, that their lives are in immediate
danger and will insist on staying at a safe distance
from the phobic object. Depending on the selected
phobia, this safe distance could be anywhere from
a few feet to as far a possible. If they are unable to
avoid the phobic object they will begin to cower.
Cowering creatures may take no actions, loose their
Dexterity bonus to AC and suffer an additional 2
AC.
Permanent Phobia
Enchantment [Mind-affecting]
Level: Sor/Wiz 7, Wit 7
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: One person
Duration: Permanent
Saving Throw: Will negates
Spell resistance: Yes
As major phobia, except for the permanent
duration. This spell can only be reversed by a wish,
limited wish or similar magic.
Refresh
Transmutation
Level: Sor/Wiz 3, Wit 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: Instantaneous
Saving Throw:
Spell resistance: Yes
Refresh instantly removes the effects of fatigue and
exhaustion, restoring subjects to a fully rested
physical condition. This spell does not replace a
night of sleep, it only restores physical impairments
caused by overexertion.
Refresh cancels and dispels both fatigue and
exhaustion spells.
Rewind
Transmutation
Level: Sor/Wiz 7, Wit 7
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Area: 50-ft.-radius sphere
Duration: Instantaneous
Saving Throw: None
Spell resistance: Yes
This spell turns back time, resetting events just as they
were one round before the spell was cast. All events and
results of the current and previous round are turned back;
damage is removed, dead are revived and spells return to
memories (except for rewind which is still lost). After the
spell takes effect only the caster is aware of what has
happened. Everyone else has no memory of anything
unusual happening.
Salty Wounds
Transmutation
Level: Sor/Wiz 2, Wit 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell resistance: Yes
Salty wounds causes any existing open wound a creature
may have to become inflamed with stinging pain. This
pain causes 1d8 points of subdual damage per level of the
caster (maximum 10d8).
Material component: A pinch of salt.
Resilience
Transmutation
Level: Sor/Wiz 2, Wit 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Creature touched
Duration: 1 hour/level
Saving Throw: None
Sickly
Transmutation
Level: Sor/Wiz 1, Wit 1
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: 1 creature
Duration: 1minute/level
87
Sleeping Village
Enchantment (Compulsion)
Level: Sor/Wiz 9, Wit 9
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Several living creatures within a 400-ft.-radius
burst.
Duration: 1 hour/level
Saving Throw: Will negates
Spell resistance: Yes
This powerful enchantment subdues dozens of
individuals with sleep. The caster may affect up to
4d6+20 HD of creatures. The effect spreads out from
the central burst location and affects creatures with
the lowest HD first. In the event that there is not enough
HD of the spell left to affect a creature in the area, the
remaining HD of the spell are ineffective and lost.
The sleep induced by this spell is a deep slumber that
requires 1d4 rounds of severe shaking and/or noise to
wake from. Upon waking from this spell, subjects are
drowsy (as the spell, see above) for 1d4 rounds.
Somnolent Slumber
Enchantment
Level Sor/Wiz 2, Wit 2
Components:
Casting Time: 1 action
Range: Medium (100ft+ 10ft/ level)
Target: One humanoid
Duration: 1 round/level
Saving Throw: Will negates
Spell resistance: Yes
Subjects of this spell must make a Will saving throw
or fall into a deep sleep. During this time the sleeping
individual cannot be wakened by any normal means.
Only dispel magic or more powerful magic can wake
the victim.
88
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
Spirit of the bear imbues the caster with the physical
power and acute senses of a bear. This spell surrounds
the caster in a shimmering blue-white aura which
vaguely resembles a massive ursine creature and
bestows upon the subject +5 Strength and +7 Spot
bonuses.
Casters may never be under the effect of more than
1 spirit spell at a time.
Material component: A tuft of bear fur.
Staggering Blows
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell resistance: No
This spell causes any single weapon touched by the
caster to cause maximum damage every time it
strikes. This effect persists for a maximum of 10
rounds.
Summon Spirit I
Conjuration (Summoning)[see text]
Level: Sha 1
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell resistance: No
This spell summons a spirit (ancestor, animal or
nature) that attacks the casters enemies. It appears
where the caster designates and attacks
immediately, on the casters turn. It attacks
opponents to the best of its ability. The caster can
direct the spirit not to attack or to attack specific
opponents or to perform other actions. Summoned
Summon Spirit II
Conjuration (Summoning)[see text]
Level: Sha 2
Effect: One or more summoned creatures, no two of which
may be more than 30 feet apart.
As summon spirit I, except the caster can summon one
creature from the 2 level list or 1d3 spirits of the same
type from the 1 level list.
Summon Spirit IV
Conjuration (Summoning)[see text]
Level: Sha 4
Effect: One or more summoned creatures, no two of which
may be more than 30 feet apart.
As summon spirit I, except the caster can summon one
creature from the 4th-level list or 1d3 spirits of the same
type from the 3rd-level list, or 1d4+1 spirits of the same
type from the 1st-level list. .
Summon Spirit V
Conjuration (Summoning)[see text]
Level: Sha 5
Effect: One or more summoned creatures, no two of which
may be more than 30 feet apart.
As summon spirit I, except the caster can summon one
creature from the 5th-level list or 1d3 spirits of the same
type from the 4th-level list, or 1d4+1 spirits of the same
type from a lower-level list.
Summon Spirit VI
Conjuration (Summoning)[see text]
Level: Sha 6
89
Summon Spirit IX
Conjuration (Summoning)[see text]
Level: Sha 6
Effect: One or more summoned creatures, no two of
which may be more than 30 feet apart.
As summon spirit I, except the caster can summon
one creature from the 9th-level list or 1d3 spirits of the
same type from the 8th-level list, or 1d4+1 spirits of
the same type from a lower-level list.
Track
Divination
Level: Sha 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell resistance: Yes
Voltaic Shroud
Evocation [Electricity]Level: Sor/Wiz 5
Components: V, S, M
90
Vomit
Enchantment
Level: Sor/Wiz 5, Wit 5
Components: V, S
Casting Time: 1 action
Range: Close (25ft. +5 ft/2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell resistance: Yes
This spell seizes subjects with sudden spasms of
violent regurgitation. Those who fail their saving
throw regurgitate helplessly for 1d4 rounds. While
vomiting subjects cannot move more than 5 feet per
round and cannot fight or cast spells. For all purposes
they are considered staggered while vomiting. When
the spasms end, subjects are overcome with a magical
weakness which reduces their Strength by 1d4+1
points. This weakness persists for 1 round per level
of the caster.
Vulpine Evasion
Transmutation
Level: Sha2, Sor/Wiz 2, Wit 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1hour/level
Saving Throw: None
Spell resistance: Yes
This handy spell enhances the recipients ability to
avoid magical attacks, granting them a +4
enchantment on their Reflex saving throw.
Material component: A pinch of fox fur.
Warning
Divination
Level: Sor/Wiz 3, Wit 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Area: Personal
Duration: 1 minute/level
Saving Throw: See text
Spell resistance: Yes
Withstand
Transmutation
Level: Sha2, Sor/Wiz 2, Wit 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One person
Duration: 1 hour/ level
Saving Throw: Will negates
Spell resistance: Yes (harmless)
This spell imbues the subjects body with supernatural
resilience. Anyone under the effects of withstand receives
a +4 bonus to their Fortitude saving throw.
Were-Shape
Transmutation
Level: Sor/Wiz 8, Wit 8
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
This spell temporarily grants the caster the physical
appearance and abilities of a were-creature. The
exact type of creature the caster becomes depends
on the material component. Use the lycanthrope
templates for determining the exact benefits of the
were-shape (217 MM). Casters under this spell
receive the were-creatures appearance, natural
weapons, abilities modifiers, damage reduction,
Armor class, saving throw bonuses, and feats.
Casters may only assume the hybrid lycanthrope
form, they may not shift into animal form with this
91
CHAPTER 12:
MONSTERS
INTRODUCTION
This chapter introduces dozens of new monsters from
ancient lore. Many of these creatures can offer more
than combat to the characters. Creatures such as the
chenoo and the abatwa can provide advice and
knowledge, while other creatures such as the hai-uri
and the ga-gorib like to play games.
Other d20 core monsters that would be approprite
for a primitive campaign include the allip, ankheg,
aranea, arrowhawk, celestials, chuul, destrachan,
demon, devil, dinosaur, dire animals, dragon turtle,
dryad, elementals, formian, frost worm, fungus, ghoul,
giant, giant eagle, giant owl, grillion, gnoll, grimlock,
hag, hell hound, kraken, kuo-toa, lizard folk, mephit,
merfolk, nymph, ogre, owlbear, roc, sea lion,
shambling mound, Spectre, Sprite, Treant, Troglodyte,
wight, will-o-wisp, winter wolf, worg, wraith, wyvern,
yeth hound, yuan-ti, zombie, and all animals.
ABATWA
Fine Fey
Hit Dice: 1/4 d6+2 (3 hp)
Initiative: +5 (Dex)
Speed: 10 ft.
AC: 23 (+8 size, +5 Dex)
Attacks: Bow +13 ranged
Damage: Bow 1d2 and poison
Face/Reach: ft. by ft/0 ft.
Special Attacks: Poison arrows
Special Qualities: Temper, poison use
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 2, Dex 20, Con 15, Int 12, Wis 14,
Cha 12
Skills: Alchemy +5, Animal Empathy +5, Handle
Animal +5, Hide +22, Knowledge (nature)+5,
Knowledge (arcane) +8, Move Silently +9,
Profession (herbalist) +6, Spellcraft +5
Feats: Point Blank Shot, Far Shot
Climate/Terrain: Any warm and temperate
Organization: Solitary, pair, gang (2-4), or band (58)
Challenge Rating: 1
Treasure: Standard goods and items only
Alignment: Usually neutral good
Advancement: By character class
These creatures are among the tiniest fey in existence.
The abatwas are so small that they live in anthills and
ride ants as steeds. They are somewhat shy and elusive,
usually only revealing themselves to children, pregnant
92
COMBAT
When angered, the tiny abawtwa fires very small
arrows at its enemies. These arrows are always
covered with a highly toxic poison.
Poison (Ex): Abatwas always coat their arrows with
a lethal toxin. This mysterious poison causes 1d3
points of primary and secondary Strength damage
(DC 16). Primary symptoms include weakness, and
muscle pain. Secondary symptoms include tremors
and possible convulsions.
Temper (Ex): When an abatwa is offended it
attacks with a boiling anger, gaining a +1 attack
bonus until its foe is vanquished.
Poison Use (Ex): All abatwa are skilled in the use
of poison and never risk poisoning themselves when
applying poison to weapons.
ADLET
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+6 (15 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 17 (+3 Dex, +4 natural)
Attacks: Bite +4
Damage: Bite 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Howl
Special Qualities: Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 14, Dex 16, Con 16, Int 12, Wis 12,
Cha 12
Skills: Hide +7, listen +6, Move silently +5,
Search +3, Spot +5, Torture +8, Wilderness
Lore +3
Feats: Weapon finesse (bite)
Climate/Terrain: Cold and temperate plains
Organization: Solitary, pair or pack (7-16)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: 3-6 HD (Medium-Size); 7-10 HD
(Large)
These dreadful blood-drinking creatures roam the
windswept wilderness of sub-arctic regions, searching
for victims to torture and eat.
COMBAT
An adlet uses its howl ability first, then wades into
the fray clawing and biting eagerly.
