TEXT:  
  Page 1 of 477 – Stephen C. Klauk 
   
  
  Bestiary Nefarious  
  Page 2 of 477 – Stephen C. Klauk  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By  
  Stephen C. Klauk 
   
  Edited by  
  John Klauk 
   
  Illustrations by 
  Jason Ruehl 
  Stephen C. Klauk 
   
   
  Special Thanks 
  To all my players over the many years for being the guinea pigs for the creatures within.  Also, many thanks to Sean Macdonald 
  and his amazing creature creator at the Kencyclopedia – it has saved me many hours of tedious work.  Well done Sean! 
   
   
   
   
   
  
  Bestiary Nefarious 
  Page 3 of 477 – Stephen C. Klauk 
  Index
  Index....................................................3 
  Monsters by Type ................................6 
  Monsters Introduction........................10 
  Reading The Entries ......................10 
  Statistics Block ..........................10 
  New Weapons............................11 
  New Feats ..................................14 
  Description Block ......................16 
  Open Content.................................16 
  Accursed............................................18 
  Accursed Human Rogue................20 
  Accursed Human Murderer........21 
  Accursed Human Slayer ............21 
  Accursed Human Serial Killer...22 
  Acephos .............................................23 
  Animus...............................................24 
  Dire Ape Animus...........................26 
  Annikan .............................................27 
  Annikan Alpha...........................28 
  Annikan Jackal King..................28 
  Annikan Jackal Lord..................29 
  Apolii.................................................31 
  Araby .................................................32 
  Araby Dervish............................33 
  Araby Sahid ...............................33 
  Araby Saluke .............................34 
  Argosi ................................................35 
  Aspidoceleon .....................................36 
  Aspii ..................................................37 
  Blooded Aspii................................38 
  Aspii Blooded Servant...............40 
  Aspii Blooded Snakeskin...........40 
  Aspii Blooded Viper..................41 
  Aspii Degenerate ...........................42 
  Aspii Slave.....................................44 
  Aspii Slave Minotaur.................45 
  True Aspii......................................46 
  True Aspii Demagogue..............49 
  Aspii Wyrm ...................................50 
  Auraling.............................................52 
  Auraling Hero ............................53 
  Auraling Champion....................54 
  Auraling Cavalier.......................54 
  Avangi ...............................................56 
  Avenclaar, General ............................57 
  Bear Avenclaar ..............................59 
  Cobra Avenclaar ............................60 
  Eagle Avenclaar.............................61 
  Lion Avenclaar ..............................63 
  Mouse Avenclaar...........................65 
  Wolf Avenclaar..............................67 
  Baku-Shaksta.....................................68 
  Baquada .............................................69 
  Baquada Mariner .......................71 
  Baquada Corsair ........................ 71 
  Baquada Pirate Lord.................. 72 
  Bastuu-I............................................. 73 
  Bastuu-I Feline Matron ............. 74 
  Bastuu-I Priestess ...................... 75 
  Bastuu-I Princess....................... 75 
  Beastlands animal.............................. 76 
  Beastlands Dog.............................. 77 
  Beetle, General.................................. 78 
  Adamantine Beetle ........................ 79 
  Godsteel Beetle ......................... 80 
  Bloodseeker Beetle........................ 81 
  Goldspinner Beetle........................ 82 
  Headhunter Beetle......................... 83 
  Wolf Beetle ................................... 84 
  Hellwolf Beetle ......................... 85 
  Phomicus Beetle............................ 86 
  Spharon ......................................... 87 
  Spharon, Immature Swarm........ 88 
  Spharon Mummy....................... 89 
  Bedlam .............................................. 90 
  Bloodhound....................................... 91 
  Bloodrose .......................................... 92 
  Bloodmole......................................... 93 
  Burrow Worm ................................... 94 
  Cactus Folk........................................ 95 
  Cactus Folk Explorer................. 96 
  Cactus Folk Protector................ 97 
  Cactus Folk Lord....................... 97 
  Camille.............................................. 99 
  Capricornus ..................................... 100 
  Cavern Crawler ............................... 101 
  Chuut-I ............................................ 102 
  Ankhbearer.................................. 103 
  Cobra Newt ..................................... 105 
  Cobracon ......................................... 106 
  Colossus .......................................... 107 
  Corpseslayer.................................... 108 
  Corrupted Soul ................................ 109 
  Corrupted Soul Half-orc Monk ... 110 
  Corrupted Soul Hand of Doom 111 
  Corrupted Soul Master Harvester
  ................................................. 112 
  Crypt Wyrm .................................... 113 
  Death Blossom ................................ 114 
  Death Dancer................................... 115 
  Demon, General .............................. 116 
  Azura Demon .............................. 117 
  Pazuzi Demon ............................. 119 
  Rose Demon................................ 120 
  Vanadar   Demon......................... 121 
  Demon Flower................................. 122 
  Demon Knight................................. 123 
  Demon Steed ................................... 125 
  Dire Animal .....................................126 
  Dire Hamster................................127 
  Dire Rabbit...................................128 
  Dire Turtle....................................129 
  Diseased...........................................130 
  Doppelganger Ooze .........................131 
  Dragon, General...............................132 
  Imperial Dragon...........................136 
  Nippon Dragon ............................138 
  Randese Dragon...........................140 
  Skierian Dragon ...........................142 
  Vegan Dragon..............................144 
  Western Dragon ...........................146 
  Drakkenwyrm ..................................148 
  Dreamslayer.....................................150 
  Dwelf ...............................................151 
  Dwelf Minstrel.........................153 
  Dwelf Stone Chanter................153 
  Dwelf Ringer of Steel ..............154 
  Earth Lumberer................................155 
  Eeylene ............................................157 
  Ekimma............................................159 
  Elephant, White ...............................160 
  Elogre...............................................161 
  Elogre Forester.........................163 
  Elogre Forester.........................163 
  Elogre Enchantress...................164 
  Elogre Witch............................165 
  Elogre Hag...............................166 
  Engine of Hunger.............................167 
  Envy Childe .....................................168 
  Fauna Tree .......................................169 
  Fettered ............................................170 
  Firebird ............................................172 
  Fire Dragon......................................173 
  Flesh Engine, General......................174 
  Flesh Engine, Builder...................175 
  Flesh Engine, Carpetbagger.........176 
  Flesh Engine, Memorizer.............177 
  Flesh Engine, Sweeper.................178 
  Flesh Engine, Warrior..................179 
  Flesh Engine Dreadnought.......180 
  Fluttercat..........................................181 
  Flying snake.....................................182 
  Fowler..............................................183 
  Fowler Quill.............................184 
  Fowler Featherlight..................185 
  Fowler Roost Lord...................185 
  Forest Runner...................................187 
  Dark Runner.................................188 
  Geshara ............................................189 
  Geshara Bully ..........................190 
  Geshara Thug...........................191 
  Geshara Warlord......................191 
  
  Bestiary Nefarious  
  Page 4 of 477 – Stephen C. Klauk  
  Geth..................................................193 
  Gnomling .........................................194 
  Gnomling Anklebiter ...............196 
  Gnomling Anklebiter ...............196 
  Gnomling Thorn.......................197 
  Gnomling Thicket Warrior.......198 
  Golem, General................................199 
  Briar Golem .................................200 
  Fellroot Golem.............................201 
  Gold Golem..................................202 
  Holly Golem ................................203 
  Rope Golem.................................204 
  Tar Golem....................................205 
  Turtleshell Golem ........................206 
  Wax Golem..................................207 
  Gore Wrench....................................208 
  Hapi..................................................209 
  Hapi Midwife...........................210 
  Haraka..............................................212 
  Haraka Rebuker .......................213 
  Haraka Scion............................214 
  Haraka Deathwing ...................214 
  Hath..................................................216 
  Hath Crusader ..........................218 
  Hell Reaper ......................................219 
  Hopping Gnasher .............................223 
  Horesse ............................................224 
  Horesse Trickster .....................226 
  Horesse Windwalker................226 
  Horesse Skyprancer .................227 
  Hurrene ............................................229 
  Ichneumon .......................................230 
  Igana ................................................231 
  Insectoid, General ............................232 
  Antfolk (Forthemia).....................233 
  Antfolk Soldier.........................235 
  Antfolk Soldier.........................235 
  Antfolk General .......................235 
  Antfolk Matriarch ....................236 
  Beefolk (Apoidaii) .......................238 
  Beefolk Slum Lord...................240 
  Beefolk Hive Defender ............240 
  Beefolk Ruler...........................241 
  Beetlefolk (Skurabia)...................242 
  Beetlefolk Brawler...................243 
  Beetlefolk Nomad ....................243 
  Beetlefolk Wanderer ................244 
  Flyfolk (Dipteraiin)......................246 
  Flyfolk Flitter...........................247 
  Flyfolk Carrion Eater ...............247 
  Flyfolk Deathmaker .................248 
  Mantisfolk (Prophetii)..................249 
  Mantisfolk Nymph...................250 
  Mantisfolk Scything Blade.......251 
  Mantisfolk Mother ...................251 
  Mothfolk (Lepidaii) .....................252 
  Lepidilla................................... 253 
  Mothfolk Neophyte ................. 254 
  Mothfolk Traveler ................... 254 
  Mothfolk Curio........................ 255 
  Roachfolk (Curachia) .................. 256 
  Roachfolk Scavenger............... 258 
  Roachfolk Pestilence Bearer.... 258 
  Roachfolk Foul Prince............. 259 
  Waspfolk (Hymenopti)................ 260 
  Waspfolk Captain .................... 261 
  Waspfolk Captain .................... 261 
  Waspfolk General.................... 261 
  Waspfolk Monarch .................. 262 
  Ister-suul General ............................ 264 
  Ister-suul Chosen One ................. 265 
  Become Chosen One ............... 266 
  Ister-Suul Lord of Nightmares. 267 
  Common Ister-suul...................... 269 
  Ister-Suul Acolyte.................... 270 
  Ister-Suul Apprentice............... 271 
  Ister-Suul Devout Warrior....... 272 
  High Ister-suul............................. 273 
  High Ister-Suul Noble.............. 275 
  High Ister-Suul Patriarch......... 275 
  High Ister-Suul Progenitor....... 277 
  Low Ister-suul.............................. 278 
  Jakken.............................................. 279 
  Javelin Snake................................... 280 
  Jaqai................................................. 281 
  Kafurii ............................................. 282 
  Kali-born ......................................... 283 
  Koskie.............................................. 284 
  Kren’an’thor.................................... 285 
  Kraken-Li ........................................ 287 
  Lamentor ......................................... 288 
  Leperskin......................................... 289 
  Lull .................................................. 290 
  Lycanthrope, General ...................... 291 
  Werebee....................................... 291 
  Werebee....................................... 292 
  Werebee Warrior ..................... 293 
  Werebee Monarch ................... 294 
  Werelion...................................... 295 
  Werelion Tracker..................... 296 
  Werelion Plainslord................. 297 
  Wereoctopus................................ 298 
  Wereoctopus High Priest......... 300 
  Wereoctopus Krakentau .......... 301 
  Weresnake, Giant Constrictor...... 303 
  Constrictor Weresnake Ambusher
  ................................................. 304 
  Constrictor Weresnake Deathgrip
  ................................................. 305 
  Weresnake, Viper ........................ 307 
  Viper Weresnake Venomtooth 307 
  Viper Weresnake Venomtooth 308 
  Viper Weresnake Slinker .........309 
  Viper Weresnake Black Mamba
  .................................................311 
  Wereshark, Large.........................313 
  Wereshark Devourer ................315 
  Wereshark Terror of the Deep..316 
  HellchildeError! 
  Bookmark 
  not 
  defined. 
  Hellchilde Silver Tongue .........222 
  Maiden of Nature .............................317 
  Bat Maiden...................................318 
  Bat Maiden...................................319 
  Bat Maiden Nightchilde...........321 
  Bird Maiden .................................322 
  Bird Maiden Songbird..............323 
  Fish Maiden .................................324 
  Fish Maiden Princess of the Sea
  .................................................325 
  Mamaluke ........................................326 
  Mamaluke Hunter ....................327 
  Mamaluke Howler....................328 
  Mamaluke Scion ......................328 
  Manti................................................329 
  Manticora.........................................330 
  Melusinae.........................................331 
  Mir’jalla ...........................................333 
  Mockery...........................................335 
  Murderwort ......................................336 
  Murderwort Bird Swarm..............337 
  Naga, general ...................................338 
  Balii Naga ....................................339 
  Haneru Naga ................................340 
  Suuma Naga.................................341 
  Nemmick..........................................342 
  Nippon-Urdu....................................343 
  Nissus...............................................344 
  Orev .................................................345 
  Orev Scout ...............................346 
  Orev Warrior............................347 
  Orev Champion........................347 
  Paddler .............................................348 
  Perii..................................................349 
  Perii Screecher .........................350 
  Perii Screaming Devilkin.........351 
  Peridoom..........................................352 
  Persi Bull..........................................353 
  Bull of Heaven .........................354 
  Pisci..................................................356 
  Pisci Swarm .............................357 
  Phaergrinn........................................358 
  Po-pei...............................................360 
  Po-pei Marauder.......................361 
  Po-pei Guerilla.........................362 
  Ptasha...............................................363 
  Qadi..................................................364 
  Quintarran ........................................366 
  
  Bestiary Nefarious 
  Page 5 of 478 – Stephen C. Klauk 
  Quizzit .............................................367 
  Quuran .............................................368 
  Raatori .............................................369 
  Radiant Hawk ..................................370 
  Ramudi.............................................371 
  Razorthorn Assassin ........................372 
  Remnant Defender...........................373 
  Elvin Remnant Defender .............374 
  Elvin Remnant Defender Warlord
  .................................................375 
  Dwarven Remnant Defender .......376 
  Dwarven 
  Remnant 
  Defender 
  Captain.....................................377 
  Rhudee.............................................378 
  Ridulya.............................................379 
  Serpenti............................................381 
  Sesenti..............................................382 
  Sesenti Devourer......................383 
  Shaakasti..........................................385 
  Shaakasti Hunter......................387 
  Shaakasti Lieutenant................387 
  Shaakasti Warlord....................388 
  Shafra-li ...........................................389 
  Shafra-loa.........................................391 
  Shrieken...........................................393 
  Singing Maiden................................395 
  Sinister, General ..............................396 
  Sinister, Akasta............................397 
  Sinister, Barrash...........................398 
  Sinister, Magdaga ........................399 
  Sinister, Shadaar ..........................400 
  Sinister, Thoqandra......................401 
  Sinister, Velundria.......................402 
  Sinister, Walundria ......................404 
  Sinister, Yakuria ..........................405 
  Skurrier............................................407 
  Slashleaf...........................................408 
  Snake, Tialang Viper .......................409 
  Somat...............................................410 
  Spider Serpent..................................411 
  Spiderwolf .......................................412 
  Stoneroot..........................................413 
  Tanglethorn Bush.............................414 
  Tigerwaule....................................... 415 
  Thunder Tortoise............................. 417 
  Tick Bush ........................................ 418 
  Tick, Monstrous .............................. 419 
  Diminutive Monstrous Tick ........ 419 
  Tiny Monstrous Tick................... 419 
  Small Monstrous Tick ................. 420 
  Medium Monstrous Tick............. 420 
  Large Monstrous Tick ................. 421 
  Huge Monstrous Tick.................. 421 
  Gargantuan Monstrous Tick........ 422 
  Colossal Monstrous Tick............. 422 
  Titankite .......................................... 423 
  Tormentor........................................ 424 
  Tree Strider...................................... 425 
  Tree Warrior, General ..................... 427 
  Birch Tree Warrior...................... 428 
  Birch Orchard Prince............... 429 
  Birch Grove Master................. 429 
  Birch Forest King.................... 429 
  Birch Forest Lord .................... 430 
  Cedar Tree Warrior ..................... 431 
  Cedar Orchard Prince.............. 432 
  Cedar Grove Master ................ 432 
  Cedar Forest King ................... 432 
  Cedar Forest lord..................... 432 
  Cherry Tree Warrior.................... 433 
  Cherry Orchard Prince............. 434 
  Cherry Grove Master............... 434 
  Cherry Forest King.................. 435 
  Cherry Forest Lord.................. 435 
  Elm Tree Warrior ........................ 436 
  Elm Orchard Prince................. 437 
  Elm Grove Master ................... 437 
  Elm Forest King ...................... 438 
  Elm Forest Lord....................... 438 
  Tumor.............................................. 439 
  Turkon............................................. 441 
  Turkon Champion.................... 442 
  Turtis ............................................... 443 
  Unassuming..................................... 444 
  Urqi ................................................. 445 
  Vampire Rat .................................... 446 
  Vegerot ............................................447 
  Vengal..............................................448 
  Vaporshroud.....................................450 
  Whispling.........................................451 
  Wodosen ..........................................452 
  Xanthus............................................453 
  Xercean............................................454 
  Xlexi ................................................455 
  Xlexi Psychic Hunter ...............456 
  Xlexi Psychic Doom ................456 
  Xuchard............................................457 
  Xunlard ............................................458 
  Yale..................................................459 
  Yyaunn.............................................460 
  Black Drake Yyaunn....................461 
  Zadoc ...............................................462 
  Zaramian..........................................463 
  Zaramian Sharkeater ................465 
  Zaramian Bloodsniffer.............465 
  Zerendiz...........................................467 
  Zithius..............................................468 
  Zuan de ............................................469 
  Zuan de Bonebreaker ...............470 
  Zuan De Sorcerer.....................471 
  Monsters By CR...............................472 
  Appendix..........................................477 
  New Spells...................................477 
  Summon Camille .....................477 
  Summon Dreamslayer..............477 
  New Magic Items.........................477 
  Musical Instrument of the Master 
  Musician...................................477 
  Shapeshifter Armor..................477 
  Staff of Thunder and Lightning477 
  Customer Support ............................478 
  Atosha..............................................479 
  Questions and Answers....................481 
  OPEN GAME LICENSE Version 1.0a
  .........................................................482 
   
  
  Bestiary Nefarious  
  Page 6 of 477 – Stephen C. Klauk  
  Introduction 
  This book almost got left behind. 
  About a year ago, in 2007, I finished my first monster 
  book for the D&D – Bestiary Malfearous.  I was very proud of 
  it for it was the cumulation of nearly 20 years of playing and 
  designing for the game.  Halfway into the project, I realized I 
  wouldn’t be able to fit all the creatures into a single volume, 
  so I split it in two, with the intention of taking about another 
  year to finish the latter half. 
  Unfortunately, 
  the 
  unexpected 
  hit 
  – 
  the 
  announcement of 4th edition.  I started to scramble to finish the 
  book before the new edition would appear, knowing few 
  people would be interested in a book for the old edition once 
  the new was out. 
  Time was against me.  The first book was selling 
  slow, so I didn’t have an art budget.  I finished correcting the 
  text and started some playtesting (which didn’t get finished), 
  but wading through making over 200 new pieces of art by 
  myself with my not-so-great talent  - it was just too much.  
  Another project – my attempt to salvage 4E for my own home 
  game, also put this project on the back burner. Too long of a 
  delay, I’m afraid.   
  Rather than let it moulder away, I’ve decided to give 
  this book away for free, incomplete as it is.  So please, enjoy 
  this.   
  If you do enjoy this, go to drivethrustuff.com and 
  give my first book, Bestiary Malferous a shot.  It’s pretty 
  cheap and has a lot of extras – pictures, printable counters and 
  the like – that I just couldn’t get to in this book. 
  Maybe, one day, I’ll see a new edition of this book 
  printed one day for a new edition of D&D. 
  But never for 4th edition. 
   
  Visit the Amberos Wiki!  A free campaign world to set your 
  fantasy roleplaying game in! 
   
  http://amberos.wikispaces.com/ 
  
  Bestiary Nefarious 
  Page 7 of 478 – Stephen C. Klauk 
  Monsters by Type 
   
  The monsters are listed below according to their type 
  or subtype. 
   
