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Dramatis Personae & Bestiary

Dramatis Personae & Bestiary

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Author Typesetting J. Snave Enyap J. Evans Payne

Monster & Character Art Proofreading Beattin A. Dedhaurs Karen Martin, Jack Kaiser Introduction

Cover Scene Art Indexing Adobe InDesign Jack Kaiser

Iconography J. Payne

Design & Concept Jason Payne

Developer Jason E. Payne

Producer Jason Evans Payne

Editor J. E. Payne

Layout and Graphic Design Jason E. P.

Cover Art and Logos Enyap Nosaj

Cartography J. Evans Payne Infinium Game Studio is: CEO VP Marketing & Sales J. Evans Payne J. Evans Payne

Creative Director CFO J. Evans Payne J. Evans Payne

Lead Editor Artistic Director J. Evans Payne J. Evans Payne Legal Stuff

Aquilae: Bestiary of the Realm for DCC © 2020 J. Evans Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/ Payne. pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse Reproduction without the written permission of the author this product. is expressly forbidden. Dark Obelisk, Berinncorte, Mondaria, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the SamplePathfinder Roleplaying Game and the Pathfinderfile Roleplaying Game and Aquilae are trademarks of Infinium Game Studio, all Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used rights reserved. under the Pathfinder Roleplaying Game Compatibility License. See http:// All characters, names, places, items, art and text herein are copyrighted by J. paizo.com/pathfinderRPG/compatibility for more information on the Evans Payne. The mention of or reference toany company or product in these compatibility license. pages is not a challenge to the trademark or copyright concerned. Some artwork courtesy Publisher’s Choice Quality Stock Art (c) Rick Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Hershey / Fat Goblin Games. 2 Dedication

Aquilae: Bestiary of the Realm is dedicated to my long-suffering wife, who, for countless dozens—in truth, well over a hundred—evenings, endured my relentless clicking to bring the crunch herein to life. Introduction Foreward This project was born of two urgent desires, formed in the But it irked me still. early days of D&D. Fast forward a few decades, and I just decided to do it my Back during the BECMI boxed-set era, I was in middle school, own damn self. and I discovered tabletop roleplaying games. And I was in We’ve seen much of this come to pass, of course. Video love. Deeply, irrevocably in love. games like the Elder Scrolls games implement scaling But my new love had two problems. Teen romance, amirite? monsters, so that an orc is a threat no matter how potent your character becomes. Playing brutally challenging games Firstly, she was picky. Her published adventures stated such as the Dark Souls line, you have to always be careful of in bold font, right on their covers, that only PCs of certain even the very earliest beasties, lest your impatience lead to levels need apply. I several times ignored her warning, and your doom, regardless of how potent you have grown. ventured forth, only to discover the sensibility of her dictum, for this way lies the path of either boredom or certain Similarly, online resources like the Pathfinder SRD collect destruction. Though I saw the Intelligence of her claims, still monsters across a wide range of sources and present them I longed for an adventure more accessible to all: my PC got to alphabetically. be 10th level, but her reward is to be closed off from newly- When I set out to create Dark Obelisk 1: Berinncorte, I knew released adventures that gated her off in favor of “PCs of 4th that I wanted it to be accessible, playable in earnest, by PCs to 6th level”? Similarly, just because my PC has gained in of any level. power, she shouldn’t be intimidated by monsters of a certain description any longer? That simple, middle-school naivete has now driven thousands of pages of dynamic adventure content. It seemed that somehow, it should be possible to fashion adventure content that scales more dynamically. And now, though this is but one volume of six, it has yielded a true fulfillment of my middle-school-self’s desires. My new love’s second fault was actually one of my favorite things about her: the Monstrous Compendium. Here’s hoping it brings your gaming group joy. For those under a certain age reading this, a bit of context, here. In those days of limited entertainment options, the Trapper Keeper was king. It was the coolest, most essential J. Evans Payne school supply. Yeah, sure, it was really just a glorified three- Malvern, Pennsylvania ring binder. But it was a binder you could make into pretty much whatever combination of tools you felt you needed January 2020 (spoiler: you didn’t need any of it, not really). So when the AD&D Monstrous Compendium was released, it felt in many ways like the ultimate culmination of geekery: an RPG sourcebook that masqueraded as the coolest school tool. It made any DM feel like they were in a legitimate profession, a job, a place of importance, and it added authority to the gaming table. Plus it was just damned cool. There was just one problem. Monsters were presented alphabetically. That was great; made for some pretty easy reference and searching. But pages were printed back-to-back. So, a single sheet might contain information about two different monsters. That was all well and good until you purchased your second MC pack (remember Spelljammer?): what, then, to do, to keep things alphabetized? It was a frustrating hassle. Now, youSample might well point out that it simply doesn’t matter file that much, to have every monster alphabetized. And even my middle-school self, in the moment, still realized the futility and pointlessness of this irk. It didn’t matter. Not really.

3 Table of Contents Colophon 2 Jocta (Fire) 85 Linnorm (Ice) 157 Megafauna (Arsinoitherium) 222 Foreward 3 Jocta (Water) 86 Linnorm (Taiga) 158 Megafauna (Baluchitherium) 223 Table of Contents 4 Jorogumo 87 Linnorm (Tarn) 159 Megafauna (Basilosaurus) 224 Introduction 7 Jubjub Bird 88 Linnorm (Tor) 160 Megafauna (Glyptodon) 225 Herd Animal (Ram) 13 89 Lion 161 Megafauna (Megalania) 226 Herd Animal (Stag) 14 Julunggali 90 Lion (Dire) 162 Megafauna (Megaloceros) 227 Introduction Herd Animal (Storval Aurochs) 15 Jyoti 91 Living Topiary 163 Megafauna (Megatherium) 228 Hippocampus 16 Kakapo 92 Living Wall 164 Megaprimatus 229 Hippocampus (Divine) 17 Kakuen-Taka 93 Lizard 165 Memitim 230 Hippocampus (Giant) 18 Kamadan 94 Lizard (Celestial) 166 Menotherian (Herald of Passion) 231 Hippocampus (Polar) 19 Kami (Jinushigami) 95 Lizard (Fiendish) 167 Mephit (Air) 232 Hippogriff 20 Kami (Jinushigami, Elder Glacier) 96 Lizard (Giant Chameleon) 168 Mephit (Dust) 233 Hippopotamus 21 Kami (Jinushigami, Elder Great Lizard (Giant Frilled) 169 Mephit (Earth) 234 Hippopotamus (Behemoth) 22 Reef) 97 Lizard (Giant Gecko) 170 Mephit (Fire) 235 Hippopotamus (Pygmy) 23 Kami (Jinushigami, Elder Mountain) Lizard (Horned) 171 Mephit (Ice) 236 Hive Larva Swarm 24 98 Lizard (Monitor) 172 Mephit (Magma) 237 Hive Queen 25 Kami (Jinushigami, Elder Volcano) Lizardfolk 173 Mephit (Ooze) 238 Hive Warrior 26 99 Llama 174 Mephit (Salt) 239 Hobgoblin 27 Kami (Kodama) 100 Locathah 175 Mephit (Steam) 240 Hodag 28 Kami (Shikigami) 101 Locust () 176 Mephit (Water) 241 Hollow Serpent 29 Kami (Toshigami) 102 Locust (Giant) 177 Mercane 242 Homunculus 30 Kami (Zuishin) 103 Locust (Sawleg) 178 Merfolk 243 Horse 31 Kappa 104 Locust Swarm 179 Merrow (Freshwater) 244 Horse (Pony) 32 Kapre 105 Lorelei 180 Merrow (Saltwater) 245 Hound of Tindalos 33 Kaprosuchus 106 Lorthact (Devil, Infernal Duke) 181 Mi-Go 246 House Spirit (Domovoi) 34 Karkinoi 107 Lukwata 182 Mihstu 247 House Spirit (Dvorovoi) 35 Karumzek 108 Lunarma 183 Mimic 248 House Spirit (Ovinnik) 36 Kasatha 109 Lurker Above 184 Mind Eater 249 Howler 37 Kech 110 Lurker in Light 185 Mindslaver Mold 250 Huecuva 38 Kelpie 111 Lycanthrope (Werebear, Common) Minotaur 251 Huldra 39 Kelpie’s Wrath (Herald of the Pirate 186 Mite 252 Queen) 112 Humbaba 40 Lycanthrope (Werebear, Human Moa 253 Khaei 113 Hungerer 41 Form) 187 Mobogo 254 Kirin 114 Hungry Flesh 42 Lycanthrope (Werebear, Hybrid Mockingfey 255 Koala 115 Hungry Fog 43 Form) 188 Mohrg 256 Kobold 116 Hyakume 44 Lycanthrope (Wereboar, Human Mole 257 Kongomato 117 Form) 189 Hydra 45 Mole (Giant) 258 Korir-Kokembe 118 Lycanthrope (Wereboar, Hybrid Hydra (Cryohydra) 46 Mongoose 259 Korred 119 Form) 190 Hydra (Pyrohydra) 47 Mongoose (Celestial) 260 Kraken 120 Lycanthrope (Wererat, Human Hyena 48 Mongoose (Fiendish) 261 Krenshar 121 Form) 191 Hyena (Dire) 49 Mongrelman 262 Hypnalis 50 Kyton 122 Lycanthrope (Wererat, Hybrid Form) 192 Monkey 263 Ijiraq 51 Kyton (Augur) 123 Lycanthrope (Weretiger, Common) Monkey (Celestial) 264 Iku-Turso 52 Kyton (Eremite Overlord) 124 193 Monkey (Fiendish) 265 Immortal Ichor 53 Kyton (Eremite) 125 Lycanthrope (Weretiger, Human) Moon-Beast 266 Kyton (Interlocutor) 126 Imp 54 194 Moonflower 267 Kyton (Lampidarius) 127 Incutilis 55 Lycanthrope (Weretiger, Hybrid Moose 268 Kyton (Ostiarius) 128 Inevitable (Arbiter) 56 Form) 195 Morlock 269 Kyton (Sacristan) 129 Inevitable (Kolyarut) 57 Lycanthrope (Werewolf, Human Mosquito (Giant) 270 Kyton (Termagent) 130 Inevitable (Lhaksharut) 58 Form) 196 Mosquito Swarm 271 Lamia 131 Inevitable (Marut) 59 Lycanthrope (Werewolf, Hybrid Mother’s Maw 272 Lamia Matriarch 132 Inevitable (Zelekhut) 60 Form) 197 Moth 273 Lammasu 133 Invisible Stalker 61 Maenad 198 Mothman 274 134 Ioun Wyrd 62 Machine Soldier 199 Moxix (Stone Demon) 275 Lamprey 135 Irminsul 63 Maftet 200 Mu Spore 276 Lawgiver 136 Iron Cobra 64 Maggot (Giant) 201 Mudlord 277 Leaf Ray (Fall) 137 Iron Cobra (Adamantine Cobra) 65 Magma Ooze 202 Mummy 278 Leaf Ray (Spring/Summer) 138 Iron Cobra (Cold Iron Cobra) 66 Magma Ooze (Brimstone) 203 Myceloid 279 Leaf Ray (Winter) 139 Iron Cobra (Darkwood Cobra) 67 Magma Ooze (Crystalline) 204 Myrmecoleon 280 Leanan Sidhe 140 Iron Cobra (Mithral Cobra) 68 Magma Ooze (Poisonous) 205 Naga (Dark) 281 Leech (Giant) 141 Isitoq 69 Magmin 206 Naga (Guardian) 282 Leech Swarm 142 Isopod (Giant) 70 Manananggal 207 Naga (Lunar) 283 Lemming 143 Jabberwock 71 Mandragora 208 Naga (Royal) 284 Leng Spider 144 Jackalwere 72 Manitou 209 Naga (Spirit) 285 Leprechaun 145 Jack-O’-Lantern 73 Manticore 210 Naga (Water) 286 Leshy (Fungus) 146 Jellyfish (Crimson) 74 Mantis (Deadly) 211 Nagaji 287 Leshy (Gourd) 147 Jellyfish (Death’s Head) 75 Mantis Shrimp (Giant) 212 Narwhal 288 Leshy (Leaf) 148 Jellyfish (Giant) 76 Mantis (Giant) 213 Necrophidius 289 Leshy (Seaweed) 149 Jellyfish (Sapphire) 77 Marine Iguana 214 Neh-Thalggu 290 Leucrotta 150 Jellyfish (Vampire) 78 Marsupial (Kangaroo) 215 Neothelid 291 JellyfishSample (Whaler) 79 Leucrotta (Crocotta) 151 Marsupial (Thylacine) file216 Nependis 292 Lich 152 Jellyfish Swarm 80 Marsupial Devil 217 Nephilim 293 Liminal Sprite 153 Jerboa 81 Marsupial Lion 218 Nereid 294 Linnorm (Cairn) 154 Jinmenju 82 Medusa 219 Nightgaunt 295 Linnorm (Crag) 155 Jocta (Air) 83 Meerkat 220 Nightmare 296 Linnorm (Fjord) 156 Jocta (Earth) 84 Megafauna (Archelon) 221 Nightmare (Cauchemar) 297

