Ability Score Bonus Description
7 -2 Significantly Below Average
8-9 -1 Below Average
10-11 0 Average
12-13 +1 Above Average
14-15 +2 Significantly Above Average
16-17 +3 Exceptional
18-19 +4 Extraordinary
20-21 +5 Incredible
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30-31 +10


The proper name for the “Wilde Elves”. also see Dwimarvari.

The Anarvari (Wilde Elves)

The Anarvari are a nomadic people. They are herders and merchants, entertainers and hunters. Many of our people have heard legends of the great Wilde elves, who hunt the giant kyzk, but the truth is that most of the Anarvari tribes sustain themselves on their herds of anks, large desert creatures that produce a honey-like substance that they store in sacks around their throats. Traveling the desert, looking for places for their herds to graze, they mostly keep to themselves, though some tribes have become renowned traders. Generally non-violent, the stories of them ransacking towns in the southlands are merely the fanciful stories of country-folk, frightened by the re-emergence of such a foreign people, and quick to blame every misfortune that befalls them on the newcomers.

The Anarvari live in extended family units within a clan, sharing possessions with their larger tribal family. Most live in large round tents, but some tribes live in giant caravan wagons, pulled by orillots. These huge mammals are another domesticated animal of the south, which have armor plating on their backs and form strong bonds to their owners. The Anarvari say they originally trained our own kind in the distant past to care for these giant creatures. In the Ishian Empire, you can find nobles traveling from city to city in giant ornate wagons pulled by a team of orillots—a remnant of what we learned from the elves so long ago.

The Anarvari do not have close relations with other elven nations, keeping to themselves in the southern lands.

The Lands of the Anarvari

In current days, the Anarvari live in the Wildelands between the Kaelnor Forest and the Jal Dur desert. Some tribes still cling to the steppes of the western end of the Wildelands, though most tribes travel back and forth in the plains with their herds of domesticated animals.

The Wildelands is an arid area, covered in short grass and small spindly trees. The flat landscape is broken only occasionally by rock outcroppings or buttes. During the day, the sun warms the plains, but at night, the temperature drops considerably.

No kingdom claims the Wildelands, though the Teredeki elflings have lands in the northwest, and Southkeep is on the border between the Wildelands and the Jaldur desert.

Anarvari History

The Anarvari were never part of the larger elven culture. This has led other elves to call them the Dwimervari which means the fading people. During the time that the elves served under the Eldar, the Anarvari remained separate, neither serving the Eldar nor learning from them. This allowed the Wilde elves to develop a much different culture than the other elves.

During the Time of Servitude, the Anarvari were viewed as an affront to the Eldar culture and were villainized and hunted. The Anarvari only survived by living in the harshest of regions and leading nomadic lives. After the Eldar were destroyed by Kaldrath, and the Elven Wars divided the surviving fey cultures, the Anarvari withdrew into the deep desert, keeping to themselves and staying free of the power struggles of their brethren.

As the human kingdoms rose and spread across the land, the Anarvari were more open to them then the other elves. This peaceful coexistence lasted for many years until the rise of the Ishian Empire. To the Ishians, the Anarvari were viewed as a threat and the Wilde elves once again found themselves persecuted and hunted. This genocide came close to destroying their kind, until they escaped by retreating to the Steppelands of the coast. The harsh land and creatures of the Steppes kept the Anarvari population low.

After the Aradan War, when the Ishian Empire’s failed conquest into the Westlands weakened their hold on the Jaldur Desert and the Wildelands, the Anarvari seem to have faded from history. The plains they once roamed lay empty and unclaimed, and the Anarvari were nowhere to be found. Some believe they went into hiding in the steppes to the west, while others think they left to other realms of existence.

Having disappeared for the past 700 years, the Anarvari were untouched by the plagues that ravaged Uteria, and their population seems to have grown.

Now that they have returned, the Anavari have formed a cautious treaty with the people of the desert. Lately, it is not uncommon to find the Anarvari walking the streets of South Keep, and the city generally views their people as an important ally.