  Aberration:  Acephos, Baku-Shaksta, Balii Naga (Naga), 
  Builder Flesh Engine (Flesh Engine), Carpetbagger Flesh 
  Engine (Flesh Engine), Chosen One Ister-Suul (Ister-Suul), 
  Earth Lumberer, Ister-Suul, Haneru Naga (Naga), High Ister-
  Suul (Ister-Suul), Low Ister-Suul (Ister-Suul), Memorizer 
  Flesh Engine (Flesh Engine), Mockery, Paddler, Sweeper 
  Flesh Engine (Flesh Engine), Serpenti, Sesenti, Suuma Naga 
  (Naga), True Aspii (Aspii), Tumor, Warrior Flesh Engine 
  (Flesh Engine), Xuchard 
  (Air):  Envy Childe, Jakken, Imperial Dragon (Dragon), 
  Methane Shark, Pazuzi Demon (Demon), Persi Bull, Radiant 
  Hawk, Ramudi, Shrieken, Somat, Titankite 
  Animal:  Apolii, Beastland Dog (Beastland Animal), 
  Bloodmole, Cobra Newt, Cobracon, Dire Hamster, Dire 
  Rabbit, Dire Turtle. Fauna Tree, Ichneumon, Javelin Snake, 
  Murderwort Bird Swarm, Spider Serpent, Tialang Viper 
  (Snake), Vampire Rat, Yale 
  (Amphibious):  Cobra Newt 
  (Aquatic):  Baquada, Capricornus, Kraken-Li, Manti, 
  Melusinae, Pisci, Sesenti, Shaakasti, Singing Maiden, 
  Zaramian, Zithius 
  (Augmented): Black Drake Yyaunn (Yyaunn) 
  (Augmented Animal):  Bear Avenclaar (Avenclaar), 
  Beastland Dog (Beastland Animal), Bloodhound, Cobra 
  Avenclaar (Avenclaar), Eagle Avenclaar (Avenclaar), Lion 
  Avenclaar (Avenclaar), Mouse Avenclaar (Avenclaar), Wolf 
  Avenclaar (Avenclaar) 
  Augmented Magical Beast):  Ankhbearer (Chuut-I) 
  (Augmented 
  Vermin): 
   
  Godsteel 
  Beetle 
  (Beetle, 
  Adamantine), Hellwolf Beetle (Beetle, Wolf) 
  (Avian):  Haraka 
  (Chaos):  Azura Demon (Demon), Bedlam, Demon Flower, 
  Demon Knight, Demon Steed, Koskie, Mockery, Nippon, 
  Pazuzi Demon (Demon), Phaergrinn, Ridulya, Rose Demon 
  (Demon), Vanadar Demon (Demon), Xunlard 
  Construct:  Argosi, Briar Golem (Golem), Colossus, Engine 
  of Hunger, Fellroot Golem (Golem), Gold Golem (Golem), 
  Holly Golem (Golem), Pharaoh’s Guard, Rope Golem 
  (Golem), Tar Golem (Golem), Turtleshell Golem (Golem), 
  Wax Golem (Golem), Zadoc 
  (Demon): Azura Demon (Demon), Pazuzi Demon (Demon), 
  Perri, Ridulya, Rose Demon (Demon), Vanadar Demon 
  (Demon) 
  (Devil): Hell Reaper, Hellchilde 
  Dragon:  Aspii Wyrm, Black Drake Yyaunn (Yyaunn), Crypt 
  Wyrm, Geth, Imperial Dragon (Dragon), Nippon Dragon 
  (Dragon), Melusinae [Dragon Form], Nemmick, Randese 
  Dragon (Dragon), Shrieken, Skierian Dragon (Dragon), Vegan 
  Dragon (Dragon), Western Dragon (Dragon) 
  (Dwarf):  Araby, Dwelf 
  (Earth):  Ankhbearer (Chuut-I), Aspii Wyrm, Balii Naga 
  (Naga), Chuut-I, Crypt Wyrm, Earth Lumberer, Geth, Haneru 
  Naga (Naga), Nemmick, Quintarran, Randese Dragon 
  (Dragon), Somat, Suuma Naga (Earth), Thunder Tortoise, 
  Vegan Dragon (Dragon), Xunlard 
  Elemental:  Envy Childe, Fire Dragon, Kafurii, Radiant 
  Hawk, Somat 
  (Elf):  Dwelf, Elogre, Orev 
  (Equine):  Horesse 
  (Evil):  Accursed, Akasta (Sinister), Annikan, Azura Demon 
  (Demon), Barrash (Sinister), Corrupted Soul Half-Orc Monk 
  (Corrupted Soul), Demon Flower, Demon Knight, Demon 
  Steed, Dreamslayer, Haraka, Hell Reaper, Hellwolf Beetle 
  (Beetle, Wolf), Kali-Born, Koskie, Magdaga (Sinister), 
  Nippon, Pazuzi Demon (Demon), Phaergrinn, Ptasha, Ridulya, 
  Rose Demon (Demon), Shadaar (Sinister), Shafra-Loa, 
  Thoqandra (Sinister), Vanadar Demon (Demon), Velundria 
  (Sinister), Walundria (Sinister) 
  (Extraplanar):  Auraling, Annikan, Azura Demon (Demon), 
  Bedlam, Camille, Capricornus, Demon Flower, Demon 
  Knight, Demon Steed, Dreamslayer, Godsteel Beetle (Beetle, 
  Adamantine), Hapi, Hath, Jakken, Kafurii, Kali-Born, Koskie, 
  Kren’an’thor, Nissus, Pazuzi Demon (Demon), Radiant Hawk, 
  Ridulya, Rose Demon (Demon), Tormentor, Tumor, Vanadar 
  Demon (Demon) 
  Fey:  Auraling, Bat Maiden (Maiden of Nature), Bird Maiden 
  (Maiden of Nature), Fettered, Fish Maiden (Maiden of 
  Nature), Mir’jalla, Wodosen 
  (Fire):  Firebird, Fire Dragon, Geth, Igana, Kafurii, Koskie, 
  Nissus, Radiant Hawk, Somat, Western Dragon (Dragon) 
  Giant:  Eeylene, Perii, Quintarran, Tamani, Xunlard 
  (Gnome): Gnomling 
  (Goblinoid):  Elogre, Forest Runner, Geshara, Orev, Xlexi 
  (Good): Godsteel Beetle (Beetle, Adamantine), Hapi Midwife 
  (Hapi), Shafra-Li 
  (Halfling): Gnomling 
  (Human):  Baquada, Bat Maiden (Maiden of Nature), Bird 
  Maiden (Maiden of Nature), Corrupted Soul Half-Orc Monk 
  (Corrupted Soul), Fish Maiden (Maiden of Nature), Hellchilde 
  Humanoid:  Araby, Baquada, Bastuu-I, Blooded Aspii 
  (Aspii), Constrictor Weresnake (Lycanthrope), Corrupted Soul 
  Half-Orc Monk (Corrupted Soul), Dwelf, Elogre, Fowler, 
  Geshara, Gnomling, Haraka, Hellchilde, Horesse, Mamaluke, 
  Melusinae, 
  Orev, 
  Po-Pei, 
  Raatori, 
  Viper 
  Weresnake 
  (Lycanthrope), 
  Werebee 
  (Lycanthrope), 
  Werelion 
  (Lycanthrope), 
  Wereoctopus 
  (Lycanthrope), 
  Wereshark 
  (Lycanthrope), Xlexi, Zaramian 
  (Incorporeal): 
   
  Ekimma, 
  Lamentor, 
  Tether 
  Ooze, 
  Vaporshroud 
  (Insane):  Common Ister-Suul (Ister-Suul), High Ister-Suul 
  (Ister-Suul), Ister-Suul Chosen One (Ister-Suul), Ister-Suul 
  Lord of Nightmares (Ister-Suul) 
   (Lawful):  Hell Reaper, Unassuming 
  Magical Beast:  Aspidoceleon, Bloodhound, Capricornus, 
  Chuut-I, Death Dancer, Firebird, Fluttercat, Flying Snake, 
  Forest Runner, Hapi, Hurrene, Igana, Jaqai, Kraken-Li, Lull, 
  
  Bestiary Nefarious  
  Page 8 of 478 – Stephen C. Klauk  
  Manti, Manticora, Peridoom, Persi Bull, Pisci, Ramudi, 
  Singing Maiden, Tigerwaule,  Thunder Tortoise, Titankite, 
  White Elephant (Elephant, White), Xanthus, Zithius 
  Monstrous Humanoid:  Accursed, Antfolk (Insectoid), Aspii 
  Degenerate, Aspii Slave Minotaur (Aspii Slave), Beetlefolk 
  (Insectoid), 
  Camille, 
  Flyfolk 
  (Insectoid), 
  Mantisfolk 
  (Insectoid), Quuran, Shaakasti, Turtis, Turkon, Vengal, Zuan 
  De 
  (Native):  Akasta (Sinister), Ankhbearer (Chuut-I), Annikan, 
  Barrash (Sinister), Hellwolf Beetle (Beetle, Wolf), Magdaga 
  (Sinister), Phaergrinn, Shadaar (Sinister), Shafra-Li, Shafra-
  Loa, Thoqandra (Sinister), Velundria (Sinister), Walundria 
  (Sinister) 
  Ooze:  Doppelganger Ooze, Nissus, Vegerot, Zerendiz 
  (Orc):  Corrupted Soul Half-Orc Monk (Corrupted Soul) 
  Outsider:  Akasta (Sinister), Ankhbearer (Chuut-I), Annikan, 
  Azura Demon (Demon), Barrash (Sinister), Bear Avenclaar 
  (Avenclaar), Bedlam, Cobra Avenclaar (Avenclaar), Demon 
  Knight, Demon Steed, Dreamslayer, Eagle Avenclaar 
  (Avenclaar), Godsteel Beetle (Beetle, Adamantine), Hath, Hell 
  Reaper, Hellwolf Beetle (Beetle, Wolf), Ister-Suul Lord of 
  Nightmares 
  (Ister-Suul), 
  Jakken, 
  Kali-Born, 
  Koskie, 
  Kren’an’thor, 
  Leperskin, 
  Lion 
  Avenclaar 
  (Avenclaar), 
  Magdaga (Sinister), Mouse Avenclaar (Avenclaar), Nippon, 
  Pazuzi Demon (Demon), Phaergrinn, Ptasha, Qadi, Ridulya, 
  Rose Demon (Demon), Shadaar (Sinister), Shafra-Li, Shafra-
  Loa, Thoqandra (Sinister), Tormentor, Unassuming, Vanadar 
  Demon (Demon), Velundria (Sinister), Walundria (Sinister), 
  Wolf Avenclaar (Avenclaar) 
  Plant:  Birch Tree Warrior (Tree Warrior), Bloodrose, Cactus 
  Folk, Cedar Tree Warrior (Tree Warrior), Cherry Tree Warrior 
  (Tree Warrior), Corpseslayer, Creepwood, Death Blossom, 
  Demon Flower, Drakeroot, Elm Tree Warrior (Tree Warrior) 
  Murderwort, Razorthorn Assassin, Slashleaf, Stoneroot, 
  Tanglethorn Bush, Tick Bush, Tree Strider, Whispling 
  (Reptilian):  Aspii Degenerate, Aspii Slave Minotaur (Aspii 
  Slave), Aspii Wyrm, Blooded Aspii (Aspii), Cobracon, Dire 
  Turtle, Flying Snake, Igana, Serpenti, Tialang Viper (Snake), 
  Tormentor, True Aspii (Aspii) 
  (Shapechanger):  Baquada, Bat Maiden (Maiden of Nature), 
  Bird Maiden (Maiden of Nature), Black Drake Yyaunn 
  (Yyaunn), 
  Constrictor 
  Weresnake 
  (Lycanthrope), 
  Doppelganger Ooze, Fish Maiden (Maiden of Nature), 
  Horesse, Jakken, Kren’an’thor, Melusinae, Raatori, Viper 
  Weresnake (Lycanthrope), Werebee (Lycanthrope), Werelion 
  (Lycanthrope), 
  Wereoctopus 
  (Lycanthrope), 
  Wereshark 
  (Lycanthrope) 
  (Shadow): Baku-Shaksta, Kren’an’thor, Zerendiz 
  (Sinister): Akasta (Sinister), Barrash (Sinister), Magdaga 
  (Sinister), Shadaar (Sinister), Thoqandra (Sinister), Velundria 
  (Sinister), Walundria (Sinister) 
  (Swarm):  Immature Spharon Swarm (Beetle, Spharon) 
  Undead:  Animus, Avangi, Cavern Crawler, Drakkenwyrm, 
  Dwarven Remnant Defender (Remnant Defender), Ekimma, 
  Elvin Remnant Defender (Remnant Defender), Gore Wrench, 
  Hopping Gnasher, Lamentor, Urqi, Spharon Mummy (Beetle, 
  Spharon), Vaporshroud, Xercean 
  Vermin:  Adamantine Beetle (Beetle), Antfolk (Insectoid), 
  Beetlefolk (Insectoid), Bloodseeker Beetle (Beetle), Burrow 
  Worm, Flyfolk (Insectoid), Goldspinner Beetle (Beetle), 
  Headhunter Beetle (Beetle), Immature Spharon Swarm 
  (Beetle, Spharon), Lepidilla (Insectoid, Mothfolk) Mantisfolk 
  (Insectoid), Monstrous Tick (Tick, Monstrous), Phomicus 
  Beetle (Beetle), Rhudee, Skurrier, Spharon (Beetle), Wolf 
  Beetle (Beetle) 
   (Water):  Aspidoceleon, Nippon Dragon (Dragon), Skierian 
  Dragon (Dragon), Somat 
  The following is a list of creatures that have access to spells, 
  psionics, divine spellcasting or technology. Those creatures 
  marked with an asterisk (*) have spells in classes that are 
  secondary spellcasters (assassins, blackguards, paladin & 
  rangers). Creatures with a double-S (§) gain spellcasting levels 
  by adding favored classes. 
   
  Arcane Spellcasting Creatures:  Auraling§, Balii Naga, 
  Dwelf*§, Eeylene, Elm Tree Warrior, Elvin Remnant 
  Defender, Elogre§, Hellchilde§, High Ister-Suul (Ister-Suul), 
  Imperial 
  Dragon 
  (Dragon), 
  Jaqai, 
  Koskie, 
  Mothfolk 
  (Insectoid)* §, Nippon Dragon (Dragon), Ptasha, Randese 
  Dragon (Dragon), Roachfolk (Insectoid) §, Sesenti Devourer, 
  Shaakasti§, Shrieken, Skierian Dragon (Dragon), True Aspii 
  (Aspii), Vegan Dragon (Dragon), Western Dragon (Dragon) 
   
  Divine Spellcasting Creatures:  Ankhbearer (Chuut-I)*, 
  Antfolk (Insectoid)§, Bastuu-I§, Cactus Folk*§, Demon 
  Knight*, Eagle Avenclaar (Avenclaar), Eeylene, Elogre*, 
  Firebird, Gnomling§, Hapi Midwife (Hapi), Hath, Horesse§, 
  Imperial Dragon (Dragon), Ister-Suul Chosen One, Ister-Suul 
  Lord of Nightmares, Mantisfolk (Insectoid) §, Yyaunn Black 
  Dragon 
   
  Psionic Creatures:  Memorizer Flesh Engine, Raatori, 
  Shafra-li§, Shafra-loa§ 
   
  Technological Creatures: 
   
  The following is a list of the templates found in this 
  book. 
  Templates:  Accursed, Animus, Aspii Slave, Beastland 
  Animal, Corrupted Soul, Diseased, Lycanthrope, Maiden of 
  Nature, Yyaunn 
   
  The following lists are for monsters of interest to the 
  player characters. 
   
  Animal Companion:  Apolii, Bear Avenclaar (Avenclaar), 
  Cobra Avenclaar (Avenclaar), Cobracon, Dire Hamster (Dire 
  Animal), Eagle Avenclaar (Avenclaar), Fauna Plant, Giant 
  Hamster (Dire Animal, Hamster), Ichneumon, Lion Avenclaar 
  (Avenclaar), Mouse Avenclaar (Avenclaar), Wolf Avenclaar 
  (Avenclaar) 
  
  Bestiary Nefarious 
  Page 9 of 478 – Stephen C. Klauk 
  Characters:  Accursed, Annikan, Antfolk (Insectoid), Araby, 
  Auraling, Beefolk (Insectoid), Baquada, Bastuu-I, Beetlefolk 
  (Insectoid), Blooded Aspii (Aspii), Cactus Folk, Chosen One 
  Ister-Suul, Common Ister-Suul (Ister-Suul), Corrupted Soul, 
  Dwelf, 
  Elogre, 
  Flyfolk 
  (Insectoid), 
  Fowler, 
  Geshara, 
  Gnomling, Haraka, Hath, Hellchilde, High Ister-Suul (Ister-
  Suul), Horesse, Ister-Suul Chosen One (Ister-Suul), Low Ister-
  Suul 
  (Ister-Suul), 
  Mamaluke, 
  Mantisfolk 
  (Insectoid), 
  Mothfolk 
  (Insectoid), 
  Orev, 
  Perii, 
  Po-pei, 
  Roachfolk 
  (Insectoid), Shaakasti, True Aspii (Aspii), Turkon, Vengal, 
  Waspfolk (Insectoid), Xlexi, Zaramian, Zuan De 
  Cohorts: Aspii Degenerate (Aspii), Aspii Minotaur (Aspii 
  Slave), 
  Bear 
  Avenclaar 
  (Avenclaar), 
  Beastland 
  Dog 
  (Beastland 
  Animal), 
  Capricornus, 
  Cobra 
  Avenclaar 
  (Avenclaar), Eagle Avenclaar (Avenclaar), Envy Childe, 
  Fettered, Lion Avenclaar (Avenclaar), Mouse Avenclaar 
  (Avenclaar), Wolf Avenclaar (Avenclaar) 
  Constructible:  Argosi, Briar Golem (Golem), Builder Flesh 
  Engine (Flesh Engine), Carpetbagger Flesh Engine (Flesh 
  Engine), Colossus, Engine of Hunger, Fellroot Golem 
  (Golem), Flesh Engine Dreadnought (Flesh Engine, Warrior), 
  Gold Golem (Golem), Holly Golem (Golem), Memorizer 
  Flesh Engine (Flesh Engine), Rope Golem (Golem), Sweeper 
  Flesh Engine (Flesh Engine), Turtleshell Golem (Golem), 
  Warrior Flesh Engine (Flesh Engine) 
  Familiars: Bloodhound, Camille, Cobra Newt, Fettered, 
  Fluttercat 
  Pets:  Bloodhound, Dire Turtle (Dire Animal), Fluttercat, 
  Giant Hamster (Dire Hamster), Goldspinner Beetle (Beetle), 
  Hellwolf Beetle (Beetle, Wolf), Ichneumon, Wolf Beetle 
  (Beetle), 
  Mounts: Carpetbagger Flesh Engine (Flesh Engine), Dire 
  Rabbit (Dire Animal), Dire Turtle (Dire Animal), Manti, 
  Summonables:  Azura Demon, Bear Avenclaar (Avenclaar), 
  Baku-Shaksta*, Camille, Capricornus, Cobra Avenclaar 
  (Avenclaar), Eagle Avenclaar (Avenclaar),  Lion Avenclaar 
  (Avenclaar), Mouse Avenclaar (Avenclaar), Pazuzi Demon, 
  Qadi, Wolf Avenclaar (Avenclaar),  
  
  Bestiary Nefarious  
  Page 10 of 478 – Stephen C. Klauk  
  Monsters Introduction 
   
  Reading The Entries 
  Each monster description is organized in the same 
  general format, as outlined below.  This information is 
  reproduced from the SRD, with some elaboration where the 
  entries vary from the standard layout. 
   
  Statistics Block 
  This portion of a monster description contains basic 
  game information on the creature. 
   
  Name 
  This is the name by which the creature is generally 
  known. The descriptive text may provide other names. 
   
  Size and Type 
  This line describes the creature’s size. A size modifier applies 
  to the creature’s Armor Class (AC) and attack bonus, as well 
  as to certain skills. A creature’s size also determines how far it 
  can reach to make a melee attack and how much space it 
  occupies in a fight (see Space/Reach, below). 
  The size and type line continues with the creature’s 
  type. Type determines how magic affects a creature. Type 
  determines certain features, such as Hit Dice size, base attack 
  bonus, base saving throw bonuses, and skill points. 
   
  New Subtypes 
  Feline:  This is a humanoid subtype, and can be taken as a 
  favored enemy by rangers.  It includes those creatures with 
  cat-like features and/or mannerisms. 
  Shadow:  A creature with the shadow subtype comes from or 
  has a link to the plane of shadow.  On a failed saving throw, 
  shadow creatures take double damage from spells with the 
  light descriptor.  Shadow creatures affected by the dazzle 
  condition from a spell or effect with the light descriptor 
  instead treat the condition as being blinded. 
   
  Hit Dice 
  This line gives the creature’s number and type of Hit 
  Dice, and lists any bonus hit points. A parenthetical note gives 
  the average hit points for a creature of the indicated number of 
  Hit Dice. A creature’s Hit Dice total is also treated as its level 
  for determining how spells affect the creature, its rate of 
  natural healing, and its maximum ranks in a skill. 
   
  Initiative 
  This line gives the creature’s modifier on initiative 
  checks. 
   
  Speed 
  This line gives the creature’s tactical speed on land 
  (the amount of distance it can cover in one move action). If the 
  creature wears armor that reduces its speed, the creature’s base 
  land speed follows. 
  If the creature has other modes of movement, these 
  are given after (or in place of) the land speed. Unless noted 
  otherwise, modes of movement are natural (not magical). 
   
  Armor Class 
  The Armor Class line gives the creature’s AC for 
  normal combat and includes a parenthetical mention of the 
  modifiers contributing to it (usually size, Dexterity, and 
  natural armor). The creature’s touch and flat AC follow the 
  combat ready AC. 
  A creature’s armor proficiencies (if it has any) 
  depend on its type, but in general a creature is automatically 
  proficient with any kind of armor it is described as wearing 
  (light, medium, or heavy), and with all lighter kinds of armor. 
   
  Base Attack/Grapple 
  The number before the slash on this line is the 
  creature’s base attack bonus (before any modifiers are 
  applied). This number won’t often be used, but it can be handy 
  sometimes, especially if the creature has the Power Attack or 
  Combat Expertise feats. 
  The number after the slash is the creature’s grapple 
  bonus, which is used when the creature makes a grapple attack 
  or when someone tries to grapple the creature. The grapple 
  bonus includes all modifiers that apply to the creature’s 
  grapple checks (base attack bonus, Strength modifier, special 
  size modifier, and any other applicable modifier, such as a 
  racial bonus on grapple checks). 
   
  Attack 
  This line shows the single attack the creature makes 
  with an attack action. In most cases, this is also the attack the 
  creature uses when making an attack of opportunity as well. 
  The attack line provides the weapon used (natural or 
  manufactured), attack bonus, and form of attack (melee or 
  ranged). The attack bonus given includes modifications for 
  size and Strength (for melee attacks) or Dexterity (for ranged 
  attacks). A creature with the Weapon Finesse feat can use its 
  Dexterity modifier on melee attacks. If the creature uses 
  natural attacks, the natural weapon given here is the creature’s 
  primary natural weapon. If the creature has several different 
  weapons at its disposal, the alternatives are shown, with each 
  different attack separated by the word “or.” A creature can use 
  one of its secondary natural weapons when making an attack 
  action, but if it does it takes an attack penalty, as noted in the 
  Full Attack section below. The damage that each attack deals 
  is noted parenthetically. 
  Damage from an attack is always at least 1 point, 
  even if a subtraction from a die roll reduces the result to 0 or 
  lower. 
   
  
  Bestiary Nefarious 
  Page 11 of 478 – Stephen C. Klauk 
  Full Attack 
  This line shows all the physical attacks the creature 
  makes when it uses a full-round action to make a full attack. It 
  gives the number of attacks along with the weapon, attack 
  bonus, and form of attack (melee or ranged). The first entry is 
  for the creature’s primary weapon, with an attack bonus 
  including modifications for size and Strength (for melee 
  attacks) or Dexterity (for ranged attacks). A creature with the 
  Weapon Finesse feat can use its Dexterity modifier on melee 
  attacks. The remaining weapons are secondary, and attacks 
  with them are made with a –5 penalty to the attack roll, no 
  matter how many there are. Creatures with the Multiattack feat 
  take only a –2 penalty on secondary attacks.  
   
  New Weapons 
   
  The following is a list of new weapons that can be 
  found in the various creature entries. 
   
   
  Beetlespike:  Made from the scything limbs of giant insects, a 
  beetlespike has a quarterstaff-like pole which ends in 
  perpendicularly pointing scything blades, giving the whole an 
  “S”-like appearance.  While it can be used to slash, it is 
  primarily used to pierce opponents with the spike-like ends. A 
  beetlespike is considered a martial double weapon for 
  beetlefolk, and an exotic double weapon for all other races. 
  Cost: 30 gp; Dam: 1d6/1d6; Crit: x3; Range Inc: -; Wt: 4 
  lbs.; Type: Piercing & Slashing 
   
  Blowgun:  Favored by primitive people who use it for 
  hunting.  A blowgun is a hollow tube about two feet long.  The 
  darts that are used in the weapon do very little damage, but are 
  usually covered with poison.  It takes a move-equivalent 
  action to load a dart into this weapon.  You can apply Rapid 
  Reload to using this weapon, making reloading a free action.  
  It is considered an exotic two-handed ranged weapon.   
  Cost: 5 gp; Dam: 1; Crit: 20/x2; Range Inc: 20 feet; Wt: 1 
  lb; Type: Piercing.   
  Blowgun darts: Cost: 1 sp; Wt: -. 
   
