Iron Golem

Golem, Iron

Challenge Rating: 13

Size: Large

Type: Construct

Initiative: -1

Defense

Hit Points: 129 (18HD)

Armor Class: 30, touch 8, flat-footed 30  (-1 size, -1 Dex, +22 natural)

Saves: Fort +6 Ref +5 Will +6

Weaknesses: Tritium

Offense

Speed: 20ft

Base Attack: +12

Melee: 2 slams +23 melee (2d10+11)
Special Attacks: Breath weapon

Sanity Effects: –

Statistics

Abilities: STR 33, DEX 9, CON –, INT –, WIS 11, CHA 1

Skills: Acrobatics 0, Athletics +21,  Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft –, Survival +1, Thievery 0

Talents: —

Special Qualities: Construct traits, damage reduction 15/tritium, darkvision 60 ft., immunity to magic, low-light vision

Ecology

Environment: Any

Organization: Solitary or gang (2-4)

Treasure: None

Combat

Breath Weapon

10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates.

Immunity to Magic

An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.

Kira

Kira

A kira is a small mammal that many call elf monkeys, since they live in the Kaelnor forest and have long pointed ears. At dusk you can often hear their calls ringing out from the edges of the forest, and as it gets darker, you can see the last rays of the sun reflected in their bright yellow eyes.

 

They are only about a foot tall if they stand up straight, and their soft white fur covers their whole body. They are communal, living with the same group their whole life.

 

Kira

Challenge Rating: 1

Size: Small

Type: Animal

Initiative: +2

 

Defense

Hit Points: 13

Armor Class: 15, touch 14, flat footed 12 (+3 dex, +1 natural, +1 size)

Saves: Fort +3 Ref +6 Will +2

Weaknesses: –

 

Offense

Speed: 30’, climb 30’

Base Attack: +2

Melee: Bite +2 (1d4)

Ranged: –

Special Attacks: –

Sanity Effects: –

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 2, WIS 12, CHA 8

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

Talents: Sidestep

Special Qualities:

 

Ecology

Environment: Forest

Organization: Solitary, Pair, Gathering

 

Treasure: Standard

 

Kuduu

Kuduu

A giant lumbering beast, its shoulders taller than two humans. A great horned head sits on a thick neck which is covered in a striped mane. Its legs are bigger around than an ancient oak. It looks at you with small intelligent eyes, then goes back to grazing.

Kuduu

Challenge Rating: 7

Size: Huge

Type: Animal

Initiative: -1

 

Defense

Hit Points: 103 (11HD)

Armor Class: 15 , touch 8, flat-footed 15 (-2 size, +7 natural)

Saves: Fort +11, Ref +7, Will +7

Weaknesses: –

 

Offense

Speed: 30’

Base Attack: +8

Melee: Slam +16 (2d6+10) + gore +16 (2d8+15)

Ranged: –

Special Attacks: Trample

Sanity Effects: –

 

Statistics

Abilities: STR 30, DEX 9, CON 21, INT 4, WIS 12, CHA 7

Skills: Acrobatics -1, Athletics +14,  Awareness +3, Endurance +6, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery -1

Talents: Advantage, Alertness, Endurance, Iron Will

Special Qualities: Low light vision

 

Ecology

Environment: Cold lands

Organization: Solitary or herd

 

Treasure: None

 

Trample

As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

 

A trample attack deals bludgeoning damage (the creature’s slam damage + 1½ times its Str modifier). The creature’s descriptive text gives the exact amount.

 

Kyzk

Kyzk

Long tusks and matching horns is what strikes most about the giant Kyzk of the plains. Hunted and revered, it is indeed a beast to remember.

 

A Kyzk is a large furry creature which roams the warm lands of the south. It is know as a staple of hunters in the area, not only for its flavorful meat, but also as a sport. Kyzks stand much taller than a man, and its great horns have gored many an unlucky hunter. They are muscled and thick skinned under their fur, but also fast for its size.

 

Kyzk

Challenge Rating: 6

Size: Huge

Type: Animal

Initiative: +1

 

Defense

Hit Points: 62 (7HD)

Armor Class: 16, Touch 9, Flat footed 15 (+1 dex, +6 Natural Armor, -2 Size)

Saves: Fort +10 Ref +5 Will+5

Weaknesses: –

 

Offense

Speed:  40ft

Base Attack: +5

Melee: Gore +10 (2d6+9)

Ranged:

Special Attacks: Stampede, Trample (2d6+9)

Sanity Effects: –

 

Statistics

Abilities: STR 23 , DEX 12, CON 21, INT 4, WIS 15, CHA 5

Skills: Acrobatics +1, Athletics +10,  Awareness +4, Endurance +7, Knowledge –, Persuasion –, Spellcraft –, Survival +2, Thievery +1

Talents: Powerful, Run, Take a Hit

Special Qualities: Damage Reduction 1

 

Ecology

Environment: Warm Plain or desert

Organization:  Herd

 

Treasure: Standard

 

Stampede

A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.

