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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

WHAT I THINK OF YOU

Thank you for purchasing the Primal Codex from


Netherland Games. This book contains a wide variety
of adaptable d20 enhancements designed around a
primitive theme. Much of this material was developed
from research on ancient Africa, Australia, Polynesia
and America. Many of these enhancements are based
heavily on real world facts or folklore. The rest is
inspired by biology, anthropology and assorted other
sources.
This book is designed to be as easily adaptable to
other campaign settings as possible. For example, in
Chapter 1 there is a vagueness associated with the
races religions, lands, relations, and languages. This
is intended to facilitate adaptability. Players are
encouraged to flesh out what they need and change
what they dont like.
Throughout this book there has also been a number
of efforts made to maximize the use of space by
omitting any non-essential material. The reader might
notice, for example, that the races are missing a
number of standard entries such as Names and
Adventures. Such information has been omitted and
the space has been used to discuss more interesting
rules elsewhere.

Astute readers will notice that this book deviates from


standard terminology when referring to characters.
Although it is common practice and format in the
d20 industry to write such things as you gain a +1
enchantment bonus and you vomit up your organs,
I cannot stand this incorrect and inaccurate use of
the word you. It is the character who gains
enchantment bonuses and endures unspeakable
horrors. Therefore, I have substituted the phrase the
character in place of the commonly used you in
d20 material. I hope this doesnt offend you, dear
reader.

WHAT THIS BOOK IS


This book is a collection of supplemental rules for the
d20 role-playing system. These rules are intended for
use with all d20 settings, futuristic, modern, historic,
and fantastic. They can be used in moderation to add
a slightly more primitive flavor to a campaign, or they
can be used more entirely, creating an exclusively
primitive culture.
Perhaps in a futuristic setting, there is a planet of
primitives where these rules apply. In modern settings,
perhaps there is a lost island, or remote regions of the
world still unexplored. In historical settings, these rules
could be much more prevalent, perhaps dominating
most of the world aside from one or two more advanced
societies. And of course, these rules could be used
exclusively (with some other selected material) as the
limit of advanced cultures.

WHAT THIS BOOK IS NOT


This book is not a campaign setting. The material
contained here is a collection of optional rules, brought
together because they share a common theme. There
is no information regarding specific places or
particular religions or people, since this material is
intended to be adaptable to any other campaign setting
in the d20 multiverse.

WHO ARE THOSE PEOPLE?


Several places in this book required the use of subject
descriptors that could potentially get out of hand. For
the sake of brevity and conciseness the words person
and people have been used in a number of instances
where the more accurate phrase would have been too
lengthy. Readers should see all such descriptors in
the broadest sense.
Readers might also notice that I have used the word
their as a solution to the his or hers conundrum.
Although not grammatically correct, it does make
comprehension (and drafting) somewhat easier.

OPEN GAME CONTENT


All content of this book that is wholly derived from
the System Reference Document is hereby declared
open game content, as defined in the d20 System
License version 1.0. The artwork, introductions, book
title and concept, publishers name (Netherland
Games Inc.), the Netherland Games logo and all
other content are Product Identity and protected
under the copyright laws of the United States of
America, (c) 2002. Any reproduction or unauthorized
use of this material is prohibited without the express
written permission of Netherland Games Inc.
The d20 System, the d20 System Logo, and the Open
Gaming License are owned by Wizards of the Coast
and are used here with permission under the d20
System license. A copy of the license can be found at
www.wizards.com/d20.

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.

ABORIGINE RACIAL TRAITS

Variable size: Most aborigines are Medium-size,


gaining no special benefits or penalties. Some
aborigines are size Small, gaining a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a
+4 size bonus on Hide checks, but they must use
smaller weapons than Medium-size creatures, and
their lifting and carrying limits are three-quarters of
those of Medium-size characters. Other aborigines
are size Large, gaining a 1 size penalty to Armor
Class, a 1 size penalty on attack rolls, and a 4 size
penalty on Hide checks. However, they can use large
weapons in one hand and their lifting and carrying
limits are increased by x2 of those of Medium-size
creatures.
Regardless of size, aborigine base speed is 30 feet.
Feral tendencies: +1 bonus to Spot and Listen checks.
Aborigines possess more keen senses than other
humans do. This ability stacks with the feat Alertness.
Wilderness Lore: +2 bonus when in their native
climate.

Tribal Weapon: all aborigine tribes have a weapon


that is so common everyone in the tribe is skilled
with it. This weapon must either be a short bow,
boomerang, bola, disarming club, great club,
spear, javelin, great spear or net. Regardless of
class, all members of the tribe are proficient with
the weapon.
Endure Climate: Due to the aborigines lifestyle
they are more capable of dealing with seasonal
changes and occasional harsh weather.
Aborigines from arctic and sub-arctic climates
always feel as though the temperature is 20
degrees warmer than it actually is. Aborigines
from tropical and subtropical climates experience
the same sensation in reverse, all temperatures
being considered 20 degrees cooler. Aborigines
from temperate climates gain a 10-degree
favorable bonus from both hot and cold
temperatures.
Automatic Languages: Common and aborigine.
Bonus languages: Any (other than secret
languages, such as Druidic).
Favored Class: Huntsman. A multiclass
aborigines huntsman class does not count when
determining XP penalties for multiclassing.

Enelil Lands: The enelils live deep in the forests.


They band together in extended families and fight
with others over resources frequently. Many adult
enelils also roam the forests alone, surviving singlehandedly in the wilds. All enelils claim a certain large
stretch of countryside as their own, the males territory
often overlapping that of several females.
Religion: Many enelils warship gods of chaos,
forest, nature, victory, hunting, sky and rivers. They
also worship ancestor spirits. A common theme in
enelil religion is the cycle of life.
Language: enelil language is a cacophony of
mewling hacking and hissing sounds that are difficult
for other races to mimic. Although, the runic symbols
used to write this language are typically easy for other
races to read.

ENELIL RACIAL TRAITS

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.

+2 Dexterity, -2 Wisdom, -2 Intelligence: Enelils


are quick but they are rather dim-witted and
impulsive.
Small: As small creatures, enelils gain a +1 size
bonus to Armor Class, a +1 size bonus on attack
rolls, and a +4 size bonus on Hide checks, but
they must use smaller weapons than Mediumsize creatures, and their lifting and carrying
limits are three-quarters of those of Medium-size
characters.
Enelil base speed is 20 feet.
Natural Attack: Enelil can strike with their anklespurs once per round as a secondary attack (-5
attack). This attack causes 1d4 points of damage
(plus half the enelils Strength bonus).
Musk: Once a day enelils can spray a noxious
smelling fluid up to 15 feet from their backsides.
This odorous smell creates a cloud of noxious
vapors 15 feet in diameter. Anyone in the area
or entering the area for 24 hours must make a
Fortitude check (DC 12) or be overcome with
vomiting for 1d4 rounds. Enelils are immune to
this smell.
Run feat: All enelil automatically gain this feat.
Low-light Vision: Enelil can see twice as far as
humans in starlight, moonlight, torch light, and
similar conditions of poor illumination. They
retain the ability to distinguish color and detail
under these circumstances.
+2 racial bonus to Move Silently. Enelils are
naturally light-footed and stealthy.
Automatic Languages: Common and Enelil.
Bonus Languages: Elven, Gnoll, Goblin, and
sylvan.
Favored Class: Barbarian. A multiclass enelils
barbarian class does not count when determining
XP penalties for multiclassing.

GRUNDENGAR GRUNDENGAR RACIAL TRAITS


Grundengars are a proud race of long-lived
warriors. Although they might seem clumsy and
crude, the grundengars are actually quite
resourceful and constructive. They are skilled
craftsmen of stone and wood, and sometimes
operate industrious plantations and cropland.
Personality: Grundengar tend to be sarcastic,
rude and straightforward. They have a reputation
for being forceful and aggressive when they are
faced with obstructions. They prefer others to
behave as they do, straightforward and honest. They
especially dislike those who lie and manipulate the
truth. Even saying pleasantries for the sake of
others feelings is contemptuous to grundengars.
Physical Description: The grundengars stand
about 8 feet tall and weigh over 500 pounds. They
have thick, leathery gray skin and large curved
horns. Grundengars have bulky upper bodies,
storing a dense amount of fat tissue in a hump on
their shoulders and another in their bulging gullets.
Relations: Grundengars dont get along very well
with any other race. Their personalities and
tendencies often put them at odds with other good
races and their alignment often puts them at odds
with evil races. Thus they often only get along with
themselves.
Alignment: Grundengars generally prefer order
and stability to chaos and discord. They are also
more likely to have good intentions than ill.
Grundengar Lands: Most grundengars live in
the open grasslands and travel in nomadic clans,
following the herds of migrating animals. Some
however, build villages and tend cropland.
Religion: Grundengars worship gods of strength,
justice and rain above others. They also hold gods
of the hunt in high regard.
Language: Grundengars speak a language of
loud grunts and flapping noises. There is no written
version of this language.

+2 Strength, -2 Wisdom, -2 Charisma: Grundengars


are physically strong but they can be somewhat
ignorant and crude.
Grundengar base speed is 30 ft.
Large size: As Large creatures, Grundengars gain a
1 size penalty to Armor Class, a 1 size penalty on
attack rolls, and a 4 size penalty on Hide checks,
but they can use large weapons in one hand, and their
lifting and carrying limits are increased by x2 of those
of Medium-size creatures.
Natural Armor: Grundengars thick skin grants them
a natural armor bonus of +1.
Special attack: Once every 4 rounds a grundengar
can cough up a ball of phlegm and bile, spitting it up
to 15 feet. This phlegm affects an area 5 feet in
diameter, causing any creature in the area or entering
the area in the next 10 minutes to make a Strength
check (DC 12) or be stuck in the mucus.
Fat Hump: When food is available grundengars
devour it in huge quantities and store it up in a dense
fatty mass on their shoulders (in addition to their
bulging gullets). This store of nutrients allows the
grundengars to survive for twice as long as normal
without food and water.
Natural Attack: Grundengars can make an attack with
their horns once per round as a secondary attack (-5
attack). This attack causes 1d4 points of damage (plus
half the grundengars Strength bonus).
+2 racial bonus to all Listen checks: Grundengars
have keen ears.
+2 racial bonus to weapon Craft checks: Grundengars
are skilled craftsmen of tools and weapons.
Favored Class: Fighter. A multiclass grundengars
fighter class does not count when determining XP
penalties for multiclassing.

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

wrapped in powerful sinews. Their heavy bones and


thick muscles give them an imposing physique and
crude facial characteristics. Neanderthals are often
hairy, clothed in skins and not very clean. They do not
walk with stooped shoulders, as many humans assume.
Relations:
Neanderthals get
along with almost
every race except
humans. Most
elves and dwarves
appreciate the
n e a n d e r t h a l s
general good will
and instinctive
attitudes. Gnomes
and
halflings
usually
avoid
close contact with
neanderthals, and
rightly
so.
Neanderthals tend
to harbor several
slightly misplaced superstitions about these little
people and they usually have no patience or
understanding for their impish shenanigans. In time
though, the little people and the neanderthals can
usually come to an understanding and get along.
With regard to humans, Neanderthals tend to feel a
combination of interest and fear. The interest stems
from a natural curiosity about their evolutionary
cousins. The fear is learned. Humans have a noticeable
distaste for neanderthals and would rather abuse,
enslave and kill them. Over the years neanderthals
have been pushed away from human society along with
orcs and more monstrous races and have learned that
they must defend themselves against humans.
Their substantial strength and health combined with
their general good nature makes them prize items in
the slave trade of human cities. Thus neanderthals
who are found in human societies are usually captured
or enslaved.
Alignment: Neanderthals have a definite sense of
right and wrong and often lean towards the good side
of behavior. They have little use or understanding of
laws and are most likely to be chaotic.
Neanderthal Lands: Neanderthals tend to live in
the unsettled wild lands beyond the edges of
civilization. These regions are not the most favorable
habitats and neanderthals often compete with orcs,
hobgoblins and others for resources. Their societies
are extremely simple, without even the rudiments of
civilization. Neanderthals live in caves and do not
construct homes. They are also likely to be nomadic,
traveling from one cave to another following the herds.

Religion: Neanderthals have a great deal of gods.


Each clan or tribe tends to have several unique gods
of its own. Furthermore, several of the more widely
known gods go by different names among different
tribes. These more common gods include Lorim or
Gorin (sometimes called Oskra) the sky god. Forsith
(also called Sorvine) the god of trees and sometimes
the giver of life.
Language: Neanderthals have difficulty with
language and usually speak only their own basic
tongue of grunts and gestures. Sometimes
neanderthals will learn to speak an orcish or human
language. There is no written version of the
neanderthal language.

NEANDERTHAL RACIAL TRAITS

+2 Strength, +2 Constitution, -2 Intelligence, -2


Wisdom, -2 Charisma. Neanderthals are tough
and resilient but they are also rather dumb and
crude.
Medium size: As Medium-size creatures,
neanderthals have no special bonus or penalty
due to their size.
Neanderthal base speed is 30 feet.
Thick bones: Neanderthals have thicker, heavier
bones than humans, causing them to weigh more
and making them more resistant to blunt damage.
This grants them damage reduction of 1/- from
blunt attacks only.
+2 racial bonus on Animal Empathy checks:
Neanderthals have powerful instincts themselves,
providing insight into the minds of animals.
Endurance feat: All neanderthals automatically
gain this feat.
Low-Light Vision: Neanderthals can see twice
as far as humans in starlight, moonlight, torch
light, and similar conditions of poor illumination.
They retain the ability to distinguish color and
detail under these circumstances.
Automatic Languages: Neanderthal. Bonus
Languages: Aborigine, Common, Orc, Goblin,
and Gnoll.
Favored Class: Barbarian. A multiclass
neanderthals barbarian class does not count
when determining XP penalties for
multiclassing.

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.

Physical Description: When standing fully erect,


phrohiems are nearly 7 feet tall. But when squatting
in their natural posture, they are barely 4 feet tall.
Phrohiem weigh roughly 240 pounds. The males and
females are almost indistinguishable. Their skin is light
gray in color and their hair is long, dark and often
worn in a braid. Phrohiem also have a spiked tail about
3 feet long that they use for both balance and fighting.
Relations: Phrohiems have mixed relations with
most other races. They get along best with dwarves
and gnomes, often trading with both. Unlike those two
races however, phrohiems do not have an innate dislike
for goblins and orcs.
Alignment: Phrohiem prefer chaos, even having
open disdain for laws. They have a fairly independent
culture are inclined to fatalistic philosophies.
Phrohiem Lands: Most phrohiems live among hills
and low mountains. Their small villages are usually
built near the rivers, which they fish heavily. They are
very territorial and usually dislike strangers in their
lands.
Religion: Phrohiems worship gods of rain and water
above others. They also warship gods of the heavens
and afterlife quite frequently.
Language: The phrohiem language consist of rapidly
repeated vowel sounds and clicking noises. It is easily
learned and spoken by other humanoids. The written
version of this language uses the Dwarven script

PHROHIEM RACIAL TRAITS

+2 Constitution, +2 Wisdom, -2 Intelligence, -2


Charisma: Phrohiems are healthy and keen, but
they learn somewhat slowly and they are often
considered crass.
Phrohiem base speed is 30 ft.
Natural Attack: Phroheim can strike with their
spiked tail once a round as a secondary attack (-5
attack). They may only use this attack on
opponents that are behind or beside them. This
attack causes 1d6 points of damage.
+2 Balance bonus
+4 racial bonus to their jump checks. A
phrohiems jumping distance is not limited by its
height.
Automatic Weapon: all phrohiem tribes have a
weapon that is so common everyone in the tribe
is skilled with it. This weapon must either be a
battlestaff, beak axe, boomerang, bola, disarming
club, saw club, fin club, hooked throwing knife,
or net. Regardless of class, all members of the
tribe are proficient with the weapon.
Automatic Language: Common and Phrohiem.
Bonus Languages: Aborigine, Orc, Goblin, and
Gnoll.
Favored Class: Barbarian. A multiclass
phrohiems barbarian class does not count when
determining XP penalties for multiclassing.

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.

GAME RULE INFORMATION


Brawlers have the following game statistics.
Abilities: Strength is the most important ability
for brawlers. Not only does Strength help brawlers
fight but it also helps their Armor Class and saving
throws. A healthy Constitution is also desirable for a
brawler, as is a quick Dexterity.
Alignment: Any.
Hit Dice: d10.

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.

BRAWLER Class Features


From the swaying decks of seafaring ships to the wild
frontiers there are those who thrive on bare-knuckled
melee. Brawlers sometimes work as bouncers or brute
laborers but more often they can be found working as
prizefighters, bodyguards or even circus acts. They
excel at unarmed combat, foregoing weapons in favor
of wrestling maneuvers. Although brawlers lack the
intense formal training of other unarmed warriors, they
make up for it with their sheer physical power.
Characteristics: Brawlers are bare-knuckled twofisted brutes who stomp on people for a living.
Although their combat bonuses are as good as fighters
and barbarians, they lack skill with many weapons
and armor. Instead, they fight with their fists,
somewhat like monks. But unlike monks, their abilities
stem from brute toughness and physical resilience, not
meditation and discipline. Therefore brawlers gain few
supernatural abilities.
Background: Although many brawlers come from
primitive or lawless regions, others hail from more
advanced cultures that emphasize wrestling as a form
of heritage and honorable combat. However, most
brawlers learn to fight on their own, out of necessity.
Their ability with simple and improvised weapons
usually stems from their lack of formal combat
training. To compensate for this lack, they have learned
to fight without weapons, emphasizing wrestling
tactics of leverage, momentum and brute strength.
Races: Since successful brawling requires great size
and strength, most brawlers are of the bigger races
such as aborigines, humans, half-orcs, grundengars,
and others.

Weapons and Armor Proficiency: The brawler is


proficient in the use of all simple weapons and light
armor. Brawlers are not proficient with shields.
Brawlers also gain a unique weapon proficiency
known as improvised weapons.
Natural Armor (Ex): The brawlers immense
strength and physical fortitude grants resilience to
damage. Brawlers add their Strength bonus to their
AC in addition to their Dexterity and their AC
continues to improve as they gain levels (See brawler
table below). This bonus is a result of the brawlers
hardened body and resilience and therefore is not
negated by being stunned, surprised, prone and so
on.
Improvised Weapons (Ex): The brawler is skilled
in fighting with whatever he can get his hands on.
This includes furniture, tools, trinkets, sticks, stones,
and so on. Brawlers have even been known to use
smaller creatures as weapons. Damage from
improvised weapons is generally 1d4 points from
Small weapons (meat cleavers, belaying pins etc.).
Medium-size objects (chairs, pitch forks, humans etc.)
inflict 1d6 points of damage and Large objects (tables,
benches, wagon wheels etc.) typically inflict 1d8
points of damage. Improvised weapons with
protrusions or odd shape (such as chairs) grant a +2
circumstance bonus to all Disarm attempts. Note that
small, light improvised weapons can also be thrown
and are therefore potential missile weapons.
Unarmed Strike: Brawlers are highly skilled in
unarmed combat, gaining several advantages when
grappling. Brawlers gain the benefits of the Improved
Unarmed Strike feat and thus do not provoke attacks
of opportunity from armed opponents they attack.

Brawlers can also inflict real damage with a grapple


without taking the -4 penalty as other characters
must. However, brawlers can choose to deal subdual
damage while grappling instead. Brawlers of
unusual size inflict more or less damage, according
to Table 2-2: Brawler Damage by Size.
Bonus Feats: At 2nd level and every 4th level
thereafter, brawlers gain a bonus feat. These bonus
feats must be drawn from the following list: Brute
Fighting*, Bear Hug*, Deflect Arrows, Stunning
Fist, Improved Throw*, Submission Hold*,
Momentum Throw*, One-Man Gang*, Dodge,
Combat Dodge*, Combat Reflexes, Death Grip*,
Break Limb*, and Speed Wrestling* (feats marked
with an asterisk can be found in Chapter 4).

Fortitude Bonus: The brawlers intense resilience also


results in an improved Fortitude bonus. The brawler adds
his Strength bonus to his Fortitude checks as well as his
Constitution bonus.
Damage Reduction: at 9th level the brawler begins
subtracting 1 from every die of damage he is dealt. At
13th level this increases to 2 points. At 17th it becomes 3
points and so on.
Expert Grappling: At 1st level, 5th level and every
four levels thereafter, brawlers gain an additional +1 bonus
to their opposed grapple checks.
Brute Force: As the brawler advances in level the sheer
might of his attacks begins to counter damage reduction.
At 7th level, the brawlers unarmed attacks affect damage
reduction as if they were made with +1 weapons. At 12th
level this increases to +2 and at 16 level it increase to +3.

TABLE 2-1: THE BRAWLER


Level
1

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

2-2: BRAWLER DAMAGE BY SIZE


Level
1-3
4-7
8-11
12-15
16-20

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

deadly traps. They can even be found in the arctic,


spearing seals on the windswept wastes.
Characteristics: The huntsman is a skilled warrior and
a knowledgeable outdoorsman. He is an expert tracker
and a superb trap maker. Huntsmen are very
knowledgeable about the dangers that prowl their hunting
grounds and they study the secrets of all such creatures.

Alignment: Most huntsmen are of a good alignment,


living in harmony with the environment, taking only
what they need and protecting it from evil creatures.
Other huntsmen however, are evil and use their abilities
to exploit and destroy the environment for their own
personal gain.
Background: Huntsmen usually learn their skills
from a mentor starting early in life. Many of their
abilities are derived from their lifestyle and unique
experiences and cannot be taught in the formal sense.
Races: Elves and humans are most commonly
huntsmen but nearly any race could become one. Those
races that favor the wilderness are the most likely
candidates.

GAME RULE INFORMATION


Huntsmen have the following game statistics.
Abilities: Many ability scores are important to the
huntsman including Strength, Dexterity, Intelligence
and Constitution. Huntsmen often get into combat and
must be able to defend themselves; they also have a
wide assortment of skills.
Alignment: Any.
Hit Dice: d10

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

Animal, Hide, Intuit Direction, Knowledge


(monsters), Knowledge (nature), Listen, Move
Silently, Profession (herbalist), Spot, and Wilderness
Lore checks.
At 4th level and every 4 levels thereafter the
huntsmans chosen terrain bonuses either improves
by +1 or he may choose another terrain type at +1.
Find the Path: The huntsman may attempt to use
his Wilderness Lore skill to improve his speed in
trackless terrain by finding the best path through. If
walking, this requires a DC 20 check once per day. If
the huntsman is hustling, the check must be made
once per hour. If the huntsman is alone he can traverse
the terrain as if on a highway. If he is guiding a
party of others, he can lead them as if on a road/
trail. This is an exceptional ability.
Weapon Expert: Huntsmen are experts with a
chosen hunting weapon. This weapon must be
selected at 1st level and cannot be changed thereafter.
The weapon must be a (n) atlatl, spear (any type),
bow (any type), javelin, or net. Upon reaching 2nd
level the huntsman gains a +1 competency bonus to
attack when using this weapon. At 7th level this bonus
increases to +2. At 11th level it becomes +3 and at
16th level the total attack bonus with this weapon
increases to +4.
Beast Bonus: The Huntsman can make a
Knowledge (monsters) check to determine special
combat weaknesses of various creatures he
encounters. If the check is successful, he gains a +2
circumstance bonus to his attack, damage and saving
throws made against the creature (see the Knowledge
[monsters] skill in Chapter 4).
Note that Constructs, Undead, and Outsiders are
beyond the ken of huntsmen and are immune to this
ability.

11

TABLE 2-3: THE HUNTSMAN


Level

Base Attack Bonus

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)

encounter such as a revelation, or perhaps a journey to


the Spirit World.
Races: Almost every Humanoid, Monstrous Humanoid
and Giant civilization has some sort of shaman.

GAME RULE INFORMATION


Shamans have the following game statistics.
Abilities: Wisdom and Constitution are the most
important abilities for shamans. Wisdom is important for
their spell casting and a good Constitution is desirable
since several of their abilities are related to taking damage.
Charisma is also important for the shaman, who
specializes in summoning and expelling spirits.
Alignment: Any.
Hit Dice: d8

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.

Spells: A shaman casts arcane spells according to


Table 2-8 The Shaman. A shaman may prepare and
cast spells from the shaman spell list (see Chapter 11
Spells) provided he can cast spells of that level.
Shamans prepare and cast spells in the same way a
cleric does (though he cannot lose prepared spells to
cast cure spells in their place). To prepare or cast a
spell a shaman must have a Wisdom score of at least
10 + the spells level. The Difficulty Class for a saving
throw against a shamans spell is 10 + the spells level
+ the shamans Wisdom modifier. Bonus spells for
shamans are based on Wisdom.
Enhanced Spell Casting: The shaman may enhance
the effect of his magic by ritually inflicting damage
and suffering upon himself while spell casting.
Consult table 2-7 Shaman Spell Empowerment below
for details on this ability. Each column (except the
last) indicates a different accumulation method from
amassing potency points. The methods may be mixed
and matched however the shaman sees fit at the time
of casting. Add the shamans charisma score to his
potency total.
Manifest Spirit: Once per day at 4th level, the
shaman gains the ability to call one of his guardian
spirits to the Material Plane. This is accomplished by
performing a noisome ritual. The ritual takes one hour
to perform and requires 100 gp of material
components. Characters may also attempt to find the
components in the wild with Knowledge (nature) check
(DC 26).
Once the ritual is completed the manifested spirit
appears on the Material Plane as a ghostly, silent figure,
constantly hovering near the shaman (except nature
spirits, which appear on the Material Plane in their
normal form). The spirit remains within 30 feet of the
shaman for the duration and fights to protect him from
as many dangers as it can. The manifestation lasts for
1 hour per level of the shaman, after which time the
spirit returns to the Spirit World.
Rebuke Spirit: Shamans have supernatural ability
to influence and command spirits. This ability is
similar to the cleric ability to rebuke undead in many
respects. However, the only undead shaman may
rebuke are ghosts and spectres. Additionally, shamans
may also rebuke Elemental, Fey, and Plant creatures.
Regardless of the shamans alignment, he always
rebukes or commands spirits. Shamans may use this
ability a number of times per day equal to three plus
their Charisma modifier.
Spirit Bond (Su): At 13th level, the shaman gains
the ability to accept one of his guardian spirits into
his body, temporarily bonding with it and gaining
several bonuses when doing so.
After accepting a spirit, the shaman essentially
becomes a multiclass character. He gains additional
hit points equal to the guardian spirits maximum total.
The shaman also gains the spirits base attack and

saving throw bonuses (added to his own).


Furthermore, the shaman gains all the spirits special
attacks. He also gains the ability to communicate
directly with the spirit world.
This bonded state requires one round to establish
and continues for a number of rounds equal to the
shamans level. After that time, the spirit exits the
shamans body and leaves him fatigued (-2 Strength,
-2 Dexterity, cant run or charge).
Spiritual Journey: At 9th level, the shaman gains
the ability to travel to the Spirit World. This ability
is quite similar to the spell ethereal jaunt except that
the shaman visits the Spirit World rather than the
Ethereal Plane. The journey lasts for 1 round per level
of the shaman. At the end of this time, the shaman
and anyone who went with him return to the Material
Plane.
Guardian Spirit: At 2nd level, shamans begin to
acquire a retinue of spiritual protectors. These
guardian spirits usually remain in the Spirit World
and merely watch over the shaman, imparting minor
bonuses. However, as the shaman advances in level
he gains the ability to bring these spirits into the
Material Plane to defend and aid him in a much more
real sense (see manifest and spirit bond).
Each spirit guardian provides the shaman with a
special bonus or modifier. The shaman must choose
which type of spirit he will summon upon casting
the noisome ritual, which summons the guardian
spirit. There are three types of spirits outlined on the
table below.

TABLE 2-4: GUARDIAN SPIRITS


Spirit Type
Ancestors
Animals
Nature

Example
By race, class and level
Any Animal or Beast
Any Fey, Plant, or Elemental

The summoned spirit has half as many hit dice as


the shaman who summoned it and never gains in hit
dice. If the spirit is ever destroyed (highly unlikely)
the shaman looses the special bonus associated with
that spirit. The summoned spirit should be
thematically related to the bonus it provides. For
example, an owl (animal spirit) might provide a
Wisdom bonus or a Move Silently bonus, but not a
Strength bonus. A treant (a nature spirit summoned
at 14th level or higher) might impart a bonus to Spot
or Strength but not a Move Silently bonus (see Table
2-4 Guardian Spirit Bonuses below for more
guidelines). Ancestor spirits might impart any type
of bonus, depending on that ancestors class and level.
Spirit bonuses, like any other type of bonus, do not
stack with themselves. A shaman who has a spirit
that grants him a +1 to all three of his saving throws
and another spirit that grants him a +3 to Fortitude
has a total spirit bonus to his Fortitude of +3.

13

While in the Spirit World, the guardian spirit is


only visible to those who can see into the Spirit
World via spells or special abilities. It hovers
constantly near the shaman, protecting him from
evil spirits, imbuing him with power and warning
him of danger.

TABLE 2-5: GUARDIAN SPIRIT BONUSES


+1 Ability bonus (Str., Int., Wis. Etc.)*
SR 12 + spirits HD
Aura of courage (as paladin)
+1 to hit and damage
Rage 1/day (as barbarian)
+1 Dodge bonus
Blindsight 30 ft.
+1 to all saving throws
+1 feat**
+4 skill bonus***
Scent
+1 natural armor
Tremorsense 30 ft.
+1 to spell DC saving throws
+1 caster level
Energy resistance 2 Vs one type of energy****
Damage reduction 2
+3 to one saving throw
* This bonus may be taken multiple times. Each
time, the bonus must be applied to a different ability.
** This bonus may be taken multiple times. Each
time, the shaman gains a new feat.
*** This bonus may be taken multiple times. Each
time it must be applied to a different skill.
**** This bonus may be taken multiple times. Each
time it must be applied to a different type of energy.

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

Special Attacks: The spirit retains all the special


attacks of the base creature, although those relying on
physical contact do not affect nonethereal creatures. The
spirit has one special attack for every 3 levels of the
shaman at the time of initial summoning. All spirits have
at least one special attack. These abilities do not increase
as the shaman advances in level. These abilities may be
selected from the list of ghost attacks (212 MM) and from
the additional options presented below.
Note: MHD indicates the spirits Minimum Hit Dice
required to have the ability in question.
Malaise (Su): The spirit can merge its body with a
creature on the Material Plane. Doing so causes the subject
to feel the affects of malaise (-1 to all saving throws). If
the attack succeeds, the spirits body vanishes into the
opponents body. The target can resist the attack with a
successful will save (DC 15 + the spirits Charisma
modifier). A creature that successfully saves is immune
to that spirits malaise for one day. (MHD 1)
Chilling presence (Su): The area within a 60-foot radius
of the spirit is constantly 40 degrees colder than the normal
temperature. (MHD 1)
Calming appearance (Su): The sight of the spirit has a
calming affect on creatures. The ethereal beauty of the
spirit causes viewers within 60 feet to make a Will save
(DC 10 + the spirits HD + the spirits Charisma
modifier) or become docile and calm (as calm animals
PHB except it is not limited to animals). This affect is
broken if the subject or the spirit is attacked. (MHD 2)
Awful appearance (Su): The sight of the spirit is so
awful that it causes any opponent who fails a Will save
(DC 10 + the spirits HD + the spirits Charisma
modifier) to become shaken (2 attack, damage and saving
throw). Whether or not a creature successfully saves, it is
immune to that spirits appearance for one day. (MHD
2).
Frightful gaze (Su): The spirits glances can affect
opponents with fear, causing them to be frightened for
2d4 rounds, range 30 feet; Will negates (DC 10 + the
spirits HD + the spirits Charisma modifier). (MHD 5)
Tainted Touch (Su): A spirit with this touch attack can
inflict 1d6 points of damage with a successful incorporeal
attack. Against ethereal opponents it adds its Strength
modifier to attack and damage rolls. Against material
opponents, it adds its Dexterity modifier to attack rolls
only. (MHD 3)
Stunning Gaze (Su): The spirits glances can cause
opponents to be stunned for 1d4 rounds, range 30 feet;
Will negates (DC 10 + the spirits HD + the spirits
Charisma modifier). (MHD 4)
Angelic appearance (Su): The stunning beauty of the
spirit causes anyone viewing it within 60 feet to make a
Will save (DC 10 + the spirits HD + the spirits
Charisma modifier) or become charmed by the spirit. This
ability can even affect creatures that are in combat.
Weather or not a creature successfully saves, it is immune
to that spirits appearance for one day. (MHD 4)

Weakness (Su): As malaise, except the subject feels


weak (-4 Strength) instead of malaise. (MHD 4)
Clumsiness: As malaise except the subject become
clumsy (-4 dexterity) instead of malaise. (MHD 4).
Other Attacks (Su): The attacks listed in the ghost
template have also have minimum hit die
requirements, according to the table below.