4 Nightripper 298 Phoenix 374 Red Reaver 451 Shark (Great White) 528 Nightshade (Nightcrawler) 299 Phycomid 375 Redcap 452 Shark (Hammerhead) 529 Nightshade (Nightwalker) 300 Pickled Punk 376 Reefclaw 453 Shark (Jigsaw) 530 Nightshade (Nightwave) 301 Pig 377 Reindeer 454 Shark (Tiger) 531 Nightshade (Nightwing) 302 Pipefox 378 Remorhaz 455 Shedu 532 Night Monarch (Herald of Dreams) Pixie 379 Retriever 456 Shinigami 533 303 Plasma Ooze 380 Revenant 457 Shining Child 534 Introduction Ningyo 304 Platypus 381 Rhamphorhynchus 458 Shobhad 535 Nixie 305 Plesiosaurus 382 Rhinoceros 459 Shocker Lizard 536 Nixie (Bog) 306 Poltergeist 383 Rhinoceros (Woolly) 460 Shoggoth 537 Norn 307 Pooka 384 Robot (Annihilator) 461 Shoki 538 Nuckelavee 308 Popobala 385 Robot (Gearsman) 462 Shredskin 539 Nue 309 Poppet (Small) 386 Robot (Myrmidon) 463 Shriezyx 540 Nycar 310 Poppet (Tiny) 387 Roc 464 Shulsaga 541 311 Porcupine 388 Rokurokubi 465 Sikari Macaque Swarm 542 Oceanid 312 Porcupine (Giant) 389 Roper 466 Simurgh 543 Ochre Jelly 313 Primate (Baboon) 390 Rukh 467 Sinspawn (Envyspawn) 544 Octopus 314 Primate (Monkey Swarm) 391 Rukh (Juvenile) 468 Sinspawn (Gluttonspawn) 545 Octopus (Blue-Ringed) 315 Prionosuchus 392 Rusalka 469 Sinspawn (Greedspawn) 546 Octopus (Giant) 316 Protean (Imentesh) 393 Rust Monster 470 Sinspawn (Lustspawn) 547 Ogre 317 Protean (Keketar) 394 Sabosan 471 Sinspawn (Pridespawn) 548 Ogrekin 318 Protean (Nanuet) 395 Sagari 472 Sinspawn (Slothspawn) 549 Oma 319 Protean (Voidworm) 396 Saguaroi 473 Sinspawn (Wrathspawn) 550 Oni (Fire Yai) 320 Pseudodragon 397 Sahuagin 474 Siren 551 Oni (Ice Yai) 321 Pseudosphinx 398 Salamander 475 Siyokoy 552 Oni (Kuwa) 322 Pseudowyvern 399 Samsaran 476 Skeletal Champion 553 Oni (Ogre Mage) 323 Psychopomp (Ahmuuth) 400 Sandman 477 Skeleton 554 Oni (Spirit) 324 Psychopomp (Catrina) 401 Sandpoint Devil 478 Skeleton 555 Oni (Void Yai) 325 Psychopomp (Morrigna) 402 Sarcovalt 479 Skeleton Barbarian 556 Oni (Voidlord) 326 Psychopomp (Nosoi) 403 Sard 480 Skinstitch (Enhanced) 557 Oni (Water Yai) 327 Psychopomp (Vanth) 404 Sargassum Fiend 481 Skinstitch (Resilient) 558 Orc 328 Psychopomp (Yamaraj) 405 Sasquatch 482 Skinstitch (Standard) 559 329 Ptarmigan 406 Satyr 483 Skinwalker 560 Oronci 330 Pufferfish 407 Sawdust Slough 484 Skulk 561 Orsheval 331 Puffin 408 Sayona 485 Skull Ripper 562 Osprey 332 Pukwudgie 409 Scarecrow 486 Skum 563 Osprey (Celestial) 333 Purple Worm 410 Scarlet Walker 487 Skunk 564 Osprey (Fiendish) 334 Python (Riding) 411 Scaeduinar 488 Skunk (Giant) 565 Otter 335 Qallupilluk 412 Scorpion (Black) 489 Sleipnir 566 Otyugh 336 Qlippoth (Augnagar) 413 Scorpion (Cave) 490 Slime Mold 567 Owb 337 Qlippoth (Chernobue) 414 Scorpion (Deadfall) 491 Slithering Sundew 568 Owl 338 Qlippoth (Cythnigot) 415 Scorpion (Ghost) 492 Slithering Tracker 569 Owl (Celestial) 339 Qlippoth (Iathavos) 416 Scorpion (Giant Emperor) 493 Sloth 570 Owl (Fiendish) 340 Qlippoth (Nyogoth) 417 Scorpion (Giant) 494 Slug (Giant) 571 Owl (Giant) 341 Qlippoth (Shoggti) 418 Scorpion (Lashtail) 495 Slug (Leopard) 572 Owl (Great Horned) 342 Qlippoth (Thulgant) 419 Scorpion (Greensting) 496 Slurk 573 Owl (Snowy) 343 Quickling 420 Scylla 497 Snail Kite 574 Owlbear 344 Quickwood 421 Sea Anemone (Giant) 498 Snail Kite (Celestial) 575 Pale Stranger 345 Rabbit 422 Sea Bonze 499 Snail Kite (Fiendish) 576 Panda 346 Raccoon 423 Sea Cat 500 Snake (Anaconda) 577 Panda (Red) 347 Ragewight 424 Sea Krait 501 Snake (Constrictor) 578 Parasite (Giant Rot Grub) 348 Rajput Ambari 425 Sea Krait (Celestial) 502 Snake (Emperor Cobra) 579 Parasite (Rot Grub Swarm) 349 Rakshasa 426 Sea Krait (Fiendish) 503 Snake (Giant Anaconda) 580 Pard 350 Rakshasa (Dandasuka) 427 Sea Serpent 504 Snake (King Cobra) 581 Parrot 351 Rakshasa (Maharaja) 428 Sea Serpent (Deep) 505 Snake (Reef) 582 Parrot (Celestial) 352 Rakshasa (Marai) 429 Seahorse (Giant) 506 Snake (Venomous) 583 Parrot (Celestial) 353 Rakshasa (Raktavarna) 430 Seahorse (Killer) 507 Snallygaster 584 Pavbagha 354 Rash Creeper 431 Seal 508 Solifugid (Albino Cave) 585 Peacock 355 Rast 432 Seaweed Siren 509 Solifugid (Giant) 586 Peafowl 356 Rat 433 Selkie 510 Soul Eater 587 Pech 357 Rat (Celestial) 434 Seps 511 Soulbound Doll 588 Pegasus 358 Rat (Dire) 435 Seps (Juvenile) 512 Sounbound Mannequin 589 Pegasus (Heroic) 359 Rat (Donkey) 436 Serpentfolk 513 Soulbound Shell (Cleric) 590 Peluda 360 Rat (Fiendish) 437 Serpentfolk (Degenerate) 514 Soulsliver 591 Pengiun 361 Rat (Riding) 438 Seru 515 Spawn of Yog-Sothoth 592 Peri 362 Rat King 439 Seugathi 516 Spectre 593 Personification of Fury 363 Rat Swarm 440 Shadow 517 Spellscar Fext 594 Peryton 364 Ratfolk 441 Shadow (Greater) 518 Sphinx (Androsphinx) 595 Petitioner 365 Ratling 442 Shadow Demon 519 Sphinx (Criosphinx) 596 Petrifern 366 Raven 443 Shadow Mastiff 520 Sphinx (Gynosphinx) 597 PetrifiedSample Maiden 367 Raven (Celestial) 444 Shae 521 Sphinxfile (Hieracosphinx) 598 Phantom (Ectoplasmic) 368 Raven (Fiendish) 445 Shambling Mound 522 Spider (Black Widow) 599 Phantom (Incorporeal) 369 Ravener (Red Wyrm) 446 Shantak 523 Spider (Cutlass) 600 Phantom Armor (Giant) 370 Ravenous Tumbleweed 447 Shard Slag 524 Spider (Drain) 601 Phantom Armor (Guardian) 371 Ray (Manta) 448 Shark (Blue) 525 Spider (Dream) 602 Phantom Fungus 372 Ray (Stingray) 449 Shark (Bull) 526 Spider (Giant Black Widow) 603 Phase Spider 373 Razor Fern 450 Shark (Dire) 527 Spider (Giant Crab) 604 5 Spider (Giant Tarantula) 605 Titan (Thanatotic) 682 Wasp Swarm 759 Zombie Lord (Minotaur) 836 Spider (Giant) 606 683 Water Orm 760 Zombie (Void) 837 Spider (Goliath) 607 Toad (Celestial) 684 Water Strider (Giant) 761 Zomok 838 Spider (Ogre) 608 Toad (Fiendish) 685 Water Strider (Nymph) 762 Zoog 839 Spider (Scarlet) 609 Toad (Giant) 686 Water Wraith 763 Zuvembie 840 Spider (Web Tyrant) 610 Toad (Glacier) 687 Weasel 764 Open Gaming License (OGL) 841

