Sarap

Sarap

 

A large two legged lizard, it has been domesticated and used as a mount or pack animal in the warmer climates of Uteria.

 

Swift and agile, Saraps have been domesticated for use as a formidable transport. While these are quite loyal and tame, wild Saraps should be avoided at all costs, as they are quite deadly. In the wild, saraps are typically found in packs, or at least in pairs. Very rarely are they encountered individually. They hunt with extreme efficiency, using cunning tactics that indicate an intelligence beyond that of most animals.

 

Sarap

 

Challenge Rating: 5

Size: Large

Type: Animal

Initiative: +7

 

Defense

Hit Points: 50 (4HD)

Armor Class: 10, touch 12, flat footed 15 (+3 dex, +6 natural armor, -1 size)

Saves: Fort +12 Ref +6 Will +3

 

Offense

Speed: 60ft

Base Attack: +3

Melee: 2 talons +9 (2d6+6), bite +9 (1d8+6), Foreclaws +7 (1d6+3)

Ranged:

Special Attacks: Pounce

 

Statistics

Abilities: STR 28, DEX 13, CON 19, INT –, WIS 11, CHA 2

Skills: Acrobatics +1, Athletics +9,  Awareness +7, Endurance +4, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery +1

Talents: Dodge, Alertness

Special Qualities:Low Light Vision, Scent

 

Ecology

Environment: Desert

Organization: Solitary, Pair, or pack (3-12)

 

Treasure: N/A

 

Sea Hag

Sea Hag

Challenge Rating: 4

Size: Medium

Type: Monstrous Humanoid

Initiative: +1

 

Defense

Hit Points: 19 (3HD)

Armor Class: 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)

Saves: Fort +2 Ref +4 Will +4

Weaknesses: –

 

Offense

Speed: 30ft, swim 40ft

Base Attack: +3

Melee: 2 claws +7 melee (1d4+4)

Special Attacks: Horrific appearance, evil eye

Sanity Effects: First Encounter 1/1d4

 

Statistics

Abilities: STR 19, DEX 12, CON 12, INT 10, WIS 13, CHA 14

Skills: Acrobatics +1, Athletics +4,  Awareness +3, Endurance +1, Knowledge +0, Persuasion +2, Spellcraft +6, Survival +1, Thievery +1

Talents: 2 points or recommended: Alertness, Toughness

Special Qualities: Amphibious, spell resistance 14, darkvision 60’

Ecology

Environment: Temperate Aquatic

Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Treasure: Standard

 

Amphibious

Although sea hags are aquatic, they can survive indefinitely on land.

 

Evil Eye

Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.

 

Horrific Appearance

The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours.

 

Sirin

Sirin

 

Sirin

Challenge Rating: 2

Size: Medium

Type: Navirite Fey

Initiative: 3

 

Defense

Hit Points:  12 (3d6)

Armor Class: 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)

Saves: Fort 1 Ref 6 Will 4

Weaknesses: Salt, runed circle, silver

 

Offense

Speed: 30’ Fly 50’ (Out of body in incorporeal form)

Base Attack: +3

Melee: +3 Sword (1d6)

Ranged: +6

Special Attacks: (4 times per day) Ear Piercing Scream

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA  14

Skills: Acrobatics +3, Athletics +0,  Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3

Talents: Weapon Dexterity

Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal;  fast healing 2

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Sirin Elder

Challenge Rating: 3

Size: Medium

Type: Navirite Fey

Initiative: 4

 

Defense

Hit Points:  24 (5d6)

Armor Class: 17, touch 14, flat-footed 11 (+3 Dex, +3 dodge, +1 natural)

Saves: Fort +1 Ref +7 Will +4

Weaknesses: Salt, runed circle, silver

 

Offense

Speed: 30’ Fly 50’ (Out of body in incorporeal form)

Base Attack: +3

Melee: +4 Sword (1d6)

Ranged: +6

Special Attacks: (4 times per day) Ear Piercing Scream

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA  14

Skills: Acrobatics +3, Athletics +0,  Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3

Talents: Weapon Dexterity

Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal;  fast healing 4; Spell-Like abilities Constant – detect magic, 3/day suggestion (DC 16 Will)

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Ear Piercing Scream

 

Range 40’

Duration instantaneous; see text

Saving Throw Fortitude partial (see text)

The sirin unleashes a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 2d6 points of sonic damage. A successful DC 14 Fort save negates the daze effect and halves the damage.

