74
The Arc fiend: Balor/Pit fiend Amalgam Arc fiends are not born, rather they are created by neutral evil deities, Baernoloths, Banished titans, advanced night hags, elder evils or spontaneously formed in the Glooms of Hades, Prisons of Carceri or the bleakness of Nilfheim. When the blood war interferes with a greater evil’s interests, they are spawned. Arc fiends promote the vilest wickedness while none too gently reminding Balors and pit fiends to cooperate with the master of the arc fiend’s interests. Although viewed as a dangerous abomination by Balors and Pit fiends alike, they are usually respected if not feared by the nobility of fiends. The Arc fiend shares the traits of both Tanari and Baatezu taking the wickedest aspects of both types of fiends. Arc fiends refer to themselves as Arcs, much in the same way as the highest ranked angels refer to their own holy order. An Arc fiend stands about 12 feet tall. Its skin is usually a dark red. It weighs about 4,500 pounds. An Arc fiend’s appearance reflects the most disturbing aspects of both Balors and Pit fiends. Flames envelop the body and a pair of leathery wings emerge from it’s back. A barbed tail is poised tensely behind, tipped with a wicked sting. In one wickedly clawed hand is a long serpentine whip of flame and in the other a sword as long as a man shaped like a bolt of lightning. Arc fiend CR 23 Always Evil Large Outsider (Baatezu, Evil, Tanari) Init +12; Senses darkvision 60 ft., See in darkness, True Seeing, Listen +38, Spot +38 Aura Fear aura 20ft, Unholy Aura 30ft Languages Abyssal, Infernal, Celestial, Common, Draconic, Telepathy 100ft AC 38, touch 17, flat-footed 30; (-1 size, +8 Dex, +21 natural) hp 270 (20 HD); regeneration 5 ; DR 15/good, silver and cold iron Immune fire, electricity and poison Resist acid 10, cold 10; SR 32 Fort +21, Ref +18, Will +19 Speed 40 ft. (8 squares);fly 90ft good, Climb +18, Jump +24, Tumble +31 Attack +1 large vorpal long sword +34 (2d6 +14/ 19-20 plus vorpal on critical hit) Melee One +1 large vorpal long sword +32/+27/+22/+17 (2d6 +14/ 19-20 plus vorpal on critical hit) and One +1 large Flaming Whip +30/+25 (1d4+7 plus1d6 fire plus entangle) and 2 wings +30 (2d6+6) and 1 bite +30 (4d6+5 plus poison plus disease) and 1 tail slap +30 (2d8+5 plus improved grab) Or

32monstersv3

  • Upload
    nk49210

  • View
    155

  • Download
    7

Embed Size (px)

Citation preview

Page 1: 32monstersv3

The Arc fiend: Balor/Pit fiend Amalgam Arc fiends are not born, rather they are created by neutral evil deities, Baernoloths, Banished titans, advanced night hags, elder evils or spontaneously formed in the Glooms of Hades, Prisons of Carceri or the bleakness of Nilfheim. When the blood war interferes with a greater evil’s interests, they are spawned. Arc fiends promote the vilest wickedness while none too gently reminding Balors and pit fiends to cooperate with the master of the arc fiend’s interests. Although viewed as a dangerous abomination by Balors and Pit fiends alike, they are usually respected if not feared by the nobility of fiends. The Arc fiend shares the traits of both Tanari and Baatezu taking the wickedest aspects of both types of fiends. Arc fiends refer to themselves as Arcs, much in the same way as the highest ranked angels refer to their own holy order.

An Arc fiend stands about 12 feet tall. Its skin is usually a dark red. It weighs about 4,500 pounds. An Arc fiend’s appearance reflects the most disturbing aspects of both Balors and Pit fiends. Flames envelop the body and a pair of leathery wings emerge from it’s back. A barbed tail is poised tensely behind, tipped with a wicked sting. In one wickedly clawed hand is a long serpentine whip of flame and in the other a sword as long as a man shaped like a bolt of lightning.

Arc fiend CR 23Always Evil Large Outsider (Baatezu, Evil, Tanari)Init +12; Senses darkvision 60 ft., See in darkness, True Seeing, Listen +38, Spot +38Aura Fear aura 20ft, Unholy Aura 30ftLanguages Abyssal, Infernal, Celestial, Common, Draconic, Telepathy 100ft

AC 38, touch 17, flat-footed 30; (-1 size, +8 Dex, +21 natural)hp 270 (20 HD); regeneration 5 ; DR 15/good, silver and cold ironImmune fire, electricity and poisonResist acid 10, cold 10; SR 32Fort +21, Ref +18, Will +19

Speed 40 ft. (8 squares);fly 90ft good, Climb +18, Jump +24, Tumble +31Attack +1 large vorpal long sword +34 (2d6 +14/ 19-20 plus vorpal on critical hit)Melee One +1 large vorpal long sword +32/+27/+22/+17 (2d6 +14/ 19-20 plus vorpal on critical hit) and One +1 large Flaming Whip +30/+25 (1d4+7 plus1d6 fire plus entangle) and2 wings +30 (2d6+6) and1 bite +30 (4d6+5 plus poison plus disease) and1 tail slap +30 (2d8+5 plus improved grab) Or 2 claws +32 (2d8 +13) and2 wings +30 (2d6+6) and1 bite +30 (4d6+5 plus poison plus disease) and1 tail slap +30 (2d8+5 plus improved grab)Space 10 ft.; Reach 10 ft/ 20ft with +1 large flaming whip.Base Atk +20; Grp +37Atk Options Cleave, Power Attack, entangle, flaming body, improved grab, vorpal sword Special Actions Summon Devil, Summon Demon Spell-Like Abilities (CL 20th):At will – blasphemy (DC 25), Create undead, dominate monster (DC 27), Fireball (DC 21),greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), invisibility, mass hold monster (DC 27), persistent image (DC 23), power word stun, telekinesis (DC 23), unholy aura (DC 26) 1/day – fire storm (DC 26), implosion (DC 27), meteor swarm (DC 27).The save DCs are Charisma-based.

Page 2: 32monstersv3

Abilities Str 36, Dex 26, Con 29, Int 25, Wis 25, Cha 26SQ Death Throes, Flaming bodyFeats Cleave, Improved Initiative, Improved two weapon fighting, Multiattack, Power Attack, Quicken spell like ability (fireball), Two weapon fighting, Weapon Focus (long sword)Skills Bluff +31, Balance +15, Climb +18, Concentration +31, Diplomacy +35, Disguise +13 (+15 acting), Hide +27,Intimidate +33,Jump +24, Knowledge (arcana) +30,Knowledge (nature) +12, Knowledge (the planes) +30, Knowledge (religion) +12, Listen +38, Move Silently +36, Search +30, Sense Motive +30, Spellcraft +37 (+39 scrolls), Spot +38, Survival +13 (+15 following tracks), Tumble +31, Use Magic Device +31 (+33 scrolls) Tumble +31Possessions Standard treasure plus +1 large flaming whip and +1 large vorpal sword

An Arc fiend’s +1 large flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

An Arc fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): An Arc fiend deals 2d8+26 points of damage with a successful grapple check with it’s tail.

Death Throes (Ex):When killed, a Arc fiend explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 29 half ). This explosion automatically destroys any weapons the Arc fiend is holding. The save DC is Constitution-based.

Disease (Su): A creature struck by a Arc fiend’s bite attack must succeed on a DC 28 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Damage Reduction (Ex): The arc fiend has a unique damage reduction due to their dual nature. To penetrate the arc fiend’s damage resistance requires a weapon with the good quality and to be constructed of both cold iron and silver. Such weapons could be a flails, morning star, trident, spiked club, military fork and most double weapons which are constructed from a number of parts. Weapons with a single blade or a single piercing point would be precluded. The DM has the final call. A knowledge planes check DC 30 is required to be aware of this weakness. Needless to say the intelligent Arc fiend would try to destroy any such weapons it became aware of and sunder them in combat when confronted.

Entangle (Ex): An Arc fiend’s +1 large flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the Arc fiend immediately make opposed strength checks; if the Arc fiend wins, it drags the target against its flaming body (see below). The target remains anchored against the Arc fiend’s body until it escapes the whip.

Fear Aura (Su): An Arc fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same Arc fiend’s aura for 24 hours. Devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, an Arc fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict and subject to the arc fiend’s flaming body.

Poison (Ex): Injury, Fortitude DC 28, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Regeneration (Ex): A Arc fiend takes normal damage from good-aligned weapons, and from spells or effects with the good descriptor.

Summon Demon (Sp): Once per day an Arc fiend can automatically summon 4d10 dretches, 1d4 Hezrous, or one nalfeshnee, glabrezu, marilith, or Balor. This ability is the equivalent of a 9th-level spell.

Page 3: 32monstersv3

Summon Devil (Sp): Twice per day an Arc fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 Erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Vorpal Sword (Su): Every Arc fiend carries a +1 large vorpal long sword that looks like a flame or a bolt of lightning.

Tactics Round-by-RoundAn Arc fiend is equally adept in melee or as a ranged spell combatant. Arc fiend typically opens combat by using its spell-like abilities, attempting to neutralize dangerous opponents before entering melee.Prior to combat: Unholy aura; activate fear aura, invisibility and summon devil or summon demon.Round 1: Quickened fireball and Fire storm, mass hold monster or implosion if facing three or more visible, active opponents. If opponents are likely to be strongly spell resistant or immune to fire it will use telekinesis or summon additional fiends. If the Arc fiend does not deem itself seriously threatened, it Conserves abilities usable only once per day and uses blasphemy instead.Round 2: Meteor swarm against as many foes as possible, or insanity/Power word stun. Approach the most-injured enemy.Round 3: Full attack against injured enemy including entangle with whip and improved grab with tail.Round 4: Continue melee against injured enemy, or power word stun against annoying spellcaster.Round 5: Repeat from round 1 or greater teleport or fly away with entangled and grappled foes to safety if endangered.

Author’s Note: This monster was created using the amalgam template from the Advanced Bestiary. I decided when I saw this template I would try this with two of the toughest, iconic fiends available. I thought that combining the Balor’s weapon attacks with the pit fiend’s natural attacks would create a formidable opponent that can be used to inhabit the neutral evil planes. From there used to unify evil forces in a common despicable endeavour or to the intimidate the Baatezu or Tanari.

Page 4: 32monstersv3

Alternate Arc fiends (only the substitutions required are shown, these are an alteration to feats selected to personalise a particular fiend for different combat scenarios)

Improved Spell-Like Abilities Arc FiendInit +8Attack +1 large vorpal long sword +33 (2d6 +14/ 19-20 plus vorpal on critical hit)Melee One +1 large vorpal long sword +27/+22/+17/+12 (2d6 +14/ 19-20 plus vorpal on critical hit) and One +1 large Flaming Whip +21 (1d4+7 plus1d6 fire plus entangle) and2 wings +27 (2d6+6) and1 bite +27 (4d6+5 plus poison plus disease) and1 tail slap +27 (2d8+5 plus improved grab) Or 2 claws +32 (2d8 +13) and2 wings +30 (2d6+6) and1 bite +30 (4d6+5 plus poison plus disease) and1 tail slap +30 (2d8+5 plus improved grab)Atk Options entangle, flaming body, improved grab, vorpal sword Feats Combat casting, Corrupt Spell-like Ability, Maximise Spell-like ability (Fireball), Quicken spell like ability (Fireball), Quicken spell like ability (Telekinesis), Supernatural Transformation (Telekinesis), Violate Spell-like Ability Skills Concentration +35 when casting defensively.

Additional Feats These feats are not presented in the Player's Handbook or Monster ManualCorrupt Spell-like Ability (from Book of vile darkness): Any Spell-like ability can each be corrupted three times a day. This adds the evil descriptor to a spell-like ability. Half of the damage from the Spell-like ability is unholy damage (rounding down).Maximise Spell-like ability (from Complete Arcane): the fireball Spell-like ability can each be maximised three times a day. This spell-like ability deals maximum damage when this feat is applied.Supernatural Transformation (from Savage species): the arc fiend’s Telekinesis spell-like ability is a supernatural ability. It is not subject to spell resistance or Counterspelling. Using the Telekinesis spell-like ability does not provoke an attack of opportunity.Violate Spell-like Ability (from Book of vile darkness): Any Spell-like ability can each be violated twice a day. This adds the evil descriptor to a spell-like ability. Half of the damage from the Spell-like ability is vile damage (rounding down). Vile damage is like regular damage, it can only be healed by magic cast within the area of a consecrate or hallow spell.

Melee Destroyer Arc FiendInit +8Attack +1 large vorpal long sword +33 (2d6 +14/ 17-20 plus vorpal on critical hit)Melee One +1 large vorpal long sword +29/+24/+19/+14 (2d6 +14/ 17-20 plus vorpal on critical hit) and One +1 large Flaming Whip +29 (1d4+7 plus1d6 fire plus entangle) and2 wings +30 (2d6+6) and1 bite +30 (4d6+6 plus poison plus disease) and1 tail slap +30 (2d8+6 plus improved grab) Or 2 claws +32 (2d8 +13) and2 wings +30 (2d6+6) and1 bite +30 (4d6+6 plus poison plus disease) and1 tail slap +30 (2d8+6 plus improved grab)Atk Options entangle, flaming body, improved grab, vorpal sword, Awesome blow, Cleave, Improved Bull rush

Page 5: 32monstersv3

Feats: Awesome blow ,Cleave, Improved Bull rush, Improved Critical (long sword), Multiattack, Power Attack, Quicken spell like ability (fireball), Two weapon fighting ,Weapon Focus (long sword)

Combat opportunist Arc FiendInit +8Attack +1 large vorpal long sword +34 melee (2d6 +14/ 19-20 plus vorpal on critical hit)Melee +1 large vorpal long sword +29/+24/+19/+14 melee (2d6 +14/ 19-20 plus vorpal on critical hit) and +1 large Flaming Whip +29 melee (1d4+7 plus1d6 fire plus entangle) and2 wings +30 melee (2d6+6) and1 bite +30 melee(4d6+6 plus poison plus disease) and1 tail slap +30 melee (2d8+6 plus improved grab)Atk Options entangle, flaming body, improved grab, vorpal sword, Defensive sweep, Hold the line, Robilar’s gambit, two weapon attack of opportunity Feats: Combat reflexes, Defensive sweep, Hold the line, Multiattack, Robilar’s gambit, two weapon fighting, two weapon attack of opportunity.Typical Attack of opportunity; +1 large vorpal long sword +29 melee (2d6 +14/ 19-20 plus vorpal on critical hit) and +1 large Flaming Whip +29 melee (1d4+7 plus1d6 fire plus entangle)This counts as 2 attacks of opportunity from those available to the arc fiend per round. The arc fiend can make 8 attacks of opportunity per round.

Additional Feats These feats are not presented in the Player's Handbook or Monster ManualDefensive sweep (from Player's Handbook2): If an opponent begins his action adjacent to the arc fiend and does not move he provokes an attack of opportunity when his turn ends.Hold the Line (from Complete Warrior): You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.Robilar’s gambit (from Player's Handbook2): the arc fiend can declare at the start of the arc fiend’s action that is using Robilar’s gambit. Anyone who strike’s at the arc fiend gains a +4 bonus to attack rolls and damage, in return, they provoke attacks of opportunity from each time they attack. Resolve the attack of opportunity after the foe’s attack. Two weapon attack of opportunity (from dragon 340): When an arc fiend makes an attack of opportunity and is wielding two weapons, it can make melee attacks with both weapons. This counts as 2 attack’s of opportunity from those available per round

Two weapon combatant Arc FiendInit +8Attack +1 large vorpal long sword +33 melee (2d6 +14/ 19-20 plus vorpal on critical hit) OrDual strike; +1 large vorpal long sword +29 melee (2d6 +14/ 19-20 plus vorpal on critical hit) and +1 large Flaming Whip +29 melee (1d4+7/ no critical allowed plus1d6 fire plus entangle) Melee +1 large vorpal long sword +31/+26/+21/+16 melee (2d6 +14/ 19-20 plus vorpal on critical hit) and +1 large Flaming Whip +31/+26/+21 melee (1d4+7 plus1d6 fire plus entangle) and2 wings +31 melee (2d6+6) and1 bite +31 melee(4d6+6 plus poison plus disease) and1 tail slap +31 melee (2d8+6 plus improved grab)Atk Options entangle, flaming body, improved grab, vorpal sword, Dual strike, two weapon rend Feats: Dual strike, Greater two weapon fighting, Improved two weapon fighting, Multiattack, Oversized two weapon fighting, two weapon fighting, two weapon rend

Additional Feats These feats are not presented in the SRD.

