TEXT: BY 
  DOMINIC COVEY
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   PLAYTESTING: 
  DOMINIC COVEY, CHRIS DAVIS, CHRIS DERNER, 
  CHRIS HOOVER,  RYAN KELLEY, ETHAN RIPPLINGER, 
  AARON WIGGINS, CHRIS COVEY. 
  ART: J. LONGENBAUGH, DOMINIC COVEY
  EDITING: CHRIS VAN DEELEN, CHRIS DAVIS 
  LAYOUT: CHRIS DAVIS
  SPECIAL THANKS TO CHASE RUDE
  
  2
  The people of the Twisted Earth are a scattered 
  species, the dying remnants of a race that forfeited 
  its technological claim to the world with the violent 
  upheaval of the great Fall.  In the years since the 
  nuclear cataclysm that reshaped the face of the 
  planet, the ruins of the ancient world have been all 
  but erased; by the erosion of time, the slow dying of 
  the climate, and by the barbaric hands of the mutant 
  survivors of humanity whose numbers dwindle every 
  day.
  While in this violent world there are powerful 
  groups, known as the great “factions”, who vie for 
  control over their own miserable parts of the planet, 
  these prestigious, feared - or even worshipped 
  - groups are indeed the minority.  For every 
  Foundation fortress full of archived knowledge, every 
  Brotherhood Mecca with its new-world religion, and 
  every bustling trade city vainly promising a better 
  life through the buying and selling of the world’s 
  last treasures, there lies hundreds of miles of savage 
  country.  While they stand prominent in their corners 
  of the wasteland, these places are dwarfed by the 
  sheer volume of wild and untamed land separating 
  each faction’s lands from another.  These lands are 
  the home of the Broken and the Lost.
  Every sandwalker of the Twisted Earth has heard 
  at least something of the tribal people of the old 
  American West; the degenerate descendants of the 
  Ancients who now know little or nothing of their 
  long-lost heritage.  Living in meager mud huts, 
  or in caves hollowed from desert crags, wearing 
  the furs of wild beasts brutally slain with only the 
  most rudimentary tools, these painfully mutated 
  people have truly been broken by the laws of nature.  
  Though they all share the same origin, from a 
  technologically advanced civilization burned away in 
  the Fall, time and the changing world have left them 
  altered on a physical level.  Few tribes are the same 
  physically; more often than not it is only a few miles 
  of lifeless sand that separate one entirely separate 
  breed of man from another.
  Only a handful of sandwalkers know the lore and 
  customs of more than a few tribes, and those that do 
  can testify to the diversity of superstitions and crazy 
  beliefs fostered by these amazingly backwards folk.  
  Some have vague recollections of the ancient world, 
  or of the Fall, woven into their ancestral stories 
  and in many cases forming the backbones of entire 
  tribal religions.  More often than not to these people 
  the past is entirely forgotten, however, ultimately 
  irrelevant in the struggle for day-to-day survival that 
  consumes them.  The yearning to recreate the past 
  which burns in the hearts of many powerful factions 
  is simply lost to them.
  Tribal people on the Twisted Earth can be found 
  virtually everywhere; their kind ﬁll in the uncharted 
  places between the known nexuses of the wasteland.  
  Along the sun-seared trade routes that crisscross the 
  land, among the peaks of distant mountain ranges, 
  in the cool shadow of cliff country just out of sight 
  of trade cities like Tucumcari or Styx.  They live 
  like nomads among the lifeless sands of the great 
  deserts, and stubbornly cling to life in the kind of 
  inhospitable places that would make even the most 
  hardened animals think twice.  While in this day 
  some tribal cultures (especially those along the trade 
  routes) manage to live alongside the rising powers 
  that are the great factions, their lot is increasingly one 
  THE BROKEN AND THE LOST: NEW TERRORS
  Fear not the atom in ﬁssion:
  The cradle will outwit the hearse;
  Man on this earth has a mission –
  To survive and go on getting worse.
  - Samuel Hoffenstein, “Cradle Song”
  
  3
  without any hope of longevity; their future lies 
  in being made slaves, or paid to die as savage 
  mercenaries ﬁghting endlessly in the wars of their 
  masters, or as dupes for the great traders who exploit 
  their primal innocence for its corium value.
  But beyond the trade routes, in the wild places 
  where traders seldom go, where religious cults ﬁnd 
  little promise of converts, and the technically superior 
  ﬁnd little to scavenge, the Broken and the Lost thrive.  
  As the new powers of the Twisted Earth rise, and 
  their shadow dwarfs these primitives - the darkness 
  also gives their own way of life a place to thrive.  
  One group, one great “tribe” in particular, has deﬁed 
  the brutality of the centuries, survived the great trials 
  set against man and animal to punish them for the 
  past, and has begun taking up the ﬂag to preserve the 
  innocence of tribal humanity.  They call themselves 
  the “Brethren”.
  HOW TO USE THESE BOOKS
  Welcome to The Broken and The Lost, a collection of 
  source materials for Darwin’s World 2nd Edition that 
  offer a more detailed look at the “Tribal” background 
  presented in the basic rules, bringing to life one of the 
  most integral aspects of the post-apocalyptic genre:  
  the barbarism of the post-Fall world.  This series also 
  looks at the “Brethren”, one of the major factions of 
  the Twisted Earth setting detailed in the Darwin’s 
  World 2nd Edition rules.
  In addition to being a gamemaster aid, The Broken 
  and The Lost presents new material ﬂeshing out 
  the many aspects of the “Tribal” background as a 
  whole, including new feats, equipment, drugs and 
  poisons, and advanced classes, all with a decidedly 
  “primitive” cast.  These new additions will bring 
  new possibilities to the creation of both tribal NPCs 
  and players characters alike, making them more 
  vibrant and interesting, and allowing these, much 
  misunderstood and maligned savages to play a more 
  important role in your post-apocalyptic games.
  The four books in The Broken and The Lost series 
  consist of the following:
  PRIMITIVE CHARACTERS
  This sourcebook presents a more in-depth look 
  at the “Tribal” background, and offers GMs and 
  players alike advice for running low-tech characters 
  in Darwin’s World, either as allies, villains, or even 
  as player characters.  This sourcebook includes 
  suggestions for making characters that are not 
  only tribal-themed, but also make the best use of 
  existing base classes and advanced classes, as well as 
  occupations.  But Primitive Characters is more than 
  just guidelines and player advice; it also touches on 
  various aspects of “primitive” culture, and how to 
  incorporate these aspects into games to help maintain 
  the savage “feel” of the Tribal background.
  Finally, Primitive Characters introduces a selection 
  of new and unique advanced classes and feats that 
  are designed to reﬂect the savage fury and cunning 
  survival instincts of the primitive survivors of 
  Darwin’s World.
  THE BRETHREN
  The Brethren brings to life the major Twisted Earth 
  faction of the same name, describing their origins 
  before the Fall, their survival through the apocalypse, 
  and their slow and brutal evolution into the anti-
  technology “crusaders” that they have become today.  
  The Brethren is a detailed history of this movement, 
  and a sourcebook that describes the intricacies 
  of their barbarous politics, philosophies, and 
  organization.  Included in this book are the statistics 
  for many sample Brethren agents and foot soldiers, 
  their “guides” and “prophets”, and the shadowy, 
  epic-level leaders that propel the Brethren’s zealous 
  dedication from behind the scenes.  A detailed look at 
  San Francisco - the forbidden citadel from which they 
  launch their crusades - is also provided.
  TRIBES OF THE TWISTED EARTH
  This sourcebook is a veritable “encyclopedia” of the 
  tribes that populate the seldom-visited regions of the 
  Twisted Earth, from the deep deserts of Arizona to 
  the high mountains of the Rockies.  Each entry in 
  this book details a speciﬁc tribe, with information 
  regarding religion, speciﬁc beliefs, bizarre history, 
  and in some cases, their unique role in their particular 
  corner of the world.  Tribes of The Twisted Earth 
  not only details the vast collection of tribes known 
  to populate the wasteland, it offers rules for making 
  characters from each speciﬁc tribe, as well as presents 
  sample NPC stat blocks so that these tribes can be 
  put to use as allies - or enemies - in your existing 
  Darwin’s World campaigns.
  NEW TERRORS
  New Terrors offers a sampling of new mutant beasts 
  whose lore is speciﬁcally exclusive to the tribal 
  cultures of the Twisted Earth.  This GM aid presents 
  a handful of new monsters that are known to exist on 
  the fringes of the known world where only savages 
  dwell, from curious beasts of burden to nightmare 
  horrors that have become legendary in the minds of 
  these primitive people.
  
  4
  NEW TERRORS
  While the Twisted Earth’s 
  many mutated lifeforms are 
  often familiar to experienced 
  sandwalkers and well-traveled 
  adventurers, the primitive people 
  of the deep wasteland know of many 
  others, some seldom seen outside of the barren 
  borders of their tribal lands.  Some of these bizarre 
  mutated creatures are domesticated and used by the 
  tribal folk in the endless struggle for survival, though 
  many more are predatory monstrosities, dangerous to 
  anything that crosses their path.
  This chapter introduces a few new creatures that 
  generally dwell far from the established trade routes 
  of the Twisted Earth.  These creatures are found 
  almost exclusively in the most barren country; only 
  a handful are known to the people of the world’s 
  “civilized” settlements, and even these are more often 
  than not considered mythical, mere ﬁgments of tribal 
  lore.
  BAWTHOK
  The wind began to pick up, and the tribal merchants 
  huddled close under blankets as the biting sand 
  whisked about them.  Leaning against their huge 
  bawthok, still bearing the same oblivious stare on its 
  blank face that it had before the storm, they had some 
  measure of cover.  They consoled themselves knowing 
  they fared far better than the other members of the 
  caravan, who had chosen horses to transport their 
  wares across the desert.
  TABLE 1-1:  NEW TERRORS LISTED BY CR
  New Terror
  CR
  Blight Beetle
  1/4
  Terminal, Half-Men
  1/2
  Carnage
  1
  Euphorine
  2
  Merchant’s Menace
  2
  Bawthok
  3
  Destined
  3
  Wall Crawler
  3
  Boulderhead
  4
  Caterwauler
  4
  Ch’kit, Merchant
  4
  Silverdisc
  5
  Dust Devil
  6
  Guanagon
  7
  Storm Hood
  7
  Mani’to
  8
  Pod Guardian
  9
  Mega Agrobot
  10
  Sodellis
  13
  Wendigo
  14
  Scrapeater
  15
  Sand Teeth
  18
  
  5
  The Bawthok is a type of creature that many tribals of 
  the Deserts of Nowhere domesticate as pack animals 
  or even as steeds for riding into battle.  A bawthok 
  resembles a heavy-set moose with long angora-style 
  hair, and a hornless deer-like head with relatively 
  small, well-protected eyes.
  Most prominent are the Bawthok’s nostrils, 
  however, which extend outward on two foot long 
  stalks.  This feature allows the bawthok to breathe 
  unimpeded even if covered in sand or dust built up 
  during a sandstorm.  Since they are so well adapted, 
  Bawthoks can merely lie out in the open during a 
  storm and sleep through it, with their nostrils acting 
  like “snorkels” through which they can breathe 
  normally for hours on end.
  It is not uncommon for bawthok riders to camp 
  in the shadow of their sleeping steeds, using them 
  for cover from the blowing winds.  Bawthoks have 
  a reputation for being quite oblivious to roaring 
  gales and biting sands, a reputation that has also lent 
  them an undeserved image of stubbornness and even 
  stupidity.
  SPECIES TRAITS
  Bawthok have the following species traits:
  Scent (Ex):  This ability allows the bawthok to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Bawthok: CR 3; Large Mutated Animal; HD 
  5d8+20; HP 42; Mas 16; Init +0; Spd 40 ft.; Defense 
  13, touch 9, ﬂatfooted 13 (-1 size, +4 natural); BAB 
  +3; Grap +11; Atk +6 melee (1d8+6, kick); Full Atk 
  +6 melee (1d8+6, kick); FS 10 ft. by 10 ft.; Reach 10 
  ft.; SQ Scent; AL none; SV Fort +8, Ref +4, Will +1; 
  AP 0; Rep +0; Str 18, Dex 10, Con 18, Int 3, Wis 11, 
  Cha 5.
  Skills:  Listen +2, Spot +2, Survival +6.
  Feats:  None.
  Advancement:  6-9 HD (Large).
  BLIGHT BEETLE
  The shaman quietly scoffed at the idea that “evil 
  spirits” were stealing food from the granery.  No 
  doubt the villagers were making up tales to cover 
  their laziness and lack of productivity.
  As he approached the granery, men were running 
  in all directions in a panic.  The fools!  But then he 
  turned and couldn’t believe his eyes.
  The mud walls of the granery suddenly split open, 
  and through the crack came pouring hundreds of 
  gigantic blight beetles.
  A common nuisance to the few agricultural tribes of 
  the Twisted Earth are blight beetles, large roach-like 
  insects apparently descended from the cockroaches of 
  the pre-Fall world.  Females of the species are 
  especially prodigious, even in the insect kingdom, 
  laying millions of eggs each year to replenish their 
  numbers.
  Though normally harmless, blight beetles are 
  despised by tribals due to the widespread damage 
  they do when they infest barns, silos, and ﬁelds.  The 
  poor construction of tribal granaries also makes it 
  easy for a blight beetle population to grow unnoticed, 
  and if not vigilant, a tribe may ﬁnd itself with a silo 
  full of beetles in a matter of days.
  Blight beetles resemble broad, ﬂat cockroaches, up 
  to two feet in length.  Their carapace ranges in color 
  from tan to cola brown, and is so large that it dwarfs 
  the creature underneath.  Blight beetles largely feed 
  on grains and other agricultural products, but an 
  entire swarm, when roused to defend themselves, can 
  be a potential threat to man-sized creatures.
  PRICE LIST FOR ANIMALS AS MOUNTS AND 
  COMPANIONS
  Darwin’s World makes mention of the creatures 
  often trained and used by tribals, either as 
  beasts of burden or mounts in war.  This book 
  also details a number of tribes who foster 
  relationships with animals, but up until now 
  there were no real rules for the buying and 
  selling of these beasts.  The list below offers 
  some suggested prices for these animals so that 
  characters can now purchase them as mounts 
  and companions.
  These prices assume the animal is trained.  
  You may also allow characters to purchase 
  animals with advancement, at your discretion.  
  The suggested cost for each HD of advancement 
  should be equal to the initial price.
  Animal
  Price
  Bawthok1
  300 cp
  Carnage
  40 cp
  Coyote
  15 cp
  Desert Horse1
  150 cp
  Dog, Medium
  20 cp
  Dog, Small
  10 cp
  Fraxx Steed1
  120 cp
  Goda Worm
  25 cp
  Gront1
  300 cp
  Herd Animal
  50 cp
  Horse1
  200 cp
  Lion
  250 cp
  Othydog
  150 cp
  Wall Crawler
  225 cp
  Wolf
  100 cp
  1Animal suited to be a mount.
  