  Chakram:  Favored by Skierian scouts and assassins, the 
  chakram is a circular loop of metal whose outer edge is a 
  sharp blade.  Using it is dangerous to an untrained wielder, 
  thus it is an exotic weapon.  Skierians treat it as a martial 
  weapon instead. 
  Cost:  10 gp; Dam: 1d4; Crit: 18-20/x2; Range Inc: 30 ft.; 
  Wt: 2 lbs.; Type: Slashing. 
   
  Katana:  Favored by the samurai culture of the far east, the 
  katana has a slightly curved single-edged blade.  A katana is 
  too large to use in one hand without special training; thus, it is 
  an exotic weapon. A character can use a katana two-handed as 
  a martial weapon. 
  Cost: 250 gp; Dam: 1d10; Crit: 18-20/x2; Wt: 6 lbs; Type: 
  Slashing.  
   
  Khopesh:  Favored by people of the lands of Iiannhanex and 
  Llannhanex, the khopesh is a Bronze Age sword that has a 
  blade that is shaped like a stretched question mark.    You can 
  use the khopesh to perform trip attacks.  If you fail the trip 
  attack, you can drop the khopesh to keep from being tripped 
  yourself.  For characters not native to Egyptian culture, this is 
  considered an exotic weapon; otherwise it is considered a one-
  handed martial weapon.   
  Cost: 17 gp; Dam: 1d8; Crit: 20/x4; Wt: 5 lbs. Type: 
  Slashing 
   
  Macahuitl:  This weapon is favored for warfare among the 
  Aztec of Lost Vale.  It consists of a moderate, flat length of 
  wood (almost like a paddle) with obsidian glass or teeth 
  embedded along the flat edges, giving it double-sided sword-
  like edge.  For characters not native to Aztec culture, this is 
  considered an exotic weapon; otherwise it is considered a one-
  handed martial weapon.   
  Cost: 15 gp; Dam: 1d6; Crit: 20/x3; Weight: 3 lbs.  Type: 
  Bludgeoning and Slashing. 
   
  No-Dachi:  The no-dachi, or horse sword, is a very large two-
  handed weapon available in oriental lands.  It is too large for a 
  character to use without special training, thus it is an exotic 
  weapon.  Even with appropriate training, it instills a –2 
  penalty to hit. 
  Cost: 200 gp; Dam: 2d8; Crit: 20/x3; Wt: 8 lbs.; Type: 
  Slashing 
   
  Paddleblade:  A weapon of annikan design, the paddleblade 
  looks like quarterstaff with an axeblade that projects from 
  each end parallel to the staff, often adorned with the image of 
  a lotus flower.  Annikan treat it as a double martial weapon, 
  all other races treat it as a exotic double weapon. 
  Cost:  75 gp; Dam:  1d6/1d6; Crit:  x3; Wt:  5 lbs., Type: 
  Slashing 
   
  Tiger Claw:  An exotic weapon used by monks, Skierians and 
  some Nippon, tiger claws are metal gauntlets from which 
  protrude three blades, giving the wielder the appearance of 
  having bladed claws.  A character wearing tiger claws gains a 
  +4 bonus against being disarmed.  Tiger claws are considered 
  exotic light weapons.  Skierians treat tiger claws as light 
  martial weapons.  Monks may use tiger claws with their 
  unarmed attacks. 
  Cost:  5 gp, Dam: 1d4, Crit: x3; Wt: 1 lb., Type: Slashing 
  and Piercing. 
   
  Warstaff:  The warstaff is a long wooden staff with a cudgel-
  like end on one side.  It is a double weapon.  It is treated as a 
  martial weapon.   
  Cost: 35 gp, Dam: 1d8/1d6, Crit: x2/x2; Wt: 6 lbs., Type: 
  Bludgeoning. 
   
  
  Bestiary Nefarious  
  Page 12 of 478 – Stephen C. Klauk  
  Zanzer:  Used by coral dwarves, on one end it sports a 
  harpoon-like hook and on the other it bears a great double-
  bladed axe.  It is a double weapon.  On a hit with the harpoon 
  head, the attacker may start a grapple.  If he loses the grapple, 
  he may elect to drop the Zanzer instead of suffering a reversal.  
  Coral dwarves treat this as a martial weapon.  All others treat 
  it as an exotic weapon. Cost: 50 gp, Dam: 1d6/1d8, Crit: 
  x3/x3; 
  Wt: 
  15 
  lb., 
  Type: 
  Piercing 
  & 
  Slashing
   
  New Masterwork Qualities (From the Amberos Play 
  Guide) 
   
  Weapons, armor and shields can be made masterwork 
  in different ways, allowing for different game effects.  Only 
  one masterwork quality can be applied to an item, and each of 
  the different masterwork qualities still qualifies an item to be 
  enchanted.  The masterwork quality as described below 
  replaces the normal masterwork quality modifiers to an item; 
  it does not stack with the original masterwork rules.  The 
  different masterwork qualities are described below.   
  The standard masterwork quality for a weapon is 
  considered to be Balanced (+1 bonus to hit).  With the 
  exception of Balanced and Razor-sharp, masterwork qualities 
  retain their functionality in magical weapons.  Masterwork 
  qualities are applied before magical modifiers or feat 
  modifiers. So for example, a +1 keen barbed scimitar has a 
  critical range of 13-20/x2. 
  The standard masterwork quality for armor is 
  considered to be Fitted (reduce armor check by 1). 
  The standard masterwork quality for shields is 
  considered to be Durable (reduce armor check by 1). 
  Caster:  The armor is loose-fitting to accommodate 
  the intricate gestures required in spellcasting.  Caster’s armor 
  reduces the chance of spell failure by 10%, but also reduces 
  the Armor Bonus by –1.  Padded armor cannot be made into 
  caster armor.  Cost: +150 gp 
   
  Damage 
   
  This line indicates the damage caused by each attack 
  listed in the Attack and Full Attack line. 
  The damage that each attack deals is noted 
  parenthetically. Damage from an attack is always at least 1 
  point, even if a subtraction from a die roll reduces the result to 
  0 or lower. 
  A creature’s primary attack damage includes its full 
  Strength modifier (1-1/2 times its Strength bonus if the attack 
  is with the creature’s sole natural weapon) and is given first. 
  Secondary attacks add only ½ the creature’s Strength bonus. 
  If any attacks also have some special effect other than 
  damage, that information is given here. 
  Unless noted otherwise, creatures using natural weapons deal 
  double damage on critical hits. 
  Manufactured Weapons: Creatures that use swords, bows, 
  spears, and the like follow the same rules as characters do.  
  The bonus for attacks with two-handed weapons is 1½ times 
  the creature’s Strength modifier (if it is a bonus), and is given 
  first. Offhand weapons add only ½ the Strength bonus and are 
  given second in the parentheses. 
   
  Space/Reach 
  This line describes how much space the creature 
  takes up on the battle grid and thereby needs to fight 
  effectively, as well as how close it has to be to threaten an 
  opponent. The number before the slash is the creature’s space, 
  or how many feet one side of the creature occupies. The 
  number after the slash is the creature’s natural reach. If the 
  creature has exceptional reach due to a weapon, tentacle, or 
  the like, the extended reach and its source are noted in 
  parentheses at the end of the line. 
   
  Height/Weight 
   
  The “average” range of height for a creature is given 
  here in feet and inches; for long creatures (such as dragons, 
  worms and quadrupeds), this is the length of the creature.  The 
  number in parentheses is the average height/length of the 
  creature.  In most cases, females are 10%-30% shorter. 
   
  Avians tend to have a wingspan approximately triple 
  their height. 
   
  Weight 
   
  The “average” weight range for the creature is given 
  here in pounds (lbs.).  The number in parentheses is the 
  average weight for the creature.  In most cases, females are 
  15-40% lighter. 
   
  Special Attacks and Special Qualities 
  Many creatures have unusual abilities. A monster 
  entry breaks these abilities into special attacks and special 
  qualities. The latter category includes defenses, vulnerabilities, 
  and other special abilities that are not modes of attack. A 
  special ability is extraordinary (Ex), spell-like (Sp), or 
  supernatural (Su). Additional information (when needed) is 
  provided in the creature’s descriptive text. 
  When a special ability allows a saving throw, the 
  kind of save and the save DC is noted in the descriptive text. 
  Most saving throws against special abilities have DCs 
  calculated as follows: 10 + 1/2 the attacker’s racial Hit Dice + 
  the relevant ability modifier. 
  The save DC is given in the creature’s description 
  along with the ability on which the DC is based. 
   
  
  Bestiary Nefarious 
  Page 13 of 478 – Stephen C. Klauk 
  Damage Reduction (Variant Rules):  A creature with this 
  special quality ignores damage from most weapons and 
  natural attacks. Wounds heal immediately, or the weapon 
  bounces off harmlessly (in either case, the opponent knows the 
  attack was ineffective). The creature takes normal damage 
  from energy attacks (even nonmagical ones), spells, spell-like 
  abilities, and supernatural abilities. A certain kind of weapon 
  can sometimes damage the creature normally, as noted below. 
  The entry indicates the amount of damage ignored 
  (usually 5 to 15 points) and the type of weapon that negates 
  the ability.   
  Some 
  monsters 
  are 
  vulnerable 
  to 
  piercing, 
  bludgeoning, or slashing damage.  Some monsters are 
  vulnerable to certain materials, such as alchemical silver, 
  adamantine, or cold-forged iron. Attacks from weapons that 
  are not made of the correct material have their damage 
  reduced, even if the weapon has an enhancement bonus. 
  Some monsters are vulnerable to magic weapons. 
  Any weapon with at least a +1 magical enhancement bonus on 
  attack and damage rolls overcomes the damage reduction of 
  these monsters. Such creatures’ natural weapons (but not their 
  attacks with weapons) are treated as magic weapons for the 
  purpose of overcoming damage reduction. 
  A few very powerful monsters are vulnerable only to 
  epic weapons; that is, magic weapons with at least a +6 
  enhancement bonus. Such creatures’ natural weapons are also 
  treated as epic weapons for the purpose of overcoming 
  damage reduction.   
  In the case of magic damage reduction, a number 
  follows.  If the magic weapon does not have an enhancement 
  bonus equal to or greater than the plus listed, it does not 
  bypass damage reduction.  Likewise, if the creature is attacked 
  with damage-inflicting spells that are not of a spell level equal 
  to or greater than the indicated plus, the creature gains its 
  damage reduction against the attack.  It should be noted that 
  spells that deal energy damage (acid, cold, electricity, fire or 
  sonic as well as negative energy and force spells) which 
  normally bypass damage reduction will have their damage 
  reduced if they are not of sufficient level to bypass the damage 
  reduction.  Likewise, the creature gains a +2 bonus to Spell 
  Resistance (if any) per spell level below the minimum to 
  bypass DR. 
  Some monsters are vulnerable to chaotic-, evil-, 
  good-, or lawful-aligned weapons. When a cleric casts align 
  weapon, affected weapons might gain one or more of these 
  properties, and certain magic weapons have these properties as 
  well. 
  A creature with an alignment subtype (chaotic, evil, 
  good, or lawful) can overcome this type of damage reduction 
  with its natural weapons and weapons it wields as if the 
  weapons or natural weapons had an alignment (or alignments) 
  that match the subtype(s) of the creature. 
  When a damage reduction entry has a dash (–) after 
  the slash, no weapon negates the damage reduction. 
  A few creatures are harmed by more than one kind of 
  weapon. A weapon of either type overcomes this damage 
  reduction. 
  A few other creatures require combinations of 
  different types of attacks to overcome their damage reduction. 
  A weapon must be both types to overcome this damage 
  reduction. A weapon that is only one type is still subject to 
  damage reduction. 
   
  Spell Resistance (Variant Rules):  A creature with spell 
  resistance can avoid the effects of spells and spell-like abilities 
  that directly affect it. To determine if a spell or spell-like 
  ability works against a creature with spell resistance, the 
  caster must make a caster level check (1d20 + ½ caster level 
  + level of spell cast). If the result equals or exceeds the 
  creature’s spell resistance, the spell works normally, although 
  the creature is still allowed a saving throw.  If you use this 
  method, you may wish to change SR for monsters from other 
  books to the method of calculating SR below. 
  The standard rules set a creature’s spell resistance at 
  11 + CR of the monster.  However, for the purposes of this 
  book, a different standard was adopted.  Creatures in this book 
  have their spell resistance calculated at 11 + ½ HD + Cha 
  modifier.  In most creatures, this tends to provide spell 
  resistance lower than calculating it by CR, but in the case of 
  natural spell-using creatures, may often be higher than what is 
  expected. 
  If a creature has the “lesser magic resistance” special 
  quality, it gains a +5 bonus to SR (already calculated in).  If 
  the creature has the “magic resistant” special quality, it gains a 
  +10 bonus to SR (again, already calculated in).  Finally, 
  certain creatures that have DR/magic gain a bonus to SR when 
  spells are used against them that are lower level than the 
  minimum weapon plus to bypass DR.  The creature gains a +2 
  bonus to spell resistance per spell level below the minimum. 
   
  If you wish to use the standard rules to recalculate the 
  SR of the monsters within, just remember that the standard 
  formula is 11 + CR of the creature. 
   
  Author’s Notes – DR and other monster books:  The alternate DR rules harkens back to previous editions of the rules, where many
  creatures required weapons with a certain magic bonus to be harmed.  These rules seek to bring some of that quality back, as well as
  render creatures immune (above and beyond spell resistance) to certain low-level spells.  If you choose to use the alternate DR rules
  listed above, you may desire to carry this ability over to creatures from other books.  The conversion is quite simple – for every 4 CR,
  give the creature a +1.  Thus, for example, a CR 8 creature that normally has DR 5/magic would have DR 5/magic +2.  If you’re
  building your own monsters, we suggest the following 
  CR 1/8 – 1 
  DR 2/magic +0 
   
  CR 5-8 
  DR 5/magic +2 
   
  CR 13-16 DR 10/magic +4 
  CR 1-4 
   
  DR 5/magic +1 
   
  CR 9-12 DR 10/magic +3 
   
  CR 17-20 DR 15/magic +5 
  
  Bestiary Nefarious  
  Page 14 of 478 – Stephen C. Klauk  
  Saves 
  This line gives the creature’s Fortitude, Reflex, and 
  Will save modifiers. 
   
  Abilities 
  This line lists the creature’s ability scores, in the customary 
  order: Str, Dex, Con, Int, Wis, Cha. Except where noted 
  otherwise, each creature is assumed to have the standard array 
  of ability scores before racial adjustments (all 11s and 10s). To 
  determine any creature’s racial ability adjustments, subtract 10 
  from any even-numbered ability score and subtract 11 from 
  any odd-numbered score. (Exceptions are noted in the Combat 
  section of a creature’s descriptive text.) 
  Strength: Quadrupeds can carry heavier loads than bipeds 
  can. Any creature with four or more motive limbs can carry a 
  load as a quadruped, even if it does not necessarily use all the 
  limbs at once. 
  Intelligence: A creature can speak all the languages 
  mentioned in its description, plus one additional language per 
  point of Intelligence bonus. Any creature with an Intelligence 
  score of 3 or higher understands at least one language 
  (Common, unless noted otherwise). 
  Nonabilities: Some creatures lack certain ability scores. These 
  creatures do not have an ability score of 0—they lack the 
  ability altogether. The modifier for a nonability is +0. 
   
  Skills 
  This line gives the creature’s skills, along with each 
  skill’s modifier (including adjustments for ability scores, 
  armor check penalties, and any bonuses from feats or racial 
  traits). All listed skills are class skills, unless the creature has a 
  character class (noted in the entry). A creature’s type and 
  Intelligence score determine the number of skill points it has. 
  The Skills section of the creature’s description recaps 
  racial bonuses and other adjustments to skill modifiers for the 
  sake of clarity; these bonuses should not be added to the listed 
  skill modifiers. 
  An asterisk (*) beside the relevant score and in the 
  Skills section of the descriptive text indicates a conditional 
  adjustment, one that applies only in certain situations. 
  Natural Tendencies: Some creatures simply aren’t made for 
  certain types of physical activity. If it seems clear that a 
  particular creature simply is not made for a particular physical 
  activity, that creature takes a –8 penalty on skill checks that 
  defy its natural tendencies. In extreme circumstances the 
  creature fails the check automatically. 
   
  Feats 
  The line gives the creature’s feats. A monster gains 
  feats just as a character does. Sometimes a creature has one or 
  more bonus feats, marked with a superscript B (B). Creatures 
  often do not have the prerequisites for a bonus feat. If this is 
  so, the creature can still use the feat. If you wish to customize 
  the creature with new feats, you can reassign its other feats, 
  but not its bonus feats. A creature cannot have a feat that is not 
  a bonus feat unless it has the feat’s prerequisites. 
  Some feats are listed with a special superscript 
  marking after it.  These feats are bonus feats granted by race 
  or class abilities.  The explanation of the notations is listed 
  below. 
   
  B = Racial bonus feat 
  E = Epic Feat 
  F = Fighter class bonus feat 
  K = Eldritch knight class bonus feat 
  M= Monk class bonus feat 
  P = Psion class bonus feat 
  R = Ranger class bonus feat 
  Ro = Rogue Special Ability feat 
  S = Scientist class bonus feat 
  W = Wizard class bonus feat 
  Z = Psionic Warrior class bonus feat 
   
  New Feats 
   
  Armor Casting  
  You are skilled at casting spells in armor 
  Prerequisite:  Armor Proficiency 
  Benefit:  Choose an armor or shield type you have proficiency 
  in when you choose this feat.  While you wear the armor you 
  have chosen, the Arcane Spell Failure chance is reduced by -
  10%.  The chance of spell failure cannot be reduced below 
  0%. 
   
  Beastmaster 
  You have a more powerful animal companion than normal. 
  Prerequisites:  4 or more HD, animal companion or special 
  mount 
  Benefit:  When determining the type of animal companion 
  you qualify for, you may add ½ your Hit Dice to your druid 
  levels or ¼ your Hit Dice to your ranger levels, or for a special 
  mount your Hit Dice to your paladin level.  Your HD has no 
  effect on the level benefits your animal companion gains. 
  (Thus, an 8 HD creature with 3 levels of druid could start with 
  a brown bear, dire boar or any animal that requires 7th level or 
  higher.  When calculating Bonus HD, Natural Armor Adj., 
  Str/Dex Adj., Bonus Tricks and special abilities for the animal 
  companion, the above creature would only count its 3 levels of 
  druid for calculating the bonuses). 
   
  Improved Aid Another 
  Your skill not only allows you to aid an attacker, but land a 
  deadlier blow 
  Prerequisites:  Combat Expertise, Int 13+, BAB 4+ 
  Benefit:  When using the aid another action in combat, you 
  not only add +2 to an ally’s attack roll, the ally deals an 
  additional +1d6 damage. 
  Normal:  Aid another is used only with skills.  To aid another 
  in combat, designate an ally who is attacking the same 
  opponent as you and make a touch attack roll against the target 
  
  Bestiary Nefarious 
  Page 15 of 478 – Stephen C. Klauk 
  as a standard action.  If you succeed the touch attack, you deal 
  no damage, but your designated ally gains a +2 bonus to hit on 
  his attacks for the round. 
   
  Improved Weapon Size 
  You are capable of wielding larger than normal weapons. 
  Prerequisite: Strength 13+, BAB 1+ 
  Benefit:  You can wield a large weapon designed for two-
  handed use normally in one hand.  You suffer a –2 penalty to 
  hit due to the somewhat unwieldy size of the weapon. You 
  cannot use this feat to wield a large weapon in your off-hand. 
   
  Natural Spellcaster 
  Your innate toughness makes you a stronger spellcaster 
  Prerequisite: Ability to cast 2nd level spells 
  Benefit:  You may add up to 4 caster levels to your highest 
  level spellcasting class.  This does not increase your spells per 
  day or spells known in the class, only your caster level.  Your 
  spellcasting level cannot exceed your character level (class 
  levels + HD + LA).   
  Special:  You may take this feat more than once.  Each 
  additional time you take it, you may add 4 caster levels to the 
  next highest level spellcasting class you possess. 
   
  Spell Enhancement 
  Your spells last longer in the school you have chosen. 
  Benefit:  When you take this feat, choose a school of magic.  
  When determining the duration of a spell of the chosen school, 
  you are treated one level higher than normal.  This does not 
  affect damage, save DC or caster level for dispelling or 
  countering effects. 
   
  Spell Enhancement, Improved 
  Your spells last longer in the school you have chosen. 
  Prerequisites:  Spell Enhancement 
  Benefit:  When you take this feat, choose a school of magic in 
  which you have taken spell enhancement.  When determining 
  the duration of a spell of the chosen school, you are treated as 
  two levels higher than normal.  This does not affect damage, 
  save DC or caster level for dispelling or countering effects.  
  This bonus replaces the one from spell enhancement. 
   
  Swim-by Attack 
    You can attack while swimming past an opponent 
  Prerequisite: Swim speed. 
  Benefit: When swimming, the creature can take a move action 
  (including a dive) and another standard action at any point 
  during the move. The creature cannot take a second move 
  action during a round when it makes a swim-by attack. 
  Normal: Without this feat, the creature takes a standard action 
  either before or after its move. 
   
   
  Environment 
  This line gives a type of climate and terrain where the 
  creature is typically found. This describes a tendency, but is 
  not exclusionary. 
   