The Anarvari are a tribal culture, and each tribe is lead by a council of elders. The entire tribe votes for larger issues, but day to day life is guided by the elders. All of the Anarvari participate in the yearly Gathering at the Grove, which is a valley oasis in the western part of the Wildelands. A council of shamans lives in the Grove during the year. At the Gathering, the different tribes trade, celebrate unions, and discuss matters that involve the entire Anarvari nation.

Unlike many human cultures, the Anarvari are not patriarchal. Males and females alike sit as elders, and work is assigned based on the aptitude of the person regardless of gender. Though most belongings are shared among the tribe, individual items can be owned by both sexes. One interesting thing to note is that children are born “to” the mothers and “for” the fathers, and take the mother’s surname.

Marriage among the Anarvari is monogamous, and is always conducted between different tribes. This allows the tribes to establish ongoing bonds with one another and binds the Anarvari together.

Beliefs and Culture

The Anarvari believe that they came from beyond the stars and that they were brought here by Arias and Tanthias. In their lore, Arias the Earthmother fell asleep after teaching the ways of the land, and slowly the sands covered her as she hibernated. In her sleep, she became bound to the land, and now all that is of the earth is a part of her. Tanthias, who missed her greatly, pulled part of the oceans up into the sky so that he might look down upon his wife everyday. His shining throne is the sun, and the moons which come out at night are their children. In these places they keep their children under their protection and watchful gaze.

Another part of Anarvari culture which is important is the tattoo. The markings on a wild elf, sometimes subtle, sometimes bold, mark his or her place in the Anarvari tribe. Often shamans and warriors cover their bodies in markings and symbols, denoting their own personal stories and triumphs.

The Grove is a place of importance to the Anarvari. In their lore, a star fell from the sky one winter day, and the sound of the star hitting the ground could be heard for leagues. The Anarvari stayed far away from the place for many years, until a great drought forced them from their normal water sources. It was then that they discovered that the crater left by the star was filled with great trees and a lake sat at its center, fed by cool springs. They took this as a gift from Tanthias, opening the ground to share in Arias bounty during this hard time. Since then, the Anarvari have viewed this land as sacred and have guarded it from outsiders.

The Kyzk, a giant horned beast that roams the Wildelands, is held in high regard in Anarvari beliefs. The four legged creature stands almost twice as tall as a man at its shoulders, its giant horns the size of an arm, and its tusks the span of two hands. When the Anarvari hunt these creatures, it is with great reverence. Every part of the Kyzk is used, as it is a sacred gift in an unforgiving land. The Anarvari believe the Kyzk a gift from Tanthias himself, but corrupted by Rindlebok, the god of mischief.

The Gift of the Kyzk

One summer, a millennia ago, the sands stretched much wider than they do today and the sun was in the sky for days. Berries fell from the shrubs and dried before they ripened. Animals left bones along the paths. The People were starving. During a cold night, the People prayed to Tanthias and asked him to guide them. They laid their hands on the ground and asked Arias to provide for them.

The next day, a herd of giant horned animals were surrounding the camp, their eyes sorrowful for the slow death being visited upon the People. Though no words were spoken, a bond was created and the first Kyzk offered itself to feed and clothe the People. The Kyzk, gift from the Couple, saved their tribe.

But Rindlebok did not like this bond and became jealous. He took the form of a dog, and one night, he ran among the Kyzk. He nipped and bit, and barked many stories of the People, warning the Kyzk that it was the Anarvari who brought this death to the lands; that they used their witchcraft to tame the animals before they slew them. And the Kyzk listened. In the morning, the Kyzk were gone. Since this time, the People must hunt the Kyzk, as they will no longer lie down willingly. They do this of necessity for survival, though still they honor and respect the gift that Earth and Sky gave to them in this harsh land.


The Wilde elves use the weapons of the hunt when they join in combat. Skilled both at the spear and the bow for attacks from a distance, many enemies do not even get close enough for melee combat. If the assailant does come within reach, they are met with a skilled foe, usually wielding a flint-like knife. I have seen many of these in my travels with the Anarvari, and unlike normal stone, these do not chip or crack. My companion explained that there is a skill involved in its making, but she and others would not divulge their secrets to me. One night I was allowed to hold one for a moment, during a late night dance ritual. It did indeed feel to be filled with magic, but when I asked my companion later, she just laughed and said that the elves do not have magic. They only have what they make. I feel that the common language was not sufficient to explain her meaning.