Howl (Ex): The adlet can emit a bone-numbing
howl that echoes through the countryside. Anyone
with 120 feet of the creature must make a Will save
(DC 15) or be shaken for 2d6 minutes. This is a
sonic, mind-affecting fear effect. Whether or not
the save is successful, an affected creature is
immune to that adlets howl for one day.
AHUIZOTL
Medium-Size Beast
Hit Dice: 2d8+4 (13)
Initiative: +8 (+4 Dex, +4 Improved initiative)
Speed: 30 ft.
AC: 16 (+4 Dex, +2 natural)
Attacks: 3 Claws +4, bite +2
Damage: Claw 1d4+3, bite 1d3+1
Face/Reach: 5 ft. by 5ft./5 ft.
Special Attacks: Grapple bonus
Special Qualities: Whimper
Saves: Fort +6, Ref +7, Will +0
Abilities: Str 16, Dex 18, Con 16, Int 6, Wis 11,
Cha 8
Skills: Climb +7, Hide +4, Move silently +4,
bluff -1*
Feats: Multiattack, Improved Initiate
Climate/Terrain: Warm and temperate forest
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 3-9 HD (Medium-Size); 10-16
HD (Large)
This ape-like humanoid has a long tail with an extra
hand on the end of it. The ahuizotls prefer to eat
human flesh, particularly the eyes, teeth and nails.
Ahuizotls are roughly the size of humans and live
in trees. They often set traps or play tricks to capture
unsuspecting humanoids.
COMBAT
The ahuizotl prefers to fool and surprise its victims
by hiding and using its whimper ability to attract
AIGAMAUXA
Large Giant
Hit Dice: 6d8+18 (45 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: 2 claws +8 melee, bite +3 melee.
Damage: Claw 1d6+5, bite 2d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Improved grab, improved bite
Special Qualities: Immunities, blind sight, aversion
Saves: Fort +7, Ref +4 Will +3
Abilities: Str 20, Dex 14, Con 16, Int 6, Wis 12, Cha 9
Skills: Climb +7 Hide +0, Listen +3, Spot +3
Feats: Improved Grapple
Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 7-12 HD (Large)
These anthropomorphic man-eating monsters have their
eyes on the bottoms of their feet rather than on their head.
When they want to look around, they get down on their
hands and knees and hold up one foot. Their heads consist
of a large mouth, small nostrils and ears. They have very
small brains.
COMBAT
When attacking prey, the aigamauxa makes grapple
attacks to hold its prey then uses its powerful bite to eat
them raw while they scream.
Blindsight (Ex): through a combination of scent and
hearing, an aigamauxa can ascertain the position of all
foes within 60 feet.
Aigamauxas are susceptible to sound- and scent-based
attacks, however, and are affected normally by loud noises
and sonic spells and overpowering odors. Negating an
aigamauxas sense of smell or hearing reduces this ability
to normal blind-fight (as the feat). If both are negated,
the aigamauxa is effectively blinded.
Immunities: Unless the aigamauxa takes a move
equivalent action to lift one or both feet, open an eye and
93
ANGIAKS
Tiny Undead
Hit Dice: 1d12 (6 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 17 (+2 size, +3 Dex, +2 deflection)
Attacks: Touch +2
Damage: 1d8
Face/Reach: 2 ft. by 2 ft./0 ft.
Special Attacks: Touch of death
Special Qualities: Undead, incorporeal,
rejuvenation, turn resistance
Saves: Fort +0, Ref +3, Will +3
Abilities: Str , Dex 16, Con , Int 12, Wis 12,
Cha 16
Skills: Hide +15, spot +8, Listen +8, Search +2,
Intimidate +12, Intuit Direction +5
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 2-4 HD (Small)
During lean times, tribal elders take unwanted babies
out into the wilderness and leave them to die of
exposure. Angiaks are the restless souls of these
children killed by their fellow clansmen. Unless the
tribe moves to a new hunting ground, they often find
themselves haunted by this small, terrible spirit.
COMBAT
An angiaks is especially angry with those who killed
it (usually the tribal elders). It will pursue its killers
until its demands are met. Usually an angiaks will
demand that its killer be slain or, if it is more benign,
it may only demand that its body be found and given a
proper burial. The angiaks will continue to plague the
tribe until its conditions are met.
Touch of Death (Su): Whatever was the ultimate
cause of the childs demise (cold weather, starvation,
wild animals) the angiaks has the ability to afflict
victims with a similar touch attack. Children killed
94
APOTAMKIN
Large Monsterous humanoid
Hit Dice: 5d8+24 (46 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: 2 claws +9 melee, bite +7 melee
Damage: Claw 1d6+4, bite 1d4+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Chaotic laugh
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 18, Dex 14, Con 16, Int 10, Wis 12,
Cha 10
Skills: Hide +7, Move Silently +7, Spot +7, Listen
+7
Feats: Multiattack
Climate/Terrain: Warm and temperate forests
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 6-10 HD (Large)
The Apotamkins are a race of degenerate, fiendish
humanoids with large fangs and a taste for children.
They are covered with thin greasy hair and have a
filthy, rotten smell. Apotmakins often lurk near
COMBAT
Despite their frightful appearance, the apotmakins
are a spineless cowardly race that will flee from
combat after a few rounds unless they are clearly
winning. They also rely heavily on ambush,
sometimes laughing for several moments while they
stalk their prey.
Chaotic Laugh (Su): Apotmakins are able to
emit a sinister chuckle that invokes dark, chaotic
magic. This energy increases the likelihood of
accidents, imposing a -2 circumstance modifier to
all rolls. Furthermore, critical fumbles occur on
natural rolls of 1,2, and 3. This affects all creatures
within 60 feet of the laughing apotmakin, including
the apotmakin itself. The condition persists for 3d4
rounds. There is no limit to the number of times an
apotmakin can use this ability and there is no saving
throw.
ASANBOSAM
Medium-Size Monstrous Humanoid
Hit Dice: 8d8+48 (84 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft. climb 20 ft.
AC: 20 (+5 Dex, +5 natural)
Attacks: 2 claws +15 melee, bite +10 melee
Damage: Claw 1d6+7, bite1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Fast healing 5, damage
reduction 20/+3 (blunt only), arboreal agility
Saves: Fort +8 Ref +11, Will +8
Abilities: Str 24, Dex 20, Con 22, Int 12, Wis 14,
Cha 12
Skills: Hide +16, Move Silently +13, Spot +10,
Listen +6
Feats: Improved Initiative
Climate/Terrain: Temperate forest
Organization: Solitary
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 9-18 HD (Medium-Size)
These horrific creatures have powerful teeth and
strange hook-like feet that they hang from tree limbs
with. Asanbosams are somewhat human in
appearance except for their mouths, which are full
of piranha-like teeth that are 4 inches long and hard
as steel. The asanbosams live in the treetops and
rarely touch the ground.
COMBAT
The anasbosams prefer to fight in the trees, hanging onto
the limbs with its hooked feet and grappling their victim
with its hands. After grabbing a victim, the aasanbosam
climbs to the highest branch that will hold their weight
(usually 40-50 feet up). Once it reaches this height it uses
its bite attack to devour its meal, often while they still
live. If an opponent puts up a lot of resistance, the
asanbosam hurls them from the treetops, inflicting falling
damage in addition to the damage sustained from hitting
branches on the way down. It might also leap from the
treetop with its victim still grappled, as the asanbosam is
resistant to the blunt damage caused by hitting the ground.
Improved Grab (Ex): When the asanbosam makes a
claw attack it may attempt to start a grapple as a free
action. Medium-size and smaller opponents who are
successfully held are carried up into the asanbosams tree
to be eaten (see Chapter 12, Other Grappling Options).
Arboreal Agility (Ex): The asanbosms hooked feet
allow it to hang onto a branch as easily as humans stand
on the ground. While fighting in the trees the asanbosam
is sure-footed and agile, it does not suffer the standard
combat penalties incurred for climbing (-2 AC, no Dex
bonus, and no shield use).
Damage Reduction (Ex): The asanbosams bones are
harder than steel, hitting one with a blunt weapon is
usually fruitless. These creatures enjoy damage reduction
of 20/+3 against blunt weapons.
Fast Healing (Ex): Asanbosams are surprisingly
healthy, recovering 5 hit points of damage per round.
ASRAI
Tiny Fey
Hit Dice: 1/2d6+1 (2 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 40 ft. (good)
AC: 15 (+2 size, +3 Dex)
Attacks: Dagger +5 melee
Damage: Dagger 1d4-3
Face/Reach: 2 ft. by 2 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: SR 16, melt
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 4, Dex 16, Con 13, Int 14, Wis 14, Cha
18
Skills: Craft (any one) +8, Hide +15, Move Silently
+10, Perform (dance, melody, plus any other one) +9,
Sense Motive +7, Spot +7
Feats: Weapon Finesse (dagger)
95
COMBAT
Asaris avoid combat at all costs. They prefer to run
and hide rather than fight. If cornered they rely on
their spell-like abilities to escape and defend
themselves.
Spell-like Abilities: 3/daycharm person, color
spray, hypnotic pattern, invisibility (self only), 1/day
dispel magic, and haste. These abilities are as the spells
cast by an 8th level sorcerer (DC 14 + spell level).
Sunlight Vulnerability: These fairies are very
susceptible to the sunlight. If one is ever exposed to
the direct rays of the sun she melts into a pool of water
in one round and is slain.
ASWANG
Medium-Size Monsterous Humanoid
Hit Dice: 7d8+21 (52 hp)
Initiative: +4 (Dex)
Speed: 30 ft. fly 60 ft. (average)
AC: 16 (+4 Dex, +2 natural)
Attacks: 2 claws +10 melee, Bite +5
Damage: Claw 1d4+3, bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Organ feast
Special Qualities: Damage reduction 5/+1, animal
companions
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 16, Dex 18, Con 17, Int 11, Wis 14,
Cha 16
Skills: Hide +9*, Move Silently +9, Bluff +7, Open
Lock +10, Spot +10, Listen +10
Feats: Alertness
Climate/Terrain: Any temperate or warm
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-12 HD (Medium-Size)
This creature appears to be a beautiful female human
by day, but at night it becomes a hideous fetus-eating
monster.
An aswang leads a normal life by daylight, but as
the sun sets, it grows a pair of bat-like wings and
separates its upper half from its lower half. It then
flies off, intestines trailing, in search of food. The lower
96
COMBAT
The aswang usually only engages in combat while in
its monstrous form, and then only to defend itself.
Small Size: While in its monstrous form, the aswag
is considered a Small creature and gains all the
relevant bonuses to armor class (+1) and Hide (+4),
and a +1 size bonus on attack rolls.
Animal Companion (Su): The aswang always has
several night birds as companions. These birds often
scout the area looking for pregnant women for the
aswag to feed upon.
Organ Feast (Ex): The aswag can insert its long
tubular tongue into sleeping or unconscious victims
and suck their vital organs out. Unless the victim is
carrying a fetus, the aswang devours their liver or
intestines. This causes 3d6 points of damage per
round. Sleeping victims, if they survive the damage,
usually wake up after the first attack.
Creatures who have their livers eaten must make a
Fortitude check (DC 18) each round or suffer from
liver dysfunction (aged 5 years 2 Constitution
permanently). When their Constitution is reduced to
0 their liver is completely devoured and the aswang
leaves them in search of a new victim.