Terrible Appearance (Su): The spirits visage is so


revolting it forces opponents to make a Will save (DC
10 + the spirits HD + the spirits Charisma
modifier) or flee in panic for 1d4 rounds. Weather or
not a creature successfully saves, it is immune to that
spirits appearance for one day. (MHD 3)
Icy Presence (Su): The area within 60 feet of the
spirit is 80 degrees colder than the normal temperature.
Furthermore, a thin layer of icy frost appears on all
surfaces within range. (MHD 4)
Tiredness (Su): As malaise, except the subject feels
tired (-2 Dexterity1 on attack rolls) instead of malaise.
(MHD 1)
Drowsy (Su): As malaise, except the subject feels
drowsy (Concentration checks [DC 10] are required
to perform even rudimentary tasks. Spell casters must
make a concentration check [DC 12+ spell level] to
cast a spell. Drowsy characters cannot memorize spells
and suffer 2 on all skill checks related to Intelligence,
Wisdom and Charisma.) instead of malaise. (MHD 1)
Depression (Su): As malaise, except the subject feels
depressed (gain no experience points, self-mutilation,
potential suicide [see Chapter 12]) instead of malaise.
(MHD 6)

TABLE 2-6: GHOST ABILITIES


MHD
ABILITY
Corrupting Touch
Frightful Moan
Horrific Appearance
Corrupting Gaze
Malevolence
Telekinesis

1
2
8
6
1
4

TABLE 2-7: SHAMAN SPELL EMPOWERMENT


Ritual Damage

Casting Time Increased to:

Starvation

Dancers

Ability Damage

5%

Full round action


1 minute
10 minutes
30 minutes
1 hour
2 hours
4 hours
8 hours
12 hours
24 hours
36 hours
2 days
3 days
4 days
5 days
1 week

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%

Ritual Damage: this is the damage done to the


shaman by himself or an assistant during the ritual.
The numbers indicate a percentile of the shamans total
maximum hit points lost. Ritual damage does not force
a Concentration check to cast the spell. Damage
received from opponents in combat is never considered
ritual damage and should be handled just as any other
attack against a spell casting character. Since hit points
represent the characters ability to minimize damage
and roll with the punches (128 PHB), shamans may

Potency
Points
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16

choose to take large amounts of ritual damage quickly.


A 20th level shaman does not need to stab himself
for 10 rounds to accumulate a mere 10 potency points.
He can choose to suffer a 50% loss of hp in one selfinflicted attack (or assistant inflicted attack).
Casting Time: This column indicates the bonus
potency points gained from prolonging the casting
time. While casting a prolonged spell, the shaman
may take no other action other than a 5-foot step.
Optionally, the shaman may occasionally slip into a

15

light trance and move at half speed for a short time,


allowing himself time to eat and prepare the next
phase of the ritual. He may not cast other spells,
rest or focus his attention elsewhere for the duration
of the casting.
Starvation: Starving oneself is a good way to get
closer to the Spirit World, and shamans use it
frequently. The starvation period is considered part
of the ritual. Therefore the shaman who starves
himself for one day also increases the casting time
to one day (for an extra 10 points).
Dancers: Shamans can gain potency points by
having others partake in a ritual dance. These
dancers need not be shamans themselves; they can
be any man woman or child. They may also dance
in shifts (highly advised for the longer casting
times). The number indicates the number of dancers
who are constantly active.
Ability Damage: Shamans also use poisons and
magic items to damage their ability scores, gaining
potency points for ability score damage at a one to
one trade. The only limit to the amount of points
that can be gained from this option is the characters
ability scores. Note that if the characters scores
fall to zero he becomes unconscious or perhaps even
dies (in the case of Constitution), this disrupts the
spell and causes it to fizzle.

TABLE 2-8: POTENCY POINT BONUSES


Potency
Points
5
10
15
20
25
30
35
40
50
75
100
125
150

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

Enlarge Spell: This ability simulates the effects


of the feat of the same name.
Extend Spell: This ability simulates the effects
of the feat of the same name.
Empower Spell: This ability simulates the effects
of the feat of the same name.
Penetrating Spell: This ability simulates the
effects of the feat of the same name.

16

Prolong Spell: this ability alters the duration


increment to the next largest increment. Rounds become
minutes, minutes become hours, hours becomes days,
days become weeks, weeks become months, months
become years, years become decades and decades become
centuries, rather than what is listed in the standard spell
description. For example, a prolonged bless spell will
last one hour per level of the caster.
Expanded Spell: An expanded spell has its area of
effect doubled. A spell whose area is determined by range
(such as bless or cone spells) has its range increased
proportionally.
Increase Caster Level: This ability increases the
effective caster level by the indicated amount. All level
related variables of the spell are as if the caster were of
a high level.
Increase DC: This ability adds the indicated bonus
to the spells saving throw DC. Spells without saving
throws cannot be enhanced with this ability.
Maximize Spell: This ability simulates the effects of
the feat of the same name.
Persistent Spell: this ability increases the duration
of the spell by two increments (rounds become hours
etc.) rather than what is listed in the standard spell
description. For example, a persistent bless spell will
last one day per level of the caster.
Devastating Spell: This ability increases all variable,
numeric effects to twice their normal maximum
potential. All devastating spells deal twice the normal
maximum damage, heals twice the normal maximum
number of hit points, affects twice the maximum number
of targets, etc., as appropriate. Saving throws and
opposed rolls are not affected. Spells without random
variables are not affected.
Continuous Spell: This ability increases the duration
by three increments (rounds become days etc.) rather
than what is listed in the standard spell description. A
prolonged bless spell will last 1 day per level of the
caster.
For example, Clouddancer the 5th level shaman could
cast bless as a caster 3 levels higher than he actually is
(requiring 40 potency points). If he wanted the spell to
persist for an even longer time, he decide to accrue more
potency points (another 50 points for persistent spell,
for example). This means he needs a total of 90 potency
points (40+50 = 90). He may choose any method or
combination of methods from Table 2-3: Shaman Spell
Empowerment to gain these points. The effects stack,
therefore the bless spell will last for 8 days.

TABLE 2-9: THE SHAMAN


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

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

Spells per Day*


3 4 5 6 7 8

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

(Wis), Heal (Wis), Knowledge (arcane) (Int),


Knowledge (monsters) (Int), Knowledge (nature)
(Int), Knowledge (planes) (Int), Profession (herbalist)
(Wis), Scry (Int), Search (Int), Sense Motive (Wis),
Spellcraft (Int) and Spot (Wis).
Skill Points at 1st level: (4+ Int modifier) x4
Skill Points at each additional level: 4 + Int
modifier.

GAME RULE INFORMATION


Abilities: Intelligence and Charisma are most
important to the witch doctor. Intelligence influences
his spell casting ability and Charisma affects his
ability to exercise spirits and influence monsters.
Alignment: Any chaotic.
Hit Dice: d4

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

bonus spells are based on Intelligence. The difficulty


class for saving throws against witch doctor spells
is 10 + the spells level + the witch doctors
Intelligence modifier.
Scribe Rune: witch doctors automatically gain
this feat at 1st level (see Chapter 4).
Turn Spirit: When witch doctors reach 3rd level,
they gain the supernatural ability to turn and destroy
spirits. A witch doctor turns spirits as a cleric 2
levels lower would turn undead. The only undead
witch doctors may turn are ghosts and spectres.
Additionally, witch doctors may also turn
Elemental, Fey, and Plant creatures. Regardless of
the witch doctors alignment, he always turns or
destroys spirits. Witch doctors may use this ability
a number of times per day equal to three plus their
Charisma modifier.
Expert Herbalist: Witch Doctors gain a +2
bonus to their Profession (herbalist) skill.
Familiar: A witch doctor can summon a familiar
in exactly the same manner as a sorcerer (51 PHB).
Observation: Witch doctors are always watchful
for demons and monsters that might be about to
spring from the shadows. They are also watchful
of people, being wary of possession and
shapechangers. This wariness grants a +4 bonus to
all Spot checks made against creatures using the
Hide skill and a +4 bonus to Sense Motive checks
as well.
Creature Lore: Witch doctors gain a +2 bonus
to all Knowledge (monsters) checks.
Scribe Rune: Witch doctors automatically gain
this feat (see Chapter 4)
Medicine Magic (Sp): Witch doctors gain the
ability to cast a special type of curse spell. Despite
the benign name, medicine magic is extremely
dangerous. It is the stuff of ruin and disaster.
Casting medicine magic is an exhausting ordeal
and he may only attempt one such spell per day,
regardless of level. After casting medicine magic,
a witch doctor must make a Fortitude check (DC
20) or be fatigued.
To cast medicine magic the witch doctor must
have a piece of the subject (clippings of hair, drops
blood etc.) or a sample of the location (soil, plants
or animals). Line of sight is also sufficient to
establish range. The witch doctor must also have
special components (discussed below). All medicine
magic requires 1 full minute of casting to complete.
Subjects of medicine magic must succeed at a Will
saving throw with a DC equal to 10+ the witch
doctors Charisma score + the witch doctors
level. Those who succeed at the save notice nothing
unusual. Locations (areas no larger than 1 square
mile per level) generally do not receive a saving
throw against medicine magic. Exceptions would
include religious places, ancestral burial grounds

18

and habitats of powerful spirits. No single character or


place may be under the direct affects of more than one
medicine magic spell at a time.
Medicine magic require rare and expensive material
components. Fortunately, witch doctors are skilled in
finding and crafting these components themselves. The
herbal components can be foraged for and found according
to the table below. Knowledge (nature) and Profession
(herbalist) skills are both required for finding and
preparing the components. The DC for each is listed on
table 2-10 below.

TABLE 2-10: MEDICINE MAGIC


COMPONENTS
Medicine
Magic

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

Frequency: The chance that the component is present in


a given location.
Find: The Search check required to find the component
in the wild.
Prepare: The Profession (herbalist) check to prepare the
component. All components must be prepared before they
can be used.
Mojo: At 2nd level, the witch doctor gains the ability
to bend the fate of others. Subjects of this magic receive
2 modifiers to NPC attitude adjustments (149 DMG). They
also experience random encounters at twice the normal
rate. Note that these are not encounters with summoned
creatures, they are creatures whose fate has been put on a
collision course with the subject. The challenge rating of
these creatures is equal to the subjects level.
A mojo can also be placed on an object or place. If put
on an object, the mojo automatically effects anyone who
picks it up (no save). They may put the object down to
escape the affects.
If cast on a place, the mojo causes 2 penalties to all
reaction adjustments in the area.
This magic persists for one day and can be removed
with remove curse or greater magic.
Hex: Anyone affected by a hex always fails one type
of saving throw for the duration of the hex (Fortitude,
Reflex or Will, chosen by the witch doctor).
A hex will persist until the subject succeeds at a Will
saving throw. Subjects may make one Will check each
day (the affect of the hex does not apply to this check).
If cast on a place, any living creature within the area
at the time of casting must make a Will save against the
DC of the hex or become insane for one week (see the
spell insanity [217 PHB]).

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.

Companion I: Any Animal of 4 HD or less.


Companion II: Any Animal of 6 HD or less.
Companion III: Any Animal or Beast of 8 HD or less
Companion IV: Any Animal, or Beast of 10 HD or
less.
Companion V: Any Animal, Beast, or Magical Beast
of 12 HD or less.

Calm Animals: The animal master gains a supernatural


ability to calm animals (182 PHB) once per day at 1st
level. This ability increases by one every other level
thereafter to a maximum of three times per day at 10th
level.
Speak with Animals: In addition to the ability to speak
with their special animal companions, animal masters
also have the ability to speak with other animals. They
may do this once a day at 2nd level. Every other level
thereafter this rate increases by one to a maximum of five
times a day at 10th level.
Dominate Animal (Su): At 2nd level the animal master
gains the ability to dominate animals. This is a
supernatural ability that functions once per day,
mimicking the effects of the spell dominate animal (197
PHB). This ability increases to two times per day at 4th
level, and three times per day at 8th level.
Animal Friendship (Su): At first level the animal
master gains the ability to befriend animals. This is a

supernatural ability that functions at will, mimicking


the effects of the spell animal friendship (173 PHB).
This ability increases to two times per day at 5th level,
and three times per day at 9th level.
Bond of the Beast (Su): Upon reaching 6th level,
the animal master is able to bond with any creature he
has domesticated or befriended, adding that animal to
his roster of animal companions. As a companion the
bonded beast gains hit dice as the animal master
advances, just as other companions do and is capable
of the same limited communication and training. The
animal also benefits from the special training and
supernatural nature of the bond, gaining +2 on all
ability scores.

Call of the Wild (Su): Once per day, animal


masters who have reached 10th level can call out for
help from all natural animals within 2 miles. This
call is a loud, unintelligible cry to all but the most
basic life forms. All animals within range
immediately come running to the animal masters
aid. They will disobey their owners, break through
fences, and trample anyone who gets in their way.
While responding to the animal masters call, the
animals show considerably more competence than
they would under normal circumstances. Apes can
use keys to open doors, beavers will deliberately chew
through binding ropes, elephants will trample
enemies and batter down buildings, behaving as if
collectively dominated by the animal master (see
dominate animal PHB).

TABLE 3-1: THE ANIMAL MASTER


Class
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

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

increases to a +2 bonus, and at 8th level it becomes


a +3 bonus.
Rage: Beginning at 1st level the beast lord can
fly into a wild rage. This rage is in all ways similar
to the barbarian ability (25 PHB). While raging
the beast lord gains +4 Strength, +4 Constitution
and a +2 moral bonus to Will saves, but also suffers
a 2 penalty to AC. While raging the beast lord
cannot use skills or abilities requiring concentration
or patience such as Move Silently or spell casting.
The rage lasts for a number of rounds equal to 3+
the characters (newly improved) Constitution
modifier. The rage can be ended voluntarily. When
the rage ends, the beast lord is fatigued. The beast
lord can only rage once per encounter and only a
certain number of times per day (determined by
level).
Metamorphosis I: Whenever a beast lord enters
a state of rage a startling metamorphosis occurs.
At 3rd level the beast warrior can change his head
and hands into those of his totem animal, typically
gaining bite and claw attacks. Using these natural
weapons does not provoke attacks of opportunity.
Unless the beast lord has the multiattack feat (see
chapter 5), he suffers a 5 penalty with his
secondary attacks.
This transformation takes one standard action
to complete.
Metamorphosis abilities do not distinguish
between barbarian rage and beast lord rage.
Metamorphosis II: At 5th level, the beast lord
gains the ability to change into a hybrid creature
while in a rage. While in this form the beast lord
takes on the characteristics of his totem animal,
often ripping out of his clothing as he gains in size
and strength. This form is statistically similar to
the lycanthrope template. The characters hit dice
remain unchanged, speed is unchanged, armor class
improves by +2 (natural armor), damage from all
attacks is that of the totem animal. Unless the beast
lord has the multiattack feat (see chapter 5), he
suffers a 5 penalty with his secondary attacks.
Physical ability scores are modified in the same
way as lycanthropes. Subtract 11 from the totem
animals ability score, the remainder is the modifier
to be added to the characters ability score. For
example, a brown bear (193 MM) has a Strength
of 27. Therefore, a beast lord of the bear clan gains
+16 Strength (27-11=16) while in hybrid form. He
also gains +2 Dexterity (13-11=2) and +8
Constitution (19-11=8).
Beast lords also gain a +8 to their Search, Spot
and Listen checks and they gain any skill the totem
animal has that they do not have already.

22

Finally, the character also gains any feats, special


attacks, or special qualities the totem animal may have.
This transformation takes one standard action to
complete and provides healing as though the beast lord
had slept for one full night. Changing back does not heal
more damage.
Note that beast lords are not lycanthropes and do not
gain lycanthropic special attacks, damage reduction or
saving throw bonuses. They also cannot be cured of
their shapechangeing and do not suffer from involuntary
changes.
Metamorphosis III: At 7th level, the beast lord can
change completely into the form of his totem animal while
in a rage. While in this form he gains all natural armor
bonuses, speed, attacks, damage, skills, feats and special
qualities of the totem animal while retaining his own HD,
base attack and mental ability scores (Intelligence,
Wisdom and Charisma). All physical abilities are modified
in the same fashion as for the hybrid form described above.
This change requires a standard action and provides
healing as though the beast lord had slept for one full
night. Changing back does not heal more damage..
Metamorphosis IV: At 9th level beast lords gain the
ability to change into a dire animal of his totem type. All
bonuses and modifiers are calculated in the same fashion
as above.
Animal Companions: Beast lords are often
accompanied by animals or dire animals of his totem type.
This retinue of followers is composed of genuine friends,
with whom the beast lord frequently speaks.
Speak With Animal (Sp): Beast lords have the ability
to communicate with any animal of their totem type. This
is a persistent supernatural ability.
Survival: The beast lord gains a +2 bonus to all
Wilderness Lore checks made in their native terrain.
Animal Traits: Even in their humanoid form, beast
lords retain a few characteristics of their totem animal.
The often resemble the totem animal slightly and have a
few enhanced. For example, a beast lord of the wolf clan
might have keen ears, or if of the leopard clan he might
have a bonus to hiding. Some guidelines are provided on
table 3-2 Beast Lord Traits, below.
TABLE 3-2: BEAST LORD TRAITS
Animal
Modifiers
Bear
Listen +2, Spot +2, Swim +2, Str +1
Boar
Listen +4, Spot +2, Con +1
Cheetah
Hide +2, Listen +2, Move Silently
+2, Sprint*
Crocodile
Hide +2, Listen +2, Spot +2, Str +1
Eagle
Listen +3, Spot +3, Dex +1
Elephant
Listen +1, Spot +1, Str +2
Horse
Con +1, +10 speed
Leopard
Balance +2, Climb +2, Hide +2,
Listen +2, Move Silently +2, Spot +2
Lion
Balance +2, Jump +1, Listen +1,
Move Silently +2, Spot +1, Str +1

TABLE 3-2: BEAST LORD TRAITS


Owl
Rat
Snake
(constrict)
Snake
(viper)
Tiger
Weasel

Listen +2, Move Silently +4, Wis +1


Balance +2, Hide +2, Move Silently
+2, Dex +1
Climb +2, Hide +2, Listen +1, Spot
+1, Str +1
Climb +2, Hide +1, Listen +1, Spot
+2, Dex+1
Balance +2, Hide +2, Listen +2,
Move silently +2, Spot +2, Swim +2
Balance +3, Climb +3, Hide +3,
Move Silently +2, Spot +1

* Sprint Once per day the character may take a charge


action and move ten times their normal distance in
one round. After completing this maneuver the
character is fatigued (84 DMG).
Monstrous Type: upon reaching 10th level, the
beast lord becomes more animal than humanoid. As a
result, the racial type of the character changes to

Shapechanger. The beast lord is no longer affected


by spells that target humanoids such as charm person,
but is vulnerable to spells that target Shapchangers
and monsters such as charm monster. He looses all
racial modifiers of his previous race and gains +2
racial bonus on all saving throws.
The characters natural shape becomes that of the
hybrid form. The beast lord permanently gains all
the modifiers associated with the hybrid form (see
Metamorphosis II). Although he retains the ability
to consciously take the shape of his original humanoid
form any time he wishes, if the beast lord ever
becomes unconscious or is subjected to a forced
shapechange, his true shape is revealed as that of the
hybrid form.
Upon reaching this ultimate state of nature, the
beast lord is able to alter his shape between his various
forms once per round as a free action (just as the
spell shapechange) and is therefore able to recover
quickly from any adverse polymorphing.

TABLE 3-3 THE BEAST LORD


Class Level

Base Attack Bonus

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

STORM RIDER REQUIREMENTS


The mighty storm riders are an elite group of holy
avengers who have harnessed the power of storms.
Through their devotion to the forces of weather and
climate they can call down a hail of lightning bolts
and ride high on the winds of a maelstrom, swept away
to distant lands.
Most storm riders were shamans, clerics or druids
before adopting the storm rider prestige class.
Whatever their other classes, all storm riders share a
common devotion to the forces of nature. Storm riders
seek to preserve the natural order of things. They
despise cities, roads, fences and other affronts to
nature.
NPC storm riders are often environmental
enthusiasts who vigilantly and violently defend any
and all natural terrain within their ability.
Hit Dice: d8

To qualify to become a storm rider, a character


must fulfill the following criteria.
Alignment: Any non-lawful
Base Attack Bonus: +4
Race: Any non-subterranean
Knowledge (nature): 8 ranks.
Spells: Ability to cast weather spells (from the
druid, Air domain, or Water domain spell lists).

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

Prestige Domain (Ex): Upon adopting the storm


rider class characters gain access to the weather
domain and gain the granted power of storm sight.
Storm Power (Ex): Storm riders automatically
gain the combined benefits of the Spell Focus and
Spell Penetration feats when casting spells from
the weather domain.
Ride the Storm (Su): Storm riders gain the
ability to summon a powerful wind and ride upon
it as if under a fly spell (206 PHB). While using
this ability the storm rider is enshrouded with a
cloak of fog similar to the spell obscuring mist. If
this fog is blown away by wind it returns in 1d4
rounds. Note the storm riders ability of storm sight
allows him to see through this mist. This ability
may be invoked once per day per three levels of the
storm rider. The storm rider may ride the storm
clouds for one hour per level of the storm rider.
Wind Resistance (Su): Storm riders can choose
to resist the effects of strong winds Beginning at
3rd level, storm riders are not affected by winds of
50 MPH or less. At 5th level this increases to 74MPH winds. At 7th level, storm riders ignore all
effects of winds up to 174 MPH. Finally, at 9 level
storm riders ignore all winds of less than 300 MPH.
Note that this also means the storm rider is able to
avoid damage from objects that are hurled by these
winds. This ability also provides protection against
wind spells, including gust of wind, wind wall and
others.
Cold and Electrical Resistance (Su): Upon
reaching 2nd level, storm riders gain energy
resistance against cold and electricity of 5. This
increases to 10 at 4th level, 15 at 6th level, 20 at
8th level and 25 at 10th level.
Storm Sense (Ex): Storm riders can always sense
the approach of a storm. With a successful
Knowledge (nature) skill check (DC 20) they can

determine exactly when the storm will arrive and how


long it will last. If they fail the check they can tell
generally how bad it will be and roughly how long it will
take to arrive, but not how long it might last. This
estimation can be made up to 8 hours before a storms
arrival.
Meteorology: Storm riders are experts on the
atmosphere and gain a +2 competency bonus to all
Knowledge (nature) skill checks associated with the
weather.
Wind Walk: upon reaching 5th level, the storm rider
gains the spell-like ability to wind walk as the spell (272
PHB) once per day at will.
Code of Conduct: Storm riders are primarily
concerned with the preservation of the natural
environment and vigilantly defend any unnatural
alteration, corruption or destruction of forests, rivers,
vales, or any other facet of the natural environment. This
has brought them in conflict not only with the many evil
races of the world but also with humans and other good
races that pursue city building and forest clearing.

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.

WEATHER DOMAIN SPELLS:


1 Obscuring mist
2. Fog cloud
3. Call lightning.
4. Sleet storm
5. Control winds
6. Control weather
7. Blitzkrieg
8.Whirl wind
9. Storm of vengeance

TABLE 3-8: THE STORM RIDER

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

Spells per day

Prestige domain, meteorology, ride


the storm 1/day, storm sight, storm
sense, storm power
Cold and electrical resistance 5
Ride the storm 2/day, resist wind
(50 mph)
Cold and electrical resistance 10
Wind walk 1/day, resist wind (74
mph)
Cold and electrical resistance 15
Wind walk 2/day, resist wind (174
mph)
Cold and electrical resistance 20
Wind walk 3/day, resist wind (300
mph)
Cold and electrical resistance 25

+1 level of existing class

+1 level of existing class


+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class

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

handles is a magnificent weapon. To everyone else, it is a


strange object that evokes laugher, confusion and fear.
A bizarre weapon grants a +2 circumstance bonus to
the opposed roll of one special maneuver of the tricksters
choice. This maneuver may be disarm, sunder or trip. It
must be selected when the weapon is crafted and cannot
be altered afterwards.
Making a bizarre weapon requires a Craft
(weaponsmith) check against DC 20.
Costumes: Tricksters gain the special ability to craft
bizarre costumes for themselves, gaining spell-like
abilities to their perform checks. Crafting a costume
requires a Disguise check as indicated in the descriptions
below.
If the trickster makes a Perform check while wearing
the costume, anyone viewing the trickster within 60 feet
must make a Will save against 10 + the tricksters
Charisma modifier + the tricksters level (prestige class
only). Creatures whose type is different from the trickster
(such as humanoid or dragon) receive a +4 bonus on their
saving throw, because the effect doesnt translate well.
Those who fail their checks suffer effects depending on
the type of costume the trickster is wearing.
Whether or not the save is successful, an affected
creature is immune to that costume for one day.
Only creatures with Intelligence scores of 2 or more
are susceptible to the costume effects.
Confusing costume: (Disguise 15, Perform DC 20)
Viewers who fail their Will save stand confused (doing
nothing) for a number of rounds equal to 1d3+ the
tricksters Charisma modifier. The trickster must continue
the performance throughout this time. Subjects are freed
from the magic if they are attacked. Those who succeed
are confused (do nothing) for 1 round.
Frightful costume: (Disguise 19, Perform DC 23)
opponents who witness the tricksters performance in this
costume and fail their Will save become shaken at the
sight of the trickster and suffer 2 to attack, damage and
saving throws. This effect persists for a number of rounds
equal to 1d4+ the tricksters Charisma modifier. The
trickster must continue the performance throughout this
time. Those who succeed at the saving throw are confused
(do nothing) for 1d2 rounds. Confused subjects are freed
from the magic if they are attacked.
Hypnotic costume: (Disguise 21, Perform DC 25)
Anyone who fails their check is hypnotized as the spell
hypnotism. The subjects suffer 4 Spot and Listen checks,
and potential threats allow a subject to make another
saving throw. Obvious threats automatically break the
hypnotism, as does shaking or slapping. Hypnotized
subjects are more susceptible to suggestions and react as
though their attitude was two steps more friendly towards
the trickster (149 DMG). The duration is equal to 1d6 +
the tricksters Charisma modifier. The trickster must
continue the performance throughout this time. Those who
succeed are confused (do nothing) for 1d2 rounds.

25

Confused subjects are freed from the magic if they are


attacked.
Humorous costume: (Disguise 23, Perform DC 27)
Anyone viewing the tricksters performance in this
costume must make a Will save (as above) or laugh
helplessly for a number of rounds equal to 1d6+ the
tricksters Charisma modifier. The trickster must
continue the performance throughout this time. While
laughing, the subjects are prone and can take no
actions. Those who succeed at the Will saving throw
stand confused (do nothing) for 1d3 rounds. Confused
subjects are freed from the magic if they are attacked.
Dancing Costume: (Disguise 28, Perform DC 35)
Anyone viewing the tricksters performance in this
costume must make a Will save (as above) or begin
dancing as the irresistible dance spell 234 (PHB). This
effect continues for as long as the trickster continues
the performance. Dancing, like running, is considered
hard exertion for both the trickster and the subjects.
While dancing, the subjects suffer 4 Armor Class,
Reflex saves are impossible except on a roll of 20, and
shield use is impossible. Those who succeed at the
Will saving throw stand confused (do nothing) for 1d4
rounds. Confused subjects are freed from the magic if
they are attacked.
Taunt (Ex): The trickster can incite others to
violence with insults and jeers. Those whom the
trickster taunts must make a Will save against a DC
equal to 10 + the tricksters Charisma modifier + level
(prestige class only). Those who fail are compelled to
assault the trickster 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 trickster. Subjects who are restrained,
on the far side of a barrier or otherwise incapable of
engaging in melee are immune to this ability.
Damage Shift: Where a blow or a flame would harm
most people, the contrariness of the trickster prevents
damage, for a while at least. This ability is similar to
damage reduction in that it subtracts a given amount
from each die of damage received by the character.
Nevertheless, the trickster has not escaped this damage,
only put it off for a later date. Unlike damage reduction,
the reduced damage from this ability is recorded in a
damage pool. At some point in the future (when the
trickster is at full health) this damage is revisited on
him in the form of an unfortunate accident, or perhaps
extra damage from some other attack.
The damage in the damage pool is usually revisited
upon the trickster in small doses (1d6 at a time) in the
form of unfortunate accidents (falling down the stairs
etc.). Of course, the trickster who has built up a large
damage pool might fall into a lions cage. In this case,
all damage received from the lion is counted out of
the damage pool. Of course, any new damage received
from the lion is also subject to the damage shift (i.e.

26

there will always be damage in the damage pool


because the trickster always receives the damage shift,
even from revisited damage).
Ridicule (Ex): The trickster can make insulting,
condescending and mean remarks that assault the
subjects psyche, making them feel inferior. To do
this, the trickster must make a ridicule check (1d20+
the tricksters Charisma modifier + the tricksters
level [prestige class only]). This check represents
the Will DC the subject must roll against. Those
who fail suffer 2 moral penalties to all rolls including
attacks, damage, saves, and skill checks for 2d4
minutes. This ability may only be used against
opponents with an Intelligence greater than 2 and
who can hear and understand the trickster.
Joke (Ex): Once per day at 2nd level a trickster
can find and comment on the most humorous aspect
of a situation. This spontaneous, off-the-cuff remark
is usually a one-liner interjected into the most serious
situations. It affects 2d6 creatures within 60 feet with
uncontrollable laughter. Those who fail a Will save
against 12+ the tricksters Charisma modifier are
prone and helpless with laughter for 1 round per level
of the trickster (prestige class only). At 6th level this
increases to 2 times per day and at 9th level it increase
to 3 time per day.
This only works against creatures with Intelligence
scores greater than 2 and who can hear and
understand the trickster. Creatures whose type is
different from the trickster (such as Monsterous
Humanoid or Dragon) receives a +4 bonus on its
saving throw, because the humor doesnt translate
well.
Inverted Fighting: Upon reaching 5th level,
tricksters gain the ability to fight in reverse. That is,
they tun their backs on their opponents and fight
backwards. The trickster can fight with any weapon
that he is proficient with in this fashion. This unusual
fighting style grants a +2 circumstance bonus to the
tricksters attacks and armor class.
Inverted Speech: At 2nd level the trickster gains
the ability to speak backwards, either rearranging the
words into a reverse pattern, or actually pronouncing
all the words backwards. This speech qualifies as a
unique language and it may be taught to others.
Retromotion (Ex): At 8th level, the trickster gains
the ability to move as quickly and accurately
backwards as forwards. Tricksters often use this
ability to defend against those who would chase them.
Note that tricksters who fight while running still
suffer the standard penalty for such activity (no Dex
bonus to AC).
Crazy Dance (Ex): At 3rd level the trickster gains
the ability to leap and caper about, making strange
faces and grunting noises, imitating the behavior of
animals. Although this looks rather silly, the trickster

gains the combined benefits of the Improved


Unarmed Strike feat and the Multiattack feat (if he
didnt have them already). Although he does not
grow fangs or claws, he may make bite and/or hand
attacks for 1d3 points of damage each. He gains
any special physical attack such as rake and pounce
and his speed also increases to that of the animal
he is imitating. This only applies to the type of
movement normally possible by the trickster. A
trickster who imitates a bird does not gain flying
speed useless he already has a base flying speed to
begin with.
Spells: A trickster has the ability to cast a certain
number of spells each day, according to his class
and level. To cast a spell, the trickster must have a
Charisma score equal to 10+ the spell level. A
tricksters bonus spells are based on Charisma (DC
= 10 + spell level + the tricksters Charisma
modifier). An entry of 0 in the chart indicates the
trickster gains only bonus spells at the indicated
level (a trickster without bonus spells for that level

cannot cast spells of that level). The tricksters spell list


appears below. A trickster can choose which to prepare,
in the same way a cleric does.
1stcause fear, charm person, change self, protection
from law, entropic shield, silent image, ventriloquism,
hypnotism.
2ndblur, shield other, random action, shatter, hideous
laughter, scare, mirror image, minor image, hypnotic
pattern, enthrall, invisibility undetectable alignment.
3 rdblink, charm monster, confusion, displacement,
emotion, fear, freedom of movement, haste, lesser geas,
illusory script, sculpt sound, major image, magic circle
against law, nondetection protection from elements.
4thbreak enchantment, chaos hammer, dimension door,
dominate person, hallucinatory terrain, improved
invisibility, mislead, Modify memory, rainbow pattern,
shout, spell immunity, false vision, mind fog.

TABLE 3-9: THE TRICKSTER


Class
Level

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

Damage shift 1, ridicule


Inverted Speech, joke 1/day
Crazy dance
Damage shift 2
Inverted fighting
Joke 2/day
Damage shift 3
Retromotion
Joke 3/day
Damage shift 4

1st
0
1
1
1
1
1
2
2
2
2

Spells per Day


2nd
3rd

0
1
1
1
1
1
2
2

0
1
1
1
1
2

4th

0
1
1
1

27

CHAPTER 4

SKILLS AND FEATS


INTRODUCTION
This chapter covers several new skills and feats
including Torture and the unarmed combat feat
Death Grip. The new Knowledge (monsters) skill
helps distinguish between player knowledge and
character knowledge when encountering monsters
and new uses for Profession (herbalist) can produce
surprising nonmagical concoctions.

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.