Introduction Spider Eater 611 Tojanida 688 Weasel (Celestial) 765 Spider Swarm 612 Tooth Fairy 689 Weasel (Fiendish) 766 Spiny Starfish 613 Tophet 690 Weasel (Dire) 767 Spriggan 614 Tortoise 691 Weasel (Giant) 768 Spring-Heeled Jack 615 Tortoise (Giant) 692 Weedwhip 769 Sprite 616 Tortoise (Immense) 693 Wendigo 770 Squid 617 Totenmaske 694 Whale 771 Squid (Giant) 618 Toucan 695 Whale (Companion) 772 Squid (Vampire) 619 Toucan (Celestial) 696 Whale (Great White) 773 Squirrel 620 Toucan (Fiendish) 697 Whirlmaw 774 Squirrel (Flying) 621 Trapper 698 Wickerman 775 Star Monarch 622 Treant 699 Wight 776 Star-Spawn of Cthulhu 623 Treant (Tobongo) 700 Wight (Brute) 777 Steward of the Skein 624 Treerazer 701 Wight (Cairn) 778 Stirge 625 Trilobite 702 Wight (Frost) 779 Strix 626 Triton 703 Wikkawak 780 Stymphalidies 627 Troglodyte 704 Will-o’-Wisp 781 Suli 628 Troll 705 Winterwight 782 Sunlord Thalachos 629 Troll (Ice) 706 Witchcrow 783 Suture Vine 630 Troll (Jotund) 707 Witchcrow (Greater) 784 Svartalfar 631 Troll (Moss) 708 Witchfire 785 Svirfneblin 632 Troll (Rock) 709 Witchwyrd 786 Swan (Trumpeter) 633 Troll (Scrag) 710 Wolf 787 Swan Maiden 634 Trollhound 711 Wolf (Cinder) 788 Swarm (Snake) 635 Troodon 712 Wolf (Dire) 789 Swarm (Venomous Snake) 636 Trox 713 Wolf (Tinder) 790 Sylph 637 Tuatara 714 Wolfdog 791 Syrinx Adept 638 Tunche 715 Wolf-in-Sheep’s-Clothing 792 Talmandor 639 Tupilaq 716 Wolliped 793 Taniniver 640 Turtle (Giant Snapping) 717 Wolverine 794 Tanuki 641 Turtle (Snapping) 718 Wolverine (Dire) 795 Taotieh 642 Twigjack 719 Worg 796 Tardigrade (Giant) 643 Tyrant Jelly 720 Worg (Winter Wolf) 797 Tarrasque 644 Tzitzimitl 721 Worm That Walks 798 Tarsier 645 Udaeus 722 Woundwyrm 799 Tataka (Rakshasa) 646 Uintatherium 723 Wraith 800 Tatzlwyrm 647 Umbral Sheperd 724 Wyrwood 801 Tendriculos 648 Undine 725 Wysp (Aether) 802 Tenebrous Worm 649 Unicorn 726 Wysp (Air) 803 Tengu 650 Urdefhan 727 Wysp (Earth) 804 Tentamort 651 728 Wysp (Fire) 805 Termite (Giant) 652 Vampire 729 Wysp (Water) 806 Terra-Cotta Soldier 653 Vampire Spawn 730 Wyvern 807 Thais (Herald of Freedom) 654 Vampiric Mist 731 Xacarba 808 The First Blade 655 Vanara 732 Xanthos 809 The Grand Defender 656 Vargouille 733 Xenopterid 810 The Grim White Stag 657 Vegepygmy 734 Xiao 811 The Menotherian 658 Veiled Master 735 Xill 812 The Old Man 659 Vemerak 736 Xocothian 813 The Prince in Chains 660 Vendenopterix 737 814 The Spirit of Adoration 661 Vespergaunt 738 Xtabay 815 The Stabbing Beast 662 Vetala 739 Yak 816 Therizinosaurus 663 Viduus (Psychopomp) 740 Yaoguai 817 Thin Man 664 Violet Fungus 741 Yellow Musk Creeper 818 Thoqqua 665 Viper 742 Yeth Hound 819 Thrasfyr 666 Viper (Celestial) 743 Yeti 820 Thriae Queen 667 Viper (Fiendish) 744 Yhohm 821 Thriae Seer 668 Viper Vine 745 Yithian 822 Thriae Soldier 669 Vishkanya 746 Ypotryll 823 Thrush 670 Vodyanoi 747 Yrthak 824 Thunderbird 671 Volnagur (The End-Singer) 748 Yuki-Onna 825 Tiberolith 672 Voonith 749 Yzobu 826 Tick (Giant) 673 Vouivre 750 Zebra 827 Tick Swarm 674 Vulture 751 Zentragt 828 TieflingSample 675 Vulture (Giant) 752 Zelishkar of the Bitter Flame 829 file Tiger 676 Wallaby 753 Zhyen (Air) 830 Tiger (Dire) 677 Walrus 754 Zhyen (Earth) 831 Tikbalang 678 Walrus (Emperor) 755 Zhyen (Fire) 832 Titan (Elysian) 679 Warsworn 756 Zhyen (Water) 833 Titan (Fomorian) 680 Wayang 757 Zombie 834 Titan (Hekatonkheires) 681 Wasp (Giant) 758 Zombie (Juju) 835 6 Introduction