Skills:* The aswang gains a +4 size modifier to
its Hide checks while in its monstrous, winged form.
BAY-KOK
Medium-Size Undead
Hit Dice: 6d12 (39 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Club +6 melee
Damage: Club+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rattling bones
Special Qualities: Undead
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 16, Dex 14, Con , Int 11, Wis 14,
Cha 6
Skills: Climb +7, Intuit Direction +8, Search +7,
Spot +12, Listen +8, Wilderness Lore +12
Feats: Track
Climate/Terrain: Any
COMBAT
Bay-koks are never randomly encountered. They
only attack warriors who have broken the just codes
of war. When they find their quarry, they attack
relentlessly.
Undead: Immune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive
damage.
Rattling Bones: The noise of the bay-koks
rattling bones is so unnerving that it causes a
weakening fear to creep upon those who hear it.
Those who are within 120 feet of the bay-kok must
make a Will save or suffer 2 moral penalties to
attack, damage and saving throws. This is a sonic,
mind-affecting fear effect. Whether or not the save
is successful, an affected creature is immune to that
bay-koks rattling for one day.
Exception: This only affects the bay-koks quarry.
BOKWUS
Medium-Size Monstrous Humanoid
Hit Dice: 8d8+24 (60 hp)
Initiative: +7 (+3 Dex, +4 Improved initiative)
Speed: 30 ft.
AC: 15 (+3 Dex, 2 natural)
Attacks: Stone hand axe +10/+5 melee
Damage: Stone hand axe 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Sneak attack
Special Qualities: Soul theft
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 18, Dex 16, Con 16, Int 12, Wis 13,
Cha 14
Skills: Hide +10, Listen +7, Move Silently +9,
Bluff +8, Spot +8, Swim +10
Feats: Improved Bull Rush, Improved Initiative,
Power Attack
COMBAT
These creatures usually lay ambushes along riverbanks
and sometimes use bait to draw unsuspecting travelers to
their doom.
Sneak Attack (Ex): If a bokwus can catch an opponent
off guard (flat-footed, flanked, etc.) it can take advantage
of their inability to defend themselves and strike vital
spots. This ability is in all way similar to the rogues ability
of the same name. The bokwus typically does an extra
4d6 points of damage with a sneak attack.
Soul Theft (Su): The bokwus has the supernatural
ability to capture a dying persons soul and keep it from
passing on to the afterlife. Anyone who has their soul
stolen by a bokwus cannot be raised or resurrected (the
bokwus probably devours their soul).
BUNYIP
Medium-Size Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +3 (Dex)
Speed: Swim 50 ft
AC: 15 (+3 Dex, +2 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Roar, bloodlust, sharpness bite
Special Qualities: Blood scent, disease
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
Skills: Listen +4, Spot +4
Climate/Terrain: Temperate and warm aquatic and
marsh
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
97
COMBAT
A bunyip will roar at approaching creatures, trying to
scare them away. If this fails, it will attack any creature
in the water, preferring smaller victims over large.
Roar (Su): When a bunyip roars, all creatures with
4 or less Hit Dice and within a 100 feet must succeed
at a Will save (DC 13) or become panicked for 2d4
rounds. This is a sonic, mind-affecting fear effect.
Whether or not the save is successful, an affected
creature is immune to that bunyips roar for one day.
Bloodlust (Ex): A bunyip that detects blood in the
water flies into a biting frenzy the following round,
gaining one extra attack pre round at its maximum
attack bonus until its opponent is dead.
Sharpness Bite (Ex): If a bunyip delivers a
successful critical hit to an opponent of up to Small
size, it severs one limb randomly (1d4; 1 right arm; 2
right leg; 3 left arm; 4 left leg.).
Blood Scent (Ex): Bunyips can detect blood in the
water at ranges of up to one-half mile.
Disease (Ex): Bunyips are latent carriers of cholera.
Although they do not suffer any ill effects from this
disease themselves, the water a bunyip lives in becomes
infected with it. Anyone drinking the water must make
a Fortitude check (DC16) or be infected.
CIVATATEO
Medium Undead
Hit Dice: 9d12 (58 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 18 (+2 Dex, +6 natural)
Attacks: 1 claw +6
Damage: Claw 1d6+2 melee and disease
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Symbol of death, disease touch
Special Qualities: Undead, immunities, +6 turn
resistance, DR 15/+1, spell-like abilities, cold
and electricity resistance 20, fast healing 5
Saves: Fort +3, Ref +5, Will +9
Abilities: Str 14, Dex 15, Con -, Int 12, Wis 16,
Cha 14
Skills: Hide +15, Scry +7, Knowledge (religion) +8,
Move Silently +15, Prophecy +7, Search +9,
98
COMBAT
The civateteoes are not particularly good at melee
and tend to use their spells and abilities as much as
possible to stay at a range. If forced into melee, the
civateteoes rely on their disease touch and spell-like
abilities.
Undead: Immune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.
Spell-like Abilities: At will cause fear, death
knell, animate dead 3/day enervation, fear, ray of
enfeebelment; 1/daycreate undead, blasphemy
vampiric touch. These abilities are as the spells cast
by a 20th-level sorcerer (save DC 12 + spell level).
Aweful Appearance (Ex): The sight of the
civatateo is absolutely horrible. Anyone viewing the
creature must make a Will check (DC 16) or become
shaken, suffering 2 moral penalties on attacks,
damage and saving throws.
Disease: The touch of a civatateo spreads a
particularly strong strain of polio (DC 26).
Spells: Being unholy priests, civatateoes may
choose access to any two domains from the following
list: evil, chaos, death, and destruction. Their spell
advancement depends on their class.
Symbol of Death (Sp): A civatateo is always
adorned with a symbol or rune of death that can be
activated once per day as a free action. Once activated,
it affects anyone within 60 feet who looks at it,
functioning just like the 8th level spell symbol.
CROCOTTA
Medium-Size Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Bite +9 (ignores armor)
Damage: Bite 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Crushing jaws
Special Qualities: Metabolic superiority
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 17, Dex 14, Con 15, Int 2, Wis 12,
Cha 7
Skills: Hide +3, Listen +6, Move Silently +2,
Spot +4, Wilderness Lore +1*
Feats: Weapon finesse (bite)
Climate/Terrain: Any warm and temperate
Organization: Solitary, pair or pack (7-16)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Medium-size); 10-12
HD (Large)
This massive canine creature stalks prey with its
bone crushing jaws. The crocottas powerful teeth
can chew through nearly anything and the creatures
stomach is able to digest even the most unappetizing
materials.
Although the crocotta can subsist on rocks and
dirt for a considerable time, these food sources offer
little nourishment. Therefore, these creatures are
always hunting for a more juicy meal.
COMBAT
When bringing down prey, they crocotta uses its
savage bite to shred the meal.
Crushing Jaws (Su): The jaws and teeth of the
crocotta are harder than steel and can tear through
armor with ease. Attacks made with the jaws ignore
armor bonuses to armor class. Making an attack
with the jaws is the same as making a touch attack.
Exception: Metal armor of +2 or more magical
bonus is immune to this ability.
Metabolic Superiority (Su): The crocotta is able
to digest just about any substance, allowing it to
survive in the harshest climates.
DAMA DAGENDA
Small Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 17 (+1 small, +4 Dex, +2 natural)
COMBAT
Dama degendas attack all travelers through their jungle,
inflicting terrible sores and ulcers. They use guerrilla
tactics and often spring ambushes, attacking with surprise
and concealment from a distance then fleeing before their
opponents have a chance to react. They do this repeatedly
as well as using their spell-like abilities, trapmaking skills
and anything else they can think of to kill intruders
without getting in harms way themselves.
Disease (Sp): Three times a day, a dama dagenda is
able to afflict anyone within 150 feet with a rare skin
disease. Subjects must make a Fortitude check (DC 14)
or suffer from chronic, debilitating lesions (1d2 subdual
damage) on their bodies. This condition continues to
worsen by 1d2 points each day until the subject can
succeed at two consecutive Fortitude checks, just like any
other disease.
Languages (Ex): Dama degendas are fluent with all
modern languages that exist within 3,000 miles of their
home. Dama degendas are fascinated by languages and
also often know many ancient and obscure tongues. In
fact, the dama dagendas fascination with language is so
great that if an intruder into their lands begins speaking
in a language they do not understand, they will struggle
to figure it out rather than attacking the intruder.
99
DEMONS
Demon
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills
Feats:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Hedammu
Huge Outsider (Chaotic, Evil, Aquatic)
24d8+216 (324 hp)
+5 (+1 Dex, +4 Improved Initiative)
30 ft., swim 60 ft.
41 (-2 size, +1 Dex, +32 natural)
Bite +32/+27/+22/+17 melee
Bite 3d6+10 and poison
10 ft. by 20 ft./10 ft.
Spell-like abilities, Poison bite, swallow
whole
Damage reduction 30/+5, SR 32, demon
qualities
Fort +23, Ref +15, Will +21
Str 30, Dex 12, Con 28, Int 18 , Wis 21,
Cha 18
Bluff +30, Concentration +35, Hide +21,
Intimidate +30, Knowledge (any one)
+30, Listen +31, Move Silently +27, Scry
+30, Search +30, Spellcraft +30, Spot
+31
Alertness, Improved Initiative, Combat
Reflexes, Endurance, Iron Will,
Bloodlust.
Any aquatic
Solitary
22
Double standard
Always chaotic evil
25-32 HD (Huge); 33-40 (Gargantuan)
100
Kilyakai
Small Outsider (Chaotic, Evil)
5d8+10 (32 hp)
+7 (+3 Dex, +4 Improved Initiative)
20 ft.
16 (+1 size,+3 Dex, +2 natural)
Short sword +7 melee, bow +8 ranged
Short bow 1d6+ disease
5 ft. by 5 ft./5 ft.
Spell-like abilities, disease
Damage reduction 5/+1, demon qualities,
corruption, SR 12
Fort +7, Ref +7, Will +5
Str 14, Dex 16, Con 16, Int 14, Wis 13,
Cha 12
Hide +17, Move Silently +13, Spot +11,
Knowledge (arcane) +12, Listen +11
Improved Initiative
DEMON QUALITIES
All demons have the following qualities.
Immunities (Ex): Demons are immune to poison
and electricity.
Resistances (Ex): Demons have cold, fire, and acid
resistance 20.
Telepathy (Ex): Demons can communicate
telepathically with any creature within 100 feet that
has a language.
Demon
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Pey
Medium-Size Outsider (Chaotic, Evil)
8d8+48 (84 hp)
+3 (Dex)
30 ft.
21 (+3 Dex,+8 natural)
Bite +12 melee, 2 claws +7 melee
Bite 1d10+3, claw 1d4+1
5 ft. by 5 ft./5 ft.
Blood drain, spell-like abilities
Bloodlust, scent, demon qualities, damage
reduction 20/+2, SR 14
Fort +10, Ref +8, Will +7
Str 16, Dex 16, Con 18, Int 12, Wis 12,
Cha 12
Hide+19, Intimidate +15, Move
Silently+19, Spot +17, Listen +17
Feats:
Climate/Terrain:
Any
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
8
Standard (coins only)
Always chaotic evil
9-16 HD (Medium-Size)
HEDAMMU
Hedammi are snake-like demons with insatable
apppitites. They spend all their time hunting and
eating anything they can find.