It seems that the Anarvari have used other cultures’ fear of their “wildness” to their advantage. The rituals and practices they perform to honor the animals which feed and clothe their tribes have been viewed as barbaric to many among us. Often they wear the skulls, bones, and hides of these animals. This is viewed as a way to honor their sacrifice, but to outsiders this seems strange and horrific. The elves have adapted to these views and use this distance between our cultures and theirs to allow them their peace-seeking life.

This does not protect them from all other creatures, however. The angrolls, for example—a bloodthirsty and savage race of bipedal creatures—savagely hunt the Anarvari. The wyvere of the Steppelands also hunt the Anarvari, but do not single them out. Anything that travels along the canyons and cliffs of the western Wildelands are the prey of the wyveres.


When an Anarvari reaches the age of maturity, he or she embarks on a dream quest. Alone, on the night of his or her birth celebration, the young Anarvari must enter a giant tent with the elders and shamans of the tribe. There the disciple will consume a beverage concocted of local herbs and roots which will cause the mind to enter a trance. It is their belief that during this trance the consciousness enters the dream plane, and it is there that the Anarvari finds his or her calling. This ceremony takes a full night and day. At dusk of the following day the elf awakens and describes his vision in as much detail as possible. Then a great celebration is had, and the young Anarvari often gets his or her first tribal marking.

Those who become apprentices of the Arts—what we call magic, but what they insist is merely union with nature—are chosen by the shamans of the tribe and enter into training. Anarvari magic is subtle, often using natural components and music along with spellweaving. Like the Druids, they view magic as an extension of the five elements, so young shamans often pledge themselves to an element for their studies.


Armor-plated and hunched, an angroll is a fearsome foe—and they never travel alone.

Angrolls are a large, armored race of beings who seemingly hate all other races of Uteria. They appear to be related to the common armadillo, but their own lore denies this. They are a couple heads taller than terans, but are often slumped forward, giving them the appearance of being shorter. They are a dirty race, their armored shells often coated in dirt and matted hair hanging long from their heads. Although they seem able to speak a guttural common tongue, one usually hears only a shout before they attack.

Angrolls are cowardly creatures, never attacking unless they have superior numbers. They use all manner of weapons, usually scavenged or stolen.

Angrolls live in tribes along the Wildelands, the Wastelands, and Jaldur Desert.

—From the Bestiary Tome of Cianan

We often look down upon the filthier creatures of our world, but what is one to expect of a creature confined for so many generations to the deserts and wastes of Atheles? Might this not fuel their anger and aggression? As an experiment, I would like to take a group of them in, bathe them, and feed them well, and see if their legendary aggression might recede, and if our own arrogant impression of them as filthy creatures might fade.



  • Challenge Rating: 3 
  • Size: Medium
  • Type: Humanoid (angroll)
  • Initiative: +1


  • Hit Points: 16 (3HD: 3d8+3)
  • Armor Class: 16, touch 11, flat-footed 15 (+1 DEX, +5 natural armor)
  • Saves: Fort: +3 Ref +2 Will +1
  • Weaknesses: None


  • Speed: 40 ft. 
  • Base Attack: +3 
  • Melee: Sword +5 (1d8+2)
  • Ranged: Short Bow +4 (1d6)
  • Special Attacks: Shrill Scream, Create Sand Storm
  • Sanity Effects: —


  • Abilities: STR +2, DEX +1, CON +1, INT -2, WIS +0, CHA +0
  • Skills: Acrobatics +1, Athletics +2, Awareness +4, Endurance +1, Knowledge -2, Persuasion +0, Spellcraft -, Survival +2, Thievery +1
  • Talents: 3 points or recommended: Alertness, Blind Fight, Call of Nature (Desert/Warm Plains) 
  • Special Qualities: Hold Breath, Immunity (Disease), Curled Defense, Infected Equipment 


  • Environment: Warm Plain or Desert
  • Organization: Solitary, Pair, Hunting party (2-4), Clan (20-80)
  • Treasure: Standard plus gear.