Page 6: 32monstersv3

Greater two weapon fighting, Improved two weapon fighting, Oversized two weapon fighting are applied to the attack bonuses and will not require further explanation.Dual strike (from Complete Adventurer): When making a standard attack you can attack with your primary weapon and your offhand weapon. Both attacks use one roll to determine success. Damage resistance and other resistances apply separately for each attack. Critical hit damage is applied only to the primary weapon; the offhand weapon only does normal damage.Two weapon rend (from Player's Handbook2): If you hit an opponent with both of your weapons you wield, you rend doing extra damage equal to 1d6+ 1 1/2 times your Str bonus. This damage is identical to that inflicted by your offhand weapon. Any given opponent can be subject to rend once per round.

Page 7: 32monstersv3

Demon; The Balor Emperor (Advanced Balor)

Demon; The Balor Emperor (Advanced Balor) CR 30Always Evil Huge Outsider (Chaotic, Evil, Extraplanar, Tanari)Init +14; Danger Sense; Senses darkvision 60 ft., See in darkness, True Seeing, Listen +78, Spot +78Aura, Unholy Aura 30ftLanguages Abyssal, Infernal, Celestial, Common, Draconic, Telepathy 100ft

AC 25, touch 17, flat-footed 30; (-2 size, +5 Dex, +22 natural)hp 990 (60 HD); DR 15/good and cold ironImmune fire, electricity and poisonResist acid 10, cold 10; SR 48Fort +44, Ref +37, Will +39

Speed 40 ft. (8 squares); fly 90ft goodAttack +1 large vorpal long sword +82 (3d6 +19/ 17-20 plus vorpal plus 1d6 on critical plus Fort save DC 58 or die on critical on critical hit) and One +1 large Flaming Whip +73/+68/+63/+58 (1d6+9 plus1d6 fire plus entangle)Melee One +1 large vorpal long sword +80/+75/+70/+65 (3d6 +19/ 17-20 plus vorpal plus 1d6 on critical plus Fort save DC 58 or die on critical on critical hit) and One +1 large Flaming Whip +73/+68/+63/+58 (1d6+9 plus1d6 fire plus entangle) Or Melee 2 Slams +76 (2d8 +18) Space 15 ft.; Reach 15 ft/ 30ft with +1 large flaming whip.Base Atk +60; Grp +84Atk Options Cleave, Power Attack, Entangle, Great Cleave, Quick Cleave, Terrifying Warrior, Two weapon Rend, Vorpal sword Special Actions Dire Charge, Dual strike, Quicken Spell like Ability, Summon Demon Spell-Like Abilities (CL 60th):At will— blasphemy (DC 27), dominate monster (DC 29), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 27), power word stun, telekinesis (DC 25), unholy aura (DC 28); 1/day—fire storm (DC 28), implosion (DC 29). The save DCs are Charisma-based.

Abilities Str 46, Dex 23, Con 38, Int 24, Wis 24, Cha 30SQ Death Throes, Flaming body, Vorpal sword Feats Cleave, Devastating Critical, Dire Charge, Dual Strike, Epic Weapon Focus (long sword), Great Cleave, Greater Two weapon fighting, Improved critical, Improved Initiative, Improved two weapon fighting, Overwhelming Critical, Perfect Two weapon fighting, Power Attack, Quick Cleave, Quicken spell like ability (Telekinesis), Superior Initiative, Terrifying Warrior, Two weapon fighting, Two weapon rend , Weapon Focus (long sword), Skills Bluff +73, Concentration +47, Diplomacy +77, Disguise +50 (+52 acting), Forgery +47, Hide +61, Intimidate +75, Knowledge (any two) +70, Listen +78, Move Silently +69, Search +70, Sense Motive +70, Spellcraft +30 (+32 scrolls), Spot +78, Survival +7 (+9 following tracks), Use Magic Device +53 (+55 scrolls), Use Ropes +26Possessions Standard treasure plus +1 large flaming whip and +1 large vorpal sword

The Balor Emperor‘s +1 large flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.The Balor Emperor ‘s natural weapons, as well as any weapons it wields, are treated as evil-aligned and chaotically-aligned for the purpose of overcoming damage reduction.

Page 8: 32monstersv3

Death Throes (Ex): When killed, The Balor Emperor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 33 half). This explosion automatically destroys any weapons the Balor Emperor is holding. The save DC is Constitution-based.

Entangle (Ex): The Balor Emperor’s +1 large flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the Balor Emperor immediately make opposed strength checks; if the Balor Emperor wins, it drags the target against its flaming body (see below). The target remains anchored against the Balor Emperor’s body until it escapes the whip.

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

Vorpal Sword (Su): The Balor Emperor carries a +1 large vorpal long sword that looks like a tongue of flame.

Tactics Round-by-RoundThe Balor Emperor is equally adept in melee or as a ranged spell combatant. The Balor Emperor typically opens combat by using its spell-like abilities, attempting to neutralize dangerous opponents before entering melee with the intention of rapid decapitation.Prior to combat: Unholy aura and summon demon.Tactics Round-by-RoundThe Balor Emperor is most effective as a mid range (15 ft) melee combatant, using its Sword and whip to attack from a distance.Prior to combat: Unholy aura.Round 1: Dire charge to a range of 15ft and attack and use quickened telekinesis, or summon additional demons. If the Balor Emperor does not deem itself seriously threatened, it conserves abilities usable only once per day and uses blasphemy instead.Round 2: Insanity or power word stun and stay within range of it’s whip and sword.Round 3: Full melee attack with weapons, including entangle with whip.Round 4: Teleport or fly away with entangled foe to re-establish range; repeat round 1 and continue.

The Balor Emperor who wants to drive off or neutralize a party without slaying its foes avoids lethal attacks.Prior to combat: Unholy aura.Round 1: Dominate monster.Round 2: Power word stun.Round 3: Insanity or telekinesis to incapacitate or repel a dangerous opponent.Round 4: Teleport or fly away to re-establish range; repeat round 1 and continue.

These feats are not presented in the SRD.

Epic Weapon Focus, Greater two weapon fighting, Improved two weapon fighting, Overwhelming Critical, Perfect Two weapon fighting are applied to the attack bonuses or damage and will not require further explanation.

Devastating Critical (from Epic Level Handbook): When using the weapon you have selected, whenever you score a critical hit the target must make a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)

Page 9: 32monstersv3

Dire Charge (from Epic Level Handbook): If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent you charge.

Dual strike (from Complete Adventurer): When making a standard attack you can attack with your primary weapon and your offhand weapon. Both attacks use one roll to determine success. Damage resistance and other resistances apply separately for each attack. Critical hit damage is applied only to the primary weapon; the offhand weapon only does normal damage.

Quick Cleave (from Dragon 343): You gain a +2 circumstance bonus on the attack roll of the additional attacks you make because of Cleave or Great Cleave.

Terrifying Warrior (from Dragon 343): When the Balor Emperor makes an additional attack due to a cleave and drops the target with that attack, all other opponents within it’s reach must make a will save (DC 50) or be panicked for 1d4 rounds. Foes with HD equal or greater to the Balor emperor’s are immune to this effect. This is a extraordinary mind-affecting fear effect.

Superior Initiative (from Epic Level Handbook): Gain a +8 bonus to initiative that overlaps with Improved Initiative (does not stack with improved initiative).

Two Weapon Rend (from Player's Handbook2): If you hit an opponent with both of your weapons you wield, you rend doing extra damage equal to 1d6+ 1 1/2 times your Str bonus. This damage is identical to that inflicted by your offhand weapon. Any given opponent can be subject to rend once per round.

Author’s Note: This is a Balor advanced to 60HD. I thought when I first saw the Balor, I wondered how powerful would it be if it were fully advanced? In later publications, comparing the statistics of demon lords and arch devils, I thought how they would compare to such a fiend. Could Asmodeus, Orcus or Demogorgon defeat a fully advanced Balor? I let you be the judge. The Balor Emperor appears to be one of the most fearsome swordsmen I have ever seen. I could imagine it cutting a swath through a fiendish army, or a choir of celestials.

Page 10: 32monstersv3

Devil: Hellcat Marauder (bipedal Hellcat) CR 7

In the gloom of the night you barely make out the faintly glowing outline of a warrior standing as tall as an ogre with a head that looks disturbingly like a great cat.

LE Large Outsider (Augmented, Evil, Extraplanar, Lawful)Init +9 Improved Initiative; Senses Darkvision 60 ft., Scent; Listen +17, Spot +13Languages Infernal, Celestial, Draconic, Telepathy (100 ft)

AC 26, touch 19, flat-footed 21(-1 size, +5 Dex, +7 natural, +5 Mithril chain shirt+1)hp 60 (8 HD); DR 5/goodResist fire 10SR 19Fort +9, Ref +11, Will +8

Speed 40 ft. (8 squares) Melee +1 large Great axe +14/+9 (3d6+10/x3) andBite +8 (2d8+5 plus improved grab) or2 Claws +13 (1d8+6) andBite +8 (2d8+3 plus improved grab)Space 10 ft.; Reach 10 ft.Base Atk +8; Grp +18Atk Options Aligned Strike (Lawful, Evil), Improved Grab, PounceCombat gear +1 large great axe, +1 Mithril chain shirt, +1 large composite long bow.

Abilities Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10SQ Invisible in light, Scent, Outsider traitsFeats Improved Initiative, Dodge, Track Skills Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Search +13, Spot +13, Swim +17

Aligned Strike (Lawful, Evil) (Ex): hellcat marauder’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a hellcat marauder must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Invisible in Light (Ex): A hellcat marauder is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline. A hellcat marauder’s invisibility extends to it’s combat gear.

Pounce (Ex): If a hellcat marauder charges, it can make a full attack, including two rake attacks.

Powerful charge (Ex) (feat): When the hellcat marauder charges, if it’s melee attack hit it deals an extra 2d6 hit points of damage. This feat only works when the hellcat marauder makes a charge. The hellcat marauder can only apply the extra damage to one attack when it makes it’s charge.

Skills: Hellcat marauders have a +4 racial bonus on Listen and Move Silently checks.

Page 11: 32monstersv3

Author’s Note: This is a Hellcat with the bipedal template applied to it. A invisible infernal warrior that plays mind games with their opponents.

Description; Hellcat marauders are a bipedal variant of the hellcat. Stands 9 foot tall and weighs 900 pounds. They are utilised as advance scouts, infiltrators, saboteurs, messengers and skirmishers. Like a hellcat they enjoy the furthering the cause of wickedness under the leadership of a powerful personality. Within an infernal hierarchy, hellcat marauders act as inspectors and auditors of their inferiors. This tends to lend an air of omniscience to their leaders, as lesser devils are unaware that they are being spied upon. Amongst the devils they are known as traitor hunters.Hellcat marauders when they find their chosen victim, they will commence unrestricted psychological warfare; telepathically taunting their victims, attacking their confidence, belittling their achievements, sowing the seeds of mistrust and discord between allies, friends and family. When the target’s will is broken and their allies abandon them, the hellcat marauder then finishes off their chosen victim.

Strategies and tactics; Hellcat marauders will typically snipe any target it considers strong until they are confident the opponent can be brought down with a successful pounce. When they control an opponent, a hellcat marauder has a penchant for cruelty and likes to play with their victims. When hunting where possible they like to telepathically terrorise their victims, until the victims collapse from exhaustion or mental breakdown. Hellcat marauders are known to team with bone devils to form large co-ordinated groups to lay ambushes and perform infiltrations. Telepathy between the said devils allows a high amount of silence and effective coordination.

Typical EncountersIndividual (EL 7) a single individual hunting alone, scouting or a messenger Hunting packs (EL 9) a pair of hellcat marauders acting as snipers at a crucial chokepoint such as a pass or a portalPride (EL 13) 6-10 pack, hunting a particular targetAttack squad (EL 14) 4 hellcats, 4 hellcat marauders and 1 bone devil form an assault team to cooperate in the destruction of a stronghold, or steal from an opposing faction.

Hellcat marauder loreCharacters with ranks in knowledge (the planes) can learn more about Hellcat marauders. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (the planes)

DC Result

18This creature is a Hellcat marauder. A hellcat marauder is naturally invisible. This result reveals all outsider traits.

23Hellcat marauder has jaws that lock on to an opponent and can also pounce upon a victim while charging. Act as auditors and skirmishers to devil-kind

30Good weapons deal better damage. Hellcat marauders are resistant to fire. Hellcat marauders occupy a rank just below bone devils within the infernal hierarchy.

Ecology; Hellcat marauders form part of the great infernal hierarchy as messengers, auditors, inspectors and informers reporting the activities of lesser devils. They perform a lesser supporting role to the bone devils. As a dual aspect to their role, they act as commandos in the blood war utilising their abilities to sow confusion and disruption to the Tanari. It has been also known for them to stand behind the ranks of lesser devils and execute any devil attempting to surrender or flee in the midst of battle. They delight in the consumption of their victims as a final act of dominance when given an opportunity.

Page 12: 32monstersv3

Society; Hellcat marauders occupy a rank just below bone devils within the infernal hierarchy. Within their own groups they don’t value strength, rather they grant leadership to the greatest hunter amongst them. A traitor is valued as highly as demon in respect to the worthiness of a hunt.Environment- The Hells.Typical physical characteristics-Stands 9 foot tall, 900 pounds in weightAlignment- always lawful evilTypical treasure- combat gear plus standard treasure.For player characters; summoned identically as hellcatsHellcat marauders with character levels; Hellcat marauder’s favoured class is scout (complete adventurer) use ranger if you don’t have that book. Hellcat marauders are flexible and mobile combatants that value equally combat prowess, movement and stealth. Hellcat marauders are also known to advance as Barbarians, Rangers, Rogues, Ninjas and Assassins. Due to their deficit in charisma and intelligence they never advance as arcane spellcasters.Hellcat marauders as charactersHellcat marauders possess the following racial traits

+12 strength, +10 Dexterity, +6 Constitution, +4 Wisdom Large size; -1 penalty to armour, -1 penalty on attack roles, -4 penalty on hide checks, +4 bonus

on grapple checks Outsider type (Augmented, Evil, Extraplanar, Lawful subtypes) A hellcat marauder’s base land speed is 40 feet. Darkvision 60ft, Scent Racial Hit dice; a hellcat marauder begins with eight levels of outsider, which provides 8d8 Hit

dice, a base attack bonus of +8 and base saving throw bonus of +6 fort, +6 reflex, +6 will Racial Feats: A hellcat marauder’s outsider levels give it three feats. Racial Skills: A hellcat marauder’s outsider levels give it skill points equal to 11 × (8 + Int modifier,

minimum 1). Its class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.

+7 natural armour bonus. Natural Weapons: Bite (2d8 plus improved grab) and 2 claws (1d4). Special Abilities; Aligned Strike (Lawful, Evil), DR 5/good, Improved Grab, Invisible in Light,

Pounce, Resist fire 10, SR 19, Telepathy (100 ft) Automatic language; Infernal. Bonus Languages; Draconic, Common, Celestial. Favoured class; Scout or Ranger Level Adjustment +6

Advanced creatures9-10 HD (large), 11-24HD (Huge)Huge Hellcat Marauders are utilised as saboteurs or spies where more powerful demons are not present.It has been observed that there are distinct clans of Hellcat marauders, each with distinguishing features that can identify them;

Lion-like manes that can immolate into flames when an attacker grapples them. Immune to fire. Six venomous snakes protrude from the shoulders and breathes out sleeping gas (Kamadan

Clan) Turn into a shadow and pass through walls Totally immune to the blows of weapons (Nemean Clan) Erupt in rage of blood lust within combat with a golden shining hide like the midday desert sun

that can blind the observer (Hathor Clan) Displace light around them making them appear in different locations with 2 tentacles sprouting

from their shoulders.