Hedammi have long scaly bodies and serpentine
heads. They do not have arms or legs. They live in
the sea but can, and frequently do, come ashore.
COMBAT
Hedammi enjoy combat as much or more than any
other demon. They like to laugh at and taunt their
opponents while they fight. They prefer to fight in
the water as this usually gives them an advantage.
Spell-like abilities: At willblasphemy, chaos
hammer, cause fear, control winds, deeper
darkness, doom, detect good, detect magic,
etherealness, greater dispelling, read magic, scare,
symbol (any), telekinesis, teleport without error
(self plus 100 ponds of objects only), unhallow,
unholy blight; 1/dayastral projection, damning
stare*, slay living and unholy aura. These abilities
are as the spells cast by a 20th-level sorcerer (DC
14 + spell level).
Poison (Ex): The bite of a hedammu injects a
toxin that causes weakness (DC 28; primary 1d6
Strength, secondary 2d6 Strength).
Pua Tu Tahi
Huge Outsider (Chaotic, Evil)
22d8+110 (209 hp)
+1 (Dex)
40 ft., swim 30 ft.
39 (-2 size, +1 Dex, +30 natural)
2 claws +27 melee, bite + 22 melee
Claw 2d8+7, bite 1d8+3
10 ft. by 10 ft./15 ft.
Spell-like abilities
Damage reduction 35/+3, demon qualities,
SR 30
Fort +21, Ref +17, Will +17
Str 24, Dex 12, Con 20, Int 14, Wis 12,
Cha 14
Concentration +49, Hide +37*, Intimidate
+45, Listen +45, Spot +45, Search +46
Power Attack, Sunder, Blind-fight, Cleave,
Great cleave
Aquatic (oceans and seas)
Solitary or troupe (1 pua tu tahi, 1 halffiend giant squid, 2-6 half-fiend Large
sharks)
18
Double standard
Always chaotic evil
23-42 HD (Gargantuan)
KILYAKAI
The Kilyakais are forest demons who steal babies and
corrupt them with evil spirits. They also steal livestock
and cause diseases such as malaria by firing poisoned
arrows at unwary travelers.
No matter what their age, all kilyakai appear to be geriatric
tribesmen, about three feet tall. They often wear makeshift
101
COMBAT
Kilyakais prefer to fight from a distance and with some
sort of cover or height advantage. They also surround
themselves with their offspring, children they have
corrupted and turned into cambions (humanoid halffiends).
Spell-like Abilities: At willdarkness, detect
magic, detect good, fade*, and cause fear; 1/day
contagion, dispel magic, These abilities are as the
spells cast by a 10th-level sorcerer (DC 12 + spell
level).
Disease Arrows: Kilyakis often coat their arrows
with the malaria virus (DC 18, see Chapter 8).
Corruption (Sp): kilyaki use this ability to pollute
the souls of humanoid infants. Children less than two
years old may be subjected to a ritual that infects them
with a demon-spirit. This changes the child into a halffiend with all the appropriate modifiers (215 MM).
Once the ritual is completed, this change is permanent.
The ritual requires ten minutes and at least three
kilyakis to perform.
PEY
Peys are scavengers who flock to battlefields after the
fight is over. They dance and cackle in joyous ecstasy
as they feast upon the dead and dying. These demons
drink the blood of fallen and wounded warriors. They
devour corpses and frolic in the gore.
COMBAT
Peys are vicious, chaotic fighters who rush into combat
with reckless abandon. They often shriek with
excitement in melee.
Spell-like Abilities: At willdarkness, death knell,
detect magic, detect good, deathwatch, and vampiric
touch; 1/dayslay living. These abilites are as the
spells cast by a 12 level sorcerer (save DC 11 + spell
level).
Bloodlust (Ex): Once they have tasted blood, peys
will fly into a feeding frenzy, gaining one extra attack
per round at their best base attack bonus. If there is no
one to attack, they dance and cavort loudly and
recklessly, eventually fighting among themselves.
Summon Demon (Sp): Once per day a pey can
attempt to summon 5d10 dretches, or another pey with
a 35% chance of success.
PUA TU TAHI
These sea demons attacks ships, coastlines and other
creatures without mercy. Their sunken lairs are often
102
COMBAT
The pua tu tahi is a terrible foe in combat, preferring
to slam opponents with its sharp, reef-like skin.
Spell-Like Abilities: At willdarkness, detect
good, detect magic, fog cloud, control water; 3/day
dispel magic, protecton from elements, solid fog,
suggestion, 1/dayanimate objects, acid fog, and
teleport without error. These abilities are as the spells
cast by a 20th-level sorcerer (DC 12 + spell level).
Skills:* The pua tu tahi looks so much like a corral
reef that it gains a +12 Hide bonus when motionless
in the sea.
Summon Demon (Sp): Once per day a pua tu tahi
can attempt to summon 4d10 half-fiend dire sharks,
1d4 hezrou, or 1 pua tu tahis with 60% chance of
success.
DJIEN
Medium-Size Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +3 (Dex)
Speed: 30 ft. climb 20 ft.
AC: (+3 Dex, +6 natural)
Attacks: Bite +7
Damage: 1d6 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Damage reduction 5/+5, cannot
be critically hit
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 14, Dex 16, Con 14, Int , Wis 10,
Cha 2
Skills: Climb+12, Hide +9, Jump +10, Move
Silently +10
Feats: Weapon finesse (bite)
Climate/Terrain: Warm and temperate forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium-Size); 9-12 HD
(Large)
The djiens resemble monstrous spiders, growing as
big as a human. They nest in the ground and hunt by
ambush.
Djiens have the unthinkable ability to remove their
vital organs and hide them in the ground. This
prevents critical hits and provides substantial damage
reduction. The djiens cannnot move more than 400
COMBAT
COMBAT
Ga goribs usually greet strangers with an invitation to
play their game. This often leads to combat of course,
which the ga gorib is usually prepared for.
The Game: Ga goribs like to play a game of stone
throwing. To play the game each of two contestants stand
on the rim of a large pit, opposite from each other. They
then throw stones at each other, trying to knock the other
into the pit. The loser is the first player to be knocked in.
To make the game more interesting, the pit is sometimes
filled with spikes or snakes. And sometimes the
contestants stand on a narrow beam or loose gravel.
Missile Reflection (Su): This ability protects the ga
gorib from all nonmagical missile attacks. It also hurls
those missile attacks back at the attacker with their own
attack bonus.
Skills: The ga goribs receive a +4 racial bonus to their
Craft (trapmaking) skill.
GA-GORIB
Medium-Size Monsterous Humanoid
Hit Dice: 7d8+14 (44 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 18 (+4 Dex, +4 natural)
Attacks: 2 Claws +9, bite +8 melee or stone +11
ranged
Damage: Claw 1d6+2, bite 1d4+1 or stone
1d4+2
Face/Reach: 5 ft. by 5ft./5 ft.
Special Attacks:
Special Qualities: Missile reflection
Saves: Fort +4, Ref +11, Will +8
Abilities: Str 17, Dex 18, Con 14, Int 14, Wis 12,
Cha 13
Skills: Climb +5, Craft (trapmaking) +12, Bluff
+8, Sense Motive +3, Spot +8, Listen +2, Hide
+11, Move Silently +11
Feats: Improved Initiative
Climate/Terrain: Warm hills and underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
103
GIANT
Giant
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Rock catching
Saves:
Hit Dice:
Initiative:
Speed:
AC:
Abilities:
Skills:
Feats:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Giant
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrian:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Giants are typically large humanoid oafs. They are and intimidation to subtlety and manipulation. They
crude and stupid but possess tremendous strength. usually subsist by hunting and raiding.
They tend to bully anyone they can, preferring violence All giants speak Giant. Those with Intelligence score
of at least 10 also speak common.
104
COMBAT
Giants enjoy melee. They prefer massive twohanded weapons and use them with tremendous
skill. However, they are smart enough to soften up
opponents with missile fire first if they can. A
giants favorite missile weapon is a big rock.
Rock Throwing: Adult giants receive a +1 racial
bonus to attack when throwing rocks. A giant of at
least Large size can hurl rocks weighing 40 to 50
pounds each (Small objects) up to 5 range
increments. The size of the range increment varies
with the giants variety. A Huge giant can hurl rocks
60-80 pounds (medium objects), a Gargantuan giant
can hurl rocks of 90 to 120 pounds (Large objects).
Finally a colossal giant can hurl rocks of 130-200
pounds (Huge objects).
Rock Catching (Ex): A giant of at least Large size
can catch Small, Medium-size, or Large rocks (or
projectiles of similar shape). Once per round, a giant
that would normally be hit by a rock can make a
Reflex save to catch it as a free action. The DC is
15 for a small rock, 20 for a Medium-size rock, 25
for a Large rock, and 30 for a Huge rock. )If the
projectile has a magical bonus to attack, the DC
increases by that amount.) The giant must be ready
for and aware of the attack.
BACAB
Bacabs are extremely big, reaching over 110 feet
tall. They have a lean, human-like appearance with
skin of varied colors. They often wear elaborate
headdresses and masks and they prefer crude
jewelry of bone.
Adults are over 110 feet tall and weigh in excess of
300,000 pounds. All bacabs come from one of the
Four Corners of the world. Those from the South
are red, those from the West are black, those from
the North are white and the bacabs from the East
are yellow.
Bacabs are territorial and rule wide regions of the
countryside. They dont always attack intruders on
sight. Often times they attempt to enforce a tax on
travelers. Failing this, they attack mercilessly.
COMBAT
Bacabs often fight from a great distance, hurling
rocks. Their thrown rocks have a range increment
of 280 feet. If opponents get close enough for melee,
the bacabs will happily use their Titanic two-handed
war clubs to flatten them.
Stomp: A bacab can slam its foot down, causing
the ground to ripple with shock waves. This effect
is similar to the spell earthquake (198 PHB) except
as noted here. The area is a 180-foot radius around
the giant. Fissures created do not grind shut
afterwards, they remain open cracks in the terrain.
BACAB SOCIETY
Most bacabs prefer only their own color. They have a
strong dislike for the bacabs of other colors and generally
do not like other creatures either. Therefore, they tend to
stick to their own kind and frequently band together
against outsiders.
CHENOO
The Chenoo are a sub-race of stone giants who are skilled
in hunting. They are sometimes asked, or even forced, by
witch doctors to assist the hunters of a tribe, teaching
them their secrets. They are somewhat shy and afraid of
humanoids but can be deadly foes.
COMBAT
Chenoo are often meek and faint hearted, fleeing from
combat whenever possible. However, if they are trapped
or their lair is threatened they will fight ferociously,
usually after feigning fear until their enemies have lowered
their guard. A cheenoo can hurl rocks with a range
increment of 100 feet.
Wisdom of the Hunt: Chenoo gain a +4 racial bonus
to their Wilderness Lore checks when tracking. This bonus
also applies to any Hide and Move Silently checks made
against all creatures of the Animal and Beast type.
A chenoo can teach the Wisdom of the Hunt to up to 4
students at a time. These lessons take 2 weeks of training
minus 1 day for every point of Intelligence modifier the
student has. At the end of the lessons the student(s) must
make an Intelligence check (DC 20). If they succeed, they
have learned the secrets the hunt. They have gained an
ability that is in all ways the same as Wisdom of the Hunt
with the one exception being the bonus is only +2, not
the +4 enjoyed by the chenoo.