TABLE 4-1: TYPE MODIFIER


Creature Type
Aberration
Animal

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

If the check is successful, the character can properly


identify the creature and is familiar with any special
attacks, special qualities, or other unique
characteristic it may have. He is also aware of the
creatures general society (if applicable) and
understands the basic mindset of the species. Many
monsters presented in Chapter 12 like the abatwa
and the cheenoo include such qualities. However,
not all monsters have them. In those cases, this
skill reveals no useful information.
For example, Threebears the huntsman
encounters a Giant while hunting. With a successful
check (DC 15) he determines the creature is a troll
and immediately starts lighting a torch. If the check
had failed he would be unable to determine the

28

creatures species and would have no idea what type


of Giant it is (and probably wouldnt decide to light
a torch).

KNOWLEDGE (NATURE) (Int; Trained Only)


Normal Use: Use this skill to answer questions
about the natural environment (animals, season,
plants etc.)
New Use: Use this skill to find and identify plants
in the wilderness. Magical components, herbal
components, and poisons can be found with this skill.
To find a particular plant or herb, the player must
declare what he is looking for and where he will look.
After that is determined, the game master should roll
a percentile check (based on the terrain, climate,
season, and frequency of the plant). He determines
secretly if the desired plant is in the region to be
searched. If the plant is not in the region, no amount
of successful checks will find it. Typical frequency
and finding DCs are outlined on the table below.
Extremely rare or unique plants may require even
higher DCs (i.e. medicine magic components and
herbal concoction components). More specific
identify DCs can also be found in Chapter 7 Poisons.

TABLE 4-2: FINDING PLANTS


Frequency
Very common
Common
Rare
Very rare

Percentage
90%
65%
11%
4%

DC
10
15
20
25

Special: Characters with at least 5 ranks in Spot


receive a +2 synergy bonus to their chance of finding
a particular plant or herb.

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).

TABLE 4-3: HERBAL CONCOCTIONS


DC

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

Cure: Cures are typically imbibed medicines that


are given to people who have contracted a disease.
The bonus indicated represents the circumstance
bonus applied to the infected characters next
Fortitude check to recover from the disease. Taking
multiple doses of medicine will not increase this
bonus and may actually result in poisoning. Taking
one dose per day until recovery occurs is the proper
way to take medicine.
Charm: Love potions and aphrodisiacs fall into
this category. The number indicates the
circumstance bonus applied to any Charisma check
made to alter the consumers attitude (149 DMG).
Only one such check may be made per dose.
Heal: These nonmagical salves, ointments and
potions heal wounds much the same way magic
items do. The number indicates the amount of
healing received by imbibing or applying the
healing concoction.
Brew: This category represents any poison that
is devised by the herbalist and brewed with multiple
ingredients. The advantage of this type of poison is
that the herbalist may choose the symptoms,
delivery method, and onset. He may also select
which ability score is damaged. The numbers in
the entry above indicate ability damage (primary
and secondary) followed by two numbers divided
by a /. The number before the / indicates the
number of primary symptoms the poison may have.
The number after the / indicates the maximum
number of secondary symptoms the poison may
have. The herbalist may choose any symptoms
typically associated with poisons (see Chapter
7).The Fortitude DC to save against a brewed poison
is always 5 less than the DC to create it.
For example, an herbalist that can make a brew
concoction check (DC 40) can brew a unique toxin
that does 1d8 points of damage to any one ability
(primary and secondary) and inflicts up to 5 primary
symptoms and 9 secondary symptoms. He may also
choose it to be injected, ingested, contact or inhaled
This toxin would have a Fortitude DC of 35.
Derive: Derived poisons are gleaned from
existing plants. Deriving poison is a 2:1 trade off.

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

Two does of a plant poison in its natural state are required


to produce one dose of derived poison. A derived poison
has the same toxic properties as the source it was derived
from.
Characters that can make a Profession (herbalist) check
(DC 15) can derive a tea/juice poison such as toadstool
tea or hemlock juice. The onset time of this poison is
reduced to the next lower time increment; days become
hours, hours become minutes, minutes become rounds,
rounds become instant. It is otherwise similar to the plant
poison it was derived from.
Those characters that can make a Profession (herbalist)
check (DC 25) can derive a faster acting toxin from
poisonous plants. The onset time of this poison is reduced
by two time increments; days become minutes, hours
become rounds, minutes become instant. The poison also
has its DC increased by +2. It is otherwise similar to the
plant poison it was derived from.
Succeeding at a Profession (herbalist) check (DC 35)
will enable a character to derive a poison that has an
immediate onset time. The poison also has its saving throw
DC increased by +4. It is otherwise similar to the plant
poison it was derived from.
Characters that can make a Profession (herbalist) check
(DC 20) can increase the toxicity of the derived poison
by +2 DC. A check of 30 will raise the poisons Fortitude
save DC by +4. A check of 40 will raise the DC by +6 and
reduce the onset time to immediate.
Remedy: These mixtures dont actually heal the subject
but they do alleviate symptoms associated with poisons
and diseases. A remedy typically relives or reduces
symptoms for 1d4 hours. Remedies do not relieve
symptoms caused by magic such as fever and vomit spells
(see Chapter 11). Remedies can not mollify all symptoms
and not all such symptoms are listed on the table. Rather
the symptoms listed are guidelines. Gastrointestinal and
dermal conditions are the easiest to treat while neural
conditions are the most difficult.
Frequency: This column indicates how common the
ingredients for various concoctions are. The more complex
a concoction is, the more rare its ingredients are.
Find DC: this column indicates the Knowledge (nature)
checks required to find the required ingredients growing
in the wild.

29

Cost: This column indicates the average cost of


ingredients if they are bought from a merchant.
Special: Characters with 5 or more ranks in
alchemy receive a +2 circumstance bonus when
mixing herbal concoctions.

TORTURE (Int; Trained Only)


Characters with this skill can exert a surprising amount
of influence over others. They can attempt to extract
information from victims by forcing them to make a
Will check against the torturers skill check. Those
who fail the Will check must reveal some sort of
information that appeases the torturer. Whether the
information revealed is true or not is a matter that the
torturer will have to determine on a case by case basis.
Torturers may also inflict permanent injuries upon
their prisoners. To do this, torturers make a skill check
and must designate which appendage is to be disabled.
The victim must then make a Fortitude check against
the DC of the tortures disabling skill check. If the
victim fails, their limb is temporarily disabled. If the
torturer repeats this action a second time and the
victims fails again, the appendage is permanently
damaged. Specifically, tendons are severed, muscles
cut, joints are crushed, eyes are blinded, and so on.
The Stockholm effect is a psychological phenomenon
that requires a brief mention here. Those who are
tortured also must make a Will check at a cumulative
1 penalty each full day they are in captivity (opposed
by the torturers skill check).. Failure indicates the
victims Alignment has shifted to that of their captors.
Once this shift takes place, victims can be offered
freedom in exchange for loyalty. As long as the
converted ex-torture victim remains in isolated social
contact with the group, their alignment will remain
shifted to the new persuasion.
Anyone who has their alignment shifted by torture can
shift it back if they get away from their torturers. This
reversion requires the victim to make Will checks at a
cumulative +1 for every full week they are free from
torture, captivity and isolated contact with their
captors. Simply being free from torture and captivity
does not qualify for reversion checks. One must also
be free of the social contact and group influence of
their captors. In this way characters can be captured
by bandits, tortured until their wills are in line with
their captors, then released and employed as loyal
and obedient members group so long as they do not
leave the group.

WILDERNESS LORE (WIS)

30

Normal Use: Use this skill to keep yourself and othes


safe in the wild.
New Use: Characters with this skill can make an
attempt to hide their tracks, foiling any attempt to track
them. To do this, the character simply makes a
Wilderness Lore check and subtracts 5 from the roll.
The result is the DC required to find the tracks.

BEAR HUG [General]


Characters with this feat can grab and
constrict an opponent, squeezing the life out of
them.
Prerequisite: Str 16+.
Benefit: This special hold can be applied
any time the character is grappling. By winning
an opposed grapple check the character applies a
crushing hold that inflicts 1d3 points of subdual
damage and forces the opponent to make a
Fortitude check (DC 10 + the huggers Strength
modifier) or become fatigued from loss of breath.
If released from the hold the opponent can recover
from this temporary fatigue by catching his breath
(succeeding at a Fortitude check [DC 10+1 per
round that the Bear Hug was maintained after the
save failed]). The opponent may attempt to catch
his breath once per round as a free action. Note
that a Bear Hug cannot be applied to Oozes,
Constructs, Undead, or creatures larger than the
character.

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.

BRUT FIGHTING [General]


The character strikes with more forceful blows.
Prerequisite: Power Attack, base attack +3,
Str 14+
Benefit: The character inflicts an extra 1
point of damage with every melee attack.

COMBAT DODGE [General]


The character is skilled at fighting multiple
opponents.
Prerequisites: Dodge, Listen 4 ranks, Dex 13+
Benefit: Opponents do not gain flanking
bonuses when flanking the character.
Exception: A rouge that is four or more levels
higher than the character can still make flank
attacks. This ability also does not function against
opponents who are hiding from the character.

DEATH GRIP [General]


When positioned for a sneak attack, the
character can apply a deadly, wrenching hold
on his opponents neck.
Prerequisite: Str 16+, base attack bonus +6,
Improved Unarmed Strike or Improved Grab,
Submission Hold, Break Limb.
Benefit: The character may only apply this
hold to Humanoids and Monstrous Humanoids
that he approaches from the flank or rear and
who are denied their Dexterity bonus against
his attack. These opponents must also be the
same size as the character. Applying the hold
involves the standard rules for grappling. The
character makes one attack to grab the opponent
then makes an opposed grapple check to apply
the Death Grip. If successfully applied, the
opponent must make a Fortitude check (DC 10)
or fall unconscious. If the opponent succeeds
and the hold is maintained for a second round
the opponent must make another Fortitude check
(DC 20) or fall unconscious. If the save succeeds
and the hold is maintained for a third round the
DC becomes 30. This continues to DC 40 on
the fourth round and so on until the opponent
escapes or falls unconscious. If the Death Grip
is not released from an unconscious opponent,
that opponent dies at the end of the following
round. If the Death Grip is released, the
unconscious opponent awakens 2d6 rounds
later.

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.

IMPROVED GRAB [General]


The character can grapple with opponents
much more easily than other characters.
Prerequisite: Natural attack (claw or bite)
or Improved Unarmed Strike, Strength 13+,
base attack +3.
Benefit: If the character successfully hits
with a natural melee attack, then the character
may attempt to start a grapple as a free action
without provoking an attack of opportunity (137
PHB).
Normal: Characters without this feat must
first risk an attack of opportunity and make a

melee touch attack to grab an opponent and start a


grapple.

IMPROVED GRAPPLE [General]


The character is skilled in professional grappling
techniques.
Prerequisite: base attack +3.
Benefit: The character with this feat gains a +2
competence bonus to all opposed grapple checks.

IMPROVED THROW [General]


The character can hurl opponents much more
effectively than other characters might.
Prerequisite: Str 13+, base attack +2.
Benefit: The characters skill at wrestling allows
him to hurl opponents up to 30 feet. The exact distance
an opponent can be thrown depends on their weight
and the throwers Strength. To determine the results
of a throw consult the Carrying Capacity rules (142
PHB). The opponents body weight plus the weight of
their equipment is considered the total weight of the
load. Characters can throw an opponent who is the
equivalent a light load up to 30 feet. They can throw
opponents of a medium load up to 20 feet and they
can throw opponents that weigh as much as a heavy
load up to 10 feet. Damage from a throw is typically
1d4 per 10 feet thrown plus the throwers Strength
bonus. Being thrown into fires, off cliffs or onto spikes
can cause considerably more damage. Thrown
creatures are prone when they land unless they can
make a Tumble check (DC 20).

LIMB BREAKER [General]


The character is skilled at breaking opponents limbs
while grappling.
Prerequisite: Str 13+, base attack +1.
Benefit: While engaged in a grapple, characters
with this feat may make an opposed grapple check to
break their opponents limb. The character must
declare which limb he will try to break (arm or leg,
typically) and makes an opposed grapple check. If he
wins, his opponent must make a Fortitude check with
a DC equal to the attackers opposed grapple roll. A
broken limb 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
(see Chapter 9 for more details on broken limbs).
Opponents that make the saving throw suffer 1d2+1
points of subdual damage and their limb is not broken.
Normal: Characters without this feat must take a
full round action to attempt to break an opponents
limb.

31

LION STYLE [General]


Characters can cause foes to become shaken with
the sight of their charge.
Prerequisite: Hide 8 ranks, Charisma 14+
Benefit: To use this feat, the character must
sneak up on his foes and suddenly charge from
close range, causing surprise and fear. Foes who
are caught flatfooted when the charge begins must
make a Will save with a DC equal to 10 + half the
charging characters hit dice. Those who fail are
shaken for 2d4 rounds.

MOMENTUM THROW [General]


The character is skilled at using her opponents
momentum against him.
Prerequisites: Base attack +6, Combat
Reflexes, Unarmed Strike, Improved Throw
Benefit: The character may make an attack of
opportunity against a charging or running opponent
when that opponent enters his threatened area. The
character s attack of opportunity happens
immediately before the opponents attack. The
character may hurl his opponent as per the
Improved Throw feat for an additional 10 feet of
distance (maximum 40 feet). The character must
throw the charging opponent in a direction no more
than 45 degrees deviant from that which he was
originally charging in, his momentum may be
redirected but not turned back.

scribed on certain ceremonial objects. Common


objects include talismans, charms, amulets,
fetishes, and phylacteries. Each object may hold
one spell. Effectively, this is the same as the Scribe
Scroll feat (84 PHB) with a different medium. All
rules, XP costs and expenses that apply to Scribe
Scroll also apply to this feat.

SUBMISSION HOLD [General]


The character is proficient with dastardly and
agonizing grappling maneuvers.
Prerequisite: Str 15+.
Benefit: As an additional grapple option,
characters with this feat may choose to apply a
hold that inflicts 1d8+ 1.5 times the characters
Strength modifier in damage. This damage is
always subdual damage, even if the character
applying the hold has Unarmed Strike.

WILD FIGHTING [General]


Characters gain extra attacks at the expense
of accuracy.
Prerequisite: Dex 13+, Combat Reflexes base
attack +2.
Benefit: Characters with this feat may make
an additional attack each round they spend
making a full attack. This attack and all others
made that round are at a 2 penalty.

WOLF STYLE [General]


ONE MAN GANG [General]
The character is skilled at grappling with
multiple of opponents.
Prerequisites: Combat Dodge, Dex 14+, base
attack +6
Benefit: While engaged in a grapple, the
character gains two benefits. First, he retains his
normal Dexterity modifier to AC against opponents
he is not grappling. Second, he also continues to
threaten one 5-foot square that is adjacent to the
square he is grappling in. The character may choose
which square this is and may change it from one
round to the next.
Normal: Characters without this feat who begin
grappling loose their Dexterity modifier against
opponents that are not in the grapple and do not
threaten any area around them.

SCRIBE RUNE [Item Creation]


The character can store spells in runes
scribed on various objects.
Prerequisite: Spellcaster level 1st +.
Benefit: The character can create runes that
hold any spell he knows. These runes must be

32

Characters with this feat can team up with


other characters that also have this feat to gain
extra attacks in melee.
Prerequisite: Base Attack +5, Combat
Reflexes, Bluff 4 ranks, Innuendo 4 ranks.
Benefit: Two or more allied combatants can
use this ability to strike in concert, granting each
other an attack of opportunity. Every time one Wolf
Style attacker hits with a standard melee attack
(not attacks of opportunity or ranged attack), his
opponent is left open for an attack of opportunity
from the other Wolf Style fighter(s). These attacks
count against the attackers total attacks of
opportunity available each round.

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.

The Items presented in this chapter are not the only


things available in a primitive setting. Other weapons
and armor in the d20 system that could be included in a
primitive campaign include dagger, mace, club, halfspear,
quarterstaff, shortspear, dart, sling, javelin, light hammer,
handaxe, light lance, light pick, sap, short sword, battle
axe, throwing axe, warhammer, great club, longspear,
scythe, shortbow, whip, net, padded (or quilted) armor,
leather armor, hide armor, and wooden shields.

TABLE 5-1: RANDOM STARTING GOLD


Class
Brawler
Huntsman

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

domestically for sharpening wood but also makes a handy


weapon.

33

Atlatl: This device is to spears what bows are to


arrows. The atletl is a long wooden rod with a convex
knob on one end. Special spears are mounted on the
knob and the thrower swings the atlatl. This action
hurls the spear a tremendous distance.
Battle Staff: This double weapon is usually about 7
feet tall and is carved from a single piece of wood. It
is often decorated with red and black seeds.
Baton: These short carved clubs are easily concealed
or disguised. About the size of a rod, they are often
used as off-hand weapons.
Beak-axe: This heavy metal axe has a curved blade
that resembles the profile of a large-beaked bird.
Bent Club: This narrow wooden club could almost
pass as a wooden axe. It has a bent haft and a wedge
shaped blade of bone, stone or metal mounted on
the forward edge.
Blowgun: This long hollow tube is used to shoot
large needles. Most blowguns are roughly 3 feet long
and fairly silent when used.
Bola: A set of bolas consits of two or three heavy
wooden balls connected by a length of cord or rope. It
is thrown at opponents legs in an attempt to entangle
and trip them. Attacking with a bola ignores armor
and counts as a ranged touch attack. Opponents who
are hit with a bola are automatically tripped and cannot
make a trip attempt in return. Tripped opponents must
also maker an opposed grapple check (opposed by the
original attack roll) or be entangled by the bola.
Entangled creatures can get free of the bola by spending
a full round action to untangle it from their legs.
Boomerang. This exotic weapon is an advanced
throwstick that returns when thrown properly. Using
a boomerang at all requires the Exotic Weapon feat,
but to get full use from a boomerang, one must take
an additional feat, Boomerang Expert. Characters
without this feat may only make the standard returning
throw. They may not use the figure eight or giant star
throw.
Returning Throw: This is the typical boomerang
throw; the weapon arcs high to the left and returns to
the place it was thrown from, hitting no more than 1
target.
Figure Eight: This difficult throw causes the
boomerang to make a tight turn to the left and cross
over its original fight path, where it then turns to the
right and finally returns to the place it was thrown
from. This maneuver can be used to hit the same target
twice with the same throw. That target must be in the
cross hairs of the figure eight flight pattern.
Giant Star: A skilled character can hurl a boomerang
like a giant throwing star. Although this throw does
not return, the boomerang wobbles so erratically in
flight that it negats any dodge bonus the target may
have.
Chakrum: These round metal rings are usually less
than 1 foot in diameter. The entire outer edge of the

34

ring is sharpened. Most chakrums are crafted from


iron but sometimes brass is used instead, resulting in
a lighter weapon.
Disarming Club: There are two types of disarming
clubs, each requiring its own proficiency. The kotiate,
which has two small notches near the handle for
catching opponents weapons, and the wahaika,
which has a large half moon indent on one side. Both
clubs provide the wielder with a +2 circumstance
bonus to all opposed disarm rolls.
Heavy Club: Also known as a tewhatewha or a
Rungu, this top-heavy club has a large knot on it and
is often used for killing snakes and enemies. Heavy
clubs are usually made of wood, but some are crafted
from bone.
Hooked Throwing Knives: these bizarre weapons
are often made from bronze or iron. They are thrown
like any other knife but their size, shape, and weight
makes them more dangerous than daggers.
Hoe: This large, two-handed club is made of wood.
It has a narrow, flat end like a paddle and can be
used as such while boating.
Long Club: This category of clubs includes the
pou whenua and the taiaha. These common twohanded clubs are often made of whalebone and
decorated with feathers and runes.
Saw Club: Also known as a maripi, this short club
has a rough, jagged edge. Although not very sharp,
it is capable of tearing the flesh from opponents. It
can also be used as a crude cutting tool. Saw clubs
are often made of stone.
Sickle Swords: These large bent swords
concentrate the strength of the user and cause deep
lacerations. They are often made of bronze or iron
and are rare in all but the most advanced of primitive
cultures.
Stone Thrower: This short stick has a cup shaped
end and works like a hand held catapult. The handle
usually has a leather loop for the throwers wrist
which keeps the weapon from being dropped or
disarmed (+10 to opposed disarm checks).
Throwing Arrow: This missile weapon is larger
than a standard arrow but smaller than a shortspear.
It resembles an arrow and is hurled by hand.
Throwstick: Also called a rabbit stick or a kylie,
this carved wooden stick is shaped for aerodynamic
stability and thrown overhand.
Wrist Knife: This exotic weapon fits around the
wrist and cannot be disarmed. It comes with a thin
leather sheath to cover the blade when not in use.
Characters cannot simultaneously use a shield and a
wrist knife on the same arm.
Wooden Star: These small wooden projectiles are
in many ways similar to shurikens. They are usually
crafted from two sharpened sticks that are tied
together in the middle with sinew.

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.

TABLE 5-4: SHIELDS


Shield

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

TABLE 5-5: OTHER ITEMS

Beast Hide: Similar to common hide armor, beast


hide is crafted from layers of skins taken from Beasts.
Any monster of the Beast or Magical Beast type that
has a natural armor bonus of +2 or greater can be made
into beast hide armor.
Bone: This gruesome armor is made from the bones
of all sorts of creatures. Usually animal or monster
bones are used but sometimes humanoids will make
armor out of their brethrens bones.
Shell: This heavy armor is made from seashells,
turtle shells or other hard chitinous material. It usually
only covers the chest and/or back and is quite
cumbersome.
Hairpipe Breastplate: This light armor is
composed of long tubular beads of bone, horn or conch
shell known as hairpipe. These beads are woven into
two or more vertical rows that cover the wearers chest.
Antler Shield: This shield usually has a pair of deer
antlers mounted on it. These protrusions are useful
for disarming opponents and grant a +2 circumstance
bonus to all opposed rolls to disarm with the shield.
Club Shield: This wide variety of shields includes
the malaku and other parrying sticks. These objects
are actually multipurpose weapons. They are narrow,
light and held in the fist. They are used both to parry
and to attack. Skilled warriors sometimes use club
shields in both hands.
Dang: This strange device looks like a bow but is
actually a springy shield that only protects against blunt
weapons. Slashing weapons will ruin a dang with one
attack and piercing weapons cannot be blocked by it.
Horn Shield: This shield consists of a pair of black
buck horns mounted together, overlapping with the
points in opposite directions. It can be used as a
piercing weapon as well as a shield.
Leather Shield: These light shields are perhaps the
most common of all among primitive people. They
are often painted with pictographs and adorned with
feathers and fur. Leather shields cannot be used to bash
or punch opponents as other shields can.
Throwing Shield: These weapon/shield hybrids
combine a small shield with a spear. The object can
be used to block and parry and it can be thrown as a
projectile. When thrown, the small leathery shield acts
like a wing, stabilizing the spear in its flight.
Tamerang: This large wooden shield is similar to a
club shield but is both taller and wider. Tamerangs
are also made with a bed of grooves on the back that
aids in starting fires.
Wicker Shield: Also called kube shields, these
shields are often made from the rattan palm, which
grows in tropical regions. They are light and durable.

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.

BUILDING WILDERNESS TRAPS


Simple wilderness or hunting traps can be
constructed inexpensively with basic materials
(logs, vines, sharp sticks etc.). The Craft
(trapmaking) feat is very helpful. All wilderness
traps have a construction cost of 0 gp.

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.

Bump and Die


Search/Spot: 24
Disable: 12
Trigger: Trip wire or switch
Target: Area 5 ft. wide and up to 20 ft. long
Save: Reflex 22
Attack: +5
Damage: 2d6 bludgeoning, 2d6 piercing and
special

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

Folding Door Trap


Search/Spot: 20
Disable: 14
Trigger: Trap door
Target: 1 creature, Medium-size or Large
Save: Reflex 18
Attack: N/A
Damage: 4d6 piercing + poison
Challenge Rating: 5
Construction Time: 2 days
Craft DC: 16
This variation on the pit trap involves a broad flat
board that is weakened down the middle so it folds
easily. It is then armed with poisoned spikes. This
board is placed over the top of the pit. The pit is deep,
narrow and concealed. When a creature falls into the
pit it hits the board, which folds in on them from their
weight. This causes the victim to be struck with the
spiked board from both sides as they are wedged into
the pit.
Getting out of a folding door trap is difficult due to
the narrow pit and board. Escaping requires a Strength
check (DC 25) or an Escape Artist check (DC 20).

Construction Time: 2 hours


Craft DC: 12
This trap consists of a small hole dug in the ground,
about two feet wide. The hole is about one foot deep
and has one or more large, sharp spikes in it. The
spikes are usually poisoned or coated with refuse
(disease). The trap is triggered when a victim steps
on the trapdoor (usually leaves and debris). Those
who step into this trap have their speed reduced by
one-half due to the injury to their foot. This penalty
continues until the damage is healed or the injury is
treated with the Heal skill (DC 18).

Hidden Net (overhead)


Search/Spot: 20
Disable: 12
Trigger: Tripwire or switch
Target: Up to 20 ft. by 20 ft. area
Save: None
Attack: +6 (touch attack)
Damage: none
Challenge Rating:1
Construction Time: 1 week
Craft DC: 18

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

This trap consists of a net hidden overhead and a trip


wire. When triggered, the net makes an attack roll
against everyone in the target area.
Creatures caught in the net are entangled (as the spell)
and must make a Strength check (DC 25) or Escape
Artist (Dc 20) to get free.
The construction time listed assumes the trap maker
weaves the net himself from natural fibers. The
construction time can be reduced to 4 hours if a net
is already available or can be purchased (20 gp).

Hidden Net (underfoot)


Search/Spot: 20
Disable: 12

Trigger: Tripwire or switch


Target: Up to 20 ft. by 20 ft. area
Save: Reflex 22
Attack: NA
Damage: none
Challenge Rating:1
Construction Time: 1 week
Craft DC: 18
This trap consists of a net that is hidden on the
ground and connected to counter weights. When
triggered, the counter weights fall and lift the net,
potentially capturing anyone in the area. Victims
are usually suspended five to ten feet off the ground
and are considered grappled. Escaping the net
requires a Strength check (DC 25) or an
Escape Artist check (DC 20).
The construction time listed assumes the
trap maker weaves the net himself from
natural fibers. The construction time can be

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.

reduced to 4 hours if a net is already


available or can be purchased (20 gp).

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.

Derived poisons are such things toadstool tea and


hemlock juice. A derived poison has the same toxic
properities as the source it was derived from but its
onset time is reduced and its potency may be
increased. See Profession, Herbalist (new use) in
Chapter 4 for more on derived poisons.
Onset: The time it takes for the damage and
symptoms of a poison to begin.
Initial Damage: The damage sustained after failing
the first saving throw. The symptoms (in
parentheses) are abbreviations for optional
additional penalties from Chapter 12. Unless noted
otherwise, these symptoms persist until the ability
score damage caused by the poison is completely
healed.
Secondary Damage: The damage received after the
second failed check. This damage occurs usually,
but not always, 1 minute after the initial damage.
The symptoms (in parentheses) are abbreviations
for optional additional penalties from Chapter 12.
Unless noted otherwise, these symptoms persist until
the ability score damage caused by the poison is
completely healed.
DC: The DC for the saving throw and also for Heal
checks to treat a poisoned character.
* Note: These rules assume the plant in question
has been ingested. If the plant is burned and the
smoke inhaled, consider the onset time to be 1d3
rounds, ignore gastrointestinal symptoms and add
headache, nausea and anything else you deem
appropriate.
**A Note on Severe Symptoms: Several of these
poisons 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 poison. In the
case of death, this supersedes the standard rules
for ability score damage (72 DMG).

TABLE 7-1: MICROBIAL POISON


Poison
Shellfish
Amnesic
Diarrheic
Histamine
Neuro-toxic
Paralytic
Toad Stools
Death Cap
False Morel
Inky Cap
Muscarine
Psilocybin
Sickener
Webcap

40

Onset

Initial Damage (Symptoms)

Secondary Damage
(Symptoms)

DC

4-48 hours
30-120 min.
1-30 Min
30-120 min.
30-120 min.

1d4 Int (Ml. Do)


1d2 Con (D, Ac., Mn.)
1d2 Con (T., R., Sp. Ha.)
1d2 Dex (T., Mp., Ti., D., V.)
1d6 Str (T., Nb.)

1d6 Int (Ml., Sk.)


1d4 Con (N.)
1d3 Con (N., V.)
1d4 Dex (Dz., Nb.)
2d6 Str (P.)

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

2d4 Con (Ac., Pv., It., Lu.)


1d4 Con (Ac., Ha.)
1d2 Con (Ha., V., Fl..) see text
1d4 Dex (Es., Ep.)
1d2 Wis (Mi.,Dl., F.)
1d2 Con (N., V., D., Ac.)
1d4 Con (It., Eu., Ha., Mp., N., Cl.)

2d6 Con (W., Ps., Pr.)


1d6 Con (D., Ih.)
1d4 Con (Mn., Cd.) see text
1d4 Dex (Ac., Sn., D., Bv., Lb.)
1d3 Wis (Si., Hl., C., Co.)
1d4 Con (D.)
1d6 Str 1d6 Con (Ss., U.)

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

possible. Related toadstools usually have similar effects


but often look quite different.
Death Cap: The death caps are closely related to several
other highly toxic toadstools including the Fools
Mushroom and the Autumn Skullcap. The Death Cap is
a pure white toadstool, easily confused with several species
of edible mushrooms. Eating death caps causes a type of
poisoning that is characterized by a long onset time during
which the subject shows no symptoms. Symptoms
suddenly appear at the end of the latent period in the
form of severe abdominal cramps, persistent vomiting and
diarrhea, extreme thirst, and kidney failure. If this early
phase is survived, the patient may appear to recover for a
short time, but this period will usually be followed by a
rapid onset of weakness, prostration, and pain-caused
restlessness. Death from progressive and irreversible liver,
kidney, cardiac, and skeletal muscle damage may follow
within 48 hours. Two or three days after the onset of the
later phase, jaundice and chills occur. Death usually
follows a period of coma and occasionally convulsions. If
recovery occurs, it is generally accompanied by permanent
liver dysfunction (5 years older, -4 Constitution). There
is no treatment besides magic for those poisoned with
death caps.
False Moral: These toadstools contain a volatile
hydrazine derivative. The symptoms have a sudden onset
that occurs 6 - 10 hours after ingestion. Symptoms include
abdominal cramps, severe headache, vomiting, and
sometimes diarrhea.
Inky Cap: The Inky Cap Mushroom and a few related
species produce coprine, which is changed to
cyclopropanone hydrate in the body. This compound
interferes with the breakdown of alcohol. Consumption
of alcoholic beverages within 72 hours before or after
eating inky caps will cause headache, nausea, vomiting,
flushing, and cardiovascular disturbances that last for 2 3 hours. A complicating factor in this type of poisoning
is that this species is generally considered edible as long
as they are not consumed in association with alcoholic
beverages.
Muscarine: Muscarine is a neural toxin found in
several types of toadstools. Ingestion of any of these fungi
results in an illness characterized primarily by profuse
sweating. Increased salivation and perspiration are also
typical. With large doses, these symptoms may be followed
by abdominal pain, severe nausea, diarrhea, blurred
vision, and labored breathing. Recovery from this poison
is rapid. Intoxication generally subsides within 2 hours.
Psilocybin: Several types of mushrooms, when
ingested, produce a syndrome similar to alcohol
intoxication, sometimes accompanied by hallucinations.
These mushrooms are sometimes eaten for their
psychotropic effects in religious ceremonies of certain
tribes. The onset of symptoms is usually rapid and the
effects generally subside within hours (characters regain
1 point of Wisdom per hour after poisoning rather than 1
per day). Large doses may cause mild or severe

41

intoxication, delusions, hallucinations, fever,


convulsions, coma, and death. These mushrooms are
generally small, brown, nondescript, and not
particularly fleshy.
Sickener: The sickener is just one of numerous
mushrooms containing toxins that cause
gastrointestinal distress. The list of similar
mushrooms includes the Green Gill, Gray Pinkgill,
Tigertop, Jack OLantern, Naked Brimcap, Horse
mushroom and Pepper bolete. Symptoms caused by
eating these mushrooms include but are not limited to

nausea, vomiting, diarrhea, and abdominal cramps.


Some of these toadstools may also cause vomiting
and/or diarrhea which lasts for several days.
Dehydration becomes an added symptom in these
cases.
Webcap: The webcap and some of its relatives
produce orellanine, which poisons with an extremely
long onset period of 3 to 14 days. Intense, burning
thirst and excessive urination are the first symptoms.
Nausea, headache, muscle pain, spasms, chills, and
loss of consciousness often follow.

TABLE 7-2: PLANT POISONS

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

1d6 Wis ( Bv., Do., Ha., F., It., Mn.)