Special Abilities

Hold Breath 

Despite living in the desert, an angroll can hold its breath for a number of minutes equal to half its Constitution score before it risks drowning.

Immunity (Disease)

Angrolls are immune to almost all diseases and their effects. While immune, they can still carry and infect other creatures.

Create Sand Storm 

If an angroll is burrowed when first encountered, it creates a violent cloud of sand and dust, in a 20-foot radius, upon bursting from the ground. Any non-angroll creature caught in this area without eye protection must make a DC 10 Reflex save, or be blinded for 1d3 rounds. Whether the character succeeds the save or not, 50% concealment applies for 1d4 rounds until the sand settles.

Shrill Scream 

Once per hour, an angroll can, as a standard action, emit a loud, piercing scream. Any non-angroll creature within 30 feet of the angroll must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same angroll’s scream for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The DC for a shaken creature is 14.

As a free action, an angroll can join in another angroll’s scream. Add +1 to the DC and +1 round to the penalty for each additional angroll joining in the scream.

Curled Defense

An angroll can, as a full-round action, curl into a ball and use its natural armor plating to protect itself. It becomes invulnerable to natural attacks and gains 5 DR to all other attacks. Curling into a defensive ball while in melee provokes an attack of opportunity, and the angroll is considered flat-footed while taking this action. It requires 3 rounds to uncurl from this position, and while uncurling it is considered helpless.

Infected Equipment

Angrolls are filthy creatures, and their equipment is just as disgusting. If any character takes equipment or items from an angroll’s body or lair without cleaning it well or casting Remove Disease, they have a 50% chance to contract an illness from the items. The increased DC is due to the prolonged contact with the infected items. Filth Fever Save Fort DC 14, onset 1d3 days, frequency 1/day, effect 1 Con damage, cure 2 consecutive saves.



A large lizard-like creature used as a herd animal and food producer in the desolate places of the world, the ank is a staple the deserts and wastes.

Anks are large, semi-domesticated, lizard-like creatures that travel the Wildelands in herds. They are useful in the dry lands due to their unique water preservation ability. They chew grasses and plants and deposit a honey-like substance into pouches near its neck. Originally, this was a survival technique for the ank alone, but as they became domesticated, they have been bred to produce a much larger supply of the substance. Not only are anks extremely useful as pack animals in the deep desert, but are also great sources of nourishment in barren lands. 

From the Journal of Jarin Plainswalker


  • Challenge Rating: 3
  • Size: Large
  • Type: Animal
  • Initiative: +1


  • Hit Points: 37 (5HD: 5d8+15)
  • Armor Class: 15, touch 9, flat-footed 15 (-1 Size, +6 Natural)
  • Saves: Fort +7 Ref +4 Will +1
  • Weaknesses: None


  • Speed: 20 ft.
  • Base Attack: +3
  • Melee: Bite +6 Melee (1d8+4) or tail slap +6 melee (1d8+4)
  • Ranged: —
  • Special Attacks:  —
  • Sanity Effects: —


  • Abilities: STR +4, DEX -1, CON +3, INT -4, WIS +1, CHA -3
  • Skills: Acrobatics +0, Athletics +6, Awareness +3, Endurance +3, Knowledge -4, Persuasion -3, Spellcraft -, Survival +1, Thievery -1
  • Talents: Alertness
  • Special Qualities: Honey Globule Growth, Low-Light Vision, Scent,


  • Environment: Warm Plain or Desert
  • Organization: Solitary, pair, herd
  • Treasure: None

Honey Globule Growth – Once per day, at the end of the day, the ank grows two honey globules as a byproduct of the sunlight it has absorbed. If consumed, these grant 1 Temporary hit point (2 hours), alleviates hunger and thirst, and cures 1 mental fatigue.


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.

Creature Compendium Hardbound Book



An ankheg is a burrowing creature who hunts by luring its prey into a trap it has set. The ankheg burrows in loose soil and creates a pit that traps the hunted. It then bores up from its hiding place to attack. It will attempt to grab its prey and drag it back into the tunnel as the loose soil closes up above.