  Extraplanar Creatures 
   
  Many outsiders or elementals hail from planes other 
  than Amberos.  If you are not playing an Amberos campaign 
  and do not wish to use its planar geography, you may 
  substitute the listed planes as follows: 
   
  Plane 
  Substitute 
  Abyss 
  A strongly chaotic and evil-aligned 
  plane 
  Agennomar 
  A mildly evil-aligned plane 
  Arcadia 
  A strongly good-aligned plane 
  Asgard 
  A mildly chaotic and good-aligned 
  plane 
  Aurora 
  Plane of dreams or ethereal 
  Beastlands 
  A mildly neutral-aligned plane 
  Gehenna 
  A mildly evil-aligned plane 
  Hades 
  A mildly neutral-aligned plane 
  Hell 
  A lawful and evil-aligned plane 
  Limbo 
  A strongly chaotic-aligned plane 
  Nirvana 
  A strongly neutral-aligned plane 
  Olympus 
  A mildly chaotic and good-aligned 
  plane 
  Pandemonium 
  A mildly chaotic and evil-aligned plane 
  Seven Heavens 
  A strongly lawful and good-aligned 
  plane 
  Tarterus 
  A mildly chaotic and evil-aligned plane 
   
  Organization 
  This line describes the kinds of groups the creature 
  might form. A range of numbers in parentheses indicates how 
  many combat-ready adults are in each type of group. Many 
  groups also have a number of noncombatants, expressed as a 
  percentage of the fighting population. Noncombatants can 
  include young, the infirm, slaves, or other individuals who are 
  not inclined to fight. If the organization line contains the term 
  “domesticated,” the creature is generally found only in the 
  company of other creatures, whom it serves in some capacity. 
   
  Challenge Rating 
  This shows the average level of a party of 4 
  adventurers for which one creature would make an encounter 
  of moderate difficulty. 
   
  Treasure 
  This line reflects how much wealth the creature 
  owns. In most cases, a creature keeps valuables in its home or 
  lair and has no treasure with it when it travels. Intelligent 
  creatures that own useful, portable treasure (such as magic 
  items) tend to carry and use these, leaving bulky items at 
  home. 
  
  Bestiary Nefarious  
  Page 16 of 478 – Stephen C. Klauk  
   
  Alignment 
  This line gives the alignment that the creature is most 
  likely to have. Every entry includes a qualifier that indicates 
  how broadly that alignment applies to the species as a whole. 
   
  Advancement 
  The monster entry usually describes only the most 
  Commonly 
  encountered 
  version 
  of 
  a 
  creature. 
  The 
  advancement line shows how tough a creature can get, in 
  terms of extra Hit Dice. (This is not an absolute limit, but 
  exceptions are extremely rare.) Often, intelligent creatures 
  advance by gaining a level in a character class instead of just 
  gaining a new Hit Die. 
   
  Level Adjustment 
  This line is included in the entries of creatures suitable for use 
  as player characters or as cohorts (usually creatures with 
  Intelligence scores of at least 3 and possessing opposable 
  thumbs). Add this number to the creature’s total Hit Dice, 
  including class levels, to get the creature’s effective character 
  level (ECL). A character’s ECL affects the experience the 
  character earns, the amount of experience the character must 
  have before gaining a new level, and the character’s starting 
  equipment. 
   
  Description Block 
   
  The information following the statistic block gives 
  expanded information to run the creature in the game, as well 
  as describing tactics, the ecological niche of the creature and 
  other factors. 
   
  First Appearance 
   
  The italicized text gives DMs a way to describe the 
  creature when its true nature is first revealed.  The description 
  often factors the creature’s tactics or general demeanor into 
  the description and may not always be appropriate to the 
  situation.  Feel free to modify or discard the description to fit 
  the encounter. 
   
  Overview 
   
  The paragraphs following the creature’s description 
  give an overview of the creatures and its general habits.  The 
  final paragraph states what languages the creature usually 
  knows. 
   
  Combat 
   
  The information here describes the general tactics of 
  a stereotypical member of this race.  These are general 
  guidelines and can be modified as the DM sees fit.  This 
  section ends with expanded information about the special 
  attacks and special abilities the creature possesses. 
   
  Typical Spell List 
   
  This entry is only found in creatures capable of 
  casting spells or using psionic abilities.  It gives a 
  pregenerated list of spells for use by the creature.  The list is 
  not absolute and may be modified as the DM suits. 
   
  Society 
   
  This entry is only found in creatures that organize 
  themselves into large cultural groups.  It gives information for 
  a stereotypical community the creature belongs to.  As always, 
  there are atypical examples of every society and the DM is 
  free to change, alter or ignore portions of the society entry as 
  needed. 
   
  On Amberos 
   
  This information gives anecdotal information about 
  the creature as befits a campaign set on Amberos.  Many 
  undead and extraplanar creatures lack this entry as they either 
  have no special niche on Amberos or, being extraplanar, hail 
  from regions beyond Amberos. 
   
  As Characters 
   
  This gives a brief insight into why a member of this 
  species might take up a life of adventurer.  Following is a list 
  of information required to build the race into a player 
  character.  The section ends with information on the gods 
  worshipped by the race and domains allowed for worshippers 
  of that god.  Note that player characters tend to be exceptional, 
  and the character is not required to worship the god presented 
  in the entry. 
   
  For those races that are advanced by class levels, 
  example characters follow.  These are not absolutes, but 
  represent additional creature builds that can quickly be 
  dropped into an adventure.  All example characters use the 
  elite array of 15, 14, 13, 12, 10, and 8, before racial and level 
  modifiers.  If you are deconstructing the stats, please note 
  there may be additional modifiers for level (+1 for every 4 
  character levels/add’l HD) and/or magic items added into the 
  ability scores.   
  Note that the abbreviated stat profile only lists the 
  changes from the main entry.  The value of the creature’s gear 
  is listed in a separate entry and should be deducted from any 
  treasure it would normally have. The DM is free to modify the 
  gear used by the creature; it is simply presented to ease in 
  equipping and statting the creature. 
   
  Open Content 
  All portions of this document are open content with 
  the following exceptions.  All information in the subheading 
  of  “on Amberos” is closed content, as are all illustrations.  
  References to the gods of Amberos – Aspus, Dhorian, Discoff, 
  Shame, The Dark One and the like normally found in the “As 
  Characters” blocks are closed content.  References to countries 
  or landmarks of Amberos such as The Kingdom of Vall Vega, 
  The Empire of Swordfall, Golens, Twilight Forest and the like 
  
  Bestiary Nefarious 
  Page 17 of 478 – Stephen C. Klauk 
  are closed content.  All illustrations are closed content and 
  may not be reproduced without the express written consent of 
  the artist. 
  
  Bestiary Nefarious  
  Page 18 of 478 – Stephen C. Klauk  
  Accursed 
   
  Accursed are humanoids that have transformed by a 
  malevolent curse, usually one tied to an area or structure.  The 
  malignant evil of the area wroughts a slow change over the 
  individual, slowly swinging them towards evil behavior and 
  granting them foul abilities even at their body undergoes 
  malevolent changes. 
   
  Accursed is a template that can be applied to any 
  humanoid or giant.  This is referred to as the base creature. 
   
  Type:  The accursed type changes to monstrous humanoid and 
  gains the evil subtype. 
  Hit Dice: The accursed gains 6d8 hit dice.  These are 
  considered racial hit dice. 
  Initiative: Same as base creature, modified by ability score 
  changes. 
  Speed:  The accursed gains a pair of bat-like wings that allow 
  flight at a rate of 70 feet (poor). 
  Armor Class:  
  The accursed gains a +4 bonus to Natural 
  armor. 
  BAB/Grapple:  The accursed gains a +4 bonus to Base 
  Attack.  Grapple is recalculated based on the new Base attack 
  and ability modifiers  
  Attacks:  The accursed gains a natural attack routine of two 
  claws and a bite.  The bite is considered a secondary attack 
  routine.  The base damage for the claws and bite is based on 
  size, as shown on the table below.  Accursed retain any 
  weapon attacks they had prior to their transformation. 
   
  Size 
  Claw 
  Bite 
  Small 
  1d3 
  1d4 
  Medium 
  1d4 
  1d6 
  Large 
  1d6 
  1d8 
   
  Space/Reach:  
  Same as base creature. 
  Special Att:  
  The accursed gains two of the following 
  attack forms listed below.  
  Body Spikes (Ex):  The accursed body is covered in 
  sharp, bony spikes.  It is treated as if wearing armor 
  spikes, and is considered proficient in their use. 
  Cursed Claws (Su):  The claws of the accursed spread 
  its own curse to victims.  Victims struck by the claw 
  attacks of the accursed must make a Will save (DC 10 + 
  ½ racial HD + Con modifier) or be transformed into an 
  accursed.  Transformation takes 1d3+1 hours, in which 
  the victim is considered fatigued as he is wracked by 
  the growing pain of the curse.  The transformation can 
  be reversed with Dispel Evil, Remove Curse (requiring 
  a level check vs. the accursed HD/levels), Wish or 
  Miracle spell.  Once the transformation finishes, only a 
  Wish or Miracle can reverse it. 
  Desecration (Sp):  As a full-round action, the accursed 
  can reproduce the effects of a desecration spell with a 
  caster level equal to its level/HD. 
  Draining Bite (Sp):  The bite of the accursed drains the 
  strength of a foe.  With a successful bite, the accursed 
  causes 1d6 Strength damage.  Lost strength can be 
  recovered at the rate of 1 point per day of rest. 
  Extended Reach (Ex):  The accursed arms lengthen 
  considerably, doubling its reach. 
  Fear Aura (Su):  The accursed radiates an aura of 
  dread out to 15 feet.  Those in the area of effect with 
  Hit Dice or levels less than or equal to the accursed 
  racial hit dice must make a Will save (DC 10 + ½ 
  accursed racial HD + Chr modifier) or be shaken.  This 
  is a mind-affecting ability. 
  Mad Scream (Su):  As a standard action, the accursed 
  can unleash a sonic scream that damages and causes 
  confusion.  The sonic scream affects a 15 foot cone, 
  dealing 3d6 sonic damage (Fort DC 10 + ½ racial HD + 
  Con modifier for half damage).  Those who fail a Will 
  save (DC 10 + ½ racial HD + Con modifier) are 
  confused for 2d4 rounds, as per the spell.  A victim who 
  succeeds the saving throw against the scream cannot be 
  confused by further mad screams for the remainder of 
  the day, but still suffers sonic damage. 
  Poison (Ex):  The accursed grows a sinewy tail tipped 
  with a stinger.  The accursed can attack with tail as a 
  secondary attack and the tail deals 1d3 + ½ Str modifier 
  + poison.  Poison: Type: Injected; Fort DC 10 + ½ 
  racial HD + Con modifier.  Init: 1d6 Con; Sec: 1d6 
  Con. 
  Shapechanger (Su):  The accursed gains the 
  shapechanger subtype.  As a move action, the accursed 
  can change into another creature or mimic another 
  person of its choice.  This acts in all regards like a 
  polymorph with a caster level equal to the level/HD of 
  the accursed. 
  Spellcaster (Sp):  The accursed must already have the 
  ability to cast spontaneously.  It does not suffer a 
  penalty to Charisma, but instead gains a +4 bonus to 
  Charisma and a –2 penalty to Strength.  The accursed 
  increases its spellcaster level by 6 for the purposes of 
  determining spells known and spells per day. 
  Summon (Su):  The accursed can attempt to summon 
  demons from the abyss once per day, with a 50% 
  chance of success.  The accursed can summon up to 
  2HD of demons per level or HD it has.  Any single 
  summoned demon cannot have HD greater than the 
  summoner’s HD/level.  The summoned demons remain 
  for 1 hour, and cannot perform any summons of their 
  own. 
  Special Qual:  
  The accursed gains darkvision 60 feet.  If it 
  already has darkvision, the range is doubled.  An accursed also 
  gains Fire resistance 20, Acid resistance 10 and Regeneration 
  equal to their constitution modifier.  An accursed cannot 
  regenerate fire or acid damage it takes. 
  Saves:  Same as base creature, modified by augmented 
  ability scores and additional hit dice (Fort +2, Reflex +2, Will 
  +2) 
  
  Bestiary Nefarious 
  Page 19 of 478 – Stephen C. Klauk 
  Abilities:  The accursed gains a +4 bonus to Strength and 
  Constitution and a +2 bonus to Dexterity.  An accursed suffers 
  a –4 penalty to Intelligence and a –2 penalty to Charisma. 
  Skills:  Same as base creature’s.   An accursed gains bonus 
  skill points for its hit dice equal to (2 + Int modifier) x6 
  (minimum 6).  An accursed racial skills are Bluff, Hide, 
  Intimidate, Listen, Move Silently, and Spot. 
  Feats: Same as the base creature’s, plus an additional 2 
  racial feats of the accursed choice.  Any feat prerequisites 
  must be met normally 
  Environment:  Any 
  Organization:  Solitary or Pack (2-5) 
  CR:  
    
  As base creature +4 
  Treasure:  
  As base creature 
  Alignment:  
  Usually chaotic evil  
  Advancement:  By character class  
  Level Adj:  
  +2 
   
  
  Bestiary Nefarious  
  Page 20 of 478 – Stephen C. Klauk  
  Accursed Human Rogue 
  Medium Monstrous Humanoid (Evil, Augmented Human) 
  Rogue 1 
  Hit Dice: 
  6d8 + 1d6 + 21 (51 hp) 
  Initiative: 
  +7 
  Speed: 
  30 feet (6 squares), fly 70 feet (poor) 
  Armor Class: 
  19 (+3 dexterity, +2 leather armor, +4 
  natural armor) touch 13, flat 16 
  BAB/Grapple: +4/+7 
  Attack: 
  Short sword +8 melee (1d6+3;19-20/x2) or 
  claw +7 melee (1d4+3) 
  Full Attack: 
  Short sword +8 melee (1d6+3;19-20/x2) or 
  2 claws +7 melee (1d4+3), bite +2 melee 
  (1d6+1) 
  Space/Reach: 
  5 ft./5 ft. 
  Height: 
  5 ft. 6 in + 2d4 inches (5 ft. 11 in.) 
  Weight: 
  125 lbs + 5d4 x 5 lbs. (187 lbs.) 
  Special Att: 
  Mad scream, summon 
  Special Qual: 
  Darkvision 60 ft., fire resistance 20, acid 
  resistance 10, regeneration 3, sneak attack 
  +1d6, trapfinding 
  Saves: 
  Fort +4, Reflex +7, Will +3 
  Abilities: 
  S16 D17 C17 I10 W10 Ch6 
  Skills: 
  Bluff +2, Craft (Trapmaking) +4, Disable 
  Device +7, Disguise +2, Hide +18, Listen 
  +7, Move Silently +18, Search +4, Spot +4 
  Feats: 
  Improved InitiativeB, Skill Focus (Hide), 
  Skill Focus (Move Silently), StealthyB, 
  Weapon FinesseB, Weapon Focus (short 
  sword) 
  Environment: 
  Any 
  Organization: 
  Solitary or Troupe (2-5) 
  CR: 
  5 
  Treasure: 
  Standard 
  Alignment: 
  Chaotic Evil 
  Advancement: By character class 
  Level Adj: 
  +2 
  This humanoid crouched before you has 
  wrapped most of its flesh in heavy garb.  
  However, a pair of bat-like wings protrudes from 
  its back, and in its clawed hands it holds a short 
  sword.  The creature murmurs in a soul-numbing 
  language and it’s slitted red eyes stare out from 
  behind the mask of cloth with utter contempt for 
  you. 
   
  The accursed rogue is a fiendish slayer of men, even 
  before its foul transformation.  It is interested in little more 
  than killing and robbing foes.  The accursed rogue can usually 
  be found in populated areas, hiding in shadows or alleyways 
  where it’s demonic appearance can be disguised or hidden.  
  The accursed rogue shuns companionship, preferring to slit the 
  throat of those it encounters instead of parleying with them. 
   
  An accursed rogue can speak Common and abysmal. 
   
  Combat 
   
  Preferring to strike from ambush, the accursed rogue 
  loves killing opponents before they even get a glimpse of their 
  slayer.  It prefers hit and run tactics, striking from the shadows 
  and quickly moving away before opponents can launch a 
  counterattack.  The accursed rogue tends to use its mad scream 
  against fighters, hoping their weak wills will crumble under 
  the sonic assault and they become dangerous to their own 
  allies. 
  Mad Scream (Su):  As a standard action, the accursed rogue 
  can unleash a sonic scream that damages and causes 
  confusion.  The sonic scream affects a 15 foot cone, dealing 
  3d6 sonic damage, Fort DC 16 for half.  Those who also fail a 
  Will save DC 16 are confused for 2d4 rounds, as per the spell.  
  A victim who succeeds the saving throw against the scream 
  cannot be confused by further mad screams for the remainder 
  of the day, but still suffers sonic damage. 
  Regeneration (Ex):  Fire and acid deal normal damage to a 
  accursed human rogue.  An accursed human rogue can regrow 
  a limb after a minute’s time, but cannot reattach severed 
  limbs. 
  Summon (Su):  The accursed can attempt to summon demons 
  from the abyss once per day, with a 50% chance of success.  
  The accursed rogue can summon up to 14 HD of demons.  The 
  summoned demons remain for 1 hour, and cannot perform any 
  summons of their own. 
   
   
  
  Bestiary Nefarious 
  Page 21 of 478 – Stephen C. Klauk 
  Accursed Human Murderer 
  6HD Accursed human Rogue 4 (Evil, Augmented Human); 
  hp:  71 hp 
  S16 D18 C17 I10 W10 Ch6;Fort +5, Ref +9, Will +4 
  Init: 
  +8 
  Move: 30 ft., fly 70 ft. (poor) 
  AC: 
  22 (+4 Dex, +4 natural, +4 leather armor +2), touch 
  13, flat 18 
  BAB/Grapple: +7/+9 
  Full Attack: 
  +1 Shortsword +13/+8 melee (1d6+4;19-
  20/x2) or 
   
  2 claws +11 melee (1d4+3), bite +6 melee 
  (1d6+1) or 
   
  composite shortbow (+3 Str) w/ +1 arrow 
  +12/+7 ranged (1d6+4;x3) 
  Special Att: 
  Mad scream, summon 
  Special Qual: 
  Darkvision 60 ft., evasion, fire resistance 20, 
  acid resistance 10, regeneration 3, sneak 
  attack +2d6, trapfinding, trap sense +1, 
  uncanny dodge 
  Skills: Bluff +5, Craft (Trapmaking) +7, Disable Device 
  +10, Disguise +5, Hide +21, Listen +7, Move 
  Silently +21, Search +7, Spot +7 
  Feats: Improved InitiativeB, Skill Focus (Hide), Skill Focus 
  (Move 
  Silently), 
  StealthyB, 
  Weapon 
  FinesseB, 
  Weapon Focus (short sword) 
  CR: 
  8 
  Gear: 
  +1 shortsword (2,310 gp), composite shortbow (+3 
  Str) (600 gp), arrow +1 (x4) (345 gp), leather armor 
  +2 (4,160 gp), cloak of resistance +1 (1,000 gp), 
  potion of invisibility (300 gp), potion of cure 
  moderate wounds (300 gp), potion of spider climb 
  (300 gp) 
  Total:  9,315 gp (9,400 gp) 
  Evasion (Ex): If an accursed human rogue makes a successful 
  Reflex saving throw against an attack that normally deals half 
  damage on a successful save, he instead takes no damage. A 
  helpless rogue does not gain the benefit of evasion. 
  Trap Sense (Ex): An accursed human rogue gains a +1 bonus 
  on Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps. 
  Uncanny Dodge (Ex): An accursed human rogue retains his 
  Dexterity bonus to AC (if any) even if he is caught flat or 
  struck by an invisible attacker. However, he still loses her 
  Dexterity bonus to AC if immobilized. 
   
  Accursed Human Slayer 
  6HD Accursed human Rogue 4/Ranger 4 (Evil, Augmented 
  Human); hp:  131 hp 
  S16 D19 C17 I10 W10 Ch6;Fort +11, Ref +15, Will +7 
  Init: 
  +8 
  Move: 30 ft., fly 70 ft. (poor) 
  AC: 
  23 (+4 Dex, +4 natural, +5 leather armor +3), touch 
  13, flat 19 
  BAB/Grapple: +11/+13 
  Full Attack: 
  +2 Shortsword +18/+13 melee (1d6+5;19-
  20/x2) or 
   
  2 claws +14 melee (1d4+3), bite +12 melee 
  (1d6+1) or 
   
  +1 composite shortbow (+3 Str) +16/+11/+6 
  ranged (1d6+4;x3) 
  Special Att: 
  Favored enemy, mad scream, summon 
  Special Qual: 
  Combat style (two weapons), darkvision 60 
  ft., 
  evasion, 
  fire 
  resistance 
  20, 
  acid 
  resistance 10, regeneration 3, sneak attack 
  +2d6, trapfinding, trap sense +1, uncanny 
  dodge, wild empathy 
  Skills: Bluff +5, Craft (Trapmaking) +11, Disable Device 
  +10, Disguise +5, Hide +25, Listen +7, Move 
  Silently +30, Search +11, Spot +11, Survival +4 
  Feats: Combat 
  Reflexes*R, 
  EnduranceR, 
  Improved 
  InitiativeB, Multiattack, Skill Focus (Hide), Skill 
  Focus (Move Silently), StealthyB, TrackR, Two-
  Weapon FightingR, Weapon FinesseB, Weapon Focus 
  (short sword) 
  CR: 
  12 
  Gear: 
  +2 shortsword (8,310 gp), +1 composite shortbow 
  (+3 Str) (2,600 gp), leather armor +3 (9,160 gp), 
  cloak of protection +3 (9,000 gp), boots of elvinkind 
  (2,500 gp), potion of haste (750 gp), potion of cure 
  serious wounds (750 gp) 
  Total:  33,070 gp (35,000 gp) 
  *  The accursed human slayer took a feat instead of an animal companion 
  Evasion (Ex): If an accursed human slayer makes a successful 
  Reflex saving throw against an attack that normally deals half 
  damage on a successful save, he instead takes no damage. A 
  helpless rogue does not gain the benefit of evasion. 
  Favored Enemy (Ex):  The accursed human slayer gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against Humanoids (human). 
  Likewise, he gets a +2 bonus on weapon damage rolls against 
  such creatures. 
  Trap Sense (Ex): An accursed human slayer gains a +1 bonus 
  on Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps. 
  Uncanny Dodge (Ex): An accursed human slayer retains his 
  Dexterity bonus to AC (if any) even if he is caught flat or 
  struck by an invisible attacker. However, he still loses her 
  Dexterity bonus to AC if immobilized. 
  Wild Empathy (Ex):  Check 1d20+2; Influence animals 
   
  
  Bestiary Nefarious  
  Page 22 of 478 – Stephen C. Klauk  
  Accursed Human Serial Killer 
  6HD Accursed human Rogue 4/Ranger 4/Assassin 4 (Evil, 
  Augmented Human); hp:  157 hp 
  S16 D20 C17 I14 W10 Ch6;Fort +13, Ref +21, Will +7 
  Init: 
  +9 
  Move: 30 ft., fly 70 ft. (poor) 
  AC: 
  28 (+5 Dex, +4 natural, +7 leather armor +5, +1 
  dusty rose ioun stone, +1 ring of protection +1), 
  touch 17, flat 23 
  BAB/Grapple: +14/+16 
  Full Attack: 
  Primary +3 keen short sword +21/+16/+11 
  melee (1d6+3;19-20/x2), off-hand short 
  sword +18/+13 melee (1d6+1;19-20/x2) or 
   