1d4 Con (V., Ac., D., Ha., Dz., Cd.)
1d2 Con (N., V.)
1d4 Con (Rc., Cg., V., D., W., Tr.)
1d4 Con (Dp., La., Pa., Ac., D., V.)
1d4 Wis (La., Do., Sk., Mc.)
1d4 Wis (Bd., W., Dp.)
1d4 Con (V., Ac., W.)
1d3 Con (Ac., Dp., D., La.)
1d4 Str (W., Tr.)
1d3 Dex (La., Cl.)
1d4 Con (Ac., Ha., D., Do., Cv.)
1d4 Wis, 1d2 Str (V., Es., Tr., W.)
1d6 Str (W., Tr., Dp.)
1d4 Con (N., V.)
1d6 Wis, (Lb., Cl., Kf.)
1d6 Co (Fp., Nv.)
1d6 Con (Ac., Es., Cl., W., Tr., Lb.)
1d6 Dex (Cl., Nv, Cd., W.)
1d2 Wis (Mc.)
1d6 Con (ch., Is., It, Bv., Dw.)
1d4 Dex (Cl., Es, Mn., V, Lb, Nv, Ac.)
1d2 Con (Mn., Ha., Ep.)
1d6 Dex (Lb., Dp., Nv., Cl.)
1d2 Cha (Ac., D., Mc.)
1d2 Con (Ch., F., Ha.)
1d6 Dex (Cl., W.)
1d6 Con (Ac., Es., Mc., D., Tr., Mn.,
Sp., Sk., Lb., Dp., Dw., Cl., V.)
1d8 Con (Cd., V., Ac., D., Mn.)
1d6 Wis (Hl., Nv., Tr., V., D., Ac., Bv.,
Dz., Rs., Do.)
1d6 Con (Ac., Es., Ep., V., D., Cv.)
1d2 Wis (La., Do, Sk., Mc.)
1d2 Wis (V., Ac., Mn., D., T., Dp., Lb.
Nb., La.)
1d6 Dex (Cl., Tr., Lb., W., D., It., Eu.)
1d6 Con (Ac., D., La., V.)
1d8 Con (Ac., Lb., Tr.)
2d4 Con (Tr., Cl., Lb., Cd.)

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

2d6 Con (Co. Kf., Sn., Pv.)

18

2d8 Con (Sk.)

21

2d4 Wis (Ml., Sk., Ha., Sp.)

19

2d4 Con (P., Lb., Sp., Bv.)


1d2 Wis (Co., Rp.)
1d4 Wis (N., Pa., Sk., Co. Cv.
Cd., W.)
2d6 Dex (Cv., Co.)
2d6 Str (P., W., Sk.)
2d8 Con (P., Rp., Cv.)
3d4 Con (Cv., P.)

17
20

DC

14
14
19
20
22

Angels Trumpet: This ornamental plant grows


about fifteen feet tall and has large white or peach
colored flowers, the very aroma of which can be
intoxicating. Breathing heavily and repeatedly of
the flowers fragrance can cause mild, temporary
symptoms such as disorientation and headache. All
parts of the angels trumpet are toxic including the
flowers, seeds, bark, leaves and roots. Eating this
plant causes blurred vision, disorientation,
headache, mild nausea, fever, intense thirst,
hallucinations, cardiovascular disturbance, burning,
and possibly coma.
This plant is sometimes brewed into a tea and
used as an intoxicant.
Baneberry: This is a large group of plants
containing many types, including several that
produce edible or even medicinal fruit. Many of
these plants are cultivated for ornamental purposes.
Baneberry is found in moist, rich woods. All parts,
especially the roots and berries, are toxic. As few
as six berries have been reported to kill a Mediumsize creature. Symptoms include vomiting,
headache, abdominal cramps, diarrhea, dizziness,
cardiovascular disturbance, confusion, and possibly
circulatory failure.
Unlike other poisons, the symptoms of baneberry
poisoning subside in a matter of hours rather than
days. Ability damage is recovered at a rate of one
point per hour.
Bean: Some beans, including the red kidney
bean, are actually quite poisonous plants. Proper
cooking renders their poison inert but eating raw
or undercooked beans can cause severe symptoms
including nausea, vomiting and abdominal cramps.
Luckilly, these symptoms only persist for a few
hours. Ability score damage from bean poising
returns at a rate of 1 point per hour rather than the
normal rate of 1 point per day. Furthermore, the
poison in beans (glycoprotein lectin) has its toxicity
increased (DC 20) by excessive overcooking. Beans
must be cooked at the proper temperature to be safe.
Bitter Weed: This poisonous plant commonly
affects sheep, cattle and horses, which are most
likely to eat it while grazing. Symptoms include
respiratory congestion, coughing, vomiting,
diarrhea, weakness, tiredness, and perhaps
paralysis.
Black Locust: This plant produces fragrant
clusters of white flowers in the spring. It is
commonly found in temperate woods, thickets and
along fencerows. Black locust can reach a height
of 80 feet. The leaves, seeds and bark contain a
high concentration of poison. Symptoms include
slow pulse, depression, loss of appetite, vomiting,
diarrhea, mild nausea, and chills. Lesions in the
mouth and throat and severe abdominal cramps are
also common symptoms. Fatalities are rare.

Horses suffer a 2 racial penalty to their saving throw


against black locust.
Bleeding Heart: The bleeding heart is a delicate
flowering plant that blooms in the late spring. The bloom
is often rosy, pink or white and resembles a heart. Bleeding
hearts are easy to grow and are often domesticated for
their beauty. Eating any part of a bleeding heart causes
loss of appetite, disorientation, confusion, and mood
changes. Coma and death from respiratory paralysis have
also been known to occur.
Bracken Fern: horses and cattle most often eat this
leafy marsh plant since they dont have an aversion to it.
However, characters might eat it as well, mistaking it for
an edible plant. Anyone who ingests bracken fern suffers
from blindness, weakness and depression. If both saving
throws are failed, the blindness is permanent.
Buckeye: These medium sized trees grow in moist
woods or along riverbanks. The toxins in buckeye affect
the gastrointestinal tract as well as the nervous system.
Initially, gastrointestinal symptoms develop, which can
include excessive salivation, vomiting, abdominal cramps,
and diarrhea. If both saves fail, neuralgic symptoms also
develop, including trembling, clumsiness, and labored
breathing. Poisoning may then progress to paralysis, coma
and death.
These trees are among the first to leaf out in the spring,
and hungry creatures may be tempted to eat them if no
other forage is available.
Castor Bean: This is not actually a bean but rather a
fruit that grows on a tall leafy plant (the castor plant).
The seeds found within the fruit are extremely poisonous
causing severe diarrhea, weakness, and in some cases
shock. if swallowed whole the beans are much less toxic
(DC 12) then when they are crushed up or chewed.
Characters with Profession (herbalist) may make
medicine (castor oil) from the plant which alleviates the
conditions abdominal cramps and vomiting. It also
reduces nausea by one step (severe nausea becomes
standard nausea etc.)
Creeping Oxalis: Although the roots of some oxalis
species are edible, the creeping oxalis root is not. In fact
the roots, stems and leaves of this dark green bush contain
oxalic acid which, if eaten, causes burning in the throat,
weakness, tremors, depression and possibly kidney failure
and coma.
There is no antidote besides magic for creatures
poisoned with creeping oxalis.
Crown Vetch: This flowering legume survives well in
dry climates and is often found along roadsides. Eating
this plant causes clumsiness and loss of appetite.
Daphne: This dark green bush produces small bright
red berries. Both the berries and the leathery leaves of
the bush are very poisonous. Anyone eating this plant
immediately suffers burning in the mouth and throat.
Later, other symptoms develop such as abdominal cramps,

43

headaches, diarrhea, disorientation, and convulsions.


If the victim falls into a coma, death can ensue.
Daphne is also poisonous to touch. Anyone handling
the plant must make a Fortitude check (DC 16) or
suffer from a rash.
Death Camas: Not only does the bulb of this plant
closely resemble an onion, it also has an onion-like
smell. Unfortunately, the bulb is also the most toxic
part of the death camas. Eating it causes excessive
salivation, vomiting, convulsions, weakness, tremors,
and prostration. Coma and death may also result.
There is no antidote besides magic for creatures
poisoned with death camas.
Dock Sorrel: This stout leafy weed contains oxalate
toxins. Eating it causes tremors, weakness, depression,
kidney failure, and possibly coma. Dock sorrel can be
boiled several times to make the leaves and stems
edible.
Dumbcane: This shrub stands about six feet in
height and has large green or white and green leaves.
Dumbcane is related to jack in the pulpit, green dragon,
elephant ears, philodendrons, devils ivy, arrowhead
vine and several other toxic plants. All of these plants
have similar symptoms if they are consumed, including
severe burning and swelling of the mucous membranes
of the mouth and throat, nausea, vomiting, diarrhea
and loss of voice. The swelling of the mucus
membranes can be so severe that it leads to suffocation
if the subjects Constitution is reduced to 0.
Fireweed: This strange plant is only toxic if it is
grown in moist soil. When grown in arid conditions,
fireweed can be safely used as forage for cattle and
horses. Fireweed is common along roadsides and the
edges of cultivated fields (where water is likely to
gather). Eating poisonous fireweed causes severe
labored breathing, severe depression, blindness, liver
dysfunction, clumsiness, kidney failure, and sudden
death.
Foxgloves: the bright flowers and sweet nectar of
this plant both contain a high concentration of a rare
poison that affects the heart. Primary symptoms consist
only of fast pulse and nervousness. Secondary
symptoms include abdominal cramps, disorientation,
and convulsions. Circulatory failure may also occur.
Hellebore: This short perennial herb grows in
woodlands or on hillsides and bluffs. All parts of the
hellebore are poisonous, especially the roots. Eating
hellebore causes abdominal cramps, excessive
salivating, clumsiness, weakness, trembling, labored
breathing, cardiovascular disturbance, and
convulsions. Death may also occur.
If a pregnant creature eats hellebore the offspring
may die or have severe developmental problems (80%
chance). The problems usually affect the brain and
skull, and can cause it to be born with a distorted face
or without a head at all.

44

Sheep suffer a 2 racial penalty to saves made


against hellebore.
Hemlock: Sometimes mistaken for parsley, anise
or parsnip, hemlock is an herb which bears ripened
(poisonous) fruit in the fall and grows from two to
six feet tall. Hemlock is very deadly and causes several
symptoms including nervousness, clumsiness and
depression. Cardiovascular disturbance and chills
may also occur. If the subjects Dexterity is reduced
to zero they suffer respiratory paralysis and may die.
If a pregnant creature is poisoned with hemlock
and survives, there is a 65% chance that the offspring
will have severe birth defects including club limbs,
curvature of the spine, cleft pallet and other
deformations.
Hemp: This tall leafy weed contains toxic resins
that cause mild intoxication. Symptoms typically
include hallucinations, confusion, blurred vision,
tiredness, disorientation, dizziness and coma. Luckily,
the symptoms of hemp poisoning generally subside
within hours (characters regain 1 point of Wisdom
per hour after poisoning rather than 1 per day).
The toxins in hemp are also mildly addictive (Will
DC 12). Dependency: mood change (1d2 days);
Addiction: restlessness, depression (1d3 days). (See
Chapter 9 for more information on addiction.)
Jimsonweed: Also known as green dragon, loco
weed, thorn apple, and devils trumpet, jimsonweed
is a large annual herb, three to five feet high. It is a
member of the nightshade family. The entire plant is
toxic, especially the seeds and leaves. Symptoms
include chills, cardiovascular disturbance, kidney
failure, intense thirst, incoherent speech,
disorientation, hallucinations, blurred vision, and
drowsiness.
Some tribesmen use jimsonweed in their coming
of age ceremonies, feeding it to boys. Those who
survive the poison become men, those who dont, die.
Larkspur: This short herb grows up to four feet
tall and is most
frequently found
along roadsides,
riverbanks, and
in old fields. The
plant is palatable,
which increases
the risk of
poisoning. The
toxicity
of
larkspur varies,
with the highest
periods
of
t o x i c i t y
occurring during
early growth, and
when the plant

goes to seed. Symptoms include depression,


clumsiness, mild nausea, nervousness, vomiting,
excessive salivating, cardiovascular disturbance,
and labored breathing. If the subjects Dexterity is
reduced to 0 paralysis, convulsions, and death will
occur.
Cattle are especially susceptible to larkspur and
suffer a 2 racial penalty to their saving throw.
Besides magic, there is no antidote or treatment
for larkspur poisoning.
Laurel: There are several types of laurels
including cherry and mountain, many of which are
poisonous. These shrubs usually have purple leaves
and bright red seeds that are contained in woody
pods. The seeds are the only poisonous part. Laurel
seeds contain cyanide. Eating them causes
headache, excessive perspiration, mild nausea and
diarrhea.
Lupine: This short herbaceous plant grows along
roadsides, in open fields and in the wilderness.
Eating any part of the lupine plane causes labored
breathing, depression, nervousness and clumsiness.
Those who fail their second saving throw also suffer
convulsions. Coma and death from respiratory
paralysis also occur if the subjects Dexterity is
reduced below 0. There is no antidote besides magic
for lupine poisoning.
If a pregnant creature is poisoned with lupine,
there is a 60% chance offspring will have skeletal
birth defects.
Mayapple: Also known as mandrake, this plant
flowers in mid-spring. Mayapple can be found in
open clearings in moist woods, along roadsides and
in venerable wood lots. It is also encountered in
damp meadows and open fields. The herbage,
rootstock, and seeds are the most poisonous parts
of the mayapple. Eating this plant causes a variety
of symptoms that typically include severe abdominal
cramps, diarrhea, vomiting, and violent mood
changes.
Mistletoe: This evergreen parasite often grows
on apple trees, poplar, sycamore, fir, and oak. Eating
the small white poisonous berries causes chills,
fever, headache, and cardiovascular disorders.
Herbalists can derive an extract from mistletoe
(DC 32) that can be used in several medications to
treat such things as cardiac disturbance,
disorientation, confusion, and the near death
penalty. It is also an important ingredient in
sedatives.
Monkshood: Also known as wolfsbane or
acataine, this flowering plant thrives in cool
temperate regions and grows to a height between
one and six feet tall. It is often found in the same
vicinity as larkspur. The purple, blue or white
flowers bloom in the spring and summer. The roots,
seeds and leaves are the most poisonous parts of

this plant. Eating any part of the monkshood causes


excessive salivation, weakness, labored breathing,
clumsiness, and eventual prostration with inability to
stand due to paralysis.
Characters with Profession (herbalist) may attempt
a to extract a pain killing substance from monkshood (DC
20). This extract can relieve the near death penalty (see
Chapter 12) and other pain related penalties. It also
regulates respiration, alleviating the labored breathing
condition.
Nightshade: There are about 2000 varieties of
nightshade plants, including several that are not poisonous
such as potatoes, tomatoes, and eggplants. Among the
poisonous nightshades are such killers as belladonna,
jimsonweed, bittersweet, cutleaf and enchanters
nightshade. Most of these plants prefer warm climates
but can thrive in cooler climes as well. Nightshades range
in size from herbs to trees. Usually, cooking a nightshade
will dilute the poison. Eating any part of a nightshade
will cause excessive salivation, mood change, diarrhea,
mild nausea, persistent vomiting, tremors, slow pulse,
shock, labored breathing, depression, drowsiness,
clumsiness, and perhaps coma, kidney failure, and death.
Oleander: Also known as rose bay, this domesticated
flowering shrub can grow as high as twenty-five feet tall.
It has lance shaped leaves and rose-like flowers that are
often red and white. The oleander grows best in warm
climates and in moist, rich soil. All parts of the oleander
are highly poisonous. Symptoms include cardiovascular
disturbance, vomiting, abdominal cramps, diarrhea, mild
nausea, and shock.

Peyote: This small round cactus has a carrot shaped


root and no needles. It produces pink berries with black
seeds. Eating this plant causes hallucinations,
nervousness, tremors, vomiting, diarrhea, abdominal
cramps, blurred vision, headache, dizziness, restlessness,
disorientation, memory loss, confusion, and slow pulse.
Pokeweed: This 10 foot tall herb has succulent purple
stems and a fleshy taproot. It also yields small, dark purple
berries. It is found in rich, disturbed soils such as
barnyards, lowlands, fields, fencerows and moist
woodlands. All parts of this plant are toxic, but the roots

45

and stems are the most dangerous of all. Small


quantities (more than 10) of raw berries can result in
serious poisoning. The more common symptoms are
abdominal cramps, excessive perspiration, vomiting,
diarrhea, and labored breathing. In severe cases,
prostration, convulsions, slow pulse, blurred vision,
and excessive salivation may also occur. Death may
result. Pokeweed causes an immediate burning
sensation in the mouth upon consumption.
If a pregnant creature becomes poisoned with
pokeweed and survives, there is a 30% chance the
offspring will be deformed or mutated.
Pokeweed can be made edible by boiling it at least
12 times in fresh water.
Poppy: There are a variety of poppy plants, all of
which cause some degree of intoxication. Most
commonly, symptoms of poppy poisoning include
hallucinations, intoxication, mood change,
disorientation and nervousness.
The poison of the poppy plant is also addictive
(Fortitude DC 15). Dependency: malaise, restlessness
(1d3 days); Addiction: abdominal cramps, depression,
weakness (1d4 days). (See Chapter 9 for more
information on addiction.)
Rhododendrons: There are over 800 species of
rhododendrons including the various azaleas. These
shrubs grow up to five feet high and are commonly
used as an ornamental plants in homes and gardens.
Wild rhododendrons are found in moist or wet woods,
sometimes in dense colonies.
Symptoms of poisoning include burning of the
mouth, numbness and tingling, abdominal cramps,
depression, labored breathing, mild nausea, vomiting,
diarrhea, excessive salivation, loss of appetite,
convulsion, cardiovascular disturbance, weakness,
confusion, paralysis and coma. Death may also occur.
Honey collected by bees from rhododendrons also
contains the toxin, though at a weaker potency (DC
12)
Rhubarb: Only the leaves of this otherwise edible
vegetable are harmful. The leaves contain oxalic acid,
which is quite toxic. Eating the leaves causes
clumsiness, trembling, labored breathing, weakness,
diarrhea, intense thirst, excessive urination
convulsions and possibly coma followed rapidly by
death. There is no antidote other than magic for
rhubarb poisoning.
Rosary Peas: This perennial vine grows naturally
in tropical climates. If the bean is swallowed without
damage to the bean coat, poisoning is unlikely, and
the bean will tend to pass without incident. In cases
where the bean coat is chewed or broken, toxic signs
and death are likely.
One bean, if well chewed, can kill an adult human.
The toxins cause severe vomiting, diarrhea, loss of
appetite and abdominal cramps. This progresses to
weakness, prostration and shock within a short period

46

of time. Death will occur if the subjects Strength is


reduced to zero.
Water Hemlock: A bushy plant roughly four to
six feet high, the water hemlock is sometimes
mistaken for parsnip or yampa (edible plants). Eating
this plant causes nervousness, labored breathing,
prostration and tremors. Later, extremely violent
convulsions occur, possibly followed by death from
respiratory paralysis and terminal convulsions
occurring within 30 minutes of the onset of symptoms.
If both saves fail the Strength damage is permanent.
Yew: This evergreen tree grows up to 50 feet tall.
All parts of yew trees are quite poisonous and cause
few symptoms other than sudden death. The poison
is not weakened by clipping or seasonal deadfall, the
dried fallen leaves are as toxic as fresh leaves cut
from the tree.
Eating any part of the yew tree causes a rapid onset
of tremors, clumsiness, labored breathing,
convulsions and prostration, often followed by sudden
death.

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.

TABLE 7-3 POISON IDENTIFICATION


Poison
Toad Stools
Death Cap
False Morel
Sorrel Webcap
Muscarine
Psilocybin
Sickener
Inky Cap
Plants
Angels trumpet
Baneberry
Bitterweed
Black Locust
Bleeding Heart
Braken fern
Buckeye
Castor bean
Creeping Oxalis
Crown Vetch
Daphne
Dock Sorrel
Death Camas
Dumbcane
Foxglove
Hellebore
Hemlock
Hemp
Jimsonweed
Larkspur
Laurels
Lupine
Mayapple
Mistletoe
Monkshood
Nightshade
Oleander
Peyote
Pokeweed
Poppy
Ragwort
Rhododendron
Rhubarb
Rosary Pea,
Water Hemlock
Yew

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

Any plains and domestic


Forest marsh
Temperate forest and coast
Temperate forest
Temperate forest and domestic
Temperate forest and marsh
Temperate forest
Warm forest
Any warm
Any warm and temperate
Any temperate
Any plains
Any warm and temperate
Any warm and temperate
Any forest and domestic
Any temperate
Any warm and temperate
Any warm and temperate
Any warm and temperate
Any temperate
Any temperate
Any temperate
Any forest
Any forest
Any forest
Any Plains
Any forest and plains
Any desert
Any warm and temperate
Any temperate
Any temperate
Any temperate and domestic
Any temperate and domestic
Warm forest
Warm and temperate marsh
Any temperate and domestic

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

Note: Since the spell is instantaneous, it does not


prevent future infections.
Divine Health: Game masters might also consider
changing any immunity to disease certain characters
might have (paladins) to resistance to disease
(Fortitude bonus of 20 + level against diseases). These
options allow for powerful epidemics that even the
holiest of heroes must fear.

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).

Table 8-1: Disease Effects


Disease
Anthrax I*
Anthrax II*
Botulism
Cholera
Cryptosporidiosis
Dengue Fever I
Dengue Fever II
Diphtheria
Dysentery I
Dysentery II
Epidemic Typhus
Hepatitis A
Hepatitis B
Hepatitis C*
Herpes*
Histoplasmosis
Influenza
Legonairs disease
Leprasy I*
Leprasy II*
Lepto-spirosis
Lyme disease
Malaria
Meningitis I
Meningitis II
Mononucleosis
Norwalk virus
Plague(I)
Plague (II)
Pneumonia I
Pneumonia II
Polio
Rabies*
Spotted fever
Syphilis*
Tetanus
Trichinosis
Tuberculosis*
Tularemia, ingested
Tularemia, inhaled
Tularemia, contact
Typhoid fever
Whooping cough
Yellow fever

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

Anthrax I (Contact): Anthrax is a dreaded, lethal


disease that affects cattle, sheep and persons. Handling
infected carcasses and their products such as hair and
wool is the primary method of contraction. Butchers,
farmers, herders and wool handlers are the most
commonly infected people. Symptoms include chills,
fever, dysentery, convulsions and sudden death. These
symptoms appear 1d6 days after exposure. There is
no medicinal cure for anthrax and infected creatures
can not recover on their own with Fortitude checks.
Only magic can save a character infected with anthrax.
Anthrax is not transmittable from one person to
another.
Anthrax II (Inhaled): When a creature dies of
anthrax the ground it rests on becomes infected with
the bacteria as well. The anthrax bacteria can live in
the dust in a dormant state for a long time. Anything
that stirs up the dust (combat, camping, digging, etc.)
creates a 30-foot cloud of deadly, microscopic anthrax
spores. When contracted through inhalation, anthrax
causes lesions on the lungs, which result in respiratory
congestion leading to suffocation (respiratory failure)
and death. Anthrax is not transmittable from one
person to another. These symptoms appear 1d6 days
after exposure. There is no medicinal cure for anthrax
and infected creatures can not recover on their own
with Fortitude checks. Only magic can save a character
infected with anthrax.
Burning the carcass and the ground it rests upon
will kill the disease and make the area safe.
Botulism: Botulism can occur in nearly any food
including most vegetables, sea food and farm animal
products. The infecting bacteria are highly lethal,
requiring only a few microscopic organisms to result
in death. Symptoms are limited to weakness, and
labored breathing. If the subjects Strength is reduced
to 0 by botulism they suffer respiratory paralysis and
might die.
Cholera: Cholera is a highly contagious and very
deadly bacteria infection that is spread in contaminated
food and water. Flies often carry the disease from one
food or water source to another. Note that this may
cause characters to continue drinking infected water
to avoid dehydration and inadvertently expose
themselves to more bacteria. Symptoms include
diarrhea, vomiting and intense thirst.
Cryptosporidios: This bacterium infects characters
that eat in unsanitary conditions. Symptoms include
abdominal cramps, mild nausea, vomiting, headache
and loss of appetite.
Dengue Fever I: Pronounced DEHNG-gay, this
disease is most common in the tropics and is
transmitted through mosquito bites. Symptoms include
intense headache, joint pain, muscle pain and rash.
Succeeding at the standard two Fortitude saving throws
to recover from a disease causes dengue fever to
subside, but it does not leave the characters body. To

50

be free of infection characters must pass a third


consecutive Fortitude saving throw. If they fail the
third check the disease returns as a new infection.
Dengue Fever II: This hemorgenic tropical disease
is transmitted by mosquito bites and causes loss of
appetite, vomiting, high fever, headache, abdominal
cramps shock, and perhaps circulatory failure. Each
time a person is infected with this disease, they gain
a cumulative +2 circumstance bonus to resist the next
infection.
Diphtheria: Diphtheria is spread through person
to person contact and is therefore most common in
crowded urban areas. Although the symptoms and
penalties of this disease may subside fairly quickly,
victims who survive diptheria continue to be
contagious for 2-4 weeks after they begin to recover.
Sore throat and slight fever or painful skin lesions
are the most common symptoms.
Dysentery I (Amebic): Amebic dysentery is most
common in the tropics and thrives in unsanitary
conditions. The microorganisms enter the characters
body in a dormant state and become active once within
the intestine. Symptoms include severe, bloody
diarrhea, liver dysfunction and lesions on the bowels,
liver and brain.
Dysentery II (Bacterial): Bacteria that thrive in
unsanitary conditions, especially such places as camps
and institutions, cause this disease. Symptoms include
abdominal cramps, bloody diarrhea, fever and loss
of appetite.
Epidemic Typhus: This disease is spread by body
louse and is commonly associated with wars. Dirty,
crowded conditions such as those during wartime
favor lice infestations and the transmission of this
disease. Often, more soldiers die from typhus than
combat in wartime. 10% of those who survive an
infection may still carry the disease in a latent state
and experience a recurrence of infection 3-36 months
later. Symptoms include headache, rash, and
delirium.
Hepatitis A: This mild form of hepatitis is
transmitted through unsanitary conditions.
Characters who become infected do not experience
any symptoms or damage until they fail a second
Fortitude check as their bodies attempt to fight off
the infection. These symptoms include fatigue, loss
of appetite, fever, vomiting, liver dysfunction, and
jaundice. Anyone exposed to this disease gains
immunity to all future exposures.
Hepatitis B: This form of hepatitis is transmitted
through unsanitary conditions. Characters who
become infected do not experience any symptoms or
damage until they fail a second Fortitude check as
their bodies attempt to fight off the infection.
Symptoms include fatigue, periodic loss of appetite,
fever, vomiting, joint pain, hives, rash, liver
dysfunction, and jaundice. Infected creatures are

contagious from the time of infection until 6 months


after the symptoms have ended. 10% of all infected
creatures become permanent carriers.
Hepatitis C: This most dangerous type of
hepatitis is transmitted through bodily fluids
including blood and saliva. Symptoms include
Appetite loss, vague abdominal cramps, mild
nausea, vomiting, fatigue, liver dysfunction (4 years
older, -4 constitution), and jaundice. Infected
creatures are permanently contagious unless they
receive magic such as remove disease.
Herpes: Although there are several types of
herpes that can afflict a character including cold
sores and fever blisters, the disease discussed here
is the more serious herpes simplex II virus. This
disease causes genital lesions, headache, fever, and
weakness. These symptoms are most severe during
the first onset of the infection. Although herpes can
only be cured with magic, succeeding at two
consecutive Fortitude saving throws will cause the
symptoms to subside for a time. The disease has
not been driven from the characters body and
symptoms may return whenever the infected
character experiences stress. During stressful
events, infected characters must make a Fortitude
check or experience a recurrence of the disease. This
recurrence persists until the character can succeed
at the two consecutive Fortitude checks, causing
the disease to subside once more. Besides the genital
lesion, which always returns, only one or two of
the other symptoms afflict a character that is
experiencing a recurrence of the disease.
Histoplasmosis: This disease is usually
associated with large populations of birds and bats.
The fungus thrives in moist soil. Anything that stirs
up the soil (combat, camping, digging, etc.) fills
the air with a cloud of microscopic spores, which
enter the body through inhalation. Characters who
are infected suffer from fever, respiratory
congestion, coughing, headache, and chills.
Influenza: This deadly disease is contracted by
inhaling the virus through person to person contact.
Influenza causes headache, fever, chills, coughing,
respiratory congestion, and malaise.
Legionnaires Disease: Breathing microscopic
mold spores, which are found in dirt, is the primary
method of contracting this disease. Anything that
stirs up the soil (combat, camping, digging, etc.)
fills the air with a 30-foot diameter cloud of
microscopic spores, which enter the body through
inhalation. Symptoms include headache, tiredness,
dry cough, high fever, chills, respiratory congestion
and pneumonia.
Leprosy I (tuburculoid): It is unknown how this
rare disease is transmitted. Infected creatures can
not recover on their own with Fortitude checks.
Only magic can save a character infected with

leprosy. Those who are infected suffer from a deterioration


of their lungs, which causes respiratory congestion,
coughing and labored breathing.
Leprosy II (Lepromatous): This is the more contagious
variety of leprosy and causes considerable skin damage,
especially to the face, ears, hands and feet. Over time,
this disease also causes nerve damage and will disable
the characters hands and feet permanently. Infected
creatures become contagious until they are cured. Leprosy
destroys the nerves, which leads to numbness and
painlessness. Unfortunately these conditions foster
circumstances that promote more serious damage
including blindness and dismemberment. Infected
creatures can not recover on their own with Fortitude
checks. Only magic can save a character infected with
leprosy.
Leptosporosis: This virus is transmitted to humanoids
from dogs, rats and livestock that are infected. Characters
can also be infected indirectly by wading or swimming in
water that has been contaminated by infected creatures.
Those who become infected suffer from fever, headache,
chills, vomiting, jaundice, excessive perspiration, and
perhaps a rash.
Lyme Disease: This infection is transmitted in the bite
of a ticks and causes headache, fever, fatigue, stiff neck,
muscle and joint pain and a lesion at the site of infection.
Those who have their Strength reduced to 9 or less (and
those with less than 9 to begin with) also suffer facial
palsy, meningitis and cardiovascular disturbance.
Malaria: This deadly disease is most prevalent in
tropical regions and is carried by mosquitoes. Symptoms
include a chills/fever cycle, headache, jaundice, weakness,
kidney failure, liver dysfunction, and possibly coma. The
chills/fever cycle alternates every 3 days.
Meningitis I: Characters who fail their saving throw
and contract this disease suffer no significant symptoms
or effects. For role playing purposes they feel a little under
the weather, stiff and perhaps with a slight headache.
Those who fail a subsequent save (to fight off the disease)
suffer comparatively minor consequences such as
headache, abdominal cramps, rash, stiff neck, sore throat,
and fever. The disease is spread several ways including
person to person, insect bites, and on contaminated food.
Meningitis II: This is a very serious disease that can
disable or even kill the healthiest character. Symptoms
include severe headache, mild nausea, vomiting, fever,
and spasms.
Mononucleosis: This disease is carried in the body
fluids of infected creatures and is most commonly
contracted through saliva. Drinking after someone else,
engaging in mouth to mouth resuscitation and kissing
are all common methods of transmission. Symptoms
include fever, sore throat and tiredness. Infected creatures
continue to be contagious for 1 year after infection unless
they receive a remove disease or similar spell.
Norwalk Virus: This gastrointestinal disease is spread
in unsanitary conditions and causes mild nausea,

51

vomiting, abdominal cramps, headache and diarrhea.