The ankheg grows to approximately 10 feet’ long and weighs around 800 lbs.

—Creaturi Obscuria


  • Challenge Rating: 3
  • Size: Large
  • Type: Magical Beast
  • Initiative: +0


  • Hit Points: 25 (3 HD: 3d10+9)
  • Armor Class: 16, touch 9, flat-footed 16 (-1 size, +7 natural)
  • Saves: Fort +6 Ref +3 Will +2


  • Speed: 30 ft., burrow 20 ft.
  • Base Attack: +3
  • Melee: Bite +5 (2d6+4 plus 1d4 Acid and Grab)
  • Special Attacks: Spit Acid, Grab


  • Abilities: STR +3, DEX +0, CON +3, INT -5, WIS +1, CHA -2
  • Skills: Acrobatics +0, Athletics +3, Awareness +6, Endurance +3, Knowledge -, Persuasion -2, Spellcraft -, Survival +1, Thievery +0
  • Talents: Investigator
  • Special Qualities: Darkvision 60 ft., Low-light Vision, Tremorsense 60 ft.


  • Environment: Warm Plain or Desert
  • Organization: Solitary, cluster (2-4)
  • Treasure: None or Incidental 

Spit Acid

Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves damage). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. 


A wisp of fluttering light is all that can be seen on the material plane, but in the In-Between, the apparition retains its form from its birth. Whatever that may be.  



Challenge Rating: 5

Size: Medium

Type: Fey (Navirite)

Initiative: +5



Hit Points: 47 (5d8+25)

Armor Class: 18, touch 18, flat-footed 15 (+5 natural, +3 Dex),

Saves: Fort +5, Ref +4, Will +7

Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron



Speed: Fly 60’

Base Attack: +3

Melee: Material plane – Touch +6 (1d6 negative energy plus 1d6 CON drain) In-Between – (2) Claw +8 (1d8+3 + gain 3 HP)

Ranged: None

Special Attacks: —

Sanity Effects: First Encounter 1/1d6



Abilities: STR -, DEX 17, CON -, INT 14, WIS 4, CHA 15

Skills: Acrobatics +3, Athletics +2,  Awareness +10,  Endurance +1, Knowledge +2, Persuasion +3, Spellcraft –, Survival +1, Thievery +4

Talents: 3 points or recommended: Blind Fight, Improved Initiative, Run

Special Qualities: Damage reduction 5 or Legacy/Silver/Amarnium/Aradan steel/cold iron, Awareness +5, Darkvision 60’,  Sense the Living



Environment: Any/In-Between

Organization: solitary, gathering (3-6)


Treasure: None


Constitution Drain – Creatures clawed by a apparition must succeed at a DC 17 Fortitude save or take 1d6 points of Constitution damage. One each successful hit, an apparition gains 5 temporary hit points.


Attack – an apparition does damage based on where its target exists. If the target is in Atheles, they take the touch attack, while those in the In-Between take normal damage.


Sense the Living – Apparitions are drawn to places with lots of people, though they can not harm them unless they are near a source of power such as a waystone. If a living creature is in the In-Between, apparitions will be drawn to them and try their best to kill and trap the living person in the limbo that they live in.




Challenge Rating: 6

Size: Medium

Type: Fey (Navirite)

Initiative: +4



Hit Points: 65 (6HD)

Armor Class: 19, touch , flat-footed  (+4 natural, +5 Dex)

Saves: Fort +4 Ref +9 Will +9

Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron



Speed: 30

Base Attack: +10

Melee: +10

Ranged: +15

Special Attacks: Ability Warp,  spell-like abilities – dancing lights, daze, dispel magic, snare, improved invisibility

Sanity Effects: Attack Sanity 1/2d6



Abilities: STR 11, DEX 19, CON 12, INT 18, WIS 13, CHA 18

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

Talents: 4 points or recommended: Advantage, Deceitful,

Special Qualities: Damage Reduction 5 or Legacy/Silver/Amarnium/Aradan Steel/cold iron,






Treasure: Standard


Spell-Like Abilities

At will— dancing lights,daze, snare (DC 13); 3/day— dispel magic (DC 13); 1/day—improved invisibility (DC 15). The save DCs are vs. Will.