Alternate Hellcat Marauders (only the substitutions required are shown, these are an alteration to feats selected to personalise a particular fiend for different combat scenarios)

Page 13: 32monstersv3

Hellcat Marauder ChargerFeats Improved Initiative, Multiattack, Powerful chargeMelee +1 large Great axe +14/+9 (3d6+10/x3) andBite +11 (2d8+5 plus improved grab) or2 Claws +13 (1d8+6) andBite +11 (2d8+3 plus improved grab)Atk Options Multiattack, Powerful charge, Aligned Strike (Lawful, Evil), Improved Grab, Pounce

Hellcat Mobility AttackerInit +5Feats Dodge, Mobility, Spring attackAtk Options Aligned Strike (Lawful, Evil), Improved Grab, Mobility, Pounce, Spring Attack

Hellcat Spectral StrikerInit +5Skills Balance +16, Climb +17, Hide +17, Jump +21, Listen +17, Move Silently +17, Search +13, Spot +13, Swim +16Feats; Multiattack, Shadow Striker (Players Handbook 2), Spectral Skirmisher (Players Handbook 2)Atk Options; Multiattack, Aligned Strike (Lawful, Evil), Improved Grab, Pounce, Shadow striker (Players Handbook 2), Spectral Skirmisher (Players Handbook 2)

Strategy and tactics; Spectral Striker Hellcat Marauder attack in a team sneaking into their reach of their opponent, then using Ghost strike to hit an opponent. Fade away and Evade notice are used to hinder the opponent while preparing for a follow up attack. After the initial assault, this is most disconcerting as naturally invisible opponents who are skilful at hiding and moving silently periodically strike the blindly groping opponent. Inside the head of the victim, the spectral stalker hellcat marauders will violently bombard with telepathic taunts and threats in the desire to instil fear. These feats are not presented in the SRD

Shadow Striker, Tactical feat, (from Players Handbook 2): This feat grants the Hellcat Marauder access to three special tactical manoeuvres;Evade Notice: If the Hellcat Marauder and an ally threaten an opponent, and on it’s turn if it takes no hostile action, it can make a hide check opposed by the threatened foes Spot check. If the Hide check is successful, the threatened foe cannot attack the Hellcat Marauder during the next turn while it threatens another active opponent. If the Hellcat Marauder attacks the foe for any reason before or during the foe’s next turn, it loses this manoeuvre’s benefit.Fade away: The Hellcat Marauder must first attack an opponent as a standard action, then move away and attempt a hide check as part of it’s move action for the turn. If the attack hits, it creates a momentary diversion, granting the Hellcat Marauder a +5 bonus on this Hide Check.Ghost Strike: If the Hellcat Marauder and an ally threaten an opponent, it can make a Move Silently check opposed by the foe’s Listen check. If the move silently check is successful, on the next round the foe loses it’s Dexterity bonus to AC against the Hellcat Marauder’s first attack of the round so long as the it’s ally still threatens them.

Spectral Skirmisher (from Players Handbook 2): Creatures unable to see the Hellcat marauder due to invisibility take a –5 penalty on all listen check to detect the Hellcat marauder. A creature using a melee attack against the square the hellcat Marauder occupies provokes an attack of opportunity from hellcat marauder. The hellcat marauder must make this attack before checking to see if the attacker finds it. If the hellcat marauder attacks and hits, the attacker automatically finds the hellcat marauder in it’s square.

Page 14: 32monstersv3

ETTIN, Six armed, six headed (Half Giant, Jotunblood giant, Multi headed, Multi armed

Ettin) A.K.A “HEX” CR 13

Always CE ; Huge Giant (Augmented)Init +8 (improved Initiative); Senses Darkvision 90 ft., Lowlight Vision, Scent, Listen +20, Spot +20Languages; Pidgin

AC 37, touch 8, flat-footed 37; (-2 size, +16 natural, +3 hide)hp 232 (22 HD); Redundant Heads, Rock CatchingImmune; SleepSR 21Fort +20, Ref +7, Will +9

Speed 40 ft. in hide armour (8 squares); Base speed 50 ft.Attack Battle Axe +26 (3d6 +12/x3) Melee 6 Battle Axe +26/+21/+16 (3d6 +12/x3) Ranged Rock +30 (2d8+39) orRanged 6 javelins +28 (2d6+12)Space 15 ft.; Reach 15 ftBase Atk +16; Grp +36Atk Options Awesome Blow, Brutal throw, Combat Reflexes[B], Improved Bull Rush, Improved Sunder, Multiattack[B], Multi weapon fighting[B], Power Attack, Rock Throwing, Superior Multi weapon Fighting,

Abilities Str 35, Dex 10, Con 24, Int 6, Wis 10, Cha 11SQ Rock Catching, Scent, Feats Alertness, Awesome Blow, Brutal throw, Cleave, Combat Reflexes[B], Improved Bull Rush, Improved Initiative[B], Improved Sunder, Iron will, Multiattack[B], Multi weapon fighting[B], Power attack, Skills Listen +24, Search +5, Spot +24Possessions Standard treasure, 6 morning stars, hide armour, plus 1d6 Medium rocksTreasure Standard treasure

Redundant heads (Ex); A Six armed, six headed Ettin is able to survive decapitation which would otherwise be a mortal wound. A Vorpal weapon would have to remove all 6 heads to have the usual effect ie 6 successive separate vorpal attacks would be required to slay the Six armed, six headed Ettin.

Rock Throwing (Ex): a Six armed, six headed Ettin is an accomplished rock thrower and receives a +2 racial bonus on attack rolls when throwing rocks. A Six armed, six headed Ettin of at least huge size can hurl rocks weighing 100 pounds each (medium objects) up to five range increments of 150ft. This Ettin uses all 6 arms when throwing a rock, imparting a three and a half times it’s strength bonus to damage. Rock Catching (Ex): A Six armed, six headed Ettin of at least large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a Six armed, six headed Ettin 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 one, and 25 for a large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The Six armed, six headed Ettin must have a free hand and be aware of the attack in order to make a rock catching attempt.

Shift Sleeping (Ex): Hex’s heads sleep in shifts. Since at least two heads are awake at any time, the Six armed, six headed Ettin can never be taken unaware as it sleeps. Four of a Six armed, six headed Ettin’s heads can sleep while the other two are awake and working; thus, it can regain hit points and heal

Page 15: 32monstersv3

damage as though it had bed rest even while remaining active. Sleeping heads do not control their arms and heads cannot sleep during combat. A Six armed, six headed Ettin is immune to sleep effects. Skills: This Ettin’s six heads give it a +6 racial bonus on Listen, Spot, and Search checks.

Superior Multi weapon Fighting (Ex): A Six armed, six headed Ettin fights with a weapon in each hand. Because each of its six heads controls an arm, the Six armed, six headed Ettin does not take a penalty on attack or damage rolls for attacking with six weapons. The number of attacks is calculated as if the weapons were held in a primary hand. This makes multi weapon fighting and Multiattack redundant (these are shown in the stats for completeness).

Additional Feats This feat is not presented in the SRD

Brutal Throw (from Complete Adventurer): You can use your Str modifier instead of your Dex modifier on your attack rolls with thrown weapons.

Description; This six headed, six armed Ettins, or Hex for short, is vicious and unpredictable horror that can be a rude surprise when it stalks the night. Additionally it can be the head(s) of a giant raid or act as a divinely appointed guardian of a religious site. A guardian hex would be watching all four compass points as well as the directions up and down. An enslaved hex would be a fantastic labourer if it wasn’t so barbarous and stupid.

Hex never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. It stinks of stale sweat, excrement and rotten meat. Hex stands about 21 feet tall and weighs 12,000 pounds. Hex has 6 heads each with distinct personalities and an elongated and broadly proportioned torso with three pairs of arms arrayed one below the other. Hex can be usually found when not on a murderous rampage, engaging in immature, toilet humour and bawdy songs. Between the six heads, it can keep itself amused for hours. Hex takes every opportunity to get intoxicated, and in doing so, raises a deafening cacophony of the most awful singing. With the combined raucousness of six out of tune and off pitch, booming voices, it is guaranteed to make a bard cringe or flee.

Hex has no language of his/her own but speaks a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with Hex Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5. Hex speaks to other Ettins without any problem.

Author’s Note: This monster was created using the Half giant and Jotunblood giant templates from the Advanced Bestiary, Multi headed template from Savage Species and Multi armed template from Creature Collection three. This expands on the monstrous nature found in such giants such as the Biclops, Verbeeg, Formian, Athach and the Ettin. Hex could be from an Oni (Japanese), Formian (Celtic background), Hecatoncheires or Geryon (Greek Background). Indian mythology is full of examples of gods and monsters with multiple heads and arms. Hex is no slouch, and is a damage dealing chopping machine to those within it’s reach or range. With 18 huge battleaxe attacks, a few critical hits are certain to spoil a warrior’s day. If you add a template that adds either bite attacks, gaze attacks, Heat butts, gore attacks, or breath weapons for each head, Hex would be even more frightening.

Page 16: 32monstersv3

living spell; Blistering, exploding, CR 11

A glowing ball of exploding, violent flames rolls rapidly towards you, a trail of smouldering cinders and embers trails in it’s wake.

N Large Ooze (fire)Init +1; Senses Blindsight 60 ft.; Listen +1, Spot +1

AC 16, touch 16, flat-footed 15(-1 size, +1 Dex, +6 deflection)hp 94 (11 HD); DR 10/magicImmune critical hits, flanking, gaze attacks, fire, poison, mind affecting effects, paralysis, polymorph, sleep and effects that rely on sightSR 22 Vulnerable to coldFort +12, Ref +10, Will +10

Speed 60 ft. (12 squares)Melee Slam +10 (1d6+4 plus spell effect)Space 10 ft.; Reach 5 ft.Base Atk +9; Grp +16Atk Options engulf, exploding and blistering fireball

Abilities Str 16, Dex 13, Con 16, Int -, Wis 13, Cha 16SQ Ooze traitsPossessions Nil

Engulf (Ex): Although it moves quickly, a Blistering, exploding, living spell can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The Blistering, exploding, living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Blistering, exploding, living spell, but if they do so they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Blistering, exploding, living spell moves forward. Engulfed creatures are subject to the full normal effects of a Blistering, exploding, living spell’s spell effect (see below) each round on the living spell’s turn, and are considered to be grappled. The save DC is Strength-based.

Spell effect (Su): A creature that is either hit by a living spell’s slam attack or engulfed by the living spell, the living spell explodes in a blast that reproduces the effect of a fireball spell. Creatures within 20 feet of a living spell when it explodes takes 10d6+20 points of fire damage (reflex save DC19 for half). Creatures that fail their saving throw against the living spell’s spell effect takes a -2 penalty on attack rolls and checks until the beginning of their next turn due to blistering. Additionally the target is blasted from the spell area sending it to a location outside the nearest edge of that area dealing additional damage and further knocking creatures prone. Any creature thrown in this manner also takes an additional 1d6 points of damage per 10 feet moved ( no additional damage if moved less than 10 feet by the effect ) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity. The living spell is not subject to it’s own spell effect.

Fire Subtype: has immunity to fire. It has vulnerability to cold which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is successful or a failure

Page 17: 32monstersv3

Author’s Note.This is a living spell created from fireball spell with the Blistering spell and Exploding spell metamagic feats applied. This makes the spell a 6th level arcane spell. The fire subtype is applied to the living spell to add additional “flavour” and it seems nonsensical that the living spell could be damaged by fire. I have applied sufficient information for a DM to use this monster without referring to other sources (I wish that other authors would).

Page 18: 32monstersv3

Hook-Backed creature

Hook-Backed creature also called hook monster or the regressed flier. These are flying creatures that derive no benefit from wings (such as birds evolved on islands) or wish to benefit from more potent physical attacks. Wings of the base creature meld all the fingers together until they become a long forward reaching bony arm tipped by a wickedly sharp single hook. The powerful musculature used for flying is adapted for stabbing, ripping and wounding. Adding this template to any monster may make the monster less mobile, it will be more effective in melee. Note: The use of the hook-backed template and the winged creature templates (savage species). The winged creature template grants wings to a creature, while the hook-backed creature template removes the wings and replacing the wings with two oversized claw attacks, a bonus to climb checks and a net gain of +2 constitution. The templates conceivably then could continually be stacked, granting an increasing amount of vicious attacks each time and a rather fiendish appearance. Consider a hook tyrannosaurus with eight hooks. I wouldn’t recommend stacking these templates more times than the base creature’s challenge rating divided by two. It would be advisable to compare the hook-back monster with a hydra of comparable challenge rating to gain a measure of balance and effectiveness.

CREATING A HOOK-BACKED CREATURE“Hook-Backed creature” is an inherited template that can be added to any living, corporeal, non-aquatic, non amorphous aberration, animal, construct, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, undead and vermin that has wings sprouting from their back.Alternatively it could be applied to a flightless bird-like monster such as an ostrich or a creature with atrophied arms such as a Sibreyx demon or a Tyrannosaurus.A Hook-Backed creature uses all the base creature’s statistics and special abilities except as noted here.

Name: Add the prefix “hook” to the creature’s name.Size and Type: If the base creature is a humanoid or giant, it’s type changes to monstrous humanoid. Otherwise the creature’s type doesn’t change. The Hook-Backed creature gains the augmented subtype. Size is unchanged. Do not recalculate base attack bonus or saves.Alignment: Move one step towards Evil. Hook-Backed creatures tend to be more vicious and sadistic.Speed: A Hook-Backed creature looses all flying speeds derived by wings. The hooked-backed creature has a land speed using the better value of either the base creature or the table below. The Hook-backed creature gains a climb speed equal to it’s land speed or if the base creature had an existing climb speed use whichever value is greater.

Hook backed Creatures Minimum land speed Size Land SpeedFine 5ft

Diminutive 5ftTiny 10ft

Small 10ftMedium 20ftLarge 20ftHuge 30ft

Gargantuan 30ftColossal 40ft

Attack: The hook-backed creature loses all attacks derived from wings. A Hook-Backed Creature gains an oversized claw attack per wing or atrophied arm of the base creature. These become the primary natural weapons. If the base creature can use weapons, the Hook-Backed creature retains this ability. A Hook-Backed Creature fighting without weapons uses an oversized claw when making an attack action or other natural attack whichever is better. When it has a weapon, it usually uses the weapon, as it’s primary attack. Full Attack: The hook-backed creature loses all attacks derived from wings. Otherwise the same as the base creature, plus it gains an oversized claw attack per wing or atrophied arm of the base creature (a

Page 19: 32monstersv3

giant eagle or tyrannosaurus would gain 2 oversized claw attacks while an Arrowhawk would gain four oversized claw attacks). A Hook-Backed Creature fighting without weapons uses an oversized claw when making an attack action or other natural attack whichever is better. If armed with a weapon, it usually uses the weapon as its primary attack and can use and it’s oversized claw attack as an additional natural secondary attack. The hook-backed creature loses all attacks derived from wings. Damage: Hook-Backed Creature’s oversized claws that impart piercing damage. The base damage for the Oversized claws is given in the table below. The oversized claw attacks have a critical modifier of X3

Oversized Claw DamageSize Claw DamageFine 1d2

Diminutive 1d3Tiny 1d4

Small 1d6Medium 1d8Large 2d6Huge 2d8

Gargantuan 4d6Colossal 4d8

Reach: If the base creature is of medium size or larger, each of the oversized claw attacks has a reach 5 foot longer than the base creature’s normal reach.Special Attacks: The hook-backed creature looses all special attacks relating to wings. If the Hook-backed creature looses it’s flight speed, it loses any special attacks derived from flight. In addition the Hook backed creature gains the following special attacks;Improved Grab (Ex): To use this ability, the hook-backed creature must hit with the oversized claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. There after, the Hook-monster has the option to conduct the grapple normally, or use it’s claws to hold the opponent (-20 penalty on grapple check, but the hook-monster is not considered grappled). Each successful grapple check it makes during successive rounds automatically inflicts oversized claw damage.Power Sunder (Ex): A hook monster attempting to strike a foe’s weapon, armour or shield does not incur an attack of opportunity when using an oversized claw attack. On a successful power sunder attack, an oversized claw attack deals double damage.Skills: A Hook-backed creature receives a +8 bonus on climb checks and can always choose to take 10 on climb checks, even if rushed or threatened. If the base creature has an existing climb speed the Hook-Backed creature gains a +2 racial bonus instead.Feats: If the Hook-backed creature looses it’s fly speed, replace any feat relating to wings or flying with other more suitable feats. The hook-backed creature also gains improved grapple and improved trip as bonus feats.Abilities: Alter from the base creature as follows: Con +2, Dex -4 (minimum 4), Wis -2 (minimum of 1), Challenge Rating: Same as the base creature + 1 Level Adjustment: Same as the base creature +2.Hook Backed Creature with character levels; Hook Backed Creature’s favoured class is Fighter. Hook-backed creatures are talented warriors (combat specialists) and adventurers (skill using classes). Strategies and tactics: Hook-backed creatures use their climbing skills to ambush foes from above. In melee, most commonly they attempt to trip their foes and then striking continually the prone victim. If the hook creature is repeatedly struck by a certain weapon or thwarted by a particular piece of armour they may lash out and sunder the source of their frustration. When the fight goes poorly, Hook-backed creatures attempt to retreat by climbing away from the reach of their opponents.

