Minotaur

Minotaur

Challenge Rating: 4

Size: Large

Type: Monstrous Humanoid

Initiative: +0

 

Defense

Hit Points: 39 (6HD)

Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed

Saves: Fort +6 Ref +5 Will +5

Weaknesses: –

 

Offense

Speed: 30ft

Base Attack: +6

Melee: Greataxe +9/+4 melee (3d6+6/×3) and gore +4 melee (1d8+2)

Special Attacks: Powerful charge 4d6+6

Sanity Effects: –

 

Statistics

Abilities: STR 19, DEX 10, CON 15, INT 7, WIS 10, CHA 8

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

Talents: Great Fortitude, Track

Special Qualities: Darkvision 60 ft., natural cunning, scent

Ecology

Environment: Underground

Organization: Solitary, pair, or gang (3-4)

Treasure: Standard

 

Powerful Charge

A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

 

Natural Cunning

Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Mummy

Mummy

Challenge Rating: 5

Size: Medium

Type: Undead

Initiative: +0

 

Defense

Hit Points: 55 (8HD)

Armor Class: 20 (+10 natural), touch 10, flat-footed 20

Saves: Fort +4 Ref +2 Will +8

Weaknesses: Fire

 

Offense

Speed: 20’

Base Attack: +4

Melee: Slam +11 melee (1d6+10 plus mummy rot)

Special Attacks: Despair, mummy rot

Sanity Effects: First Encounter 1/1d6

 

Statistics

Abilities: STR 24, DEX 10, CON –, INT 6, WIS 14, CHA 15

Skills: Acrobatics +0, Athletics +10,  Awareness +6, Endurance –, Knowledge -5, Persuasion +2, Spellcraft +2, Survival +2, Thievery +0

Talents: 2 points or recommended: Alertness, Great Fortitude

Special Qualities: Damage reduction 5/-, darkvision 60 ft., undead traits

 

Ecology

Environment: Any

Organization: Solitary, Warden Squad (2-4), or guardian detail (6-10)

Treasure: Standard

 

Despair

At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.

 

Mummy Rot

Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.

 

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 Spellcraft check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

 

Nachzur

Nachzur

He looked alive. He moved fluidly, but there was something wrong. His blue eyes called to me and I almost believed the sweet words coming from his mouth. That mouth, filled with thin translucent fangs, which somehow did not seem strange to me. I tried to look away, but I could not.

 

A nachzur is not one of the most powerful beings of the Navirim, but it still has great powers of persuasion over those of Atheles. They prefer to use a banter of words to defeat enemies than to fight outright.

Nachzur

Challenge Rating: 4

Size: Medium

Type: Navirite

Initiative: +2

 

Defense

Hit Points: 40 (6d10+6)

Armor Class: 19 ( +2 DEX, +7 natural)

Saves: Fort +5 Ref +5 Will +3

Weaknesses: – Cold iron, Aradani Steel, amarnium, silver

 

Offense

Speed: 30’

Base Attack: +3

Melee: +3 Claws x2 1d6

Ranged: +5

Special Attacks:

Sanity Effects: At Will (Once per day)

 

Statistics

Abilities: STR 11, DEX 14, CON 13, INT 15, WIS 12, CHA 16

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

Talents: 2 points or recommended: Advantage, Negotiator

Special Qualities: Darkvision 60’; DR 5/ cold iron, Aradan Steel, amarnium, or silver;   immortal*; trapped; summon ally, shadowborn

Special Abilities: (Once per day) Alter Self; Spell-like abilities – Cause fear, comprehend languages, tongues; Advancement

 

Ecology

Environment: Any / dark

Organization: Single

 

Treasure: Standard

 

Spell-Like Abilities

At Will – Cause Fear (DC12); 2/day – Comprehend Languages, Tongues

 

Alter Self

When a nachzur takes over a host body, that body transforms to look more like the natural form of the nachzur, semi-transparent skin, enlarged cranium, bright blue eyes, and translucent fangs. They use the Alter Self ability to blend into population that surrounds them. This can be used once per day, but lasts indefinitely. Abilities or items that allow True Seeing, see through the nachzur’s illusion.

 

Advancement

A nachzur can gain levels as a player class. For each class level, they gain an additional CR point. They gain HP, abilities, and spells as per the class level they advance in.