Weak Minded: The chenoo has a particular
susceptibility to charm and mind affecting spells, suffering
a 4 racial penalty on all such saving throws
Skills:* A cheenoo gains a +8 racial bonus to Hide
checks in rocky terrain and gains an additional +4 racial
bonus to Hide and Move Silently when evading Animal
and Beast type creatures.
FLAMING TOOTH
Flaming tooth giants are the terror of many lands. These
huge human-like creatures are over fifty feet tall. They
wear bright, chaotic war paint and have wild, staring eyes
that resemble black coal. Their mouths are full of burning
teeth and flames constantly spew from their jaws. They
105
COMBAT
Flaming tooth giants most often engage in combat
while hunting. Opponents are often shoveled into the
giants mouth, one after another.
Improved Grab: To use this ability a flaming-tooth
must hit with an unarmed attack. If it establishes a
hold it picks up the opponent and transfers it to the
mouth as a partial action, automatically dealing bite
damage.
Chew: The giant can make an opposed grapple
check to chew any Medium-size or smaller creature
that has been shoved into its mouth. This causes 4d6
points of crushing damage and 3d6 points of fire
damage. Escaping the jaws of a flaming tooth giant
requires an opposed grapple check or an Escape Artist
check.
Swallow Whole (Ex): Anyone who has been
chewed may be swallowed if the giant can win an
opposed grapple check. A character that is swallowed
suffers another 2d6+7 points of crushing damage per
round and is deposited in the giants stomach causing
an additional 2d6 points of acid damage per round.
Characters may cut their way out of the creatures
stomach with claws or light weapons, making attack
rolls against AC 20 and doing at least 25 points of
damage. Once the character exits, muscular action
closes the hole; another swallowed opponent must cut
its own way out.
A flaming-tooths gullet has room for one Large,
Two Medium-size, four Small, eight Tiny or sixteen
smaller creatures.
Fire Subtype (Ex): Fire immunity; double damage
from cold except on a successful save.
The giants teeth are made of a strange material
that burns constantly. If the flames are somehow
extinguished it is very hard to get them started again.
The teeth even continue to burn for several days after
the giant dies.
Disarming: The Flaming teeth combine feats and
weapons to impressive ability, gaining a +2
circumstance modifier from their disarming club, and
enjoying the benefits of Gargantuan size to their disarm
attempts. Most flaming teeth also have the Improved
Disarm feat.
COMBAT
Koloks prefer to fly over their opponents and use
their nets and spears before closing for melee. They
are also likely to take to the air and flee if a fight
goes badly for them.
Barbed Net (Ex): The koloks nets are laced with
hooks and barbs. Anyone caught in a net suffers 1d2
points of damage. They also suffer another 1d2 points
of damage every time they struggle in the net (attempt
to escape, cast a spell, etc.). Breaking out of the net
requires a Strength check (DC 28). Any character
making such an attempt suffers 1d6 points of damage
whether the check succeeds or not.
GOANNA
Huge Animal
Hit Dice: 9d8+30 (61 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 15 (-2 size, +1 Dex, +6 natural)
Attacks: Bite +11 melee; claw +6
Damage: Bite 1d8+7; claw 1d6+3
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, crushing bite
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 25, Dex 12, Con 17, Int 2, Wis 12,
Cha 5
Skills: Climb +8, Listen +4, Move Silently +6,
Spot +6, Swim +7
Climate/Terrain: Any warm land
Organization: Solitary, pair, or herd (3-8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-16 HD (Huge)
This 20-foot lizard has the ability to stand erect on
its hind legs and run at tremendous speed. It has a 7foot tail that it uses to balance itself. Goannas have
tough leathery hide that is usually mottled with shades
of green, brown and yellow. Some goannas have a
large fin-like bone on their skulls.
KOLOK
Perhaps the most terrible of all giants is the winged
kolok. These dreadful creatures fly over villages and
collect people in their heavy, hooked nets, or sometimes
the just raid villages in a feeding frenzy, eating all the
people they can.
106
COMBAT
Goannas usually join combat with a charge. Once
melee is engaged they rely on their savage bit and
claw attacks.
Improved Grab (Ex): If a goanna hits with its
bite attack, it can grab an opponent of Large size or
HAI-URI
Medium-Size Monstrous Humanoid
Hit Dice: 8d8+24 (56 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 16 ( +4 Dex, +2 natural)
Attacks: Punch +13, +8
Damage: Punch 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Expert pugilist
Special Qualities: 1/2 invisible, medicine lore
Saves: Fort +5, Ref +10, Will +10
Abilities: Str 14, Dex 18, Con 16, Int 16, Wis 19,
Cha 6
Skills: Jump (+9), Heal (+13), Profession
(herbalism) (+23), Knowledge (nature) (+11)
Feats: Improved Initiative, Weapon finesse,
Combat Reflexes
Climate/Terrain: Warm and temperate plains
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful Neutral
Advancement: 9-16 HD (Medium)
Also known as the Chiruwi or tikdoshe, this bizarre
creature loves to spae and brawl with others and
will challenge anyone it meets to a fist-fight.
Although it has only one arm, one leg, and one
side, it is surprisingly agile, leaping high into the
air and punching with rapid blows.
Anyone who can defeat a hai-uri in a pugilism
match can demand it to reveal the secrets of
medicine.
COMBAT
A hai-uri usually begins combat with a challenge,
calling out one opponent for a duel of fisticuffs.
Once the battle begins, the hai-uri will rely on its
Spring Attack, and attacks of opportunity to beat
the snot out its opponent. They usually move out of
an opponents threatened area and turn their
invisible side to them. This forces the opponent to
move several feet to see the hai-uri again, thus
loosing any extra attacks and potentially provoking
HORE
Colossal Beast
Hit Dice: 20d10+200 (310 hp)
Initiative: +0 (Dex)
Speed: 30 ft., burrow 30 ft.
AC: 26 (-8 size, +24 natural)
Attacks: bite +32
Damage: Bite 3d10+17 and 2d6 acid
Face/Reach: 40 ft. by 80 ft./15 ft.
Special Attacks: Swallow whole, acid saliva, improved
grab.
Special Qualities: Tremor sense
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 45, Dex 10, Con 30, Int 2, Wis 10, Cha
10
Skills: Climb +21
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral
Advancement: 21-40 HD (Colossal)
This immense worm-like creature dwells deep within the
earth. It has oversized fish-like jaws that are filled with
rows of teeth and a body that is covered in scales. The
hores often grow to more than 100 feet long and weigh
over 300,000 pounds.
COMBAT
In melee, a hore lunges and thrashes around, attempting
to crush or devour everything within range.
Improved Grab: To use this ability the hore must hit
an opponent of size Huge or less with its bite attack. If it
gets a hold, it can try to swallow the opponent whole.
107
MAMMOTH
Mammoth
Skills:
Mammoth (steppe)
Gargantuan Animal
20d8 +160 (260 hp)
+0
50 ft.
18 (-4 size, +12 natural)
Slam +25 melee, 2 stamps
+ 20 melee; or gore +25
melee
Slam 2d8+14, Stamp 2d8
+7; gore 2d10+21
20 ft. by 40 ft./20 ft.
Trample 2d10+21
Scent
Fort +20, Ref +12, Will +6
Str 38, Dex 10, Con 26, Int
2, Wis 10, Chr 9
Listen +5, Spot +5
Climate/Terrain:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
108
Mammoth (woolly)
Huge Animal
13d8+78 (143 hp)
+0
40 ft.
17 (-2 size, +9 natural)
Slam +18 melee, 2 stamps
+13 melee; or gore +18
melee
Slam 2d6+11, Stamp 2d6
+5; gore 2d8+16,
10 ft. by 20 ft./15 ft.
Trample 2d8+16
Scent
Fort +13, Ref +8, Will +4
Str 32, Dex 10, Con 22, Int
10, Wis 12, Cha 8
Listen +6, Spot +6
Cold and temperate hills
and plains
Solitary, group or herd (630)
9
None
Always neutral
14-24 HD (Huge)
Mammoth (dwarf)
Large Animal
6d8+24 (54 hp)
+2 (Dex)
30 ft.
16 (+2 Dex, +4 natural)
Slam +8 melee, 2 stamps
+3 melee; or gore +8
Slam 2d4+5, Stamp 2d4
+2; gore 2d6+7
5 ft. by 10 ft./5 ft.
Trample 2d6+7
Scent
Fort +9, Ref +7, Will +3
Str 20, Dex 14, Con 18, Int
2, Wis 12, Chr 6
Listen +6, Spot +6
Temperate hills and forest
Solitary, group or herd (630)
4
None
Always neutral
7-14 HD (Large)
COMBAT
Trample (Ex): A steppe mammoth can trample
creatures size Large and smaller for automatic gore
damage. Characters who do not make an attack of
opportunity against the steppe mammoth can
attempt a Reflex save (DC 34) to halve the damage.
Woolly mammoths can trample Medium-Size
and smaller creatures and impose a Reflex DC 20
for those who do not take an attack of opportunity.
Dwarf mammoths can trample creatures size
Small or less and impose a Reflex DC 15.
MAERO
Large Monstrous Humanoid
Hit Dice: 8d8+48 (80 hp)
Initiative: +4 (Dex)
Speed: 40 ft.
AC: 20 (+4 Dex, +6 natural)
Attacks: 2 claws +15 melee, bite +13
Damage: Claw 1d8+7, bite 1d6+3
Face/Reach: 5 ft. by 5 ft/10 ft.
Special Attacks: Rend
Special Qualities: Regeneration 5, call for help,
Saves: Fort +9, Ref +11, Will +8
Abilities: Str 24, Dex 19, Con 22, Int 16, Wis 14,
Cha 14
Skills: Knowledge (philosophy) +8, Hide +10,
Move Silently +10, Spot +10, Listen +5, Bluff
+7, Sense Motive +7
Feats: Multiattack
Climate/Terrain: Temperate and warm forest
and hills
Organization: Solitary, pair or gang (2-5)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 9-24 HD (Large)
COMBAT
Maeros are terrible, relentless foes in combat, who take
pleasure in the screams and gore of a bloody melee. The
have exceptionally long claws with which they tear their
foes apart.
Rend (Ex): If a maero hits with both claw attacks, it
latches onto the opponents body and tears their flesh off.
This attack automatically deals additional 2d8+10 points
of damage.
Regeneration (Ex): Fire and acid deal normal damage
to a maero.
If a maero loses a limb or body part, the lost portion
regrows in 3d6 minutes. The creature can reattach the
severed limb instantly by holding it to the stump.
Flurry of blows (Ex): With this ability a maero can
strike with a hail of blows at the expense of accuracy.
When doing so it may make one extra attack per round at
its highest base attack, but this attack and all other attacks
made that round suffer a -2 penalty.
Call for help (Ex): Whenever a maero calls for help
there is a 75% chance that there is at least one other maero
hunting nearby who will come to rescue its brethren. This
call is very loud and maeros have exceptional hearing,
thus allies as far as 2 miles away might respond to the
call. To determine how far away the rescuing maero (or
maeroes) is, roll 1d10 x 1500 feet.
MANNEGISHI
Small Outsider
Hit Dice: 3d8+6 (18 hp)
Initiative: +3 (Dex)
Speed: 20 ft.