SAMPLE HOOK-BACKED CREATURESVulchling, Hook (Hook-Backed Vulchling) CR 1

Page 20: 32monstersv3

Always CE ; Magical Beast (Augmented)Init +0 Senses Darkvision 60ft, Lowlight Vision, Listen +2, Spot +3(+11 in Daylight)Languages; Nil

AC 11, touch 10, flat-footed 11; (+1natural)hp 8 (1 HD)Fort +3, Ref +2, Will +1

Speed 20ft (4 squares);.Climb 20ft Melee 2 Claw +1 (1d8 plus improved grab/x3) and2 Claws -4 (1d4) or2 Claw +1 (1d8 plus improved grab/x3)and Bite -4 (1d6) Space 5 ft.; Reach 5 ft (10ft with primary claws)Base Atk +0; Grp +4Atk Options; Improved Grab, Improved Trip, Power Sunder,

Abilities Str 10, Dex 10, Con 12, Int 7, Wis 9, Cha 10Feats Alertness, Improved Grapple[B], Improved Trip [B], Skills Hide +2, Listen +2, Spot +3(+11 in Daylight), Climb +8Possessions NilTreasure Nil

Improved Grab (Ex): To use this ability, the hook-backed creature must hit with the oversized claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Thereafter, the Hook-monster has the option to conduct the grapple normally, or use it’s claws to hold the opponent (-20 penalty on grapple check, but the hook-monster is not considered grappled). Each successful grapple check it makes during successive rounds automatically inflicts oversized claw damage.

Power Sunder (Ex): A Hook Vulchling attempting to strike a foe’s weapon, armour or shield does not incur an attack of opportunity when using an oversized claw attack. On a successful Power Sunder attack, an oversized claw attack deals double damage to the attacked item.

Skills: A Hook Roc have a +8 racial bonus on Spot checks in daylight

Description The Hook Vulchling appears as a 6 foot tall vulture with a face that appears a cross between a vulture and a man. Instead of wings, two arms sprout from muscular shoulders, each arm ending in a wicked claw. A Hook Vulture weighs 100 pounds.

COMBATA Hook Vulchling is an opportunist and will never engage in anything that would be considered a fair fight. Dying soilders on a battle field to new born lambs are considered fair game. Hook Vulchling attacks from any height advantage, shuffling forward to snatch prey in its powerful claws and talons and carry it off to devour whilst alive. A flock of Hook Vulchlings typically hunts for weakened or vulnerable prey and they will attack any Medium or smaller creature that appears edible and in manageable numbers. A mated pair of Hook Vulchling attacks in concert, fighting to the death to defend their eggs and hatchlings. Known to associate with harpies and Vrocks.

Page 21: 32monstersv3

Author’s Note: This monster was created using the Hook template and the Vulchling (Tomb of horrors adapted from 1nd edition Monster Manual). Minor adjustments were made to bring this monster up to 3.5 standard.

Roc, Hook (Hook-Backed Modified Roc) CR 11

Always NE ; Gigantic Animal (Augmented)Init +0 Senses Lowlight Vision, Listen +9, Spot +17Languages; Nil

AC 15, touch 6, flat-footed 15; (-4 size, +9 natural)hp 225 (28 HD)Fort +20, Ref +11, Will +8

Speed 30ft (6 squares);.Climb 30ft Melee 2 Claw +21 (4d6 +12 plus improved grab/x3) and2 Talons +21 (2d6+6) and Bite +21 (2d8+6) Space 20 ft.; Reach 15 ft (20ft with claws)Base Atk +13; Grp +41Atk Options; Flay, Improved Grab, Improved Multiattack, Improved Trip [B], Multiattack[B], Power Attack, Power Sunder, Snatch, Swallow Whole

Abilities Str 34, Dex 11, Con 26, Int 2, Wis 11, Cha 11Feats Alertness, Flay, Improved Grapple[B], Improved Multiattack, Improved Trip [B], Iron Will, Multiattack, Power Attack, SnatchSkills Climb +21, Hide –5, Listen +9, Spot +17Possessions NilTreasure Nil

Improved Grab (Ex): To use this ability, the Hook Roc must hit with it’s bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Alternatively if the Hook Roc hits with an oversized claw attack, It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Thereafter, the Hook Roc has the option to conduct the grapple normally, or use it’s claws to hold the opponent (-20 penalty on grapple check, but the Hook Roc is not considered grappled). Each successful grapple check it makes during successive rounds automatically inflicts oversized claw damage.

Power Sunder (Ex): A hook Roc attempting to strike a foe’s weapon, armour or shield does not incur an attack of opportunity when using an oversized claw attack. On a successful Power Sunder attack, an oversized claw attack deals double damage to the item.

Skills: A Hook Roc have a +8 racial bonus on Spot checks.

Snatch (Ex): The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature of medium size or smaller, it squeezes each round for automatic bite or claw damageThe creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet travelled. If the

Page 22: 32monstersv3

creature flings a snatched opponent while flying or from a height, the opponent takes this amount or falling damage, whichever is greater.

Swallow Whole (Ex): A Hook Roc can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. A creature when swallowed takes bite damage if the Hook Roc is successful. Thence the swallowed creature takes 2d8+6 points of bludgeoning damage and 8 points of acid damage per round from the Hook Roc’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.Alternatively a successful grapple check allows the swallowed creature to climb out of it’s gullet and return to the mouth where it can be grappled/bitten and swallowed again. Another successful grapple check is needed to get free of the mouth.A Gargantuan Hook Roc’s gizzard can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. A Hook Roc Swallows it’s prey whole so as to not to draw attention from other predators or scavengers..

Additional Feats This feat is not presented in the SRD

Flay (from Player's Handbook2): If an attack hits an opponent without an armour bonus to AC, the opponent must make a Fort save (DC10 + damage bonus from power attack on the strike). If the save fails the opponent takes -2 penalty on attacks from horrible pain for one round. The Hook Roc can use this feat once per round against a given target.

Description A Roc’s plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with a Claw spans as wide as 80 feet. A Hook-backed Roc weighs about 8,000 pounds. The Hook Roc is the Ultimate Terror bird.

COMBATA Hook-Backed Roc attacks from a high advantage, Lurching earthward to snatch prey in its powerful claws and talons and carry it off for itself and its young to devour. A solitary Hook-backed Roc is typically hunting and will attack any Medium or larger creature that appears edible and in manageable numbers. A mated pair of rocs attacks in concert, fighting to the death to defend their eggs and hatchlings.

Author’s Note: This monster was created using the Hook template and a modified Roc. I felt the Roc was entitled to the Spot bonus equivalent to an eagle and the swallow whole special attack. The swallow whole special attack is one observed from Raptors, Owls and other birds. Birds don’t have a jaw full of teeth for chewing and swallowing a prey whole makes it that much more difficult for another predator to steal the meal. Although powerful a Hook Roc would be driven away by a herd of elephants or similar mega fauna.

Page 23: 32monstersv3

Norker creature

The Norker creatures are always more stronger, resilient, less intelligent and covered in an armoured segmented hairless, hides that are thicker than others of their kind. Their appearance betrays their nature—hairless, an armoured hide, duller eyes, and exaggerated canine teeth. Their hide ranges from reddish brown to dull grey. If the creature has a hide or fur that imparts a special property (such as a polar bear’s fur that imparts camouflage, water resistance and resistance to artic cold), Norker creatures will have this property also applied also to their hide. Norker creatures are known to be more gruff and quick to take advantage of an opportunity to be spiteful. A Norker creature can be lazy, taking the opportunity to bully from someone else to take what they want. The Norker creature is derived from the goblinoid of the same name. The cause and spread of this variation can be applied and thus become more wide spread. The Norker creature can be appear due to evolutionary throwback or the result of selective breeding. A Norker heavy warhorse or Norker riding dog would be desirable, an attack by a Norker giant crocodile or huge shark would be frightening. A Norker bugbear would be found at the vanguard of an attack and a thorough nuisance.

CREATING A NORKER CREATURE“Norker creature” is an inherited template that can be added to any living, corporeal aberration, animal, dragon, giant, magical beast, monstrous humanoid, and vermin of at least small size (referred to hereafter as the base creature). It could be added to a construct, representing thicker armour and a bite.A Norker creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: If the base creature is a humanoid it’s type changes to monstrous humanoid. Otherwise the creature’s type doesn’t change. The Norker creature gains the augmented subtype. Size is unchanged. Do not recalculate base attack bonus or saves.Alignment: Move one step towards Chaotic. Norker creature’s tend to be more selfish and wilful, disregarding of potential consequences.Armour Class: A Norker creature gains a thicker segmented hide than the base creature. Natural armour improves by +6. Speed: A Norker creature reduces all speeds by 10 feet to a minimum of 5ft.Attack: A Norker Creature has a bite attack and the bite and is the primary natural weapon if the base creature had no other attacks. If the base creature can use weapons, the Norker creature retains this ability. A Norker Creature fighting without weapons uses a bite when making an attack action or other natural attacks whichever is better. When it has a weapon, it usually uses the weapon instead.Full Attack: Same as the base creature, plus it gains a bite attack for each mouth that does not already have a bite attack. A Norker Creature fighting without weapons uses it’s bite when making a full attack in addition to other natural attacks of the Base creature. If armed with a weapon, it usually uses the weapon as its primary attack and can use it’s bite as a natural secondary attack. Damage: Norker Creatures have large canine teeth that impart a bite attack. If the base creature does not have this attack form, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

Size Bite DamageSmall 1d4Medium 1d6Large 1d8Huge 2d6Gargantuan 3d6Colossal 4d6

Abilities: Increase from the base creature as follows: Str +2, Con +2, Int -2 (minimum 2 unless base creature is lower then the minimum is 1), Wis -2 (minimum of 1), Cha -2 (minimum of 1).Challenge Rating: Same as the base creature + 1 Level Adjustment: Same as base creature +2.Norker Creature with character levels; Norker Creature’s favoured class is Barbarian.

Page 24: 32monstersv3

SAMPLE NORKER CREATURES

Bugbear, Norker CR 3Usually CE ; Medium humanoid (Augmented), (Goblinoid)Init +1 ; Senses Darkvision 60ft., Scent, Listen +3, Spot +3Languages; Goblinoid, common

AC 23, touch 11, flat-footed 22; (+1 Dex, +9 natural, +2 Leather, +1 Light wooden shield)hp 19 (3 HD);Fort +3, Ref +4, Will +0

Speed 20 ft. (4 squares);Attack Morning star +6 (1d8 +3) and One Bite +0 (1d6+1)Ranged Javelin +3 (1d6+3)Space 5 ft.; Reach 5 ftBase Atk +2; Grp +5Combat gear; Morning Star, leather armour, light wooden shield and 3 javelins.

Abilities Str 17, Dex 12, Con 15, Int 8, Wis 8, Cha 7SQ ScentFeats Alertness, Weapon focus (Morning star) Skills Climb +4, Hide +4, Listen +3, Move Silently +6, Spot +3, Possessions Morning Star, leather armour, light wooden shield and 3 javelins.Treasure Standard treasure

This is a bugbear with a thick hairless segmented armoured hide and long canine teeth. It initially wouldn’t be recognised as a bugbear. Still sneaky like a bugbear, although more confident of it’s protection during melee.

Page 25: 32monstersv3

Scorpion, Monstrous, Large, norker CR 4Always CN ; Large Vermin (Augmented)Init +0 ; Senses Darkvision 60 ft, Tremorsense 60ft., Listen -1, Spot +3Languages; Nil

AC 23, touch 9, flat-footed 23; (-1 size, +14 natural)hp 37 (5 HD);Immune; Mind affecting effectsFort +7, Ref +1, Will +0

Speed 40 ft. (8 squares);Attack 2 claws +7 (1d6+5) andsting +2 (1d6+2 plus poison) and bite +2 (1d8 +2)Space 10 ft.; Reach 5 ftBase Atk +3; Grp +12Combat options ; Constrict 1d6+5, improved grab, poison

Abilities Str 21, Dex 10, Con 16, Int -, Wis 8, Cha 1SQ TremorsenseSkills Climb +9, Hide +0, Spot +3, Treasure 1/10 coins; 50% goods; 50% items

This is a a horse sized scorpion with a thicker carapace and a mouth equiped with canine like mandibles for biting.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Constitution- based. Theindicated damage is initial and secondary damage (DC 15 1d4 Con).Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Page 26: 32monstersv3

Horse, Heavy Norker War CR 3Always CN ; Large Animal (Augmented)Init +1 ; Senses Lowlight vision, Scent., Listen +4, Spot +3Languages; Nil

AC 22, touch 10, flat-footed 21; (-1 size, +11 natural, +1 Dex)hp 34 (4 HD);Fort +8, Ref +5, Will +1

Speed 40 ft. (8 squares); RunAttack 2 hooves +7 (1d6+5) andbite +2 (1d8 +2)Space 10 ft.; Reach 5 ftBase Atk +3; Grp +12

Abilities Str 20, Dex 13, Con 19, Int 2, Wis 10, Cha 4Skills Listen +4, Spot +3Feats Endurance,

This is the penultimate armoured warhorse, with a thick armoured segmented hide and a fanged mouth for inflicting a nasty bite. Even though it has a hairless hide it still has a mane and horse’s tail. When it is equipped with plate barding, it is an ideal mount for the impetous knight that is impatient to recklessly charge into the midst of longbow men and lighthorse. Not a racing horse, by any stretch of the imagination, it is ideal for crushing opponents underfoot who can’t outrun this horse. Identicaly the same difficulty to train as a heavy warhorse (except a muzzle and scourge would be required). To purchase one it should be at least double, if allowed to be sold by the nobility or the army. Quite the popular mount for those participating in the royal jousting circiut.

Page 27: 32monstersv3

Sekolahian (Reptilian Sahuagin) CR 2Usually LE Medium Monstrous HumanoidInit +1; Senses blind sense 30 ft, darkvision 60 ft, light blindness., scent; Listen +7, Spot +7Languages; Sahuagin, Common, Aquan., Speak with Bulettes, crocodiles and sharks

AC 18, touch 11, flat-footed 17(+1 Dex, +7 natural)hp 13 (2 HD)Fort +4, Ref +4, Will +4SW; Light Blindness

Speed 30 ft. (6 squares) Swim 60ft Melee Trident +5 (1d8+4) andBite +3 (1d4+2) orMelee 2 claws +5 (1d6+4) andBite +3 (1d4+2)Ranged Heavy crossbow +3 (1d10/19-20)Space 5 ft.; Reach 5 ft.Base Atk +2; Grp +5Atk Options Rake, MultiattackSpecial Actions; Blood frenzy (7 round duration, once per day) Combat gear; Trident and heavy crossbow.

Abilities Str 16, Dex 13, Con 14, Int 14, Wis 15, Cha 9SQ Breath water, hold breath twice as long as a humanFeats Great Fortitude, Multiattack [B]Skills Balance +8, Handle animal +4, Hide +6, Jump +7, Listen +7,Profession(Hunter) +2, Ride +3, Spot +7, Survival +2, Swim +11,

Blindsense (Ex): A Sekolahian can locate creatures within a 30-foot radius. This ability only detects a living creature with a central nervous system. This ability cannot detect undead, constructs, elementals, oozes, plants and incorporeal creatures.Blood Frenzy: Once per day a Sekolahian that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armour Class. A Sekolahian cannot end its frenzy voluntarily. Rake (Ex): Attack bonus +3 melee, damage 1d6+1. A Sekolahian also gains two rake attacks when it attacks while swimming.Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Sekolahian for round. On subsequent rounds, they are dazzled while operating in bright light.Speak with Bulettes, Sharks and Crocodiles (Ex): Sekolahian can communicate telepathically with Bulettes, sharks and crocodiles up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sekolahian can use the Handle Animal skill to befriend and train Bulettes, sharks and crocodiles.Skills: Sekolahians have a long tail that aid in balance. A Sekolahian receives a +4 racial bonus on jump and balance check. A Sekolahian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *In underwater, mangrove and swamp environments, a Sekolahian has a +4 racial bonus on Hide, Listen, and Spot checks.*A Sekolahian has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.*A Sekolahian has a +4 racial bonus on Handle Animal checks when working with all types of Bulettes, sharks and crocodiles.

Page 28: 32monstersv3

Description; Most Sekolahians stand 6 foot tall and covered in a skin of green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. They have reptilian scales and a tail. Its tail is used for balance and is 3 to 4 feet long.