  2 claws +19 melee (1d4+3), bite +17 melee 
  (1d6+1) 
   
  +1 
  composite 
  shortbow 
  (+3 
  Str) 
  +20/+15/+10 ranged (1d6+4;x3) 
  Special Att: 
  death attack, favored enemy, mad scream, 
  spells, summon 
  Special Qual: 
  Combat style (two weapons), darkvision 60 
  ft., evasion, fire resistance 20, improved 
  uncanny 
  dodge, 
  acid 
  resistance 
  10, 
  regeneration 
  3, 
  sneak 
  attack 
  +4d6, 
  trapfinding, trap sense +1, uncanny dodge, 
  wild empathy, +2 save vs. poison 
  Skills: Bluff +9, Craft (Trapmaking) +13, Disable Device 
  +12, Disguise +5, Hide +30, Listen +7, Move 
  Silently +30, Search +11, Spot +17, Survival +4 
  Feats: Combat Reflexes*R, EnduranceR, Greater Two-
  Weapon Fighting, Improved InitiativeB, Iron Will, 
  Multiattack, Skill Focus (Hide), Skill Focus (Move 
  Silently), StealthyB, TrackR, Two-Weapon Defense, 
  Two-Weapon FightingR, Weapon FinesseB, Weapon 
  Focus (short sword) 
  CR: 
  16 
  Gear: 
  +3 keen shortsword (32,310 gp), +1 composite 
  shortbow (+3 Str) (2,600 gp), leather armor +5 
  (25,160 gp), headband of intellect +4 (16,000 gp), 
  cloak of resistance +4 (16,000 gp), dusty rose prism 
  ioun stone [+1 AC] (5,000 gp), ring of protection +1 
  (2,000 gp), potion of cure serious wounds (750 gp) 
  Total:  99,820 gp (100,000 gp) 
  *  The accursed human slayer took a feat instead of an animal companion 
  Death Attack: If an accursed human serial killer studies his 
  victim for 3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or killing 
  the target (assassin’s choice). While studying the victim, the 
  assassin can undertake other actions so long as his attention 
  stays focused on the target and the target does not detect the 
  assassin or recognize the assassin as an enemy. If the victim of 
  such an attack fails a Fortitude save (DC 16) against the kill 
  effect, she dies. If the saving throw fails against the paralysis 
  effect, the victim is rendered helpless and unable to act for 1d6 
  rounds plus 1 round per level of the assassin. If the victim’s 
  saving throw succeeds, the attack is just a normal sneak attack. 
  Once the assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 rounds. 
  Evasion (Ex): If an accursed human serial killer makes a 
  successful Reflex saving throw against an attack that normally 
  deals half damage on a successful save, he instead takes no 
  damage. A helpless rogue does not gain the benefit of evasion. 
  Favored Enemy (Ex):  The accursed human serial killer gains 
  a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against Humanoids (human). 
  Likewise, he gets a +2 bonus on weapon damage rolls against 
  such creatures. 
  Improved Uncanny Dodge (Ex): A accursed human serial 
  killer can no longer be flanked, since he can react to 
  opponents on opposite sides of him as easily as he can react to 
  a single attacker. This defense denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The exception to this 
  defense is that a rogue at least four levels higher than the 
  assassin can flank him (and thus sneak attack him). 
  Trap Sense (Ex): An accursed human serial killer gains a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): An accursed human serial killer retains 
  his Dexterity bonus to AC (if any) even if he is caught flat or 
  struck by an invisible attacker. However, he still loses her 
  Dexterity bonus to AC if immobilized. 
  Wild Empathy (Ex): Check 1d20+2; Influence animals 
   
  Typical Spell List 
  (4/2;Caster Level 4;Spell DC 12 + Spell Level) 
  1st:  Feather Fall, Ghost sound, Jump, True Strike 
  2nd:  Alter Self, Invisibility, Spider Climb 
   
  
  Bestiary Nefarious 
  Page 23 of 478 – Stephen C. Klauk 
  Acephos 
  Medium Aberration  
  Hit Dice:  
  3d8+6 (19 hp)  
  Initiative:  
  +1 
  Speed:  
  20 ft. (4 squares)in hide armor; base speed 
  30 ft. 
  Armor Class:  
  16 (+1 Dex, +2 natural, +3 hide armor), 
  touch 11, flat 15  
  BAB/Grapple:  +2/+7  
  Attack:  
  Bite +7 melee (1d8+5) 
  Full Attack:  
  Bite +7 melee (1d8+5) and 2 slam +2 melee 
  (1d4+2) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. + 2d4 inches (5 ft. 5 in.) 
  Weight: 
  200 lbs + 2d10 x 10 lbs. (310 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., resistance to energy 
  Saves:  
  Fort +3, Ref +2, Will +3  
  Abilities:  
  S21 D12 C15 I10 W11 Ch 8 
  Skills:  
  Balance -2, Climb +2, Escape Artist -2, 
  Hide -2, Intimidate +2, Jump +2, Listen 0, 
  Move Silently -2, Sleight of Hand -2, Spot 
  +3, Survival +6, Swim -1, Tumble -2  
  Feats:  
  Run, 
  Track  
  Environment:  Cold 
  or 
  Temperate 
  mountains 
  or 
  underground 
  Organization:  Solitary, Pack (2-5), or Swarm (5-20) 
  CR:  
  3  
  Treasure:  
  50% coins, 25% items  
  Alignment:  
  Usually chaotic evil  
  Advancement:  4-6 HD (Medium); 7-9 HD (Large)  
  Level Adj:  
  +2  
  This leathery-looking humanoid has a face that 
  is seated directly into its chest. It has a huge 
  maw filled with yellow teeth, and its waves its 
  fists as it lets out an awful screech. 
  Acephos are vicious predatory beasts that despise 
  outsiders. They are willing to attack any non-acephos that 
  enter their area, and breed with frightening speed. While 
  acephos are capable of using tools and simple melee weapons, 
  they do not manufacture their own items other than the crude 
  hide armor they wear. They can generally be found wandering 
  the badlands, looking for something to kill and eat - very little 
  else seems to interest them.  
   
  Combat 
  Normally, an acephos enters combat by charging a 
  foe, slamming it with its fist or clubbing them with an 
  improvised weapon. They will often attempt to grapple an 
  opponent, and will often bite a held victim mercilessly. An 
  acephos will rarely chase foes if it has a kill available to it.  
  Unfortunately, acephos don't take prisoners and 
  generally consume any being they kill - items and all.  
  Resistance to Energy (Ex): Acephos ignore 15 points of fire 
  or cold damage from any attack directed against them. 
   
  Acephos on Amberos 
   
  Acephos infest the mountain ranges of the Skienlands 
  and Randu, where tribes of the creatures prey on communities 
  within the raiding bands reach.   
  
  Bestiary Nefarious  
  Page 24 of 478 – Stephen C. Klauk  
  Animus 
  In a living body, there are two forces that combine to 
  grant life to the body.  The most well-known is the soul, which 
  houses the personality, intelligence and mental prowess of the 
  body.  The other portion is the animus – a feral force that 
  grants the ability to control the body in all things – whether 
  they are creatures with souls or not. 
  Normally, upon the death of an individual, the 
  animus likewise departs the body, and is spent, unable to 
  obtain the energy to pass on to another realm of existence.  
  However, in rare cases, the animus force may be exceptionally 
  strong, and usually passes on to the Beastlands.  In even rarer 
  cases, the feral force refuses to leave the corpse of its host 
  body, and takes control of the corpse.  Drawing on the positive 
  energy plane, these animus “undead” become like wild 
  animals, bent on the destruction of anything living. 
  Animus is a template that can be added to any 
  aberration, animal, giant, humanoid, magical beast, or 
  monstrous humanoid. 
   
  Type:  The creature’s type changes to undead 
  Hit Dice:  hit dice increases to d12’s, double base creature’s 
  racial hit dice (hit dice from character levels are lost)  
  Initiative: As base creature’s.  
  Speed:  as base creature (speed bonuses from character class 
  levels are lost)  
  Armor Class:  
  The creature gains +2 natural armor.  Any 
  bonuses to AC due to character class levels is lost. 
  BAB/Grapple:  ¾ hit dice, as Undead. 
  Attack:   
  The creature gains a bite attack and claw 
  attacks if it has the appropriate limbs.  Damage for the attacks 
  is based on size, as shown below. 
   
  Size 
  Bite 
  Claw 
  Fine 
  1 
  1 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  1d10 
  1d8 
  Gargantuan 
  2d6 
  1d10 
  Colossal 
  2d8 
  2d6 
   
  Space/Reach:  
  As base creature.  
  Special Att:  
  The bite of the animus contains a foul 
  plague that not only kills the victim, but also allows the 
  animus to consume the victim’s soul. 
  Plague:  Bite (Injury; DC 10 +½ HD + Chr mod; 
  Incub: 1 day; Init: 1d3 Con; Sec: 1d3 Con)  A victim slain by 
  the disease has their soul consumed, preventing them from 
  being raised or resurrected short of a Wish or Miracle spell. 
   
  The animus loses any special attacks based from 
  character levels. 
  Special Qual:  
  The creature gains the following special 
  qualities: 
  DR (Ex):  An animus has DR based on its size as 
  follows: 
  Size 
  DR 
  Fine 
  - 
  Diminutive 
  1/- 
  Tiny 
  2/- 
  Small 
  3/- 
  Medium 
  5/- 
  Large 
  7/- 
  Huge 
  10/- 
  Gargantuan 
  12/- 
  Colossal 
  15/- 
  Turn resistance 4 (Su): The animus’s connection to 
  the positive material plane makes them more 
  difficult to turn.  Animuses are treated as 
  having 4 more HD than normal when 
  attempts are made to turn or befriend them. 
  Undead traits (Ex):  As undead, Animus gain the 
  following traits and abilities. 
  —No Constitution score. 
  —Darkvision out to 60 feet. 
  —Immunity to all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
  —Immunity to poison, sleep effects, paralysis, 
  stunning, disease, and death effects. 
  —Not subject to critical hits, nonlethal damage, 
  ability drain, or energy drain. Immune to 
  damage to its physical ability scores 
  (Strength, Dexterity, and Constitution), as 
  well as to fatigue and exhaustion effects. 
  —Cannot heal damage on its own if it has no 
  Intelligence score, although it can be healed. 
  Negative energy (such as an inflict spell) can 
  heal undead creatures. The fast healing 
  special quality works regardless of the 
  creature’s Intelligence score. 
  —Immunity to any effect that requires a Fortitude 
  save (unless the effect also works on objects 
  or is harmless). 
  —Uses its Charisma modifier for Concentration 
  checks. 
  —Not at risk of death from massive damage, but 
  when reduced to 0 hit points or less, it is 
  immediately destroyed. 
  —Not affected by raise dead and reincarnate spells 
  or 
  abilities. 
  Resurrection 
  and 
  true 
  resurrection can affect undead creatures. 
  These spells turn undead creatures back into 
  the living creatures they were before 
  becoming undead. 
  —Undead do not breathe, eat, or sleep.  
   
   
  Saves:  As base creature, modified for HD increase  
  
  Bestiary Nefarious 
  Page 25 of 478 – Stephen C. Klauk 
  Abilities:  An animus gains a +4 bonus to Strength and 
  Charisma.  The animus has no Constitution score and its 
  intelligence drops to 1.  An animus’s wisdom score is 
  unaffected.  
  Skills:  An animus retains the skill points it had in life, but 
  cannot use any Intelligence-based skills.  
  Feats:  As base creature, modified by hit dice.  The creature 
  loses access to any feat gained from character levels or class. 
  Environment: Any  
  Organization: Solitary  
  CR: As base creature, modified as follows: 1-4 HD (+1 CR); 
  5-8 HD (+2 CR); 9+ HD (+3 CR) 
  Treasure: None 
  Alignment: Always neutral  
  Level Adj:  
  - 
   
  
  Bestiary Nefarious  
  Page 26 of 478 – Stephen C. Klauk  
  Dire Ape Animus   
  Large Undead 
   
  Hit Dice:  
  10d12+3 (68 hp)  
  Initiative:  
  +2  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  17 (-1 size, +2 Dex, +6 natural), touch 11, 
  flat 15  
  BAB/Grapple:  +5/+17  
  Attack:  
  Claw +12 melee (1d6+8) 
  Full Attack:  
  2 claws +12 melee (1d6+8) and bite +7 
  melee (1d8+4) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  8 ft. 6 in. + 1d12 inches (9 ft.) 
  Weight: 
  700 + 5d4 X 30 lbs. (1,075 lbs.) 
  Special Att:  
  Plague, rend 2d6+9 
  Special Qual:  
  DR 7/-, low-light vision, scent, turn 
  resistance 4, undead traits  
  Saves:  
  Fort +3, Ref +5, Will +8  
  Abilities:  
  S26 D15 C-- I1 W12 Ch11  
  Skills:  
  Climb +14, Listen +5, Move Silently +4, 
  Spot +6 
  Feats:  
  Alertness, Toughness  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  9  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  11-20 HD (Large); 21-30 HD (Huge)  
  Level Adj:  
  -  
  This enormous shaggy ape's skin is distended 
  and gray. However, an unholy light glimmers in 
  the creature's eye, and a bloody foam covers its 
  gaping maw. 
  An animus dire ape is the remains of a strong-willed 
  dire ape still driven by its animal instincts. Despite its rotting 
  carcass, the dire ape is inhumanly strong and aggressive. It 
  seeks to vent its rage on any living thing or object that it finds, 
  rending it to pieces.  
   
  Combat 
  An animus dire ape is a simple beast - it charges the 
  opponent and attempts to maul them with tooth and claw. It is 
  fearless and will not back down from a fight.  
  Plague (Su): Bite (Injury; DC 15; Incub: 1 day; Init: 1d3 Con; 
  Sec: 1d3 Con)  A victim slain by the disease has their soul 
  consumed, preventing them from being raised or resurrected 
  short 
  of 
  a 
  Wish 
  or 
  Miracle 
  spell.  
  Rend (Ex): An animus dire ape that hits with both claw 
  attacks latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an extra 2d6+12 points of 
  damage. 
  
  Bestiary Nefarious 
  Page 27 of 478 – Stephen C. Klauk 
  Annikan 
  Medium Outsider (Evil, Native) 
  Hit Dice:  
  2d8+2 (11 hp)  
  Initiative:  
  +1 
  Speed:  
  40 ft. (8 squares)  
  AC:  
  16 (+1 Dex, +3 natural, +2 leather), touch 
  11, flat 15  
  BAB/Grapple:  +2/+4  
  Attack:  
  Claw +4 melee (1d4 +2) or paddleblade +4 
  melee (1d6+3;x3) 
  Full Attack:  
  2 Claw +4 melee (1d4 +2), bite -1 melee 
  (1d6 +1)  
  or paddleblade +2/+2 melee (1d6 +2;x3 / 
  1d6+1;x3)  
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 6 in. + 2d8 in. (6 ft. 1 in.) 
  Weight: 
  100 lbs + 6d6 X 5 lbs. (205 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., low-light vision, scent, 
  spell resistance 10  
  Saves:  
  Fort +4, Ref +4, Will +4  
  Abilities:  
  S14 D12 C13 I11 W13 Ch9  
  Skills:  
  Balance +6, Climb +7, Intimidate +4, Jump 
  +7, Listen +6, Spot +6, Survival +6, Tumble 
  +6 
  Feats:  
  TrackB, Two-Weapon Fighting  
  Environment:  Any land  
  Organization:  Solitary, Brood (2-5), Cadre (5-20 + 0-1 
  Alpha), Tribe (5-12 Cadres + 0-12 hell 
  hounds + 1 Jackal King) or Pestilence (1-3 
  Tribes + 1 Son of Anubis) 
  CR:  
  1 
  Treasure:  
  Standard 
  Alignment:  
  Always neutral evil 
  Advancement:  3-4 HD (Medium); 5-6 HD (Large)  
  Level Adj:  
  -  
  This thin, tall humanoid is covered in short black 
  fur and has the head of sharp-nosed and sharp-
  eared jackal. It has golden colored eyes that 
  glare at you with malice and it holds in its hand 
  a double-ended paddle-shaped axe.  
  Annikan are a race of bloodthirsty humanoids that are 
  the material spawn of an ancient god of death. Created for 
  war, they were abandoned when they were separated from 
  their god during one of his ancient wars. Since that time, the 
  Annikan have gathered and developed their own militaristic 
  society.  
  Annikan speak Common and Infernal.  
   
  Combat 
  Annikan generally fight in packs, supporting one 
  another to take down a single foe. At the same time, each 
  Annikan is competing against its companions for the greatest 
  glory of kills and combat prowess. Annikan have been known 
  to use superior tactics as well as massed charges against 
  enemies. Perhaps their one greatest weakness is their dislike of 
  subterfuge; they prefer to fight openly and gloriously, and 
  despise resorting to dirty tricks, ambushing or other 
  dishonorable tactics to defeat a foe.  
   
  Society 
  Annikan live in small walled communities in cadres 
  associated with predatory animals.  The cadres each perform a 
  social function and job within the society when not at war.  
  Though they are competitive to prove they are the best, the 
  cadres seek to work together for the benefit of the community 
  overall.  
  All Annikan are trained for combat in their cadre, 
  which they join upon reaching puberty. Such young Annikan 
  are inducted into a cadre of similar-aged male and female 
  Annikan, and will remain with the cadre for life.  
  A typical cadre consists of 20 members, half male 
  and half female - who are expected to mate to produce the 
  next generation of cadre. This number is subject to change 
  according to the number of Annikan in the population, but 
  rarely does it exceed 20. Losses to the cadre are not normally 
  replaced, and it is Common when a cadre is reduced to a 
  single individual for the lone member to go mad and/or 
  commit ritual suicide.  
  Annikan are semi-monogamous; they mate only 
  within their cadre and tend to prefer a single mate within the 
  cadre, though there is no binding contract with the mate. 
  Annikan females produce a litter of 2-4 months some eight 
  months after conceiving. The young remain with the parent's 
  cadre until puberty, at which time they are placed in a pool of 
  young Annikan and divide up into new cadres. Brothers and 
  sisters are rarely placed within the same cadre; loyalty is to the 
  tribe, not by blood relations.  
   
  Annikan on Amberos 
   
  Annikan dwell eastern Llannhanex, on the border 
  between Llannhanex and Lanster.  During the elvin golden 
  age, the Llannhanex worshippers of Anubis created the 
  Annikan from sacred jackals and used them to fight in the 
  wars against the rebel Iiannhanex.  After the ancient ones were 
  put to sleep and the war between the Llanns and the Iianns 
  waned, the Annikan left the Llann to found their own society.  
  Though some tribes of Annikan still will work with the 
  Llanns, they are mercenary at best and have been know to turn 
  on their lords for the sheer enjoyment of slaughtering them. 
   
  Annikan Characters 
   
  Cadres have been known to send one or more of their 
  members out into the wider world to act as scouts and 
  troublemakers, stirring up turmoil where they can to later 
  involve their cadre in some resulting war.  In rare cases, an 
  Annikan may be banished from his cadre for some crime 
  against his cadre (such as murder) or tribe. 
   
  All Annikan have the following abilities. 
   
  
  Bestiary Nefarious  
  Page 28 of 478 – Stephen C. Klauk  
  • 
  Medium size 
  • 
  Base Movement rate 40 feet. 
  • 
  Darkvision 60 feet.  An Annikan can see in natural 
  darkness out to a range of 60 feet.  Darkvision is 
  black-and-white only. 
  • 
  Low-light Vision.  An Annikan can see twice as far 
  as a human in dim or twilight conditions. 
  • 
  Monstrous Humanoid type 
  • 
  2d8 racial HD.  To this total, the Annikan adds twice 
  his Constitution modifier (minimum 1 hp/HD). 
  • 
  +3 natural armor 
  • 
  Str +4, Dex +2, Con +2, Wis +2, Cha –2.  Annikan 
  are strong, lithe and hardy.  They have keen senses, 
  but tend to rely on a group rather than look to 
  themselves. 
  • 
  Track as a bonus racial feat 
  • 
  (8 + Int modifier) x 5 skill points.  An Annikan’s 
  racial skills are Balance, Climb, Craft (Any), Handle 
  Animal, Intimidate, Jump, Listen, Profession (Any), 
  Spot, Survival, Swim and Tumble. 
  • 
  Fort +3, Reflex +3, Will +3. 
  • 
  Natural Attack.  An annikan gains two claw attacks 
  that deal 1d4 + Str modifier damage, and a bite attack 
  that deals 1d6 + ½ Str modifier damage.  The bite 
  attacks are primary. 
  • 
  Scent 
  • 
  Spell Resistance 11 + Class level + Chr modifier. 
  • 
  Automatic Languages:  Common, Infernal.  Bonus 
  Languages: 
   
  Abyssal, 
  Dwarven, 
  Elvin, 
  and 
  Goblinoid. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adjustment:  +3 
  Annikan worship Anubis of the Egyptian pantheon of the 
  Ancient Ones.  A priest of Anubis can choose two of the three 
  domains of Chaos, Death and Evil. 
   