concept is explored in full, with hundreds of additional What Is This Book? resources and references, in the FlexAI Guidebook, usable on its own, or as a valuable companion tome to this bestiary. Introduction This book is intended to be any or all of the following. These are listed in no particular order. Novelty: Of the 6,400 complete statblocks in this bestiary, 4,800 of them are entirely new, forged using existing game • An authoritative listing of monsters for use in any mechanics, guidelines, templates, resources, and rules. A campaign setting, for adventuring parties of any size, and full 75% of the creatures described herein were created any level. solely for the purposes of letting GMs use monsters for party levels above, or below, the levels “intended” originally • A means of using any existing monster with adventures of when the monsters were published to begin with. In this any level and difficulty. sense, this work is not only an assemblage of monsters in a • A compendium of newly-created monsters, born of single repository, but also the single largest source of new inspiration from existing beasties you may already know creatures ever conceived. and love. Thoroughness: Every monster. Ever. Assembled in a single • A single-source reference and repository, listing every place. single possible monster in easy-to-reference alphabetical Integration with FlexTale: All Infinium Game Studio order. adventures and other products use the FlexTale approach In short, how you use this book is really dependent upon you to adventure content. This innovative approach attempts and your needs as a GM. to make all adventure content accessible and appropriate to all PC parties, of all levels. Aquilae: Bestiary of the Realm enables FlexTale support for every monster, ever published. Strengths Making Existing Adventures Dynamic: If you have This book is immensely valuable for GMs who want to published adventures that do not use the FlexTale approach, introduce a truly formidable amount of creatures into their you can use this bestiary to adapt them to parties of any campaign, and to do so in a flexible manner. level. Prep Time: Aquilae: Bestiary of the Realm is a peerless Construction: Each and every monster has been “built” or resource for GMs who want to minimize preparation time, “constructed”, rather than simply fabricated. The meaning or who want to through new, unexpected combinations of here is a little obtuse, so in more detail: each monster monsters at their players. has been incarnated from its starting statblock, and then modified up and down as appropriate to generate the Crunch: There is no other work that assembles, generates, resulting quartet of statblocks you find herein. Hit dice have and makes available this level of pure crunch, of instantly- been modified, feats granted, and other tricks to produce usable gaming statistics in an accessible format. contextually-appropriate scales of challenge. Statblocks have not simply been “fiddled with”, but rather templates Single Point of Reference: Each monster entry is designed and other tools have been applied to generate the results you to be self-contained, as much as possible: in nearly all cases, see. It would have been easier—SO MUCH easier!—to simply you should be able to use the creature’s entry on its own, fabricate statblocks and boosts, but this approach results in without referencing any other publications or materials. much richer and more true-to-the-rules mechanics. Flexibility: If you’ve always been frustrated by the restrictions of a given adventure being appropriate only “for levels 4-6”, then this bestiary is for you! When to Use This Book Rigor: Each and every one of the statblocks in this In short, turn to this book as a gaming tool when: tome was constructed using published game mechanics, templates, rules, and resources. Most have been playtested • You want to run an adventuring session quickly, with zero in actual gaming groups, or simulated in extensive combat preparation. scenarios across a range of PC compositions, levels, and • You want to run an Infinium Game Studioadventure, or sizes. Although every single monster is not going to pose another published adventure that leverages the FlexTale the identical challenge to every party—see “Weaknesses”, approach to dynamic, scaled adventure content. below—every creature is constructed as best as possible to represent that monster at that level of difficulty. • You want to introduce a monster that is not commonly associated with the level that the PCs in your gaming Intelligence: The next section of this book introduces group currently are. FlexAI. This is a revolutionarily complex, yet accessible, means of simulating dynamic, contextually-appropriate • You want to surprise seasoned players with monsters monsterSample behavior in combat encounters. Each and every that they may dismiss as far beyond,file or far beneath, their monster includes full FlexAI rules, including its combat capabilities. Role and variation, so you know how it is likely to behave in • You want the ease of having a single, authoritative combat. This mechanic and approach takes the place of the compendium of every single monster, ever, in a single somewhat more pedestrian “Combat Behavior” description bookshelf of volumes. that most bestiaries include alongside statblocks. This

7 • You want to introduce random, but contextually inappropriate for lower-level adventurers, even if they’re appropriate, artificial intellligence-driven behavior to listed as “Low” difficulty level. Level 2 PCs cannot hit a monsters in your adventures. monster with an insanely high Armor Class, no way around it. In these scenarios—most often with monsters with Combat Roles of Elite or Solo—the monster is, and should

Introduction be, considered beyond the capabilities of characters of those What This Book is NOT lower levels. This book is intended to be a plethora, and not necessarily Instead, consider deploying the lower-Difficulty iterations a panacea. It sets out to create the most flexible, most of such monsters as easier-to-defeat threats for higher- complete, and most ambitious set of monsters ever level PCs, or as “plot blockers” for low-level PCs. Facing assembled in a bestiary, and in that regard, it excels without a Tarrasque at Level 4, even in the context of the FlexTale peer. approach to things, should signal certain defeat to any party. Many bestiaries of entirely new, custom monsters include rich artwork, lavish backstories, and other features. That is not the goal of this book, and it does not set out to achieve Weaknesses: When NOT to Use this in any way. Other adventures, books, and products from Infinium Game Studios include this approach and level of This Book detail; for the monsters included in Aquilae: Bestiary of the Although Aquilae: Bestiary of the Realm was designed to Realm, this approach would not be appropriate. be the most complete, extensive, ambitious, and flexible Artwork: It is neither logistically, nor financially, feasible to bestiary ever created, there are still cases where it’s perhaps include artwork for each and every monster. In most cases, not the best solution. the monsters in question are either well-known to veteran When faced with the following scenarios, you may wish to players, or existing artwork is easily available for reference consider other alternatives. in other sources. • Story: There is no adventure here. Or, rather, there is Conciseness: By nature, definition, and intent, this bestiary fodder to help fuel thosuands, endless, adventure... but is not perfectly efficient. There is repetition. There is no true plot to speak of. You knew that when you saw the repetition.* Some special abilities and apply to more than word “Bestiary” on the title, though. one mosnter, so their descriptions may appear multiple times throughout the text. This is by design, and for two reasons: • Adventure Hooks: Some smaller bestiaries include first, to ensure that each entry is self-contained as much as suggestions of how a given monster might be best is feasible. And second, because even though the majority of incorporated into your adventuring. That was not the a creature’s special ability description may be shared with intent in this tome. There is no room for this, and besides, that of another monster’s, it may vary slightly. in many cases, such tools are already available. * Bad jokes about game mechanics are hard to come by. • Background, Context, and “Flavor/Fluff”:This is a work of crunch—of pure game mechanics, rules, and guidelines. Variable Difficulty: It is a lofty goal, to have every monster It is not a story, and does not provide a great deal of flavor appropriately presentable to PCs of any quantity and level. text for the monsters. Most are well-known; descriptions Although this bestiary accomplishes everything it sets out or “soft content” for others are already available to do in this regard, it is simply impossible to effect this elsewhere. perfectly. • Exacting Level-Scaled Context: This book strives to make All monsters are not meant to be an equal challenge to every every creature available for use with any adventuring level, but to represent a roughly equivalent challenge at any party. That’s not mechanically, or sanely, possible to level. Badgers, no matter what you do to their statblocks, achieve to perfection. In a gaming group that is ruthlessly will always be little more than a nuisance. Similarly, Rules as Written (RAW), with no flexibilty for fudging a Tarrasque should always represent a potential party- dice, rounding up or down, or otherwise bending the annihilating setpiece foe. Trying to make all monsters rules to ensure a good time versus compliance with be all things to all parties would be A) impossible, and B) mathematics, then this bestiary is probably not the best inappropriate. tool... and neither is the FlexTale approach to things in “Squishiness”: This word is a common shorthand, and general. refers to how PCs of higher levels can easily defeat monsters • Perfect Challenge Rating Adherence: If you are using the and other threats of lower levels. Some of the monsters rules for creating encounters that use Challenge Rating as herein are indeed “squishy”, in that although they may say an explicit mathematical guideline, then you may wish to they are “Elite” level, PCs of higher levels may not view that apply additional review and rigor to your process when creature as a legitimate threat to their capabilities. This is using Aquilae: Bestiary of the Realm (see How to Use frankly unavoidable, as to a certain extent, some monsters This Book, below). are simply tougher than others. Making a Chicken into a threat appropriate to face Level 20 PCs would mean it is unrecognizableSample as a Chicken. Instead, interpret an “Elite” file Chicken as one that should be presented to higher-level How to Use This Book characters. They will still be able to slay it just as easily, if not much more easily, than they could the Low-caliber There is no wrong way to use Aquilae: Bestiary of the Chicken’s statblock when they were lower level. Realm. But it may help to consider a number of different ways of using it... some of which may not have occured to “Impossibles”: Some monsters are completely, entirely, 8 you! impossible to create CR-compliant listings for each monster. Instead, CRs listed herein reflect the Hit Dice of the creatures and statblocks invovled. In many cases, this means that the With FTEG CR listed is likely higher than you might expect, particularly The FlexTale Encounter Generator (FTEG) is at the heart for “squishy” monsters who were “evolved” from lower-CR Introduction of Infinium Game Studio’s approach to dynamic adventure origins. content. In these scenarios, recall that the FlexTale approach, and Used with this Bestiary, the FTEG contains encounter the intent behind this Bestiary, is to present appropriate FlexTables that allow GMs to generate contextually- challenges for parties of varying levels, not perfect threats appropriate combat encounters for PCs of any level, all with for exact levels. a simple roll of the dice.