Strategies and tactics; A Sekolahian is aware of their natural advantages and when planning an ambush, a site is chosen with access to water and timed to coincide with night or heavy fog.An initial assault breaks out with Sekolahians firing crossbows and hurling spears, tridents and javelins. Light sources and light bearers chosen as preferred targets. Following the initial volley, the Sekolahians charge and close into melee in the throes of blood frenzy. Where possible opponents are dragged and thrown into water to be attacked by waiting crocodiles, sharks and/or hidden warriors. Wherever possible the Sekolahians will utilise Bulettes, hidden crocodiles and giant crocodiles to charge into the midst of defenders, to help sow confusion before a final assault. Sekolahians will attack where they feel they have guaranteed success and not inclined to engage in sieges or assaults on a well-defended fortress.Sekolahians attacks not just for treasure and plunder; the fallen corpses are considered good eating. A powerful opponent when slain will have it’s blood ritually drunk in the belief that it’s strength will be passed to the victor. Magical wielding opponents will have their brains eaten, the consumer hoping to receive their powers. This is not reassuring to the fallen foe’s comrades who wish to restore the victim to life.

Typical EncountersIndividual (EL 2) a single individual hunting alone Pair (EL 4) a hunting pair of 2 family members cooperating to ambush a party.Outrider (EL 5) a lone Sekolahian mounted on a huge shark or giant crocodile patrolling the outer perimeter of their chosen territory.Team (EL 6) a patrol of 3 Sekolahians mounted on three large sharks or crocodiles tracking potential prey. The sharks engage in melee while the Sekolahians maintain a constant ranged harassment or attempt a flanking manoeuvre.Hunt (EL 8) 3 Sekolahian and 6 medium sharks travelling a major water way seeking a big kill to feed a colony. The sharks engage in melee while the Sekolahians maintain a constant ranged harassment. Assault group (EL 10) 10-12 Sekolahians intend to attack a hamlet or trading caravan. Initial assault of crossbow bolts, is then followed by a shower of thrown javelins, spears and tridents. If their chosen target is sufficiently weakened, the assault group will close in and rip their opponents apart with tooth and claw whilst in a blood frenzy. Otherwise the assault group will withdraw and reassess their strategy.

Sekolahians loreCharacters with ranks in knowledge(local) can learn more about Sekolahians. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (local)DC Result

11This creature is a Sekolahian, a reptilian monstrous humanoid. This reveals aquatic, reptilian and monstrous humanoid traits

16Sekolahians are tougher skinned than Sahuagin and can live comfortably on land. Can communicate with sharks , crocodiles and Bulette.

21Sekolahians were once bound to the sea but now have become aggressive conquerors of rivers, harbours and stretches of coastline. Sekolahian is specially adapted to hunt in the darkness. It can see well in the darkness and has a keen sense of smell.

26Sekolahians has eyes that are sensitive to bright light and when it is exposed to such light it is dazzled. Sekolahians are allied to Sahuagin.

Ecology; The origins of the Sekolahians are not entirely understood. The Sekolahians themselves believe that they are created by Sekolah (the devil god of sharks and Sahuagin) from the fierce River whaler/Bull shark and bronze whaler shark to be his divine instrument of his insatiable hunger upon the

Page 29: 32monstersv3

peoples that do not dwell in the oceans. River whalers/ Bull sharks and Bronze whalers are known to be fierce man-eating sharks that hunt in estuarine and littoral environments. Sahuagin are treated as brothers in the larger scheme of Sekolah’s will and the two groups actively trade, worship and scheme together. Such schemes include the plunder of a coastal province or an extensive campaign of piracy of a stretch of coastline, an underdark sea, island chains or river systems. Sekolahians have no qualms of attacking a settlement’s levee banks and sea walls during a storm or flood to cause misery and confusion to competitors or potential victims. Sekolahians have a healthy fear of all types of tigers that easily live in littoral or land environments and the territorial and irascible hippopotamus, which attacks with little provocation. Sekolahians when not in almost relentless conflict with their numerous enemies and predators (Hippopotami, tigers, Kuo toa, Bullywugs, Lizard folk and other Humanoids), Sekolahians exhibit a natural talent for farming shrimp, fish, crocodiles and swine. Sekolahians may form trading relationships with races that don’t compete for living space/resources and worship sharklike or crocodile like deities. Sekolahians value pork, porcelains, glass products, nets, and preserved foods. In return; fish, pearls, mother of pearl, crocodile and shark skin leather and the salvage of sunken ships are exchanged.Sekolahians frequently build settlements that are prone frequent flooding and storm surges. Such settlements are built with break walls to prevent the weathering action of the waves while still allowing floodwaters/tides to flow through the settlement. Such settlements act as traps that leave fish stranded in easy to harvest pools when the tide recedes.

Environment- Underdark Sea, warm temperate swamps, rivers and coastlines.Typical physical characteristics-Stands 6 foot tall, 200 pounds in weight.Alignment- usually lawful evilTypical treasure- StandardSekolahians with character levels;A male Sekolahian’s favoured class is scout or ranger. Most Sekolahian ranger choose humanoid(Lizard folk) as their favoured enemy. Others are known to become fighters, barbarians, monks and dragon shaman (black dragon). Female Sekolahians favour divine casters and worship Sekolah. A Sekolahian Cleric has access to two of the following domains; Scaly-kind, Greed, Strength, War (favoured weapon- trident) or Water.

Advanced creatures3-5 HD (medium), 6-10 HD (Large), 11-20(Huge). Sekolahians as they age, continue growing in size. No known Sekolahian has lived long enough to reach greater than huge size, but it is possible. About one in two hundred medium sized Sekolahians has four arms. One in three large or huge sized Sekolahians have four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks. Such a creature is +1 CR.

Author’s Note: This is a Sahuagin with the reptilian template (savage species) applied to it. I envisioned reptilian Sahuagin rampaging across the known world.

Page 30: 32monstersv3

Troll, True Blooded CR 8Always CE ; Large Giant (Augmented)Init +3 ; Senses Darkvision 60 ft., Lowlight Vision, Scent, Listen +4, Spot +5Languages; Giant

AC 22, touch 12, flat-footed 19; (-1 size, +3 Dex, +10 natural)hp 81 (6 HD); fast healing 7,regeneration 5 ; Rock CatchingFort +14, Ref +5, Will +3

Speed 30 ft. (6 squares);Attack Claws +12 (1d6 +9) Melee 2 Claws +12 (1d6 +9 plus rend) and One Bite +7 (1d8+4) Ranged Rock +13 (2d6+9)Space 10 ft.; Reach 10 ftBase Atk +4; Grp +17Atk Options Rend (2d6+13), Rock Throwing

Abilities Str 29, Dex 16, Con 29, Int 4, Wis 9, Cha 4SQ Rock Catching, ScentFeats Alertness, Brutal throw, Iron will, Skills Listen +4, Spot +5, Possessions Standard treasure plus 1d6 small rocksTreasure Standard treasure

Fast Healing (Ex): Each round, a true blooded troll heals 7 points of damage a round. Fast healing heals non lethal damage first. Fast healing will heal fire and acid (lethal) damage.

Rend (Ex): If a true blooded troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+13 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a true blooded troll. If a true blooded troll loses a limb or body part, the lost portion regrow in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rock Throwing (Ex): Adult true blooded trolls are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A true blooded troll of at least large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. Rock Catching (Ex): A true blooded troll of at least large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a true blooded troll 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 one, and 25 for a large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The true blooded troll must be ready for and aware of the attack in order to make a rock catching attempt.

Description; A beast fouler looking and tempered than a troll? This is the true blooded troll. Stronger, nimbler, tougher, uglier and more stupid than the commonly encountered troll, it is not known whether the true blooded troll is a devolutionary throwback or an evolutionary step forward. A true blooded troll is a fair match in a fight for a hill giant. A true blooded troll weighs 800 pounds and is 10 foot tall.

Page 31: 32monstersv3

Strategy and tactics; A true blooded troll instinctively understands that what it cannot reach with its claws, it can slow down with what it can throw. Otherwise it follows what it can smell and tear apart what it hungers to eat, fearless of physical harm. With regeneration of 5 and fast healing 7 it can heal an intimidating 12 hit points of damage a round make it an ideal long melee combatant. The true blooded troll fears nothing being too stupid and self confident to give the concept of death ever a second thought.

Ecology; Cold mountains and Hills. Follows the seasonal game, feeding it’s voracious hunger with whatever it can preyed upon.

Society; True blooded trolls dwell in loose family tribes with other trolls. They may loosely ally with Ogres, Ettins, Formian, Hill, Mountain and Veerberg giants which they may recognise as members of the tribe/kin.

Additional Feats This feat is not presented in the SRD

Brutal Throw (from Complete Adventurer): You can use your Str modifier instead of your Dex modifier on your attack rolls with thrown weapons.

True blooded troll as charactersTrue blooded trolls have a level adjustment greater than their hit dice. Hit dice, skill points, vulnerability to intelligence/charisma drain and reflex/willpower saves are all poor. Conversely it is a physical combat powerhouse with fantastic strength/constitution, natural armour better than full plate mail and a handy dexterity. It has a formidable fast healing and regeneration that is the equivalent of cure critical wounds cast on it’s self once per round as per a free action every round. Dark vision, Scent and lowlight vision aid it in the role of scout, tracker or sentry. Rock throwing and Rend rounds out the true blooded troll’s combat capabilities. Fighter, Barbarian, Monk, Warblade (Book of nine swords), Dragon shaman (Players handbook II), Soul blade, Psychic Warrior, Dragonfire Adept (Dragon Magic) and Samurai (Oriental adventures) are ideal character classes to complement the True blooded troll. Paladin, Wizard, Sorcerer, Bard, Psion, Wilder, Favoured soul(Complete Divine), Beguiler (Players handbook II), Knight (Players handbook II), War mage (Complete Arcane), Wujen (Oriental Adventures), Archivist (Heroes of Horror), Dread Necromancer (Heroes of Horror) and Shugenja (Oriental Adventures) would be all at a severe disadvantage if the true blooded troll used these as the chosen character class.

Str +18, Dex +6, Con +18, Int -6, Wis -2 and Cha -6 Large size, -1 to AC, -1 to hit. -4 to hide checks, +4 bonus on grapple checks and double medium

size carrying limits. Space 10ft Reach 10ft Base land speed 30ft Racial hit dice of giant with 6d8 hit dice, base attack +4, base saves (Fort +5, Ref +2, Will +2) Racial skills; 9 X (2 X Int modifier, minimum 1), Class skills: spot and listen. Racial feats; 3 feats + 10 natural AC Natural weapon; 2 claw (1d6) & bite (1d8). Special attacks; Rend and Rock throwing. Special Qualities; Dark vision 60ft, Fast healing 7, low light vision, Regeneration 5, Rock

catching, Scent. Automatic Language; Giant Bonus languages; Common and Orc Favoured Class; fighter Level adjustment; +9

Page 32: 32monstersv3

Troll, True Jotunblood giant(troll lord) CR 11Always CE ; Huge Giant (Augmented)Init +2; Senses Darkvision 60 ft., Lowlight Vision, Scent, Listen +10, Spot +11Languages; Giant

AC 27, touch 10, flat-footed 25; (-2 size, +2 Dex, +17 natural)hp 264 (16 HD); fast healing 7,regeneration 5 ; Rock CatchingSR 20Fort +20, Ref +7, Will +7

Speed 40 ft. (8 squares);Attack Claws +24 (1d8 +14) Melee 2 Claws +24 (1d8 +14 plus great rend) and One Bite +22 (1d8+7) Ranged Rock +28 (2d8+14)Space 15 ft.; Reach 15 ftBase Atk +12; Grp +34Atk Options Great Rend (4d8+21), Power attackSpecial Actions Rock Throwing

Abilities Str 39, Dex 14, Con 34, Int 4, Wis 9, Cha 4SQ Rock Catching, Scent, Statue formFeats Alertness, Brutal throw, Iron will, Multiattack, Power attack, TrackSkills Listen +10, Spot +11, Possessions Standard treasure plus 1d6 Medium rocksTreasure Standard treasure

Fast Healing (Ex): Each round, a troll lord heals 7 points of damage a round. Fast healing heals non lethal damage first. Fast healing will heal fire and acid (lethal) damage.

Great Rend (Ex): If a troll lord hits with both claw attacks; it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+21 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll lord. If a troll lord loses a limb or body part, the lost portion regrow in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rock Throwing (Ex): a troll lord is an accomplished rock thrower and receives a +2 racial bonus on attack rolls when throwing rocks. a troll lord of at least huge size can hurl rocks weighing 100 pounds each (medium objects) up to five range increments of 150ft. The troll lord can apply the strength modifier instead of dexterity on attack rolls when throwing rocks. Rock Catching (Ex): a troll lord of at least large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a troll lord 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 one, and 25 for a large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The a troll lord must have a free hand and be aware of the attack in order to make a rock catching attempt.

Page 33: 32monstersv3

Statue form (Su): At will and as a free action, a troll lord may turn itself into stone as though with the statue spell, gaining a hardness of 8. It can remain in this form as long as it wishes. As with the spell, it can return to normal as a free action, act, and then become a statue again as a free action.

Additional Feats This feat is not presented in the SRD

Brutal Throw (from Complete Adventurer): You can use your Str modifier instead of your Dex modifier on your attack rolls with thrown weapons.

Description; This is the true blooded troll with Jotunblood giant template. Stronger, bigger, and tougher, this the true blooded troll of a purer blood line. A troll lord is a fair match in a fight for a cloud giant. A troll lord weighs 5000 pounds and is 18 foot tall and stands menacingly over the common troll. Feeding this troll is certain to keep the livestock herds in the province nervous. A possible encounter is a mercenary with a constant need for fresh meat, frequent hunger drives it to seek out fresh battlefields and prisoners to slack it’s irresistible appetite.

NPC True Blooded Trolls, ECL 15These NPCs are constructed using an elite array for ability scores from player’s handbook II. They are each outfitted as a 15th level NPC.

Troll, True Blooded CR 15 Fighter Large Giant (Augmented) Fighter1Init +4 ; Senses Darkvision 60 ft., Lowlight Vision, Scent, Listen +4, Spot +5Languages; Giant

AC 39, touch 11, flat-footed 37; (-1 size, +2 Dex, +10 natural, +6 shield [+4 large metal shield], +12 Armour [+4 Full plate] )hp 113 (7 HD); Fast Healing 7,Regeneration 5 ; Rock CatchingFort +20, Ref +6, Will +6 (Iron will, +2 cloak of resistance)

Speed 20 ft. (4 squares); Climb +7Attack Large +4 Battle Axe +20 (2d6 +16/x3) [+5 base, +12 Str, +4 Magic, -1 size] Melee Large +4 Battle Axe +20 (2d6 +16/x3) [+5 base, +12 Str, +4 Magic, -1 size] and One Bite +12 (1d8+6) Ranged Rock +17 (2d6+12) [+5 base, +12 Str,-1 size, +1 Rock throwing]Space 10 ft.; Reach 10 ftBase Atk +5; Grp +21Atk Options Rend (2d6+18), Power Attack, Brutal ThrowSpecial Actions Rock Throwing

Abilities Str 34, Dex 19, Con 32, Int 4, Wis 10, Cha 2SQ Rock Catching, ScentFeats Brutal throw, Multiattack, Iron will, Power attackSkills Listen +4, Spot +5,Climb +7 Possessions Standard treasure plus Large +4 Battle Axe, +4 large metal shield, +2 ring of protection, +4 Full plate, +2 cloak of resistance and 1d6 small throwing rocks (40 lb search)Treasure Standard treasure plus Large +4 Battle Axe, +4 large metal shield, +2 ring of protection, +4 Full plate, +2 cloak of resistance and 1d6 small throwing rocks (40 lbs search)

Page 34: 32monstersv3
Page 35: 32monstersv3

Troll, True Blooded CR 15 BarbarianLarge Giant (Augmented) Barbarian1Init +4 ; Senses darkvision 60 ft., Lowlight Vision, Scent, Listen +4, Spot +5Languages; Giant,

AC 33, touch 15, flat-footed 29; (-1 size, +4 Dex, +10 natural, +8 Armour [+4 Chain Shirt], +2 Dodge [+2 ring of protection])hp 114 (7 HD); fast healing 7,regeneration 5 ; Rock CatchingFort +20, Ref +8, Will +6 (Iron will, +2 cloak of resistance)