AC: 18 (+1 size, +3 Dex, +4 natural)
Attacks: Slam +5 melee
Damage: Slam 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Plane shift
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 14, Dex 16, Con 16, Int 12, Wis 13, Cha
14
109
COMBAT
Mannegishies usually flee from combat. In fact they
even flee from being seen, preferring to hide and work
their magic from a safe vantage point.
Spell-like Abilities: 3/daycause fear, hypnotism,
silent image, and ventriloquism; 1/dayconfusion.
These abilities are as the spells cast by a 10th-level
sorcerer (DC 12 + spell level).
Plane Shift (Su): A mannegishi can enter the
Material Plane, the Ethereal Plane and the Spirit World
once a day. This ability can transport the mannegishi
and up to seven other creatures, provided they all link
hands with the mannegishi. It is otherwise similar to
the spell with the same name.
MOA
Large Animal
Hit Dice: 6d8+16 (52)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 14 (-1 size, +3 Dex, +2 Natural)
Attacks: kick +5 melee
Damage: kick 1d8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Trample
Saves: Fort +7, Ref +8, Will +2
Abilities: Str 12, Dex 16, Con 15, Int 2, Wis 10,
Cha 6
Skills: Listen+6, Spot+6
Feats: Run
110
COMBAT
If cornered or threatened, the moa jumps and kicks
at its attackers in an awkward but effective selfdefense.
Trample: Moas can trample creatures size Small
or less for 2d4 points of damage.
MOKELE-MBEMBE
Gargantuan Beast
Hit Dice: 22d10+176 (308 hp)
Initiative: +1 (Dex)
Speed: 20 ft. swim 20 ft.
AC: 23 (-4 size, +1 Dex, +16 natural)
Attacks: Horn +22 melee, tail slap +17 melee
Damage: Horn 2d6 +10, tail 1d8+5
Face/Reach: 20 ft. by 40 ft./10 ft.
Special Attacks: Trample, constrict
Special Qualities: Amphibious
Saves: Fort +21, Ref +14, Will +6
Abilities: Str 30, Dex 12, Con 26, Int 2, Wis 10,
Cha 9
Skills: Listen +5, Spot +5
Feats: Power Attack
Climate/Terrain: Warm aquatic and marsh
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 23-30 HD (Gargantuan)
Although this creature is bigger than an elephant, it
has a tiny head that is almost unnoticeable except for
the huge horn growing from its skull. The beast is
covered with shaggy snow-white fur and has a strong
serpentine tail. It attacks small boats and inhabits
marine caves. The mokele-mbembe measures just
over 50 feet long.
COMBAT
A mokele-mbembe is a fearsome opponent, able to
gore and tail slap in the same round. However, it
will often forgo this attack routine in favor of
trampling.
Trample (Ex): A mokele-mbembe can trample
creatures size Large and smaller for automatic gore
damage. Characters who do not make an attack of
opportunity against the creature can attempt a
Reflex save (DC 31) to halve the damage.
Improved Grab (Ex): In order to use this ability
the mokele-mbembe must hit with its tail. If it gets
a hold it can constrict.
Constrict (Ex): A mokele-mbembes tail deals
1d8+5 pointsof damage with a successful grapple
check against opponents of up to Large size.
NHAAITK
Gargantuan Beast
Hit Dice: 6d10+40 (80)
Initiative: +1 (Dex)
Speed: Swim 30 ft.
AC: 15 (-4 size, +1 Dex, +8 natural)
Attacks: Bite +7 melee; or slam +2 melee
Damage: bite 2d6+7; or slam 1d8+3
Face/Reach: 20 ft. by 40 ft./10 ft.
Special Attacks: Improved grab
Special Qualities:
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 24, Dex 12, Con 18, Int 3, Wis 13, Cha 7
Skills: Hide -11*, Spot +7
Climate/Terrain: Temperate lakes
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Gargantuan), 13-18 HD
(Colossal)
Also known as ogopogo, the nhaaitks are between 30
and 50 feet long and dwell in temperate lakes. They are
dark brown in color and closely resemble a log or piece
of driftwood. These creatures primarily live on fish and
large gulls, though they sometimes attempt to tip a boat
and eat the passengers.
While drifting on or just below the surface, the nhaaitk
looks very similar to a dead tree.
COMBAT
An nhaaitk will usually burst from the water with
surprise, attempting to bite the nearest creature and drag
it into the water. If this fails, it will likely flee.
Improved Grab (Ex): To use this ability, the nhaaitk
must hit huge or smaller creature with its bite attack. If it
gets a hold, the nhaaitk grabs the opponent in its mouth
and drags it into the water, trying to pin it to the bottom.
Skills: * A nhaaitk receives a +20 racial bonus to Hide
when in its natural environment, appearing as a log.
OGRE
Ogre
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrain:
Organization
Challenge Rating:
Treasure:
Alignment:
Advancement
Cliff Ogre
Large Giant
5d8+10 (32 hp)
+0
30 ft. climb 20 ft.
18 (-1 size, +5 natural, +3 hide armor)
Great club +10 melee
Great club+7; or grapple
5 ft. by 5 ft./10 ft.
Throw
Slow Fall (20 ft.)
Fort +6, Ref +1, Will +1
Str 24, Dex 10 , Con 14, Int 8, Wis 11,
Cha 8
Climb +14, Listen +3, Spot +3
Improved Unarmed Strike, Improved
Throw
Warm and temperate hills and mountains
Solitary or pair
3
Standard
Usually chaotic evil
By character class
Negoogunogumbar
Medium-Size Giant
3d8+3 (15 hp)
+7 (+3 Dex, +4 Improved Inititive)
30 ft.
17 (+3 Dex, +4 natural)
Short sword +6 melee
Short sword +4
5 ft. by 5 ft./5 ft.
Sneak attack
-Fort +4, Ref +4, Will +2
Str 18 , Dex 16, Con 13, Int 12, Wis 12,
Cha 6
Climb +5, Hide+5*, Listen +2, Move
Silently +6, Spot +3, Craft (trapmaking) +3
Improved Initiative
Any land or underground
Solitary, pair, gang (2-4), or band (5-8)
2
Standard
Usually chaotic evil
By character class (usually rogue)
111
CLIFF OGRE
This dreaded creature lurks in
hilly places near steep heights.
Cliff ogres often make their
homes in caves situated part way
up a cliff face, taking advantage
of their superior climbing ability.
They sometimes lay traps for
hunters and foragers of
humanoid tribes.
COMBAT
In combat, cliff ogres try to grapple their opponents
and hurl them off the steep cliff.
Grappling (Ex): If a cliff ogre wins an opposed
grapple check (after establishing a grapple) it uses its
Improved Throw feat to hurl the opponent over the
cliff. Since they are size Large, all cliff ogres can throw
at least twice their light carrying capacity up to thirty
feet (see Chapter 9 for more).
Slow Fall: Similar to the monk ability, the cliff ogre
is able to slow their fall and reduce the damage
A cliff ogre within arms reach of a wall or cliff face
can slow their decent and take damage as though the
fall were actually 20 feet shorter than it actually is.
Skills: Cliff ogres gain a +4 racial bonus to their
Climb checks.
NEGOOGUNOGUMBAR
The Negoogunogumbars are a race of dark skinned
pygmy ogres who prefers to lurk in the shadows and
run away. The negoogunogumbars are skilled at
sneaking and hiding, and rely on these abilities to creep
close to civilized towns, stealing away small children
for dinner.
112
COMBAT
Negoogunogumbars
are reluctant to fight
fairly but will eagerly
use their ability to
sneak attack and flee.
Furthermore, although
they do enjoy the flesh
of children, they dont
have compunctions
against eating the older
folks too.
Sneak Attack: If a
negoogunogumbar can
catch an opponent off
guard (flat-footed,
flanked, etc.) it can
take advantage of their
inability to defend
themselves and strike
vital spots. This ability
is in all way similar to
the rogues ability of
the same name. The
negoogunogumbar typically does an extra 2d6 points
of damage with a sneak attack.
Skills: *The negoogunogumbars dark skin grants
it a +4 racial bonus to Hide checks.
NEGOOGUNOGUMBAR SOCIETY
Negoogunogumbars live in loose, chaotic bands that
roam the countryside looting and raiding. Most clans
of negoogunogumbars can be found lurking on the
fringes
of
humanoid
societies.
The
negoogunogumbars greatly prefer the tender flesh of
children and are never for from the villages that are
their hunting grounds.
OOZE
Ooze
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement
Inapert
Huge Ooze
10d10+40 (95 hp)
-5 (Dex)
10 ft.
3 (-2 size, -5 Dex)
Slam +7 melee
Slam 2d6
10 ft by 10 ft./10 ft.
Devolve
Fire susceptibility, ooze
Fort +2, Ref -4, Will -4
Str 14, Dex 1 , Con 14, Int -, Wis 1, Cha 1
Any
Solitary
6
None
Always neutral
11-20 HD (Huge)
COMBAT
Oozes are a danger to anyone who comes near them.
They usually attack any creature they detect within
60 feet.
Blindsight (Ex): An oozes entire body is a
primitive sensory organ that can ascertain prey by
scent and vibration within 60 feet.
Ooze: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning, and polymorphing, not
subject to critical hits.
INAPERT
This primordial sludge is the basic building block
of life. The ancient gods used this stuff to create
the many life forms that exist in the world. The
inapert resembles a pool of gray viscous material
that has no odor. It is attracted to life forms and
will track a quarry for a long time. Inaperts seek to
regroup with evolved cells, by turning those cells
back into sludge.
The magic used to make life forms out of the
inaperts is the exclusive knowledge of gods.
A typical inapert is 18 feet across and 2 feet think.
COMBAT
An inapert is highly toxic to living creatures. Merely
touching an inapert can cause serious permanent
damage to organic tissue. These creatures will track
the nearest life form they can find, seeping upon it
at the first chance it gets.
Sanopi
Gargantuan Ooze
15d10+60 (142 hp)
-5 (Dex)
15 ft.
1 (-4 size,-5 Dex)
+11/+6/+1 melee
Slam 1d6
20 ft. by 40 ft./10 ft.
Acid
Ooze, sticky
Fort +2, Ref -1, Will -4
Str 20, Dex 1 , Con 14, Int -, Wis 1, Cha 1
Any
Solitary
7
None
Always neutral
16-30 HD (Colossal)
SANOPI
A sanopi seeps and flows through warm arid
countryside, turning the ground into a pit of viscous,
acidic tar.
Resembling a sizable tar pit of crude sludge, a sanopi
is black, fowl smelling, sticky, and deadly.
A typical sanopi is 60 feet wide and 5 feet deep.
COMBAT
A sanopi will use its taunt ability to goad an opponent
into rushing into melee and thus get stuck in the
process.
Taunt (Sp): Although sanopies are not intelligent
they do have an ability to influence the thoughts of
others. Sanopies use this abiltiy to tempt prey into
rushing into their midsts. Those whom a sanopi taunts
113
must make a Will save (DC 17). Those who fail are
compelled to assault the sanopi in melee if capable of
doing so. They will attempt to make melee attacks
rather than spell or missile attacks. This ability cannot
be used to incite subjects that are incapable of actually
engaging in melee with the sanopi. Subjects who are
restrained, on the far side of a barrier or otherwise
incapable of engaging in melee are immune to this
ability.
Sticky (Ex): Anything that touches or is touched
by the sanopi must make a Reflex check (DC 24) or
become stuck in the black sludge. Getting free of the
oozes clutches requires a Strength check (DC 22). If
the check is successful, the trapped creature has moved
5 feet closer to the edge of the ooze. The trapped
creature must check again to move another 5 feet.