With IGS Adventures DCC Rules Extensions Pathfinder is a massively complex tabletop RPG rules All Infinium Game Studios adventures and products use system. DCC is designed to be simple, old-school, and the FlexTale approach to dynamic adventure content. As a straightforward. result, these adventures leverage monsters in this bestiary, with no additional work needed. Out of necessity, then, adapting monsters from Pathfinder into DCC introduces some new wrinkles. It is simply not feasible to translate complex content into simple content, With Other Published Adventure and have that original content still contain meaningful differences, across over 1,650 monsters, without introducing Content some small new rules. You can take any non-FlexTale adventure and adapt it to What follows is a smattering of new rules features that are be more appropriate to PCs of any level, rather than the suggested addenda to your DCC rules set. You are free to restriction of most published products being “levels X to Y”. use, or ignore, them, in any combination, as it suits both your needs as a GM. Simply take the monsters included in such adventures, and use the version of that monster that’s most appropriate for Grappling your PCs’ level. One creature may attempt to grapple with another. To keep things simple, the grappling creature declares this as its intent, and makes an attack roll against the defending With Homebrew Content creature. For those who like to roll their own, this bestiary makes Success means no damage is inflicted, but the grapple is creating combat encounters super easy: any monster can established. The grappling creature automatically hits the appear as a threat to any PCs, so let your imagination run grappled creature each round with its melee attacks, and wild! Alternately, you can save yourself even more time by may have additional effects (e.g., swallowing whole). using Aquilae: Bestiary of the Realm in concert with the FlexTale Encounter Generator. Unless otherwise indicated, a grappled creature may not make attacks or move, but may spend its turn breaking the grapple by succeeding in an attack roll of its own against the Rarity grappling creature. The FlexTale Encounter Generator goes into elaborate Ability Score Damage and fully-scaled detail for every monster, in every terrain context. Poisons, curses, and many other effects may impact this effect. If your rules system uses Ability Score Damage, then As a result, the Bestiary itself merely lists a quick shorthand use its rules for it. as to rarity, using the simple nomenclature of “Common”, “Uncommon”, and “Rare”. Otherwise, a creature with ability score damage suffers all the effects of the reduced ability score(s): a lowered Stamina means reduced maximum and current Hit Points; Strength damage affects damage inflicted in combat, and so on. For Occurences all purposes, a creature with a damaged ability score treats Each monster lists whether it is encountered on its own, or its ability score as the damaged value. in a group. This is useful for monsters that might otherwise Ability score damage is healed at a rate of one (1) point per seem “squishy”; simply include more than just the one to up ability score, per day, restored following a full overnight the threat level. Samplerest. If the victim does not enjoyfile a full rest, it does not recover any ability score damage. Challenge Rating Any magical healing enjoyed by the victim automatically restores ability score damage at the same rate: 1 point, per The short version here is that CRs are not slavishly stringent damaged ability score, regardless of the amount of hit point in Aquilae: Bestiary of the Realm. It would be nearly damage healed. 9 A victim currently at its maximum hit point total who • Entangled: Cannot run, charge, or otherwise maneuver receives magical healing of any kind recovers from all ability except to move in a single direction up to half its normal score damage. speed. Suffers a -2 penalty on attack rolls and Armor Class. It is left to the GM’s discretion as to the effects of specific healing and other magical effects (regeneration, restoration, • Exhausted: May only move up to half normal speed; Introduction wish, miracle, and so on) relative to ability score damage. cannot run, charge, or otherwise maneuver; suffers a -4 penalty to Strength and Agility scores. (Note this is not If at any time a creature has a zero, or negative, value for ability score damage, but a temporary reduction until the one or more of its ability scores, it suffers additional effects, Exhausted condition is removed.) as follows, until the score is raised to 1 or higher. • Fascinated: May not move, attack, or otherwise act; must Unless otherwise noted, there are no lasting effects to having stare at the source of the Fascination. “zeroed out” one or more ability scores through damage, though in certain cases, particularly those involving negative • Fatigued: Cannot run, charge, or otherwise maneuver; -2 values, the GM may inflict additional lasting penalties, at her penalty to Strength and Agility scores. discretion. • Frightened: Cannot attack the source of its fear and • Strength: The creature cannot attack, defend, move, or must move away from it each round if it can. Suffers a -2 carry objects. It must lie inert until it recovers a positive penatly on saves and attack rolls. Strength value. It automatically fails all Will saving • Incorporeal: May only be struck by magic, but even so, throws. there is a 50% chance they will not be affected. Ghost • Agility: The creature cannot attack, defend, move, or touch effects or those described as affecting incorporeal cast spells. It may stand and move at 5’ per round until it creatures “normally” ignore this condition. recovers a positive Agility value. It automatically fails all • Invisible: Cannot be seen; gains a +2 bonus on attack rolls Reflex saving throws. against visible targets. Most invisibility dissolves once the • Stamina: The creature must make a Fortitude saving invisible creature attacks. throw every round it has a zero or negative Stamina. • Nauseated: Cannot attack, cast spells, or otherwise act; Any failed save means it dies. During this time, it may move normally. automatically fails any other Fortitude saving throw it is required to make. • Panicked: As Frightened, but the victim drops whatever they are holding, cannot attack, and cannot cast spells or • Intelligence: The victim may not cast spells, speak, or otherwise do anything but move away from the source of understand anything that is going on around it. They have its fear. neither short- nor long-term memory, though memories formed prior to “zeroing out” are retained. The victim • Paralyzed: Cannot move; suffers a -6 penalty to its Armor automatically fails any Will saving throw. Class. • Personality: The victim is repellent; all other creatures • Shaken: Suffers a -2 penalty on attack rolls and saves. must make a Will saving throw to approach the victim. The victim automatically fails any Will saving throw or • Sickened: Suffers a -2 penalty on attack and damage rolls. any induced by a creature with a Personality higher than • Staggered: Victim may make a move, or attack, but not its original, undamaged value. both, on its turn. Conditions • Stunned: Drops everything held, cannot take any actions, and suffers a -2 penalty to its Armor Class. • Bleed: Each round on its own turn, the victim suffers the amount of Bleed damage again until it receives healing Actions (magical or mundane unless otherwise noted). Pathfinder has many different kinds of Actions. This section • Blinded: Victims suffer a -4 penalty to their attack rolls, clarifies how they map to common DCC terminology: Armor Class, and any skill or ability checks that require a die roll to randomize outcome. They may attack, but there • Standard Action: Attacking or moving. is a 50% chance they will miss even if they succeed at • Move Action: Moving. their penalized attack roll. • Swift Action: You may make up to one of these per turn in • Confused: A confused victim may attack, but has an equal addition to other actions. chance of attacking a friendly creature than an enemy each time it does. • Immediate Action, Free Action: You can take any number of these, at any time, even if it’s not your turn. • Cowering: Victim may not attack, and suffers a -4 penalty to its Armor Class. It may not move and can take no other • Full-Round Action: If you don’t move, and aren’t actions until cured of this condition. otherwise affected by any Conditions, and have no Agility ability score damage, you may make one full-round action • Dazed:Sample Victim may not attack, but can otherwise act per turn. file normally. (Targeting a spell at an enemy counts as an attack.) Caster Level • Dazzled: Victim suffers a -2 penalty on its attack rolls. Unless otherwise specified, the Caster Level for an effect is • Deafened: Cannot hear (obviously). equal to the Hit Dice of the creature casting it, plus 5.

10 Damage Types Generally speaking, the differentiation as to what sort of damage a creature suffers is only meaningful if it possesses resistance, or vulnerability, to that type of damage. Otherwise, ignore the damage type. Introduction Variable Challenge One might argue that the Variable Challenge concept is at the very heart of Aquilae: Bestiary of the Realm and why it exists in the first place. The degree to which a particular GM, or even gaming group, enjoys perusing and tweaking game statistics—“crunch”, in common parlance—varies, of course. Some GMs love crunch, and spend a majority of their prep time creating and refining their challenges to ensure the crunch is accurate and appropriately challenging. On the other end of the spectrum are “by the seat of their pants” GMs, who ignore crunch almost entirely, rarely referring to stat blocks lest it distract from the focus of storytelling.

“Quadded” Stat Blocks Toward the goal of having an adventure that can be run with PCs of various levels, all NPCs and monsters in this adventure have four separate sets of statistics.

These represent iterations of the creature in four distinct scales of challenge. These scales are referred to, in ascending difficulty, asLow , Moderate, Advanced, and Elite.

Low-level statistics are the default, and are intended for parties of 1st to 4th level PCs. Typically, the Low CR for a creature will be in the range of fractional, up to 4. You may see this referred to as “1L”.

Moderate statistics present a bit more challenge, and are meant for 5th to 8th level PCs. CRs can be in the range from 4-10. You may see this referred to as “2M”.

Advanced creatures give even more of a fight, representing CRs in the range of 10-15, and are meant for adventurers of the same levels. You may see this referred to as “3A”.