 

Lakava

Lakava

 

The small creature in front of you stares up with piercing black eyes. Its pallid flesh stretches back to show large yellowed teeth as it begins a shrill scream that would cause the strongest warrior to cringe.

Lakava

Challenge Rating: 1

Size: S

Type: Fey Navirite

Initiative:

 

Defense

Hit Points: 7 (1d8+3)

Armor Class: 14, touch 12, flat-footed 11 (+3 dex, +1 natural armor)

Saves: Fort +1 Ref +4 Will +1

Weaknesses:

 

Offense

Speed: 30’

Base Attack: +2

Melee: (2) Claw +2 1d3-1, Bite +2 (1d4-1)

Ranged: –

Special Attacks: Maniacal Laugh

Sanity Effects: 0/1d2 when first encountered

 

Statistics

Abilities: STR 9, DEX 16, CON 10, INT 10, WIS 9, CHA 8

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

Talents: 1 point or recommended: Improved Initiative

Special Qualities:

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Description: Small, child sized. Black eyes, skin stretched or falling off. Enlarged mouth.

 

Maniacal Laugh: As a free action the Lakava can laugh, causing one target to be afraid.  DC 12 Will save or be shaken.

 

Lesser Flesh Golem

Golem, Lesser Flesh

 

These are impossible to find and study, usually having been animated by dark magics and then left to rot by its creator after its mission is complete.

 

There’s no reasoning with an animated creature such as this, because its existence is for one purpose. This is a rare case where I support killing without thought–because truly, what have we really killed? A mere object animated by magic.

 

Still, I do wonder if they can feel.

  • Delgon

Golem, Lesser Flesh

Challenge Rating: 4

Size: Medium

Type: Construct

Initiative: 0

 

Defense

Hit Points: 38 (5d10+15)

Armor Class: 19, touch 10, flat footed 19 ( +9 natural)

Saves: Fort 3 Ref 1 Will 3

Weaknesses: None

 

Offense

Speed: 30’

Base Attack: +3

Melee: 2 slams +7 (1d8+4)

Ranged: –

Special Attacks: Bellow

 

Statistics

Abilities: 19 STR , 10 DEX , – CON , – INT , 10 WIS , 1 CHA

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

Talents: Shield Bash (no shield needed)

Special Qualities: Immune to Magic, Construct Traits

Ecology

Environment: Any

Organization: Single

 

Treasure: None

 

Bellow

DC 14 Will or be Shaken for 1d4 rounds.

 

Immune to Magic

A lesser golem is immune to all spell effects that have a resistance. Some spells function differently, as noted below.

 

  • Fire and cold spells slow the golem to half speed for 1d4 rounds.

 

Construct Traits

Constructs are immune to disease, death effects, mind affecting, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save.

 

Lich

Lich

Lich

Abravian Devolos

Challenge Rating: 9

Size: M

Type: Undead

Initiative: +4

Defense

Hit Points: 66

Armor Class: 17,  touch 13 , flat-footed 16  (+1 DEX, +6 Natural )

Saves: Fort +6 Ref +6 Will +9

Weaknesses: Legacy and magic

Offense

Speed: 30

Base Attack: +5

Melee: +5

Ranged: +6

Special Attacks:

Mana: 93

Sanity Effects: First Encounter 1/1d8, Fear Aura 1/1d6

Statistics

Abilities: STR 12, DEX 14, CON 0, INT 21, WIS 13, CHA 14

Skills: Acrobatics +2, Athletics +1,  Awareness +5, Endurance +0, Knowledge +11, Persuasion +3, Spellcraft +15, Survival +2, Thievery +4

Talents: Empower Spell, Improved Initiative, Magical Aptitude, Spellmastery, Studious

Special Qualities: Damage Reduction 12/legacy and magic; immune to cold, electricity, and mind-affecting spells; immortal

Ecology

Environment:

Organization:

Treasure: Double

Spells:

0 – Arcane Mark, Daze, Detect Magic, Ghost Lights, Magic Hand, Mystic Compass, Resistance

1 – Alarm, Call the Wind, Chill Touch, Comprehend Languages, Disguise, Dream Call, Expeditious Retreat, Harm, Heal, Mage Bolt, Shocking Grasp, Spider Climb, Xavian’s Warding Armor

3 – Aid, Arcane Lock, Darkness, Flaming Sphere, Fog Cloud, Force, Hold Creature, Mirror Image, Scare, Web, Zone of Truth

5 – Animate Dead, Contagion, Dispel Magic, Fireball, Gaseous Form, Haste, Lightning Bolt, Poison, Secret Page, Tongues, Wind Wall

7 – Arcane Eye, Dream Walk, Emotion, Fear, Fire Shield, Flame Strike, Improved Invisibility, Polymorph Other, Rusting Grasp, Spiked Stones, Void Tentacles, Wall of Fire

Creating a Lich

CR

+2 to base creature’s CR

Size and Type

The creature’s type changes to undead. Size is unchanged.

Hit Dice

Increase all current and all future Hit Dice to d12s.