  6
  SPECIES TRAITS
  Blight beetles have the following species traits:
  Scent (Ex):  This ability allows the blight beetle 
  to detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Vermin:  Blight beetles are immune to mind 
  inﬂuencing effects and have dark vision with a range 
  of 60 feet.
  Skill Bonuses:  Blight beetles receive a +4 species 
  bonus to Hide and Move Silently checks.
  Blight Beetle:  CR 1/4; Tiny Vermin; HD 1d8; HP 
  5; Mas 10; Init +2; Spd 40 ft.; Defense 17, touch 14, 
  ﬂatfooted 15 (+2 size, +2 Dex, +3 natural); BAB 
  +0; Grap -7; Atk +3 melee (1d3+1, bite); FS 2 1/2 ft. 
  by 2 1/2 ft.; Reach 0 ft.; SQ scent, darkvision 60 ft, 
  immune to mind-affecting attacks; AL none; SV Fort 
  +2, Ref +2, Will +0; AP 0; Rep +0; Str 13, Dex 14, 
  Con 10, Int -, Wis 11, Cha 3.
  Skills:  Climb +4, Hide +17, Move Silently +9, 
  Spot +11.
  Feats:  None.
  Advancement:  None.
  BOULDERHEAD
  The Winged One slavers dropped Brudar onto the 
  precarious mountain path, and pointed with bony 
  ﬁngers towards the mutated beast guarding the 
  trail.  Another of the avian hunters unceremoniously 
  dropped a warclub beside him.  He wasn’t sure why 
  the Winged Ones hated the ugly creature so much; 
  after all, it looked like a simple animal.
  A few moments later Brudar found himself ﬂat on 
  his back, his head spinning and his ears ringing from 
  a powerful blow that had knocked him prone.  Even 
  though he couldn’t see them he swore he could hear 
  the Winged Ones laughing at him, their crow-like 
  cawing barely concealing their sadistic amusement.
  The boulderhead is a ram-like mountain-dwelling 
  creature with an oversized armored head covered in 
  bony lumps and aberrant protrusions.  This unusual 
  physical deformity was not an adaptation for the 
  creature’s survival, but rather a mutation designed 
  to make the boulderhead far more formidable in 
  battles for selecting mates - a task boulderheads seem 
  obsessed.
  Fiercely territorial animals, most tribals living 
  among the heights of the Big Rocks loathe 
  encountering boulderheads, as the creatures see all 
  creatures as rivals to their particular domain (and 
  even as possible competitors for mates).  As such 
  a boulderhead, if stumbled upon on a rocky trail or 
  even a high peak, will turn to challenge anything that 
  moves, hoping to drive it off or kill it.  Boulderheads 
  have even been known to charge rocks rolling past 
  from nearby rockfalls, thinking them to be rivals!
  For many generations boulderheads were favored 
  prey of Winged Ones, who ﬂew down from great 
  heights to snatch ornery boulderheads and drop them 
  onto the rocks below for an easy meal.  However, 
  over time, boulderheads have evolved to challenge 
  this new threat; they are known to carry a parasitic 
  insect in their thick curls of fur that ravages the fur 
  and feathers of avian creatures.  This infestation eats 
  away at a creature’s fur, gives it mange, and even 
  robs Winged Ones and other feathered avian of their 
  ability to ﬂy.
  SPECIES TRAITS
  Boulderheads have the following species traits:
  Mange (Ex):  Any time a creature sporting fur 
  or feathers comes into physical contact with a 
  boulderhead it must make a Fortitude save at DC 13 
  or contract its mange.  On a failed save this mange 
  reduces the creature’s natural armor by -1 each day 
  (to a minimum of 0) and reduces its ﬂy speed by 20 ft 
  per day.  A creature that loses all speed as a result of 
  mange can no longer ﬂy.
  The mange can be cured with a Treat Injury 
  check (DC 15) or by using a UV sterilizer or spore-
  neutralizing medi-spray.  Boulderheads have adapted 
  to this parasite and are thus immune.
  Reinforced Batter (Ex):  If a boulderhead 
  scores a critical with its head butt attack its foe is 
  automatically dazed for 1 round.
  Skill Bonus:  Boulderheads gain a +4 racial bonus 
  on Balance and Climb checks.
  Bonus Feats: Boulderheads gain Weapon Finesse 
  (head butt) as a bonus feat.
  Stoicly Stupid (Ex):  A boulderhead is immune to 
  fear.
  Boulderhead: CR 3; Medium-Size Mutated Animal; 
  HD 5d8+10; HP 32; Mas 15; Init +3; Spd 30 ft.; 
  Defense 17, touch 13, ﬂatfooted 14 (+3 Dex, +4 
  natural); BAB +3; Grap +5; Atk +6 melee (1d8+3, 
  head butt); Full Atk +6 melee (1d8+3, head butt); 
  FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Mange, Reinforced 
  Batter, Stoicly Stupid; AL none; SV Fort +6, Ref +7, 
  Will +1; AP 0; Rep +0; Str 15, Dex 17, Con 15, Int 2, 
  Wis 10, Cha 4.
  Skills:  Balance +11, Climb +11, Listen +2, Spot 
  +2, Survival +2.
  Feats:  Weapon Finesse (head butt).
  Advancement:  6-10 HD (Large).
  
  7
  CARNAGE
  Brother Terras slumped against a rock, one hand 
  clenching his gut where his injuries continued to 
  spout blood.  He knew he couldn’t staunch the wound 
  from the tribal mercenary’s poisoned spear, but he 
  didn’t know what he feared more:  the lingering 
  venom that even now poisoned his bloodstream, or 
  the knowledge that the leering, slavering carnages 
  kept by the mercenaries as pets would soon be drawn 
  here by the smell of death.
  The Carnage is descended from the wild dogs of 
  the great American West.  The creature gets its 
  name from the tribal mercenaries who ﬁrst adopted 
  these creatures as pets and companions.  Originally 
  considered little more than a nuisance, Carnages were 
  often seen following large formations of men moving 
  through the wasteland, trailing at a safe distance and 
  always skirting at the edge of their musket range.  A 
  kind of “camp-following” animal, Carnages would 
  watch and wait in anticipation whenever battle 
  between two armies erupted, only emerging from 
  hiding to feed off of the sea of corpses left behind 
  after such colossal battles.
  In time, the mercenaries who fought many of these 
  battles (for one faction or another) grew used to the 
  presence of Carnages, and even began adopting them 
  into their ranks.  Much to their surprise, these men 
  found the Carnage to be a loyal companion and a 
  stubborn ﬁghter, willing to lay down its life if only 
  for a few scraps of fresh (and bloody) meat when the 
  battle was won.
  Carnages have found a place in other circles as 
  well.  Brought home by their tribal masters, Carnages 
  have proven to be uncanny “disease detectors”, being 
  able to literally “smell” the sickness affecting people 
  (a necessity for a creature that feeds off of the dead).  
  As a result many tribal villages require strangers to 
  present themselves to a lineup of Carnages before 
  they can enter the community.
  A Carnage typically resembles a large hunting 
  dog in stature, with a thick and bristling coat of fur 
  whose color ranges from crimson to vermillion, with 
  especially vivid hues lingering for a time following 
  its feedings.  The creature has a spiky crest along its 
  back (these spikes are in fact made from hardened 
  hair, not unlike a rhino’s “horn”), running the length 
  of its spine in a fashion reminiscent of a crested 
  lizard.
  Carnages generally prefer fresh meat and blood for 
  sustenance, but can survive on virtually any carrion 
  in a pinch.
  SPECIES TRAITS
  A Carnage has the following species traits:
  Scent (Ex): This ability allows the carnage to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Sense Disease (Ex):  Carnages are able to smell the 
  sickness afﬂicting a living creature with a Survival 
  check (DC 12).  A Carnage that smells disease will 
  usually avoid the creature that carries it.
  Skill Bonus:  Carnages gain a +4 species bonus on 
  Survival checks when tracking by scent.
  Carnage:  CR 1; Medium-size Mutated Animal; HD 
  2d8+8; HP 17; Mas 15; Init +1; Spd 40 ft.; Defense 
  12, touch 11, ﬂatfooted 11 (+1 Dex, +1 natural); BAB 
  +1; Grap +3; Atk +3 melee (1d6+3, bite); Full Atk +3 
  melee (1d6+3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ 
  Scent, Sense Disease; AL none; SV Fort +7, Ref +4, 
  Will +1; AP 0; Rep +0; Str 15, Dex 13, Con 18, Int 2, 
  Wis 12, Cha 5.
  Skills:  Jump +4, Listen +3, Spot +4, Survival +4 
  (+8 when tracking by scent).
  Feats:  None.
  Advancement:  3-4 HD (Medium-size).
  CATERWAULER
  Kityana cried out one last time in pain before her 
  body was dragged off into the darkness:  “Rodos!”.  
  Despite his own wounds Rodos rose to his feet to 
  pursue, but only saw the dancing shadows created by 
  their lantern light.
  Steeling himself against his own fears, he pondered 
  what to do.  A second later, what seemed to be 
  Kityana’s voice called from behind.  But something 
  about her tone seemed taunting and distant - just not 
  right.
  “Rodos...”
  Tribal legends surround the mysterious creature 
  known as the Caterwauler, a particularly cunning 
  feline predator said to dwell primarily in rough 
  and uneven terrain where it can move unseen; 
  mountainous terrain, crags, boulder-strewn valleys 
  and crevasses, and even the ruins of old cities 
  are its favored lairs.  Many tribal legends claim 
  the Caterwauler is in fact the reborn spirit of a 
  wicked Ancient who died long ago, its telltale 
  mournful cry echoing the misery of its own haunted 
  afterlife.  These legends sprout as much as from the 
  Caterwauler’s cry as from their own appearance, for 
  the creature’s head bears a passing resemblance to a 
  humanoid, its faced etched with agony.
  A Caterwauler generally resembles a malnourished 
  wildcat, its ribcage easily visible through it dull black 
  coat, and a somewhat oversized head whose unusual 
  bone structure makes it vaguely reminiscent of a 
  
  8
  human face.  Its eyes are a cherry red, and seem to 
  gleam with an almost intelligent “malevolence”.  A 
  Caterwauler’s favored tactic is to use its eerie cry to 
  lure opponents into readying against an attack from 
  one direction, at which time it strikes from behind 
  before running off and vanishing again, repeating the 
  tactic over and over until its opponents either panic 
  and ﬂee, or are killed.
  SPECIES TRAITS
  Caterwaulers have the following species traits:
  Caterwaul (Ex): The caterwaul often uses its cry 
  ability to confuse its opponents, especially in areas 
  where its voice will echo.  This duplicates the ability 
  of the Ventriloquism feat, except that the range is 90 
  feet, and the Caterwauler cannot mimic other sounds 
  (it can only throw its own voice).
  Pounce (Ex):  If a Caterwauler leaps upon a foe 
  during the ﬁrst round of combat, it can make a full 
  attack even if it has already taken a move action.
  Scent (Ex):  This ability allows the Caterwauler 
  to detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Bonus Feats: Caterwaulers receive Dodge, 
  Mobility, Spring Attack, Weapon Finesse (bite, claw) 
  as bonus feats.
  Caterwauler: CR 2; Medium-size Mutated Animal; 
  HD 3d8; HP 14; Mas 15; Init +4; Spd 40 ft., climb 20 
  ft.; Defense 15, touch 14, ﬂatfooted 11 (+4 Dex, +1 
  natural); BAB +2; Grap +5; Atk +6 melee (1d6+3, 
  claw); Full Atk +6 melee (1d4+3, 2 claws), +1 
  melee (1d6+1, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ 
  Caterwaul, Pounce, Scent; AL none; SV Fort +3, Ref 
  +7, Will +2; AP 0; Rep +0; Str 16, Dex 19, Con 11, 
  Int 2, Wis 12, Cha 9.
  Skills: Balance +6, Climb +5, 
  Hide +6, Listen +4, Move Silently 
  +6, Spot +3, Survival +3.
  Feats: Dodge, Mobility, 
  Spring Attack, Weapon 
  Finesse (bite, claw).
  Advancement:  4-6 
  HD (Medium-size).
  CH’KIT, MERCHANT
  The CrystalTime merchant looked leery, maybe even 
  a bit afraid, to which his tribal translator shook his 
  head in disappointment.  “Maybe a big bug, but bug 
  got the goods, bug got the amount, and bug got a fair 
  price.”
  With a sigh the merchant accepted the ch’kit’s offer. 
  The ch’kit are a species of giant mutant bug that are 
  seldom heard of by people outside the deserts of the 
  world, though the tribal folk of the deep wilderness 
  (especially among the foothills of the Big Rocks) are 
  aware of their existence.  Out of respect - and tribal 
  honor - most tribal folk stubbornly refuse to speak of 
  the ch’kit, protecting these surprisingly benevolent 
  creatures from the predations of the Twisted Earth’s 
  “civilized” factions.
  The ch’kit were ﬁrst introduced in Darwin’s World 
  2nd Edition, which covered the drone and warrior 
  castes of this curious insectoid society.  A third caste 
  has also recently begun to appear, giving rise to the 
  belief that there are possibly others as well.  This 
  third caste, one of merchants, has begun to be more 
  frequently encountered by tribal folk seeking out the 
  help of these mysterious underground beasts.
  Ch’kit merchants are a subspecies of ch’kit that has 
  been bred for dealing with the humanoid folk of the 
  surface world.  While drones excel at grudge work, 
  and warriors at protecting the community, the ch’kit 
  recognized early on a need for a more diplomatic 
  subspecies that would be more readily accepted (or 
  at least not feared) by skittish humanoids.  Thus, 
  they began to breed a race whose appearance was 
  somewhat more easing to human temperaments, and 
  who would have abilities that would make them excel 
  at inter-species relations.
  