Elite monsters and NPCs are the most evolved, and present formidable difficulty in the 12-20CR range. These stat blocks are designed for PCs above 15th level. You may see this referred to as “4E”. To avoid confusion, elsewhere in the text outside of the creature’s quadded stat block definition, the statistics referred to are the Low, or default, block. For example, the condensed, “vital stats” block that is shown in red where the NPC or monster is introduced in the adventure uses the Low values.Sample file

11 A

Monster Reference

typically use imagery associated with Low-challenge gear Crunch and Fluff and items. “Crunch” is a term commonly used to refer to the dozens of statistics that describe a creature from the standpoint of raw Header game mechanics. Although there is a great deal of flexibility in these stat blocks being used to convey flavor, demeanor, The header is simply the name of the monster. NPCs have behavior, and personality, such “softer” yet still important a name, and also parenthetically their position, job title, game elements are often referred to as “fluff”. profession, or how they are best known. Each GM and player has their own relationship to these It’s worth noting that not every monster and NPC is meant game elements, and preferences as to their balance in to be defeated in combat… in fact, the GM is encouraged gameplay. Some groups live by crunch, and largely ignore to award XP only for combat that is consistent with the fluff; adventures tend to be little more than an organized alignment and characters of the PCs, or if they are forced dungeon crawl, and min/maxing your PC’s character into combat by circumstances beyond their control. A Lawful options and equipment is commonplace. Other groups Good Paladin, for example, should not reap XP for conducting focus solely on storytelling, and use game mechanics only a baseless murder spree of first-level townsfolk. when it’s necessary to introduce a bit of randomness to the proceedings. You can have a great deal of fun at either end of the Quadded Stat Blocks spectrum, or anywhere in between! Note that unless otherwise specified, bonuses and penalties from all sources should be included already in the figures provided. For example, the Attacks section should reflect Quadded Stat Blocks and Default ability score modifiers, skill and feat modifiers, special ability / special quality modifiers, and modifiers derived Language from the enhancement bonuses of the weapon itself. Any of a creature’s fluff uses language assuming that you are playingSample the Low level of difficulty version of that Treasure file creature. For example, the Low level of an NPC might wield a run-of-the-mill rapier, and the Elite version might If the creature carries wealth, jewels, or valuables beyond instead use a +3 corrosive burst rapier; the descriptions that their equipment listed earlier, such booty is described here. accompany that NPC would refer merely to her rapier as the Creatures whose only possessions are arms and armor might default equipment. Similarly, any illustrations drawn will not have this section at all.

12 Herd Animal (Ram) Low Moderate Advanced Elite Environment Temperate Mountains Rarity Common Role Lurker / Minion # Encountered Solitary, Pair, or Herd (3-30x) Treasure None

Init Initiative -2 -2 -1 -1 Atk Attacks Gore +2 melee Gore +1 melee Gore +4 melee Gore +5 melee (1d4+1) (1d4+1) (1d6+2) (1d8+3) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d8 20+:M/d10 AC Armor Class 10 10 11 11 HD Hit Dice 2d8 + 2 2d8 + 2 3d8 + 3 5d8 + 5 MV Move 40’ ACT Action Dice 1d20 1d24 1d24+1d20 2d24 SV Saves Fort +3 +5 +7 +10 Ref +3 +6 +9 +10 Will +1 +3 +5 +5 AL Alignment N Special Abilities

- - H Sample file

13 Herd Animal (Stag) Low Moderate Advanced Elite Environment Any Land Rarity Common Role Skirmisher / Minion # Encountered Solitary, Pair, or Herd (3-20x) Treasure None

Init Initiative -1 -1 +1 +1 Atk Attacks Gore +1 melee Gore +1 melee Gore +4 melee Gore +5 melee (1d6) (1d8+1) (1d8+1) (1d6+2) or Hoof +1 melee or Hoof +1 melee or Hoof +4 or Hoof +5 (1d4) (1d6) melee (1d6+1) melee (1d8+1) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d8 20+:M/d10 AC Armor Class 10 10 11 11 HD Hit Dice 2d8 + 2 2d8 + 2 3d8 + 3 5d8 + 5 MV Move 50’ ACT Action Dice 1d20 1d24 1d24+1d20 1d24+2d20 SV Saves Fort +4 +5 +8 +11 Ref +4 +5 +10 +11 Will +1 +3 +5 +7 AL Alignment N H Special Abilities - - Sample file

14 Herd Animal (Storval Aurochs)

Low Moderate Advanced Elite Environment Cold Mountains Rarity Uncommon Role Brute / Normal # Encountered Solitary, Pair, or Herd (3-30x) Treasure None

Init Initiative -2 -2 -2 -2 Atk Attacks Gore +8 melee Gore +7 melee Gore +6 melee Gore +6 melee (1d6+7) (2d6+7) (2d6+7) (2d6+7) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d10 20+:M/d10 AC Armor Class 11 11 11 11 HD Hit Dice 2d8 + 2 2d8 + 2 4d8 + 4 5d8 + 5 MV Move 40’ ACT Action Dice 1d24+1d20 2d24 1d24+2d20 1d24+2d20 SV Saves Fort +7 +8 +10 +11 Ref +3 +4 +5 +7 Will +2 +3 +3 +5 AL Alignment N Special Abilities A stampede occurs if three or more creatures with stampede make a trample Stampede H attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and victims suffer an additional -2 penalty for each creature beyond 3 involved. Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Reflex save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times Sampleits movement takes it over a target creature. file

15 Hippocampus Low Moderate Advanced Elite Environment Any Water Rarity Uncommon Role Skirmisher / Minion # Encountered Solitary, Pair, or School (3-16x) Treasure None

Init Initiative -1 -1 -1 -1 Atk Attacks Bite +3 melee Bite +3 melee Bite +5 melee Bite +5 melee (1d4+1) (1d6+1) (1d6+2) (1d8+3) or Tail Slap +3 or Tail Slap +3 or Tail Slap +5 or Tail Slap +5 melee (1d4) melee (1d6) melee (1d6+1) melee (1d8+1) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d8 20+:M/d10 AC Armor Class 10 10 12 12 HD Hit Dice 2d10 + 2 2d10 + 2 3d10 + 3 5d10 + 5 MV Move 5’, Swim 60’ ACT Action Dice 1d20 1d24 2d24 1d24+2d20 SV Saves Fort +5 +7 +9 +12 Ref +4 +5 +8 +9 Will +3 +5 +8 +9 AL Alignment N H Special Abilities Water This creature can survive out of the water for only 1 hour per point of Dependency Stamina. Beyond this limit, this creature runs the risk of suffocation, as if it were drowning. Sample file

16 Hippocampus (Divine) Low Moderate Advanced Elite Environment Any Water Rarity Uncommon Role Skirmisher / Minion # Encountered Solitary, Pair, or School (3-16x) / Companion Treasure None

Init Initiative -2 -1 +0 +0 Atk Attacks Bite +5 melee Bite +5 melee Bite +7 melee Bite +8 melee (1d6+1) (1d8+2) (1d8+2) (1d6+3) or Tail Slap +5 or Tail Slap +5 or Tail Slap +7 or Tail Slap +8 melee (1d4+1) melee (1d6+1) melee (1d6+1) melee (1d8+2) Crit Critical Hits 20+:M/d6 20+:M/d6 20+:M/d6 20+:M/d6 AC Armor Class 10 10 11 11 HD Hit Dice 1d8 2d8 3d8 4d8 MV Move 5’, Swim 80’ ACT Action Dice 1d20 1d24+1d20 1d24+2d20 2d24+1d20 SV Saves Fort +3 +6 +10 +13 Ref +3 +3 +6 +6 Will +1 +1 +5 +6 AL Alignment N Special Abilities H - - Sample file

17 Hippocampus (Giant) Low Moderate Advanced Elite Environment Any Water Rarity Rare Role Skirmisher / Normal # Encountered Solitary Treasure None

Init Initiative -3 -3 -3 -1 Atk Attacks Bite +5 melee Bite +5 melee Bite +7 melee Bite +6 melee (1d4+2) (1d6+2) (1d8+3) (2d6+4) or Tail Slap +5 or Tail Slap +5 or Tail Slap +7 or Tail Slap +6 melee (1d4+2) melee (1d6+1) melee (1d8+1) melee (2d6+2) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d10 20+:M/d12 AC Armor Class 10 10 11 11 HD Hit Dice 2d10 + 2 3d10 + 3 5d10 + 5 6d10 + 6 MV Move 5’, Swim 60’ ACT Action Dice 1d24+1d20 2d24 2d24+1d20 2d24+1d20 SV Saves Fort +4 +9 +12 +15 Ref +3 +3 +6 +7 Will +3 +4 +6 +7 AL Alignment N H Special Abilities - - Sample file

18 Hippocampus (Polar) Low Moderate Advanced Elite Environment Any Water Rarity Rare Role Skirmisher / Normal # Encountered Solitary, Pair, or Herd (3-20x) Treasure None

Init Initiative -2 -2 -2 -2 Atk Attacks Bite +5 melee Bite +5 melee Bite +4 melee Bite +5 melee (1d4+2) (1d6+2) (1d6+2) (1d8+2) or Tail Slap +5 or Tail Slap +5 or Tail Slap +4 or Tail Slap +5 melee (1d4+1) melee (1d6+1) melee (1d6+1) melee (1d8+1) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d8 20+:M/d10 AC Armor Class 10 10 11 11 HD Hit Dice 2d10 + 2 2d10 + 2 3d10 + 3 5d10 + 5 MV Move 5’, Swim 60’ ACT Action Dice 1d24 1d24+1d20 2d24 1d24+2d20 SV Saves Fort +5 +7 +9 +12 Ref +3 +4 +6 +7 Will +2 +3 +5 +6 AL Alignment N Special Abilities H - - Sample file