 

Possess

A sirin can possess the body of a living or dead humanoid. They must be in incorporeal form to attempt to possess the creature. Once per day, a living creature can try a will save to expel the Sirin. A NPC must succeed at a DC 12 Will save to resist being possessed.

 

Incorporeal Form

A sirin can leave the host body it possesses at any time. The only way to trap a sirin in a body is with a circle of salt, or with a runed circle. This form looks like a green mist.

 

Immortal

A sirin is immortal and can not be slain, unless it is trapped within a body using salt or a runed circle. Then a silver dagger must be thrust into its host’s heart.

 

Skeleton

Skeleton

 

Skeleton

Challenge Rating: 1/3

Size: Medium

Type: Undead

Initiative: +3

 

Defense

Hit Points: 6hp (1d12)

Armor Class: 13, touch 11, flat footed 12 (+1 Dex, +2 Natural)

Saves: Fort +0 Ref +1 Will +2

Weaknesses: Bludgeoning weapons

 

Offense

Speed: 30

Base Attack: +0

Melee: Short Sword +1 (1d6+1), or 2 Claws +1 (1d4+1)

Ranged: Short Bow +2

Special Attacks: –

Sanity Effects: First encounter 0/1

 

Statistics

Abilities: STR 13, DEX 13, CON 0, INT 0, WIS 10, CHA 1

Skills: Acrobatics +1, Athletics +1,  Awareness +0, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +1

Talents: Improved Initiative

Special Qualities: DR 5/Bludgeoning, Darkvision 60’, immune to cold

 

Ecology

Environment: Any

Organization: Any

 

Treasure: Standard

 

Spiders

Spiders

 

Spider, Small Spider, Medium
Challenge Rating 1/2 1
Size S M
Type Vermin Vermin
Initiative +3 +3
Defense
Hit Points 4 (1HD) 11 (2HD)
Armor Class 14 (+1 size, +3 Dex), touch 14, flat-footed 11 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Saves Fort +5 Ref +4 Will +1 Fort +5 Ref +4 Will +1
Weaknesses
Offense
Speed 30’, climb 20’ 30’, climb 20’
Base Attack +0 +1
Melee Bite +4 (1d4-2 plus poison) Bite +4 (1d6 plus poison)
Ranged
Special Attacks Poison, web Poison, web
Sanity Effect
Statistics
Abilities STR 7, DEX 17, CON 10, INT 0, WIS 10, CHA 2 STR 11, DEX 17, CON 12, INT 0, WIS 10, CHA 2
Skills Acrobatics +3, Athletics -2,  Awareness +0, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3 Acrobatics +3, Athletics +3,  Awareness +0, Endurance +1, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3
Talents
Special Qualities Vermin Traits; Darkvision 60’; Tremorsense Vermin Traits; Darkvision 60’; Tremorsense
Ecology
Environment Temperate Forests, Underground Temperate Forests, Underground
Organization Solitary or colony (2-5) Solitary or colony (2-5)
Treasure 1/2 Standard 1/2 Standard

 

Spider, Large Spider, Huge
Challenge Rating 2 5
Size Large Huge
Type Vermin Vermin
Initiative +3 +3
Defense
Hit Points 22 (4HD) 52 (8HD)
Armor Class 14, touch 12, flat-footed 11 ( -1 Size, +3 DEX, +2 Natural ) 6, touch 11, flat-footed 13 ( -2 size, +3 DEX, +5 Natural)
Saves Fort +5 Ref +4 Will +1 Fort +8 Ref +5 Will +2
Weaknesses
Offense
Speed 30’, climb 20’ 30’, climb 20’
Base Attack +3 +6
Melee Bite +4 (1d8+ poison) Bite +10 (2d6 + 10 + poison)
Ranged
Special Attacks Poison, web Poison, web
Sanity Effect
Statistics
Abilities STR 15, DEX 17, CON 12, INT 0, WIS 10, CHA 2 STR 19, DEX 17, CON 14, INT 0, WIS 10, CHA 2
Skills Acrobatics +3, Athletics +2,  Awareness +0, Endurance +1, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3 Acrobatics +3, Athletics +4,  Awareness +0, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3
Talents
Special Qualities Vermin Traits; Darkvision 60’; Reach 5’; Tremorsense Vermin Traits; Darkvision 60’; Reach 10’; Tremorsense
Ecology
Environment Temperate Forests, Underground Temperate Forests, Underground
Organization Solitary or colony (2-5) Solitary or colony (2-5
Treasure 1/2 Standard 1/2 Standard