 

Immortal

A nachzur can only be killed by being decapitated and then a silver spike hammered through their skull. Otherwise, the spirit of the nachzur will slowly repair the body until it is whole again.

 

Summon Ally

Once per day a nachzur can summon another from the navirim to aid them. The summoned ally is always CR 2 or lower.

 

Shadowborn

A nachzur is a creature of the shadows. The Navirim does not have a strong sun. In Atheles, the nachzur must stay out of direct sunlight, or suffer 1d6 damage per minute.

 

Trapped

Unlike some navirites that possess a creature, a nachzur can not leave the body it inhabits. This makes them more likely to be cautious than other navirite fey.

 

Night Hag

Night Hag

Challenge Rating: 9

Size: Medium

Type: Monstrous Humanoid

Initiative: +4

 

Defense

Hit Points: 92 (8HD)

Armor Class: 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)

Saves: Fort +14 Ref +8 Will +11

Weakness: Cold Iron, Magic

Offense

Speed: 30ft

Base Attack: +8

Melee:2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease) 2 claws +7 melee (1d4+4)

Special Attacks:  Dream haunting, Disease, Spell-Like Abilities – mage bolt, ray of enfeeblement, sleep

 

Statistics

Abilities: STR 21, DEX 19, CON 22, INT 18, WIS 16, CHA 17

Skills: Acrobatics +4, Athletics +5,  Awareness +3, Endurance +6, Knowledge +3, Persuasion +5, Spellcraft +6, Survival +3, Thievery +4

Talents: Alertness, persuasive

Special Qualities: DR/10 Cold Iron and Magic; Immune to Charm, Cold, Fear, Fire, Sleep ; etherealness

 

Ecology

Environment: Any Evil-Aligned Plane

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

Treasure: Standard

 

Spell-Like Abilities

At Will – mage bolt, ray of enfeeblement, sleep (DC14 will)

 

Disease

Demon Fever: Bite—injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage(target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.

 

Dream Haunting

A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim’s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.

 

Etherealness

A Night Hag may become ethereal, along with their equipment. For the duration of the spell, they are in a place commonly called the In-Between, which theoretically overlaps the normal, physical, plane of Atheles (called the Material Plane). When the spell expires, a Night Hag return to material existence.

 

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, it can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Treat other ethereal creatures and ethereal objects as if they were material. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. If the spell ends and the ethereal creature becomes material while inside a material object (such as a solid wall), they are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that they so travel.

 

This effect lasts 10 rounds and can only be used if the Night Hag is in possession of its Heartstone.

 

Heartstone

All night hags carry a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone’s magic is fueled by the hag’s spirit and proximity—once separated from its owner (or upon the hag’s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.

 

 

 

Nightcat

Nightcat

Challenge Rating: 2

Size: S

Type: Animal

Initiative: +2

 

Defense

Hit Points: 13 (2d8+4)

Armor Class: 14, touch 13, flat-footed 12 ( +2 DEX, +1 natural, +1 size )

Saves: Fort +5 Ref +6 Will +0

Weaknesses:

 

Offense

Speed: 40’, climb 20’

Base Attack: +1

Melee: (2) claw +4 (1d3 plus grab), bite +4 (1d4+2)

Ranged: –

Special Attacks: Pounce

Sanity Effects: –

 

Statistics

Abilities: STR 15, DEX 15, CON 15, INT 4, WIS12, CHA 6

Skills: Acrobatics +2, Athletics +2,  Awareness +2, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +3 (+5 to stealth and hide checks)

Talents: 2 points or recommended: Alertness, Stealthy

Special Qualities: Low-light vision, scent

 

Ecology

Environment: Cold hills, forests and mountains

Organization: Solitary

 

Treasure: None

 

Description: 30lbs, black fur, gold eyes, long tufts of fur on ears and end of tail

 

Pounce

Once per round the Nightcat can leap up to 20’ and attack with both of it claws as a single move action. It may then attempt a normal melee action if it has any actions left.