19 Hippogriff Low Moderate Advanced Elite Environment Temperate Hills or Plains Rarity Uncommon Role Skirmisher / Normal # Encountered Solitary, Pair, or Flight (7-12x) Treasure None

Init Initiative -2 -2 -1 -1 Atk Attacks Bite +2 melee Bite +2 melee Bite +4 melee Bite +4 melee (1d6+1) (1d8+1) (1d8+2) (2d6+2) or Claw +2 melee or Claw +2 melee or Claw +4 or Claw +4 (1d6+1) (1d8+1) melee (1d8+2) melee (2d6+2) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d10 20+:M/d10 AC Armor Class 10 10 11 12 HD Hit Dice 2d10 + 2 2d10 + 2 4d10 + 4 5d10 + 5 MV Move 40’, Fly 100’, (Average) ACT Action Dice 1d20 1d24+1d20 2d24 1d24+2d20 SV Saves Fort +3 +5 +7 +10 Ref +3 +5 +8 +9 Will +1 +2 +4 +5 AL Alignment N H Special Abilities - - Sample file

20 Hippopotamus Low Moderate Advanced Elite Environment Warm Rivers Rarity Common Role Brute / Normal # Encountered Solitary, Pair, or Bloat (3-20x) Treasure None

Init Initiative -1 -1 +0 +0 Atk Attacks Bite +2 melee Bite +4 melee Bite +5 melee Bite +6 melee (1d6+1) (1d8+2) (2d8+3) (3d8+4) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/ 20+:M/d10 - d10 AC Armor Class 11 11 12 12 HD Hit Dice 2d8 + 2 2d8 + 2 4d8 + 4 5d8 + 5 MV Move 40’ ACT Action Dice 1d20 1d24 2d24 1d24+2d20 SV Saves Fort +3 +5 +8 +12 Ref +3 +3 +6 +7 Will +1 +2 +4 +5 AL Alignment N Special Abilities H Sweat A hippo's reddish sweat protects it from nonlethal damage from hit environments, and grants it a +4 bonus on saving throws against nonmagical disease. Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Reflex save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times Sampleits movement takes it over a target creature. file

21 Hippopotamus (Behemoth)

Low Moderate Advanced Elite Environment Warm Rivers Rarity Common Role Brute / Elite # Encountered Solitary Treasure None

Init Initiative -1 -1 -1 -1 Atk Attacks Bite +6 melee Bite +5 melee Bite +7 melee Bite +7 melee (3d6+4) (3d6+4) (3d8+13) (6d6+21) Crit Critical Hits 20+:M/d8 20+:M/d8 19+:M/d10 19+:M/d12 AC Armor Class 13 13 13 14 HD Hit Dice 2d8 + 2 3d8 + 3 5d8 + 5 6d8 + 6 MV Move 50’ ACT Action Dice 1d24+1d20 2d24 1d24+2d20 2d24+1d20 SV Saves Fort +5 +7 +9 +13 Ref +4 +5 +5 +7 Will +3 +4 +5 +7 AL Alignment N Special Abilities A hippo's reddish sweat protects it from nonlethal damage from hit H Sweat environments, and grants it a +4 bonus on saving throws against nonmagical disease. Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Reflex save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times Sampleits movement takes it over a target creature. file

22 Hippopotamus (Pygmy)

Low Moderate Advanced Elite Environment Warm Rivers Rarity Common Role Brute / Normal # Encountered Solitary, Pair, or Bloat (3-20x) / Companion Treasure None

Init Initiative -3 -3 -2 -2 Atk Attacks Bite +2 melee Bite +2 melee Bite +5 melee Bite +7 melee (1d6+1) (1d8+1) (1d8+7) (2d6+10) Crit Critical Hits 20+:M/d6 20+:M/d6 19+:M/d6 19+:M/d6 AC Armor Class 10 10 11 11 HD Hit Dice 1d8 1d8+1 1d8+2 2d8 MV Move 30’ ACT Action Dice 1d20 1d24 2d24 1d24+2d20 SV Saves Fort +3 +5 +8 +11 Ref +2 +3 +5 +5 Will +0 +1 +3 +4 AL Alignment N Special Abilities - - H Sample file

23 Hive Larva Swarm Low Moderate Advanced Elite Environment Any Rarity Rare Role Brute / Normal # Encountered Solitary or Hive (1-20x+) Treasure Incidental

Init Initiative -2 +0 +0 +0 Atk Attacks Swarm +1 melee Swarm +2 melee Swarm +3 melee Swarm +4 melee (1d6) (2d6) (3d6) (4d6) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d10 20+:M/d10 AC Armor Class 12 12 12 13 HD Hit Dice 2d8 + 2 2d8 + 2 4d8 + 4 5d8 + 5 MV Move 10’, Climb 10’ ACT Action Dice 1d20 1d24 2d20 1d24+1d20 SV Saves Fort +3 +3 +5 +7 Ref +2 +3 +5 +5 Will +2 +3 +6 +7 AL Alignment N Special Abilities A hive creature's blood is highly caustic. Every time the hive creature is damaged by a piercing or slashing Corrosive Blood weapon, the attacking creature takes 1d6 acid damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the hive creature has the swallow whole ability, it adds this damage to its swallow whole damage. When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This pool 2d6 deals acid Death Throes damage for 3 rounds to objects and creatures in those squares (Reflex save halves). This acid damages whatever

H surface it is on, and if it deals enough damage to destroy the surface, the acid falls down to any subsequent floor below and continues to deal damage. You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 Distraction round; a Will save negates the effect. Hive creatures have no language of their own, instead communicating simple concepts via pheromone discharge Hive Mind and body language that other creatures with the hive subtype understand. This ability functions within line of sight. If one hive creature is able to act in the surprise round of combat, all other hive creatures in line of sight can also act, and a hive creature isn't flanked unless all hive creatures within line of sight are flanked. A hive larva swarm can enter the body of a single helpless living creature. When it does so, a portion of the swarm Infest enters a creature's mouth and gestates for 1d4 minutes. The gestated larvae ravage the host for 24 hours, during which time the infested creature falls unconscious and can't be woken by any means. During this period the larvae are vulnerable to expulsion by remove disease. If successful, the hive larvae die inside of the host, dealing another 1d6 points of acid damage. After 24 hours, the hive larvae achieve symbiosis. The host awakens feeling healthy but hungry. Spells such as diagnose disease and Heal checks used to detect disease no longer detect the hive Sampleinfestation, and the host creature is now treated as both its original creature typefile and an aberration for purposes of spells and effects (whichever is worse). If the host dies at this point, the larval infestation dies as well. However, if the host is then returned from the dead, the larvae are returned to life as well. The swarm fully matures 2d12 hours after symbiosis. By this point, there is no way to save the host short of a miracle or wish spell. Each round for 2d12 rounds, the host suffers agonizing pain and must succeed at a Fortitude save or be nauseated for 1 round. On each failed save, the host takes 4d6 points of damage as the mature hive creature forcibly separates itself. At the end of the 2d12 rounds, or after the host is slain by the damage, a fully formed hive creature (usually a hive warrior) explodes from within, destroying the host's body. 24 Swarm-injury; save Fortitude; frequency 1/round for 6 rounds; effect 1d6 Stamina damage; cure 2 consecutive Poison saves. Hive Queen Low Moderate Advanced Elite Environment Any Rarity Rare Role Leader / Elite # Encountered Solitary or Hive (1+) Treasure Incidental

Init Initiative +0 +1 +1 +1 Atk Attacks Bite +6 melee Bite +5 melee Bite +6 melee Bite +7 melee (1d10+2) (1d10+7) (1d6+9) (3d6+15) or Claw +6 melee or Claw +5 melee or Claw +6 or Claw +7 (1d8+3) (1d8+10) melee (1d10+9) melee (2d8+15) or Tail Slap +6 or Tail Slap +5 or Tail Slap +6 or Tail Slap +7 melee (1d10+1) melee (1d10+1) melee (2d6+1) melee (3d6+2) Crit Critical Hits 20+:M/d8 19+:M/d10 19+:M/d10 19+:M/d12 AC Armor Class 14 14 14 16 HD Hit Dice 2d8 + 2 4d8 + 4 5d8 + 5 6d8 + 6 MV Move 50’, Climb 20’ ACT Action Dice 1d24+1d20 2d24 1d24+2d20 2d24+1d20 SV Saves Fort +3 +3 +6 +10 Ref +5 +6 +6 +8 Will +6 +7 +9 +11 AL Alignment N H Special Abilities Corrosive Blood A hive creature's blood is highly caustic. Every time the hive creature is damaged by a piercing or slashing weapon, the attacking creature takes 2d6 acid damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the hive creature has the swallow whole ability, it adds this damage to its swallow whole damage. Death Throes When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This pool deals 2d8 acid damage for 3 rounds to objects and creatures in those squares (Reflex save halves). This acid damages whatever surface it is on, and if it deals enough damage to destroy the surface, the acid falls down to any subsequent floor below and continues to deal damage. Egg Layer Once per week, a hive queen can lay a cluster of eggs, which hatch into 2d6 hive larvae swarms after 1d4 days. HiveSample Mind Hive creatures have no language of their own, instead communicating simplefile concepts via pheromone discharge and body language that other creatures with the hive subtype understand. This ability functions within line of sight. If one hive creature is able to act in the surprise round of combat, all other hive creatures in line of sight can also act, and a hive creature isn't flanked unless all hive creatures within line of sight are flanked. Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and 25 listening to multiple people at the same time. Hive Warrior Low Moderate Advanced Elite Environment Any Rarity Rare Role Soldier / Elite # Encountered Solitary or Hive (1-50x+) Treasure Incidental