Ability Warp

An ashiron can drain an ability, HP, or mana from a target creature and grant it to themselves or another creature. They must succeed at a Heroic Action (INT vs Will) while the target is visible. A creature being granted the drained energy may resist with a Will save DC15. A target’s ability score, HP, or mana can not be reduced below 4.



Challenge Rating: 6

Size: Medium

Type: Navirite Fey

Initiative: +5



Hit Points: 73 (7HD)

Armor Class: 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)

Saves: Fort +10 Ref +6 Will +5

Weaknesses: Cold Iron



Speed: 30ft

Base Attack: +7

Melee: 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7), bite +7 (1d6+2)

Special Attacks: sneak attack +2d6
Constant-see invisibility, At will-darkness, dispel magic, 1/day-summon creature



Abilities: STR 21, DEX 13, CON 20, INT 14, WIS 13, CHA 16

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

Talents: Improved Initiative, Unbreakable Will, Skilled, Stealthy

Special Qualities: protective slime; DR 10/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10;



Environment: Any

Organization: solitary, pair, or gang (3–8)


Treasure: Standard (longspear, other treasure)


Protective Slime

A layer of acidic slime coats a babau’s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage is greater than the weapons HP, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.


Sneak Attack

A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied their Dexterity bonus, or when the babau is flanking.



Challenge Rating: 5

Size: Medium

Type: Magical Beast

Initiative: -1



Hit Points: 52 (7HD)

Armor Class: 17, touch 9, flat-footed 17 (-1 Dex, +8 Natural)

Saves: Fort +9 Ref +4 Will +5

Weaknesses: Mirrors


Speed: 20ft

Base Attack: +7

Melee: Bite +10 (1d8+4)

Special Attacks: Gaze



Abilities: STR 16, DEX 8, CON 15, INT 2, WIS 13, CHA 11

Skills: Acrobatics -1, Athletics +3,  Awareness +5, Endurance +2, Knowledge N/A, Persuasion +0, Spellcraft +2, Survival +1, Thievery -1

Talents: Blind Fight, Great Fortitude, Unbreakable Will, Investigator

Special Qualities: Darkvision 60ft



Environment: any

Organization: solitary, pair, or colony (3–6)


Treasure: Incidental



Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC 15 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.



Challenge Rating: 3

Size: Large (8’)

Type: Animal

Initiative: +4



Hit Points: 34 ( 7d6 +8)

Armor Class: 16, touch 14, flat-footed 12 (+4 DEX, +2 natural)

Saves: Fort 8 Ref 8 Will 0

Weaknesses: None



Speed: 30’, 40’ jump, 20’ climb

Base Attack: +3

Melee: Tongue +6 (grab), bite  +6 (2d4+3 plus grab)

Ranged: Venom +7

Special Attacks: Blinding Venom, Tongue, Grab, Swallow Whole

Sanity Effects: —



Abilities: STR 15, DEX 18, CON 14, INT 1, WIS 11, CHA 3

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

Talents: 2 points or recommended: Alertness, Blindfight

Special Qualities: low light vision



Environment: warm marshes, underground, aquatic

Organization: solitary, pair


Treasure: Incidental



A beelzebuf’s tongue is a primary attack with reach equal to 40’. A beelzebuf’s tongue deals no damage on a hit, but can be used to grab.



When hit with an attack that also does grab, the attacker and defender must roll a heroic action. If the defender loses, they become grappled. They must succeed at a Heroic Action during their turn to free themselves.


Blinding Venom

A beelzebuf can spit a glob of venom over 30’. This sticky liquid covers the target and can cause blindness for 2d4 rounds. This attack is a ranged touch attack and the defender can negate the blindness with a DC 14 Fort roll.


Swallow Hole

If a beelzebuf has grappled an opponent with its tongue, it can then swallow the opponent as a free action (if Medium or smaller in size) at the beginning of its turn. Once swallowed the victim takes 1d6 acid damage per round. The victim can try to climb out with a Heroic Action or damage the beelzebuf from the inside. Inside the beelzebuf has the same HP, but only half its AC.