Plague I (Bubonic): This terrible disease is
transmitted to people through the bite of infected fleas
and ticks that got it from rodents. Bubonic plague
causes chills, fever, headache, malaise and swollen
lymph glands. In fact the lymph glands swell until
they become open, bleeding sores (lesions). Lymph
glands are usually located in the groin, arm pits and
neck of humanoids.
Plague II (Pneumonic): This type of plague is
spread through person to person contact and causes
pneumonia-like symptoms of lethal intensity. These
symptoms include respiratory congestion, fever, chills,
headache, weakness, and viral pneumonia. Pneumonic
plague also causes the lymph glands to swell. In fact
the lymph glands swell until they become open,
bleeding sores (lesions). Lymph glands are usually
located in the groin, arm pits and neck of humanoids.
Pneumonia I (Viral): This less severe form of
pneumonia is inhaled through person to person
contact. Symptoms include fever, weakness and
coughing.
Pneumonia II (Bacterial): This form of pneumonia
has killed millions of people. It is inhaled from person
to person contact and is most likely to be found in
places of dense population. Symptoms appear suddenly
and consist of chills, fever, respiratory congestion,
coughing, and chest pain.
Polio: This painful, debilitating disease is spread
through eating in unsanitary conditions. Symptoms
include fever, malaise, headache, nausea, vomiting,
excruciating muscle pain, stiffness in the neck and
back and potential paralysis. Characters who have their
Strength score reduced to 0 by polio become partially
paralyzed (from the waist down). Once the disease
reaches this stage spells such as remove disease will
not remove the paralysis. Characters who become
paralyzed by polio must receive both remove disease
and cure paralysis if they hope to ever walk again.
Rabies: This dread disease is caused by a virus that
dwells in the mucus of infected mammals. The most
common form of transmission is through bites but
breathing the air of caves that have large populations
of infected bats can also transmit rabies (DC 14).
Regardless of the infection method, the course of the
disease is the same. Initial symptoms appear 10-100
days after exposure. The virus causes the rare symptom
of difficulty swallowing. Infected creatures become
unable to swallow fluids, including water and their
own saliva, due to spasms in their throat. This inability
to swallow leads to profuse spitting, drooling and
foaming. Rabies affects the creatures brain and
causes severe and rapid mood changes. The character
may be very friendly one moment, then suddenly
become extremely violent. As the disease progresses,
infected characters become clumsy and experience
spasms, convulsions and eventually paralysis and

52

death. Succeeding at a Fortitude save does not allow


the character to recover from rabies, only magical
healing can save the character.
Spotted Fever: This disease is spread to characters
through the bite of ticks. It is most likely to infect
anyone who spends a great deal of time in the rural
outdoors of a temperate climate. Symptoms include
fever, intense headache, muscle pain, chills, rash and
fatigue.
Syphilis: This insidious disease is spread through
sexual contact. It has an extremely long onset time,
debilitating symptoms and cannot be cured without
magic. Sexually prolific characters are the most
commonly infected persons. The first stage of
symptoms begins roughly 10-90 days after infection.
During this phase characters experience no noticeable
effect other than a small sore on their genitals. This
sore heals naturally in 1-5 weeks. The second stage
begins roughly 6 weeks after that and consists of
serious symptoms including tiredness, fever, sore
throat, and loss of appetite. These symptoms persist
for approximately 2-24 weeks. After that, stage three
begins. During this last phase the character seems to
recover and occasionally experience a few symptoms
of stage two (during times of stress) but otherwise
seems healthy in the short term. Over the long term
however, this disease has serious debilitating effects
on the characters bones, skin, nerves, eyes and brain.
Every year that passes while a character has syphilis
they suffer a cumulative, permanent 1 penalty on
all 6 of their ability scores. They also suffer from
worsening vision, progressing slowly towards
blindness. Eventually, they also become insane.
Infected individuals continue to be contagious for 2
years after their own infection occurred.
Tetanus: This infection is caused when bacteria
get into a characters wounds. The bacteria often live
in a dormant state in the soil and on objects (like
weapons) until it can find a way into a host. Being
cut with contaminated metal or getting dirt in open
wounds are the most common causes of infection.
Soldiers and farmers are the most commonly infected
persons. Swords and other weapons may be infected
with tetanus without their owners even knowing about
it. To avoid spreading tetanus, weapons should be
cleaned regularly. Furthermore, tetanus thrives in a
sealed environment. As long as it is exposed to the
atmosphere it grows slowly. Characters who have
tetanus injected into a wound (from a sword blade
perhaps) then receive magical healing that quickly
seals the wound find the DC to avoid infection
increased by 4 (to DC 20) and the incubation period
reduced to 2-4 days.
Trichinosis: This disease is caused by a parasite
that is most often found in pork. The tiny trichina
worms burrow through the characters intestines and

lay larva in the blood stream. The blood carries the


larva to various muscles in the body where the larva
burrow deep into the muscle fiber and form a cyst.
Symptoms include fever, muscle pain, thirst, chills,
weakness, tiredness, and excessive salivation.
Tuberculosis: Although tuberculosis is not
exceptionally contagious, it also has no cure other
than magic. It is permanent and fatal. Tuberculosis
is transmitted through person to person contact.
Characters who encounter tuberculosis receive two
Fortitude saving throws to resist infection. Those
who succeed at their initial saving throw suffer no
ill effects, as do those who fail the first save but
pass the second. Only those who fail both saving
throws begin to suffer symptoms. Unfortunately the
primary symptoms are deep, mucus filled, bloody
coughing. These symptoms cause the character to
make a special Fortitude check once every month
against the DC of their infection (typically 12) or
suffer a permanent -1 penalty to Constitution. These
lost points return if the disease is ever cured.
Tularemia: Tularemia is a disease that originates
in game animals like rabbits and deer. Handling,
eating or even smelling the entrails of an infected
animal can cause a severe infection. Hunters are
the most commonly infected persons.
Tularemia I (Ingested): Eating infected game
animals is a common way to acquire this disease.
Luckily, proper cooking of game meat can kill the
disease before it is eaten. If infection occurs,
characters suffer from sore throat, abdominal pain,
vomiting and diarrhea.
Tularemia II (Inhaled): Anyone who cleans an
animal infected with tularemia (prepares it for
eating) cannot avoid being exposed to the disease.
Those who fail their save suffer from respiratory
congestion, labored breathing, headache, chills, and
fever.
Tularemia III (Contact): Touching or handling
an animal infected with tularemia can cause serious
skin lesions and swollen glands.
Lastly, it is not unreasonable for someone to
accidentally hunt and kill an infected animal, clean
it, carry it home, cook it (improperly) and eat it,
only to find themselves suffering from all three types
of infection simultaneously a few days later.
Typhoid Fever: This bacterium lives and grows
in waste and is spread by eating and drinking in
unsanitary conditions. Symptoms include fever,
headache, diarrhea, liver dysfunction, internal
bleeding, mild nausea, and loss of appetite.
Whooping Cough: This disease is characterized
by respiratory congestion and fevers accompanied
by prolonged bouts of coughing, which are very
severe at night. A final deep-throated cough or
whoop usually follows a bout of coughing. The

disease is transmitted through person to person contact.


Yellow Fever: Yellow fever is spread through mosquito
bites in tropical regions. Symptoms include fever,
headache, backache, slow pulse, bleeding gums, jaundice,
and vomiting. Anyone who survives an infection of yellow
fever becomes immune to future infections.

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

TABLE 8-2 DISEASE ENCOUNTER


Disease
Anthrax I*

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

the use of that limb (arm). Although the limb can be


repaired instantly with magic, the limb must still be set
to avoid disfigurement.
Burning (B): Creatures with the burning condition are
afflicted with constant sensations of intense heat. This
causes them to suffer +1 per die of damage from fire and
heat and to feel as though the temperature is 30 degrees
warmer than it actually is.
Cardiovascular Disturbance (Cd): Creatures
experiencing cardiovascular disturbance suffer from a
tremulous pulse. This condition causes chest pain (1d2
subdual damage) and forces the subject to make a Fortitude
save (DC 10 +1 per previous check) each round that they
engage in strenuous activity. Failure indicates shock has
occurred and will persist until the character rests for 1d4
hours.
Chills (Ch): Characters with chills take +1 damage
per die from cold attacks, and feel as though the
temperature is 30 degrees colder than it actually is.
Clumsy (Cl): Characters with this condition suffer a
4 penalty to Dexterity.
Coma (Co): Creatures in a coma are in a state similar
to death. They do not respond to noise or pain. They
breathe slightly. This condition can last for an extremely
long time, depending on the cause. If the coma outlasts
the characters ability to go without food or water they
begin to die, as per the starvation and dehydration rules
(86 DMG).
Confusion (C): Confused characters have their behavior
determined by a 1d10 roll, reroll at the end of each action:
1: wander away (unless prevented) for 1 minute; 2-6: do
nothing for 1 round; 7-9: attack the nearest creature for 1
round; 10: act normally for 1 round.
Convulsions (Cv): Severe spasms grip the characters
body, robbing him of any control whatsoever. Those
experiencing convulsions thrash around in a grotesque
manner, sometimes howling as if possessed. Characters
writhing with convulsions may damage themselves or
anyone who gets near them. To avoid damage, characters
in convulsions must be grappled or restrained. Those who
are not restrained suffer 1d4 points of subdual damage
per round of the seizure. Most convulsions last 2d6 rounds.
Coughing (Cg): Creatures with this affliction cough
loudly and/or clear their throat once every 1d6 minutes.
Coughing can be reduced to once every 1d12 minutes by
drinking 25% more liquids than is required. Drinking
even more fluids does not reduce coughing further. Note
that coughing disrupts any attempts by the character to
be silent.
Delusions (Ds): Characters with this symptom suffer
from false perceptions of their surroundings (audible and
visual). These perceptions are usually subtle, misleading
and distort reality. They include such things as detecting
insincerity in others, seeing suspicious shadows, and
misinterpreting sounds. Delusional characters make
random Spot and Listen checks and suffer a 4 on their
Sense Motive skill.

55

Depression (Dp): Characters afflicted with


depression find no joy or satisfaction in the things they
otherwise would. Spell casters loose interest in magic,
fighters loose their desire for combat and clerics
become apathetic about their gods. Depressed
characters do not practice their class abilities and gain
no experience points while the condition persists.
Characters suffering from depression will often put
themselves in senselessly dangerous situations,
inviting damage or even death. They rarely defend
themselves in these situations. When danger is not at
hand, depressed characters will sometimes inflict
damage upon themselves (1d2 points), often with
knives or hot iron. Depressed individuals also become
careless about their possessions and wealth. 10% of
depressed individuals attempt suicide. On average, 6%
succeed. (Roll 1d100. 01-06: successful suicide, 0710: unsuccessful suicide, 11-100: no suicide attempt.)
Diarrhea (D): A character with diarrhea is
randomly afflicted with immediate, watery bowel
movements. When associated with a poison, this
symptom is primarily bothersome, and perhaps messy.
When associated with a disease however, this watery
expulsion poses a much more hazardous threat.
Disease induced diarrhea contains a high concentration
of the infecting germ. Anyone cleaning up this refuse
must take care to wash their hands thoroughly and
with disinfectant (a rare thing in most campaigns). If
they do not, a small but significant amount of
microscopic germs will remain on their hands and be
wiped off on anything they touch. Germs wiped on
food potentially infect anything that eats it. This is
the primary method of transmission of several diseases
including cholera and typhoid fever.
Disabled Limb (Dl): One of the characters limbs
is damaged and useless for 24 hours. The character
suffers 1d2 points of damage and cannot use the
specified limb for one day or until the damage is
magically healed, whichever happens first.
Dismembered Limb (Dl): One of the characters
limbs is cut or ripped from their body. This causes
excessive bleeding as the character suffers a loss of
10%-60% of their remaining hit points each round.
Magical healing which restores at least 20% of the
characters total maximum hit points will create a
fleshy stump and stop the bleeding. Limbs can be
reattached with typical healing magic if the attempt is
made within 5 minutes of the dismemberment and the
magic heals at least 30% of the characters maximum
hit points. These hit points may be gained from
multiple sources but must all be applied within the 5minute time frame.
Disorientation (Do): Disoriented creatures become
lost in familiar surroundings. They also have difficulty
remembering where they are going and what they are
doing. Disoriented creatures cannot memorize spells
or learn new skills. They must also make a

56

Concentration check (DC 15) to remember any recent


event or to identify familiar surroundings. Memories
from the distant past are not affected by this condition.
Recent events are anything within the past 6
months, (including the past few minutes). Distant
past is anything greater than 6 months ago. Spell
casting is impossible with this condition.
Dizziness (Dz): Characters who are dizzy suffer a
20% miss chance on all attacks and cannot run or
charge. Extremely dizzy characters may vomit.
Drowsiness (Dw): Characters who are drowsy
suffer from a feeling of mental lethargy.
Concentration checks (DC 10) are required to perform
even rudimentary tasks. Spell casters must make a
concentration check (DC 12+ spell level) to cast a
spell. Drowsy characters cannot memorize spells and
suffer 2 on all skill checks related to Intelligence,
Wisdom and Charisma.
Excessive Perspiration (Ep): Characters with this
condition sweat profusely, a potential hazard in cold
or dry climates. They must also consume 25% more
water than otherwise required or risk dehydration.
Excessive Salivation (Es): The character begins
drooling profusely and suffers from the effects of
thirst.
Excessive Urination (Eu): Aside from frequent
trips to the lavatory, this condition also dehydrates
characters, requiring them to drink twice as much
water as usual or suffer from dehydration.
Excruciating Muscle Pain (Em): This intense
agony in the characters muscles causes a 4 Strength
penalty, 2 Dexterity and restricts all movement to 5
feet per round maximum.
Facial Palsy (Fp): Characters with this condition
suffer from paralysis of their facial muscles.
Characters wit facial palsy cannot cast spells with
verbal components. Command words for magic items
also cannot be spoken clearly enough to be effective.
Speech is hard to understand, causing listener to make
a Listen check (DC 15) to understand what the
afflicted character is saying. The blank, expressionless
face of someone with this condition imposes a 4
circumstance penalty to any Sense Motive check made
against the character.
Fatigued (Fg): Characters who are fatigued cannot
run or charge and suffer 2 penalties to Strength and
Dexterity. A fatigued character becomes exhausted
by doing something that would normally cause
fatigue. After 8 hours of complete rest, fatigued
characters are no longer fatigued.
Fever (F): This condition combines the effects of
burning, malaise, tiredness and drowsiness.
Flu-like Symptoms (Fs): Characters with this
condition suffer from a combination of drowsiness
muscle pain, headache and respiratory congestion.
Flushing (Fl): Anyone looking at the bright red
face of a flushed individual can clearly see they are

sick. Most people will avoid or ostracize a flushed


individual out of fear from catching their disease.
Hallucinations (Hl): Characters with this
condition see and hear things that no one else does.
These perceptions are quite vivid and include severe
distortions of size, distance and nature of real
objects. This condition also might include sights
and sounds that are completely imaginary.
Hallucinating characters make random Spot and
Listen checks and suffer a 4 on their Sense Motive
skill. Hallucinating creatures must also make a Will
check (DC equal to the save for the spell, poison,
or disease responsible for the hallucinations) or
begin to panic (85 DMG).
Headache (Ha): Headaches cause great difficulty
in concentration. Spell casters with a headache
make a Concentration check (DC 12+ spell level)
to cast or memorize a spell.
Hives (Hv): This severe skin rash is characterized
by painful, itching welts. Characters with hives
suffer 2d2 points of subdual damage which persist
for the duration of the condition.
Hot Flashes (Hf): Creatures with hot flashes are
afflicted with sudden sensations of intense heat.
During these bouts (which occur 1d6 times an hour
and last 1d4+2 minutes) they also suffer +1 per die
of damage from fire and heat and feel as though
the temperature is 20 degrees warmer than it
actually is.
Incoherent Speech (Is): Creatures with this
affliction have lost the ability to speak clearly. They
babble with disjointed sentences and make very little
sense. They are not aware of the disturbance
however, and will believe they are making sense.
Intense Headache (Ih): Those with migraines
and other intense headaches suffer 2 to hit in bright
light and take 1d2 in subdual damage from loud
noises. They may not run or charge. Spell casting
requires a Concentration check (DC 24+ spell level)
and no spell memorization may be done.
Intense Thirst (It): Creatures with this condition
must consume three times as much water as they
otherwise would or suffer from dehydration (86
DMG.) Furthermore, afflicted characters may only
go without water for 6 hours before they must begin
making Constitution checks against dehydration
(DC 10, +2 for each previous check).
Internal Bleeding (Ib): Characters with this
dreaded condition suffer from blood loss but may
not even know it. Internal bleeding is painless and
only sometimes causes visible bruising. Many times,
characters with internal bleeding dont even know
it until they begin dying (see the near death penalty,
below). Most cases of internal bleeding cause 1d6
points of damage per hour. More severe cases might
causes 1d6 points of damage every ten minutes or
even 1d6 per minute. Only the most sever internal

hemorrhaging causes 1d6 points of damage per round.


Internal bleeding can usually be cured with magic that
heals at least 10 points of damage. It can also be cured
with natural healing.
Jaundice (J): Anyone looking at the sickly yellow skin
of a jaundice character can clearly see they are sick. Most
people will avoid or ostracize a jaundice individual out of
fear from catching their disease.
Joint Pain (Jp): Every round that a character with joint
pain spends in hard moving (fighting, running, digging
etc.) requires a Fortitude save (DC 20) or such movements
cause 1 point of subdual damage.
Kidney Failure (Kf): Kidney failure is most often
indicated by a lack of urination and can be fatal. Each
twelve-hour period that passes while this condition persists
the character must make a Fortitude check (DC10 +1 per
previous check) After the first failed roll the character
begins to suffer nausea, loss of appetite and tiredness. A
second failure indicates the character begins to suffer from
spasms, weakness, tingling and cramps. A third failed
save indicates the character begins to have convulsions
and falls into a coma. A fourth failed check indicates the
character has died.
Labored Breathing (Lb): Creatures afflicted with
labored breathing find respiration difficult and become
fatigued and exhausted twice as fast as normal. They may
only perform strenuous activity (running, swimming,
fighting, holding their breath and so on) for a number of
rounds equal to their Constitution score. To continue
performing strenuous activity, the character must succeed
at a Constitution check (DC 10+2 per previous check) or
become fatigued (84 DMG).
Lesions (L): Open sores appear somewhere on the
characters body. Characters with lesions suffer 1d2 points
of subdual damage, which persist until the lesions are
cured or removed.
Liver Dysfunction (Ld): Unless noted otherwise, this
symptom ages the character by 2 years and causes a
permanent 1 Constitution penalty.
Loss of Appetite (La): Characters with this condition
loose all interest in food. If they try to eat they find food
makes them mildly nauseous, as though they are
overeating. Continuing to eat will make the character
nauseous, then severely nauseous. These symptoms fade
10-60 minutes after the last attempt to eat. Not being
hungry does not mean that the character may go without
food. Characters who do not eat are still in danger of
starvation (86 DMG).
Loss of Voice (Lv): Characters with this condition
cannot utter words or noises. They may wheeze quietly
but not effectively enough to communicate. Verbal
components to spells cannot be uttered, nor can command
words for magical devices.
Malaise (Ma): This general feeling of illness and
ailment imposes a 1 on all of the characters saving
throws.

57

Memory Loss (Ml): This condition impedes the


subjects ability to remember facts and information.
Recalling simple information requires a Concentration
check (DC 15). Complex or difficult information can
only be remembered with a Concentration check (DC
20). Spell casters must make a Concentration check
(DC 25 + spell level) to cast a spell.
Mild Intoxication (Mi): Mildly intoxicated
individuals suffer from a slight case of clumsiness (-2
Dex) and gain a +1 moral bonus to Strength and a +2
moral bonus against fear-like effects.
The further steps of progressive intoxication are
severe intoxication, unconsciousness, shock, coma and
death.
Mild Nausea (Mn): Characters with mild nausea
suffer 4 to hit and damage, -5 on all Dexterity and
Strength related skills, and cannot move faster than
x2. Spell casting requires a Concentration check (DC
15 + spell level).
Mood Change (Mc): This condition indicates the
character is subject to sudden, severe mood changes.
The character goes quickly from one mood state to
another, oftentimes without reason.
Muscle Pain (Mp): Those with muscle pain suffer
2 Strength, -1 Dexterity and cannot run or charge.
Nausea (N): Creatures experiencing nausea are
unable to attack, cast spells, concentrate on spells or
do anything requiring attention. The only action such
a character may take is a single move (or moveequivalent action) per turn.
Nervous (Nv):: The character is on proverbial pins
and needles. Every sound startles him and every
stranger seems suspicious. This condition grants a
+1 bonus to all Spot, Listen and Sense Motive checks,
but causes concentration to become more difficult.
Simple activities require a Concentration check (DC
10), complex activities require checks at DC 15 and
spell casting requires Concentration checks equal to
10 + spell level. Nervousness also causes loss of
appetite and tremors.
Numbness (Nb): Characters experience a profound
lack of tactile sensation, usually in their extremities.
This causes tactile tasks to become very difficult.
Handling spell components properly requires a Reflex
check (DC 18). Picking pockets, Opening Locks and
other tactile related skills suffer a 15. Numbness is a
more severe form of tingling.
Paralysis (Pa): This condition disables the
characters voluntary muscles, causing their effective
Strength and Dexterity to become 0 but they may still
make purely mental actions.
Partial Paralysis (Pp): Sometimes only a
characters legs become paralyzed. Such characters
must use their arms, friends, machines, or magic to
move about. Spell casting is still possible with partial
paralysis. Dexterity modifiers to AC are lost; and the
character may only use weapons that are one size

58

category smaller than himself (i.e. a Medium-size


creature may only use size Small or smaller weapons).
Persistent Vomiting (Pv): Characters afflicted with
persistent vomiting must make a Fortitude check
every 20 minutes or be overcome with vomiting for
1d4 rounds. In the event that there is no material to
regurgitate, the character heaves and might expel
blood (20% chance). If this occurs the character
suffers 1d2 points of subdual damage. All persistently
vomiting characters must drink 50% more water or
face dehydration.
Prostration (P): Characters who are prostrated
cannot move. They are bed ridden with sickness and
are helpless to care for themselves.
Rash (R): Red itchy splotches cover a region of
the characters body (or whole body). Characters
frequently scratch the irritated area and suffer 1 point
of subdual damage.
Respiratory Congestion (Rc): The characters
lungs are congested with fluids and/or phlegm. This
condition causes coughing and labored breathing.
Respiratory Paralysis (Rp): As the muscles of the
upper body become paralyzed, breathing becomes
more and more difficult. Characters with this
condition are in serious danger of dying. Any
character with this symptom begins suffocating (88
DMG) and will die if they do not receive some sort
of respiratory assistance.
Restless (Rs): Characters with this condition
cannot get meaningful sleep. Their nights are spent
writhing for long, lonely hours in the darkness. They
sleep sporadically and awake frequently. They regain
only half the normal amount of hit points for sleeping
and cannot study, prepare or memorize spells upon
waking.
Severe Headache (Sh): Characters with severe
headaches suffer 1d2 points of subdual damage from
very loud noises. They also cannot run or charge.
Spell casters with severe headaches must make a
Concentration check (DC 18+ spell level) to cast or
memorize a spell. Severe headache is a more extreme
form of headache, but less severe than intense
headache.
Severe Intoxication (Si): Alcohol and some other
poisons induce this condition. Intoxicated creatures
experience a strong sense of euphoria and clumsiness.
Intoxication also causes a -4 Dexterity penalty and a
-2 Wisdom penalty but adds a +2 moral bonus to
Strength and a +4 moral bonus against fear-like
effects.
The further steps of progressive intoxication are
unconsciousness, shock, coma and death.
Severe Nausea (Sn): Creatures experiencing severe
nausea are bed ridden. They may not take any action
or any meaningful movement due to their extreme
condition. At the DMs discretion, those experiencing
severe nausea may crawl up to 5 feet per turn.

Characters who move while severely nauseous must


make a Fortitude check (DC 20) or begin vomiting.
Shock (Sk): Characters in shock suffer from
depressed vital signs including slow pulse and
potential unconsciousness. Those suffering from
shock become apathetic, and emotionless. They also
suffer from weakness (-4 Strength), chills (+2
damage per die from cold attacks) and diminished
alertness (-4 Spot and Listen). Characters in shock
who have lost more than 50% of their hit points or
50% of any one ability score become unconcious.
Slow Pulse (Sp): Creatures with this condition
suffer from a combination of slight weakness (-2
Str) and disorientation.
Sore Throat (St): Eating causes 1 point of
subdual damage per meal. Talking causes 1 point
of subdual damage per minute. 10% of individuals
with a sore throat loose their voice for 1d4 days.
Spasms (Ss): Characters afflicted with spasms
are not in complete control of their bodies. Nerve
damage causes their limbs to flail randomly and
their face and hands to twitch uncontrollably. This
condition causes even the simplest tasks to become
very difficult. Casting spells with material or
somatic components requires a Reflex check (DC
20). Characters with spasms also suffer a 2 to hit
in combat. Skills that depend on eye-hand
coordination including Disable Device, Open
Locks, Forgery and others suffer a 4 on the check.
Note that not all these affected skills are Dexterity
based, some are based on other abilities such as
Forgery (Intelligence). In these cases, the 4 penalty
reflects the greater concentration the character must
exert to compensate for the spasms.
Swollen Glands (Sg): Although anytime a
character acquires a disease or infection they will
experience swollen lymph glands, characters
specifically afflicted with this symptom experience
severe swelling, usually under their chin, near the
throat. This swelling is obvious to others and is
somewhat painful, causing 1d2 points of subdual
damage.
Temperature Inversion (Ti): Creatures
experiencing temperature inversion feel cold in
warm weather and hot in cold weather. Regardless
of how they feel, the actual affect of the environment
on their bodies is unchanged.
Temperature Sensitivity (Ts): Temperatures
above 60 degrees feel 20 degrees hotter and
temperatures below 60 degrees feel 20 degrees
colder.
Thirst (Th): Characters suffering from thirst
must drink twice as much water a day as they
otherwise would or face dehydration (86 DMG).
Tingling (T): Characters experience a slight
prickling sensation, usually in their extremities.
This causes delicate tactile tasks to become more

difficult. Handling spell components properly requires a


Reflex check (DC 12). Picking Pockets and Opening Locks
and other tactile related Skills have their DC increased
by 2.
Tiredness (Td): Those who suffer from tiredness
experience slow reaction time, receiving a 2 Dexterity
penalty and 1 on attack rolls.
Tremors (Tr): Tremors cause characters to shake and
tremble constantly. This condition adds a +2 to the DC
of any delicate tactile skill the character attempts to use,
including Disable Devise, Forgery, Pick Pockets, Open
Locks and others. Tremors are generally less severe than
spasms but much longer lasting.
Unconsciousness (U): Knocked out and helpless.
Unconsciousness can result from shock, blood loss or
major infection.
Vomiting (V): Creatures suffering from vomiting must
make a Fortitude check (DC 15) each hour, and anytime
they eat. Failure indicates a bout of vomiting. While
vomiting, the creature is overcome with regurgitation
which last 1d4 rounds. During this time the vomiting
creature is helpless and may only take a 5-foot step. Each
day characters vomit they must drink 25% more water or
face dehydration (86 DMG).
Weakness (W): Creatures suffering from weakness
have their Strength reduced by 4 points.

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

points of damage per round. Successfully bleeding


someone requires a Heal or Torture skill check (DC
12).
Boiling Alive: Victims are thrown into a boiling
liquid, not always water. Often boiling oil or tar is
used. Since oil and tar boil at a much higher
temperature than water, the damage caused by boiling
in these substances is equal to 20d6 per round of
immersion. Characters who are lucky enough to be
boiled in water receive 10d6 points of damage per
round of complete immersion.
Being splashed with boiling tar or oil causes 2d6
points of damage. Splashes of boiling water cause 1d6
points of damage.
Burning: There are several types of burning
executions that a character may suffer. The most
common is burning at the streak. Characters may also
be roasted over a spit like a piece of meat or thrown
into barrels of burning tar.
Burning at the Steak: The most important thing to
consider when being burned at the steak is the amount
of smoke there will be. Usually 1d3 rounds after the
fire is started, the character being executed is exposed
to heavy clouds of smoke. Breathing this smoke
requires a Fortitude save (DC 15 +1 per previous
check) or the character spends that round coughing
and choking. A character who chokes for two
consecutive rounds takes 1d6 points of subdual
damage. Roughly 2d3 rounds after the smoke has
begun to cloud the area (causing a 20% miss chance)
the flames begin to burn the character. These flames
cause 1d2 points of damage on the first round, 1d4
points of damage on the second round and 1d6 points
of damage every round thereafter. Sometimes out of
spite executioners will burn wood that releases little
smoke, so the victim burns to death rather than passes
out from the smoke.
Roasted on a Spit: The character is tied to a long
rod (a spit) and suspended over a bed of coals like a
piece of meat. This causes the victim to begin cooking,
taking 1d2 points of damage the first round and 1d4
points of damage every round after that until dead or
freed.
Burned in Tar: This thick, black substance burns at
high temperatures for long periods of time. It also emits
a great deal of choking smoke (89 DMG). Anyone
immersed in burning tar suffers 20d6 points of damage
per round. If they get out before they die, the tar sticks
to them and continues to burn until it is either put out
(Reflex save 20) or burns itself out in 10 + 1d10
minutes.
Crucifixion: The process of crucifixion often begins
with a lengthy bought of whipping, after which the
condemned must usually carry a beam, or the entire
cross, to their place of execution. Contrary to popular
belief, people who are crucified are not always nailed
to a piece of wood, although this is often the case.

60

When subjects are nailed to a tree or cross the spikes


are driven through the wrists and ankles and the
subject is then also tied to the wood. Subjects who
are nailed but not tied will eventually fall off, usually
before they die. Damage from this sort of crucifixion
is 1d2 per limb (typically 4d2).
Characters hanging in crucifixion quickly begin
to find it hard to breathe as the weight of their bodies
impedes respiration, causing suffocation. When
crucified, characters can breath for a number of hours
equal to their Strength score. After that, they must
begin making Strength checks each hour (DC 10 +1
per previous check). When they fail, they begin to
suffocate. In the first round of suffocation they fall
unconscious (0 hp). The following round, the
character drops to 1 hit points and is dying. On third
round, the character suffocates.
In many places it is common practice to break the
legs of a condemned person with a hammer after they
are attached to the cross. This makes them unable to
support any of their body weight with their legs and
thus speeds the suffocation process. Characters
subjected to this form of crucifixion can only survive
for 10 minutes per point of Strength before they must
begin making Strength checks (DC 10 +1 per previous
check) or begin to suffocate.
Crucifixion is most commonly used for political or
religious criminals, pirates and slaves.
Disembowelment: Victims have their abdomens
sliced open and their entrails removed. The incision
causes 1d4 points of damage. Having an organ
removed causes permanent hit point damage equal
to 20% of the characters maximum. More explicit
details of disembowelment depend on what organs
are removed and in which order. Usually nonessential
organs and digestive organs are removed first. Only
when there is little life left in the character will their
more vital organs be removed.
Dragging: Victims are often tied to a horse or other
swift mount and dragged along at a gallop. Characters
are usually knocked down when the dragging begins
to keep them from running along. It is very difficult
to regain their feet while being dragged (Tumble DC
25 and speed equal to or greater than that of the
dragging creature). Damage from dragging is
typically 1d4 points of damage per round for an
average dirt road. Special conditions may cause more
or less damage.
Drawn and Quartered: There are several
variations of this technique, many of which begin
with dragging (or drawing) the victim to the place
of execution where they are subjected to a non-lethal
hanging. Victims are then cut up like a side of beef
while they are still alive (see disembowelment, above).
Often their entrails are removed and burned while
they watch. Their muscles are sometimes cut from
their legs, arms and torso. The genitals might also

be removed or disfigured. Finally, the victim is cut


or dismembered into numerous pieces
(quartered). Anyone who escapes this torturous
method of execution before it is completed will need
magic to restore their bodies. Until then, any
affected limbs are disabled and useless.
Drowning: This method is popular at sea and is
also frequently used on witches. See the rules on
drowning (85 DMG). Typically, a victim of
deliberate drowning is dunked several times to
increase their horror before they are finally held
under for good.
Eaten by Animals: This usually occurs in some
sort of public arena where large, carnivorous
animals can be safely contained. Advanced societies
might uses arenas or coliseums, more primitive
cultures might uses a simple pit of wolves. Victims
who are thrown to the animals rarely have weapons,
armor, or spell components. They are also often
beaten and tortured before they are thrown to the
beasts. Furthermore, the animals involved are often
starved for a few days before hand and antagonized
by the executioner just before the excitement begins.
Eaten by Insects: Victims are smeared with a
sweet substance such as honey and tied to the
ground near an insect lair. Usually the insects are
of the stinging or biting sorts. Each minute the
insects spend eating the character they deal 1d6
points of damage. Victims of this sort of execution
also find their eyes and ears are early targets of the
insects. After two minutes of eating, the victim
becomes deaf. After three minutes he becomes
blind.
Hanging: Hanging by the neck can mean either
a quick, painless death or a slow twitching death.
It might even mean a lucky escape. When a
character is to be hanged, whether on a gallows or
a makeshift support, the length of rope is very
important. For each foot of slack in the rope, the
character suffers a 2 on his Strength check to
survive the fall (base DC 20). Most ropes have at
least 2 feet of slack and some have as much as 6 or
8 feet. Characters who fail the initial Strength check
have their necks broken and are immediately killed.
Characters who survive the initial fall must still
hang by the neck until someone cuts them down
(unless their own hands are not bound). Each round
that they hang by their necks they must make
another Strength check or take 1d6 in subdual
damage. Each time they fail, the DC of the check
is increased by 2 (reflecting the tightening of the
noose). Characters who fail become unconscious
and die 1d4 round later.
Impalement: This horrid form of death is almost
unthinkable and very painful. Traditionally, a spear,
pole-arm or other sharp object is inserted into the
victims rectum (causing 1d4 points of damage).