Init Initiative +0 +0 +0 +0 Atk Attacks Acid Spit +4 Acid Spit +1 Acid Spit +3 Acid Spit +3 ranged (4d4) or ranged (4d6) or ranged (4d8) or ranged (6d6) or Bite +1 melee Bite +3 melee Bite +5 melee Bite +5 melee (1d4+1) or Claw (1d6+1) or Claw (1d8+2) or Claw (1d6+3) or Claw +1 melee (1d3+1) +3 melee (1d4+1) +5 melee (1d6+2) +5 melee (1d8+3) or Tail Slap +1 or Tail Slap +3 or Tail Slap +5 or Tail Slap +5 melee (1d4) melee (1d6+1) melee (1d8+1) melee (1d6+2) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d10 20+:M/d10 AC Armor Class 12 12 13 14 HD Hit Dice 2d8 + 2 3d8 + 3 4d8 + 4 5d8 + 5 MV Move 30’, Climb 20’ ACT Action Dice 1d24 1d24+1d20 2d24 2d24+1d20 SV Saves Fort +1 +3 +6 +8 Ref +3 +3 +5 +6 Will +5 +6 +9 +10 H AL Alignment N Special Abilities A hive warrior can spray acid as a ranged touch attack out to a maximum range of 20 feet. Creatures struck by Acid Spit this spray takes 2d6 acid damage. Additionally, creatures damaged by a hive warrior's acid spit continue to take the same amount of acid damage for the next 1d3 rounds. A successful Reflex save halves the initial damage and negates the ongoing damage. A hive creature's blood is highly caustic. Every time the hive creature is damaged by a piercing or slashing Corrosive Blood weapon, the attacking creature takes 1d6 acid damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the hive creature has the swallow whole ability, it adds this damage to its swallow whole damage. When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This pool deals 2d4 acid Death Throes damage for 3 rounds to objects and creatures in those squares (Reflex save halves). This acid damages whatever Samplesurface it is on, and if it deals enough damage to destroy the surface, the acid fallsfile down to any subsequent floor below and continues to deal damage. Hive creatures have no language of their own, instead communicating simple concepts via pheromone discharge Hive Mind and body language that other creatures with the hive subtype understand. This ability functions within line of sight. If one hive creature is able to act in the surprise round of combat, all other hive creatures in line of sight can also act, and a hive creature isn't flanked unless all hive creatures within line of sight are flanked. Rending Mandibles When a hive warrior confirms a critical hit with its bite, it deals equal damage to the creature's armor. 26 Hobgoblin Low Moderate Advanced Elite Environment Temperate Hills Rarity Common Role Soldier / Minion # Encountered Gang (4-9x), Warband (10-24x), or Tribe (25x+) Treasure Standard

Init Initiative -2 -2 -1 -1 Atk Attacks Longsword +2 Longsword +4 Longsword +4 Longsword +6 melee (1d8) melee (1d8) melee (1d8+9) melee (1d8+13) or Longbow +2 or Longbow +2 or Longbow +4 or Longbow +4 ranged (1d8) ranged (1d8) ranged (1d8) ranged (1d8) Crit Critical Hits 19+:III/d6 19+:III/d8 19+:III/d8 19+:III/d10 AC Armor Class 10 12 15 16 HD Hit Dice 1d8 + 1 2d8 + 2 3d8 + 3 4d8 + 4 MV Move 30’ ACT Action Dice 1d20 1d24+1d20 2d24 1d24+2d20 SV Saves Fort +3 +5 +7 +9 Ref +1 +2 +5 +6 Will +1 +1 +4 +5 AL Alignment L Special Abilities H Bravery You gain a +3 bonus to saves against fear effects. Sneaky Hobgoblins gain a +4 racial bonus on Stealth checks. Sample file

27 Hodag Low Moderate Advanced Elite Environment Temperate Forests or Marshes Rarity Rare Role Brute / Normal # Encountered Solitary Treasure Incidental

Init Initiative +0 +0 +0 +0 Atk Attacks Bite +1 melee Bite +3 melee Bite +5 melee Bite +5 melee (1d6+1) (1d8+1) (1d6+2) (2d6+3) or Claw +1 melee or Claw +3 melee or Claw +5 or Claw +5 (1d4+1) (1d6+1) melee (1d8+2) melee (1d6+3) or Tail Slap +1 or Tail Slap +3 or Tail Slap +5 or Tail Slap +5 melee (1d3+1) melee (1d4+1) melee (1d6+2) melee (1d8+3) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d10 20+:M/d10 AC Armor Class 11 12 13 13 HD Hit Dice 2d10 + 2 3d10 + 3 4d10 + 4 5d10 + 5 MV Move 30’, Burrow 15’ ACT Action Dice 1d24 1d24+1d20 1d24+2d20 2d24+1d20 SV Saves Fort +3 +7 +9 +13 Ref +5 +7 +9 +10 Will +1 +2 +5 +5 H AL Alignment N Special Abilities Toss A hodag charging 20 feet or more that damages a foe with an attack can throw its foe with a special attack. The opponent must be corporeal and smaller than the hodag. If the attack roll succeeds, the hodag's opponent is thrown 10 feet through the air in a direction chosen by the hodag and falls prone. The hodag can only toss its opponent in a straight line. If an obstacle prevents the creature's movement, both the creature tossed and the object Samplestruck take 1d6 points of bludegoning damage, and thefile creature falls prone in the space adjacent to the obstacle. A hodag can also toss an opponent 10 feet up into the air. The victim lands in the same square it started in, falls prone, and takes 1d6 points of bludgeoning damage. Trackless A hodag sweeps its tail behind itself in a way that obscures its tracks. Attempts to track a hodag have their normal DC increased by +10. 28 Hollow Serpent Low Moderate Advanced Elite Environment Any Underground Rarity Rare Role Leader / Normal # Encountered Solitary, Pair, or Nest (3-8x) Treasure Double

Init Initiative +0 +1 +1 +2 Atk Attacks Bites +5 melee Bites +5 melee Bites +4 melee Bites +6 melee (3d6+2) (3d8+2) (3d10+2) (6d8+4) Crit Critical Hits 20+:U/d8 20+:U/d8 20+:U/d12 20+:U/d12 AC Armor Class 14 15 15 17 HD Hit Dice 3d8 + 3 4d8 + 4 7d8 + 7 8d8 + 8 MV Move 50’, Climb 50’ ACT Action Dice 1d24+1d20 2d24 2d24+1d20 3d24 SV Saves Fort +5 +7 +8 +11 Ref +7 +11 +11 +14 Will +7 +8 +11 +13 AL Alignment N Special Abilities Channel Negative Energy A hollow serpent can channel negative energy in a 30-foot burst as an evil cleric. This ability requires no divine focus and inflicts 2d6 damage against living creatures (Will save halves), healing undead for the same amount. You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy,

Channel Resistance H including effects that rely on the use of channel energy. You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, Constrict or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage). A cloud of moisture-draining dust fills the air in a 30-foot radius around a hollow serpent. Living creatures within Dessication this area must make a Death save or suffer 2d4 damage as water is leached from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same hollow serpent's desiccation aura for 24 hours. Creatures without fleshy bodies are immune to this aura, while creatures with the aquatic or water subtypes take a -4 penalty on the saving throw. You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful Energy Drain energy drain inflicts 1d4 points of Stamina damage in the victim. If an attack that includes an energy drain scores a critical hit, it instead inflicts 1d6 points of Stamina damage. A draining creature regains 5 hit points (10 for a critical hit) each time this effect occurs. You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or Fast HealingSamplesuffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated,file it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. You can mentally communicate with any other creature within 100 feet that has a language. It is possible to Telepathy address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. 29 Homunculus Low Moderate Advanced Elite Environment Any Rarity Rare Role Lurker / Minion # Encountered Solitary Treasure None

Init Initiative -2 -1 +0 +1 Atk Attacks Bite -3 melee (1d4) Bite -3 melee (1d6) Bite -1 melee Bite +3 melee (1d6) (1d8+1) Crit Critical Hits 20+:M/d8 20+:M/d8 20+:M/d8 20+:M/d10 AC Armor Class 10 10 12 12 HD Hit Dice 2d10 + 2 2d10 + 2 3d10 + 3 5d10 + 5 MV Move 20’, Fly 50’, (Good) ACT Action Dice 1d20 1d24 2d24 1d24+2d20 SV Saves Fort +0 +1 +2 +3 Ref +3 +5 +7 +7 Will +1 +2 +4 +5 AL Alignment C Special Abilities Bite-injury; save Fortitude; frequency 1/minute for 60 minutes; effect sleep H Poison for 1 minute; cure 1 save. Telepathic Link A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance Sampleof 1,500 feet. file

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