  Paddleblade:  A weapon of annikan design, the paddleblade 
  looks like quarterstaff with an axeblade that projects from 
  each end parallel to the staff. Often the blade is adorned with 
  the image of a lotus flower.  Annikan treat it as a double 
  martial weapon, all other races treat it as an exotic double 
  weapon. 
  Cost:  75 gp; Dam:  1d6/1d6; Crit:  x3; Wt:  5 lbs., Type: 
  Slashing 
  Annikan Alpha 
  2HD annikan Ftr 5;hp: 57 
  S19 D15 C16 I10 W14 Ch7;Fort +10, Ref +6, Will +6 
  Init: 
  +2 
  Move: 40 ft. 
  AC: 19 (+2 Dex, +3 natural, +4 mw chain shirt), touch 12, flat 
  16 
  BAB/Grapple: +7/+11 
  Full Attack: 
  2 claws +11 melee (1d4+4), bite +6 melee 
  (1d6+2) or 
   
  +1 Paddleblade +11/+11 melee (1d6+7;x3 / 
  1d6+5;x3) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft., low-light vision, scent, 
  spell resistance 1 
  Skills: Balance +5, Climb +6, Hide +3, Intimidate +4, Jump 
  +6, Listen +7, Spot +9, Survival +7, Tumble +5 
  Feats: Combat Reflexes, Dodge, TrackB, Two-weapon 
  DefenseF, Two-weapon fighting, Weapon Focus 
  (paddleblade)F, 
  Weapon 
  Specialization 
  (paddleblade)F 
  CR: 
  6 
  Gear: 
  +1 Paddleblade (4,750 gp), mw chain shirt (250 gp), 
  potion of cure moderate wounds (300 gp) 
  Total:  5,300 (5,600 gp) 
   
  Annikan Jackal King 
  2HD annikan Ftr 10;hp: 57 
  S21 D15 C16 I10 W14 Ch9;Fort +13, Ref +8, Will +8 
  Init: 
  +2 
  Move: 40 ft. 
  AC: 19 (+2 Dex, +3 natural, +4 chain shirt), touch 12, flat 16 
  BAB/Grapple: +12/+16 
  Full Attack: 
  2 claws +16 melee (1d4+5), bite +12 melee 
  (1d6+2) or 
   
  +1 Paddleblade +18/+13/+8 / +18 melee 
  (1d6+8;19-20/x3 / 1d6+5;19-20/x3) 
   
  +1 composite longbow (+5 Str) +15/+10/+5 
  ranged (1d8+6;x3) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft., low-light vision, scent, 
  spell resistance 1 
  Skills: Balance +5, Climb +6, Hide +6, Intimidate +5, Jump 
  +6, Knowledge (Religion) +2, Listen +7, Spot +9, 
  Survival +7, Tumble +5 
  Feats: CleaveF, Combat Reflexes, Dodge, Greater Weapon 
  Focus 
  (paddleblade)B, 
  Improved 
  Critical 
  (paddleblade)B, TrackB, Two-weapon DefenseF, Two-
  weapon fighting, Weapon Focus (paddleblade)F, 
  Weapon Specialization (paddleblade)F 
  CR: 
  11 
  Gear: 
  +1 paddleblade (4,750 gp), +1 composite longbow 
  (+5 Str) (2,800 gp), chain shirt +3 (9,400 gp), 
  gauntlets of ogre power (4,000 gp) 
  Total:  20,950 gp (21,000 gp) 
   
  
  Bestiary Nefarious 
  Page 29 of 478 – Stephen C. Klauk 
  Annikan Jackal Lord 
  2HD annikan Ftr 10/Bgd 5;hp: 57 
  S19 D15 C16 I10 W14 Ch14;Fort +19, Ref +11, Will +11 
  Init: 
  +2 
  Move: 40 ft. 
  AC: 27 (+2 Dex, +3 natural, +3 amulet of natural armor +3, 
  +9 chain shirt +5), touch 12, flat 25 
  BAB/Grapple: +17/+21 
  Full Attack: 
  2 claws +21 melee (1d4+4), bite +16 melee 
  (1d6+2) or 
   
  +1 flaming Paddleblade +23/+18/+13 / +17 
  melee (1d6+6 +1d6 fire;19-20/x3 / 1d6+4 
  +1d6 fire;19-20/x3) or 
   
  Lance +21/+16/+11 melee (1d8+4;x3) 
  Special Att: 
  Smite good 2x/day, spells, sneak attack 
  +1d6 
  Special Qual: 
  Aura of evil, command undead, dark 
  blessing darkvision 60 ft., detect good, low-
  light vision, poison use, scent, spell 
  resistance 1 
  Skills: Balance +5, Climb +6, Hide +6, Intimidate +11, 
  Jump +6, Knowledge (Religion) +2, Listen +7, Ride 
  +7, Spot +9, Survival +7, Tumble +5 
  Feats: CleaveF, Combat Reflexes, Dodge, Greater Weapon 
  Focus 
  (paddleblade)B, 
  Improved 
  Critical 
  (paddleblade)B, Mounted Combat, TrackB, Two-
  weapon DefenseF, Two-weapon fighting, Weapon 
  Focus 
  (paddleblade)F, 
  Weapon 
  Specialization 
  (paddleblade)F 
  CR: 
  16 
  Gear: 
  +1 flaming paddleblade (16,750 gp), chain shirt +5 
  (25,000 gp), amulet of natural armor +3 (18,000 gp), 
  cloak of charisma +4 (16,000 gp), potion of cure 
  serious wounds (750 gp) 
  Total: 76,500 gp (77,000 gp) 
  Aura of Evil (Ex): The power of a blackguard’s aura of evil 
  (see the detect evil spell) is equal to his class level plus his 
  cleric level, if any. 
  Detect Good (Sp): At will, a blackguard can use detect good 
  as a spell-like ability, duplicating the effect of the detect good 
  spell. 
  Poison Use: Blackguards are skilled in the use of poison and 
  never risk accidentally poisoning themselves when applying 
  poison to a blade. 
  Dark Blessing (Su): A blackguard applies his Charisma 
  modifier of +2 as a bonus on all saving throws. 
  Smite Good (Su): Twice a day, a Jackal Lord may attempt to 
  smite good with one normal melee attack.  He adds his +2 to 
  his attack roll and deals 5 extra points of damage. If he 
  accidentally smites a creature that is not good, the smite has 
  no effect but it is still used up for that day. 
  Aura of Despair (Su): A Jackal Lord radiates a malign aura 
  that causes enemies within 10 feet of him to take a –2 penalty 
  on all saving throws. 
  Command Undead (Su): 5x/day; Turn Check +2; HD 2d6+5. 
   
  Typical Spell List 
  (2/2/0; CL 5;Spell DC 12 + Spell level) 
  1st:  Corrupt Weapon, Inflict Light Wounds 
  2nd:  Bull’s Strength, Darkness 
   
  Advanced Hell hound mount: CR 7; LA +3 (cohort); Large outsider 
  (evil, extraplanar, fire lawful); HD 9d8+18; hp 58; Init +5; Spd 40 ft.; 
  AC 17 (-1 size, +1 Dex, +7 natural), touch 10, flat 16; Base Atk +4; 
  Grp +9; Atk Bite +14 melee (2d6+5 plus 1d6 fire); Full Atk (same); 
  Space/Reach 5 ft./5 ft.; SA breath weapon, fiery bite; SQ darkvision 
  60 ft., immunity to fire, scent, vulnerability to cold; AL (Always) LE; 
  SV Fort +9, Ref +6, Will +6; Str 21, Dex 11, Con 17, Int 6, Wis 10, 
  Cha 6. 
  Languages: Hell hounds do not speak but understand Infernal. 
  Skills and Feats: Hide +12, Jump +16, Listen +7, Move Silently 
  +12, Spot +7, Survival +12; Ability Focus (Breath Weapon), 
  Improved Initiative, Run, TrackB, Weapon Focus (Bite). B = Bonus 
  Feat. (Hell hounds have a +5 racial bonus on Hide and Move Silently 
  checks. They also receive a +8 racial bonus on Survival checks when 
  tracking by scent, due to their keen sense of smell.) 
  Breath Weapon (Su): 10–foot cone, once every 2d4 rounds, damage 
  2d6 fire, Reflex DC 19 half. The save DC is Constitution-based. 
  Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire 
  damage every time it bites an opponent, as if its bite were a flaming 
  weapon. 
   
  Fiendish Servant Bat: CR -; LA —; Diminutive animal; HD 6d8; hp 
  27; Init +2; Spd 5 ft., fly 40 ft. (good); AC 21 (+4 size, +2 Dex, +5 
  natural), touch 16, flat 19; Base Atk +4; Grp –13; Atk —; Full Atk —
  ; Space/Reach 1 ft./0 ft.; SA —; SQ blindsense 20 ft., blood bond, 
  empathic link, improved evasion, low–light vision, share saving 
  throws, share spells, speak with blackguard; AL (Always) N; SV Fort 
  +14, Ref +9, Will +9; Str 4, Dex 15, Con 10, Int 8, Wis 14, Cha 4. 
  Skills and Feats: Hide +14, Listen +8, Move Silently +6, Spot +8; 
  Alertness. (A bat has a +4 racial bonus on Spot and Listen checks. 
  These bonuses are lost if its blindsense is negated.) 
  Blindsense (Ex): A bat notices and locates creatures within 20 feet. 
  Opponents still have 100% concealment against a creature with 
  blindsense. 
  Empathic Link (Su): The blackguard has an empathic link with his 
  servant out to a distance of up to 1 mile.  The blackguard cannot see 
  through the servant’s eyes, but they can communicate empathically. 
  Because of the limited nature of the link, only general emotional 
  content can be communicated. 
  Because of the empathic link between the servant and the blackguard, 
  the blackguard has the same connection to a place or an item that the 
  servant does. 
  Improved Evasion (Ex): If the servant is subjected to an attack that 
  normally allows a Reflex saving throw for half damage, it takes no 
  damage on a successful saving throw and only half damage on a 
  failed saving throw 
  Share Spells: At the blackguard’s option, he may have any spell (but 
  not any spell-like ability) he casts on himself also affect his servant. 
  The servant must be within 5 feet at the time of casting to receive the 
  benefit. If the spell has a duration other than instantaneous, it stops 
  affecting the servant if it moves farther than 5 feet away and will not 
  affect the servant again even if the servant returns to the blackguard 
  before the duration expires.  Additionally, the blackguard may cast a 
  spell with a target of “You” on his servant (as a touch range spell) 
  instead of on himself. A blackguard and his servant can share spells 
  
  Bestiary Nefarious  
  Page 30 of 478 – Stephen C. Klauk  
  even if the spells normally do not affect creatures of the servant’s 
  type (magical beast). 
  Speak with Blackguard (Ex): If the blackguard’s character level is 
  13th or higher, the blackguard and servant can communicate verbally 
  as if they were using a Common language. Other creatures do not 
  understand the communication without magical help. 
  Blood Bond (Ex): If the blackguard’s character level is 16th or 
  higher, the servant gains a +2 bonus on all attack rolls, checks, and 
  saves if it witnesses the blackguard being threatened or harmed. 
  This bonus lasts as long as the threat is immediate and apparent. 
   
   
  
  Bestiary Nefarious 
  Page 31 of 478 – Stephen C. Klauk 
  Apolii 
  Medium Animal 
  Hit Dice:  
  4d8+12 (30 hp)  
  Initiative:  
  +4 
  Speed:  
  40 ft. (8 squares), climb 30 ft. (6 squares)  
  Armor Class:  
  20 (+4 Dex, +6 natural), touch 14, flat 16  
  BAB/Grapple:  +3/+7  
  Attack:  
  Bite +7 melee (1d6 +4)  
  Full Attack:  
  Bite +7 melee (1d6 +4) and 2 claw +2 melee 
  (1d4 +2)  
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
  Weight: 
  200 + 2d4 x 20 lbs (300 lbs.) 
  Special Att:  
  Blood frenzy, improved grab, rend  
  Special Qual:  
  Low-light vision  
  Saves:  
  Fort +7, Ref +8, Will +1  
  Abilities:  
  S19 D19 C17 I2 W11 Ch8  
  Skills:  
  Balance +8, Climb +12, Intimidate +2, Jump 
  +6, Listen +2, Spot +2, Tumble +6  
  Feats:  
  Acrobatic, Alertness  
  Environment:  Warm forests  
  Organization:  Solitary, Family (2-5), or Pod (5-20)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  +3 (Animal Companion only)  
  This black ape-like creature has a blossom of 
  crimson fur that runs from the tips of its fingers up 
  to its elbows. It hoots at you in a somewhat 
  unfriendly manner, waving its massive arms and 
  baring its large canines. It follows you with cat-like 
  yellow eyes, and it moves with amazing grace.  
  The apolii are ape-like creatures that are often found on 
  tropical islands. They live in small family groups, eating 
  insects or other small creatures - they are carnivorous, and will 
  refuse to eat fruits or vegetables. Apolii will generally use 
  threatening gestures and body language to attempt to scare 
  away creatures that come within their territory. They are much 
  more likely to flee attackers if they can outdistance their 
  opponents by climbing and swinging through trees, but if one 
  or more of their number comes under attack, the family will 
  generally fight viciously to save their brethren.  
  Apolii cannot speak or understand language, but can 
  be taught a wide variety of tricks. Trained Apolii can learn 
  four times the number of tricks that other animals are capable 
  of learning.  
   
  Combat   
  Apolii generally will only attack prey of size smaller 
  willingly, and only attack larger prey if forced. Attacking 
  Apolii prefer to charge opponents and grapple, using their 
  tremendous strength to rip their opponents apart. When 
  reduced to half hit points or less, most Apolii attempt to 
  disengage from combat and escape - preferably by climbing 
  into trees and fleeing at full speed once out of reach of an 
  enemy. However, if forced into a corner with no avenue of 
  escape, Apolii have been known to go into blood frenzy, 
  striking to take out their opponent before they go down 
  themselves.  
  Blood Frenzy (Ex):  An apolii reduced to ¼ normal hit points 
  (7 hp) or less goes into a berserk fury.  The apolii gains a +4 
  bonus to strength and constitution, but suffers a –2 penalty to 
  AC (as per a barbarian’s rage ability).  Furthermore, the apolii 
  is not disabled or knocked unconscious at 0 or negative hit 
  points, but can continue fighting until reduced to –10 hit 
  points, at which time it drops dead.  The blood frenzy lasts for 
  7 rounds or until the apolii is reduced to –10 or less hit points. 
  Improved Grab (Ex): If an apolii hits with a claw attack, it 
  deals normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. No initial 
  touch attack is required. Apolii can only use this ability 
  against medium-sized or smaller creatures. 
  Rend (Ex): If an apolii hits the same opponent with both claw 
  attacks in the same round, or has successfully grappled an 
  opponent, it may deal rending damage to target.  The rend 
  deals 2d4+3 damage. 
  Skills:  An apolii gains a +8 racial bonus to climb checks.  It 
  can choose to take 10 on a climb check even if rushed or in 
  combat. 
   
  Apolii on Amberos 
   
  Apolii can be found on the islands of the western 
  coast of Amberos, such as Arocnek.  However, they are most 
  well known for dwelling in the Forna Sea and the islands 
  beyond the east of Amberos.  There are fables of an Apolii 
  city – made of gold and ivory - hidden on a misty isle 
  somewhere deep in the Forna sea, protected by a bank of fog 
  and a host of whirlpools. 
   
  
  Bestiary Nefarious  
  Page 32 of 478 – Stephen C. Klauk  
  Araby   
  Medium Humanoid (Dwarf) 
  Hit Dice:  
  1d8+3 (8 hp)  
  Initiative:  
  +1 
  Speed:   
  20 ft. (4 squares)  
  Armor Class:  
  15 (+1 Dex, +3 studded leather armor, +1 
  buckler), touch 11, flat 14  
  BAB/Grapple:  0/+2  
  Attack:   
  Scimitar +2 melee (1d6 +2)  
  Full Attack:  
  Scimitar +2 melee (1d6 +2) 
  Space/Reach:  
  5 ft./5 ft.  
  Height:  
  3 ft. 9 in. + 2d4 in. (4 ft. 2 in.) 
  Weight:  
  130 lbs + 2d6 x 5 lbs (165 lbs.) 
  Special Att: 
   -  
  Special Qual:  
  Araby qualities, low-light vision 
  Saves:   
  Fort +4, Ref +1, Will -1  
  Abilities:  
  S12 D11 C15 I10 W9 Ch6  
  Skills:  
  Appraise +4, Balance -2, Climb -1, Craft 
  (Weaponsmith) +4, Escape Artist -2, Hide -
  2, Jump -1, Listen -1, Move Silently -2, 
  Sleight of Hand -2, Spot 0, Swim -5, 
  Tumble +2  
  Feats:   
  Dodge  
  Environment:  Warm deserts  
  Organization:  Solitary, Company (2-5), Family (5-20 +0-2 
  Dervish), Tribe (20-40 + 1-6 Dervish +0-3 
  mountain lions + 0-1 Sahid), Kalab (40-60 
  +2-12 Dervish + 1-6 mountain lions + 0-1 
  dire tiger + 1-2 Sahid + 0-1 Saluke), or 
  Nation (60+ plus 5-20 Dervish + 5-20 
  mountain lion + 0-4 dire tigers + 1-4 Sahid + 
  1 Saluke)  
  CR:  
   
  ½ 
  Treasure:  
  Standard  
  Alignment:  
  Usually lawful neutral 
  Advancement:  By Character Class  
  Level Adj:  
  +0  
  This darkly-tanned, squat humanoid is dressed in 
  loose fitting cloth and wielding a rune-covered 
  scimitar. Its weather-worn face sports a short, 
  black beard and his head is covered with a 
  gemstone-adorned turban.  
  Araby are offshoots of dwarves who dwell in desert 
  areas, usually in rocky badlands. There they live in small 
  communities that mine the surrounding area for treasures and 
  engage in trade with other races.  
  Araby speak Common and Terran. They have 
  darkvision out to 60 feet.   
  The plural form of the name is Arabics. 
   
  Combat 
  Arabics tend to fight in packs, surrounding and 
  baiting opponents. It is not unknown among arabics to ride 
  camels or horses into combat, and to use ranged weapons. 
  Arabics often let themselves be driven by greed, and will often 
  attack individuals of other races simply to rob them.  
   
  The araby presented above had base ability scores of 
  12, 11, 13, 10, 9 and 8 respectively. 
  Araby qualities (Ex): Arabics gain the following special 
  abilities. 
  • 
  +2 bonus to Tumble checks.  Arabics are known for 
  their flexibility and graceful movements. 
  • 
  +2 bonus to Appraise checks.  Arabics have a nose 
  for business and prize themselves on knowing the 
  value of items they encounter 
  • 
  +2 bonus to Fortitude saves against poison.  
  Arabics have an unnatural toughness to resist 
  poisons. 
  • 
  +2 bonus to Fortitude saves against fire damage.  
  Arabics 
  have 
  a 
  natural 
  resistance 
  to 
  high 
  temperatures and gain the indicated bonus against fire 
  attacks.  Furthermore, arabics do not suffer heat 
  exhaustion damage. 
  • 
  Scimitar & shortbow familiarity.  Arabics treat 
  scimitars and shortbows as simple weapons, instead 
  of martial weapons. 
  • 
  Stability.  Arabics gain a +4 bonus against bull rush 
  or trip attacks. 
   
  Araby Society 
  Arabics primarily dwell on the surface in deep desert areas, in 
  communities dominated by female matriarchs.  Unlike 
  dwarves, Arabics are a race that prefers to be above ground, 
  only spending its time in the mines when their work shift 
  requires it.  While the males generally perform the physical 
  labor tasks, the females run the home and have the final say in 
  all business matters.  
  Most Arabic groups are organized into Kalabs, a group of two 
  to three tribes that have been united by marriage.  These 
  extended families watch over each other and work together for 
  the betterment of all its members.  A Kalab generally has one 
  or more mine holdings, using the precious metals they mine to 
  craft items with which to trade with other Kalabs or outsiders. 
  At the same time, many Kalabs are not above raiding other 
  societies to make a quick profit or to destroy opposition to 
  their trade monopolies.  It is rare for Kalabs to attack other 
  Kalabs, but it has been known to happen. 
   
  Arabics on Amberos 
   
  Dwellers of the wastes of far Randu, the Arabics 
  were mercenary dwarves who fought alongside and lived with 
  Ghan’s people after they parted ways with the Kingdom of 
  Malovak.  The harsh life in the badlands of Randu forced them 
  to change many of their customs and habits, though many of 
  the tribes have turned to mining the harsh lands in which they 
  now dwell, supplementing their needs with raids or forays into 
  more hospitable areas. 
   
  
  Bestiary Nefarious 
  Page 33 of 478 – Stephen C. Klauk 
  Araby as Characters 
   
  Many Araby characters are nomads or outcasts from 
  their society.  Thrust into a position where they must strike out 
  for themselves, they become a desert flame that consumes all 
  in their way. 
   
  Araby characters gain the following abilities: 
  • 
  Low-light vision.  Araby can see up to 120 feet in 
  dim or twilight conditions. 
  • 
  Base Movement rate 20 feet.  Araby have shorter 
  legs than most medium-sized creatures and thus 
  move somewhat slower than most medium-sized 
  creatures. 
  • 
  +2 Con, -2 Chr 
  • 
  +2 bonus to Tumble checks.  Arabics are known for 
  their flexibility and graceful movements.  Likewise, 
  Tumble is treated as a class skill for them, regardless 
  of the actual class they advance in. 
  • 
  +2 bonus to Appraise checks.  Arabics have a nose 
  for business and prize themselves on knowing the 
  value of items they encounter. 
  • 
  +2 bonus to Fortitude saves against poison.  
  Arabics have an unnatural toughness to resist 
  poisons. 
  • 
  +2 bonus to Fortitude saves against fire damage.  
  Arabics 
  have 
  a 
  natural 
  resistance 
  to 
  high 
  temperatures and gain the indicated bonus against fire 
  attacks.  Furthermore, arabics do not suffer heat 
  exhaustion damage. 
  • 
  Scimitar & shortbow familiarity.  Arabics treat 
  scimitars and shortbows as simple weapons, instead 
  of martial weapons. 
  • 
  Stability.  Arabics gain a +4 bonus against bull rush 
  or trip attacks. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adj: +0 
  Arabics worship Deor, the Miner.  A priest of Deor 
  can choose two of the three domains of Earth, Knowledge or 
  Law. 
   