  9
  A ch’kit merchant resembles a basic ch’kit, a tall 
  mutant insect with many mantid features.  Merchants 
  are not chitinous and bulky, however, but are rail-
  thin and possess a carapace often decorated in 
  more “pleasing” colors:  pink, tan, and an almost 
  “benevolent” off-white.  A ch’kit merchant’s eyes are 
  either pink, violet, or mauve.  The ch’kit merchant 
  does not have the wings typical of the ch’kit species 
  (early experience with tribals in the shadow of the 
  Big Rocks indicated that these people had a natural 
  fear and distrust of ﬂying creatures, no doubt due to 
  depravations by Winged Ones), and thus they cannot 
  ﬂy.  Furthermore, they do not possess the enormous 
  scything claws of their warrior cousins, but rather 
  segmented hands with opposable digits that can 
  manipulate objects - and handle money.
  Though they have been bred to be as non-
  threatening as possible, ch’kit merchants also have 
  innate abilities that make them excel as traders and 
  go-between for their people’s interests.  Naturally 
  telepathic, ch’kit merchants can communicate 
  mentally to overcome all language barriers, read 
  minds, detect intentions, and even plant subtle 
  suggestions in the minds of enemies to prevent 
  violence and calm heated emotions.
  Ch’kit merchants are happily welcomed in many 
  tribal communities, as their arrival often means 
  herbal medicines and natural remedies are now 
  available.  Since the ch’kit demand little in exchange 
  (perhaps a few surface goods that they cannot 
  otherwise manufacture), dealings with them are 
  almost always peaceful and proﬁtable for all sides 
  concerned.
  SPECIES TRAITS
  Ch’kit merchants have the following species traits:
  Regeneration (Ex):  Ch’kit of all breeds have 
  the ability to regenerate injuries and lost limbs.  For 
  merchants this ability is 2 hit points per round.  They 
  can also reattach severed limbs (in the manner of a 
  troll).
  Resistances (Ex):  All ch’kit have natural 
  resistances.  All ch’kit suffer only 1/2 damage from 
  acid-based attacks, including their own acid attacks.  
  In addition, it takes twice the level of radiation to 
  affect a ch’kit as it does a human or mutant (thus, 
  their Rad thresholds are twice normal).
  Skill Bonus:  Ch’kit merchants gain a +4 racial 
  bonus to Diplomacy and Knowledge (Business) 
  checks.
  Suggestion Gaze (Ex):  As a standard action, a 
  ch’kit merchant may make a concentrated gaze at 
  any creature in sight.  That creature must make a 
  Will save at DC 17 or become subject to the ch’kit’s 
  telepathic insinuation.  This ability allows the ch’kit 
  to make requests of the affected individual, who 
  will view all suggestions favorably (an opposed Cha 
  check is allowed for an affected creature to disobey 
  any suggestion; otherwise it will comply happily).  A 
  successful gaze also ends any emotion-based abilities 
  and effects currently affecting the individual, such as 
  rage.  Once a creature is affected, it remains that way 
  for 1 minute.
  Bonus Feats:  Ch’kit merchants receive Mental 
  Communication as a bonus feat.  They are also 
  considered to have the mutation, Neural Telepathy.
  Ch’kit Merchant:  CR 4; Large Mutant Beast; HD 
  3d10+3; HP 20; Mas 14; Init +0; Spd 30 ft.; Defense 
  14, touch 9, ﬂatfooted 14 (-1 size, +5 natural); BAB 
  +3; Grap +7; Atk +3 melee (1d4, slam); Full Atk +2 
  melee (1d4, 2 slam); FS 10 ft. by 10 ft.; Reach 10 ft.; 
  SQ Regeneration 2, Resistances, Suggestion Gaze; 
  AL Ch’kit; SV Fort +5, Ref +3, Will +2; AP 0; Rep 
  +0; Str 11, Dex 11, Con 13, Int 12, Wis 12, Cha 16.
  Skills:  Climb +4, Diplomacy +9, Gather 
  Information +5, Jump +6, Knowledge (Business) +5, 
  Listen +5, Perform +6, Spot +4.
  Feats:  Lie Detector, Mental Communication, 
  Trustworthy.
  Advancement:  4-5 HD (Large).
  DESTINED
  There is a saying among the Shadow People of the 
  Twisted Earth:  Revenge is a futile endeavor as 
  poisonous as the Destined’s blood.
  The “Destined” are a race of nomadic desert dwellers 
  that were driven almost to extinction by the Shadow 
  People.  Long competitors for the control of the most 
  isolated parts of the desert, a century of clandestine 
  warfare between the two races shattered the Destined, 
  and scattered their numbers to the far corners of the 
  wasteland.
  The Destined are a dying breed of people, whose 
  culture and tribal identity were all but destroyed 
  by the ruthless efforts of the Shadow People, who 
  have long been their racial enemies.  As a result, no 
  tribes of Destined exist anywhere on the Twisted 
  Earth.  Remarkably, the two races are similar in many 
  respects, but apparently not similar enough. Members 
  of each of the two races keenly feel physical, 
  psychological, and cultural differences unnoticed by 
  outsiders.
  An individual Destined resembles a tall, spindly 
  human with marble-white skin and metallic grey or 
  pearl-white eyes.  Of course few ever see their true 
  faces, for like Shadow People the Destined prefer to 
  mask their bodies from the eyes of outsiders, either 
  out of some racial modesty or for fear of being easily 
  identiﬁed by potential enemies.  Living in constant 
  fear of one another, it is quite possible that the two 
  
  10
  races took up disguising themselves out of some 
  misguided attempt to escape each other’s wrath.
  The Destined have adapted in strange ways not 
  shared by their Shadow People cousins.  Though 
  Shadow People have potent neural abilities, Destined 
  have developed an ability to stir feelings of fear and 
  terror in those whom they gaze upon.  However, this 
  ability to instill terror was not enough to contest the 
  prophetic mastery of their rivals, and ultimately their 
  race’s destruction.
  Hunted like animals, the Destined developed 
  another unusual defense:  poisonous blood.  Years 
  ago, when Shadow People began sending carnages 
  after them to hunt them and devour them, the 
  Destined began to evolve so that creatures trying to 
  eat them would suffer their “revenge”:  a slow and 
  agonizing death from the toxins stirred 
  up in their blood.
  DESTINED SOCIETY
  Though their tribes long ago 
  dissolved, and only individuals now 
  wander the world with only memories 
  of their culture to motivate their hatred, the Destined 
  remind them of a time of former greatness, of when 
  their warriors contested the villainous Shadow 
  People’s right to the wasteland.  Though adventurers 
  are unlikely to ever meet more than one Destined at a 
  time, these mutants always leave a lasting impression 
  on those whose paths they cross:  one of tragedy, of 
  lamentation, and a burning (some say insane) lust 
  to fulﬁll their racial destiny, to destroy the Shadow 
  People and rebuild their long-dead culture.
  DESTINED CHARACTERS
  Destined characters start with no background or 
  occupation.  They start with the Primitive Technology 
  feat and the bonus feat outlined in the Destined 
  Traits below.  Destined gain Navigate and Survival 
  as permanent class skills.  In addition, they have the 
  following racial ability modiﬁers:  +2 Str, +2 Con, -2 
  Cha.
  SPECIES TRAITS
  Destined have the following species traits:
  Paralyzing Gaze (Ex):  As a standard action, 
  a Destined may make a concentrated gaze attack 
  at one opponent with line of sight to her.  That 
  opponent must make a Will save or be paralyzed for 
  1d4 rounds.  The save DC is equal to 10 + 1/2 the 
  Destined’s Hit Dice + its Charisma modiﬁer.  This 
  is a fear effect and so any immunity to fear abilities 
  apply.  The Destined’s gaze only affects creatures 
  with an Int score of 2 or greater.  A target may 
  deliberately close or avert his eyes to avoid this when 
  ﬁghting the Destined, but doing so gives the Destined 
  total concealment.
  Poisonous Blood (Ex):  A Destined’s blood is 
  poisonous, an adaptation developed in response to 
  being hunted by trained beasts.  A Destined must 
  be struck by an attack that does at least 5 points of 
  damage for her poison to be effective.  The save 
  DC is 19; initial damage is 1d4 Str, and secondary 
  damage is 2d4 Con.  This poison becomes inert once 
  it leaves the body, and thus cannot be harvested.
  Bonus Feat: Destined receive the Exotic Melee 
  Weapon Proﬁciency (two-bladed sword) and Two-
  Weapon Fighting feat as a bonus feats.
  Skill Bonus:  Destined gain a +4 species bonus 
  on Navigate and Survival checks.
  Destined:  CR 3; Medium-Size Humanoid; 
  HD 3d8+3; HP 16; Mas 13; Init +0; Spd 30 
  ft.; Defense 11, touch 10, ﬂatfooted 11 (+1 
  equipment); BAB +2; Grap +3; Atk +3 melee (1d8+1, 
  two-bladed sword), or +2 ranged (1d6+1, javelin); 
  Full Atk +1/+1 melee (1d8+1, two-bladed sword), +2 
  melee (1d6+1, javelin); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  SQ Paralyzing Gaze, Poisonous Blood; AL none; SV 
  Fort +2, Ref +3, Will +1; AP 0; Rep +0; Str 13, Dex 
  11, Con 13, Int 10, Wis 10, Cha 8.
  Skills:  Hide +1, Listen +1, Move Silently +1, 
  Navigate +6, Spot +1, Survival +6.
  Feats:  Exotic Melee Weapon Proﬁciency (two-
  bladed sword), Primitive Technology, Track, 
  Two-Weapon Fighting.
  
  11
  Possessions:  Two-bladed sword, javelin, thick 
  cloak (+1 impromptu).
  Advancement:  By character class.
  Level Adjustment:  +2.
  Destined Dedicated Hero 3: CR 5; Medium-size 
  Humanoid; HD 3d8+3 plus 3d6+3; HP 31; Mas 13; 
  Init +0; Spd 30 ft; Defense 13, touch 12, ﬂatfooted 
  13 (+0 size, +0 Dex, +2 class, +1 equipment); BAB 
  +4; Grap +6; Atk +7 melee (1d8+2, two-bladed 
  sword), or +4 ranged (1d6, javelin); Full Atk +5/+5 
  melee (1d8+2, two-bladed sword), or +4 ranged (1d6, 
  javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ Paralyzing 
  Gaze, Poisonous Blood; AL none; SV Fort +4, Ref 
  +4, Will +3; AP 3; Rep +1; Str 14, Dex 11, Con 13, 
  Int 10, Wis 10, Cha 8.
  Skills: Hide +1, Knowledge (mutant lore) +2, 
  Knowledge (Twisted Earth) +2, Listen +2, Move 
  Silently +1, Navigate +10, Spot +2, Survival +13, 
  Treat Injury +2
  Feats: Exotic Melee Weapon Proﬁciency (two-
  bladed sword), Guide, Track, Two-Weapon Fighting, 
  Weapon Focus (two-bladed sword)
  Talents (Dedicated Hero): Skill Emphasis 
  (Survival), Aware
  DUST DEVIL
  Tamrok and the others scattered as the air exploded 
  with sand particles, kicked up by the tramping feet 
  of the beast that was just now emerging into the 
  light from the depths of its dark desert cave.  For 
  a moment, just before the sand cloud obscured it 
  completely, Tamrok caught a glimpse of the awful 
  desert spirit they had stirred from its mid-day rest.  It 
  looked like a grossly mishappen mountain puma, but 
  with an enormous and ungainly rat-like head with 
  goggle eyes and jagged teeth, over which its long 
  slick tongue ran back and forth in anticipation of its 
  noon-time meal...
  Legends of the elusive mutant beast known to the 
  natives of the Twisted Earth as the Dust devil portray 
  it as something of a “Tazmanian devil” ﬁgure.  The 
  hunting and slaying of this hideous desert predator 
  has been the target of many a young tribal’s trial of 
  manhood.
  The Dust devil is an ornery and vicious roaming 
  beast that resembles a monstrous wildcat, but with an 
  oversized rat-like head with great bulging eyes and 
  jagged teeth.  Instead of claws its legs end in wide 
  padded feet, not unlike a desert horse, and its ropy 
  tail continuously writhes back and forth like a living 
  snake.
  The Dust devil generally prefers small prey such 
  as rabbits and coyote, but they have been known to 
  attack humanoids and even larger animals such as 
  ravening hounds and Othydont.  Once it has decided 
  to attack a Dust devil stubbornly refuses to relent 
  until either it or its prey is slain.
  When a Dust devil cannot kill an opponent 
  quickly with its powerful, over-sized jaws, it turns 
  to defending itself by stamping its feet to generate 
  
  12
  clouds of swirling dust (hence its name).  A Dust 
  devil has thin transparent membranes over its 
  enormous eyes, as well as slitted nostrils, that allow it 
  to see and breathe normally in such conditions.
  Dust devils are generally most active during the 
  day, and appear to enjoy hunting during sandstorms 
  when potential prey is confused, disoriented, and 
  most vulnerable.
     The Dust devil was originally introduced in High 
  Road To Hell.
  SPECIES TRAITS
  Dust devils have the following species traits:
  Choking Cloud (Ex):  As long as it is in a sandy 
  area, as a standard action the Dust devil can pound its 
  feet vigorously to generate a cloud of choking dust 
  that spreads out from it like a cone out to 20 feet.  All 
  creatures in the area of effect must make a Fortitude 
  save (DC 13) or be dazed due to sneezing, choking, 
  and gagging.  The effect lasts for 1d2 rounds.
  Obscuring Cloud (Ex):  As long as it is in a 
  sandy area, as a full-round action the Dust devil can 
  pound its wide feet vigorously to produce a cloud 
  of obscuring dust.  While it is in the cloud the Dust 
  devil beneﬁts from a 20% miss chance from attacks 
  coming from 5 feet away, and 50% from attacks 
  coming from any distance greater than that.  Once 
  a cloud has been generated it will last for 1d4+1 
  rounds (half that in windy conditions, rounded 
  up).
  Scent (Ex):  This ability allows the 
  Dust devil to detect approaching 
  enemies, sniff out hidden foes, 
  and track by sense of smell.
  Screech (Ex):  Once 
  per round as a free action 
  the Dust devil can emit 
  a shrill rat-like screech of 
  tremendous volume that affects all within 30 feet.  
  Those within this area must make a Will save (DC 
  15) or be unable to coordinate their efforts (receiving 
  no ﬂanking bonuses, and prohibiting the use of such 
  tactics as aiding another).
  Bonus Feats: A Dust Devil receives Frightful 
  Presence and Power Attack as bonus feats.
  Dust Devil:  CR 6; Large Mutated Animal; HD 
  6d10+6; HP 39; Mas 13; Init +2; Spd 40 ft.; Defense 
  16, touch 11, ﬂatfooted 14 (-1 size, +2 Dex, +5 
  natural); BAB +6; Grap +14; Atk +9 melee (1d8+6, 
  bite); Full Atk +9 melee (1d8+6, bite); FS 10 ft. by 
  10 ft.; Reach 5 ft.; SQ Choking Cloud, 
  Obscuring Cloud, Scent, Screech; AL 
  none; SV Fort +6, Ref +7, Will +4; AP 
  0; Rep +0; Str 18, Dex 14, Con 13, Int 
  6, Wis 14, Cha 15.
  Skills:  Intimidate +11, Listen +5, 
  Spot +5, Survival +4.
  Feats:  Frightful Presence, Power 
  Attack.
  Advancement:  7-8 HD (Large), 
  9-10 HD (Huge).
  EUPHORINE
  The three warrior brothers walked into the chief’s 
  throne room, trying to hide their fear with a mask 
  of determination despite the madness they saw all 
  around them.  The chief’s advisors - wandering 
  aimlessly about the room - giggled and whispered 
  conspiratorily to invisible phantoms, while the chief’s 
  queen simply sat rocking back and forth on one of 
  the steps of the dais, drooling with an insane grin on 
  her lips.  The chief himself sat deep in his throne, his 
  puma-skin cape mangy, dishevelled, and ﬁlthy.  The 
  brothers could see his eyes were wild with idiocy.  
  The chief reached to the strange white jackal kneeling 
  lazily at his side, and stroked it lovingly.  Then, he 
  seemed to hear something they could not.
  “What is that, my friend?  You say we should kill 
  them?  Yes!  Yes!!!”
  The euphorine is a curious canine 
  that has developed a relationship 
  with post-Fall humanity in 
  much the same manner as dogs 
  of the ancient world.  However, 
  the euphorine is less of a benevolent 
  “friend”, and more of an insidious 
  “leech” that saps and taxes the men who 
  unknowingly allow it to live among them.
  A euphorine resembles an ugly, naked-
  skinned jackal, with oddly hypnotic 
  eyes that range from lemon to 
  electric yellow in color.  
  These eyes are the only 
  striking feature of this 
  otherwise unremarkable 
  beast, a creature whose 
  