Speed 40 ft. (8 squares); Climb +11Attack Claws +13 (1d6 +12) Melee 2 Claws +16 (1d6 +12 plus rend) and One Bite +14 (1d8+6)OrLarge +4 Battle Axe +20 (2d6 +22/x3) [+5 base, +12 Str, +4 Magic,-1 size] And One Bite +14 (1d8+6)Ranged Rock +17 (2d6+12)Space 10 ft.; Reach 10 ftBase Atk +5; Grp +21Atk Options Rend (2d6+18) ,Rage 1/day, Brutal ThrowSpecial Actions Rock Throwing

Abilities Str 34, Dex 19, Con 32, Int 4, Wis 10, Cha 2SQ Rock Catching, ScentFeats Iron will, Multiattack, Brutal throwSkills Listen +4, Spot +5, Climb +11 Possessions Standard treasure +4 Chain Shirt, Large +4 Battle Axe, +2 ring of protection, +2 cloak of resistance and 1d6 small throwing rocks (40 lbs each)Treasure Standard treasure plus +4 Chain Shirt, Large +4 Battle Axe, +2 ring of protection, +2 cloak of resistance and 1d6 small throwing rocks (40 lbs each)

Troll, True Blooded CR 15 Dragon ShamanLarge Giant (Augmented) Dragon Shaman1Init +4 ; Senses darkvision 60 ft., Lowlight Vision, Scent, Listen +2, Spot +3Aura ; Draconic Aura 30ft Dragon shaman or ally (fire resistance 5 or Senses [+1 to listen, spot & initiative checks] or Energy Shield [2 hit points fire damage per melee hit upon Dragon shaman or ally with a non reach attack or natural attack].Languages; Giant , Draconic

AC 33, touch 15, flat-footed 29; (-1 size, +4 Dex, +10 natural,+8 Armour [+4 Chain Shirt], +2 Dodge [+2 ring of protection])hp 113 (7 HD); fast healing 7,regeneration 5 ; Rock CatchingFort +18, Ref +6, Will +8 (Iron will, +2 cloak of resistance)

Speed 30 ft. (6 squares); Climb +11Attack Large +4 Morning star +19 (2d6 +16) Melee Large +4 Morning star +19 (2d6 +16) And One Bite +13 (1d8+6) Ranged Rock +16 (2d6+12)

Page 36: 32monstersv3

Space 10 ft.; Reach 10 ftBase Atk +4; Grp +20Atk Options Rend (2d6+18), Brutal ThrowSpecial Actions Rock Throwing

Abilities Str 34, Dex 18, Con 32, Int 3, Wis 7, Cha 7SQ Rock Catching, ScentFeats Iron will, Multiattack, Brutal ThrowSkills Listen +2, Spot +3, Climb +11 Possessions Standard treasure +4 Chain Shirt, Large 4 Morning star, +2 ring of protection, +2 cloak of resistance and 1d6 small throwing rocks (40 lbs each)Treasure Standard treasure plus +4 Chain Shirt, Large 4 Morning star, +2 ring of protection, +2 cloak of resistance and 1d6 small throwing rocks (40 lbs each)

Troll, True Blooded CR 15 MonkLarge Giant (Augmented) Monk1Init +5 ; Senses darkvision 60 ft., Lowlight Vision, Scent, Listen +5, Spot +6Languages; Giant

AC 31, touch 16, flat-footed 27; (-1 size, +5 Dex, +10 natural, +2 Monk Wisdom AC bonus, +5 armour bonus)hp 105 (7 HD); fast healing 7,regeneration 5 ; Rock CatchingFort +20, Ref +11, Will +6 (Iron will, +2 cloak of resistance)

Speed 30 ft. (6 squares);Attack Large +4 Quarterstaff +18 (1d8 +20) [+4 base, +11 Str, +4 Magic,-1 size] Melee Flurry of Blows; Large +4 Quarterstaff +16/+16 (1d8 +20)AndOne Bite +12 (1d8+7)OrFlurry of Blows; 2 Claws +14/+14 (1d6 +12 plus rend) [+4 base, +11 Str, +1 Magic,-1 size, -2 flurry of blows]AndClaw +12 (1d6 +12 plus rend) and One Bite +12 (1d8+7)Or Unarmed Attack +16 (3d6 +12) AndClaw +14 (1d6 +12 plus rend) and One Bite +14 (1d8+7)Ranged Rock +16 (2d6+12)Space 10 ft.; Reach 10 ftBase Atk +4; Grp +20Atk Options Rend (2d6+18), Improved Grapple, Brutal ThrowSpecial Actions Rock Throwing, Flurry of Blows, Unarmed Strike

Abilities Str 33, Dex 21, Con 32, Int 4, Wis 13, Cha 2SQ Rock Catching, Scent

Page 37: 32monstersv3

Feats Improved Natural Attack, Improved grapple, Multiattack, Brutal ThrowSkills Listen +5, Spot +6, Tumble +6Possessions Standard treasure plus Large +4 Quarterstaff, +2 cloak of resistance, Amulet of mighty fist +1, Bracers of armour +5, Gauntlets of Ogre power, Monk’s Belt and 1d6 small rocksTreasure Standard treasure plus Large +4 Quarterstaff, +2 cloak of resistance, Amulet of mighty fist +1, Bracers of armour +5, Gauntlets of Ogre power, Monk’s Belt and 1d6 small rocks

Author’s Note.Creatures That Cannot Be and Creatures That Cannot Be II by Robert Wiese inspired this monster. I took the iconic troll and applied the half troll template from Fiend Folio and the half giant (troll) from the Advanced Bestiary. It is the meaner, nastier troll. While strong it still has weaknesses similar to giants (poor willpower saves, low intelligence and Charisma). Despite the troll’s regeneration and fast healing it can be outsmarted, by overwhelming by melee specialists who team up and beat it down or a few rogues sneak attacking or flanking. This can be used with normal trolls as a leader, a blessing from Vaprak (demon god of trolls), a bully, a lone stalker or the elite bodyguard of an evil leader who is unafraid to be riddled with arrows. In a modern or future setting this could be some poor fool who messed with genetic weapons or radiation. Metaphorically it represents unstoppable brute force ruled by impulsive whim.

Page 38: 32monstersv3

Tyrannonyx (tyrant night god) CR 10Out of the darkness swiftly comes a huge black beast, on four legs with feet tipped with raptor like talons. The head is six feet long with huge jaws full of teeth the size of knives. It has conspicuously oversized batlike ears and huge owl like eyes that glow in the torch light. N Huge animal (reptile, augmented)Init +1; Senses darkvision 60 ft, low light vision, Scent, keen scent, light sensitivity Listen +18, Spot +18,.alertness, track.Languages Infrasound communication.

AC 14, touch 9, flat-footed 13; (-2 size, +1 Dex, +5 natural)hp 171 (18 HD)SD; stabilityFort +16, Ref +12, Will +8SW light sensitivity

Speed 50 ft. (10 squares)Attack Bite +20 (3d6 +9 plus improved grab / 17-20x3 plus wounding bite (2 points of Con damage))Melee Bite +20 (3d6 +9 plus improved grab / 17-20x3 plus wounding bite (2 points of Con damage)) and 2 claws +15 (1d8+4)Space 15 ft.; Reach 10 ftBase Atk +13; Grp +30Atk Options Greater powerful charge, improved critical, improved grab, improved natural attack(bite), pounce, rake (1d8+4), wounding bite. Special Actions improved grab, pining, pounce, swallow whole, trample.

Abilities Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10Feats Alertness, Greater powerful charge, Improved critical(bite), Improved natural attack(bite),Powerful charge, Run, TrackSkills Hide +2 (in darkness or shadowy light +11) , Listen +18, Move Silently +5, Spot +18 (+14 inside or looking into a bright light)Advancement 19-36HD (huge), 37-54HD (Gargantuan)

Greater powerful charge (Ex) (feat): When the Tyrannonyx charges, if it’s melee attack hit it deals an extra 4d6 hit points of damage. This feat only works when the Tyrannonyx makes a charge. The Tyrannonyx can only apply the extra damage to one attack when it makes it’s charge.

Improved Grab (Ex): To use this ability, a Tyrannonyx must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +30). If it wins the grapple check and establishes a hold, it can rake and then alternatively choose to, use it’s jaws to hold an opponent, conduct the grapple normally, pinning the opponent to the ground with one of it’s legs or try to swallow whole the foe on the following round. If the Tyrannonyx chooses to use it’s jaws to hold an opponent (-20 penalty to grapple checks but the Tyrannonyx is not considered grappled). Each successful grapple check it makes during successive rounds automatically deals bite damage and allows a rake attempt). If the Tyrannonyx chooses to grapple normally, each successful grapple check it makes during successive rounds automatically deals bite damage and allows a rake attempt.

Infrasound communication (Ex): A Tyrannonyx communicates using sound at a frequency too low for normal hearing. This sound travels through the ground allowing the Tyrannonyx to communicate with it’s pack mates within a mile regardless of obstacles or other noises. This communication is inaudible except to creatures within the earth subtype and creatures of at least huge size which have contact with the ground.

Page 39: 32monstersv3

Keen Scent (Ex): A Tyrannonyx can notice creatures by scent in a 180-foot radius.

Light Sensitivity (Ex): When operating in an area of continual brightness (such as a daylight spell) the Tyrannonyx is dazzled.

Pinning (Ex): A Tyrannonyx can pin a grabbed opponent of up to two sizes smaller than itself to the ground with one of it’s feet by making a successful grapple check. The pinned creature takes 1d8+9 points of bludgeoning damage per round and cannot move while the pin persists. The Tyrannonyx gains a+4 bonus on attack roles to hit a pinned target with it’s bite and rake attempts. A Tyrannonyx can pin one opponent at a time.

Pounce (Ex): If a Tyrannonyx charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +15 melee, damage 1d8+4.

Stability (Ex): A Tyrannonyx gains a +4 bonus on checks made to bull rush and trip attacks.

Swallow Whole (Ex): A Tyrannonyx can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. A creature when swallowed takes bite damage if the Tyrannonyx is successful. Thence the swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Tyrannonyx’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.Alternatively a successful grapple check allows the swallowed creature to climb out of it’s gullet and return to the mouth where it can be grappled, raked and swallowed again. Another successful grapple check is needed to get free of the mouth.A Huge Tyrannonyx’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A Tyrannonyx has a +6 racial bonus on Listen, +2 racial bonus on Spot checks, +4 racial bonus on hide and move silently checks. A Tyrannonyx takes a -4 circumstance penalty on spot checks when inside or looking into a bright light. In areas that are in darkness or shadowy light the Tyrannonyx’s hide bonus improves to +11.

Trample (Ex): Reflex half DC 28. The save DC is Strength-based. Damage 2d6+13, half of the damage is bludgeoning and the other half is slashing due to taloned feet of the Tyrannonyx.

Wounding Bite (Ex): A Tyrannonyx’s teeth Are razor sharp and slice through flesh with shocking ease. The bite naturally threatens a critical hit on a 19-20 and inflicts triple damage on a successful critical hit. In addition, a creature critically hit by a bite attack takes 2 points of Con damage from the terrible nature of the bite.

Description; The Tyrannonyx is an evolved tyrannosaurus with 4 legs adapted to hunting at night or in darkness. A super predator it preys on what it’s keen senses and swift speed can run down or ambush. The Tyrannonyx weighs 6 tonnes and is 35 feet long from head to tail the head is 6 foot long with teeth 6 inches long. The Tyrannonyx is called the dark tyrant, tyrant in the darkness or night tyrant. These names refers to it’s undisputed dominion of the darkness.There are unconfirmed rumours of subspecies that live an amphibiously like crocodiles or white furred specimens living in subarctic environs. Domesticated species exist and are trained by the most skilful trainers and are used as terrifying war mounts or living siege engines.

Strategies and tactics; A Tyrannonyx will attempt to stalk prey if possible. When it decides to attack it will charge into a group of smaller size prey trampling as many as possible before pouncing on a chosen opponent with a ferocious bite delivered with a greater charge and seized with improved grab whilst

Page 40: 32monstersv3

slashing with claws and rakes. The Tyrannonyx will hold it’s opponent it’s jaws which will be bitten again and raked. It will attack other opponents within reach and attempt to pin them until it swallows the prey in it’s mouth. Should the prey manage to prize itself from the jaws of the Tyrannonyx will seize the prey again and bite and rake until it stops moving. If opponents are no longer in reach the Tyrannonyx will prepare for another charge and pounce.In areas with a large quantity of mega fauna Tyrannonyx cooperate together as prides consisting of extended families similar to wolves. Family groups will use coordinated tactics including flushing prey into ambushes or charges made simultaneously from different directions.

Typical EncountersIndividual (EL 10) a single individual hunting alone Hunting packs (EL 12-14) a hunting pack of 2-4 family members cooperating to ambush a party and their mounts.Supra pack (EL 17) 10-12 family members form a large regional super pack that dominates a large province using infrasound communication to coordinate their attacks. After a successful attack the pack will travel overnight to another location up 30 miles away for their next victim. This pack is a true menace to the local authority and civilisation.

Tyrannonyx loreCharacters with ranks in knowledge(nature) can learn more about Tyrannonyx. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.Knowledge (nature)

DC Result

20This creature is a Tyrannonyx. An animal that is active at night. This result reveals all animal traits.

25Tyrannonyx is specially adapted to hunt in the darkness. It can see well in the darkness and has a keen sense of smell.

30 Tyrannonyx has an especially viscous bite that causes horrendous wounds.

35Tyrannonyx has eyes that are sensitive to bright light and when it is exposed to such light it is dazzled

EcologyA Tyrannonyx is a supra predator evolved to live in the darkness of night or underground. Where there is sufficient number of prey allow, Tyrannonyx live in packs that cooperate together to bring down prey. Some are known to be kept as pets by jungle giants, black and green dragons.

Environment-Warm plains, open rain forest and underground Typical physical characteristics-Stands 9 foot tall at the shoulder, 6 tonnes in weight and 35 feet in length.Alignment- Always neutralTypical treasure- Tyrannonyx do not hoard or collect treasure, but their lairs contain standard treasure for their encounter level. This represents the possessions of creatures slain and brought to their lair to be consumed by themselves or their young.

Author’s Note: This monster was created using the quadrupedal template and the nocturnal template from the Advanced Bestiary. I decided when I saw these templates I would try this with a tyrannosaurus. In addition I disagreed with the original tyrannosaurus so I added a few of the special attacks of it’s peers (Spinosaurus, Allosaurus and Giganotosaurus). I also changed the feat selection so that it reflected how science believes the tyrannosaurus attacked. This was similar to the attack by great white shark, a headlong rush with jaws held open and ripping out great chunks of flesh with it’s bite. I believe this creature is sufficiently different from tyrannosaurus to stand on it’s own two clawed talons.

Page 41: 32monstersv3

Variants

Skeletal Tyrannonyx CR8

In the shadows advances a giant quadrupedal skeleton with a head as long as a man with open jaws full of teeth the size of knives.

Skeletal Tyrannonyx CR8NE Huge Undead Init +6; Senses darkvision 60 ft Listen +0, Spot +0

AC 13, touch 10, flat-footed 11; (-2 size, +2 Dex, +3 natural)hp 117 (18 HD); Dr 5/bludgeoningImmune; undead immunities, coldSD; stabilityFort +6, Ref +8, Will +11

Speed 50 ft. (10 squares)Attack Bite +16 (3d6 +9 plus improved grab /19-20x3 plus wounding bite (2 points of Con damage)Melee Bite +16 (3d6 +9 plus improved grab /19-20x3 plus wounding bite (2 points of Con damage)) and 2 claws +11 (1d8+4)Space 15 ft.; Reach 10 ftBase Atk +9; Grp +26Atk Options wounding bite.

Abilities Str 28, Dex 14, Con -, Int -, Wis 10, Cha 1Special Qualities Undead traitsFeats, Improved initiativeTreasure; nil

Wounding Bite (Ex): A Skeletal Tyrannonyx’s teeth are razor sharp and slice through flesh with shocking ease. The bite naturally threatens a critical hit on a 19-20 and inflicts triple damage on a successful critical hit. In addition, a creature critically hit by a bite attack takes 2 points of Con damage from the terrible nature of the bite.

This is an example of a Tyrannonyx animated as a skeleton and used as a bodyguard of a necromancer.

Page 42: 32monstersv3

Legendary Tyrannonyx CR 12

Out of the darkness swiftly comes a huge black beast, on four legs with feet tipped with raptor like talons. The head is six feet long with huge jaws full of teeth the size of long knives. It has conspicuously oversized batlike ears and huge owl like eyes that glow red in the torch light. It’s roar brings the chill of fear down your spine.