 

Web

Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus

 

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 15 Awareness check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have Damage Reduction 5.

 

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

 

Size Acrobatics DC Break

DC

Hit

Points

Small 10 14 4
Medium 12 16 6
Large 13 17 12
Huge 16 20 14

 

Poison

A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

 

Size Fort DC Damage
Small 10 1d3 Str
Medium 12 1d4 Str
Large 13 1d6 Str
Huge 16 1d8 Str

 

Stone Golem

Stone Golem

Challenge Rating: 11

Size: Large

Type: Construct

Initiative: -1

 

Defense

Hit Points: 107 (14HD)

Armor Class: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26

Saves: Fort +4 Ref +3 Will+4

Weaknesses: Tritium

 

Offense

Speed: 20’

Base Attack: +10

Melee:  2 slams +18 melee (2d10+9)

Special Attacks: Slow

Sanity Effects: –

 

Statistics

Abilities: STR 29, DEX 9, CON –, INT –, WIS 11, CHA 1

Skills: Acrobatics -1, Athletics +19,  Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery -1

Talents: —

Special Qualities:  damage reduction 10/tritium; darkvision 60 ft.;low-light vision

 

Ecology

Environment: Any

Organization: Solitary or gang (2-4)

 

Treasure: Standard

 

Slow

A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate.

 

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction for 1 full round.

 

Succubus

Succubus

Challenge Rating: 7

Size: M

Type: Navirite Fey

Initiative: +3

 

Defense

Hit Points: 84 (8HD)

Armor Class: 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)

Saves: Fort +7 Ref +9 Will +10

Weaknesses: cold iron

 

Offense

Speed: 30 ft., fly 50 ft. (average)

Base Attack: +8

Melee: 2 claws +11 (1d6+1)

Special Attacks: energy drain, profane gift

 

Statistics

Abilities: STR 13, DEX 17, CON 20, INT 18, WIS 14, CHA 27

Skills: Acrobatics +7, Athletics +1,  Awareness +2, Endurance +5, Knowledge +5, Persuasion +10, Spellcraft +10, Survival +2, Thievery +3

Talents: Agile, Disburse Magic, Unbreakable Will, Weapon Dexterity

Special Qualities: DR 10/cold iron; Immune electricity, fire, poison; Resist acid 10, cold 10; Change Shape (alter self, Small or Medium humanoid)

Ecology

Environment: Any

Organization: solitary, pair, or harem (3–12)

Treasure: Double

 

Energy Drain

A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

 

Profane Gift

Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of their choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel magic. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

 

Tendril Wurm

Tendril Wurm

Challenge Rating: 5

Size: Medium

Type: Animal

Initiative: +1

 

Defense

Hit Points: 34 (4HD)

Armor Class: AC 16, touch 10, flat-footed  14 (+2 Dex, +4 natural)

Saves: Fort +5 Ref +6 Will +2

Weaknesses: –

 

Offense

Speed: Speed 5′ on land, swim 30′

Base Attack: +2

Melee: Melee 6 tendrils per round +5 (1d4+3 plus grab), bite +5 (1d6+3 only if in Feeding Grip)

Special Attacks: Feeding Grip

Sanity Effects: –

 

Statistics

Abilities: STR 16, DEX 15 , CON 16, INT 1, WIS 12, CHA 2

Skills: Acrobatics +2, Athletics +3,  Awareness +5, Endurance +3, Knowledge –, Persuasion –, Spellcraft +1 , Survival +1, Thievery +5

Talents: Alertness, Stealthy

Special Qualities: Can breathe underwater

 