  13
  true threat to humans is rarely appreciated.  To 
  anyone even slightly empathic, however, these eyes 
  seem to hide an almost selﬁsh intelligence: quiet, 
  calculating, and cool.
  Euphorines are drawn to human (and mutant) 
  company for the protection that their tribes and 
  communities can offer.  Catty and territorial 
  creatures, euphorines actually despise their own kind 
  and instead prefer to seek out other, more emotional 
  creatures to endear themselves to.  Lazy, they like to 
  be fed and pampered, and avoid physical efforts when 
  possible.
  Remarkably, many primitive people willingly open 
  their doors to these wretched creatures.  The reason 
  is not so much sympathy (few tribals will take in 
  stray beasts that do not in some way earn their keep), 
  but an actual physical quality of the euphorine:  the 
  animal produces a unique form of pheromone that 
  induces positive feelings, happiness, euphoria, and 
  fearlessness.
  Tribes that take in euphorines slowly change from 
  sensible creatures into idiotic madmen living in a 
  half-sleeping world of delusions and euphoria.  As 
  the former tribesmen wander aimlessly among the 
  decaying conﬁnes of their village (for they no longer 
  care to maintain their homes), they erupt into wild 
  laughter, moronic song, and sudden outbursts of 
  violent behavior - especially if their beloved “pet” 
  is endangered.  At the center of all the madness the 
  euphorine rests, secure in knowing that the entire 
  tribe will protect it from harm...
  SPECIES TRAITS
  Euphorine have the following species traits:
  Scent (Ex):  This ability allows the euphorine to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Thralls (Ex):  A euphorine emits an aura of 
  pheromones at all times that slowly transform living 
  creatures around it (i.e. living in the same complex) 
  into thralls.  Every 24 hours spent in the euphorine’s 
  presence requires a Fortitude save at DC 15 or the 
  loss of 1d6 temporary Charisma; note that a creature 
  drained in this manner does not know it has been 
  adversely affected.  When a creature’s Charisma is 
  reduced to 0, it effectively becomes the euphorine’s 
  thrall, which then allows the creature to gain the 
  thrall beneﬁts and thrall penalties outlined below.  
  A euphorine’s thralls will also ﬁght to defend the 
  creature at all costs, even if their actions would 
  normally be considered suicidal.
  Charisma damage inﬂicted on potential thralls 
  is not healed naturally, requiring two full days of 
  rest (instead of one) for each point to be healed.  A 
  creature cannot heal this Charisma damage while it 
  lives with the euphorine.
  Thrall Beneﬁts (Ex):  A euphorine’s pheromones 
  make its thralls immune to fear and all mind-
  affecting abilities that would prevent or hamper their 
  ability to defend the euphorine.  In addition, thralls of 
  the euphorine may enter a rage once per day (as the 
  barbarian ability of the same name).  Finally, a thrall 
  gains a +2 insight bonus to Initiative rolls.
  Thrall Penalties (Ex):  A euphorine’s pheromones 
  make its thralls subject to idiocy.  At the start of each 
  thrall’s turn, it must make a Will save at DC 11 or be 
  unable to act.  If it succeeds, it may act normally.
  Euphorine:  CR 2; Medium-Size Mutated Beast; HD 
  5d10; HP 27; Mas 10; Init +3; Spd 30 ft.; Defense 16, 
  touch 13, ﬂatfooted 13 (+3 Dex, +3 natural); BAB 
  +5; Grap +5; Atk +8 melee (1d6, bite); Full Atk +8 
  melee (1d6, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ 
  Scent, Thralls, Thrall Beneﬁts, Thrall Penalties; AL 
  none; SV Fort +4, Ref +7, Will +2; AP 0; Rep +0; Str 
  10, Dex 17, Con 10, Int 10, Wis 13, Cha 11.
  Skills:  Bluff +4, Hide +7, Listen +5, Move 
  Silently +7, Sense Motive +5, Spot +5, Survival +5.
  Feats:  Stealthy, Weapon Finesse (bite).
  Advancement:  6-7 HD (Medium-size).
  GUANAGON
  The rocks crumbled underfoot, and the heroic tribal 
  warrior fell into the depths.  The eager, dry croaking 
  of dozens of guanagons echoed from the unseen pool 
  of water below, accompanied by a loud splash.
  The chief’s daughter ran to the edge, but the 
  shaman grabbed her and held her back.  “The people 
  that once lived in these mountains fed the unwanted 
  and the elderly to the guanagons - they have 
  developed a taste for human ﬂesh.  Mourn him later; 
  we must ﬂee!”
  Guanagons are enormous amphibian creatures that 
  resemble giant iguanas, with large blocky heads 
  that they elevate to look around when startled, or to 
  investigate strange sounds. Spade-like incisors bristle 
  from their mouths, curving outwards and over their 
  chins in a terrifying overbite.
  Guanagons are normally complacent creatures, 
  given to extreme lethargy and preferring to spend 
  their time lazing, basking on rocks warmed by the 
  torturous sun.  However, this normally harmless 
  species has grown dangerous in the past few 
  generations, developing a taste for human ﬂesh.
  Guanagons were not normally man-eaters, but 
  this changed as a result of extended contact with 
  certain tribal groups.  In years past many tribals, 
  not wanting to bear the burden of mutated children 
  and the elderly, began feeding unwanted births 
  and the crippled (as well as war captives) to the 
  
  14
  congregations of guanagons often found basking near 
  the rivers lying in the shadow of their villages.  Over 
  time, the guanagons gained a liking for humanoids, 
  and even came to expect regular feedings.
  Most of these more savage tribes have long 
  vanished (their ways replaced by the “covenant 
  of exile”), but guanagons are still a danger to 
  humanoids.  When encountered these normally quiet 
  animals will snap to attention and gather around, 
  waiting for a sacriﬁce to be thrown to them.  They 
  will not immediately attack humanoids - they expect 
  to be served, after all - but if made to wait they will 
  likely grow impatient and attack, hoping to take 
  a chunk of ﬂesh from a nearby character before 
  submerging underwater.
  SPECIES TRAITS
  Guanagons have the following species traits:
  Scent (Ex):  This ability allows the guanagon to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Terrible Bite (Ex):  A guanagon’s snapping bite 
  causes crippling injuries, taking whole chunks of 
  meat with it.  A living creature struck by a successful 
  bite attack suffers a temporary reduction of -1 to 
  either her Strength, Dexterity, or Charisma score 
  (determine randomly each time the character is 
  bitten).  This ability score damage can be healed 
  normally through rest.
  Guanagon:  CR 7; Large Mutant Beast; HD 
  7d10+21; HP 59; Mas 17; Init -1; Spd 20 ft., swim 
  20 ft.; Defense 21, touch 7, ﬂatfooted 21 (-2 size, 
  -1 Dex, +14 natural); BAB +7; Grap +19; Atk +15 
  melee (1d8+12, bite); Full Atk +15 melee (1d8+12, 
  bite); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Scent, 
  Terrible Bite; AL none; SV Fort +8, Ref +4, 
  Will +2; AP 0; Rep +0; Str 26, Dex 8, Con 
  17, Int 2, Wis 11, Cha 3.
  Skills:  Listen +7, Spot +7, Swim +9.
  Feats:  Power Attack, Weapon Focus 
  (bite).
  Advancement:  8-12 HD (Huge).
  MANI’TO
  Gorak charged headﬁrst into the bushes - the thing 
  that had stalked them for days had run his patience 
  into the ground.  Though the cries of his fellow 
  hunters were now alarmingly far away, he grasped 
  his spear tightly in deﬁance.  It was now or never!
  As the trees shook in the weak moonlight, and 
  pinecones scattered to the earth, he spun on his heel 
  to meet the oncoming attacker, whatever it might 
  be.  He found himself staring dumbly into a glaring 
  pair of beaming lights, so bright that they blinded 
  him, causing him to hesitate in that one vital moment 
  before the malevolent forest spirit pounced...
  The so-called Mani’to is a bizarre creature that is said 
  to inhabit the dry forests at the foot of the Big Rocks, 
  and in a few other wilderness areas in other regions.  
  Named after the mysterious spirits of ancient Indian 
  lore, the Mani’to is a tricky hunter, who has adapted 
  to the new environment of the post-apocalyptic earth 
  in a unique way.
  Resembling a large over-sized badger or polecat 
  (often growing to the size of a tiger), the Mani’to has 
  black fur streaked with alternating bands of silver and 
  gray that gives it an almost ghostly appearance.  Its 
  real adaptation is in its eyes - large and glassy orbs 
  that have a coating of photo luminescent cells that 
  cause them to glow brightly under moonlight.  The 
  intensity of the glow has the equivalent candlepower 
  of a modern-era vehicle headlight, casting beams that 
  can be seen from a great distance.
  The Mani’to uses the luminosity of its eyes to stun 
  prey, typically deer and other skittish forest creatures.  
  Entranced by its glowing eyes, its quarry is usually 
  mesmerized and frozen in place, unable to ﬂee until 
  
  15
  it is too late and the Mani’to is upon them.  Once a 
  Mani’to strikes, it ﬁghts until its prey is literally torn 
  to pieces.
  SPECIES TRAITS
  Mani’to have the following species traits:
  Eyeshine (Ex):  As a free action each round, the 
  Mani’to can attempt to blind a single target with its 
  glowing eyes as a ranged touch attack.  The target 
  must make a Reﬂex save (DC equal to the Mani’to’s 
  attack roll) or be blinded for 1d6 minutes.  A target 
  may deliberately close or avert his eyes to avoid this 
  when ﬁghting the Mani’to, but doing so gives the 
  Mani’to total concealment.
  Creatures with an Int score of 2 or less must 
  also make a Will save (DC 15) or be dazed for the 
  duration.
  Rend (Ex):  If a Mani’to hits with both claw 
  attacks it latches onto its opponent’s body and tears 
  the ﬂesh.  This attack automatically deals 2d8+6 
  points of damage.
  Scent (Ex):  This ability allows the Mani’to to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Bonus Feat: A Mani’to receives Power Attack as a 
  bonus feat.
  Mani’to: CR 4; Large Mutated Animal; HD 4d8+12; 
  HP 30; Mas 16; Init +1; Spd 30 ft.; Defense 14, touch 
  10, ﬂatfooted 13 (-1 size, +1 Dex, +4 natural); BAB 
  +3; Grap +11; Atk +6 melee (1d6+4, claw); Full Atk 
  +6 melee (1d6+4, 2 claws), +1 melee (1d8+4, bite); 
  FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Eyeshine, Rend, 
  Scent; AL none; SV Fort +7, Ref +5, Will +3; AP 0; 
  Rep +0; Str 18, Dex 13, Con 16, Int 2, Wis 15, Cha 5.
  Skills:  Listen +9, Spot +9, Survival +3.
  Feats:  Power Attack.
  Advancement:  5-6 HD (Large).
  MEGA AGROBOT
  What seemed like a wild and unkempt wheatﬁeld 
  stretched from horizon to horizon.  The three young 
  tribals, all hoping to return alive from their test of 
  adulthood, sighed a breath of relief at this peaceful, 
  pastoral scene.
  Suddenly the sky erupted with a thunderous, 
  inhuman rumble; crows hidden in the wheat took 
  instantly to the air, their panicked ﬂuttering matching 
  the skip in each man’s heartbeat.  All of a sudden 
  there was a clanging mechanical noise, the bite of 
  diesel exhaust in the air, and the wheatﬁelds began 
  to part as a monstrous construction of blindingly-
  polished metal rolled through the tall vegetation 
  towards them.
  Though in other parts of the Twisted Earth robots 
  - even mundane models - are known to exist, in the 
  vast reaches of the Deserts of Nowhere they are still 
  something feared by the superstitious tribals of the 
  wasteland.
  Long ago, the Deserts of Nowhere were at the 
  heart of America’s breadbasket, a vast “belt” where 
  corporations bought up every inch of wilderness 
  and turned them into miles and miles and miles of 
  contiguous cropland.  Left to monitor these colossal 
  agricultural farms (some covering up to two-thirds of 
  an entire state) were robotic creations of the Ancients, 
  known as mega agrobots.  Unlike smaller agricultural 
  models, these enormous metal monsters were 
  designed to be able to reap hundreds of miles of grain 
  and store the crop internally, while also surviving the 
  
  16
  increasingly caustic elements and the rare instance of 
  domestic terrorism performed against them by out-of-
  work farming folk living on the edges of corporate-
  owned lands.
  Mega agrobots still exist out in the Deserts of 
  Nowhere, though in many cases the vast farm 
  country they once worked has turned to desert.  
  They are still very much a danger, as occasionally 
  these mindless automatons come to life and begin 
  moving haphazardly about the wasteland in a wild 
  and unpredictable manner.  Tribal folk revere them 
  as angry “gods” and walk cautiously in their shadow; 
  always afraid these metal giants will awaken and slay 
  those who tread too near their resting places.
  Mega agrobots resemble huge wheeled 
  contraptions, their aging metal burnished to a ﬁne 
  gleam by the sun and hundreds of years of caustic 
  sandstorms.  With forward-sprouting spidery arms 
  bristling with razor-sharp shears to clear obstructions, 
  the agrobot pushes before it a turf churning spiked 
  roller that tears up the ground and pulverizes any 
  creatures unfortunate enough to fall in its path.
  SPECIES TRAITS
  Mega agrobots have the following traits:
  Robotic Construct:  Mega agrobots have the traits 
  and immunities common to all robotic constructs.
  Advanced Materials:  Mega agrobots are made of 
  advanced materials in order to withstand potentially 
  dangerous environments.  These materials grant the 
  mega agrobot damage reduction 4/- to non-energy 
  attacks.
  Programs:  Mega agrobots are generally 
  programmed with skill, slave unit, and task programs.
  Razor Shears (Ex):  If a mega agrobot scores a 
  critical hit with either of its shear attacks, do not roll 
  to conﬁrm; the critical damage is automatic.
  Spiked Roller (Ex):  A mega agrobot may move 
  into a square occupied by an enemy (or any number 
  of enemies) up to one size category smaller than 
  it (but no larger), and doing so causes damage to 
  the creature(s) being trampled.  Anyone trampled 
  is allowed a Reﬂex save at DC 18 to avoid the 
  damage and being pinned.  Otherwise, the opponent 
  is automatically knocked prone and is considered 
  pinned so long as it is in the same square as the 
  mega agrobot.  In addition, a creature trampled in 
  this fashion takes damage as if it had been slammed 
  (half of this damage is piercing, half is bludgeon) 
  when it is ﬁrst pinned, and each round that it remains 
  underneath the mega agrobot.
  