They are then hoisted up into a vertical position, several


feet above the ground. Their body weight causes them to
slide down the spear, slowing impaling them. This causes
another 2d6 points of damage. Once the characters are
impaled, they suffer 1 point of damage per minute until
they die or somehow get off the impaling object. It is
impossible for an impaled individual to lift himself off
the spear, it requires help from others or magic.
Furthermore, this form of execution is very likely to
cause infections. Victims of impalement must make a
Fortitude check (DC 25) or suffer from a severe tetanus
infection (see Chapter 8 Diseases).
Skinned Alive: This terrible form of execution involves
the character having their skin slowly and painfully
removed in large strips. This causes disfiguring scars
unless magical healing is used to restore the damage. A
creatures size determines how much skin they have to
cut off. Consider each size category to count for 1d6 points
of potential skinning damage. Therefore, a Medium-size
creature, if completely skinned suffers 5d6 points of
damage. At this point the character has no skin and, if
hes still alive, suffers from bleeding (1d3 points of damage
per round).
Iron Maiden: Victims who are shut into an iron maiden
take 3d4 points of damage initially and are permanently
pierces by the spikes. Getting out is very difficult. If the
maiden is locked, the occupant must make a Strength
check (DC 30) to burst the lock. If it is not locked, the
door can be pushed open with a Strength check (DC 15).
In either case, whether the attempt to open the door is
successful or not, the character suffers another 2d6 points
of damage. Characters who cannot get out of the iron
maiden are trapped until someone lets them out. While
inside, they cannot move and regain only 1 hit point per
level per week of natural healing. In the mean time, they
are likely to be exposed to diseases such as tetanus (see
Chapter 8). They also may starve or die of dehydration
(86 DMG).
The door can be opened and slammed shut again on
the victim for additional damage and entertainment.
The Wheel: One of the more imaginative methods of
execution involves strapping the victim to a large wheel.
There are several variations on this including tying the
condemned character to the rim of the wheel and rolling
them down a hill or over a bed of spikes. Luck has a lot to
do with how much damage someone receives from the
wheel, which contributes to its popularity in many lands.
Tied to the Rim: being tied to the outside edge of the
wheel and rolled down a hill usually causes minimal
damage at first, but as the wheel gains momentum and
begins to bounce, the damage increases. Typically, being
rolled in this fashion causes 1d4 points of damage per
round for the first 2-4 rounds. After that the wheel starts
to bounce as it rolls, damage increases to 1d6 but there is
a 20% miss chance due to the bouncing. Roughly 2 rounds
after that, the wheel starts bouncing and careening wildly

61

down the slope, increasing the miss chance to 50%


but raising the damage to 2d6. Every 2 rounds after
that the damage increases by another 1d6 until the
wheel begins to slow and come to rest.
Wheel of Fortune: This popular use of the wheel
involves the victim being strapped to the flat side of
the wheel and spun. As the wheel turns, people stand
around it and take attacks. Optionally, the wheel can
be mounted on the wall like a dartboard and the
participants hurl knives, hammers, axes, and anything
else they can think of at the victim. In addition to the
damage sustained by the attacks, the victim also
become dizzy from the spinning. This dizziness
persists for 1d3 minutes after the spinning stops.
Pendulum: Victims are tied to a slab under a
swinging, slowly descending pendulum. Usually the
pendulum has a keen edged blade. Although the
executioner can set the rate of decent at whatever he
sees fit, the usual rate is rather slow.
Damage from the pendulum begins at a mere 1 point
per round for up to 10 rounds before it increases to 2
points of damage per round. Eventually it increases to
3 points, then 4 points. This continues until the
pendulum is automatically dealing 10 points of damage
per round to the victim (if they are still alive).
Escaping from this device usually involves breaking
shackles (DC 25 or more).
Pressing: Victims of pressing usually lay on their
backs on the ground and have heavy rocks stacked on
top of them. Communities where this method is
frequently used will often have tools and equipment
to facilitate the pressing process. Pressed characters
can hold a weight equal to five times their maximum
load. Once this limit is exceeded, the pressed character
must make Strength checks each round (DC 20 +1
per previous check) or be crushed. Damage from the
crush is typically 1d6 per 100 lb. of weight. This
damage continues every round after the character fails
the Strength check until they are rescued or dead.
Poisoning: interestingly, poisoning is not a common
form of execution, usually being reserved for the more
affluent and prestigious criminals. For rules on poison
see chapter 7.
Stretching: Several methods and machines can be
devised to stretch a person including the rack.
Generally, stretching is a slow painful death that results
in dismemberment. Every time the executioner applies
more force to the stretching (turns the crank, spurs
the horses etc.) the victim must make a Fortitude check
(DC 20 +1 per previous check) or have their limbs
disabled (useless for 24 hours). If the stretching
continues the victim must continue making Fortitude
checks with the cumulative +1 per previous check.
Failing a second check indicates two of the characters
limbs are broken. This causes a great deal of pain (1d4
points of subdual damage per limb). At this point the

62

executioner can stretch the character further, forcing


him to make another Fortitude saving throw as before
or have two of his limbs ripped off. This
dismemberment causes the subject to loss 10-60% of
their remaining hit points each round.
Stoning: Up to 30 stone throwers at a time attack
the victim. Sometimes a victim of stoning is leashed
to a pole or building with a short chain, limiting their
ability to protect themselves. Stones are hurled until
the condemned is dead or rescued.
Sawed in Half: A toothy saw blade is taken to the
victims midsection and a strong man vigorously saws
them in half. This causes a murderous amount of
damage (2d6 per round). If the victim should escape
or otherwise survive, they often face a tetanus
infection (see Chapter 8 Disease).
Starvation: Those condemned to starvation are
usually locked in a small room, sometimes they are
tied up. Then their captors simply forget about them
(86 DMG).
Strangulation: Victims of strangulation are
restrained and choked. Damage from this technique
is similar to the choke maneuver in grappling (see
below) Victims of strangulation cannot make opposed
grapple checks to resist the choke.
Torn Apart by Trees: This requires a specific
locale where the right size trees are the right distance
from each other. Happily, in heavily wooded areas
this isnt as hard as it might sound. The exact Strength
of the trees in a given execution depends on the
specific situation but players should assume an
average total combined Strength of 60. If characters
wish to survive, they must win an opposed Strength
check against the combined Strength of the trees.
Succeeding at this check only prolongs the characters
life for one round. The following round they must
make the check again. This is considered hard
physical exertion for purposes of fatigue and
exhaustion and continues until someone frees them.
Torn Apart by Horses: This gory form of
execution is probably the most horrific of all. Each
of the victims limbs (arms and legs) is tied securely
with a long rope to a separate horse. In unison, each
of the four horses runs in an opposite direction. To
survive this form of execution characters must win
an opposed Strength roll against the combined
Strength of the horses. Four typical light warhorses
have a combined Strength of 64. Characters who fail
this check have several of their limbs ripped off. Blood
sprays from their torso causing a loss of 10-60% of
their remaining hit points per torn limb.
Many victims of this execution method usually
dont have all 4 limbs ripped off. Rather, they usually
loose three of their limbs and then are dragged for
some distance by the horse attached to their remaining
limb (see dragging, above).

The Cauldron. A large metal pot is placed upside


down on the victims abdomen. Several rats are
slipped under the rim of the pot. The executioner
uses a flame to heat the cauldron slightly. The rats,
trying to escape the heat, begin to eat their way out
through the victims abdomen. This causes 1 point
of damage per rat (usually 2) per round. Those who
survive also face a potential disease (filth fever).
Tied in a Sack with Animals. Snakes, scorpions
and wolverines are just a few of the interesting
things a character can be tied in a sack with. Usually
in these forms of execution the animal is enraged
or starved beforehand by the executioner. Victims
are rarely allowed to have weapons or armor.
Onlookers will often knock the victim down, forcing
them to roll around in the sack with the animal.
While fighting in a sack, characters lose their
Dexterity bonus to armor class and are in complete
darkness (unless they have darkvision).
Wooden Horse: This horrendous method of
execution involves a large wooden object,
resembling a pyramid or an inverted V. The
victim is made to sit atop the horse. Weights are
sometimes added to the victims ankles to speed
the process. Characters who sit atop the wooden
horse suffer 1 point of subdual damage per round
(2 points if ankle weights are used). For every 4
points of subdual damage the character receives they
also take 1 point of real damage. This damage
continues as the victim slowly begins to be ripped
in half. Characters who suffer 25% of their hit
points in damage from the horse (real or subdual)
loss their ability to walk until the damage is healed.

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.

TABLE 9-1: RUNNING IN ROUGH TERRAIN


Speed Increase
+1/4
+1/2
+3/4

DC
12
14
16

Note that speed cannot be increased above the


characters normal maximum. The characters

Dexterity bonus (or penalty) applies to the DC check as


does any armor check penalty.
For example, under the standard rules for hampered
movement a character who could normally cover 60 feet
with a double move (hustle) could only cover 15 feet while
moving through thick undergrowth in fog (one quarter
as far as normal). With this optional rule, the character
may choose to move faster, perhaps at one half normal
speed (DC 14) or even at full normal speed (DC 16). Of
course if he fails, he falls and is prone.
This Rule in Play: If you include this optional rule into
your games, expect a lot of tripping, slipping and falling.

OTHER GRAPPLING OPTIONS


Optional Rule: Grappling maneuvers anyone can do.
In addition to the standard options characters have while
grappling (137 PHB), they may also attempt the following
maneuvers by succeeding at an opposed grapple check.
Choke: Characters who can win an opposed grapple
check can apply a chokehold to their opponent. Victims
of a choke must break the grapple or face death. The
extreme desperation of the struggle grants all choke
victims a +2 circumstance bonus on opposed grapple
checks to break the hold. Characters who are being choked
suffer 1 point of subdual damage per round from the grip.
Choking victims can survive for a number of rounds equal
to their Constitution score. After this period of time, the
character must make a Constitution check (DC 10) or
fall unconscious (0 h.p.). The save must be repeated each
round, with the DC increasing by +1 For each previous
success.
If the choke is released upon unconsciousness, the
victim will survive if they can make a Fortitude check
(DC 10). If the check succeeds, they will return to
consciousness in 2d12 rounds. If the check fails however,
their hit points fall to 1 and they begin dying.
Furthermore, if the choke is maintained after
unconsciousness, the victim receives no Fortitude save
and is slain the following round.
Carry: The character is able to lift his opponent and
carry him away. To do this, the character must be strong
enough to carry the opponent, the opponents equipment
and his own equipment as well (142 PHB).
Throw: Opponents whose total weight (body weight
plus gear) does not exceed the characters Light Carrying
Capacity (142 PHB) can be thrown up to ten feet. Damage
from the throw is typically 1d4+ the throwers Strength
modifier, possibly more if the opponent is hurled into a
fire, off a cliff, onto spikes or something else. Victims of
a throw can make a Tumble check (DC 20) to reduce the
damage to half and roll to their feet. Those who fail the
Tumble check are prone. This maneuver breaks the
grapple.
Disable Limb: While grappling, a character can
attempt to twist one of his opponents limbs and disable
it. To do this, the character and his opponent must make

63

opposed grapple checks. If the character wins, his


opponent must make a Fortitude check against the
characters opposed grapple roll or have the limb (arm,
leg, neck etc.) disabled for 24 hours. This maneuver
also inflicts 1d2 points of subdual damage. (Note: A
disabled neck can still be used for eating, breathing
and talking. It just doesnt hold up the head very well.)

NEAR DEATH PENALTY


Optional Rule: Penalties for being nearly dead.
The standard rule about hit points and damage is that
damage gives you scars, bangs up your armor and gets
blood on your surcoat but doesnt slow you down until
your current hit point total reaches 0 or lower.
As an option, consider the following rule. The near
death penalty represents the impediments associated
with agony and bodily damage. Just as someone in
our own world who is in critical condition cannot get
up and run at maximum speed or fight to the best of
their ability, so too are characters impeded by mortal
suffering.

TABLE 9-2:THE NEAR DEATH PENALTY


HP
100%
50%
25%
10%
1%*
1 HP

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

* this entry is reserved for those characters and


creatures whose hp are reduced to 1% from a
maximum of more than 100.
HP: This column indicates the characters remaining
hit points expressed as a percentile of their maximum
total.
Speed: This column indicates the base speed penalty
caused by blood loss and damaged muscles. If the speed
penalty exceeds the subjects normal speed allotment,
they may still move 5 feet each round.
Att. This column indicates the attack penalty
imposed by being nearly dead.
Dam. This column indicates the penalty to damage
inflicted by a dying character. Damage can be reduced
below 0 by this penalty, resulting in no damage dealt.
Skills: This column indicates the penalty applied to
all skill checks due to the characters agonizing wounds
and disabled limbs.
Spells DC: This column indicates the base
Concentration DC for spell casters while they are
suffering the pains of being wounded. Add the spells
level to this number to determine the DC for casting
spells.

64

Constructs, oozes, undead and creatures with the


bloodlust ability are immune to the near death penalty.
Some spells, magic items, special abilities and feats
can also alleviate or remove the penalty.
This Rule in Play: For the sake of expediency, have
the players figure what their characters hit points
are at 50%, 25%, 10%, and 1% (if applicable) and
write those values into a matrix similar to Table 122 The Near Death Penalty. This way, they can see
what their penalties are at a glance.
Remember that what is good for the players is fair
for the monsters and NPCs too. Keep track of the
near death penalties for as many major opponents in
the game as possible.
The effect of this rule on your game will usually be a
greater appreciation for hit points among the players.
They will be more likely to break from combat and
flee, less likely to press on when they are weakened.
This also draws a sharper contrast for those heroes
who do brave the threats of death, fighting on through
their agony and dismemberment to win the day
they are truly worthy champions.

FIGHTING IN THE WATER


Optional rule: Penalties for fighting in shallow
water.
There are currently no rules governing combat in
shallow water. As an option, consider the following
penalties.

TABLE 9-3: FIGHTING IN THE WATER


Water Depth
Ankle
Knee
Waist
Chest

Dex bonus
-1
-2
-4
*

Speed
-10 %
-25%
-50%
-75%

Dex bonus: This column indicates the penalty to the


characters Dexterity modifier. Water chest deep or
deeper negates all Dexterity bonuses to armor class
and Reflex saves.
Speed: the percentile of speed lost due to the water.

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).

For example, the description of hemp reads: The


toxins in hemp are also mildly addictive (Will DC
12). Dependency: mood change (1d2 days);
Addiction: restlessness, depression (1d3 days).
Thus anyone eating or inhaling this plant must
make a Fortitude check or suffer the affects of
poisoning. If that check fails, the character must
make an addiction check (in this case, Will DC 12).
If this check fails the character becomes dependent.
In this case, dependency causes the symptom mood
change. This symptom persists for 1d2 days.
However, the character also has a nagging desire
to take the drug again (in this case, hemp). If he
takes it again, and fails his Fortitude check against
the poison, the symptom of mood change is
temporarily removed until the poison wears off
(typically 1d4 hours). Unfortunately, every time the
character takes an addictive drug he must also make
an addiction check. Characters who are dependent
on a drug suffer a 2 circumstance penalty to their
addiction checks when taking more of the drug they
are addicted to. In our example, the character is
already dependent on hemp so he suffers a 2
circumstance penalty to the addiction check. If the
character takes a drug he is already dependent on
and fails the addiction check he becomes addicted.
The penalties for addiction are handled just like
the penalties for dependency. They persist for an
indicated amount of time (1d3 days in the case of
hemp) and can be temporarily removed by taking
the poison again. Every time the character takes
an addictive poison he must make an addiction
check. If he takes a drug he is already addicted to
he suffers a 4 penalty on the addiction check and
the duration for recovery is reset.

RECOVERING FROM ADDICTION


If a dependent character can resist taking the drug
for the indicated number of days (1d2 days for
hemp), the symptoms subside and the character is
free of the dependency.
If an addicted character resists the drug for the
indicated number of days (1d3 days for hemp), his
addiction status changes to dependent and his
symptoms change accordingly. The character is now
considered dependent and must continue to resist
the drug for the indicated amount of time to be free
of the dependency.

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.

TABLE 10-1: WONDROUS ITEMS


d%

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

Animal Skin: These magical pelts include all sorts


of skins from mammals such as lions, tigers, bears,
boars, elephants and so forth. An animal skin imbues
the wearer with powers of shapechanging. Once per
day the wearer may call upon the skin to polymorph
himself into the same type of creature as the skin. This
change lasts 10 minutes or until willfully dispelled by
the wearer.
Caster Level: 8th; Prerequisites: Craft Wondrous Item,
polymorph self; Market Price: 4,800 gp.
Arrow of Hunting: When fired from a bow this arrow
will fly quickly out of sight and unerringly seek, strike
and kill one Large game animal.
Caster Level: 7th; Prerequisites: Craft Magical Arms
and Armor, locate creature; Market Price: 700 gp;
Cost to Create: 350 gp + 28 XP.

66

Arrow of the Sun: When fired from a bow these


arrows become sunbeams, similar to the spell (261
PHB). Unlike the spell however, the beam is only 1
foot wide and only affects the creature struck by the
beam. The range is equal to that for the bow used to
fire the arrow. Striking with the sunbeam requires a
ranged touch attack made with all the archers
standard bonuses.
Caster Level: 13th; Prerequisites: Craft Magical
Arms and Armor, sunbeam; Market Price: 1,000 gp
Cost to Create 500 gp + 40 XP.
Buffalo Stone: This nondescript rock has the power
to summon up to 20 buffalo per day. These bison
appear within 400 feet of the stone. They cannot be
controlled and do not fight for the caster. They are
real bison and behave as such. If there is danger
nearby they are likely to stampede in fear. If they can
be killed, these buffaloes are safe to eat.
Caster Level: 9th; Prerequisites: Craft Wondrous
Item, summon natures ally V; Market Price: 18,000
gp.
Dream Catcher: These hand-woven ornaments are
hung over a sleepers head to filter out bad dreams
and nightmares. A dream catcher even blocks
magical invasion of the dreamer including the spells
dream and nightmare.
Caster Level: 9th; Prerequisites: Craft Wondrous
Item, dispel evil; Market Price: 45,000 gp.
Drums of Dancing: These small tom-toms are finely
crafted and decorated with dyes and seeds. When
played, all creatures within 120 feet (except those
within a 20-foot safe zone around the drums) are
affected by an irresistible dance spell (234 PHB).
Caster Level: 15th; Prerequisites: Craft Wondrous
Item, irresistible dance; Market Price: 100,000 gp.
Flute of Charms: This five-holed flute is carved
from cedar and resembles a twisted, headless horse.
When played it evokes a powerful love charm. Any
creature with an intelligence greater than 2 that hears
the flutes music must make a Will save (DC 16) or
become charmed as the spell charm monster (183
PHB).
Caster Level: 9th; Prerequisites: Craft Wondrous
Item, charm monster; Market Price: 60,000.
Hot Rock Powder: A pinch of this red hot powder
fills the user with a boiling furry that is in all ways
similar to barbarian rage (+4 Strength, +4
constitution, +2 moral bonus to Will saves and a 2
penalty to AC). If the hot rock powder is ever exposed
to water it smolders and goes out, forever loosing its
magical properties.
The magic of the hot rock powder persists for 2d4
rounds. When the rage ends, the user is fatigued and
cannot use the powder again until he rests for 8 hours.
A typical pouch of hot rock powder contains 3d6
pinches.

Caster Level: 12th; Prerequisites: Craft Wondrous


Item, emotion; Market Price: 30,000 gp.
Hypnotic Shield: This light leathery shield is
painted with bright colors on the front side. Once a
day, the user can command the colors to begin
weaving and scintillating, mimicking the effects
of the spell hypnotic patter.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, hypnotic pattern, Market Price:
4000 gp.
Hiding Shield: This shield is made of lizard skin
and changes color to match the surroundings. The
user of a hiding shield may take duck behind it and
be hidden from view. Using the hiding shield this
way grants a +4 circumstance bonus to the users
Hide checks. It weighs 3 pounds and has no armor
check penalty.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, fade*; Market Price: 6,000.
Mask of the Ancestors (Fighter): This highly
revered mask serves as a conduit for a powerful
ancestor spirit who was a fighter. Putting the mask
on imbues the wearer with the following powers:
+1 base attack
+1 Fortitude save
+1d10 temporary hit points
+2 Strength
The powers of a mask of the ancestors may be
invoked once per day and persists for 10 rounds.
Caster Level: 15th; Prerequisites: Craft Wondrous
Item, summon spirit VIII, Market Price: 40,000 gp.
Mask of the Monkey God: This mask is often
made of wood or clay and is worn to bring the wearer
in touch with the god of simians. It grants the wearer
the following abilities.
Speak with animals (monkeys only).
Dominate animals (monkeys only)
+2 Dexterity
10 ft. Climb speed
The powers of a mask of the ancestors may be
invoked once per day and persists for 10 rounds.
Caster Level: 15th; Prerequisites: Craft Wondrous
Item, summon spirit VIII, Market Price: 30,000 gp.
Medicine Bag: This small, nondescript leather
bag grants a +1 luck bonus on attacks, saves, and
skill checks to its owner. The bag must be crafted
specifically for its user and cannot be used by
someone else. Each medicine bag contains objects
that are important and symbolic to the specific
owner. If a medicine bag is stolen or even given
away, it does not work for the new owner. Medicine
bags only work for the person they were made for.
Caster Level: 9th; Prerequisites: Craft Wondrous
Item, hallow, Market Price: 10,000 gp.

Pole of Homing: This tall wooden staff is often used by


travelers to find a new or lost place. To use it, the owner
must concentrate for 1 minute and, while concentrating,
place the pole in the ground in an upright position. This
should be done when camping each night. 1d4 hours after
being placed in the ground, the pole will start to lean in
the direction of the desired place. A pole of homing can
only be used to find places and locations. It cannot be
used to locate persons or objects.
The desired location need not be a specific place. It can
be an abstract description of a place such as a safe place
to live. Or a land of fertile fields and peace. The pole
will always lean to the nearest place that fits the
description. Alternately, it can be used to find specific
locations such as the village of Littlebrook. Once the place
is reached, the pole will no long lean in any particular
direction unless it is used to locate some new place.
Caster Level: 12th; Prerequisites: Craft Wondrous Item,
locate object, Market Price: 10,000 gp.
Talisman of Protection: Often made of feathers, bones,
or other animal part, a talisman of protection provides
the wearer with a +1 enchantment bonus to Fortitude
saving throws.
Caster Level: 7th; Prerequisites: Craft Wondrous Item,
resilience; Market Price: 20,000 gp.
Tiki: These small statues often resemble gods or
powerful spirits. They are usually carved from wood but
may also be made of bone or ivory. Tikis embody ancestral
spirits. They are appropriate only for the person for whom
they were made. If ever stolen or even given away, a tiki
will not function for its new owner. Tikis provide the
owner with a guardian spirit similar to the shaman ability
(see Chapter 2). These spirits are always ancestor spirits
with 2 HD and cannot be manifested, even by shamans.
The bonus gained from this spirit is a spirit bonus selected
from Table 2-5: Guardian Spirit Bonuses.
Caster Level: 11th; Prerequisites: Craft Wondrous Item,
summon spirit VI; Market Price: 23,000 gp.
Totem Pole: These tall carved and painted poles are
usually not owned by a single person, rather they are the
possession of a family, clan or even a whole tribe. Most
totem poles serve the same function that a coat of arms or
a family crest does in other societies. Sometimes however,
totem poles are imbued with special powers. They can be
used to strengthen the owners bond with totem animals
and they can even protect the family or clan with
supernatural powers.
The owners benefit from the pole whenever they are within
400 feet of it. A totem pole typically has 3 to 7 faces on it,
each representing a different spirit or ancestor. Each face
may or may not be imbued with a special power. For
example, a totem pole with 7 faces on it may have up to 7
special spirit related abilities. Several possible abilities
are listed below.
Affinity: All owners gain a +4 enchantment bonus to their
Animal Empathy skill regarding one particular species.
The family, clan or tribal leader may also speak with

67

animals 1/day with the specific type only. A single


totem pole may have multiple animal affinities.
Fear: Strangers who come within 400 feet of the pole
must make a Will save (DC 20). Those who fail are
shaken and suffer 2 moral penalties to their attack,
damage, and saving throws until they leave the area.
This only affects strangers to the village. The definition
of strangers is determined by the people who own
the pole.
Guardian spirit: A guardian spirit equal to 1 half the
creators HD is granted the manifest ability and
becomes a protector of the owners as long as the totem
pole stands. The spirit may not travel more than 400
feet from the pole. A single totem pole may have
multiple guardian spirits. (see Chapter 2 for rules on
guardian spirits.)
Healer: Natural healing occurs at twice the normal
rate.
Health: All owners receive +2 Vs disease
Protection: +1 to one saving throw (Fortitude, Reflex,
or Will).
War: Owners gain +1 to all attack and damage rolls.
Wisdom: The pole casts Guidance 1/day.
Caster Level: 13th; Prerequisites: Craft Wondrous
Item, summon spirit VII, Market Price 20,000 gp per
spirit ability.
Warning Statue: These wooden statues are often
used on canoes to help detect danger. They are always
crafted with large, protruding ears and often have
menacing faces. A warning stature is typically 3 to 5
feet tall. The statue has a chance to hear anything that
the crafter would deem dangerous. The stature makes
Listen checks with a +10 enchantment bonus. Any
dangerous or suspicious sound it hears is relayed to
the owner in a telepathic message describing the sound.
Caster Level: 5th; Prerequisites: Craft Wondrous Item,
clairvoyance/clairaudience, Market Price: 15,000 gp.
War Paint: This brightly colored magical paste is
smeared on the body in ritualistic patters. Anyone may
apply war pant to themselves as a standard action.
Characters may only be under one application of war
paint at a time. A single application can be used to
imbue any one of the following abilities:
Natural AC +6
Haste
Energy resistance 10 (against one type)
Damage reduction 10/+1
Spell resistance 19
Rage (as barbarian, 25 PHB)
+4 attack bonus
The chosen ability (selected by the character) persists
for one hour after application. Applying war paint
requires 1 minute and a Concentration check (DC 12).
Caster Level: 9th; Prerequisites: Craft Wondrous Item,
emotion, true strike, haste, resist elements, stoneskin,
spell resistance; Market Price: 20,000 gp.

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

TABLE 10-3: SPECIAL ABILITIES


Min.

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

Magic Weapon Special Abilities


Besides the common bonus of +1 or more, many
magic weapons also have special magical properties
detailed here. A weapon with a special ability must
have at least a +1 enchantment.
.Dodge Bonus: This weapon intutivly blocks and
parries blows aimed at the owner. This grants a
dodge bonus of +1, +2 or +3, but only while the
weapon is drawn and brandished. This bonus is also
lost whenever Dexterity bonuses do not apply.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, caster must be of a level three
times that of the deflection bonus. shield; Market

Price: +1 bonus (+1), +3 bonus (+2), or


+5 bonus (+3).
Mark
+1 Save: The weapon bestows a +1
Mod.
competance
bonus to one type of saving
+1
throw (Fortitude, Reflex or Will).
+1
Caster Level: 5th; Prerequisites: Craft
+1
Magical Arms and Armor, vulpine
+1
evasion*, or head strong* or withstand*;
+1
Market Price: +1 bonus.
+1
+2 Special Maneuvers: This weapon
+1
grants a +2 circumstance bonus to all trip,
+1
disarm and sunder maneuvers. This bonus
does not apply to standerd attacks.
+1
Caster Level: 5th; Prerequisites: Craft
+1
Magical
Arms and Armor, greater magic
+1
weapon;
Market Price: +1 bonus.
+2
+50%
Damage: Every time this
+2
weapon strikes, it deals an additional 50%
+2
in damage. This number is calculated
+2
from the total damage including magical
+2
bonuses and strength modifiers and so on.
+2
Caster Level: 7th; Prerequisites: Craft
+2
Magical Arms and Armor, true strike and
+3
staggering blows*; Market Price: +4
+3
bonus
Advice: Once per day the weapon may
+3
be consulted for advice concerning a
+3
single action. This ability functions just
+3
like the spell augury (177 PHB).
+3
Caster Level: 5th; Prerequisites: Craft
+3
Magical Arms and Armor, augury;
+3
Market Price: +1 bonus
+3
Automatic Critical: Once a day the
+4
weapon can be willed to strike unerringly
+4
and with critical precision, automatically
+4
resulting in a critical threat and invoking
+4
any other ability the weapon may have that
only functions on a critical roll.
+4
Caster Level: 5th; Prerequisites: Craft
+4
Magical Arms and Armor, true strike;
+5
Market Price:+1 bonus.
+5
Blinding: Anyone struck by this
-weapon with a critical hit must make a
Fortitude check (DC 14) or be blinded
permanently.
Caster Level: 5th; Prerequisites: Craft Magical Arms
and Armor, blindness/deafness; Market Price: +2
bonus.
Danger Sense: The weapon alerts its owner of
impending threats seconds before they happen. This
prevents any chance of the owner being surprised or
flat-footed. This ability only functions when the weapon
is drawn and brandished.
Caster Level: 17th; Prerequisites: Craft Magical
Arms and Armor, foresight; Market Price:+5 bonus.

69

Darkvision: The owner of this weapon


automatically gains darkvision of 30 feet. The weapon
must be drawn to use this ability.
Caster Level: 7th; Prerequisites: Craft Magical
Arms and Armor, darkvision; Market Price: +2 bonus.
Detect Magic: This enchantment makes the
weapon sensitive to magical fields. When so
commanded, it detects the presence or absence of magic
in a designated area or object, functioning just like
the spell of the same name (193 PHB).
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, detect magic; Market Price:+1
bonus
Disarming: Weapons with this ability gain a +4
enchantment bonus to all opposed rolls to disarm.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, true strike; Market Price:+1 bonus.
Disease: On a critical hit, this weapon infects the
opponent with a disease. This aliment may any one of
the crafters choice selected from Chapter 8 of this
book. It is selected at the time of the weapons creation
and cannot be altered thereafter. The DC to avoid the
disease depends on the caster rather than the type of
disease and is typically DC 16.
Caster Level: 9th; Prerequisites: Craft Magical
Arms and Armor, contagion; Market Price:+3 bonus
Dispelling: Once per day this weapon can be
commanded to dispel one magical effect within 5 feet.
This functions just like the spell dispel magic (196
PHB) as if cast by a 7th level sorcerer.
Caster Level: 7th; Prerequisites: Craft Magical
Arms and Armor, darkvision; Market Price: +2 bonus.
Dream Warning: The owner of this weapon
receives vague, symbolic warnings in his dreams 1d2
days before tragic or dire events take place. When the
events begin to transpire, the owner experiences a sense
of deja vu and may act with a +2 insight bonus to all
rolls for the first 3 rounds of the encounter.
Caster Level: 17th; Prerequisites: Craft Magical
Arms and Armor, foresight; Market Price: +3 bonus.
Energy Resistance: The weapon provides the
owner with energy resistance 5 against one type of
energy (fire, cold, electricity, sonic, or acid). The type
of energy must be selected at the time of casting and
cannot be changed. The weapon must be in hand for
this to be in effect.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, endure elements; Market Price: +1
bonus.
Grace: The owner of this weapon gains a +2
Dexterity enchantment bonus when the weapon is
drawn and brandished.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, cats grace; Market Price: +2 bonus.
Health: The owner of this weapon gains a +2
Constitution enchantment bonus when the weapon is
in drawn and brandished.

70

Caster Level: 5th; Prerequisites: Craft Magical


Arms and Armor, endurance; Market Price: +2
bonus.
Heroism: This weapon grants a +1 base attack
bonus and an extra 1d10 hit points to the owner. This
bonus only applies when the weapon is drawn and
brandished.
Caster Level: 9th; Prerequisites: Craft Magical
Arms and Armor, heroism*; Market Price: +3 bonus.
Knock Down: Anyone struck by this weapon with
a critical hit must make a Reflex check (DC 14) or be
knocked prone.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, staggering blows*; Market Price:
+2 bonus.
Leadership: The owner of this weapon
automatically gains the Leadership feat (45 DMG).
Without the weapon, he loses the feat.
Caster Level: 7th; Prerequisites: Craft Magical
Arms and Armor, spirit of the lion*: Market Price:
+3 bonus.
Light on Command: The weapon sheds light in
a 20-foot radius on command. It will continue to do
so until commanded to stop.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, light; Market Price:+1 bonus.
Low-light Vision: The Owner of this weapon
automatically gains low-light vision. The weapon
must be drawn to use this ability.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, darkvision; Market Price: +1
bonus.
Maximum Damage: On a critical hit, this weapon
automatically inflicts maximum damage.
Caster Level: 12th; Prerequisites: Craft Magical
Arms and Armor, staggering blows*; Market
Price:+3 bonus
Minor Healing: Once a day this weapon can be
commanded to bestows one cure light wounds spell
that restores 1d8+5 hit points to any living creature
touched.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, cure light wounds; Market Price:
+1 bonus
Natural Healing x2: The owner of this weapon
benefits from double the normal rate of natural
healing. They regain 2 hit points per level from
resting for one day and 3 hit points per day of
complete bed rest. The weapon must remain with 1
foot of their body for this ability to function.
Caster Level: 7th; Prerequisites: Craft Magical
Arms and Armor, cure serious wounds: Market Price:
+3 bonus
Proficient: Anyone picking up a weapon with this
special ability is automatically proficient with it. If
they put the weapon down they loose the proficiency.