 

Scent

This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

 

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

 

Nygotha

Nygotha (Void Wyrm)

Challenge Rating: 10

Size: Gargantuan

Type: Navirite

Initiative: +5

 

Defense

Hit Points: 125 (10HD)

Armor Class: 25, touch 16, flat-footed 19 ( +5 DEX, +9 natural, +1 Dodge )

Saves: Fort +14 Ref +12 Will +7

Weaknesses: Tritium, weak spots

 

Offense

Speed: 15’, swim 50’

Base Attack: +10

Melee: (4) Tentacle slam +15 (1d6+3 19-20) bite +15 (2d6+3)

Ranged: –

Special Attacks: Horrific appearance

Sanity Effects: First Encounter 2/1d12+1

 

Statistics

Abilities: STR 20, DEX 18, CON 24, INT 9, WIS 18, CHA 16

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: Expanded critical (tentacles), Dodge, Multiattack, Whirlwind Attack,

Special Qualities: Damage Reduction 5/tritium and weak spots; fast healing 5; reach 20’  

 

Ecology

Environment: Underground near water

Organization: Single

 

Treasure: Standard

 

Weak Spots

A nygotha has weak spots under each tentacle which negates DR, but attackers roll at a -3 to hit those spots. It is a DC 24 Knowledge check to know about the weak spots, or a DC 22 Awareness check to see them.

 

Horrific Appearance

Creatures that succumb to a nygotha’s horrific appearance become nauseated for 1d8 rounds.

 

4 tentacles, beak mouth, centipede flippers. Many eyes. Gigantic.

Weak points under tentacles, in mouth,  and eyes.

 

Ogre

Ogre

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogre

Challenge Rating: 3

Size: Large

Type: Humanoid (Giant)

Initiative: -1

 

Defense

Hit Points: 30 (4d8+12)

Armor Class:  17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)

Saves: Fort +6 Ref +0 Will +3

Weaknesses: –

 

Offense

Speed: 40’

Base Attack: +3

Melee: Greatclub +8 melee (2d8+7)

Ranged: Javelin +1 ranged (1d8+5)

Special Attacks: —

Sanity Effects: –

 

Statistics

Abilities: STR 21, DEX 8, CON 15, INT 6, WIS 10, CHA 7

Skills: Acrobatics 0, Athletics +5,  Awareness +2, Endurance +2, Knowledge -2, Persuasion -2, Spellcraft -, Survival +0, Thievery -1

Talents: 1 point or recommended: Toughness

Special Qualities: Darkvision 60’, low light vision

 

Ecology

Environment: Any

Organization: Solitary, Pair, Gang 3-8

 

Treasure: Standard

 

Orillot

Orillot

Orillots are large mammals used as domesticated animals in the warmer climates of Uteria. They are taller than a man, and have a rough leathery skin. Their backs are covered in large plates, resembling a tortoise’s shell, save that it is segmented. They have short tusks which protrude from the sides of their mouth, and their intelligent yellow eyes sit recessed on either side of its large head.

Though considered domesticated, they form a bond with their handler, and can be completely unmanageable by any but their accepted master. They have been used mainly for transportation, though in a few wars the Ishians have used them as battle mounts.

Most orillots are used to pull huge wagons or carry heavy loads upon their backs; however, in the lands near Ferryport, they are used to tow ships up the Aerlon River. Due to their large size, they are actually able to walk along the bottom of the river and tow boats and small ships directly upstream in the shallows near the river’s banks, instead of having to pull them diagonally from the shore, as horses must do.

Traveling the plains and deserts of the south as well as the Rivers near Ferryport, would be much more difficult, if not for the massive orillots, that serve their masters willingly, pulling giant wagons and caravans through the wastes and towing ships up rivers.

Orillot

Challenge Rating: 7

Size: Huge

Type: Beast

Initiative: -1

 

Defense

Hit Points: 84

Armor Class: 22,  touch 7, flat footed 22(-1 dex, +15 Natural, -2 Size)

Saves: Fort +15 Ref +0 Will +5

Weaknesses: –

 

Offense

Speed: 30ft

Base Attack: +8

Melee: Gore +15 (2d6+10), Slam +18 (2d8+10)

Ranged: –

Special Attacks: –

Sanity Effect: –

 

Statistics

Abilities: STR 30, DEX 9, CON 20, INT 2, WIS 12, CHA 7

Skills: Acrobatics -1, Athletics +10,  Awareness +8, Endurance +5, Knowledge –, Persuasion –, Spellcraft –, Survival +1, Thievery -1

Talents: Great Fortitude, Run

Special Qualities: Low light Vision, Scent

 

Ecology

Environment: Desert

Organization: Solitary, Pair

 

Treasure: None

 

Orlock

orlock_webA tall skinny creature, its eyes wide set and peering above a small serious mouth. Its long limbs hang past its waist, holding wicked chitinous weapons. It is adorned in leathers, cloth and assorted chitin armor matching its weapons.