  17
  Mega Agrobot:  CR 10; Huge Robotic Construct; 
  HD 13d10+40; HP 111; Mas -; Init -2; Spd 40 ft.; 
  Defense 16, touch 6, ﬂatfooted 16 (-2 size, -2 Dex, 
  +10 natural); BAB +9; Grap +27; Atk +17 melee 
  (2d8+10, razor shears), or +12 melee (2d6+5, slam); 
  Full Atk +17 melee (2d8+10, 2 razor shears), or +12 
  melee (2d6+5, slam); FS 15 ft. by 15 ft.; Reach 10 ft.; 
  SQ Robotic Construct, DR 4/-, Razor Shears, Spiked 
  Roller, Command Level (IIC); AL none; SV Fort -, 
  Ref +3, Will +0; AP 0; Rep +0; Str 30, Dex 6, Con -, 
  Int -, Wis 1, Cha 1.
  Skills:  None.
  Feats:  Cleave, Great Cleave, Power Attack, 
  Sunder.
  Advancement:  none.
  MERCHANT’S MENACE
  The tribal caravan guard started to load his crossbow 
  as the wagon jostled along down the dusty trail.  
  The new hire looked incredulous, and picked up his 
  looking glass, staring off into the swirl of dust kicked 
  up behind the wagon train.
  “All I see are some mangy-looking dogs,” he said, 
  “Don’t waste your quarrels.”
  The more experienced guard lifted the crossbow 
  and stared down the sight.  “They may look harmless, 
  but the ‘merchant’s menace’ has killed more men than 
  any other beast its size.  Not with its jaws, but with its 
  appetite...”
  The annoying beasts known as the “merchant’s 
  menace” are common along the dry dusty trade routes 
  of the Far Desert, and up along the northern routes 
  headed towards the Deserts of Nowhere.  These 
  creatures get their name from their uncanny ability to 
  trail merchant caravans and convoys with their potent 
  olfactory senses.  Dwelling just at the edge of the 
  light of a camp’s ﬁres, these opportunistic scavengers 
  wait for just the right time to scamper in and make 
  off with food.  In recent years, they have shown 
  even more ingenuity, forgoing their normal rushing 
  raids to sneak into camp under cover of darkness, 
  stealthily slipping into tents, and gorging themselves 
  on trail rations and other foodstuffs left unattended.  
  These creatures are often driven off on ﬁrst sighting 
  them as they pose a very real danger to the survival 
  of caravans heading on long voyages into the deep 
  deserts of the Twisted Earth.
  A merchant’s menace resembles a giant rodent with 
  bony spines along its back and an elongated, lizard-
  like snout ﬁlled with blade-like teeth.  A thin, pinkish 
  rat’s tail whips behind the creature, stirring up 
  clouds of ﬂies that swarm around the mangy creature 
  practically every minute of the day.  A menace is 
  also prone to carrying particularly annoying ticks 
  and ﬂeas that seem only eager to transfer from their 
  current pathetic host to more mobile prey such as 
  humanoids.
  Most merchant’s menaces do not attempt 
  to attack men, but if directly prevented from 
  getting at food, they have been known to bite 
  any obstacle standing in their way.
  SPECIES TRAITS
  Merchant’s menaces have the following traits:
  Infestation (Ex):  A merchant’s menace carries 
  swarms of insects that jump from host to host.  Any 
  creature coming within 10 ft of a merchant’s menace 
  must make a Reﬂex save (DC 14) each round or 
  become infested.  Starting on the round following 
  a failed save, the character suffers a cumulative -1 
  penalty to all attack rolls, Initiative rolls, attribute 
  checks, and skill checks, due to uncontrollable 
  itching.  This penalty increases by -1 each day 
  thereafter (maximum -4).  This penalty only goes 
  away if the character bathes completely or when she 
  dies.
  Scent (Ex): This ability allows the merchant’s 
  menace to detect approaching enemies, sniff out 
  hidden foes, and track by sense of smell.
  Skill Bonus: Merchant’s menaces gain a +4 racial 
  bonus on Survival checks when tracking by scent.
  Bonus Feat: A merchant’s menace receives 
  Weapon Finesse (bite) as a bonus feat.
  
  18
  Merchant’s Menace:  CR 2; Medium-Size Animal; 
  HD 3d8; HP 13; Mas 11; Init +4; Spd 40 ft.; 
  Defense 16, touch 14, ﬂatfooted 12 (+4 Dex, 
  +2 natural); BAB +2; Grap +4; Atk +6 melee 
  (1d6+3, bite); Full Atk +6 melee (1d6+3, 
  bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ 
  Infestation, Scent; AL none; SV Fort +3, 
  Ref +7, Will +4; AP 0; Rep +0; Str 14, Dex 
  18, Con 11, Int 2, Wis 13, Cha 11.
  Skills: Hide +8, Move Silently +8, 
  Listen +3, Spot +3, Survival +3 (+7 
  scent).
  Feats: Weapon Finesse (bite).
  Advancement:  4-6 HD (Large).
  POD GUARDIAN
  For all his equipment and fancy 
  armor, the ﬁeld scientist felt he’d 
  lost his way.  Not only that, but he 
  somehow sensed he was in great 
  danger.  The ruins of San Jose were 
  utterly lost, and the expedition to 
  look for forgotten treasures had been 
  a fool’s errand.  Everything was 
  overgrown, the ruins buried under 
  heaps of vegetation and hidden by the 
  unnatural jungle of colossal trees and 
  vines.
  As he came into an old intersection, 
  through which his ﬁrst glimpse of 
  sunlight could be seen coming through 
  a gap in the foliage overhead, he was 
  surprised to see bones littering the 
  ground beneath what seemed to be a 
  small colony of strange plants.  These 
  slender, vase-like plants rose high into the 
  air, around which twirled numerous tendrils and 
  vines, each bearing a strange pod, plump with 
  seeds.  He stepped back in surprise when slowly 
  the plants unfurled their tendrils, as if in 
  response to his intrusion upon this lost jungle 
  sanctuary...
  Pod guardians are a species of plant bred 
  and cultivated by the bizarre tribe known as 
  the “Plantmen of Paradise”.  Though pod 
  guardians are their most common creations, 
  it is believed that these industrious 
  gardeners have the talents of many 
  more specialized plant creatures at their 
  disposal.
  Pod guardians are towering leafy 
  stands possessed of an elongated vase-
  like trunk, topped by a scaly, ridged 
  “cone”.  Tendrilous vines sprout from 
  this central vegetable mass, curling about 
  the plant like a maze of spider webs, and 
  draping nearby structures - including the 
  remains of past victims, which stand out 
  as a warning to those who would intrude 
  on the plantmen’s domain.  At the end of 
  each of these tentacle-like extensions is 
  a plump, ovular seed pod, which the pod 
  guardian can detach and hurl in the exact 
  same manner as a grenade.
  Pod guardians are unintelligent, but they 
  react to the intrusion of non-plant creatures 
  as their creators intended, hurling their seed 
  pods as ranged missiles.  When a seed pod 
  impacts its target (or the ground, or a similar 
  obstacle) it splits open, releasing the pod’s 
  contents.
  
  19
  Individual breeds of pod guardian have been 
  created by the plantmen, with different types of seed 
  pods.  Some seed pods contain poisonous vapors, 
  while others contain irritant gas.  Still others explode, 
  sending sharp, syrup-hardened fragments with high 
  force into the ﬂesh of anything within a certain 
  radius.
  SPECIES TRAITS
  Pod guardians have the following species traits:
  Blindsight (Ex):  Pod guardians have blindsight 
  with a range of 60 ft.
  Plant:  Pod guardians have the traits and 
  immunities common to plants.
  Seed Pods (Ex):  A pod guardian may hurl its seed 
  pods as grenade-like weapons, following the same 
  rules governing the use of actual grenades.  However, 
  a pod guardian may hurl up to six seed pods each 
  round at its normal ranged attack bonus (without 
  penalty).  A pod guardian typically has 3d6+6 seed 
  pods available for throwing; these grow back at a rate 
  of 1 per week, and may be harvested for use once the 
  plant has been killed.  A pod guardian’s seed pods 
  may have any of the following qualities (chosen by 
  the GM):
  Choking Vapor:  When this pod cracks open it 
  releases a cloud of choking vapors in a cloud 10 ft. in 
  diameter.  Anyone caught in the area of effect must 
  make a Fortitude save at DC 21 or become nauseated 
  for 2d6 rounds (success indicates being sickened for 
  the same duration).  On the following round, this 
  cloud of gas expands to 20 ft. in diameter.  On the 
  third round the gas cloud dissipates harmlessly.
  Poisonous Mist:  When this pod cracks open it 
  releases a cloud of mist in a cloud 10 ft. in diameter.  
  Anyone caught in the area of effect must make a 
  Fortitude save at DC 17 or become poisoned (initial 
  1d3 Con, secondary 1d3 Con).  On the following 
  round, this cloud of gas expands to 20 ft. in 
  diameter.  On the third round, the gas cloud dissipates 
  harmlessly.
  Irritant Gas:  When this pod cracks open it releases 
  a cloud of fumes that duplicate the effects of tear gas 
  (DC 15 or be blinded for 1d6 rounds) in a cloud 10 
  ft. in diameter.  On the following round, this cloud of 
  gas expands to 20 ft. in diameter.  On the third round 
  the gas cloud dissipates harmlessly.
  Explosive:  When this pod cracks open it explodes 
  in a 20 ft. burst, inﬂicting 2d6 points of ﬁre damage.  
  Anyone caught in the area of effect may make a 
  Reﬂex save at DC 18 to suffer half damage.
  Pod Guardian:  CR 9; Huge Plant; HD 9d8+45; HP 
  85; Mas 21; Init +3; Spd 5 ft.; Defense 22, touch 11, 
  ﬂatfooted 19 (-2 size, +3 Dex, +11 natural); BAB +6; 
  Grap +16; Atk +6 melee (2d6+2, slam), or +7 ranged 
  (seed pod); Full Atk +6 melee (2d6+2, slam), or +7 
  ranged (6 seed pods); FS 15 ft. by 15 ft.; Reach 10 ft.; 
  SQ Blindsight, Plant, Seed Pods; AL none; SV Fort 
  +11, Ref +6, Will -1; AP 0; Rep +0; Str 14, Dex 17, 
  Con 21, Int 2, Wis 2, Cha 2.
  Skills:  None.
  Feats:  None.
  Advancement:  10-15 HD (Huge), 16-21 HD 
  (Gargantuan).
  SAND TEETH
  The two scavengers walked across the tall sand 
  dunes, driven on by the power of their greed.  They 
  had discarded the advice of their fellow scavs, and 
  scoffed at the tribal shaman who warned them of the 
  “dunes that eat men”.  Their prize, a great treasure, 
  waited just a few miles ahead.
  Just then the wind picked up with sudden strength, 
  yet over the gale the ﬁrst of the two swore he could 
  hear the sudden buzz of angry bees.  Spinning to 
  ask his companion if he’d heard the same thing, his 
  eyes widened in horror at the sight before his eyes.  
  Sliding down the dune, not ten paces behind him, 
  were the freshly-picked bones of the man who had 
  just moments before been travelling with him...
  The tribals of the Deserts of Nowhere speak of the 
  “sand-that-eats-men”, also known as sand teeth.  
  Though many outsiders scoff at the legends of these 
  tribals (which tell of “invisible devourers of men”), 
  sand teeth do in fact exist.  In reality, these creatures 
  are not individual terrors, but rather swarms of 
  millions of microscopic ﬂea-like insects that have a 
  ravenous appetite for warm ﬂesh.
  Sand teeth congregate in sprawling swarms, 
  usually hiding under a ﬁne layer of sand skirting the 
  top of a dune, or a dry sandy riverbed, just beneath 
  the surface.  Millions of the miniscule creatures 
  comprise a single swarm, which can cover an area up 
  to twenty feet in diameter.  Effectively invisible, they 
  are only roused when they sense a meal, at which 
  time they erupt in a swirling mass that momentarily 
  resembles an animated cloud of sand particles.
  It is said a swarm of sand teeth can strip a man’s 
  ﬂesh from his bones in mere seconds.  They are 
  known to dwell passively among sandy regions, 
  waiting for prey to stumble on then, but when 
  sandstorms hit their habitat, they often drift unseen in 
  the storm, ripping away at unprotected creatures who 
  do not ﬁnd cover in time.
  SPECIES TRAITS
  Sand teeth have the following species traits:
  Invisible (Ex):  A swarm of sand teeth is 
  effectively invisible.
  
  20
  Scattering Mass (Ex):  As a swarm, sand teeth can 
  only be harmed by attacks that affect an area, such as 
  grenades.  All other attacks forms do nothing to them.
  Swarm Feeding (Ex):  Anyone caught within the 
  dimensions of a sand teeth swarm at the end of the 
  swarm’s movement automatically suffers damage 
  from millions of slashes and bites.  The damage 
  inﬂicted is equal to half the swarm’s current hit points 
  (this damage is considering slashing).  If more than 
  one creature is caught within the area of the swarm, 
  divide the damage equally between them.
  Creatures that wear armor, or have natural armor, 
  are partially protected.  Subtract the bonus of any 
  armor worn or possessed from the damage inﬂicted 
  by the swarm (though the minimum damage done 
  will always be 1).  Armor speciﬁcally intended to 
  keep out foreign particles (such as an NBC suit or 
  environment suit) provide double their normal bonus 
  for the purposes of this protection.
  Tremorsense (Ex):  Sand teeth can automatically 
  sense the location of anything within 60 feet that is in 
  contact with the ground or water.
  Vermin:  Sand teeth are immune to mind 
  inﬂuencing effects and have dark vision with a range 
  of 60 feet.
  Sand Teeth:  CR 18; Gargantuan Vermin; HD 
  20d8+160; HP 250; Mas -; Init -2; Spd 10 ft., ﬂy 60 
  ft. (perfect); Defense 4, touch 4, ﬂatfooted 4 (-4 size, 
  -2 Dex); BAB +15; Grap -; Atk special; Full Atk 
  special; FS 20 ft. by 20 ft.; Reach 0 ft.; SQ Invisible, 
  Scattering Mass, Swarm Feeding, Tremorsense, 
  Vermin; AL none; SV Fort +20, Ref +4, Will +6; AP 
  0; Rep +0; Str 42, Dex 6, Con 26, Int -, Wis 11, Cha 
  1.
  Skills: None.
  Feats: None.
  Advancement: 21-25 HD (Gargantuan).
  SCRAPEATER
  A strong wind blew through the broad valley, 
  carrying with it a curious smell of chemical acid.  
  A vast junkyard spread out before the onlookers, 
  and the tribal war party was on edge for in the 
  distance they heard a great groan sounding like the 
  metal hulk of a ship sinking to the ocean’s bottom.  
  This monstrous noise was almost reminiscent of a 
  dinosaur’s roar, but it was something far stranger:  
  they now knew they had wandered into the domain of 
  the scrapeaters.
  