  Araby Dervish 
  Araby Ftr 5;hp: 42 hp 
  S16 D13 C16 I10 W12 Ch6; Fort +7, Ref +2, Will +2 
  Init: 
  +1 
  Move: 20 ft. 
  AC: 18 (+1 Dex, +6 breastplate +1, +1 mw buckler), touch 
  11, flat 17 
  BAB/Grapple: +5/+3 
  Full Attack: 
  +1 scimitar +10 melee (1d6+6;18-20/x2) or 
   
  Composite shortbow (+3 Str) +6 ranged 
  (1d6+3;x3) 
  Special Att: 
  - 
  Special Qual: 
  Araby qualities, low-light vision 
  Skills: Appraise +2, Balance –2, Climb +0, Escape Artist –2, 
  Jump +0, Listen +1, Ride +8, Spot +1, Tumble +5 
  Feats: Dodge, MobilityF
  , Spring Attack, Weapon Focus 
  (Scimitar)F, Weapon Specialization (Scimitar)F 
  CR: 
  5 
  Gear: 
  +1 scimitar (2,315 gp), composite shortbow (+3 Str) 
  (225 gp), breastplate +1 (1,350 gp), mw buckler (165 
  gp), potion of cure light wounds (50 gp) 
  Total:  4,105 gp (4,300 gp) 
  Araby Sahid 
  Araby Ftr 10;hp: 85 hp 
  S19 D13 C16 I10 W12 Ch6;Fort +10, Ref +6, Will +6 
  Init: 
  +1 
  Move: 20 ft. 
  AC: 20 (+1 Dex, +7 breastplate +2, +2 buckler +1), touch 11, 
  flat 19 
  BAB/Grapple: +10/+3 
  Full Attack: 
  +1 scimitar +16/+11 melee (1d6+7;15-
  20/x2) or 
   
  +1 Composite shortbow (+4 Str) +12/+7 
  ranged (1d6+5;x3) 
  Special Att: 
  - 
  Special Qual: 
  Araby qualities, low-light vision 
  Skills: Appraise +2, Balance –2, Climb +0, Escape Artist –2, 
  Jump +5, Listen +1, Ride +8, Spot +1, Tumble +10 
  Feats: Dodge, Improved Critical (Scimitar)F, Improved 
  Shield BashF, Iron Will, Lightning Reflexes, 
  MobilityF
  , Spring Attack, Weapon Focus (Scimitar)F, 
  Weapon 
  Specialization 
  (Scimitar)F, 
  Whirlwind 
  AttackF 
  CR: 
  10 
  Gear: 
  +1 scimitar (2,315 gp), +1 composite shortbow (+4 
  Str) (2,600 gp), breastplate +2 (4,350 gp), buckler 
  +1 (1,165 gp), gauntlets of ogre power (4,000 gp), 
  potion of cure serious wounds (750 gp), potion of 
  heroism (750 gp) 
  Total:  15,180 gp (16,000 gp) 
   
  
  Bestiary Nefarious  
  Page 34 of 478 – Stephen C. Klauk  
  Araby Saluke 
  Araby Ftr 15;hp: 127 hp 
  S22 D13 C16 I10 W12 Ch6;Fort +12, Ref +8, Will +8 
  Init: 
  +1 
  Move: 20 ft. 
  AC: 23 (+1 Dex, +9 breastplate +4, +3 buckler +2), touch 11, 
  flat 22 
  BAB/Grapple: +15/+20 
  Full Attack: 
  +3 
  scimitar 
  +20/+15/+10 
  melee 
  (1d6+10;15-20/x2) or 
   
  +1 
  Composite 
  shortbow 
  (+6 
  Str) 
  +22/+17/+12 ranged (1d6+7;x3) 
   
  (rapid shot) +1 Composite shortbow (+6 
  Str) +20/+20/+15/+10 ranged (1d6+7;x3) 
  Special Att: 
  - 
  Special Qual: 
  Araby qualities, low-light vision 
  Skills: Appraise +2, Balance –2, Climb +5, Escape Artist –2, 
  Jump +5, Listen +1, Ride +8, Spot +1, Tumble +15 
  Feats: Dodge, Greater Weapon Focus (Scimitar), Greater 
  Weapon Specialization (Scimitar), Improved Critical 
  (Scimitar)F, Improved Shield BashF, Iron Will, 
  Lightning Reflexes, MobilityF
  ,  Point Blank ShotF, 
  Rapid 
  ShotF, 
  Spring 
  Attack, 
  Weapon 
  Focus 
  (Scimitar)F, 
  Weapon 
  Specialization 
  (Scimitar)F, 
  Whirlwind AttackF 
  CR: 
  15 
  Gear: 
  +3 scimitar (18,315 gp), +1 composite shortbow (+6 
  Str) (2,750 gp), breastplate +4 (16,350 gp), buckler 
  +2 (4,165 gp), belt of giant strength +4 (16,000 gp), 
  potion of cure serious wounds (750 gp) 
  Total:  58,330 gp (59,000 gp) 
   
  
  Bestiary Nefarious 
  Page 35 of 478 – Stephen C. Klauk 
  Argosi   
  Large Construct  
  Hit Dice:  
  10d10+30 (85 hp)  
  Initiative:  
  +4 
  Speed:  
  30 ft. (6 squares) (can't run)  
  Armor Class:  
  23 (-1 size, +14 natural), touch 9, flat 23  
  BAB/Grapple:  +7/+18  
  Attack:  
  Spear +14 melee (2d6+10;x3) 
  Full Attack:  
  Spear +14/+8 melee (2d6+10;x3) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  12 ft. 
  Weight: 
  3,000 lbs. 
  Special Att:  
  -  
  Special Qual:  
  Construct traits, darkvision 60 ft., low-light 
  vision, morale boost, fast healing 3, sea legs, 
  ship merge  
  Saves:  
  Fort +3, Ref +3, Will +5 
  Abilities:  
  S25 D10 C- I10 W14 Ch15  
  Skills:  
  Hide -4, Knowledge (Geography) +7, Listen 
  +4, Profession (Sailor) +13, Spot +4, Use 
  Rope +8 
  Feats:  
  Alertness, Improved Initiative, Improved 
  Sunder, Power AttackB, Weapon Focus 
  (Shortspear)  
  Environment:  Any aquatic  
  Organization:  Solitary  
  CR:  
  7 
  Treasure:  
  None 
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Large); 11-15 HD (Huge)  
  Level Adj:  
  -  
  This female, painted wooden figure creaks 
  slightly as it hefts its spear. It towers above the 
  height of a man, and despite being made of solid 
  wood, the tresses of its clothes move as if they 
  were made of cloth.  
  The Argosi is an animated ship's figurehead. It is 
  created to protect and fight for the ship it is bonded to. They 
  are popular among seamen, and feared by pirates. An Argosi 
  speaks the language of its creator, and often has a silken voice 
  that always seems to have words of comfort for its crew.  
  Besides being inspiring, Argosi are usually bound to the 
  ship they were created for, and can take control of the ship if 
  boarded, damaged or if the crew is otherwise incapacitated. 
  Argosi speak the language of their creator. 
   
  Combat 
  Argosi will enter combat to defend their vessel from 
  hostile boarders or sea monsters, striking with spear and fist as 
  it attempts to rally the crew. While an argosi's prime concern 
  is the safety of the ship, it will also go to great lengths to 
  protect the captain of the ship, and will fight as the captain 
  directs.  
  Morale Boost (Su):  The presence of an argosi radiates a 
  constant aura that raises the morale of friendly crewmembers 
  in a 30 ft. radius as per the Bless spell, with a casting level of 
  10th.  The argosi also causes dissonance among enemies of the 
  ship, affecting enemies in the same area of effect as if under 
  the effect of a Doom spell (caster level 10, spell DC: 14). 
  Fast Healing (Ex): An argosi heals 3 hit points per round 
  except from fire or acid attacks. 
  Sea Legs (Ex):  An Argosi is never affected by the motion of 
  the ship it is on.  It does not suffer penalties to attack, armor 
  class or skill checks due to the ship’s motion. 
  Ship Merge (Su): An argosi is bonded to a single ship, and 
  cannot willingly leave the deck of the ship it is bonded to.  
  However, the ship can assume (or subsume) the position of 
  figurehead on the ship.  When it does so, the ship it is merged 
  with gains the construct’s regeneration ability and can be 
  piloted by the argosi as if it had a full crew.  Further, the 
  argosi can animate the ship for 10 minutes once a day while 
  merged, as if using the Animate Object spell.  The casting 
  level for this ability is 10th, but affects the entire ship (ignore 
  the normal size/area limitations for the spell).  If the ship the 
  argosi is merged with is destroyed, the argosi is destroyed as 
  well. 
   
  Creating an Argosi 
  An argosi’s body is whittled from a single block of 
  wood (usually ash), weighing at least 3,000 lbs.  The wood 
  must be of exceptional quality, and costs 300 gp.  Assembling 
  the body requires a DC 17 Craft (sculpting) check or DC 17 
  Craft (Woodworking) check. 
  CL 12th; Craft Construct, animate object or transformation, 
  contact other plane or divination, geas/quest, caster must be at 
  least 12th level; Price 37,000 gp; Cost 19,000 gp + 1,500 XP. 
   
  Argosi on Amberos 
   
  The creation of argosi is a high art among the 
  shipbuilders of Saltbrine, who have experimented with stone 
  versions for their granite ships.  Some shipbuilders in Shovnov 
  Coast and Millos have also learned the craft of creating argosi, 
  and there are ancient argosi found in the fleet of ships from the 
  FarrenLands, though shipbuilders in that land seem to have 
  lost the skill to create new argosi. 
   
  Argosi have also been commissioned for vessels from 
  other nations in the west, and the secrets have apparently been 
  learned in places such as Randu and Ran Da Khan. 
   
  
  Bestiary Nefarious  
  Page 36 of 478 – Stephen C. Klauk  
  Aspidoceleon 
  Gargantuan Magical Beast (Water) 
  Hit Dice:  
  40d10+403 (623 hp)  
  Initiative:  
  +0  
  Speed:  
  swim 20 ft. (4 squares)  
  Armor Class:  
  24 (-4 size, +18 natural), touch 6, flat 24  
  BAB/Grapple:  +40/+64  
  Attack:  
  Bite +49 melee (2d8+12;19-20/x2) 
  Full Attack:  
  Bite +49 melee (2d8+12;19-20/x2), tail +43 
  melee (2d6+6) 
  Space/Reach:  
  20 ft./25 ft.  
  Length: 
  55 ft. + 1d10 ft. (60 ft.) 
  Weight: 
  64,000 lbs + 3d4 x 2,000 lbs (79,000 lbs/ 
  39.5 tons) 
  Special Att:  
  Breath weapon, constrict, improved grab, 
  swallow whole  
  Special Qual:  
  DR 5/-, darkvision 60 ft., fast healing 5, 
  lasting breath, low-light vision  
  Saves:  
  Fort +34, Ref +22, Will +14  
  Abilities:  
  S35 D10 C31 I6 W13 Ch12  
  Skills:  
  Hide -12, Listen +23, Spot +23, Swim +20  
  Feats:  
  Awesome Blow, Alertness, Blind Fighting, 
  Cleave, Devastating Critical (Bite)E, Great 
  Cleave, Great Fortitude, Improved Critical 
  (Bite), Improved Sunder, Overwhelming 
  CriticalE, Perfect HealthE, Penetrate Damage 
  Reduction (Magic)E, Power Attack, Weapon 
  Focus (Bite)  
  Environment:  Temperate, Warm aquatic  
  Organization:  Solitary  
  CR:  
  18  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement: 41-80 HD (Gargantuan); 81-120 HD 
  (Colossal)  
  Level Adj:  
  -  
  The water bursts aside as serpentine neck erupts 
  from the water. The long neck ends in a reptilian 
  head spouting steam, and the whole is connected 
  to a turtle-like body the size of an island. 
  Massive flippers slowly tread water on each side 
  of the turtle shell, and a long, snake-like tail 
  coils and twists behind the creature.  
  Aspidoceleon are sea monsters that have a habit of 
  preying on ships and other large aquatic life.  Sailors tend to 
  simply refer to them as “sea serpents”. Wrapped in an armored 
  shell, they are predators of the high seas, though they rarely 
  attack small targets.  
   
  Combat 
  Aspidoceleon usually lurk under the surface of the 
  water moving slowly until they spot a target of opportunity - 
  usually something the size of a small whale or larger. The 
  beast then rushes at the target and attempts to grapple. Once it 
  is grappling with its enemy, it uses it constriction and bite to 
  slowly crush and bleed its enemy. If possible, they will drag 
  their foe into the depths to drown, if it is an air breather or 
  ship.  
  Breath Weapon (Su): An aspidoceleon can breath a gout of 
  super-heated acid out to a distance of 60 feet that fills a 20 
  foot radius area.  Those caught in the area of effect suffer 10d6 
  acid  damage and 10d6 fire damage (Reflex DC 30 for half).  
  The 
  aspidoceleon 
  can 
  breath 
  every 
  1d4+1 
  rounds. 
  Constrict (Ex): An aspidoceleon can deal 2d6+9 bludgeoning 
  damage after making a successful grapple check with its tail. 
  Improved Grab (Ex): If an aspidoceleon hits a huge or 
  smaller opponent with a tail or bite attack with a melee 
  weapon, it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of opportunity. 
  No initial touch attack is required. 
  Lasting Breath (Ex):  An aspidoceleon can hold its breath for 
  1 hour per point of constitution before suffering the effects of 
  drowning. 
  Swallow Whole (Ex): If an aspidoceleon begins its turn with 
  large-sized or smaller opponent held in its mouth (see 
  Improved Grab), it can attempt a new grapple check (as 
  though attempting to pin the opponent). If it succeeds, it 
  swallows its prey, and the opponent takes bite damage. A 
  swallowed creature is considered to be grappled, while the 
  aspidoceleon that did the swallowing is not. A swallowed 
  creature can try to cut its way free with any light slashing or 
  piercing weapon by dealing 60 points of damage to the AC 19 
  interior, or it can just try to escape the grapple. If the 
  swallowed creature escapes the grapple, success puts it back in 
  the attacker’s mouth, where it may be bitten or swallowed 
  again. 
  Fast Healing (Ex): An aspidoceleon regains hit points at an 
  exceptionally fast rate, regaining 5 hit points per round. 
  Except where noted here, fast healing is just like natural 
  healing. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts. 
  Skills:  An aspidoceleon has a +8 racial bonus to swim 
  checks, and can take 10 even when rushed or in combat. 
   
  Aspidoceleon on Amberos 
   
  These creatures are a terror of the southern and 
  western seas of Amberos.  Though they are thankfully rare, 
  there are numerous accounts of vessels dragged to the watery 
  depths of the ocean by this creature. 
  
  Bestiary Nefarious 
  Page 37 of 478 – Stephen C. Klauk 
  Aspii 
   
  Aspii are a race of degenerate snake folk created 
  from a close association with the reptile god of snakes.  While 
  their association with snakes gives them a virtual immortality 
  in that they do not die of old age, they are horribly twisted 
  toward evil in both frame and mind. 
   
  Aspii are all the more dangerous for their alchemical 
  knowledge, which they use to force others to become like 
  them, and which they use to taint the form of other living 
  things to their will. 
   
  Oddly, aspii and menten are bitter enemies, each 
  pursuing their ultimate goal of domination and transformation 
  of all things into a form best suited to their own shape.  The 
  hatred is so great that several aspii septs are dedicated to 
  nothing less than rooting out the location of menten enclave 
  and then overwhelming and destroying such bastions. 
   
  All aspii have the following characteristics 
   
  Scent (Ex):  Aspii can “smell” the air with their forked 
  tongues and can easily find that which their sight overlooks. 
  Darkvision:  All aspii have the ability to see with their slitted 
  eyes in utter darkness – even magical darkness - as if it were 
  daylight.  Though the range varies by species, this ability is 
  tied to the shape of their eyes.  If they use magic or other 
  means to alter the shape of their eyes, they lose this natural 
  darkvision. 
   
  The aspii have their own language called Aspii.  It is 
  a hissing language accompanied with rhythmic body motions.  
  The written version is based on a heavily modified Draconic. 
   
  Aspii on Amberos 
   
  Aspii are the creation of Aspus, lord of scales.  Most 
  true aspii were once Aharati humans who were lured to the 
  snake god by its twisted promises of immortality during the 
  horrible rampage of Guaradrell. 
    
  
  Bestiary Nefarious  
  Page 38 of 478 – Stephen C. Klauk  
  Blooded Aspii 
  Medium Humanoid (Reptilian) 
  Hit Dice:  
  1d8+1 (5 hp) 
  Initiative:  
  +5 
  Speed:  
  30 ft. (6 squares) 
  Armor Class:  
  19 (+1 Dex, +3 natural, +4 chain shirt, +1 
  light steel shield), touch 11, flat 18 
  BAB/Grapple:  0/+1 
  Attack:  
  Bite +1 melee (1d4 + poison) or Rapier +1 
  melee (1d6+1;18-20/x2) 
  Full Attack:  
  Rapier +1 melee (1d6+1;18-20/x2),  
  or Bite +1 melee (1d4 + poison) and 2 claws 
  –4 melee (1d3) 
  Space/Reach:  
  5 ft./5 ft. 
  Height: 
  5 ft. + 3d4 inches (5 ft. 7 in.) 
  Weight: 
  125 lbs. + 2d6 x 10 lbs. (195 lbs.) 
  Special Att:  
  Poison 
  Special Qual:  
  Darkvision 60 ft., low-light vision, scent 
  Saves:  
  Fort +1, Ref +1, Will +0 
  Abilities:  
  S13 D13 C12 I10 W11 Ch8 
  Skills:  
  Balance -2, Climb -2, Disguise +3, Escape 
  Artist -2, Hide -2, Jump -2, Listen 0, Move 
  Silently -2, Sleight of Hand -2, Spot +4, 
  Swim -13, Tumble -2 
  Feats:  
  Improved Initiative 
  Environment:  Warm plains or forests 
  Organization:  Solitary, Crew (2-5 +0-1 Servant + 0-1 
  Aspii Slave), Nest (5-20 +0-3 Servant + 0-1 
  Snakeskin + 0-2 True Aspii + 0-4 Aspii 
  Slave), or Band (20-40 +-3 Servant + 0-1 
  Snakeskin + 1-6 True Aspii + 0-6 Aspii 
  Degenerates + 0-4 Huge Constrictor Snakes 
  + 2-12 Aspii Slave) 
  CR:  
  1 
  Treasure:  
  Standard 
  Alignment:  
  Usually Neutral Evil 
  Advancement:  By Character Class 
  Level Adj:  
  +2 
  This cloaked humanoid figure pulls back its hood 
  to reveal a face covered in scales and large 
  slitted red eyes that stare malevolently at you. A 
  forked tongue flickers between the sharp fangs of 
  its maw.  
  Blooded aspii are the offspring of true aspii and 
  humanoids who either willingly join aspii culture or are forced 
  into it. Blooded aspii are used as expendable warriors by the 
  true aspii, but are slightly higher on the social scale than pure 
  humanoid slaves.  
  Blooded aspii speak Aspii and Common.  
   
  Combat 
  Blooded aspii will often attempt to lure their 
  opponents into a false sense of comfort before springing to 
  attack. If given a chance they will attempt to infiltrate or 
  ambush foes, but once engaged will generally rush to the 
  attack, hoping to demoralize victims before slaying them. 
  Aspii are generally ordered to bring victims back alive as 
  slave stock for the true aspii, but generally despise doing so 
  and will gleefully kill as many as they can get away with. If 
  presented with surrendering foes, however, they will generally 
  begrudgingly take prisoners.  
  Poison (Ex): The bite of a blooded aspii delivers a paralyzing 
  poison (Fort DC 11, Init: Paralyze 1d4 rounds, Secondary: 
  Paralyze 2d4 rounds).  Blooded Aspii generally use the bite to 
  take prisoners without inflicting grievous harm to the victim.  
  The save DC for the poison is constitution-based. 
   
  Blooded Aspii on Amberos 
   
  Blooded aspii are the alchemical creations of the true 
  aspii, and are often sent against communities to raid such 
  providences for more stock to create even more blooded aspii. 
   
  Most aspii can be found in the region near Lost Vale 
  eastward through Misake.  Small enclaves of blooded aspii 
  (under the direction of true aspii) have been encountered in the 
  Yaz forest, and tales speak of the aspii being seen near the 
  Twilight Forest. 
   
  Blooded Aspii as Characters 
   
  Blooded aspii are often sent on quests away from 
  their community.  Some turn from their original goals in 
  search of adventure and enemies to kill. 
   
  A blooded aspii gains the following abilities. 
  • 
  Medium Size 
  • 
  Base Movement 30 feet 
  
  Bestiary Nefarious 
  Page 39 of 478 – Stephen C. Klauk 
  • 
  Reptilian subtype 
  • 
  Low-light vision and Darkvision 60 ft.  A blooded 
  aspii can see in dim or twilight conditions twice as 
  far as a human, and can see in total darkness out to 60 
  ft. 
  • 
  +3 Natural armor 
  • 
  +2 Str, +2 Dex,+2 Con, -2 Chr.  A blooded aspii is 
  quick, strong and healthy.  However, blooded aspii 
  rarely make good leaders and are bred as a slave race. 
  • 
  Natural attacks.  A blooded aspii can attack with a 
  bite and two claws.  The bite deals 1d4 + Str modifier 
  + poison.  The claws deal 1d3 + ½ Str modifier.  The 
  claws are considered secondary attacks. 
  • 
  Poison Bite.  The bite of a blooded aspii is 
  poisonous. (Fort DC 10 + Con modifier, Init: 
  Paralyze 1d4 rounds, Secondary: Paralyze 2d4 
  rounds) 
  • 
  Scent 
  • 
  Automatic Languages:  Auran, Common.  Bonus 
  Languages:  Elf, Dwarf, Giant, Goblinoid. 
  • 
  Favored Class:  Rogue 
  • 
  Level Adjustment: +2 
  Aspii blooded worship Aspus, the snake god.  A priest of 
  Aspus can select two of the three domains of Animal (Reptiles 
  only), Evil and Trickery. 
   
  
  Bestiary Nefarious  
  Page 40 of 478 – Stephen C. Klauk  
  Aspii Blooded Servant 
  Aspii Blooded Rog 4/Clr 1;hp:  28 
  S16 D16 C14 I10 W15 Ch6; Fort +5, Ref +7, Will +5 
  Init: 
  +7 
  Move: 30 ft. 
  AC: 20 (+3 Dex, +3 Natural, +4 studded leather +1), touch 
  13, flat 17 
  BAB/Grapple: +3/+6 
  Full Attack: 
  +1 rapier +7 melee (1d6+4;18-20/x2) or 
   
  Bite +6 melee (1d4+3 + poison), 2 claws +1 
  melee (1d3+1) 
  Special Att: 
  Poison, sneak attack +2d6 
  Special Qual: 
  Aura, Darkvision 60 ft., evasion, low-light 
  vision, scent, trap sense +1, trapfinding, turn 
  undead, uncanny dodge 
  Skills: Bluff +6, Diplomacy +5, Disable Device +7, 
  Disguise +9, Hide +10, Intimidate +5, Listen +2, 
  Move Silently +10, Open Locks +10, Spot +2 
  Feats: Improved Initiative, Skill Focus (Disguise) 
  CR: 
  6 
  Gear: 
  +1 rapier (2,320 gp), studded leather +1 (1,175 gp), 
  composite shortbow (+3 Str) (300 gp), elixir of 
  sneaking (300 gp), potion of cure light wounds (50 
  gp) 
  Total:  4,145 gp (4,300 gp) 
  Evasion (Ex): If an aspii blooded servant makes a successful 
  Reflex saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. A 
  helpless rogue does not gain the benefit of evasion. 
  Trap Sense (Ex): An aspii blooded servant gains a +1 bonus 
  on Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps. 
  Turn Undead: 3x/day; Turning Check –2; Turn Damage: 
  2d6-1 
  Uncanny Dodge (Ex): An aspii blooded servant retains her 
  Dexterity bonus to AC (if any) even if she is caught flat or 
  struck by an invisible attacker. However, she still loses her 
  Dexterity bonus to AC if immobilized. 
   