Legendary Tyrannonyx CR 12N Huge Outsider (native, reptile, augmented)Init +8 Improved Initiative; Senses Darkvision 60 ft, Low Light Vision, Scent, Keen Scent, Light Sensitivity Listen +19, Spot +19,.Alertness, Track.Languages Infrasound communication.

AC 22, touch 12, flat-footed 18; (-2 size, +3 Dex, +10 natural)hp 261 (18 HD); fast healing 5SD; stabilityFort +16, Ref +18, Will +12SW light sensitivity

Speed 50 ft. (10 squares)Attack Bite +20 (4d6 +14 plus improved grab / 17-20x3 plus wounding bite (2 points of Con damage)Melee Bite +25 (4d6 +14 plus improved grab / 17-20x3 plus wounding bite (2 points of Con damage)) and 2 claws +23 (2d6+7)Space 15 ft.; Reach 10 ftBase Atk +13; Grp +35Atk Options Greater Powerful Charge, Improved Critical, Improved Grab, Improved Natural Attack(Bite), Multiattack, Pounce, Rake (2d6+7), Wounding Bite. Special Actions Improved Grab, Pining, Pounce, Swallow Whole, Trample.

Abilities Str 38, Dex 18, Con 31, Int 4, Wis 17, Cha 14Feats Alertness, Greater powerful charge, Improved critical(bite), Improved Initiative[B], Improved natural attack(bite),Multiattack[B], Powerful charge, Run, TrackSkills Hide +5 (in darkness or shadowy light +14) , Listen +19, Move Silently +8, Spot +19 (+15 inside or looking into a bright light)Advancement 19-36HD (huge), 37-54HD (Gargantuan)

Frightful Presence (Su): A Legendary Tyrannonyx can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon roars. Creatures within a radius of 20 feet are subject to the effect if they have fewer HD than the Legendary Tyrannonyx. A potentially affected creature that succeeds on a Will save (DC 21) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures become shaken until the opponent is out of range.

Greater Damage (Ex): A Legendary Tyrannonyx damage dice is increased for all of it’s natural attacks. Greater powerful charge (Ex) (feat): When the Legendary Tyrannonyx charges, if it’s melee attack hit it deals an extra 4d6 hit points of damage. This feat only works when the Legendary Tyrannonyx makes a charge. The Legendary Tyrannonyx can only apply the extra damage to one attack when it makes it’s charge.

Improved Grab (Ex): To use this ability, a Legendary Tyrannonyx must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +35). If it wins the grapple check and establishes a hold, it can rake and then alternatively choose to, use it’s jaws to hold an opponent, conduct the grapple normally, pinning the opponent to the ground with one of it’s legs or try to swallow whole the foe on the following round. If

Page 43: 32monstersv3

the Legendary Tyrannonyx chooses to use it’s jaws to hold an opponent (-20 penalty to grapple checks but the Legendary Tyrannonyx is not considered grappled). Each successful grapple check it makes during successive rounds automatically deals bite damage and allows a rake attempt). If the Legendary Tyrannonyx chooses to grapple normally, each successful grapple check it makes during successive rounds automatically deals bite damage and allows a rake attempt.

Infrasound communication (Ex): A Legendary Tyrannonyx communicates using sound at a frequency too low for normal hearing. This sound travels through the ground allowing the Legendary Tyrannonyx to communicate with it’s pack mates within a mile regardless of obstacles or other noises. This communication is inaudible except to creatures within the earth subtype and creatures of at least huge size which have contact with the ground.

Keen Scent (Ex): A Legendary Tyrannonyx can notice creatures by scent in a 180-foot radius.

Light Sensitivity (Ex): When operating in an area of continual brightness (such as a daylight spell) the Legendary Tyrannonyx is dazzled.

Pinning (Ex): A Legendary Tyrannonyx can pin a grabbed opponent of up to two sizes smaller than itself to the ground with one of it’s feet by making a successful grapple check. The pinned creature takes 1d8+14 points of bludgeoning damage per round and cannot move while the pin persists. The Legendary Tyrannonyx gains a+4 bonus on attack roles to hit a pinned target with it’s bite and rake attempts. A Legendary Tyrannonyx can pin one opponent at a time.

Pounce (Ex): If a Legendary Tyrannonyx charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +23 melee, damage 2d6+7.

Stability (Ex): A Legendary Tyrannonyx gains a +4 bonus on checks made to bull rush and trip attacks.

Swallow Whole (Ex): A Legendary Tyrannonyx can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. A creature when swallowed takes bite damage if the Tyrannonyx is successful. Thence the swallowed creature takes 2d8+14 points of bludgeoning damage and 8 points of acid damage per round from the Legendary Tyrannonyx’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.Alternatively a successful grapple check allows the swallowed creature to climb out of it’s gullet and return to the mouth where it can be grappled/bitten, raked and swallowed again. Another successful grapple check is needed to get free of the mouth.A Huge Legendary Tyrannonyx’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A Legendary Tyrannonyx has a +6 racial bonus on Listen, +2 racial bonus on Spot checks, +4 racial bonus on hide and move silently checks. A Legendary Tyrannonyx takes a -4 circumstance penalty on spot checks when inside or looking into a bright light. In areas that are in darkness or shadowy light the Legendary Tyrannonyx’s hide bonus improves to +14.

Trample (Ex): Reflex half DC 33. The save DC is Strength-based. Damage 2d6+21, half of the damage is bludgeoning and the other half is slashing due to taloned feet of the Legendary Tyrannonyx.

Wounding Bite (Ex): A Legendary Tyrannonyx’s teeth Are razor sharp and slice through flesh with shocking ease. The bite naturally threatens a critical hit on a 19-20 and inflicts triple damage on a successful critical hit. In addition, a creature critically hit by a bite attack takes 2 points of Con damage from the terrible nature of the bite.

Page 44: 32monstersv3

This is an example of a Tyrannonyx with the “Monster of legend” template applied to the creature. This monster could be used as a divine guardian or a localised terror.

Warbeast Tyrannonyx CR 11

Out of the darkness swiftly comes a huge black beast, on four legs with feet tipped with raptor like talons. The head is six feet long with huge jaws full of teeth the size of knives. It has conspicuously oversized batlike ears and huge owl like eyes that glow in the torch light. It is covered in a suit of scale barding with a howdah on it’s back. 2 armoured soldiers in the howdah upon the monsters back point their crossbows at you.

Warbeast Tyrannonyx CR 11N Huge animal (reptile, augmented)Init +1; Senses darkvision 60 ft, low light vision, Scent, keen scent, light sensitivity Listen +20, Spot +21,.alertness, track.Languages Infrasound communication.

AC 18, touch 9, flat-footed 17; (-2 size, +1 Dex, +5 natural, +4 scale barding)hp 209 (19 HD)SD; stabilityFort +17, Ref +12, Will +9SW light sensitivity

Speed 60 ft. (12 squares)Attack Bite +22 (3d6 +10 plus improved grab / 17-20x3 plus wounding bite (2 points of Con damage)Melee Bite +22 (3d6 +10 plus improved grab / 17-20x3 plus wounding bite (2 points of Con damage)) and 2 claws +17 (1d8+5)Space 15 ft.; Reach 10 ftBase Atk +14; Grp +32Atk Options Greater powerful charge, improved critical, improved grab, improved natural attack(bite), pounce, rake (1d8+5), wounding bite. Special Actions improved grab, pining, pounce, Swallow whole, trample.

Abilities Str 31, Dex 12, Con 24, Int 2, Wis 17, Cha 10SQ Combative mountFeats Alertness, Greater powerful charge, Heavy armour, Improved critical(bite), Improved natural attack(bite), Light armour, Medium armour, Powerful charge, Run, TrackSkills Hide +2 (in darkness or shadowy light +11) , Listen +20, Move Silently +5, Spot +21 (+17 inside or looking into a bright light)Advancement 19-36HD (huge), 37-54HD (Gargantuan)

Combative mount (Ex): A rider on a Warbeast Tyrannonyx gets a circumstance bonus on ride checks. A Warbeast Tyrannonyx is proficient with medium, light and heavy armour.

Greater powerful charge (Ex) (feat): When the Tyrannonyx charges, if it’s melee attack hit it deals an extra 4d6 hit points of damage. This feat only works when the Tyrannonyx makes a charge. The Tyrannonyx can only apply the extra damage to one attack when it makes it’s charge.

Improved Grab (Ex): To use this ability, a Tyrannonyx must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). If it wins the grapple check and establishes a hold, it can rake and then alternatively choose to, use it’s jaws to hold an opponent, conduct the grapple normally, pinning the opponent to the ground with one of it’s legs or try to swallow whole the foe on the following round. If the

Page 45: 32monstersv3

Tyrannonyx chooses to use it’s jaws to hold an opponent (-20 penalty to grapple checks but the Tyrannonyx is not considered grappled). Each successful grapple check it makes during successive rounds automatically deals bite damage and allows a rake attempt). If the Tyrannonyx chooses to grapple normally, each successful grapple check it makes during successive rounds automatically deals bite damage and allows a rake attempt.

Infrasound communication (Ex): A Tyrannonyx communicates using sound at a frequency too low for normal hearing. This sound travels through the ground allowing the Tyrannonyx to communicate with it’s pack mates within a mile regardless of obstacles or other noises. This communication is inaudible except to creatures within the earth subtype and creatures of at least huge size which have contact with the ground.

Keen Scent (Ex): A Tyrannonyx can notice creatures by scent in a 180-foot radius.

Light Sensitivity (Ex): When operating in an area of continual brightness (such as a daylight spell) the Tyrannonyx is dazzled.

Pinning (Ex): A Tyrannonyx can pin a grabbed opponent of up to two sizes smaller than itself to the ground with one of it’s feet by making a successful grapple check. The pinned creature takes 1d8+10 points of bludgeoning damage per round and cannot move while the pin persists. The Tyrannonyx gains a+4 bonus on attack roles to hit a pinned target with it’s bite and rake attempts. A Tyrannonyx can pin one opponent at a time.

Pounce (Ex): If a Tyrannonyx charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +17 melee, damage 1d8+5.

Stability (Ex): A Tyrannonyx gains a +4 bonus on checks made to bull rush and trip attacks.

Swallow Whole (Ex): A Tyrannonyx can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. A creature when swallowed takes bite damage if the Tyrannonyx is successful. Thence the swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Tyrannonyx’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.Alternatively a successful grapple check allows the swallowed creature to climb out of it’s gullet and return to the mouth where it can be grappled, raked and swallowed again. Another successful grapple check is needed to get free of the mouth.A Huge Tyrannonyx’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.Skills: A Tyrannonyx has a +7 racial bonus on Listen checks, +3 racial bonus on Spot checks, +4 racial bonus on hide and move silently checks. A Tyrannonyx takes a -4 circumstance penalty on spot checks when inside or looking into a bright light. In areas that are in darkness or shadowy light the Tyrannonyx’s hide bonus improves to +11.Trample (Ex): Reflex half DC 29. The save DC is Strength-based. Damage 2d6+15, half of the damage is bludgeoning and the other half is slashing due to taloned feet of the Tyrannonyx.Wounding Bite (Ex): A Tyrannonyx’s teeth Are razor sharp and slice through flesh with shocking ease. The bite naturally threatens a critical hit on a 19-20 and inflicts triple damage on a successful critical hit. In addition, a creature critically hit by a bite attack takes 2 points of Con damage from the terrible nature of the bite.

This is an example of a Tyrannonyx with the “Warbeast” template applied to the creature. This monster could be used as a chosen mount of an ultimate villain or a walking siege weapon. A Warbeast Tyrannonyx would cost at least 3050gp on the open market although it is doubtful anyone would sell this weapon.

Page 46: 32monstersv3
Page 47: 32monstersv3

Vampyre, Pure CR 12(Katane, Half-vampire, Dhampir Vampyre)Always CE Medium Monstrous Humanoid Init +9; Senses Darkvision 60 ft., Sense Blood Suckers 200ft, Listen +23, Spot +22Languages Abyssal, CommonAura Detected as 4HD undead

AC 26, touch 15, flat-footed 21; (+5 Dex, +11 natural)hp 68 (8 HD(d12s)); Fast Healing 2*, Fortification 50%, Necrotic Life, Slow Aging, Endure sunlight (8 rounds); DR 10/Magic and 5/Silver (No DR in natural sunlight)Immune Energy Drain, Vampiric DominationResist Cold 20, Electricity 20 (Resist Cold 10 Electricity 10 in natural sunlight)Fort +5, Ref +14, Will +8 (Pure Vampyre receives a +2 racial bonus on saves versus fear, poison, disease, paralysis and spells from the necromancy school.)SW, Light sensitivity, Sunlight vulnerability, Vulnerability to Holy water, Vulnerability to Turning

Speed 30 ft. (6 squares); Climb 30ft (Spiderclimb at will)Attack Bite +14 (1d6+6 plus domination poison)Melee Bite +14 (1d6+6 plus domination poison) and 2 Claws +14 (1d6+3) or1 Slam +14 (1d6+9)Space 5 ft.; Reach 5 ftBase Atk +8; Grp +14Atk Options Blood DrainSpecial Actions Charm monstrous humanoid gaze, Children of the night, Domination gazeSpell-Like Abilities (CL 8th): 7/day – Charm person (DC 25)The save DCs are Charisma-based.

Abilities Str 23, Dex 20, Con 17, Int 17, Wis 14, Cha 25SA Blood drain, Charm gaze, Charm monstrous humanoid gaze, Children of the night, Domination poison, Domination gaze, Turn KindSQ Blood hunger, Blood dependency, Blood requirement, Call of Undeath, Restless, Half-undead traitsFeats Alertness[B], Combat Reflexes[B], Dodge[B], Endure Sunlight (Libris Mortis), Improved Initiative(B), Improved Multiattack, Lightning Reflexes[B],Multiattack, Skills Bluff +26,Disguise +13 , Hide +23,Intimidate +14, Listen +23, Move Silently +23, Search +9, Sense Motive +9, Spot +22Possessions Double treasure

Blood Drain (Ex): A Pure Vampyre can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Pure Vampyre gains 5 temporary hit points.

Blood Dependency & Hunger (Ex): A Pure Vampyre are able to survive on normal food, but nevertheless they hunger for the blood of the living. If a Pure Vampyre does not use it’s blood drain special attack against at least one living creature each day, it must make a DC 15 fortitude save or become fatigued. Each day after the first that the Pure Vampyre does not drink blood directly from a living creature , the DC increases by 1 until it fails the save and become fatigued. After that, it must make a DC20 fortitude save each week (with the DC increasing by 1 each week hereafter) that it does not use it’s blood drain ability or become exhausted.

Page 48: 32monstersv3

Additionally the hungers for blood rises every three days and can be fought off with a DC 15 Will save. Each successful save staves off the hunger for another day. A PureVampyre that fails the save this save must drain blood from a creature before sunrise of the next day or take a -1 morale penalty on attacks, checks and saves: this penalty increases by -1 each additional day the Pure Vampyre goes without draining blood. Once the Pure Vampyre has dealt 1d4 points of constitution drain to a living creature, the penalties vanish and are not incurred again provided the Pure Vampyre drains blood every three days.

Blood Requirement (Ex): A Pure Vampyre must feed on humanoid blood at least once per week or it cannot use it’s supernatural special attacks or special qualities.

Charm gaze (Sp): A Pure Vampyre can influence a humanoid creature just by locking gazes with it. This functions as a charm person spell (caster level equal to the creatures total hit dice = 8th level). The save DC of this ability is 10+ ½ creatures total hit dice + creature charisma modifier (DC21). This is similar to a gaze attack, except that the Pure Vampyre must use a standard action, and those merely looking at it are not affected. The pure vampire can use this ability number of times per day equal to it’s charisma bonus (7 times a day).

Charm monstrous humanoid gaze (Su): A Pure Vampyre can charm a humanoid or monstrous humanoid creature just by looking into their eyes. This is similar to a gaze attack, except that the Pure Vampyre must use a standard action, and those merely looking at it are not affected. Anyone the Pure Vampyre targets must succeed on a Will save(DC21) or fall instantly under the Pure Vampyre’s influence as though by a Charm monster spell (caster level equal to Hit dice 8th). Any creature that saves against a pure Vampyre’s Charm monstrous humanoid gaze cannot be affected by that Pure vampyre’s charm monstrous humanoid gaze for 24 hours. The ability has a range of 30 feet. A Pure Vampyre can not use this ability in natural daylight.

Children of the Night (Su): Pure Vampyres command the lesser creatures of the world and twice per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the Pure Vampyre for up to 1 hour. A Pure Vampyre can not use this ability in natural daylight.