  21
  The scrapeater is a rare and legendary monster 
  said to dwell in only a few spots in the Deserts of 
  Nowhere, and on the edges of the Burning Lands.  
  The colossal monsters get their name from their 
  unique ability to consume metal for sustenance, and 
  as such they are almost exclusively found dwelling in 
  old scrap yards, rail yards, and automobile junkyards 
  where a supply of rusted metal is in abundance.
  A scrapeater resembles an enormous four-legged 
  colossus, covered in glimmering skin that gives it 
  either a brass or bronze color, depending on its age 
  (older specimen turn darker, with ﬂecks of green 
  reminiscent of verdigris).  The creature’s heavy oval-
  shaped head is unlike any creature of the natural 
  world, with two enormous cat-like eyes and a maw 
  splitting it from side to side and ringed with double 
  rows of serrated, shovel-shaped teeth.  A blue-white 
  corrosive spittle - one of the most caustic substances 
  known to the inhabitants of the Twisted Earth - oozes 
  from a scrapeater’s mouth at all times, helping it to 
  break down and consume the metal that it eats.
  Scrapeaters entirely subsist on metal, and nothing 
  else.  Though they may break a tooth now and again 
  on a particularly hard substance, they have no nerves 
  in their maws and quickly regrow teeth within 
  hours to replace ones lost.  And while their size is 
  tremendous, they are relatively harmless to humans 
  and other “diminutive” creatures - unless they ﬁnd 
  themselves carrying any amount of metal, that is.  
  Though they usually overlook organic prey, anything 
  made of metal or carrying a signiﬁcant amount of 
  the stuff will likely draw their attention and their 
  predatory hunger.  Scrapeaters are thus more of a 
  terror to robots (who are more often than not made 
  entirely of metal), scavs (who often carry a collection 
  of junk treasures), and anyone who happens to wear 
  heavy metallic armor (including war parties from 
  more advanced communities).
  SPECIES TRAITS
  Scrapeaters have the following species traits:
  Caustic Spittle (Ex):  A scrapeater’s milky drool 
  is highly corrosive.  In addition to normal damage, 
  any creature or object hit by a scrapeater’s bite takes 
  an additional 8 points of acid damage. This damage 
  ignores the hardness of objects.
  Immunities:  Scrapeaters are immune to acid.
  Metal Scent (Ex):  This speciﬁc ability allows 
  the scrapeater to detect metal with its sense of smell.  
  Any creature or character made of or carrying a 
  substantial amount of metal can be tracked with the 
  scrapeater’s sense of smell.
  Monstrous Sunder (Ex):  When a scrapeater uses 
  the Sunder feat to sunder a metallic object (such as a 
  weapon, a vehicle, or armor worn by a character) it 
  does quadruple damage.  This does not work against 
  creatures made of metal, however.
  Swallow Whole (Ex):  A scrapeater can swallow 
  a grabbed creature two size categories smaller 
  than it by making a successful grapple check.  The 
  swallowed creature takes 2d8+8 points of crushing 
  damage plus 8 points of acid damage per round from 
  the scrapeater’s gizzard.  This acid damage also 
  affects everything worn or carried by the creature 
  swallowed creature.  A swallowed creature can cut its 
  way out by using claws or a Small or Tiny slashing 
  weapon to deal 25 points of damage (AC 20).  Once 
  the creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out.
  Alternatively, a creature may strip itself of any 
  metallic objects and leave them in the gizzard, at 
  which point the scrapeater will automatically vomit 
  the organic creature out on its following action.
  Tremendous Strength (Ex):  A scrapeater is 
  able to lift objects of Gargantuan size or less with 
  its mouth and powerful neck muscles, even if they 
  would otherwise seem unwieldy to a creature of its 
  size.
  Scrapeater:  CR 15; Gargantuan Mutant Beast; 
  HD 17d10+119; HP 212; Mas 25; Init -1; Spd 40 
  ft.; Defense 27, touch 5, ﬂatfooted 27 (-4 size, -1 
  Dex, +22 natural); BAB +17; Grap +41; Atk +25 
  melee (2d8+18, bite); Full Atk +25 melee (2d8+18, 
  bite); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ Caustic 
  Spittle, Immunities, Metal Scent, Monstrous Sunder, 
  Swallow Whole, Tremendous Strength; AL none; SV 
  Fort +17, Ref +10, Will +6; AP 0; Rep +0; Str 35, 
  Dex 9, Con 25, Int 2, Wis 12, Cha 10.
  Skills:  Listen +7, Spot +7, Survival +8.
  Feats:  Alertness, Combat Reﬂexes, Power Attack, 
  Sunder, Track.
  Advancement:  18-20 HD (Gargantuan).
  SILVERDISC
  The mountain tracker looked about for signs that 
  would identify the unknown attacker.  The corpses 
  of the Winged One warriors lying strewn about the 
  mountain glade had been torn apart, leaving vicious 
  wounds where whole chunks of meat had been eaten.  
  Whatever it had been was certainly a force to be 
  reckoned with.
  Long believed to be the sole masters of the Twisted 
  Earth’s tall mountain ranges, protected and isolated 
  by the towering treacherous peaks, in recent years 
  the small but arrogant tribes of Winged Ones have 
  come under threat from a new avian inhabitant of the 
  Big Rocks.  These creatures, known by the people of 
  the lowlands as “silverdiscs”, are bizarre, lizard-like 
  “gargoyles” that have adapted in stunning ways to 
  
  22
  carve out their own niche in the dangerous skies over 
  the Big Rocks.
  A silverdisc resembles a large lizard, with long, 
  thin, fragile limbs.  Between these arms and legs 
  stretch satiny membranes of loose skin, which allow 
  the silverdisc to soar gracefully through the sky.  A 
  willowy tail, complete with a diamond-shaped ﬁn 
  at the terminus, allows the creature to steer itself on 
  the air currents, and provide momentary bursts of 
  stunning maneuverability.  From below the creature 
  looks very much like a ﬂying “disc”.
  Most intriguing, however, is the creature’s 
  mechanism for attack.  Coating the underside of its 
  membranous wings is a layer of highly-reﬂective 
  silver skin, which catches sunlight and reﬂects it 
  brilliantly like a silvered mirror so that its prey is 
  blinded when it descends to attack.
  A silverdisc hunts anything and everything it 
  spots, including other avian, mountain animals, and 
  even Winged Ones and lowland humanoids.  When 
  it strikes, it descends at high speed, dropping on its 
  blinded victim and sinking its jagged teeth into its 
  vitals.
  SPECIES TRAITS
  Silverdiscs have the following species traits:
  Blinding Wings (Ex):  During the daylight hours 
  a silverdisc attacking from above causes creatures 
  below it and within 30 ft of it to be blinded for 1d4 
  round.  A successful Reﬂex save (DC 17) negates 
  it.  A creature may avoid looking at the silverdisc 
  to prevent being blinded, but doing so provides the 
  normal penalty.
  Vital Strike (Ex):  If a 
  silverdisc bites an opponent 
  that is currently blinded 
  by its wings, it inﬂicts an 
  additional +2d6 damage.  
  Creatures immune to critical 
  hits are not affected.
  Silverdisc:  CR 5; Medium-Size Mutated Beast; HD 
  5d10+15; HP 42; Mas 17; Init +5; Spd 10 ft., ﬂy 60 
  ft. (good); Defense 20, touch 15, ﬂatfooted 15 (+5 
  Dex, +5 natural); BAB +5; Grap +8; Atk +8 melee 
  (1d6+5, bite); Full Atk +8 melee (1d6+5, bite); FS 
  5 ft. by 5 ft.; Reach 5 ft.; SQ Blinding Wings, Vital 
  Strike; AL none; SV Fort +8, Ref +10, Will +3; AP 0; 
  Rep +0; Str 17, Dex 20, Con 17, Int 2, Wis 13, Cha 4.
  Skills: Listen +7, Spot +10.
  Feats: Flyby Attack, Wingover.
  Advancement:  6-7 HD (Medium-size), 8-9 HD 
  (Large).
  SODELLIS
  Humag led the team of salt miners across the broad 
  open plain, the sound of crystalline sand crunching 
  underfoot.  Wearing a headdress of rags to shield 
  their eyes from all but a narrow slit of sunlight, they 
  were still almost blinded by the light reﬂected off the 
  ﬂats that stretched around them for miles in each 
  direction.
  Suddenly the earth rumbled, and the men 
  screamed.  Humag fell to the ground, showered with 
  chunks of semi-solidiﬁed salt that stung his skin.  The 
  last thing that came to his stunned ears were the cries 
  of his fellow slaves:  “Sodellis!  Sodellis!”
  The sodellis is a gargantuan monster believed to live 
  almost exclusively in the Cursed Sea region of the 
  Twisted Earth.  Few inhabitants of the wasteland even 
  know these creatures exist, their existence kept secret 
  by the ruthless salt merchants that rule the region.  
  Sadly tribal slaves, taken captive by these ruthless 
  overlords and put to work mining salt from the 
  vast ﬂats of the Cursed Sea, often fall prey to these 
  cunning hunters largely due to their ignorance of their 
  
  23
  presence under the very salt ﬁelds they walk on.
  The sodellis resembles a gigantic crocodilian 
  creature that appears to be made from a living, 
  grayish rock, but in reality this stony exterior is 
  merely a covering of built-up salt and sand that gives 
  it an almost impenetrable encasing of rock-hard 
  armor.  This salt shell glimmers brilliantly in the sun 
  as the sodellis emerges from underground; some 
  particular growths grow so large that they resemble 
  clusters of beautiful quartz crystal on the beast’s 
  back.  When a sodellis emerges fully onto the surface 
  it proves to be far longer than an ordinary crocodile, 
  however, supporting its elongated body with over two 
  dozen legs that end in sharp burrowing claws.
  The sodellis is primarily a burrower, and lives 
  most of the time underground, enjoying the cool air 
  channeled into the tunnels it digs just a few feet under 
  the surface.  When it senses prey, it lunges upwards, 
  erupting from the earth in an explosion of sharp sand 
  particles that stun nearby prey, allowing it to snatch 
  the unsuspecting victims with a powerful bite.
  SPECIES TRAITS
  Sodellis have the following species traits:
  Blinding Explosion (Ex): On the ﬁrst round of 
  combat, the sodellis usually emerges from beneath 
  the ground in an explosion of gleaming salt and sand 
  particles.  All creatures within 20 ft of the sodellis 
  must make a Reﬂex save at DC 17 or be blinded for 
  1d4 round.
  Razor-Sharp Hide (Ex): A sodellis’ crystalline 
  hide gives it an abundance of razor-sharp edges that 
  slash and cut those who get too close.  Each round all 
  creatures within 5 ft of a sodellis must make a Reﬂex 
  save at DC 13 or be injured, suffering 2d6 points of 
  slashing damage.
  Scent (Ex): This ability allows the sodellis to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Salt Wounds (Ex): Wounds caused by a sodellis’ 
  bite attacks, as well as by contact with its razor-
  sharp hide, are excruciatingly painful and difﬁcult 
  to staunch.  In additional to normal damage, these 
  wounds also cause bleeding at the rate of 1 hit point 
  per round.  Cumulative wounds cause cumulative 
  bleeding (i.e. two hits cause the victim to bleed at 
  a rate of 2 hit points per round).  Bleeding wounds 
  will continue to bleed for 10 rounds (or until healed 
  through healing medicine or a Treat Injury check at 
  DC 15).
  Sodellis: CR 13; Huge Mutant Beast; HD 12d10+60; 
  HP 126; Mas 21; Init +0; Spd 30 ft., burrow 10 ft.; 
  Defense 28, touch 8, ﬂatfooted 28 (-2 size, +0 Dex, 
  +20 natural); BAB +12; Grap +28; Atk +18 melee 
  (2d6+12, bite); Full Atk +18 melee (2d6+12, bite); FS 
  15 ft. by 15 ft.; Reach 10 ft.; SQ Blinding Explosion, 
  Razor-Sharp Hide, Scent, Salt Wounds; AL none; SV 
  Fort +13, Ref +8, Will +4; AP 0; Rep +0; Str 27, Dex 
  10, Con 21, Int 2, Wis 11, Cha 4.
  Skills: Listen +6, Spot +6, Survival +3.
  Feats: Cleave, Great Cleave, Improved Bull Rush, 
  Power Attack.
  Advancement: 13-15 HD (Huge), 16-20 
  (Gargantuan).
  STORM HOOD
  The band of men trudged painfully through the biting 
  sandstorm, pressing on despite the deafness in their 
  ears from the howling wind and biting sands.  None 
  could see more than a few feet in front of his face, 
  and had to shout with increasing hoarseness to be 
  heard.
  Suddenly one of the men stumbled back - something 
  had struck his face.  Blind and choking, he ﬂailed his 
  arms about trying to clear whatever it was that had 
  come out of the storm and attached itself to his face.  
  As his ﬁngers touched the cold clammy skin of this 
  living “hood”, he felt the abomination’s needle-like 
  teeth begin burrowing into his skull.
  The other men pushed on, unable to hear the man’s 
  screams, mufﬂed as they were by the winds and the 
  storm hood smothering his face.
  The storm hood is a particularly nasty danger of the 
  deep deserts, though thankfully they are said to only 
  dwell in the Burning Lands, the Graveyard of Bone 
  Cities, and the fringes of the Purple Desert.  The 
  creature resembles a “sheet” of loose skin, carried 
  aloft on the raging winds of a storm.  Effectively 
  invisible as they soar by in the tempest of a 
  sandstorm, even when they are spotted racing past 
  they are often mistaken for garbage churned up by 
  the winds.
  A storm hood is an opportunistic hunter; swarms 
  of individual storm hoods will soar through a given 
  sandstorm on the off chance that the wind blows them 
  onto prey that happens to be moving below.  Once 
  the storm hood strikes its unfortunate prey (usually 
  around head level), it attaches itself securely with a 
  number of tiny claws, covering the head completely.  
  Its membranous skin is highly resilient, and with 
  powerful muscular action, it stretches itself ﬁrmly 
  around its prey to deny it any breath (or cries for 
  help).
  Within moments, its circular maw opens and begins 
  feasting on the contents of its victim’s unprotected 
  skull.
  