Armor Class

The base creature’s Armor Class improves by +5

Attack

A lich retains all attacks of the base creature.

Sanity Check

First Encounter 1/1d8, Fear Aura 1/1d6

Special Qualities

Fear Aura

Liches have an aura of death and unnaturalness. Creatures within 60’ who look upon a lich much succeed at a DC 18 Will save or be affected by a Fear spell. They must also succeed at a Sanity Check 1/1d6. A creature who succeeds the save can not be affected by the Aura for 24 hours.

Paralyzing Touch

Any living creature hit by a melee attack from the lich must save at a DC 14 Fort save or be paralyzed for 24 hours.

Spells

A lich can cast any spells it could cast while it was alive.

Mana

A lich gains 30 mana to the mana they had while they were alive.

Damage Reduction

A lich gains DR 12/legacy and magic.

Immunities

Liches are immune to cold, electricity, and mind-affecting spells.

Undead Traits

Liches gain all undead traits.

Abilities

Liches gain the following to the listed stats: +2 INT, +2 WIS, +2 CHA, and their CON drops to 0.

Treasure

Double

Weaknesses:

Phylactery

A crucial part of extending ones life as a lich is creating a magic phylactery to contain its life force. Unless it’s phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.

A phylactery can be anything, but must be a small object.

Immortal

An upir is immortal and can not be slain, unless its phylactery is destroyed.

Maulkbird

A beautiful bird that dwells deep within the forests near Ferryport. It has a head of crimson and tail feathers of deep jade. It is a relatively large bird with a wingspan average 6.5 handspans. It is non-aggressive except when protecting a nest.

When threatened, the maulkbird’s feathers splay around its head as warning that it was about to attack. It will first scream a harsh, guttural screech that scares off most predators.

Merfolk

Merfolk

Challenge Rating: 2

Size: Medium

Type: Humanoid

Initiative: +1

 

Defense

Hit Points: 12 (2HD)

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

Saves: Fort +4 Ref +1 Will  +0

Weaknesses: –

 

Offense

Speed: 5ft, swim 50ft

Base Attack: +2

Melee: Trident +3 melee (1d8+1)

Ranged:  heavy crossbow +3 ranged (1d10/19-20)

Special Attacks: Siren’s Song, Fascinating Bulb

Sanity Effects: See Siren’s Song

 

Statistics

Abilities: STR 13, DEX 13, CON 14, INT 10, WIS 9, CHA 10

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

Talents: 1 point or recommended: Alertness

Special Qualities: Amphibious, low-light vision, Spell-like abilities – Alter Self

Ecology

Environment: Temperate Aquatic

Organization: Sliver (2-4)

Treasure: Standard

 

Spell-Like Abilities

3/day— alter self (DC 15 Will)

 

Alter Self

This ability functions as the spell, but those who encounter an altered merfolk have a Will save (DC15) to see through the illusion. If a person sees the merfolk as its altered self, the merfolk can not use Fascinating Bulb.

 

Amphibious

Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.

 

Siren’s Song

The merfolk screeches a horrific discord. A burst of sonic energy radiates from her in all directions. All creatures within the area take 2d6 sonic damage and must succeed at a Sanity Check or suffer 1/1d3 sanity damage. This ability affects a close range radius (25’). Targets become dazed for one round unless they succeed a Fortitude save (DC 12). Other merfolk are naturally resistant to Siren Song.

 

Fascinating Bulb

A creature who looks at a merfolk must save (DC 14 Will save) or become fascinated by the bulb coming off a merfolk’s head.  A creature who is Fascinated stands or sits quietly, taking no actions other than to pay attention to the fascinating effect. The creature takes a -4 penalty on skill checks made as reactions. Any potential threat allows the fascinated creature a new saving throw against the fascinated effect. A fascinated creature’s alley may shake it free of the effect as a standard action. Any creature affected by Fascinating Bulb becomes immune to it for the next 24 hours.

 

Miglin

Miglin

  • Challenge Rating: 1/3
  • Size: Small
  • Type: Humanoid
  • Initiative: +1

 

Defense

  • Hit Points: 4
  • Armor Class: 15 (+1 Size, +1 Dex, +3 natural), Touch 12, Flat footed 14
  • Saves: Fort +3 Ref +1 Will -1

 

Offense

  • Speed: 30
  • Base Attack: +1
  • Special Attacks: –
  • Melee: 2 claws +0 (1d3-1), bite +0 (1d4-1)

 

Statistics

  • Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 7, Cha 5
  • Skills: Athletics +1, Awareness +4
  • Talents: Alertness
  • Special Qualities: Darkvision 60ft, Blind in sunlight

 

Ecology

Environment: Any dark

Organization: Single, Band 4-12

Treasure: Standard

Miglins are small fey from the Navirim. They rove the dark plains of the other side attacking lone creatures and feasting on them. They do much the same in Uteria. Few creatures are brought over in physical form, but Miglins cross over more easily than others.
They often hide in the forests and plains waiting for easy prey.