Acid (Ex): Creatures stuck in the black sludge are
exposed to its digestive juices. These acids cause 1d6
points of damage per round to organic materials. The
acid does not harm inorganic materials.
Fire Vulnerability: The sanopi is also highly
flammable. It suffers double damage from fire. If a
sanopi catches fire, it cannot put itself out unless it is
on soft ground, where it can seep into the soil to douse
the flames.
PIASA
Huge Magical Beast
Hit Dice: 12d10+36 (108 hp)
Initiative: +2 (Dex)
Speed: 20 ft. fly 90 ft. (poor)
AC: 18 (-2 size, +2 Dex, +8 natural)
Attacks: Bite +16 melee, 2 claws +11 melee, tail
+11 melee
Damage: Bite 2d10 +6, claw 1d8+3, tail 2d4 +3
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Snatch
Special Qualities: Damage reduction 5/+1
Saves: Fort +10, Ref +10, Will +3
Abilities: Str 23, Dex 15, Con 16, Int 3, Wis 10,
Cha 10
Skills: Spot +10, Listen +10
Feats: Fly by Attack
Climate/Terrain: Warm and temperate forest, hills
and plains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually chaotic evil
Advancement 13-16 HD (Large); 17-20 HD (Huge)
The Piasa (pronounced PIE-a-saw) is a bird-like
creature with an appetite for humanoid flesh. It is part
bird, reptile, mammal, and fish. It is the color of war
and vengeance (red), death and despair (black), and
hope and triumph (green).
114
COMBAT
The piasa prefers to grab tasty creatures and carry
them back to its lair to devour at its leisure. It usually
hunts on a daily basis, terrorizing communities for
miles around its lair.
Snatch (Ex): A piasa that hits a creature of at least
size Tiny, but not larger than Large, with a claw attack
attempts to start a grapple as a free action without
provoking an attack of opportunity. If the piasa
achieves a hold, it can fly off with its prey and
automatically make a bite attack each round in lieu
of a claw attack. It can drop a snatched creature as a
free action or use a standard action to fling it aside.
A flung creature travels 60 feet and takes 6d6 points
of damage. If the piasa flings it while flying, the
creature suffers this amount of damage or falling
damage, whichever is greater.
SABER-TOOTH CAT
Large Animal
Hit Dice: 4d8+12 (32 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d6+7; bite 2d8+3
Face/Reach: 5 ft. by10 ft/5 ft.
Special Attacks: Pounce, Improved grab, rake
1d6+3
Special Qualities: Scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 24, Dex 14, Con 17, Int 2, Wis 12,
Cha 7
Skills: Balance +7, Hide +7*, Listen +4, Move
Silently +8, Spot +5
Climate/Terrain: Warm and temperate forest, hills
and marsh
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: always neutral
Advancement: 5-10 HD (Large), 11-15 HD (Huge)
Saber-tooth cats live in caves. They have short limbs
for cats and are not exceptional runners. They are
quite strong however and experts at laying ambushes.
They are about the size of a tiger. Saber-toothed cats
can open their mouth 120 degrees, allowing them to
make use of their protruding canine teeth.
COMBAT
Improved Grab (Ex): If a saber-tooth cat leaps
upon a foe during the first round of combat, it can
make a full attack even if it has already taken a full
move action.
Pounce: If a saber-tooth cat leaps upon a foe
during the first round of combat, it can make a full
round attack even if it has already taken a move
action.
Rake: A saber-tooth cat that gets a hold can make
two rake attacks (+7 melee) with its hind legs for
1d8+3 damage each. If a saber-tooth cat pounces
on an opponent it can also rake.
Skills: The saber-tooth cat receives a +4 racial
bonus to Balance, Hide, and Move Silently checks.
* In areas of tall grass or heavy undergrowth this
bonus increases to +11.
STAG MOOSE
Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 13 (-1 size, +2 Dex, +2 natural)
Attacks: slam +5
Damage: Slam 1d6+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Trample
Special Qualities: Scent
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 17, Dex 14, Con 16, Int 2, Wis 10,
Cha 5
Skills: Spot +6, Listen +6
Climate/Terrain: Cold and temperate marsh and
forest
Organization: Solitary, pair or family (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
This awkward looking deer is lager than a moose
and prefers to live in cold wet regions.
COMBAT
The stag moose usually flees from danger. When
cornered it slams with its antlers and kicks with its
front hooves.
Trample: A stag moose can trample opponents size
Small or less for automatic slam damage.
Opponents who do not make an attack of
opportunity against the stag moose can attempt a
Reflex save (DC 15) to half the damage.
THUNDERBIRD
Colossal Outsider (Good)
Hit Dice: 20d8+160 (250 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft, fly 200 ft (clumsy)
AC: 23 (-8 size, +1 Dex, +20 natural)
Attacks: 2 claws +27 melee, bite +25 melee
Damage: 2 claws 2d6+10, bite 2d8+5
Face/Reach: 40 ft by 40 ft/25 ft
Special Attacks: Thunderclap, Lightning glance,
snatch
Special Qualities: Damage reduction 30/+3, SR 26,
plane shift, darkvision 120 ft
Saves: Fort +20, Ref +13, Will +17
Abilities: Str 41, Dex 13, Con 26, Int 14, Wis 24, Cha
22
Skills: Bluff +24, Intimidate +24, Intuit Direction +25,
Knowledge (nature) +20, Knowledge (planes) +20,
Listen +25, Move Silently +19, Search +20, Sense
Motive +25, Spot +25
Feats: Alertness, Flyby Attack, Improved Initiative,
Multiattack
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: Standard
Alignment: Always chaotic good
Advancement: 21-35 HD (Gargantuan); 36-60 HD
(Colossal)
The thunderbird is an enormous outsider who embodies
the spirit of thunder. It appears as a huge eagle with a
wingspan of 150 feet. The body length is usually over 90
feet. The feathers of a thunderbird are as big as a canoe
paddle. Its eyes glow fiery red and spray lightning with a
glance.
The thunderbird usually feeds on whales and other large
creatures. It has been known to answer the call of powerful
shamans in times of the greatest need.
COMBAT
The thunderbird almost always opens combat with thunder
and lightning. It will follow up with its bite and claw
attacks. If opponents seem too tough, it wont hesitate to
summon allys.
Spell-like Abilities: At willcontrol weather,
darkness, detect magic, detect good, fog cloud, gust of
wind, shout, and summon natures ally IV; 3/daycall
lightning, dispel magic, etherealness, sleet storm; 1/day
whirlwind These abilities are as the spells cast by a 20thlevel sorcerer (DC 16 + spell level).
Thunder Clap (Su): All creatures with less than 20
HD and within 360 feet must succeed at a Will save (DC
26) or become panicked for 2d4 rounds. This is a sonic
mind-affecting fear effect. Whether or not the save is
115
COMBAT
successful, an affected creature is immune to the
thunder clap for one day.
Lightning Glance (Sp): Once every 4 rounds the
thunderbird can shoot a line of lightning from its eyes.
This spell-like ability is similar to the 3rd level spell
lighting bolt in all regards except as noted here. It has
a range of 450 feet, causes 20d6 points of damage and
has a Reflex DC 21.
Snatch (Ex): If th thunderbird hits a creature of at
least Medium-size, but not larger than Gargantuan,
with a claw attack it attempts to start a grapple as a
free action without provoking an attack of opportunity.
If the thunderbird achieves a hold, it can fly off with
its prey and automatically make a bite attack each
round in lieu of a claw attack. The thunderbird can
drop a creature it has snatched as a free action or use
a standard action to fling it aside.
A flung creature travels 120 feet and takes 12d6
points of damage. If the thunderbird flings it while
flying, the creature suffers this amount or falling
damage, whichever is greater.
Plane Shift (Su): The thunderbird can enter the
Material Plane or Spirit World at will. This ability
affects the thunderbird and up to one other creature of
size Huge or less. It is otherwise similar to the spell of
the same name.
TIGER-WOLF
Small Animal
Hit Dice: 3d8+3 (18 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Bite +4
Damage: Bite 1d6 +1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Scent
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 11,
Cha 7
Skills: Hide +6*, Listen +4, Spot +4, Wilderness
Lore +1, Move Silently +3
Feats: Weapon Finesse (bite)
Climate/Terrain: Warm and temperate forest and
plains
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small); 7-9 HD (Large)
The tiger-wolf is about the size and shape of a
greyhound dog and is actually a marsupial that has no
relation to tigers or wolves. It has tiger-like stripes
along its hindquarters and a remarkably long snout.
116
WENDIGO
Large Outsider
Hit Dice: 20d8+120 (220)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 28 (-1 size, +11 natural, +8 Dex)
Attacks: 2 claws +27 melee, bite +22 melee
Damage: Claw 1d8+8, bite 1d6 +4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Stalking fear
Special Qualities: SR 29, unfailing endurance,
damage reduction 20/+3, unseen presence,
shapechange, plane shift, detect evil
Saves: Fort +18, Ref +20, Will +17
Abilities: Str 26, Dex 26, Con 23, Int 17, Wis 20,
Cha 24
Skills: Balance +18, Bluff +17, Climb +15, Hide
+34, Intimidate +15, Intuit direction +10, Listen
+27, Move Silently +32, Search +13, Sense
Motive +25, Spot +27, Swim +10, Tumble +15,
Wilderness Lore +30
Feats: Combat Reflexes, Skill Focus (Hide),
Improved Initiative, Track, Power Attack
Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 21
Treasure: Standard
Alignment: Always chaotic good
Advancement: 21-30 HD (Large)
The wendigo has a strong dislike for evil doers. It
constantly prowls the wilderness seeking evil beings
to devour. It also keeps an eye on sacred places such
as burial grounds. Although it generally reserves its
wrath for evil beings, it will attack anyone who
desecrates a spiritual holy place, regardless of their
alignment.
Good creatures generally have nothing to fear from
the wendigo as long as they do not disturb burial
grounds or other holy sites. Those who do see the
wendigo usually wish they hadnt. It appears as a tall
gaunt creature with pale skin. Its veins throbbing
with the beat of its pounding, savage heart. Some
have said it has a large star on its forehead.
COMBAT
When it finds an evil doer the wendigo sets upon
them first with its fear abilities. As the panic rises, it
begins chasing them, forcing them to run until they
YARA-MA-YHA-WHO
Small Monsterous Humanoid
Hit Dice: 9d8+27 (63 hp)
Initiative: +6 (+2 Dex, +4 Improved Inititive)
Speed: 20 ft.
AC: 22 (+1 size, +2 Dex, +9 natural)
Attacks: 4 touches +15/ +13/+13/+13 melee
Damage: Draining touch 1d6 and 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Swallows whole, blood drain,
improved grab
Special Qualities: Dimensional gullet
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 20, Dex 14, Con 16, Int 10, Wis 12, Cha
12
Skills: Hide +12, Listen +6, Move Silently +8, Spot
+14, Climb +11
Feats: Improved Initiative, Multiattack
Climate/Terrain: Warm and temperate forest
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Thses short blood sucking monsters live in the trees and
are able to swollow creatures larger than they are.
The yara-ma-yha-who is described as a small red man
about 4 feet tall with no teeth, an exceptionally large head
and mouth, and having octopus-like suction cups on the
tips of its fingers and toes.