  24
  SPECIES TRAITS
  Storm hoods have the following species traits:
  Blindness/Deafness/Suffocation (Ex):  So long 
  as a storm hood is attached to its prey its victim is 
  considered blind, deaf, and unable to breath, and will 
  begin suffocating (see page gamemastering in d20 
  Modern).
  Grappler (Ex):  A storm hood receives a +12 
  racial bonus to grapple checks.
  Grappling Bite (Ex):  Once a storm hood 
  successfully grapples an opponent, it can 
  attack with its needle-like teeth.  It can attack 
  once per round and damage is automatically 
  inﬂicted.
  Keen Sight (Ex):  Storm hoods have 
  darkvision with a range of 60 feet and low-
  light vision.
  Special Defense (Ex):  So long as a 
  storm hood is attached to its prey, any attack 
  against it causes its prey to also suffer one-
  quarter the damage inﬂicted upon it.
  Vampirism (Ex):  A storm hood 
  replenishes itself by draining blood 
  from the wounds it inﬂicts.  Each time 
  it does damage with its grappling bite 
  it heals 1 hit point for every two points 
  inﬂicted.  It cannot go above its normal 
  maximum hit points, however.
  Storm Hood:  CR 7; Tiny Aberration; 
  HD 6d8+24 plus 3; HP 54; Mas 11; Init 
  +0; Spd 5 ft., ﬂy 60 ft. (poor); Defense 12, 
  touch 12, ﬂatfooted 12 (+2 size); BAB +4; 
  Grap +11; Atk +7 melee (2d4+3, bite); Full 
  Atk +7 melee (2d4+3, bite); FS 2 1/2 ft. by 2 1/2 
  ft.; Reach 0 ft.; SQ Blindness/Deafness/Suffocation, 
  Grappler, Grappling Bite, Keen Sight, Special 
  Defense, Vampirism; AL none; SV Fort +6, Ref +2, 
  Will +5; AP 0; Rep +0; Str 16, Dex 11, Con 18, Int 2, 
  Wis 11, Cha 2.
  Skills: Spot +14.
  Feats: Toughness.
  Advancement: 7-8 HD (Small), 9-10 HD 
  (Medium-size).
  TERMINAL, HALF-MEN
  The exile hunter stooped down to look the madwoman 
  in the eyes, still clutching her baby tightly as both 
  wept uncontrollably from the horrors they had 
  witnessed.  It took him a few moments to get the 
  information he sought out of her:  the village had 
  been overrun the night before by horrible creatures, 
  who took the bodies of the men with them to devour 
  at their leisure under the moon’s haunting light.  
  These awful things she could only refer to as “half-
  men”...
  The “half-men” are a particular subspecies 
  of terminals known to exist almost entirely 
  along the fringes of the Burning Lands, where 
  individuals of their kind prowl about in the 
  darkness searching for prey to devour.  Born 
  of human wombs, these poor degenerated 
  creatures are among the most ghastly mutants, 
  whose deformities seemed to promise no 
  possibility of a long life.  Cast out by their 
  people, like most terminals the majority 
  of half-men die in their ﬁrst few years, but 
  some grow to maturity to become savage, 
  bloodthirsty killers.
  Half-men are repugnant creatures that 
  when fully standing only reach the level 
  of a grown man’s waist.  The creatures are 
  humanoid, yet though they have heads, 
  torsos, and arms, any similarity to humans 
  ends there.  Half-men have nothing from the 
  waist down (hence their name:  “half-men”).
  A half-men terminal is terrible to behold; 
  the head is usually misshapen, with large 
  broken teeth, shriveled lips, and a skull-like face 
  that looks malnourished from the way its grayish 
  skin seems stretched against its bones.  The creature 
  
  25
  moves along using its two spindly arms, which are 
  surprisingly strong, allowing it to “walk” with a 
  strange but nimble gait.  It has a body shaped roughly 
  like a pear, with a bulbous, extended belly sagging 
  down between its arms, lacking the support of hips or 
  legs.  This belly quivers and wobbles as it walks, and 
  often writhes noticeably from parasites thriving in the 
  creature’s stomach.
  SPECIES TRAITS
  Half-men have the following species traits:
  Parasitic Infestation (Ex):  A creature consuming 
  a half-men terminal’s ﬂesh risks contracting a 
  parasitic infestation (see environmental dangers of 
  Darwin’s World 2nd Edition).  The save DC is 16.
  Vulnerability to Slashing Weapons (Ex):  
  Because of its large stomach, a half-men terminal 
  is particularly vulnerable to slashing weapons.  It 
  suffers twice as much damage from slashing attacks.
  Keen Sight (Ex): Half-men terminals have 
  darkvision with a range of 60 feet and low-light 
  vision.
  Half-Men: CR 1/2; Small Humanoid; HD 1d8+1 
  plus 3; HP 8; Mas 12; Init +2; Spd 10 ft.; Defense 
  13, touch 13, ﬂatfooted 11 (+1 size, +2 Dex); BAB 
  +0; Grap +2; Atk +2 melee (1d4+2, bite); Full Atk 
  +2 melee (1d4+2, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  SQ Parasitic Infestation, Vulnerability to Slashing 
  Weapons; AL none; SV Fort +1, Ref +4 Will -1; AP 
  0; Rep +0; Str 15, Dex 15, Con 12, Int 6, Wis 8, Cha 
  5.
  Skills:  Balance +3, Listen +0, Spot +0, Survival 
  +0.
  Feats:  Toughness.
  Advancement:  2-5 HD (Medium-size).
  WALL CRAWLER
  The well-armored men stood their ground, surveying 
  the blasted cityscape before them, their hunting riﬂes 
  in one hand, and in their other the taught chain links 
  of the leashes tethering their hunting beasts to them.  
  Making a strange “trilling” noise, the lizards seemed 
  to come to life, tugging at their chains as they lunged 
  forward at some unseen prey.  At the same time the 
  bristles adorning the large lizards suddenly stood 
  erect.  The men grinned and readied their weapons, 
  knowing that tonight they’d split a healthy bounty on 
  the heads of the wild men they’d been sent to kill.
  Wall crawlers are large lizards that dwell almost 
  exclusively in the old necropoli that dot the Twisted 
  Earth.  Apparently evolved from small geckos, they 
  have grown to roughly man-size.  
  Wall crawlers are stealthy hunters, who use their 
  keen senses to track some of the most 
  elusive prey of the Twisted Earth:  wild 
  men.  Having grown accustomed to the 
  lightning speed and split-second agility 
  required to hunt wild men, wall crawlers 
  almost exclusively eat these savage 
  humanoids - when they catch them.  
  This fact has not been lost on the more 
  civilized inhabitants of the old cities, 
  who have begun to capture and use these 
  beasts to help them hunt down and eradicate 
  wild men infestations near their community 
  compounds within the ruins.
  Wall crawlers resemble hunchbacked 
  lizards with short-nosed, serpentine heads.  
  These heads possess large bulbous eyes 
  that almost appear comical, and a mouth of 
  mismatched yellow fangs from which a long 
  green tongue constantly slips out to tease the air.  The 
  wall crawler skulks about on four nimble legs, but all 
  along its back are abundant clusters of sharp quills.  
  These quills not only protect the wall crawler from 
  predators, they also glow radiant colors when the 
  creature wanders near to sources of radiation.
  Wall crawlers are not entirely capable of being 
  domesticated, and stories abound of would-be 
  handlers being turned on by these large lizards in 
  the middle of a hunt, themselves being eaten alive 
  instead of their wild men quarry.
  
  26
  SPECIES TRAITS
  Wall crawlers have the following traits:
  Keen Sight (Ex):  Wall crawlers have darkvision 
  with a range of 60 feet and low-light vision.
  Quills (Ex):  A wall crawler’s quills are purely 
  defensive; any creature making an unarmed or natural 
  attack against a wall crawler takes 1d4 points of 
  damage with each successful hit.
  Scent (Ex):  This ability allows the wall crawler to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Sense Radiation (Ex):  A wall crawlers’ quills 
  glow faintly whenever the creature nears a source 
  of radiation of Moderate intensity or greater.
  Skill Bonus:  Wall crawlers gain a +4 racial 
  bonus on Survival checks when tracking by 
  scent.
  Spider Climb (Ex):  Wall crawlers can 
  literally climb up sheer surfaces, at will, at 
  their ground base speed.
  Wall Crawler:  CR 3; Medium-Size Animal; HD 
  3d8+9; HP 22; Mas 16; Init +3; Spd 30 ft., climb 30 
  ft.; Defense 16, touch 13, ﬂatfooted 13 (+3 Dex, +3 
  natural); BAB +2; Grap +5; Atk +5 melee (1d8+4, 
  bite); Full Atk +5 melee (1d8+4, bite); FS 5 ft. by 5 
  ft.; Reach 5 ft.; SQ Keen Sight, Quills, Scent, 
  Sense Radiation, Spider Climb; AL 
  none; SV Fort +6, Ref +6, Will 
  +2; AP 0; Rep +0; Str 16, Dex 
  16, Con 16, Int 2, Wis 12, 
  Cha 2.
  Skills: Climb +9, 
  Listen +4, Spot +4, 
  Survival +1 (+5 scent).
  Feats: None.
  Advancement: 4-6 HD 
  (Medium-size).
  WENDIGO
  The band of adventurers 
  arrived in the snowy 
  clearing where the village 
  of log huts was supposed to 
  be.  But their tribal guide, who had 
  brought them here, was unusually 
  silent, his lips drawn so tight that the 
  other men thought they would split.  
  Stories of a strange nocturnal beast 
  prowling on the outskirts of the village 
  had brought them here, but now only a 
  sea of bloody bits and broken bones greeted 
  their eyes.  The remnants of the families of an 
  entire tribal community lay scattered about like 
  discarded rag-dolls.  Devoured, one and all, there 
  was very little left to recognize them by except for a 
  few scattered limbs forgotten by whatever voracious 
  monster had done this.
  Just then a terrible, blood-curdling, nightmare 
  howl reverberated through the mountain valley, 
  shaking icicles off of the nearby eaves of a log cabin.  
  It was as angry as it was pained, as threatening as it 
  was pathetic.  At once the party of men found their 
  courage slipping away like the heat being bled from 
  their bodies by the early winter frost...
  A creature seldom heard of outside of the tribal 
  communities of the Big Rocks, the Wendigo 
  takes its name from the evil spirits regarded with 
  suspicion and fear by ancient native Americans.  
  These creatures are legendary among the 
  mountain tribals, who claim the beasts 
  descend from the frozen heights 
  every generation or so to massacre 
  
  27
  Wendigo: CR 8; Huge Mutated Animal; HD 
  10d8+40; HP 95; Mas 19; Init +1; Spd 40 ft.; Defense 
  14, touch 9, ﬂatfooted 13 (-2 size, +1 Dex, +5 
  natural); BAB +7; Grap +22; Atk +13 melee (1d8+8, 
  claw); Full Atk +13 melee (1d8+8, 2 claws), +8 
  melee (2d8+4, bite); FS 15 ft. by 15 ft.; Reach 10 ft.; 
  SQ Rend, Scent, Snowy Coat, Terrible Hunger; AL 
  none; SV Fort +11, Ref +8, Will +4; AP 0; Rep +0; 
  Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6.
  Skills: Listen +3, Spot +3, Survival +12.
  Feats: None.
  Advancement: 11-14 HD (Huge).
  PARASITES
  The Broken And The Lost 
  introduces a new type of 
  creature, referred to here 
  as the “parasite”.  Darwin’s 
  World 2nd Edition presents 
  rules for parasitic infestation (see page 171 of the 
  rulebook), and these rules are ﬁne for more common 
  parasites, but the Twisted Earth has examples of other 
  parasitic and symbiotic life forms that aren’t so easily 
  lumped with the mundane.
  The new and unusual parasites introduced in this 
  book comprise a new type of entity that is only 
  encountered with (or more accurately, inside) another 
  creature.  These parasites either modify the abilities 
  of the given creature, enhance its strengths, or 
  increase the potential danger of dealing with its host.  
  As a result, these parasites do not have a Challenge 
  Rating (CR) of their own, but rather modify an 
  existing creature’s Encounter Level.
  GODA WORM
  Camaris, the tribal prince, stared out across the sea 
  of dunes.  Somewhere out there the raiders who had 
  sacked his village were riding hell for leather, taking 
  with them the bride he had been poised to marry just 
  two days past.  Members of a rival tribe, they were 
  taking his beloved to the camp of his people’s most 
  hated enemies.
  But the desert was a wide and inhospitable gulf.  
  His enemy had horses, and slaves to carry their 
  supplies.  He was but one man, with only enough 
  water to see him a few leagues.  With a deep sigh he 
  uncorked the jar and lifted the goda worm between 
  his two ﬁngers, and even now it wriggled towards his 
  open mouth.
  The goda worm is a curious creature, the knowledge 
  of which is almost exclusive to the tribal people of 
  the Twisted Earth’s great deserts.  The goda worm is 
  a parasitic creature that, over the centuries (and due 
  to the strange new properties of the world’s mutated 
  ecology), evolved to rely on humans to transport 
  them across the wasteland to new regions.  Of course, 
  these ugly little grubs would seem to offer nothing 
  in return for such a reliant relationship, but this is 
  simply not the case.
  When a goda worm is consumed by a humanoid, it 
  nestles in its host’s digestive tract, where it remains 
  unobtrusively.  Once it has accepted, a host the 
  creature begins to take what it needs from its carrier, 
  while in return conferring its own unique beneﬁts.
  The creature consumes a surprisingly minor 
  amount of nutrients and moisture consumed by its 
  host, instead thriving mostly off of electrical impulses 
  passing naturally through the human body.  It is 
  unclear how this process works, but it is neither 
  taxing on the carrier nor even felt.  The impulses 
  entire villages as punishment for their wickedness.
  By all accounts the Wendigo appears to be nothing 
  more than a mutated bear, and stories depict them as 
  terribly deformed.  Apparently these Ursal creatures 
  hibernate for abnormally long periods of time, 
  waking only once every decade or so.  When they 
  do, they are possessed of a terrible hunger, and so go 
  hunting for prey to sate their tortured appetites.
  Wendigo are never seen by humanoid communities 
  except in the worst mountain winters, when they are 
  driven to lower elevations by the lack of wildlife to 
  hunt among the icy peaks.  Descending into lower 
  forest country they hunt virtually anything and 
  everything that comes across their path, often being 
  bold enough to attack and slaughter entire tribal 
  villages in a single night of bloody terror.
  SPECIES TRAITS
  Wendigo have the following species traits:
  Rend (Ex):  If a Wendigo hits with both claw 
  attacks it latches onto its opponent’s body and tears 
  the ﬂesh.  This attack automatically deals 2d8+12 
  points of damage.
  Scent (Ex):  This ability allows the Wendigo to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Snowy Coat (Ex):  A Wendigo’s gray-white coat 
  bestows a +8 racial bonus to Hide checks in snowy 
  areas.  It loses this bonus once its Terrible Hunger 
  has been sated (it becomes streaked with blood and 
  gore).
  Terrible Hunger (Ex):  A Wendigo will attack 
  all living creatures it senses until it has killed and 
  consumed an amount of prey whose total hit points 
  equal twice it own.  It then feeds (if able), gorging 
  itself in the process.  Once satisﬁed, the Wendigo 
  usually becomes passive, abandoning its usual 
  rampage to return to its lair high in the mountains.
  