Caster Level: 5th; Prerequisites: Craft Magical


Arms and Armor, *; Market Price: +1 bonus.
Rage: Once a day, this weapon can be called
upon to fill the wielder with a blinding furry that is
in all ways similar to the barbarian rage ability (25
PHB).
Caster Level: 7th; Prerequisites: Craft Magical
Arms and Armor, emotion: Market Price: +3 bonus.
Severing: Upon striking a critical hit a severing
weapon dismembers one of the opponents limbs
determined randomly (roll 1d4; 1: right arm, 2: left
arm, 3: right leg, 4 left leg). This causes excessive
bleeding as the character suffers a loss of 10%-60%
of their remaining hit points each round. Magical
healing that restores at least 20 points of damage
will create a fleshy stump and stop the bleeding.
Limbs can be reattached with typical healing magic
if the attempt is made within 5 minutes of the
dismemberment. Whether creating a stump or
reattaching a limb, the magic must heal at least 20
hit points of damage. These hit points may be gained
from multiple sources.
Caster Level: 12th; Prerequisites: Craft Magical
Arms and Armor, true strike, keen edge and
staggering blows*; Market Price: +4 bonus
Gate: This ability allows the weapon to open a
temporary portal to another dimension. The plane
reached may be any of the users choice other than
the one he is currently on. This portal remains open
for 5 rounds and allows travel in both directions. It
is in all other ways similar to the planar travel
ability of the gate spell (208 PHB).
Caster Level: 17th; Prerequisites: Craft Magical
Arms and Armor, gate; Market Price: +5 bonus.
Strength: The owner of this weapon gains a +2
Strength enchantment bonus when the weapon is
in drawn and brandished.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, bulls strength; Market Price:
+1 bonus.
Spell-like Ability 1-2: The weapon is imbued
with a single spell-like ability of 1st or 2nd level.
This ability may be invoked by the user once per
day and functions just as the spell of the same name
cast by a 5th level sorcerer. Common spells include
cure light wounds, guidance, and true strike.
Caster Level: 5th; Prerequisites: Craft Magical
Arms and Armor, bulls strength; Market Price:
+1 bonus.
Spell-like Ability 3-4: The weapon is imbued
with a single spell-like ability of 3rd or 4th level.
This ability may be invoked by the user once per
day and functions just as the spell of the same name
cast by a 7th level sorcerer. Common spells include
lightning bolt, fireball and ice storm.
Caster Level: 7th; Prerequisites: Craft Magical
Arms and Armor and the spell to be placed with

the weapon; Market Price: +2 bonus.


Spell-like Ability 5-6: The weapon is imbued with a
single spell-like ability of 5th or 6th level. This ability
may be invoked by the user once per day and functions
just as the spell of the same name cast by an 11th level
sorcerer. Common spells include cone of cold and chain
lightning.
Caster Level: 11th; Prerequisites: Craft Magical Arms
and Armor, and the spell to be placed with the weapon;
Market Price: +3 bonus.
Spell-like Ability 7-8: The weapon is imbued with a
single spell-like ability of 7 or 8 level. This ability may
be invoked by the user once per day and functions just as
the spell of the same name cast by a 15th level sorcerer.
Common spells include prismatic spray and sunburt.
Caster Level: 15th; Prerequisites: Craft Magical Arms
and Armor, and the spell to be placed with the weapon;
Market Price: +4 bonus.
Spell-like Ability 9: The weapon is imbued with a
single spell-like ability of 9 level. This ability may be
invoked by the user once per day and functions just as the
spell of the same name cast by a 17th level sorcerer.
Common spells include energy drain and foresight.
Caster Level: 17th; Prerequisites: Craft Magical Arms
and Armor, and the spell to be placed with the weapon;
Market Price: +5 bonus.
Spell Turning: The weapon is able to reflect spells
back upon the caster just as the spell spell turning (255
PHB). This ability turns 8 levels of spells per day. The
owner of the weapon may decide which spells to turn.
This ability is lost whenever the weapon is not in hand
and whenever Dexterity bonuses do not apply.

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.

1st - LEVEL SHAMAN SPELLS


Burning hands. 1d4 fire damage/level (max:
5d4).
Calm Animals. Calms 2d4 +1/level HD of
animals, beasts and magical beasts.
Comprehend Languages. Understands all
spoken and written languages.
Cure Light Wounds. Cures 1d8+1/level (max
+5). Detect Animals or Plants. Detects species
of animals or plants.
Detect Chaos/Evil/Good/Law. Reveals
creatures, spells, or objects.
Detect Secret Doors. Reveals hidden doors
within 60 feet.
Detect Snares and Pits. Reveals natural or
primitive traps.
Detect Undead. Reveals undead within 60 ft.
Doom. One subject suffers 2 on attacks,
damage, saves and checks.
Identify. Determines a single feature of a magic
item.
Endure Elements. Ignores 5 damage/round from
one energy type.

72

Entangle. Plants entangle everyone in 40-ft.-radius


circle.
Expeditious Retreat. Doubles casters speed.
Invisibility to Undead. Undead cant perceive one
subject/level.
Jump. Subject gains +30 to Jump checks.
Obscuring mist. Fog surrounds the caster.
Magic Stone. Three stones gain +1 attack, deal 1d6+1
damage.
Magic Weapon. Weapon gains +1 bonus.
Mount. Summons riding horse for 2 hr./level.
Spider climb. Grants ability to walk on walls and
ceilings.
Spirit Armor. Same as mage armor. Subject gains +4
armor bonus.
Summon Spirit I. Calls spirit to fight.
Unseen Servant. Creates invisible force that obeys
commands.

2nd - LEVEL SHAMAN SPELLS


Aid. +1 attack, +1 saves against fear, 1d8 temporary
hit points.
Animal Messenger. Sends a Tiny animal to a specific
place.
Augury. Learn whether an action will be good or bad.
Barkskin. Grants +3 natural armor bonus (or higher).
Bulls strength. Subject gains +1d4+1 Strength for 1
hr./level.
Canine Companion*. Summons a dog for hunting or
guarding.
Cats Grace. Subject gains +1d4+1 Dexterity for 1
hr./level.
Darkvision. See 60 ft. in total darkness.
Death Knell. Kills dying creature; caster gains 1d8
temporary hp, +2 Strength, +1 level.
Detect Thoughts. Allows listening to surface
thoughts.
Endurance. Subject gains +1d4+1 Constitution for 1
hr./level.
Equestrian*. Subject gains +8 to Ride checks.
Flaming Sphere. Rolling ball of fire, 2d6 damage,
lasts 1 round/level.
Geyser*. Causes 1d6 per level to one creature and
showers everyone within 20 feet for 1d3 per level.
Hold Animal. Holds one animal helpless; 1 round/
level.
Invisibility. Subject is invisible for 10 min./level or
until it attacks.
Lesser Restoration. Dispels magical ability penalty or
repairs 1d4 ability damage.
Locate Object. Sense direction toward an object
(specific type).
Produce Flame. 1d4 +1/two levels damage, touch or
thrown.
Remove Paralysis. Frees one or more creatures from
paralysis, hold, or slow.

Resist Elements. Ignores 12 damage/round from


one energy type.
See Invisibility. Reveals invisible creatures or
objects.
Speak with Animals. Communicate with natural
animals.
Summon Spirit II*. Calls spirit to fight.
Summon Swarm. Summon a swarm of small
crawling or flying insects.
Track*. Grants a +8 enchantment bonus to the
recipients Wilderness Lore check when attempting
to track.

3rd - LEVEL SHAMAN SPELLS


Blaze. Casues 1d6 per caster level in fire damage.
Subjects must put themselves out.
Clairvoyance/Clairaudience. Hear or see at a
distance for 1 min/level.
Cure Moderate Wounds. Cures 2d8+1/level (max
+10).
Dispel Magic. Cancels magical spells and effects.
Dominate Animal. Subject animal obeys silent
mental commands.
Flame Arrow. Shoots flaming projectiles (extra
damage) or fiery bolts (4d6 damage).
Gust of Wind. Blows away or knocks smaller
creatures.
Heroism*. Subject gains +1 attack bonus, 1d10
temporary hit points, and a +2 competency bonus to
Fortitude.
Phantom Steed. Magical horse appears for 1 hour/
level.
Plant Growth. Grows vegetation, improves crops.
Protection from Elements. Absorbs 12 damage/
level from one kind of energy.
Speak with Dead. Corpse answers one question/two
levels.
Speak with Plants. Communicate with normal
plants and plant creatures.
Sepia Snake Sigil. Creates symbol that immobilizes
reader.
Spirit of the Bear*. Bestows upon the subject +5
Strength and +7 Spot bonuses.
Spirit of the Leopard*. Bestows upon the subject
+5 Dexterity and +10 feet speed bonuses.
Spirit of the Owl*. Bestows upon the subject +5
Wisdom and +7 Move Silently bonuses.
Spirit of the Lion*. Bestows upon the subject +5
Charisma and +7 Wilderness Lore bonuses.
Remove Disease. Allows a Fortitude saving throw
with a +20 bonus to recover from a disease.
Stone Shape. Sculpts stone into any form.
Summon Spirit III*. Calls spirit to fight.
Tongues. Speak any language.
Wind Wall. Deflects arrows, smaller creatures and
gas.

Water Breathing. The subject can breath under


water.

4th - LEVEL SHAMAN SPELLS


Arcane Eye. Invisible floating eye move 30 ft./
round.
Cure Serious Wounds. Cures 3d8 +1/level damage
(max +15).
Death Ward. Grants immunity to death spells and
effects.
Detect Scrying. Alerts caster of magical
eavesdropping.
Discern Lies. Reveals deliberate falsehoods.
Dismissal. Forces a creature to return to its native
plane.
Divination. Provides useful advice for specific
proposed actions.
Eruption. 1d6/level (max 15d6) to one creature.
Also showers 30-foot radius for 1d3/level (max
15d3).
Fire Shield. Creatures attacking the caster take fire
damage; the caster is protected from heat or cold.
Ice Storm. Hail causes 5d6 damage in a cylinder 40
ft. across.
Locate creature. Indicates direction to a familiar
creature.
Reincarnate. Bring dead subject in a random body.
Repel Vermin. Insects stay 10 ft. away.
Restoration. Restores level and ability score drain.
Scrying. Spies on a subject from a distance.
Sleet Storm. Hampers vision and movement.
Summon Spirit IV*. Calls spirit to fight.

5th - LEVEL SHAMAN SPELLS


Awaken. Animal or tree gains human intellect.
Commune with Nature. Learn about terrain for one
mile/level.
Hallow. Designates location as holy.
Contact Other Plane. Ask questions of extraplanar
entity.
Control Winds. Changes wind direction and speed.
Cure Critical wounds. Cures 4d8+1/level damage
(max +20).
Death Ward. Grants immunity to all death spells
and effects.
Ethereal Jaunt. Caster becomes ethereal for 1
round/level.
Lesser Planar binding. Traps outsider until it
performs a task.
Magic Jar. Enables possession of another creature.
Prying Eyes. 1d4 floating eyes +1/level scouts for
the caster.
Telepathic Bond. Link lets allies communicate.
Summon Spirit V*. Calls spirit to fight.
Flame Strike. Smite foes with divine fire (1d6/
level).

73

Transmute Mud to Rock. Transforms two 10ft. cubes/level.


Transmute Rock to Mud. Transforms two 10-ft.
cubes/level.
Unhallow. Designates location as unholy.
Wall of Fire. Causes 2d4 fire damage out to 10
ft. and 1d4 out to 20 ft. Passing through the wall
causes 2d6 +1/level.
Wall of Thorns. Thorns damage anyone who
tries to pass.

6TH-LEVEL SHAMAN SPELLS


Analyze Dweomer. Reveals magical aspect of
subject.
Antilife Shell. 10-ft. field hedges out living
creatures.
Banishment. Banishes 2 HD/level extraplanar
creatures.
Cold Spell*. Reduces the temperature to 50
degrees Fahrenheit.
Fire Seeds. Acorns and berries become grenades
and bombs.
Giant Strength*. Subject gains 1d12+5
Strength.
Greater Dispelling. As dispel magic, but +20 on
check.
Greater Scrying. As scrying but faster and
longer.
Healing Circle. Cures 1d8 +1/level damage in al
directions.
Heat Wave*. Raises the temperature of the area
to 150 degrees Fahrenheit.
Legend Lore. Learn tales about a person, place,
or thing.
Summon Spirit VII*. Calls spirit to fight.
Stone Tell. Talk to natural or worked stone.
Liveoak. Oak become treant guardian.
Move Earth. Digs trenches and builds hills.
Planar Binding. As lesser planar binding but up
to 16 HD.
True Seeing. See all things as the really are.
Wall of Stone. 20 hp/four levels; can be shaped.

7TH-LEVEL SHAMAN SPELLS


Animal Shapes. One ally/level polymorphs into
chosen animal.
Control Weather. Changes weather in local
area.
Creeping Doom. Carpet of insects attack at
casters command.
Ethereal Jaunt. The caster becomes ethereal for
1 round/level.
Fire Storm. Causes 1d6 fire damage/level.
Heal. Cures all damage, disease, and mental
conditions.

74

Flesh to Stone. Turns subject creature into a statue.


Plane Shift. Up to eight subjects travel to another
plane.
Phase Door. Invisible passage through wood or stone.
Power Word, Stun. Stuns creatures with up to 150
hp.
Summon Spirit VII*. Calls spirit to fight.
Stone to Flesh. Restores petrified creature.
Vision. As legend lore, but faster and strenuous.

8TH-LEVEL SHAMAN SPELLS


Discern Location: Exact location of creature or
object.
Etherealness. Travel to the Ethereal Plane with
companions.
Greater Planar Binding. As lesser planar binding
but up to 24 HD.
Maze. Traps subject is extradimensional space.
Power word, Blind. Blinds 200 hp worth of creatures.
Trap the Soul. Imprisons subject within a gem.
Word of Recall. Teleports caster back to a designated
place.
Summon Spirit VIII*. Calls spirit to fight.

9TH-LEVEL SHAMAN SPELLS


Astral Projection. Projects you and companions into
the Astral Plane.
Earthquake. Intense tremor shakes 5-ft./level radius.
Elemental Swarm. Summons 2d4 Large, 1d4 Huge
elementals.
Freedom. Releases creature suffering from
imprisonment.
Foresight. Sixth sense warns of impending danger.
Gate. Connects two planes for traveling and
summoning.
Mass Heal. As heal, but with several subjects.
Shambler. Summons 1d4+2 shambling mounds.
Soul Bind. Traps newly dead soul preventing
resurrection.
Summon Spirit IX. Calls spirit to fight.
True Resurrection. As resurrection plus remains are
not needed.

WITCH DOCTOR SPELLS


0-LEVEL WITCH DOCTOR SPELLS
(CANTRIPS AND ORISONS)
Arcane Mark. Inscribes a personal rune (visible or
invisible)
Cure Minor Wounds. Cures 1 point of damage.
Daze. Creature loses next action.
Detect Magic. Detects spells and magic within 60 ft.
Detect Poison. Detects poison in one creature or small
object.
Flare. Dazzles one creature (-1 attack).
Light. Object shines like a torch.
Mending. Makes minor repairs on an object.

Read Magic. Read scrolls and spellbooks.


Resistance. Subject gains +1 on saving throws.
Virtue. Subject gains 1 temporary hp.

1ST-LEVEL WITCH DOCTOR SPELLS


Bleed*. Causes the subject to bleed through their
skin.
Boorish*. Subject suffers 1 penalty to Charisma,
with an additional 1 per two caster levels.
Cause Fear. One creature flees for 1d4 rounds.
Charm Person. Makes one person your friend.
Clumsy*. Subjects suffer a 1d6 penalty to
Dexterity, with an additional 1 per two caster
levels.
Command. One subject obeys one-word command
for 1 round.
Comprehend Languages. Understands all spoken
and written languages.
Cure Light Wounds. Cures 1d8+1/level damage
(max. +5)
Doom. One subject suffers 2 on attacks, damage,
saves and checks.
Drowsy. Subject suffers 1 penalty to attack rolls
and a 2 to their Dexterity.
Endure Elements. Ignore 5 damage/round from one
energy type.
Foolish*. Subject suffers 1d6 penalty to Wisdom
with an additional penalty of 1 per two levels of the
caster.
Hypnotism. Fascinates 2d4 HD of creatures.
Identify. Determines single feature of a magic item.
Ignorant*. Subject suffers 1d6 penalty to
Intelligence with an additional penalty of 1 per two
levels for the caster.
Minor Phobia*. Subject becomes phobic of one type
of object.
Protection from Chaos/Evil/Good/Law. +2 AC and
saves, counter mind control, hedge out elementals
and outsiders.
Ray of Enfeeblement. Ray reduces Strength by 1d6
points +1 point/two levels.
Sickly*. Subject suffers 1d6 penalty to Constitution
with an additional penalty of 1 per two levels for
the caster.
Sleep. Put 2d4 HD of creatures into comatose
slumber.

2ND-LEVEL WITCH DOCTOR SPELLS


Allure*. This spell adds 1d4+1 enchantment bonus
to Charisma.
Alter Self. As change self, plus more drastic
changes.
Analgesia*. Negates any and all penalties
associated with pain.
Barkskin. Grants +3 natural armor (or higher).
Blindness/Deafness. Makes subject blind or deaf.

Calm Emotion. Calms 1d6 subjects/level, negating


emotion effects.
Chill metal. Cold metal damages those who touch
it.
Chills*. Subjects suffer an additional 2 points of
damage per die from cold based attacks
Cure Moderate Wounds. Cures 2d8+1/level
damage (max +10).
Defoliate. Kills all vegitation in 20-ft.-raius. Causes
1d8/level to Plant type creatures.
Delay Poison. Stops poison from harming subject
for 1 hour/level.
Detect Thoughts. Allows listening to surface
thoughts.
Enthrall. Captivates all within 100 ft. + 10 ft./level.
Fatigue*. The subject is fatigued (suffer 2
Strength, -2 Dexterity and cannot run or charge.
Fever*. Subjects suffer an additional 2 points of
damage per die from heat based attacks.
Head Strong*. Subjects gain a +4 bonus to their
Will saving throw.
Lesser Restoration. Dispels magic ability penalty
or repairs 1d4 ability damage.
Limber*. Subject gains +8 circumstance bonus on
all Escape Artist checks
Locate Object. Senses direction toward object
(specific or type).
Resilience*. Subject gains +8 bonus to Constitution
checks when performing strenuous activity such as
running.
Salty Wounds. Causes 1d8 points of subdual damage
per level of the caster (max 10d8).
Scare. Panics creatures up to 5 HDS (15-ft. radius)
Somnolent Slumber. Subject falls into a deep sleep
for 1 round/level.
Speak with Animals. You can communicate with
natural animals.
Whispering Wind. Sends a short message one mile/
level.
Withstand*. Subject gains a +4 bonus to their
Fortitude saving throw.

3RD-LEVEL WITCH DOCTOR SPELLS


Age*. Ages the recipient 1 year per 2 caster levels.
Aphasia*. Subjects cannot form sentences or
understand the sentences of others
Bestow Curse. 6 to an ability; -4 on attacks, saves,
and checks or 50% chance of losing each action.
Clairaudience/Clairvoyance. Hear or see at a
distance for 1 min./level.
Contagion. Infects subject with chosen disease.
Create Food and Water. Feeds three humans (or
one horse)/level.
Cure Moderate Wounds. Cures 2d8 +1/level
damage (max +10)
Disable*. Disables one limb per 5 caster levels.

75

Dominate Animal. Subject animal obeys silent


mental commands.
Giant Size*. Subject grows 2 size categories.
Haste. Extra partial action and +4 AC.
Hesitate*. Subject suffers 4 Reflex penalty, looses
all Dex bonus and gains 2 to hit.
Hold Person. Holds one person helpless; 1 round/
level.
Instant Karma. Revisits damage back upon subject.
Lesser Geas. Commands subject of 7 HD or less.
Magic Circle against Chaos/Evil/Good/Law. As
protection spells, but 10-ft. radius and 10 min./level.
Major Image. As silent image, plus sound, smell
and thermal effects.
Major Phobia. As minor phobia, except no subsequent
saving throws.
Narcolepsy*. Subjects check every round at a
cumulative penalty of 1 until they fall asleep.
Nausea*. Subject is unable to attack, cast spells, Open
Wounds*. Causes 1d6 points of damage per caster
level.
Poison. Touch causes 1d10 Con damage, repeats in
1 min.
Refresh*. Removes fatigue and exhaustion.
Remove Blindness/Deafness. Cures normal or
magical conditions.
Remove Curse. Frees object or person from one
curse.
Remove disease. Subject receives +20 to save
against all diseases he currently has.
Slow. One subject/level takes only partial actions, -2
AC, -2 melee rolls.
Snare. Creates a magical booby trap.
Speak with Plants. You can talk to normal plants
and plant creatures.
Suggestion. Compels subject to follow a stated
course of action.
Tongues. Speak any language.
Warning*. Caster gains a +6 insight bonus to both
Spot and Listen checks.
Water Breathing. Subjects can breathe under water.

4TH-LEVEL WITCH DOCTOR SPELLS


Charm Monster. Makes monster believe it is your
ally.
Confusion. Makes subject behave oddly for 1 round/
level.
Die Hard*. Keeps the subject alive and functioning
at 0 or less hit points.
Divination. Provides useful advice for specific
proposed actions.
Emotion. Arouses strong emotion in a subject.
Exhaustion*. Afflicts subject with exhaustion (-6 to
Strength and Dexterity and move at half their
normal speed).

76

Exterminate. Instantly slays Vermin with less than


1 HD and causes 1d8 per caster level to Vermin
with 1 or more HD
Fear. Subjects within cone flee for 1 round/level.
Giant Vermin. Turn insects into giant vermin.
Locate Creature. Indicates direction to familiar
creature.
Minor Creation. Creates one cloth or wood object.
Neutralize Poison. Detoxifies venom in or on
subject.
Polymorph Other. Gives one subject a new form.
Polymorph Self. The caster assumes a new form.
Restoration. Restores level and ability score drain
Scrying. Spies on subject from a distance.
Stoneskin. Stops blows, cuts, stabs and slashes.

5TH-LEVEL WITCH DOCTOR SPELLS


Animal Growth. One Animal /two levels doubles
in size, HD.
Break Enchantment. Frees subject from
enchantments, alterations, curses, and petrifaction.
Dominate Person. Controls humanoid
telepathically.
Chronic Phobia. Subject becomes phobic of
selected object for 1day/level.
Convalescence. Subject heals 1 hp per level/hour
of sleep (max 8 hours).
Cure Critical Wounds. Cures 4d8+1/level damage
(max +20)
Dj vu. Repeats instantaneous spell of 5th level or
less.
Dream. Sends message to anyone sleeping.
False Vision. Fools scrying with an illusion.
Feeblemind. Subjects Int. drops to 1.
Greater Command. As command but affects one
subject/level.
Greater Scrying. As scrying but faster and longer.
Magic Jar. Enables possession of another creature.
Major Creation. As minor creation, plus stone
and metal.
Mirage Arcana. As hallucinatory terrain, plus
structures.
Nightmare. Sends vision dealing 1d10 damage,
fatigue.
Raise dead. Restore life to one subject who did up
to 1 day/level ago.
Seeming. Changes appearance of one person/two
levels.
Sending. Delivers short message anywhere,
instantly.
Slay Living. Touch attack kills subject.
Transmute Mud to Rock. Transforms two 10-ft.
cubes/level.
Transmute Rock to Mud. Transforms two 10-ft.
cubes/level.

Vomit*. regurgitate helplessly for 1d4 rounds.


When the spasms end, subjects are overcome
with weakness that reduces their Strength by
1d4+1 points.

6TH-LEVEL WITCH DOCTOR SPELLS


Animate Object. Objects attack your foes.
Convalescence*. Heals 1 hp/caster level/hour of
sleep.
Eyebite. Charm, fear, sicken, or sleep one
subject.
Find the Path. Show the most direct way to a
location.
Fire seeds. Acorns and berries become grenades
and bombs.
Geas/Quest. As lesser geas, plus affects any
creature.
Giant Strength*. Subject gains 1d12+5 Strength.
Legend Lore. Learn tales about a person, place
or thing.
Mass Suggestion. As suggestion, plus one/level
subjects.
Mislead. Turns you invisible and creates illusory
double.
Project Image. Illusory double can talk and cast
spells.
Repulsion. Creatures cant approach the caster.
Tensers Transformation. The caster gains
combat bonuses.
True Seeing. See all things as they really are.
Control Weather. Changes weather in local area.

7TH-LEVEL WITCH DOCTOR SPELLS


Circle of Death. Kills 1d4 HD/level.
Control Undead. Undead dont attack the caster
while under his command.
Creeping Doom. Carpet of insects attacks at your
command.
Death Aura*. The caster is surrounded by an
aura that saps 2d6 hit points from all creatures
with 15 feet.
Destruction. Kills subject and destroys remains.
Finger of Death. Kills one subject.
Greater Restoration. As restoration, but restores
all levels and ability scores.
Insanity. Subject suffers continuous confusion.
Permanent Phobia*. As minor phobia except
this spell is permanent.
Repel Wood. Pushes away wooden objects.
Repulsion. Creatures cant approach the caster.
Resurrection. Fully restores dead subject.
Rewind. Turns back time 1 round.
Simulacrum. Creates a partially real double of a
creature.
Transport via Plants. Move instantly from one
plant to another of the same species.

Veil. Changes appearance of a group of creatures.

8TH-LEVEL WITCH DOCTOR SPELLS


Antipathy. Object or location affected by spell repels
certain creatures.
Binding. Array of techniques used to imprison a
creature.
Clone. Duplicate awakens when original dies.
Create Greater Undead. Mummies, specters,
vampires, or ghosts.
Demand. As sending, plus suggestion.
Dominate Monster. As dominate person, but any
creature.
Discern Location. Exact location of creature or object.
Hand of Doom. Casters touch attack drains levels. He
may also make grab attempts.
Horrid Wilting. Deals 1d8 damage/level within 30 ft.
Mass Charm. As charm monster but all within 30 ft.
Mutation. Permanently changes one genetic aspect of
the subject.
Polymorph any Object. Changes any subject into
anything else.
Regenerate. Subjects severed limb grows back.
Symbol. Triggered runes have array of effects.
Trap the Soul. Imprisons subject within gem
Were-Shape. Caster becomes a were-creature. .

9TH-LEVEL WITCH DOCTOR SPELLS


Damming Stare*. Casters gaze slays subjects under 6
HD (no save). 6 to 9 HD save or die. Creatures above 9
HD, and those who made their saving throw are cursed
(-4 to one ability).
Energy Drain. Subject gains 2d4 negative levels.
Foresight. Sixth Sense warns of impending danger.
Refuge. Alters item to transport its possessor to you.
Shapechange. Transforms you into any creature and
change forms once per round.
Sleeping Village. Causes 4d6+20 HD of creatures to
sleep deeply.
Wail of the Banshee. Kills one creature/level.
Weird. As phantasmal killer but affects all within 30
ft.
Imprisonment. Entombs subject beneath the earth.
Temporal Stasis. Puts subject into suspended
animation.
Freedom. Releases creature suffering from
imprisonment.
Implosion. Kills 1 creature/round.
Soul Bind. Traps newly dead soul to prevent
resurrection.
True Resurrection. As resurrection plus remains are
not needed.

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

Blaze causes any selected creature or object to


suddenly burst into flames. Damage from the
combustion is equal to 1d6 per level of the caster.
Those who fail their saving throw are on fire, as
are their possessions, and will continue to burn until
the flames are extinguished. Every round that the
subject burns they must make a Reflex saving throw
to put the fire out or suffer another 1d6 points of
damage.

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

Casting Time: 1 action


Range: Close (25ft. +5 ft/2 levels)
Target: One dog
Duration: 1 hour/ level
Saving Throw: None
Spell resistance: No
This spell summons a normal dog to the casters side who
serves one of two purposes decided upon at the time of
casting. The dog summoned is either a hunting dog or a
guard dog and performs the prescribed task to the best
ability of a well-trained canine. The hunting dog is trained
to track scents presented to it by the caster and will attempt
to grapple and subdue the quarry. The guard dog will
obey several commands including, attack, guard, stay and
heel. It guards areas by barking and attacking any
intruders other than the caster who summoned it. It guards
creatures by barking and attacking anyone that threatens
the guarded individual except the caster. Alternately, the
guard dog can be commanded to guard prisoners, barking
and attacking them if they attempt to escape.
Arcane Focus: Dog whistle.

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

with an additional 1 per two caster levels (maximum


additional penalty of 5). The subjects Dexterity score
cannot be reduced below 1.

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

DMG). The fatigue continues until the character


recovers from the subdual damage caused by the cold.
Cold spell counters and dispels heat wave but does
not otherwise affect magically altered temperatures.

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

As major phobia, except for the longer duration.

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

This murderous spell causes the casters eyes to emit


deathly necromantic power, slaying nearly anyone
who meets the casters gaze. This spell functions just
like a standard gaze attack (77 DMG). Living subjects
with less than 6 HD are instantly slain by the casters
gaze (no save). Those who have 6 to 9 HD must make
a Fortitude save or die. Living creatures above 9 HD,
and those of 6 to 9 HD who made their saving throws,
suffer from a curse which reduces one of their ability
scores by 4. Randomly determine which ability is
reduced by rolling a d6. This ability reduction is
permanent until removed with appropriate magic
(remove curse etc.)

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)

This spell partially transports the subject to the Ethereal


Plane. Although the subject is not wholly on the Ethereal
Plane they are also not completely on the Material Plane
either. This causes the subject to appear ghostly and
transparent and provides damage reduction of 5/+1 per 5
levels of the caster. This damage reduction is effective
against all forms of physical and energy attacks as well
as damaging conditions such as sound waves, smoke and
acid. Diaphanous shift does not confer incorporeality,
etherealness or any ability to bypass barriers or to see,
hear or otherwise detect into the Ethereal Plane. Subjects
are still primarily on the Material Plane and thus can
freely manipulate objects and communicate with other
creatures on the Material Plane.
Ghost touch weapons (186 DMG) and force effects (wall
of force, magic missile etc.) negate the benefits of this
spell.
Material Component: A pinch of powdered crystal.

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

Upon completion of this spell the caster renders one


or more limbs of the target creature useless. Disable
effects 1 limb per 5 levels of the caster. Only living
creatures with discernable limbs can be affected by
this spell. A disabled limb is typically useless for 24
hours or until 1d2 points of magical healing is received.

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

Casting Time: 1 action


Range: Close (25ft. +5 ft/2 levels)
Target: One person
Duration: Instantaneous
Saving Throw: Will negates
Spell resistance: Yes
This spell causes the victim to become fatigued.
Those who fail their saving throw suffer 2
Strength, -2 Dexterity and cannot run or charge.
This condition persists until the subject rests for 8
hours.

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

Saving Throw: Reflex half


Spell resistance: Yes
Geyser causes a gout of hot water and steam to shoot
from the ground, spraying 50 feet into the air and
showering the area with boiling water. 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 10d6). Additionally, anyone within 20
feet of the gout will be showered with boiling water. These
creatures suffer 1d3 points of damage per level of the caster
(maximum 10d3).
If this spell is cast under a low ceiling and the gout is
blocked from reaching its full 50 feet in height, the area
of the shower will be extended by 5 feet for every 10 feet
the gout was blocked. For example, if used in a 10 foot
high corridor, the gout is restricted of 40 feet of its height.
Therefore the shower is spread out over 20 more feet in
every direction.
Material Component: A drop of water and a bit of
pumas.

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

resulting in the usual benefits to attack, damage and


other uses of the Strength modifier.
Material Component: A lock of giants hair.

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.

Material component: An owl feather.

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

negates any Dexterity bonus to the targets armor


class, Reflex saving throw and imposes a 2 to hit.

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

Casters may also use this spell offensively to blind,


cripple, deafen or otherwise afflict a target creature
with an impeding mutation.
Any subject who receives more than 5 castings of this
spell has their type permanently changed to Aberration
and is no longer recognizable as a member of their
former species. Furthermore, additional mutation
spells have no effect on the subject. The subject is as
twisted as he can become by this spell. This includes
detrimental versions of mutation; after 5 mutations
the subject becomes immune to this spell. Suggested
beneficial mutations include: ability score bonuses
(+1), blindsigfht, damage reduction (1/-), darkvision,
tremorsense, 10-ft. speed increase, double natural
healing rate, scent, natural armor (+1), multiattack,
natural weapons (1d6 damage), poisonous bite or sting
(DC 14; 1d4 primary and secondary damage to any
one ability score) prehensile tail, or a saving throw
bonus (+2, may only be taken once for each type of
save [Ref. Fort, or Will]).

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

Subjects of this spell become sick and queasy, feeling


as though they are about to vomit. This condition
renders subjects unable to attack, cast spells,
concentrate on spells, or do anything else requiring
attention. They may make a single move or move
equivalent action per turn only.

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.

Almost any object or creature type can be selected


as the phobic object by the caster. Common phobias
include sharp objects, water, spiders, snakes,
heights, undead, open spaces, enclosed spaces,
males, females, specific races, and so on. Subjects
can not be made phobic of themselves, personally.
For example, a human male fighter could be made
phobic of sharp objects (including his own sword)
or phobic of males (other men but not himself
personally) or phobic of humans (other humans,
not himself).