Damage Reduction (Su): A Pure Vampyre has damage reduction 10/ magic and 5/silver. In natural sunlight the Pure Vampyre has no damage reduction. A Pure Vampyre’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Domination gaze (Su): A Pure Vampyre can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Pure Vampyre must use a standard action, and those merely looking at it are not affected. Anyone the Pure Vampyre targets must succeed on a Will save (DC21) or fall instantly under the Pure Vampyre’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. A Pure Vampyre cannot use this ability in natural daylight.

Domination poison (Su): Creatures the Pure Vampyre bites must succeed on a Fort save (DC21) or fall instantly under the Pure Vampyre’s influence as though by a dominate person spell (caster level 10th). Creatures with immunity to poison are unaffected by this ability. A Pure Vampyre cannot use this ability in natural daylight.

Fast Healing (Ex): A vampire heals 2 points of damage each round so long as it has at not been reduced to -10 hit points. If the Pure Vampyre has more than half it’s normal hit points, it heals only1 point of damage each round (but other forms of healing still function normally).

Half-undead traits; Dark vision 60ft (Ex)

Page 49: 32monstersv3

Detection as 4HD Undead (Ex):Half-undead register as undead creatures for the purposes of spells and effects that detect undead. Half-undead count as half it’s hit dice for the purposes of aura strength.

Fortification (Ex): When a critical hit or sneak attack is scored on the half-undead, there is a 50% chance that the effect is negated, and the damage is instead rolled normally. If the half-undead wears a magical item with any form of the fortification quality, use the better percentage instead.

Immunity to Energy Drain (Ex) Necrotic Life (Ex): On a failed save against spells and effects that deal hit point damage due to

negative energy, such as inflict spells, a half-undead suffers only half damage. On a successful save a half-undead suffers no damage.

Slow Aging (Ex): Upon reaching maturity, a half undead ages at one-fourth of the base creatures normal rate.

Turn Kind (Ex): A pure Vampyre cleric gains a +2 bonus on checks made to turn, rebuke, command, or bolster vampires.

Vulnerability to Holy Water (Ex): holy water scalds the flesh of a half-undead, dealing 1d4 points of damage per direct hit.

Vulnerability to Turning(Ex): Any turning attempt targeting the half-undead that would that would turn or rebuke an undead of half-undead’s HD imposes a -4 penalty on the half-undead’s attack’s saves, skill checks and ability checks. This effect last for 10 rounds or until the creature that turned or rebuked the half-undead attacks the half-undead. A turn attempt that would destroy or command an undead of equivalent HD will instead stun the half-undead for 2d4 rounds.

Saves: A half undead creature receives a +2 racial bonus on saves versus fear, poison, disease, paralysis and spells from the necromancy school.

Immunity (Ex): A Pure Vampyre has Invulnerability to a vampire’s domination and Energy Drain.

Light Sensitivity (Ex): When operating in an area of daylight or continual brightness (such as a daylight spell) a Pure Vampyre is dazzled. In sunlight this effect is delayed by the endure sunlight feat.

Resistances (Su): A Pure Vampyre has resistance to cold 20 and electricity 20. In natural sunlight the Pure Vampyre has resistance cold 10 and electricity 10. Please note where the Pure Vampyre’s supernatural abilities are suppressed, it still retains resistance cold 10 and electricity 10 as an extraordinary ability.

Restless (Su): Pure Vampyres are doomed to rise as vampires after death, regardless of the cause of their demise. 1d4 days after death, the following abilities are removed or reduced(-4 to natural armour, Domination gaze, Children of the Night usable once per day, Damage Reduction 10/magic , resistance cold 10 and electricity 10, fast healing 1, Skill bonuses (+6 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.), abilities (Str -4, Dex -4, Con -4, Int -2, Wis -2, Cha -4), Bonus feats (Alertness, Combat Reflexes, Dodge, Lightning Reflexes)) and then the chosen vampire template is applied. This can be prevented by destroying the Pure Vampyre’s body as one would destroy the vampire parent type.

Sense Blood Suckers (Su): A pure Vampyre can sense the presence of other Half-Vampires, Katane, Dhampir, Vampyres, Vampires, Vampire spawn and any other form of the undead that feeds on living blood within 200ft. This ability only allows the pure Vampyre to determine the presence of such creatures in the area, not the number or power of such creatures, and the ability cannot be used to aid in blind-fighting or to pinpoint a target. Pure Vampyre can not use this ability in natural daylight.

Skills: Pure Vampyres have a +12 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks. Pure Vampyres have a +6 racial bonus on Search and Sense Motive checks

Spider Climb (Ex): A Pure Vampyre can climb sheer surfaces as though with a spider climb spell.

Page 50: 32monstersv3

Sunlight vulnerability (Ex): A Pure Vampyre cannot use it’s supernatural special attacks or special qualities in natural sunlight. In sunlight this effect is delayed by the endure sunlight feat.

Additional Feats These feats are not presented in the SRD.Endure Sunlight [MONSTROUS] (Libris Mortis): You can resist the effects of sunlight for a number of rounds equal to 1 + your Charisma modifier (minimum 1 round). After this time if you are still exposed, you take normal effects as appropriate for your kind.

Page 51: 32monstersv3

Wrath Devil

“Cry havoc and let loose the Dogs of war.”A short red furred humanoid advances purposely forward with wild red animalistic eyes set in the head of a snarling dog. The teeth and tongue are burnt soot black and small flames flicker around it’s jaws. It carries a heavy two handed axe that could cleave an Ox’s head in one stroke.

Wrath Devil (Bipedal Hellhound) CR 3Always LE Medium Outsider (Augmented, Evil, Extraplanar, Fire, Lawful)Init +5; Senses darkvision 60 ft., Scent; Listen +12, Spot +7Languages Infernal, Common

AC 16, touch 11, flat-footed 15(+1 Dex, +5 natural)hp 22 (4 HD) Immune fireFort +5, Ref +5, Will +4SW Vulnerability to cold

Speed 30 ft. (6 squares)Melee Mwk Great Axe +7 (1d12+2/x3) andBite +0 (1d8 plus 1d6 fire) orRanged Mwk Heavy crossbow +6 (1d10/19-20)Space 5 ft.; Reach 5 ft.Base Atk +4; Grp +5Atk Options; Aligned Strike (Lawful, Evil), Fiery Bite Special Actions; Breath weaponCombat Gear

Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6Feats Improved Initiative, Track [B], Weapon Focus (Great Axe)Skills Hide +13, Jump +12, Listen +12, Move Silently +13, Spot +7, Survival +7 (+15 following tracks)

Aligned Strike (Lawful, Evil) (Ex): Wrath Devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.

Fiery Bite (Su): A Wrath devil deals an extra 1d6 points of fire damage every time it bites an opponent, as if it’s bite were a flaming weapon.

Skills: A Wrath devil has a +5 racial bonus on Hide and Move Silently checks.*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Description; Called fury given human form, wrath devils are akin to attack dogs and cruel soldiers. Wrath devils are hellhounds given two legs to stand upright and 2 legs to wield weapons. Wrath devils have been characterised as obedient like a loyal pet, savage as an enraged pit bull terrier and cunning like a wolf. Arch devils utilise these easily controlled and utilitarian warriors as trackers and irregular troops. It is whispered that wrath devils are the fallen souls of soldiers who where obedient but indulged in officially sanctioned rape and pillage whilst on duty.

Strategies and tactics; Wrath devils normally follow the cues from a powerful leader, which are typical of those issued to a well trained attack dog. When using their own initiative they will surround an opponent and half of the group will attack from the rear whilst those attacked will hang back of periodically harass

Page 52: 32monstersv3

the prospective prey. Wrath devils will use utilise missile weapons to soften up opponents before melee or to attack an otherwise unreachable foe. They don’t have patience to sit back and shoot an opponent for a sustained period of time; the thought of sinking their jaws into their prey is just too irresistible.

Typical EncountersIndividual (EL 3) a single individual hunting alone Squad (EL XX) a hunting pack of 4 members led by a blood thirsty Barbazu (bearded devil).Pack (EL XX) A large pack that terrorize a local village or trade route.

Wrath devil loreCharacters with ranks in knowledge (Planes) can learn more about Wrath devil. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Planes)

DC Result14 This creature is a Wrath devil. An infernal attack dog given a mockery of the human form. Reveals

outsider traits and known to breath fire.19 Immune to fire and vulnerability to cold.24 Has a keen sense of smell and is not considered intelligent.

Ecology; Wrath devils have a preference for any infernal plane that is warmer than a temperate climate that is dry and low in humidity. They are known for close relations (too close to be appropriate) to hellhounds and Haraknin. Wrath devils truly hate hellcats, hellcat marauders and other types of Canomorphs.

Typical physical characteristics-Stands 6 foot tall at the shoulder, 120 pounds in weight

Alignment- Always evil with a tendency to be lawful

Typical treasure- Combat gear and standard treasure

For player characters; summoned identically as hellhounds

Wrath devils with character levels; Many wrath devils do not live long enough to advance as characters, although an experienced wrath devil could gain levels as a scout, barbarian or fighter.

Wrath devil as charactersWrath devil possess the following racial traits

+2 Strength, +2 Dexterity, +2 Constitution,-2 Intelligence, -4 Charisma Medium size Outsider type (Augmented, Evil, Fire, Extraplanar, Lawful subtypes) A Wrath devil’s base land speed is 30 feet. Darkvision 60ft, Scent Racial Hit dice; a Wrath devil begins with four levels of outsider, which provides 4d8 Hit dice, a

base attack bonus of +4 and base saving throw bonus of +4 fort, +4 reflex, +4 will Racial Feats: A Wrath devil’s outsider levels give it two feats. A Wrath devil is proficient in all

simple and martial weapons. A wrath devils receives track as a bonus feat. Racial Skills: A Wrath devil’s outsider levels give it skill points equal to 7 × (8 + Int modifier,

minimum 1). Its class skills are Hide, Jump, Listen, Move Silently, Spot, and Survival. A Wrath

Page 53: 32monstersv3

devil has a +5 racial bonus on Hide and Move Silently checks. They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell

+5 natural armour bonus. Natural Weapons: Bite (1d8 plus 1d6 fire) Special Abilities; Aligned Strike (Lawful, Evil), Breath weapon, Fiery bite Special Qualities; fire subtype (immune to fire, vulnerable to cold) Automatic language; Infernal. Favoured class; Barbarian Level Adjustment +2 (ECL 6)

Advanced creatures; 5-8 HD (medium), 9-12 HD (Large)

Author’s Note: This is a Hellhound with the bipedal template applied to it.

VariantsSome alternate breeds of wrath devil.

Blood hound (substitute improved initiative and weapon focus feats for improved scent and uncanny scent [savage species]). Can sniff hidden foes within 60ft and pinpoint their location

Attack Wrath devil (substitute improved initiative and weapon focus feats for improved toughness (+ 4 hp) and improved natural attack (bite)

Greyhound wrath devil (substitute improved initiative and weapon focus feats for Run and Dash (+5 to land movement) feats.

Other bloodlines stem from Orthus (the watch dog of Geryon), Garn (the guardian of Nilfheim), Fenris wolf, Death Dogs and winter wolves.

Cerberian Wrath Devil (Advanced 3 Headed Bipedal Hellhound) CR 10Always LE Large Outsider (Augmented, Evil, Extraplanar, Fire, Lawful)Init +4; Senses Darkvision 90 ft., Scent; Listen +20, Spot +20Languages Infernal, Common

AC 26, touch 9, flat-footed 26(-1 Size, +11 natural, +6 Chain Shirt +2)hp 126 (12 HD) Immune fireSD; Redundant headsFort +14, Ref +8, Will +8SW Vulnerability to cold

Speed 40 ft. (8 squares)Melee 2 +1 large battle Axes +18/+13/+8 (2d6+7/19-20x3) and3 Bites +13 (2d6+3 plus 1d6 fire) orRanged 2 large javelins +12 (1d8 +6)Space 10 ft.; Reach 10 ft.Base Atk +12; Grp +22Atk Options; Aligned Strike (Lawful, Evil), Combat reflexes, Fiery Bite, Flay, Improved Critical (Bite), Power attack, Superior Two weapon fighting, Weapon Focus (Bite).Special Actions; Breath weaponCombat gear; 2 +1 Large Battle Axes, Large Chain Shirt +2, 2 Large Javelins

Abilities Str 22, Dex 11, Con 22, Int 6, Wis 10, Cha 6Feats Combat reflexes [B], Flay, Improved Critical (Battle Axe), Improved Initiative[B], Power attack, Run, Track [B], Weapon Focus (Bite)Skills Hide +24, Jump +20, Listen +26, Move Silently +24, Search +5, Spot +24, Survival +14 (+22 following tracks)

Page 54: 32monstersv3

Aligned Strike (Lawful, Evil) (Ex): Cerberian Wrath Devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 22 half. The save DC is Constitution-based. All 3 heads breath fire at the same time although each head can aim each head in different directions. Overlapping breath weapons do not do additional damage.

Fiery Bite (Su): A Cerberian Wrath Devil deals an extra 1d6 points of fire damage every time it bites an opponent, as if it’s bite were a flaming weapon.

Redundant heads (Ex); A Cerberian Wrath Devil is able to survive decapitation which would otherwise be a mortal wound. A Vorpal weapon would have to remove all 3 heads to have the usual effect. Skills: A Cerberian Wrath Devil has a +5 racial bonus on Hide and Move Silently checks. Due to the two additional heads it receives a +4 racial bonus on Listen, Spot, and Search checks.*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Superior Two-Weapon Fighting (Ex): A Cerberian Wrath Devil fights with a Battle Axe or javelin in each hand. Because each of its two heads controls an arm, the Cerberian Wrath Devil does not take a penalty on attack or damage rolls for attacking with two weapons. The number of attacks is calculated as if the weapons were held in a primary hand.

Typical physical characteristics-Stands 9 foot tall at the shoulder, 500 pounds in weight

Additional Feats This feat is not presented in the SRD.Flay (from Player's Handbook2): If an attack hits an opponent without an armour bonus to AC, the opponent must make a Fort save (DC10 + damage bonus from power attack on the strike). If the save fails the opponent takes -2 penalty on attacks from horrible pain for one round. The Cerberian Wrath Devil can use this feat once per round against a given target.

Cerberian Wrath Devil is a wrath devil with a blood line stemming from Cerberus the three headed guardian of Hades. A Cerberian Wrath Devil is utilised as a bodyguard, thug and obviously, a guardian. With 6 battle axe strikes and three bites, it has a large enough number attacks to drop an opponent quickly or trouble a spellcaster.

Nessian Wrath Devil (Advanced Bipedal Nessian War hound) CR 9Always LE Large Outsider (Augmented, Evil, Extraplanar, Fire, Lawful)Init +6; Improved Initiative; Senses Darkvision 60 ft., Scent; Listen +18, Spot +18Languages Infernal

AC 24, touch 11, flat-footed 22(-1 Size, +2 Dex, +7 natural, +6 Chain Shirt +2)hp 114 (12 HD) Immune fireFort +13, Ref +10, Will +9SW Vulnerability to cold

Speed 30 ft. (6 squares)Melee +1 large Halberd +22/+17/+12 (3d6+9/19-20x3) andBites +15 (3d6+4 plus 1d8 fire) orRanged +1 large Heavy cross bow +15 (2d8 +1/19-20)Space 10 ft.; Reach 10 ft.Base Atk +12; Grp +24

Page 55: 32monstersv3

Atk Options; Aligned Strike (Lawful, Evil), Combat reflexes, Fiery Bite, Flay, Improved Critical (Halberd), Improved Natural Attack (Bite), Power attack, Weapon Focus (Halberd).Special Actions; Breath weaponCombat gear; +1 Large Halberd, Large Chain Shirt +2, +1 Large Heavy Crossbow

Abilities Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6Feats Improved Critical (Halberd), Improved Initiative[B], Improved Natural Attack (Bite), Power attack, Track [B], Weapon Focus (Halberd)Skills Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8 (+16 following tracks), Tumble +3

Aligned Strike (Lawful, Evil) (Ex): Nessian Wrath Devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution-based.

Fiery Bite (Su): A Nessian Wrath Devil deals an extra 1d8 points of fire damage every time it bites an opponent, as if it’s bite were a flaming weapon.

Skills: A Nessian Wrath Devil has a +5 racial bonus on Hide and Move Silently checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Typical physical characteristics-Stands 9 foot tall at the shoulder, 500 pounds in weight

Author’s Note: This is a Nessian warhound with the bipedal template applied to it.