  28
  stimulate the goda worm’s metabolism, and as a 
  result, the creature itself begins to create nutrients 
  and moisture for its host like an internally carried 
  “factory”.
  A goda worm typically remains in its host for up to 
  two to three weeks, at which point it begins to make 
  its carrier mildly ill so that he vomits it up whole, 
  effectively introducing it to a new region.
  Tribals of the Deserts of Nowhere have learned the 
  virtues of the goda worm, and often consume them 
  when there is a desperate need to cross vast regions 
  of dust and desert, and little water is available.  When 
  the time comes the tribal carrier knows not to resist 
  the urge to vomit, just being thankful that the little 
  creature accepted him as its host.
  SPECIES TRAITS
  Goda worms have the following species traits:
  Immunities (Ex):  Goda worms are immune to 
  electricity and acid.
  Nutrient Factory (Ex):  A goda worm requires 
  little or no nutrients to stay alive, only the natural 
  body electricity of a living humanoid host.  In 
  exchange, the goda worm provides for all water 
  and food needs while it is alive.  The goda can only 
  provide for the amounts needed by a regular human 
  (see page 171 of Darwin’s World 2nd Edition); thus a 
  creature that has abnormal nutrition needs will only 
  be partially taken care of by the goda worm.
  Removal (Ex):  A goda worm can be surgically 
  withdrawn from its host with a Treat Injury check 
  (DC 20).  A short of ﬁlter-dose will ﬂush it from the 
  body as well.
  Special Sensitivity (Ex):  Because the goda worm 
  rests inside a living creature, if its host is poisoned, 
  the goda worm suffers the effects of the same poison.  
  Similarly if the host is struck by a sonic attack, the 
  goda worm suffers damage equal to half the amount 
  inﬂicted on its carrier.
  Timed Illness (Ex):  After 2-3 weeks the goda 
  worm begins producing a mild poison that forces its 
  host to make a Fortitude save (DC 15) each day or 
  become sickened.  This sickness lasts until the goda 
  worm is removed (either surgically or by letting it 
  come out naturally).
  Goda Worm:  CR N/A; Fine Aberration; HD 2d8; 
  HP 9; Mas 11; Init +0; Spd 5 ft.; Defense 18, touch 
  18, ﬂatfooted 18 (+8 size); BAB +1; Grap -15; Atk 
  +9 melee (1, bite); Full Atk +9 melee (1, bite); FS 
  6 in. by 6 in.; Reach 0 ft.; SQ Immunities, Nutrient 
  Factory, Removal, Special Sensitivity, Timed Illness; 
  AL none; SV Fort +0, Ref +0, Will +3; AP 0; Rep +0; 
  Str 1, Dex 11, Con 11, Int 2, Wis 11, Cha 2.
  Skills:  Listen +3, Spot +3.
  Feats:  None.
  Advancement:  None.
  CR:  +0.  Though it increases a creature’s ability to 
  survive in the wild, the goda worm does not add any 
  appreciable combat abilities.
  PUS SWIMMER
  The tribe’s most beloved warrior lay dying among the 
  bed of furs.  The other warriors of the lodge watched 
  with wide eyes as their great champion withered 
  away, ﬁtfully turning in his delirium and whimpering 
  with internal pains they could only imagine.
  The witch doctor had burnt all his offerings and 
  said all his prayers, but to no avail.  This year’s hunt 
  of the othydont had claimed the greatest of their 
  warriors; not by the creature’s terrible bite, but by 
  the tiny things living unseen in its protective pustules.
  In the Deserts of Nowhere, tribals hunt the great 
  othydont for its jawbones, which make prized 
  weapons used in many tribal rituals.  In recent 
  years, the hunting of the othydont has become more 
  dangerous, with the appearance of a strange parasitic 
  creature reported to live in the warm ﬂuids contained 
  in the ﬂeshy pustules of that powerful nomadic 
  creature.
  A mature pus swimmer is generally only found 
  living inside an othydont, in particular in one of 
  the many globes of congealed pus that dot the 
  creature’s hide like enormous pimples.  When an 
  othydont’s pustule ruptures - usually due to being 
  attacked - the pus swimmer is usually ejected in the 
  stream of pus.  When this happens, there is a good 
  chance the pus swimmer is able to transfer to its new 
  host, the attacker (often through an open mouth or 
  bleeding wounds).  Once it enters its new host the pus 
  swimmer digs deep and lays its eggs before dying.  
  Up to two weeks later the eggs hatch, the grubs 
  consume a good part of the sickened host, and then 
  exit, skittering away to ﬁnd a new othydont to infest.
  A pus swimmer looks like a tiny-segmented grub 
  with dozens of whisker-like legs running its entire 
  length, much like a centipede.  The ‘swimmer is 
  entirely white, making it easier for the creature 
  to remain undetected in the ﬂuid of an othydont’s 
  pustule.
  SPECIES TRAITS
  Pus swimmers have the following species traits:
  Grappler (Ex):  A pus swimmer receives +13 
  racial bonus to grapple checks.
  Impregnation (Ex):  If a pus swimmer succeeds 
  at a grapple check, on the following round it may 
  enter its victim’s body and attempt to transfer its 
  eggs.  When the pus swimmer enters the victim’s 
  
  29
  body she suffers 1d4 points of damage each round 
  for 1d4 rounds, at which point the pus swimmer stops 
  burrowing (no further damage).  However, when the 
  damage stops the pus swimmer lays its eggs, which 
  can only be surgically withdrawn with a Treat Injury 
  check (DC 20).  A short of ﬁlter-dose will ﬂush the 
  eggs from the body of the victim as well.  Otherwise, 
  the victim dies in 2d8 days.
  A pus swimmer automatically dies after it 
  successful lays its eggs.
  Pus Swimmer:  CR N/A; Fine Aberration; HD 
  2d8+2; HP 11; Mas 11; Init +1; Spd 5 ft.; Defense 
  19, touch 19, ﬂatfooted 18 (+8 size, +1 Dex); BAB 
  +1; Grap +0; Atk +11 melee (1, bite); Full Atk +11 
  melee (1, bite); FS 6 in. by 6 in.; Reach 0 ft.; SQ 
  Impregnation; AL none; SV Fort +1, Ref +1, Will +3; 
  AP 0; Rep +0; Str 6, Dex 12, Con 12, Int 2, Wis 11, 
  Cha 2.
  Skills:  Listen +3, Spot +3.
  Feats: None.
  Advancement: None.
  CR:  +1.  A pus swimmer’s presence in an 
  othydont host makes ﬁghting the beast a little more 
  dangerous.
  TENDRILOUS SYMBIONT
  Drums thundered through the village, as the entire 
  clan gathered at the sacred ring of stones.  Warriors 
  dressed with paint, women adorned in their ﬁnest, 
  and the chief and his peers all gathered to watch 
  the ceremony unfold.  The young champion the 
  witch doctor had selected from the lodge (through 
  his various mysterious divinations) knelt before the 
  high priest, ready to accept the blessing of the gods.  
  The high priest raised his arms up high, holding the 
  sacred spirit’s material manifestation in his hands, 
  and slowly it writhed to life...
  Similar to the worm that allows men to cross the deep 
  deserts without food or water (see the goda worm 
  entry above), the tendrilous symbiont is an unusual 
  creature whose existence has been a well-kept secret 
  of many tribal groups across the deserts wasteland of 
  the Twisted Earth for many years.
  Tendrilous symbionts resemble tiny living masses 
  of tissue, and it is unclear where they ﬁrst came from, 
  though they are rare to say the least.  Tribal shamen 
  know the potential power of these strange parasites, 
  who according to legend have helped many heroes 
  of legend overcome more powerful enemies ever 
  since the ﬁrst tribes ﬂed to the wilderness in the years 
  following the Apocalypse.
  A tendrilous symbiont is a kind of parasite that, 
  when allowed to infest a new host (usually through 
  entering the mouth), attaches itself ﬁrmly to her 
  spinal column, sending its microscopic tendrils 
  throughout her body.  Once it has been incorporated 
  in this fashion, the parasite begins to feed off its host, 
  sapping her slowly over time.  In exchange for being 
  fed, the tendrilous symbiont confers upon its host 
  remarkable abilities intended to keep her - and thus 
  the parasite - alive, and on top of the food chain.
  Though it is a creature belonging purely to the 
  Twisted Earth’s bizarre natural order, tribal folk 
  have come to revere tendrilous symbionts as the 
  “instruments of the gods” - in some instances even 
  believing they are sentient spirit-creatures who have 
  come to the earth to give tribal people the strength 
  they need to overcome more powerful foes.  As such, 
  the planting of a symbiont into the body of a host is 
  often done with great ceremony and ritual, as if the 
  recipient were truly blessed to be “chosen” as the 
  symbiont’s new host.
  SPECIES TRAITS
  Tendrilous symbionts have the following species 
  traits:
  Ability Drain (Ex):  At the start of each day a 
  creature who hosts a tendrilous symbiont suffers a 
  temporary loss of 1 Charisma.  This ability loss is 
  healed normally.
  Symbiotic Beneﬁt (Ex):  A tendrilous symbiont 
  confers on its host the ability to manifest certain 
  powers usable at will, each as a standard action.  
  Depending on which power is used, the tendrilous 
  symbiont drains more from its host (in the form 
  of attribute points; see below).  This loss is on top 
  of the daily ability drain normally incurred by the 
  symbiont’s presence in a host.  A creature reduced 
  to 0 in any attribute as a result of using any of these 
  abilities falls unconscious for a full 12 hours and kills 
  the tendrilous symbiont.
  Darkvision:  The symbiont can be called on to 
  change the host’s eyes so that she can see in the dark.  
  This grants the host darkvision with a range of 60 ft, 
  and low-light vision.  The effect lasts for 30 minutes.
  Detoxiﬁcation:  When the symbiont is called on, it 
  attacks foreign organisms in the body and detoxiﬁes 
  poisons in the system.  This allows the symbiont’s 
  host to re-roll a single failed saving throw vs. 
  chemicals, poisons, drugs, and diseases.
  Energy Burst:  The symbiont can be called on 
  to collect natural electrical energy in the host’s 
  body, allowing her to discharge it as a single arc of 
  lightning from her outstretched arms.  This counts 
  as a ranged touch attack inﬂicting electrical damage 
  equal to 2d6+1 per character level .
  Fast Healing:  When the symbiont is called on, 
  it begins healing its host at a rate of 2 hit points per 
  round for ten rounds (as fast healing).  This healing is 
  limited to wounds caused by bludgeoning, ballistic, 
  piercing, and slashing weapons.
  
  30
  Mind Powers, Minor:  The symbiont unlocks its 
  host’s dormant neural abilities, granting her the use of 
  any of the following mutations:  Neural Precognition, 
  Neural Telekinesis, or Neural Telepathy, for the 
  duration of the day.
  Mind Powers, Major:  Once the host has activated 
  Minor Mind Powers, she may also call upon the 
  symbiont to unlock more potent mind powers during 
  the same day.  When this is done she gains the use of 
  the following feats:  Danger Sense, Flight Trigger, 
  Foresight, Lie Detector, Mental Communication, 
  Telekinetic Hand, and Telekinetic Mastery.
  Symbiont Beneﬁt
  Ability Loss
  Darkvision
  1d2 Cha
  Detoxiﬁcation
  1d2 Str
  Energy Burst
  1d4 Con
  Fast Healing
  1d2 Str
  Mind Powers, Minor
  1d3 Con
  Mind Powers, Major
  1d3 Con
  Removal (Ex):  A tendrilous symbiont can be 
  surgically withdrawn from its host with a Treat Injury 
  check (DC 20).  A short of ﬁlter-dose will ﬂush it 
  from the body as well.
  Special Sensitivity (Ex):  Because the tendrilous 
  symbiont rests inside a living creature, if its host is 
  poisoned, the symbiont suffers the effects of the same 
  poison.  Similarly if the host is struck by a sonic 
  attack, the symbiont suffers damage equal to half the 
  amount inﬂicted on its carrier.
  Tendrilous Symbiont:  CR N/A; Fine Aberration; 
  HD 2d8; HP 9; Mas 11; Init +0; Spd 5 ft.; Defense 
  18, touch 18, ﬂatfooted 18 (+8 size); BAB +1; Grap 
  -15; Atk +9 melee (1, bite); Full Atk +9 melee (1, 
  bite); FS 6 in. by 6 in.; Reach 0 ft.; SQ Ability Drain, 
  Symbiotic Beneﬁt, Removal, Special Sensitivity; AL 
  none; SV Fort +0, Ref +0, Will +3; AP 0; Rep +0; Str 
  1, Dex 11, Con 11, Int 2, Wis 11, Cha 2.
  Skills:  Listen +3, Spot +3.
  Feats:  None.
  Advancement:  None.
  CR: +2.  While it does drain ability points by its 
  presence in a creature, the tendrilous symbiont gives 
  its host the ability to draw on considerable powers.
  
  31
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  The Broken and The Lost: New Terrors Copyright 2006, RPGObjects; 
  Author Dominic Covey
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Darwin’s Word, Twisted Earth, Denizens of the Twisted Earth, Terrors of the 
  Twisted Earth, Artifacts of the Ancients, Cave of Life, Benders, Brethren, 
  Brotherhood of Radiation, The Cartel, Children of the Metal Gods, Clean 
  Water Clans, Far Traders, Enthropist, The Foundationist, The Movement, 
  Paradise Believers, Ravagers, The Savants, Doomriders, Brethren Follower, 
  Brotherhood of Radiation, Foundationist Paladin, Sister of the Desert, Willy 
  World, Enforcers, Metropolis Rho, Humanity In A Bottle.
  Designation of Open Gaming Content: The following sections of The 
  Broken and The Lost: New Terrors are designated as open gaming content 
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  INTRODUCTION
  This entire section is closed content.
  NEW TERRORS
  The monster traits and statistical blocks are open content.  All other content 
  is closed.
  
SOURCE: textdata/thevault/Darwins World/Darwin's World The Broken and the Lost - New Terrors.pdf