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.

Spell resistance: Yes


Resilience imbues the subject with super human resistance
to fatigue and exhaustion. Recipients of this spell gain a
+8 enchantment bonus to their Constitution checks
whenever performing strenuous activity over long periods
of time such as running, swimming, and fighting.

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

Saving Throw: Fortitude negates


Spell resistance: Yes
This spell causes the target creature to suffer from poor
health. Casters must succeed at a ranged touch attack
to strike the target. Subjects who fail their saving throw
suffer a 1d6 penalty to Constitution, with an
additional 1 per two caster levels (maximum
additional penalty of 5). The subjects Constitution
score cannot be reduced below 1.

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.

Spirit of the Bear


Conjuration (Summoning)
Level: Clr 3,Animal 3, Sha 3

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.

Spirit of the Leopard


Conjuration (Summoning)
Level: Clr 3,Animal 3, Sha 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
Spirit of the leopard imbues the caster with the
reflexes and speed of a leopard. This spell surrounds
the caster in a shimmering blue-white aura which
vaguely resembles a large feline creature and bestows
upon the subject +5 Dexterity and +10 feet speed
bonuses. Casters may never be under the effect of
more than 1 spirit spell at a time.
Material component: A tuft of leopards fur.

Spirit of the Owl


Conjuration (Summoning)
Level: Clr 3, Animal 3, Sha 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
Spirit of the owl imbues the caster with the insight
and silence of an owl. This spell surrounds the caster
in a shimmering blue-white aura that vaguely
resembles a large avian creature and bestows upon
the subject +5 Wisdom and +7 Move Silently bonuses.
Casters may never be under the effect of more than 1
spirit spell at a time.
Material component: An owls feather.

Spirit of the Lion


Conjuration (Summoning)
Level: Clr 3, Animal 3, Sha 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
Spirit of the Lion imbues the caster with the
character and confidence of a lion. This spell
surrounds the caster in a shimmering blue-white
aura which vaguely resembles a large feline creature
and bestows upon the subject +5 Charisma and +2
Morale bonus to all attack, damage, saves and skill
checks..
Casters may never be under the effect of more
than 1 spirit spell at a time.
Material component: A lions tooth.

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

creatures act normally on the last round of the spell and


disappear at the end of their turn.
The caster may choose a 1 level spirit from the Summon
Spirit table.
Divine Focus: A token and a small (not necessarily lit)
candle.

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 III


Conjuration (Summoning)[see text]
Level: Sha 3
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 3rd-level list or 1d3 spirits of the same
type from the 2nd-level list, or 1d4+1 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

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 6th-level list or 1d3 spirits of the
same type from the 5th-level list, or 1d4+1 spirits of
the same type from a lower-level list.

Summon Spirit VII


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 7th-level list or 1d3 spirits of the
same type from the 6th-level list, or 1d4+1 spirits of
the same type from a lower-level list.

Summon Spirit VIII


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 8th-level list or 1d3 spirits of the
same type from the 7th-level list, or 1d4+1 spirits of
the same type from a lower-level list.

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

Casting Time: 1 action


Range: Personal (see text)
Target: Caster (see text)
Duration: 1 round per level
Saving Throw: Reflex half
Spell resistance: Yes
Voltaic shroud cloaks the caster in a crackling mantel
of electrical energy which protects against attacks and
hurls bolts of lightning at will. Anyone striking the
caster with a metal or natural weapon while the
shroud is active suffers 1d4 points of electrical
damage per three caster levels (Reflex save for half
). Once per round as a free action the caster may also
strike any target within medium range (100 ft. + 10
ft./level) with a bolt of lightning. This bolt also causes
1d4 points of damage per three caster levels. Thus,
at 9th level it causes 3d4 points of damage. At 12th
level damage becomes 4d4. At 15th level it becomes
5d4 and so on (maximum 8d4 at 24th level).Material
Component: A bit of fur and an amber, crystal or
glass rod.
This spell improves the subjects ability to see a trail
left by nearly any quarry. Track grants a +8
enchantment bonus to the recipients Wilderness Lore
check when attempting to follow a trail.

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

spell. Were-shape also does not grant the special ability


of lycanthropic empathy.
Material component: Animal blood of the same species
as the were-shape. (i.e. wolfs blood for werewolf shape.).

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.

Warning detects dangers in the casters immediate


area and reduces the chance of surprise. Any time
the subject of a warning spell is about to be
endangered they receive a mental alert. They are
not made aware of the specific nature of the danger,
only a generalization. This early alert reduces any
chance of being caught flat-footed by adding a +6
insight bonus to both Spot and Listen checks. The
warning cannot be evaded by invisibility or hiding.
This spell warns of traps as well as ambushes and
sneak attacks.

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

women and spell casters, to whom they sometimes


offer advice. They have a human-like appearance and
survive by foraging for roots and grasses.
Although they are normally peaceful beings, all
abatwas are very sensitive about their short stature.
Anyone meeting an abawta must take great care not
to draw attention to its vertical difficulties. To do so
will offend the abatwa greatly and it will become
extremely hostile.

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.

The adlet are dog-like humanoids with reddish fur


and large fangs. They have a stooped posture and
lope along on all fours, similar to apes.
Although they are not vampires, they delight in
drinking blood. They will sometimes capture
victims and keep them alive, using them as a
renewable source of blood and a constant source of
entertainment (see Torture, Chapter 4).

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

kindhearted people. Those who do not succeed at a Sense


Motive check (opposed by the ahuizotls Bluff) are caught
flat-footed by this trick.
Whimper (Ex): The ahuizotl has the ability to mimic
the sound of an infants cry.
Grapple Bonus: The extra hand on the ahuizotls tail
grants the creature gains a +2 circumstance bonus to all
opposed grapple checks.
Skills: The ahuizotls extra hand adds a +4
circumstance bonus to all climb checks. *Ahuizotls receive
a +10 racial bonus to all Bluff checks when they use their
whimper ability.

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

look around, it is immune to gaze attacks, visual


effects, illusions, and other attack forms that rely on
sight.
Improved Grab: To use this ability, the aigamauxa
must hit with a claw attack. If it succeeds, it attempts
to hold its opponent while it makes improved bite
attacks.
Improved Bite: Aigamauxas gain a +2 attack bonus
when biting creatures they have established a hold on.
Aversion: All aigamauxa have a strong dislike of
tobacco. They will avoid and even flee from anyone
wearing or brandishing tobacco leaves.

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

by cold weather gain an icy touch. Those killed by


thirst or hunger gain a famine touch and those killed
by animals may make a bleeding touch attack.
Whatever the damage type, the amount is always
equal to 1d8 points of damage.
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.
Incorporeal: Can be harmed only by other
incorporeal creatures, +1 or better magic weapons,
or magic, with a 50% chance to ignore any damage
from a corporeal source. Can pass through solid
objects at will and own attacks pass through armor.
Always moves silently.
Rejuvenation (Su): If an angiaks is slain in combat
(reduced to zero hit points) it dissipates, but it returns
in 2d4 days. Even the most powerful spells are only
temporary solutions. An angiaks that would normally
be destroyed by magic returns to its old ways with a
successful level check (1d20 +1) against DC 16.
Turn Resistance: Angiaks receive a +4 racial
bonus to resist turning.
Special: The naming of a child imbues it with a
spirit. If a child must be sacrificed in this way, avoid
naming it and you will be safe from the vengeful
angiaks.

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

humanoid communities, attempting to capture


children in their sacks.

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.

Asanbosams prefer humanoid flesh. When hungry, they


lurk in trees near a path, waiting for passers by. When
hapless victims approach, they swing down from their
hiding place, grab a victim and carry them back into the
lofty branches where they kill and eat the prey.

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

Climate/Terrain: Temperate forest


Organization: Solitary
Challenge Rating: 1
Treasure: No coins; 50% good; 50% items
Alignment: Always neutral
Advancement: 1-3 HD (Tiny)
These small delicate fairies are always female. They
tend to be playful and passive, only coming out at night.

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

half of the aswangs body is hidden in its lair until


morning when the two halves must reconnect or die.
Pouring salt or vinegar on the exposed innards of the
lower torso will prevent reconnection. Its nourishment
is always blood, and it prefers to feed on pregnant
women. Aswangs have very long tubular tongues
for inserting into the orifices of sleepers to suck out
their internal organs. They especially like livers,
intestines, and unborn fetuses. An aswang will drool
at the sight of a pregnant woman.

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

Organization: Solitary, gang (2-4) or band (1120)


Challenge Rating: 3
Treasure: None
Alignment: Always lawful neutral
Advancement: 7-12 HD (Medium-Size)

Climate/Terrain: Temperate forest


Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-16 HD (Medium-Size)

Bay-koks are vengeful undead soldiers who seek


out and destroy those who would fight unfairly.
They only attack warriors (fighters, barbarians,
rangers, paladins etc.) who use immoral tactics to
defeat their enemies.
A bay-kok resembles a skeleton wrapped in
transparent skin. It is usually armed with a club,
spear or hand axe. The creatures bones clatter
together constantly, creating an unnerving sound.

This fearsome creature lurks in the foliage along


riverbanks, waiting for victims. When unsuspecting
travelers come by, it jumps from the bushes and pushes
them into the river, trying to drown them and steal their
souls.
The bokwus has a very human appearance with features
that vaguely resemble a hawk. A bokwus will often paint
its face and body with war paint.
A bokwus can take the soul from those it kills, robing
them of an afterlife. A bokwus will take the souls of its
victims to its home, deep in the forest. No one has ever
discovered what is done with them there.

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

Advancement: 6-12 HD (Medium-size); 13-18 HD


(Large)
The bunyip is a terrible roaring swamp monster with
a powerful bite. It resembles a seal covered in dense
black fur with a mane and penetrating eyes of sapphire.
The bunyip lives in calm water holes and marshes
and usually only attacks small animals for food. It
attacks larger creatures if it cannot find smaller prey
or if it feels threatened.

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

Sense Motive +11, Spot +15, Listen +12,


Torture +13, Profession (herbalist) +14
Feats: Alertness, Combat Casting
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard (double goods and items)
Alignment: Always lawful evil
Advancement: By character class (divine caster
only)
These creatures prowl the crossroads, stalking
travelers and they lurk among the shadows in evil
temples. The civatateoes are noble women who died
in childbirth and have returned as servants of their
gods. They often wander the night attacking children
and leaving them paralyzed and diseased.
The Civatateoes are horrible to look upon, having
chalky white skin and haggard, sunken eyes. They
are always clothed in black and carry several death
symbols (skulls, runes, etc.). They also have death
symbols tattooed on their bodies and sewn into their
black robes.

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)

Attacks: Bow +9 ranged


Damage: 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Languages
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 14, Dex 18, Con 16, Int 16, Wis 10, Cha
11
Skills: Hide +16, Move Silently+14, Spot +11, Listen
+7, Craft (trapmaking) +11
Feats: Improved Initiative
Climate/Terrain: Warm forest
Organization: Solitary, pair, gang (2-4) or pack 7-12)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: 5-12 HD (Small)
The dama dagendas resent intrusion into their jungle
habitat and will inflict painful sores and ulcers upon those
who dare to intrude. They understand thousands of
languages, but it will be useless to plead with them for
guidance. However, if characters can speak a language
the dama dagendas do not understand, they might be able
to save themselves from these little monsters.
Dama dagendas are short, stocky, ugly creatures that
often wear branches and leaves to help them hide in the
wilderness (+2 circumstance bonus to Hide checks). Few
people ever get a good enough look at them to describe
them fully.

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

Therefore, characters entering the dama degendas


domain should speak loudly to themselves in the most

obscure language they know, this may save their lives.


Speaking gibberish will not fool the dama dagenda
unless the speaker can make a Bluff check (DC 30).

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)

Demons are native to the abyss. They are horrible


nightmares of crawling perversion. They spend most
of their time trying to corrupt, pollute and kill the
good races of the Material and upper planes. Some
of them have the ability to enter the Material Plane,
but most can only travel as close as the adjacent
planes such as the Astral, Ethereal, Elemental and
Spirit planes. From these dimensions, the demons
are able to exert subtle and not so subtle influences
upon the Material Plane. They might speak with
dwellers of the Material Plane, or grant them powers
or even exert domination over them.
All demons presented here have the ability to enter
the material plane at will, but usually only under
certain circumstances such as a full moon or after a
battle, or on special holidays, or after convincing a
mortal to perform some sort of ritual. Nevertheless,

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

Warm and temperate forest


Solitary, pair, gang (2-7) or troupe (1
kilyakai, 2-5 cambions)
5
Standard
Always chaotic evil
6-10 HD (Small)

these demons are well known on the Material Plane,


especially to witch doctors.

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:

Weapon Focus (bite), Alertness

Climate/Terrain:

Any

Organization:

Solitary, pair or gang (2-7)

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)

Improved Grab: To use this ability the hedammu must


hit an opponent of Medium-size or less with its bite attack.
If it gets a hold, it can try to swallow the opponent whole.
Swallow Whole: A hedammu can attempt to swallow
a grabbed opponent of Medium-size or smaller by making
a successful opposed grapple check. A character that is
swallowed suffers 2d8+10 points of crushing damage per
round and is deposited in the creatures stomach causing
an additional 2d8 points of acid damage per round.
Characters may cut their way out of the creatures stomach
with claws or weapons of size Tiny or Small by making
attack rolls against AC 20 and doing at least 40 points of
damage. Once the character exits, muscular action closes
the hole; another swallowed opponent must cut its own
way out.
A hedammus gullet has room for two Medium-size,
four Small or 8 Tiny or smaller creatures.
Summon Demon (Sp): Once per day a hedammu can
attempt to summon 5d12 half-fiend dire sharks, 1d6
hezrou, or 1d2 pua tu tahis with 70% chance of success.

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

camouflage (+4 to Hide checks) and ornament


themselves with feathers, shrunken heads and war
paint.

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

surrounded by twisted creatures (half-fiends) and


filled with untold treasures.
This demon looks a like a massive corral reef with
sharp spikes and jagged edges. It has no
distinguishable head and always remains in the sea.

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

feet from their organs when they are removed and


buried.

Alignment: Always lawful evil


Advancement: 8-12 HD (Medium); 12-16 (Large)

COMBAT

The thrower down, this creature sits on the edge of a


pit and dares passers-by to throw stones at him to knock
him into the pit. Unfortunately, most people dont know
that ga goribs are imbued with a missile reflection ability
that sends any hurled stone back at the thrower.
Ga goribs are slovenly and obese with short bristly hair
and bulging eyes. They have dark skin and large feet and
hands.

The djien enjoys significant combat bonuses due to


its alien anatomy. With its vitals buried nearby in
the ground, it is impervious to critical hits and very
resilient to damage. If the vitals can be located
however (Search DC 25), they are much easier to
defeat.
Cannot be Critically Hit: The djiens alien
anatomy prevents it from being critically hit.
Exception: The creatures vitals, if located, can
be damaged with critical hits.
Damage Reduction: The djiens alien anatomy
provides it with damage reduction of 5/+5.
Exception: The creatures vitals do not receive
damage reduction.
Poison (Ex): The bite of a djien is quite
poisonous, causing 1d6 points of initial and
secondary Strength damage (DC 14).
Web (Ex): Djiens are web spinners but they nest
in the ground. A single strand of their web is strong
enough to support the spider and one creature of
the same size. Djiens can cast a web eight times
per day. This is similar to an attack with a net but
has a maximum range of 50 feet, with a range
increment of 10 feet, and is effective against targets
up to one size smaller than the djien.
Skills: Djiens gain a +4 racial bonus to Hide
and Move Silently.

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:

Sky Giant (Bacab)


Colossal Giant
40d8+400 (580 hp)
+0
60 ft.
34 (-8 size, +28 natural, +4 bone
armor)
War club +42/+37/+32/+27
Titanic war club 5d8+30
40 ft. by 40 ft./25 ft
Rock throwing, stomp

Special Qualities:

Rock catching

Saves:

Fort +31, Ref +13, Will +14


Str 50, Dex 10, Con 30, Int 10, Wis
12, Cha 14
Climb +22, Jump +24, spot +5, Listen
+5
Cleave, Power Attack
Any non-subterranean
Solitary, pair or gang (2-5)
22
Standard
Usually lawful
By character class

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:

Flaming Tooth Giant


Gargantuan Giant (Fire)
24d8+168 (264 hp)
+1 (Dex)
50 ft.
22 (-4 size, +1 Dex, +12 natural, +3 half
bone armor)
Gargantuan disarming club +32/+27/+22
Gargantuan club 3d6+14
10 ft. by 10 ft./15 ft.
Chew, swallow whole, rock throwing
Fire subtype
Fort +21, Ref +10, Will +10
Str 38, Dex 12, Con 24,
Int 10, Wis 10, Cha 14
Climb +14, Jump +14, Spot +0, Listen
+0
Improved Disarm, Exotic Weapon
(disarming club)
Any warm
solitary
15
Standard
Always chaotic evil
By character class

Rock Giant (Chenoo)


Large Giant (Earth)
8d8+48 (80 hp)
+2 (Dex)
40 ft.
21 (-1 size, +2 Dex,+10 natural)
Huge great club +12/+7
Huge great club 2d10+10
5 ft. by 5 ft./10 ft
Rock throwing
Wisdom of the hunt, weak minded, rock
catching
Fort +10, Ref +5, Will +1
Str 23, Dex 14, Con 18, Int 10 , Wis 14,
Cha 8
Climb +7, Hide +0*, Knowledge (nature)
+5, Wilderness Lore +5, Spot +4, Listen +4
Track
Any warm or temperate
Solitary, pair, gang (2-5) or band (6-9)
6
Standard
Usually neutral
By character class
Winged Giant (Kolok)
Large Giant
10d8+50 (95 hp)
+2 (Dex)
40 ft. Fly 60 ft. (clumsy)
17 (-1 size, +2 Dex, +6 natural)
Great club+13/+8 or net +13 (touch attack)
Great club 1d10+6; or net 1d2
5 ft. by 5 ft./10 ft
--Fort+14 , Ref +5, Will +3
Str 22, Dex 14, Con 21,
Int 8, Wis 10, Cha 14
Spot +8, Listen +5
Flyby Attack
Any forest
Solitary, pair, gang (2-5) or band (6-9)
7
Standard
Usually neutral evil
By character class

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.

Spell casters must make a concentration check (DC 30)


or looses any spell they were casting. Any creatures that
are standing on the ground within 180 feet in the giant
must make a Reflex save (DC 30) or be knocked prone by
the reverberating shock waves.

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

savor the succulent flesh of humans and elves and often


seek out such villages to feast upon.

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.

Koloks are probable the most hideous giants,


resembling demons more than giants. They have
tremendous leathery wings and their skin is dark
brown. Their mouths are full of sharp teeth and they
howl like wolves.

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

smaller in its mouth and crush it with a successful


grapple check.
Crushing Bite (Ex): A goanna can crush an
opponent held in its mouth, automatically dealing
2d8+9 points of bludgeoning damage per round.
Charge (Ex): Once per minute the goanna can
stand on its hind legs and make a charge attack,
moving at ten times its base speed (400 ft.)

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

attacks of opportunity by moving through the hai-uris


threatened area.
Expert Pugilist (Ex): All hai-uri employ a unique
fighting maneuver that capitalizes on their racial
strengths. They may leap and punch with an agility and
skill that in all ways resembles the combined effects of
the feats Spring Attack, and Improved Unarmed Strike.
Partial Invisibility (Su): Anyone looking at the haiuri from the missing side (its left flank) cannot see it at
all. To these observers, it is completely invisible (50%
miss chance, etc.)
Skills: All hai-uri are master herbalists and enjoy a
+10 racial bonus to all Profession (herbalist) checks.
Medicine Lore: A hai-uri can teach one pupil the
secrets of medicine lore. This requires 1 full day of study
and the student must succeed at an Intelligence check
(DC 20). If successful, the character has learned the secrets
of medicine and forever after gains a +2 insight bonus to
all Profession (herbalist) and Heal checks.

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

Swallow Whole: A hore can attempt


to swallow a grabbed opponent of Huge
size or smaller by making a successful
oppose grapple check. A character that is
swallowed suffers 2d6+8 points of
crushing damage per round and is
deposited in the creatures stomach
causing an additional 2d6 points of acid
damage per round. Characters may cut
their way out of the creatures stomach
with claws or weapons of size Tiny or
Small by making attack rolls against AC
20 and doing at least 30 points of damage.
Once the character exits, muscular action
closes the hole; another swallowed
opponent must cut its own way out.
A hores gullet has room for two Huge,
four Large, eight Medium-size, sixteen
Small or smaller creatures.
Tremor Sense: A hore can automatically sense the
location of anything within 120 feet that is in contact
with the ground.
Trample: A hore can, as a standard action, use its
whole body as a weapon, trampling opponents into
the ground. A hore can trample creatures size Huge
and smaller for automatic bite damage. Characters who

do not make an attack of opportunity against the hore


can attempt a Reflex save (DC 37) to halve the
damage.
Acidic Saliva: The saliva of a hore is highly acidic.
Anyone bitten by the creature suffers additional acid
damage (2d6).

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:

Warm and temperate plains

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement

108

Solitary, group or herd (630)


13
None
Always neutral
21-40 (Gargantuan)

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)

These enormous elephantine creatures roam the


land in mighty herds. They are found in any climate
and are often hunted as food by humanoids and
other predators.
The largest of this species, the steppe mammoth,
can reach a height of 16 feet high at the shoulders
and weigh more than 36,000 pounds. This
creatures tusks are almost 18 feet long.
The woolly mammoth is similar in size to the
common elephant but its tusks are considerably
longer, reaching up to 12 feet in length.
Dwarf mammoths are slightly less than 5 feet
tall and have tusks ranging up to 6 feet in length.
The mastodon, although not listed, is statically
similar to the woolly mammoth. It prefers a
temperate climate and is slightly shorter and
stockier than the woolly mammoth. It has a much
thinner coat of fur but is otherwise the same.

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)

The maeroes are a fearsome race of hairy humanoids with


long fiendish claws and huge fangs. They resemble
massive hairy humans, over eleven feet tall. They eat raw
meat and live in caves.
Maeroes often kidnap people and take them back to
their nightmarish villages in the hills and fight them to
the death for sport.
Despite their savage ways, Maeroes are uncommonly
intelligent. They are great philosophers who ponder the
deepest mysteries of life. They often subscribe to a
philosophy of relativism and spend hours debating
hypothetical subjectivity.

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

Skills: Climb +6, Hide +5, Intimidate +8, Listen +6,


Spot +9, Bluff +8
Feats: Alertness
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral evil
Advancement: 4-9 HD (Small)
These secretive, deceitful creatures lurk in the shadows
and play deadly tricks on people.
A mannegishi is a human-like thing without hair.
These creatures have large eyes and melon-like heads.
The rest of their bodies are quite small, with two
protruding eyes that glow orange. They do not seem
to have a mouth, nose or ears. Their bodies are small,
their neck and limbs are long and thin. Their fingers
and toes are slender and supple. The creatures peachcolored skin is rough in texture. They stand about four
feet high. All mannegishis have six fingers on each
hand, and they live between rocks in the rapids. They
play tricks on travelers and often frighten them for
amusement.

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

Climate/Terrain: warm and temperate forest


Organization: solitary, group or flock
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large)
The moa is a huge flightless bird, standing over 12
feet tall and weighing more than 500 pounds.
Although it is not particularly aggressive, it can be
quite dangerous if threatened. The moa is a common
food source for many humanoids who are slowly
hunting it into extinction.

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

Ogres are large revolting


creatures with loathsome ways
and craven hearts. They freely
associate with other Giant type
creatures such as trolls and other
ogres, often banding together in
hunting parties. Aggressive and
impulsive, ogres attack and eat
smaller creatures without
hesitation.
Ogres vary in their appearance,
being from barely 5 feet tall to
almost 10 feet tall. They often
have yellow or brown skin,
though some are nearly black.

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.

CLIFF OGRE SOCIETY


Cliff ogres often live in small family units with the
males spending most of their time hunting and laying
traps near the lair.

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)

Oozes are among the simplest life forms. The are


amorphous organisms with no complex organ
systems at all. They process food energy by
absorption and do not think or comprehend.

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)

Fire Susceptibility: Inaperts suffer double damage


from fire attacks, unless they succeed at the saving
throw. In which case they take full damage instead of
half.
Devolving Touch (Ex): any living creature, material
or object that touches the inapert suffers from
devolution, the affected area melting into a gray viscous
matter. This causes 3d8 points of damage per contact
and forces the subject to make a Fortitude (Reflex) save
or have their touched area permanently disabled (roll
1d6; 1 right arm; 2 left arm; 3 right leg; 4 left leg; 5
head; 6 torso.)
Every time an inapert consumes a creature it grows
proportionally in size, gaining an equal number of HD
as it adds the creatures matter to its own.
An inapert that has reached 20 HD usually splits
into two smaller inaperts, although some have grown
much larger without splitting.

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

Its head is similar to a bear with disproportionately


large teeth. It has the horns of an elk, a scaly body
and eagle talons on its feet. Its head and neck are
covered in a mane. The tail is at least 50-feet long
and ends in a sharp spear-like point.

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

The tiger-wolf usually flees from dangerous situations


unless it is cornered or hungry. If forced into combat
it bites savagely.
Skills:* While hiding in its native terrain (forest
and plains) the tiger-wolfs Hide bonus increases to
+10.

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

are exhausted. Whenever possible it remains hidden


and unseen.
Shapechange: This ability is the same as the spell
shapechange except as noted here. The wendigo
can take the form of any natural Animal or Beast it
desires at will.
Stalking Fear (Su): Being tracked by the
wendigo is a harrowing experience. Those whom
it follows become aware that something is watching
them, always lurking in the bushes. While the
wendigo is on their path, characters will feel a
growing sensation of fear. Each hour that passes,
the windgos quarry must make a Will save against
DC 20. Those who fail become shaken. An hour
later, all those who are being tracked by the wendigo
must check again. Those who are already shaken
become frightened.
As fear sets in, the windingo begins to chase the
first person who runs, keeping the pressure of fear
on them and forcing them to continue running until
they collapse with exhaustion. At this point it leaps
upon them and devours their flesh.
Detect Evil (Su): The wendigo can automatically
detect evil in a 120-foot radius at all times. Besides
the range, area and duration, this ability functions
just like the spell of the same name.
Unfailing Endurance (Ex): The windigo is able
to move at x5 its base speed indefinitely without
tiring.
Unseen Presence (Ex): Stealth is part of the
windigos nature, it can always take 10 on Move
Silently and Hide checks even when moving at x5.
Unless it willing reveals itself, the windgo is
considered to always be Hiding and Moving
Silently.
Plane Shift (Su): The wendigo can enter the
Material Plane and the Spirit World at will. This
ability can transport the wendigo and up to six other
creatures, provided they all link hands with the
wendigo. It is otherwise similar to the spell with
the same name.

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

The yeti is a large furry biped that resembles a


carnivorous ape. However, yetis walk upright and are
much smarter than apes. They are native to colder
climates and hibernate in the summer. These creatures
are at least 8 feet tall, but adults can be as tall as 11
feet. The yetis have long arms, an ape-like face with
a flat nose, and thick hairy fur. They live in hidden
caves far from civilization.

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

2d8+2 (11 hp)


Initiative: +7 (+3 Dex, +4
Improved Initiative)
60 Ft.
AC: 15 (+3 Dex, +2
natural)
2 hooves +4 melee, gore 4 melee
Hoof 1d4, gore 1d6
5 ft. by 5 ft./5 ft.
-Scent
Fort +5, Ref +6, Will +1
Str 11, Dex 17, Con 13,
Int 2, Wis 12, Cha 6
Hide +5*, Listen +8,
Move Silently +6, Spot +8
Alertness, Improved
Initiative, Weapon Finesse
(hoof)

3d8+6 (19 hp)

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)

10 (-1 Dex, +1 natural)

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

Weapon Finesse (bite)

Cold and temperate forest


or plains
Solitary, pair, or herd (330)
1
None
Always neutral
4-5 HD (Large)

Listen +7, Spot +7

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:

AC: 14 (+1 size, +3 Dex)

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()

Solitary or pack (7-12)

1/2

None
Always neutral
2 HD (Tiny)

None
Always neutral
11-20 HD (Huge)

None
Always neutral
3-4 HD (Medium-size)

Hide +11, Listen +5, Move


Silently +7, Spot +5
Weapon Finesse (bite)
Temperate forest and hills
Solitary, pair, or family (35)

Spot+6, Listen +6

The statistics below represent the red fox, the largest


and most common variety. Although foxes have short
legs they are swift runners. Foxes find it easy to live
near civilization, their small size and swift legs keeping
them out of sight.
Skills: Foxes have a +4 racial bonus to Move Silently
checks.

120

14 (+2 Dex, +2 natural)


Bite +3 melee
Bite 1d6+3
5 ft. by 5 ft./5 ft.
Attach
Scent
Fort +5, Ref +5, Will +1
Str 15, Dex 15, Con 15, Int
2, Wis 12, Cha 6
Hide +2*, Listen +6, Move
Silently +6, Spot +4,
Wilderness Lore +1*
Alertness
Temperate and warm plains

FOX

HIPPOPOTAMUS

Hyena
Medium-Sized Animal
2d8+4 (13 hp)
+2 (Dex)
40 ft.

automatically deals bite damage each round it


remains attached. An attached hyena has an AC of
12.
Skills: *Hyenas have a +8 racial bonus to Hide
checks in areas of tall grass or heavy undergrowth
and a +4 racial bonus to Wilderness Lore checks when
tracking by scent.

KANGAROO

The statistics below represent the famous red


The hippopotamus has large (6 lb.) ivory teeth and is a kangaroo, which stands over 6 feet tall and weighs
common source of food among many humanoids. Its up to 190 pounds. Females are slightly smaller but
powerful jaws are able to bite a human in half. The largest use the same statistics.
hippos grow up to 16 feet long and weigh 8000 pounds.
Due to their short legs, hippopotami never get taller than
COMBAT
5 and a half feet at the shoulder.
Kangaroos are surprising adversaries, kicking and
punching ferociously. They have a sharp claw on
HYENA
each foot and can kick with astounding force.
These scavengers roam the prairie lands in packs and
Kick: when kicking, a kangaroos effective
devour the remains of other animals kills. They also Strength score is 21 (+5 attack and damage).
hunt and kill their own food when there is none to
Lasting Endurance: Hopping is one of the most
scavenge. Hyenas have powerful jaws and can grow up energy efficient methods of transportation in nature.
to 6 feet long. The spotted hyena can emit a strange call Unlike creatures that run or fly, kangaroos can bounce
that resembles a humans laugh.
along on their spring-like legs at high speeds for a
very long time without becoming fatigued, gaining
COMBAT
a +10 racial bonus against fatigued checks while
Attach (Ex): If a hyena hits with its bite attack, it uses hopping.
its powerful jaws to latch onto its opponent and

Skills: kangaroos receive a +4 racial bonus to


Balance checks, +2 racial bonus to Climb checks,
+2 racial bonus to Hide checks, and a +10 racial
bonus to Jump checks.

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
--

Weapon Finesse (bite)

Any land and underground

Warm aquatic

Solitary, pair, family (310), or swarm (10-40)

School (5-50)

--

None
Alwayss neutral
3-6 HD (Medium-Size)

None
Always neutral
--

None
Always neutral
--

Listen +5, Spot +5

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)

2d8+2 (11 hp)


+0
30 ft.
12 (+2 natural)
Butt +0 melee (rams and
goats only)
Butt 1d4
5 ft. by 5 ft./5 ft.
Charge 4d4
Scent
Fort +4, Ref +3, Will +0
Str 11, Dex 11, Con 12,
Int 1, Wis 11, Cha 4
Balance +4, Listen +5,
Spot +5
-Temperate mountains,
hills, and plains

Sting +3 melee

Bite +4 melee

Sting 1d3 and poison


5 ft. by 5 ft./5 ft.
Poison
Camouflage
Fort +3, Ref +4, Will +1
Str 10, Dex 15, Con 12,
Int 1, Wis 12, Cha 2
Hide+4*, Listen +5, Spot
+5
Weapon Finesse (sting)
Warm and temperate
aquatic

Organization:

Solitary or flock (10-80)

Solitary or school (2-5)

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)

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in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute
any Open Game Content originally distributed under any version
of this License.
10 Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You
Distribute.
11. Use of Contributor Credits: You may not market or advertise
the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do
so.
12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or all
of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game
Material so affected.
13 Termination: This License will terminate automatically if You
fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
Inc.
System Rules Document Copyright 2000, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.
Content of this book that is wholly derived from the System
Reference Document is hereby declared open game content, as
defined in the d20 System License version 1.0. The artwork,
introductions, book title and concept, publishers name
(Netherland Games Inc.), and the Netherland Games logo are
Product Identity. Any reproduction or unauthorized use of this
material is prohibited without the express written permission of
Netherland Games, Inc
The Primal Codex Copyright 2001, Netherland Games, Inc.

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

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