Ecology

Environment: Temperate rivers and Swamps

Organization: Solitary, clutch (1-6 young, 1 Mother)

 

Treasure: None

 

Feeding Grip

When attempting to grip a medium-sized or smaller creature, the wurm rolls against its opponent’s touch AC to encircle it with one or more tendrils. A successful hit means it has wrapped its tendril around the creature. It has 6 tendrils, which can each make an attack on a single target or multiple targets. When attacking creatures its size or smaller, if a tendril wurm hits its foe with two or more tendrils it can perform a Feeding Grip, attempting to pull the creature into its many-toothed maw. It must make a Heroic Action (STR). If successful, the creature is drawn into its maw, where the wurm inflicts bite damage and maintains its grapple. It cannot swallow human-sized creatures whole, since its mouth is not big enough, however it can

Tentacle Crawler

Tentacus Scavana is what the scholars call the tentacle crawler, but most care not for it or its name. This large segmented insect is feared in all the dark places of the world.

 

A tentacle crawler looks like a giant centipede with five octopus like tentacles emerging from it’s head. It roams the darkness in search of prey, using its tentacles to grapple it while it stings with its barbed tail.

Tentacle Crawler

Challenge Rating: 4

Size: Huge

Type: Vermin

Initiative: +0

 

Defense

Hit Points: 42 (5d8 +20)

Armor Class: 18, touch 10, flat footed 16 (+8 natural armor, -2 size, +2 dex)

Saves: Fort +11 Ref +2 Will +1

 

Offense

Speed: 40 ft., climb 40 ft.

Base Attack: +3

Melee:  Bite +8 (1d6+9 plus grab), tail sting +8 (1d6+9 plus poison)

Ranged: –

Special Attacks: Constrict (1d4+6), poison

Sanity Effects: First Encounter 1/1d4

 

Statistics

Abilities: STR 28, DEX 13, CON 19, INT –, WIS 11, CHA 2

Skills: Acrobatics, +1 Athletics, +5 Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, +2 Thievery

Talents: –

Special Qualities: darkvision 60’

 

Ecology

Environment: subterranean, sewer, swamp

Organization: Solitary

 

Treasure: Standard

 

Poison

Sting – injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 1 save.

 

Grab

If the tentacle crawler successfully lands a bite attack, it deals 1d6+9 damage, and using its tentacles, attempts to start a grapple as a free action without provoking an attack of opportunity. It may only grab Large or smaller opponents. The crawler must succeed at a heroic action to grapple an opponent. A successful hold does not deal any extra damage, but when grappled an opponent loses their dexterity bonus.

 

Thundrom

Thundrom

Thundrom are large hairy beasts from the Swordspyne Mountains. They are used as mounts by the people of the mountains, but to most of those in the plains, the Thundrom seems exotic and strange.

 

Thundroms are a little larger and bulkier than a horse and are covered in shaggy brown hair.  Their bodies resemble that of a yak in shape, but they have  long tusks and even longer curled ramlike  horns. Its head looks large for its body, its four nostrils the only exposed skin on this otherwise long haired beast.

 

The are used as mounts and beasts of burden by the people of the mountains and the Northeastern lands.

Thundrom

Challenge Rating: 2

Size: L

Type: Animal

Initiative: +3

 

Defense

Hit Points: 23 (2HD)

Armor Class: 17, touch 12, flat-footed 13 ( -1 size, +3 DEX, +4 natural armor)

Saves: Fort +8 Ref +7 Will +3

Weaknesses:

 

Offense

Speed: 50’

Base Attack:

Melee: Bite +5 (1d6 + 3), slam +1 (1d8 + 2)

Ranged: –

Special Attacks: –

Sanity Effects: –

 

Statistics

Abilities: STR 20, DEX 16, CON 21, INT 2, WIS 17, CHA 9

Skills: Acrobatics +3, Athletics +5,  Awareness +3, Endurance +5, Knowledge -, Persuasion -, Spellcraft -, Survival +5, Thievery +3

Talents: Endurance, Run

Special Qualities: –

 

Ecology

Environment: Mountains

Organization: Solitary, pair, herd (4-22)

 

Treasure: Standard