 

 

Orlock Scavenger
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 4

Defense
Hit Points: 7
Armor Class: 14 , Touch 12, flat footed 12 (+2 armor, +2 DEX)
Saves: Fort 0 Ref 2 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +1 Short sword (1d6 +2)
Ranged:
Special Attacks: Sneak attack +1d6

Statistics
Abilities: Str 15, Dex 15, Con 14, Int 7, Wis 7, Cha 6
Skills: 2 athletics, 2 awareness, 1 power, 1 thievery
Talents: Improved initiative, stealthy
Special Qualities: Trapmaking

Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard

Scavengers are sent out to find material for the hives. They gather almost anything, from food to goods. They prefer to sneak and hide, waiting to ambush their adversaries when they perceive them as weak.

 
Orlock Predator
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 1

Defense
Hit Points: 14
Armor Class: 15 , Touch 11, flat footed 14 (+4 armor, +1 DEX)
Saves: Fort 2 Ref 0 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +1 Longsword (1d8 +3)
Ranged:
Special Attacks: Rage

Statistics
Abilities: Str 17, Dex 13, Con 16, Int 6, Wis 6, Cha 6
Skills: 2 athletics, 2 awareness, 3 power
Talents: Over extended attack, take a hit
Special Qualities:
Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard

Among the scavengers, the predator orlocks are the tough ones. They rush head first into battles, and can take damage from their foes. They can also deal it out, often flying into rages until all their enemies are dead.

 
Orlock Seer (rare)
Challenge Rating: 1
Size: Medium
Type: Humanoid
Initiative: 2

Defense
Hit Points: 8
Armor Class: 14 , Touch 12, flat footed 12 (+2 armor, +2 DEX)
Saves: Fort 0 Ref 2 Will 0

Offense
Speed: 30
Base Attack: 1
Melee: +0 Longknife (1d4 +0)
Ranged:
Mana: 3
Special Attacks: Rage

Statistics
Abilities: Str 11, Dex 14, Con 10, Int 6, Wis 12, Cha 6
Skills: 2 athletics, 2 awareness, 3 power
Talents: Over extended attack, powerful
Special Qualities:
Ecology
Environment: Any
Organization: Solitary, Band, Legion, Hive

Treasure: Standard
Some orlocks are born with magical abilities. These orlocks are very rare and often only sent out with large raid parties.

orlock copy
About Orlocks (General)

Orlocks have long been absent in Atheles. In ages past they were known as scavengers and raiders. During the Aradan War they fought alongside the Orovari elves and the Uthgard kingdom. After the Disappearance, they faded from the lands much like the elves. Sporadic sightings have started to pop up here and there, and many agree that the Orlocks are once again inhabiting the dark corners of the mountains.

Orog

These tall turtle like creatures are generally of lower intelligence, having been brought to Uteria by Kaldrath for war. They have settled in the south and have become citizens, if reluctant, of the Ishian Empire.

They are cold blooded, so they are better suited for the warm southlands. They live in small family groups, only gathering for ceremonies or meetings.

 

Orog (Warrior)
Challenge Rating: 1/2
Size: Large (8’)
Type: Humanoid
Initiative: 0

Defense
Hit Points: 14
Armor Class: 10 (0 DEX, -1 size, +1 natural)
Saves: Fort +6 Ref 0 Will +1

Offense
Speed: 30’ (15’ in <40 degree temperature)
Base Attack: +1
Melee: Club +4 (1d6+3)
Ranged:
Special Attacks:

Statistics
Abilities: STR 17, DEX 10, CON 18, INT 10, WIS 13, CHA 9
Skills: Acrobatics 1, Athletics 7, Awareness 5, Endurance 6, Knowledge 0, Persuasion -1, Spellcraft, Survival 5, Thievery 1
Talents: Alertness, Powerful, Survivalist
Special Qualities: Tough skin

Ecology
Environment: Desert
Organization:

Treasure: Standard

Orog Characters get +3 to CON, +1 to STR, -2 to INT

Orogs advance according to their class.