COMBAT
A yara-ma-yha-who will drop down from a tree and drain
people of blood with its fingers and toes, leaving them
weak and helpless. It will then swallow them whole.
Blood Drain: Each time the yara-ma-yha-who makes
a touch attack the suckers on the ends of its fingers and
toes drain blood from the target. This attack causes 1d6
hit points of damage and 1d4 points of temporary Strength
damage to a living foe.
Swallow Whole (Su): A yara-ma-yha-who can open
its mouth impossibly wide, allowing it to swallow
creatures larger than itself. After weakening opponents
with its blood drain ability, a yara-ma-yha-who will
attempt to swallow opponents of Large or smaller size by
making a successful grapple check. Once inside, the
opponent is in an extra-dimensional space that is filled
with digestive juices. These juices cause 2d6 points of
automatic temporary Strength damage per round on
contact. Characters who have their Strength reduce to 0
become paralyzed but do not die. Characters cannot cut
their way out of the yara-ma-yha-who. Several hours after
being swallowed, the yara-ma-yha-who vomits up any
undigested remains of his meal.
Creatures who are swallowed and vomited back up
continue to be weakened until their Strength recovers (at
a rate of 1 point per day). Unfortunately, creatures that
have their Strength score reduced to 0 by a yara-ma-yhawho also suffer a permanent 2 Strength penalty. They
become slightly shorter and their skin becomes rosy. If
they are attacked by a yara-ma-yha-who again, and suffer
another Strength penalty, they also begin to look
remarkably like a yara-ma-yha-who. If attacked a third
time and reduced to 0 Strength, they finally become a
yara-ma-yha-who themselves.
117
YETI
Large Monstrous Humanoid
Hit Dice: 4d8+16 (34 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 Claws +7 melee; or fangs +7 melee
Damage: Claw 1d6+5; or fangs 1d4+5
Face/Reach: 5 ft. by 5 ft/10 ft.
Special Attacks: Fearful gaze, improved grab,
squeeze 2d8
Special Qualities: Cold subtype, scent
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 21, Dex 14, Con 19, Int 9, Wis 11,
Cha 7
Skills: Hide +1*, Listen +6, Move Silently +6, Spot
+3, Wilderness Lore +3
Feats: Alertness, Power Attack, Track
Climate/Terrain: Cold hills and mountains
Organization: Solitary or family (2-4 plus 50%
noncombatants)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
118
COMBAT
When angered, yetis will attempt to grapple and maul
opponents, taking advantage of their size, strength
and squeeze abilities. When hunting, yetis will often
bury themselves in the snow and wait to ambush their
prey.
Frightful Gaze (Ex): Anyone looking into a yetis
eyes must make a Will save (DC 15) or be paralyzed
with fear for 1d3 rounds.
Improved Grab (Ex): If a yeti hits with its claw
attack, it can attempt to get a hold and squeeze its
opponent.
Squeeze (Ex): A yetis fur absorbs heat, doing 2d8
points of cold damage on a successful grapple check.
Cold Subtype (Ex): Cold immunity; double
damage from fire except on a successful save.
Skills: *Yetis have a +12 racial bonus to Hide
checks in the snow.
APPENDIX I: ANIMALS
Animals
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrain:
Organization:
Challenge rating:
Treasure:
Alignment
Advancement
Antelope
Deer
Medium-sized Animal
Medium-size Animal
Electric eel
Medium-sized Animal
(Aquatic)
2d8+2 (11 hp)
+2 (Dex)
-1 (Dex)
40 ft.
12 (-1 size, +2 Dex, +1
natural)
Swim 30 ft.
Warm plains
Solitary, pair, or herd (330)
1
None
Always neutral
2-3 HD (Medium)
Gore +2 melee
Bite +2 melee
Gore 1d8+1
5 ft. by 10 ft./5 ft.
-Scent
Fort +5, Ref +5, Will +2
Str 13, Dex 15, Con 15,
Int 2, Wis 12, Cha 6
Hide +0*, Listen +8,
Move Silently +5, Spot +8
Bite 1d4
5 ft. by 5 ft./5 ft.
Electric shock
Blindsight
Fort +4, Ref +2, Will +1
Str 11, Dex 8, Con 13, Int
1, Wis 12, Cha 2
Alertness
Warm aquatic
Solitary or pair
1
None
Always neutral
3-5 HD (Large)
ANTELOPE
This wide variety of prairie dwellers usually gathers
in herds. They are among the fastest creatures alive
and sometimes grow twisted horns up to 5 feet long.
The statistics below represent the giant eland, which
can reach 6 feet at the shoulder and weigh more
than 1,500 pounds.
Skills: *Antelope have a +4 racial bonus to Hide
checks in tall grass and heavy undergrowth.
DEER
Deer range in size from less than a foot high to
more than 7 feet high at the shoulder. They all have
characteristically long legs and compact bodies. The
statistics presented here represent the european elk,
which can reach a shoulder height of 7 feet or more.
Deer usually loose their antlers each year then grow
them back a few months later.
Skills: *Deer have a +4 racial bonus to Hide
checks in woods and heavy undergrowth.
ELECTRIC EEL
Electric eels live in tropical rivers. As much as 80% of
the eels body is composed of electricity generating
organs. Most eels are about 1 foot long.
COMBAT
Electric Shock (Ex): An electric eel can discharge a
jolt of electricity with a 15' radius. Creatures within 5
feet take 3d6 points of electrical damage, those 5-10
feet away take 2d6 points, and those 10-15 feet away
take 1d6 points. An eel can make one shock attack every
4 hours.
Blindsight (Ex): Electric eels can detect objects and
creatures in the water within 30 feet. If this ability is
negated by the presence of a strong magnetic field or
electrical current, the eel suffers a -4 to Spot checks.
119
Animals
Hit Dice:
Initiative:
Speed:
Fox
Small Animal
1d8+1 (5 hp)
+2 (Dex)
40 ft.
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Bite +4 melee
Bite 1d3-1
5 ft. by 5 ft./5 ft.
-Scent
Fort +3, Ref +4, Will +1
Str 6, Dex 17, Con 13, Int 2,
Wis 12, Cha 6
Abilities:
Skills
Feats
Climate/Terrain:
Organization
Challenge
Rating:
Treasure:
Alignment:
Advancement:
Hippopotamus
Large Animal
10d8+50 (90 hp)
+0
30 ft.
15 (-1 size, -1 Dex, +6
natural)
Bite +16 melee
Bite 4d4 +15
5 ft. by 5 ft./10 ft.
--Fort +7, Ref +2, Will +4
Str 30, Dex 9, Con 20, Int 2,
Wis 12, Cha 2
-Warm plains
Solitary, pair or herd()
1/2
None
Always neutral
2 HD (Tiny)
None
Always neutral
11-20 HD (Huge)
None
Always neutral
3-4 HD (Medium-size)
Spot+6, Listen +6
120
FOX
HIPPOPOTAMUS
Hyena
Medium-Sized Animal
2d8+4 (13 hp)
+2 (Dex)
40 ft.
KANGAROO
MOUSE
These tiny rodents scurry along baseboards and
through open fields.
Skills: Mice have a +4 racial bonus to Hide and
Move Silently checks and a +8 racial bonus to
Balance checks. They use their Dexterity modifier
for Climb checks.
PIRANHA
These terrible freshwater fish prefer warm climates
and are actually quite safe as long as they do not
detect blood in the water.
SHEEP/GOAT
These agile quadrapeds prefer temperate and cold
climates.
Charge (Ex): A ram or goat typically makes charge
attacks at its opponent. In addition to the normal
benefits and hazards of a charge, this allows it to make
a single butt attack that deals 3d6 points of damage.
Skills: Sheep and goats have a +4 racial bonus to
Balance checks.
STINGRAY
These bottom dwelling fish have huge pectoral fins
and whip-like tails that are poisonous.
Poison (Ex): Sting, Fortitude save (DC 12); initial
and secondary damage 1d4 Dexterity.
Camouflage (Ex): A stingray resting on the
bottom has a +4 to Hide checks.
COMBAT
Bloodlust (Ex): A piranha that smells blood in the
water goes into a feeding frenzy, attacking the nearest
bleeding creature twice per round (with the same
attack bonus for both attacks). A piranha cannot
end its bloodlust voluntarily; it will continue until it
is killed or has eaten its fill.
Animals
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills
Feats
Climate/Terrain:
Organization
Challenge
Rating:
Treasure:
Alignment:
Advancement:
WALRUS
Walruses have huge ivory tusks (up to 3 feet long).
They can grow up to 11 feet long and weigh as much
as 3600 pounds. Walruses are very communal,
gathering together in huge herds. They are also very
protective of each other. If one is in danger, the whole
herd will come to their rescue.
Kangaroo
Mouse
Piranha
Diminutive Animal
(Aquatic)
d8 (2 hp)
+1 (Dex)
Swim 30 ft.
16 (+4 size, +2 Dex)
Bite +6 melee
Bite 1d2-5
1ft./1 ft/0 ft.
Frenzy
Scent
Fort +2, Ref +4, Will +1
Str 1, Dex 15, Con 11, Int 1,
Wis 12, Cha 2
Medium-Size Animal
Fine Animal
2d8+4 (13)
+3 (Dex)
60 ft.
14 (+3 Dex, +1 natural)
Kick +6, punch 4 melee
Kick 1d10 +5, punch 1d3
5 ft. by 5 ft./5 ft.
-Scent
Fort +2, Ref +4, Will +1
Str 11, Dex 16, Con 15,
Int 2, Wis 10, Cha 7
Balance +9, Climb +4,
Listen +5, Jump +12,
Spot +4
-Warm and temperate
forest, plains and hills
Solitary, pair, group (2-9)
or pack (10-30)
d8 (1 hp)
+2 (Dex)
10', climb 10 ft.
20 (+8 size, +2 Dex)
Bite +8 melee
Bite 1d2-5
ft./1/2 ft/0 ft.
-Scent
Fort +2, Ref +4, Will +1
Str 1, Dex 15, Con 10, Int
2, Wis 12, Cha 2
Balance +10, Climb +12,
Hide +24, Listen +6, Move
Silently +10, Spot +2
--
Warm aquatic
School (5-50)
--
None
Alwayss neutral
3-6 HD (Medium-Size)
None
Always neutral
--
None
Always neutral
--
121
Animals
Sheep or Goat
Medium-sized Animal
Walrus
Medium-Sized Animal
(Aquatic)
3d8+6 (20 hp)
-1 (Dex)
10 ft., swim 60 ft.
12 (-1 Dex, +3 natural)
Sting +3 melee
Bite +4 melee
Organization:
Challenge Rating:
Treasure:
Alignment:
1
None
Always neutral
Advancement:
--
1
None
Always neutral
2-5 HD (Medium), 6-10
HD (Large)
Bite 1d6+2
5 ft. by 5 ft./5 ft.
--Fort +5, Ref +2, Will +1
Str 15, Dex 8, Con 15, Int
2, Wis 12, Cha 6
Listen +6, Spot +6, Swim
+10
-Temperate and cold
aquatic
Solitary, pair, or herd (1080)
2
None
Always neutral
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrian:
122
Stingray
Medium-sized Animal
(Aquatic)
1d8+1 (5 hp)
+2 (Dex)
Swim 30b ft.
13 (+2 Dex, +1 natural)
4-6 HD (Large)
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
123