  Typical Spell List 
  (3/3;Caster Level 1;Spell DC 12 + Spell Level; Domains:  
  Evil, Trickery) 
  0:  Guidance, Virtue 
  1st:  Command, Disguise SelfD, Doom 
  D: Domain spell 
   
  Aspii Blooded Snakeskin 
  Aspii Blooded Rog 7/Clr 3;hp: 58 
  S16 D19 C14 I10 W15 Ch6;Fort +3, Ref +4, Will +3 
  Init: 
  +7 
  Move: 30 ft. 
  AC: 22 (+4 Dex, +3 Natural, +5 studded leather +2), touch 
  14, flat 18 
  BAB/Grapple: +7/+10 
  Full Attack: 
  +2 rapier +13/+8 melee (1d6+5;18-20/x2) 
  or 
   
  Bite +10 melee (1d4+3 + poison), 2 claws 
  +5 melee (1d3+1) 
  Special Att: 
  Poison, sneak attack +4d6 
  Special Qual: 
  Aura, Darkvision 60 ft., evasion, low-light 
  vision, scent, trap sense +2, trapfinding, turn 
  undead, uncanny dodge 
  Skills: Bluff +11, Diplomacy +10, Disable Device +10, 
  Disguise +12, Hide +13, Intimidate +8, Listen +2, 
  Move Silently +13, Open Locks +12, Spot +2 
  Feats: Combat Reflexes, Improved Initiative, Skill Focus 
  (Disguise), Weapon Focus (Rapier) 
  CR: 
  11 
  Gear: 
  +2 rapier (8,320 gp), studded leather +2 (4,175 gp), 
  composite shortbow (+3 Str) (300 gp), periapt of 
  wisdom +2 (4,000 gp), gloves of dexterity +2 (4,000 
  gp) 
  Total:  20,795 gp (21,000 gp) 
  Evasion (Ex): If an aspii blooded servant makes a successful 
  Reflex saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. A 
  helpless rogue does not gain the benefit of evasion. 
  Trap Sense (Ex): An aspii blooded servant gains a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
  Turn Undead: 3x/day; Turning Check –2; Turn Damage: 
  2d6-1 
  Uncanny Dodge (Ex): An aspii blooded servant retains her 
  Dexterity bonus to AC (if any) even if she is caught flat or 
  struck by an invisible attacker. However, she still loses her 
  Dexterity bonus to AC if immobilized. 
   
  Typical Spell List 
  (4/4/2;Caster Level 3;Spell DC 12 + Spell Level; Domains:  
  Evil, Trickery) 
  0:  Guidance, Mending, Resistance, Virtue 
  1st:  Bless, Command, Disguise SelfD, Doom 
  2nd:  InvisibilityD, Resist Energy 
  D: Domain spell 
   
  
  Bestiary Nefarious 
  Page 41 of 478 – Stephen C. Klauk 
  Aspii Blooded Viper 
  Aspii Blooded Rog 7/Clr 8;hp: 58 
  S16 D20 C14 I10 W17 Ch8;Fort +10, Ref +12, Will +11 
  Init: 
  +9 
  Move: 30 ft. 
  AC: 23 (+5 Dex, +3 Natural, +5 studded leather +2), touch 
  15, flat 18 
  BAB/Grapple:  +11/+14 
  Full Attack: 
  +2 rapier +17/+12/+7 melee (1d6+5;18-
  20/x2) or 
   
  Bite +14 melee (1d4+3 + poison), 2 claws 
  +9 melee (1d3+1) 
  Special Att: 
  Poison, sneak attack +4d6 
  Special Qual: 
  Aura, darkvision 60 ft., evasion, low-light 
  vision, scent, trap sense +2, trapfinding, turn 
  undead, uncanny dodge 
  Skills: Bluff +17, Diplomacy +11, Disable Device +10, 
  Disguise +13, Hide +13, Intimidate +9, Listen +2, 
  Move Silently +13, Open Locks +12, Spot +2 
  Feats: Augment Summoning, Combat Reflexes, Improved 
  Initiative, Spell Focus (Conjuration), Skill Focus 
  (Disguise), Weapon Focus (Rapier) 
  CR: 
  16 
  Gear: 
  +3 rapier (18,320 gp), studded leather +5 (25,175 
  gp), +2 composite shortbow (+3 Str) (8,600 gp), 
  periapt of wisdom +4 (16,000 gp), gloves of dexterity 
  +2 (4,000 gp), cloak of charisma +2 (4,000 gp) 
  Total:  76,095 gp (77,000 gp) 
  Evasion (Ex): If an aspii blooded servant makes a successful 
  Reflex saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. A 
  helpless rogue does not gain the benefit of evasion. 
  Trap Sense (Ex): An aspii blooded servant gains a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
  Turn Undead: 3x/day; Turning Check –2; Turn Damage: 
  2d6-1 
  Uncanny Dodge (Ex): An aspii blooded servant retains her 
  Dexterity bonus to AC (if any) even if she is caught flat or 
  struck by an invisible attacker. However, she still loses her 
  Dexterity bonus to AC if immobilized. 
   
  Typical Spell List 
  (6/6/5/5/3;Caster Level 8;Spell DC 13 + Spell Level; 
  Domains:  Evil, Trickery) 
  0:   Create Water, Detect Poison, Guidance, Mending, 
  Resistance, Virtue 
  1st:  Bless, Command, Deathwatch, Disguise SelfD, Divine 
  Favor, Doom 
  2nd:  Aid (x2), Bull’s Strength, InvisibilityD, Resist Energy 
  3rd:  Contagion, Dispel Magic, NondetectionD, Summon 
  Monster III (x2) 
  4th:  Divine Power, Freedom of Movement, Unholy BlightDE 
  D: Domain spell 
  E:  Evil Spell, +1 caster level 
  
  Bestiary Nefarious  
  Page 42 of 478 – Stephen C. Klauk  
  Aspii Degenerate   
  Small Monstrous Humanoid (Reptilian) 
  Hit Dice:  
  2d8+2 (11 hp)  
  Initiative:  
  +1 
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  15 (+1 size, +1 Dex, +3 natural), touch 12, 
  flat 14  
  BAB/Grapple:  +2/-3  
  Attack:  
  Bite +2 melee (1d3-1 + poison) 
  Full Attack:  
  Bite +2 melee (1d3-1 + poison), claw -3 
  melee (1d2-1) and tail -3 melee (1d4-1) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  3 ft. 3 in. + 2d4 in. (3 ft. 8 in.) 
  Weight: 
  30 lbs + 2d4 x 3 lbs. (45 lbs.) 
  Special Att:  
  Poison  
  Special Qual:  
  Darkvision 60 ft., low-light vision, scent  
  Saves:  
  Fort +1, Ref +4, Will +4  
  Abilities:  
  S9 D13 C12 I6 W13 Ch5 
  Skills:  
  Balance +9, Climb +9, Hide +11, Listen +5, 
  Move Silently +3, Spot +5, Survival +6, 
  Swim +7 
  Feats:  
  Stealthy  
  Environment:  Warm plains or forests  
  Organization:  Solitary, Brood (2-5), or Nest (5-20) 
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement:  3-4 HD (Small); 5-6 HD (Medium)  
  Level Adj:  
  +2 (cohort)  
  This creature looks like a green, legless lizard 
  the size of a child. It has an atrophied pair of 
  forelimbs that it flails about as it slithers 
  forward. As it moves its head sways from side to 
  side as the yellow eyes glance about and its 
  forked tongue flickers to taste the air.  
  Degenerates are hunting beasts the Aspii use to track 
  prey and kill it. Despite their small size, degenerates can be 
  quite deadly and must be specially trained by blooded aspii 
  rangers to prevent them from turning on other aspii.   
  Surprisingly, degenerates are hatched from true aspii eggs; the 
  parent simply needs to will to create an egg that will spawn a 
  degenerate “child”.  true aspii have little to no emotional 
  attachment to degenerates; they are simply tools to be used in 
  the eyes of the true and blooded aspii. 
  In extremely rare cases, degenerates have been known 
  to live in the wild and develop their own blood-thirsty 
  communities.  There are fanciful tales of degenerate aspii 
  communities that have learned to build their own dwellings 
  and use tools, but to date, no such habitation has been found 
  by aspii or other races. 
  Degenerates are relentless hunters, and will dog their 
  prey until called off or slain. Degenerates can be trained by 
  other aspii and can be purchased for about 500 gp each.   They 
  can be taken as animal cohorts by aspii druids and aspii 
  rangers, despite the creatures being humanoids.  
  Degenerates cannot speak, but understand aspii. 
  Combat 
  Degenerates are bloodthirsty trackers and despite 
  their small size, will viciously attack prey much larger than 
  themselves. Worse of all, degenerates often hunt in packs, and 
  will swarm single prey to quickly bring it down before moving 
  on to attack another.  
  Because of their great intelligence (for an animal-like 
  creature), degenerates have shown a great amount of cunning.  
  They learn quickly from their mistakes, can often escape 
  confinement, and have been known to employ their 
  surroundings to injure their opponents.  Though degenerate 
  aspii do not use tools, they can manipulate door handles, 
  activate in-place traps and even solve problems of how to 
  reach prey that has otherwise cut itself off from approach. 
  Poison (Ex): An degenerate aspii’s bite inflicts a paralytic 
  poison that slows the victim down and makes them easy prey 
  to be captured or overwhelmed by aspii swarms.  (DC 12 Fort.  
  Init: 1d3 dexterity, Sec: 1d4 dexterity). 
  Skills: Aspii degenerates have a +4 racial bonus on Hide, 
  Listen, and Spot checks and a +8 racial bonus on Balance and 
  Climb checks. An aspii degenerate can always choose to take 
  10 on a Climb check, even if rushed or threatened. Aspii 
  degenerates use either their Strength modifier or Dexterity 
  modifier for Climb checks, whichever is higher. An aspii 
  degenerate has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. Aspii 
  degenerates can choose to take 10 on a Swim check, even if 
  
  Bestiary Nefarious 
  Page 43 of 478 – Stephen C. Klauk 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.  
   
  Aspii Degenerates on Amberos 
   
  Wherever Aspii can found, their tiny hunters are not 
  far behind.  Aspii Degenerates can be found stalking the area 
  in and around Lost Vale, eastwards toward Misake.  Aspii 
  have also long lived in the Yaz forest, and there are tales of 
  the creatures being found near the Twilight Forest in Simera.  
   
  
  Bestiary Nefarious  
  Page 44 of 478 – Stephen C. Klauk  
  Aspii Slave 
  True Aspii have the ability to transform other 
  humanoid creatures into subservient serpentine creatures 
  under the control of the Aspii. 
  Aspii Slave is a template that can be applied to any 
  humanoid, giant or monstrous humanoid creature that failed its 
  secondary saving throw against the True Aspii’s venom attack. 
   
  Type:  An aspii slave’s type does not change, but it gains the 
  Reptilian subtype 
  Hit Dice:  An Aspii Slave’s hit dice doubles  
  Initiative: Unmodified  
  Speed:  An Aspii Slave’s movement rate is unmodified 
  Armor Class:  
  The Aspii Slave gains a scaly covering that 
  increases the base creature’s Natural Armor class by +2 
  Attack:  An Aspii Slave loses all ability to fight with ranged 
  weapons, but retains the ability to attack with manufactured 
  melee weapons any natural attack routines and gains a bite and 
  claw attack routine if it did no have one. The bite attack is 
  poisonous. The damage dealt by the attack is based on size, as 
  shown below.   
  Space/Reach:  
  Unchanged from the base creature 
  Special Att: The Aspii slave retains any extraordinary or 
  supernatural special attacks, but loses the ability to cast spells 
  or use spell-like abilities.  The bite of an Aspii slave is 
  venomous, though other Aspii are immune to the venom. 
   
   
  Poison Bite (Ex):  Injected, Fort DC: 10 + ½ HD + 
  Con Modifier; Init: 1d3 Con; Sec: 1d6 Con 
   
  Special Qual: The Aspii slave gains the Scent ability and 
  darkvision 60 feet.  Aspii slaves are also mentally enslaved to 
  the Aspii by the venom that courses through their veins. 
   
  Enslaved (Ex):  Aspii slaves are the mental slaves of 
  the Aspii race.  A True Aspii or a Blooded Aspii can 
  control them with a successful Handle Animal check.  
  If giving opposing orders by Aspii, the Aspii with the 
  higher roll directs the slave. 
   
  Saves:  The Aspii slave has a base Will save of +0, despite 
  it’s hit dice or levels.    
  Abilities: An Aspii slave gains a +4 bonus to Strength and 
  Constitution Scores.  Its intelligence is reduced to a 3 and its 
  Charisma suffers a –8 penalty, to a minimum of 1. 
  Skills:  An Aspii Slave gains no additional skill points, 
  despite the increase in hit dice. 
  Feats:  The Aspii Slave gains the Toughness and Diehard 
  feat for free.  Any feats they gain for the increased hit dice are 
  always melee combat feats.  
  CR:   Equal to ¾ of the new hit dice with the following 
  adjustment:  +1 (1-3 HD ), +2 (4-6 HD), +4 (7+ HD) 
  Treasure:   None  
  Alignment:   Always neutral evil  
  Level Adj:   +2 (cohort) 
   
  
  Bestiary Nefarious 
  Page 45 of 478 – Stephen C. Klauk 
  Aspii Slave Minotaur 
  Large Monstrous Humanoid (Reptilian)  
  Hit Dice:  
  12d8+24 (78 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  16 (–1 size, +7 natural), touch 9, flat — (see 
  text)  
  BAB/Grapple:  +6/+14  
  Attack:  
  Greataxe +17 melee (3d6+9;x3) or gore +12 
  melee (1d8+3) or claw +17 melee (1d6+6) 
  or bite +15 melee (1d8+3 + poison) 
  Full Attack:  
  Greataxe +17/+12/+7 melee (3d6+9;x3), 
  gore +12 melee (1d8+3) or  
  2 claws +17 melee (1d6+6) and bite +15 
  melee (1d8+3 + poison) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  6 ft. 6 in. +2d6 in (7 ft. 1 in.) 
  Weight: 
  600 lbs. + 2d10 x 10 lbs. (710 lbs.) 
  Special Att:  
  Powerful charge 4d6+12  
  Special Qual:  
  Darkvision 60 ft., natural cunning, scent 
  Saves:  
  Fort +10, Ref +8, Will +8  
  Abilities:  
  S23 D10 C19 I3 W10 Ch 1  
  Skills:  
  Intimidate +0, Listen +7, Search +0, Spot +7  
  Feats:  
  Cleave, Great Fortitude, Improved Bull 
  Rush, Power Attack, Track  
  Environment:  Underground  
  Organization:  Solitary, pair, or gang (3–4)  
  CR:  
  11  
  Treasure:  
  Standard  
  Alignment:  
  Usually chaotic Evil  
  Advancement:  By character class  
  Level Adj:  
  +3 (cohort)  
  The horrid creature before you has a powerfully 
  built body covered in fur and scales with the 
  head of a great horned snake.  In its muscled 
  arms it wields a dangerous-looking great axe.  
  With a mighty hiss, it lowers its head and 
  charges forward. 
   
  The Aspii slave minotaur is an impressive tool to 
  send against opponents to send them scattering.  The creature 
  has little use beyond combat, and aspii rarely treat these 
  minions in a respectful manner that they live beyond a few 
  battles. 
   
  Combat 
   
  Aspii slave minotaurs are practically mindless, they 
  will charge into as directed by their aspii herder, or lacking an 
  aspii to control them, attack any living creature that it comes 
  into contact with.  Aspii slave minotaurs do not flee from 
  combat willingly, and are as unwilling to disengage a foe even 
  when directed to do so by an aspii minder (opposing Handle 
  Animal checks with a Will Save). 
  Poison Bite (Ex):  Injected, Fort DC 20; Init: 1d3 Con; Sec: 
  1d6 Con 
  Powerful Charge (Ex): An aspii slave minotaur typically 
  begins a battle by charging at an opponent, lowering its head 
  to bring its mighty horns into play. In addition to the normal 
  benefits and hazards of a charge, this allows the beast to make 
  a single gore attack with a +1 attack bonus that deals 4d6+9 
  points of damage.  The aspii slave minotaur may perform a 
  Bull Rush as part of the powerful charge. 
  Natural Cunning (Ex): Although aspii slave minotaurs are 
  not especially intelligent, they possess innate cunning and 
  logical ability.  This gives them immunity to maze spells, 
  prevents them from ever becoming lost, and enables them to 
  track enemies.  Further, they are never caught flat. 
  Skills: Aspii slave minotaurs have a +4 racial bonus on 
  Search, Spot, and Listen checks. 
  Enslaved (Ex):  Aspii slave minotaurs are the mental slaves 
  of the Aspii race.  A True Aspii or a Blooded Aspii can 
  control them with a successful Handle Animal check.  If 
  giving opposing orders by Aspii, the Aspii with the higher roll 
  directs the slave. 
   
  Aspii Slaves on Amberos 
   
  Aspii often turn powerful humanoids into aspii slaves 
  to give their blooded warriors heavy hitting power for raids or 
  wars against other nations.  Aspii slaves are never far from 
  their aspii masters – they are normally encountered in or near 
  Lost Vale and eastward through Misake.  Aspii also inhabit 
  the Yaz forest and there are rumors and legends of them being 
  found near the Twilight Forest in Simera. 
  
  Bestiary Nefarious  
  Page 46 of 478 – Stephen C. Klauk  
  True Aspii 
  Large Aberration (Reptilian) 
  Hit Dice:  
  7d8 +21 (52 hp)  
  Initiative:  
  +6 
  Speed:  
  30 ft. (6 squares) 
  Armor Class:  
  22 (-1 Size,+2 Dex, +6 Natural, +5 
  Breastplate) touch 11, flat 20 
  BAB/Grapple:  +4/+11 
  Attack:  
  Bite +8 melee (1d8+4 + poison) or  
  Greatsword +7 melee (3d6+6;19-20/x2) or 
  Composite Longbow (+4 Str) +5 ranged 
  (2d6+4;x3) 
  Full Attack:  
  Bite +8 melee (1d8+4 + poison), 2 claws +5 
  melee (1d6+2) or  
  Greatsword +7 melee (3d6+6;19-20/x2) or 
  Composite Longbow (+4 Str) +5 ranged 
  (2d6+4;x3) 
  Space/Reach:  
  10 ft./10 ft. 
  Length: 
  15 ft. + 2d4 ft. (20 ft.) 
  Weight: 
  1,000 lbs. + 2d6 x 50 lbs. (1,350 lbs) 
  Special Att:  
  Poison, Hypnotic Gaze, Spells 
  Special Qual:  
  Darkvision 60 ft., DR 5/slashing, low-light 
  vision, fast healing 4, natural caster 
  Saves:  
  Fort +5, Reflex +4, Will +6 
  Abilities:  
  S19 D15 C17 I16 W13 Ch15 
  Skills:  
  Climb +8, Balance +6, Bluff +12, Climb 
  +14, Concentration +13, Hide +2, Listen 
  +10, Spellcraft +13, Spot +5, Swim -2 
  Feats:  
  Multiattack, Power Attack, Weapon Focus 
  (Bite) 
  Environment:  Warm forest or plains 
  Organization:  Solitary (1), Hunt (2-5), Cult (5-20 Aspii 
  Blooded + 0-1 Aspii Blooded Viper + 0-6 
  Aspii Degenerates + 1-3 True Aspii + 0-1 
  Aspii Demagogue), Slaughter (6-20), Tribe 
  (21-50 True Aspii + 15-200 Blooded Aspii + 
  2-12 Aspii Degenerates + 0-4 Huge 
  Constrictor Snakes +0-1 Aspii wyrms) 
  CR:   
  7 
  Treasure:  
  Standard 
  Alignment:  
  Always Chaotic Evil 
  Advancement:  Large (8-12 HD), Huge (13-14 HD) or 
  By 
  Character Class 
  Level Adj:  
  +6 
  This monstrous, glimmering green serpent has a 
  humanoid upper body, with ropy, scaled arms 
  that end in the head of snakes.  It has the head of 
  a great cobra, and a two-handed sword and bow 
  are sheathed on its back.  Its chest and arms are 
  covered with what at first appear to be tattoos, 
  but which you quickly realize are simply colorful 
  and intricate decorated scales. 
  Sometimes mistakenly referred to as ophidians, the 
  aspii are a race of snake-men bent on reshaping the world to 
  their twisted, reptilian view.  According to the Aspii 
  themselves, they were created to replace and rule over all 
  sentient beings.  Thus, they often use their sorcerous powers to 
  convert captured subjects into spawn that more resembles 
  themselves – a process that has already produced two “slave” 
  races that are capable of reproducing normally – Aspii Wyrms 
  and Aspii Degenerates.  Unfortunately, most blooded Aspii 
  must be produced through mating of True Aspii and 
  humanoids, but the Aspii one day hope to be able to cease the 
  practice in favor of only true aspii existing. 
  Aspii speak Common and Aspii and can communicate 
  with any snake (as per the speak with animals ability) at will.  
  Aspii often know the languages of humanoids who live around 
  them – often Dwarven, Elvin, Gnomish, Orcish or Goblinoid. 
   
  Combat 
   
  True aspii are terrifying opponents, able to wield 
  weapons with skill as well as be able to fight with sorcerous 
  power.  Aspii are unafraid to fight other races, whom they 
  generally see as inferior; even in defeat they rarely admit they 
  were bested by superior foes.  Aspii fight with all the cunning 
  and skill available to them, often in concert with other aspii 
  spawn such as blooded, degenerates or even astride aspii 
  wyrms.  The true aspii will often collect trophies, such as eyes, 
  ears, teeth or fingers from opponents as proof of their prowess, 
  and in most cases will prefer to take as many prisoners as they 
  can to convert to slave or experimental fodder. 
  Aspii are known to have their own variant of the 
  Shadowdancer and Arcane Archer prestige class that is feared 
  among other races. 
  Fast Healing (Ex):  Aspii can heal 4 hit points of damage a 
  round.  Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts. 
  Hypnotic Gaze (Su):  A true aspii who gazes into the eyes of 
  an opponent can induce a paralytic state in the victim that 
  renders them susceptible to suggestion.  Those who meet the 
  gaze of a true aspii must make a Will save (DC15) or stand 
  helpless for 2d4 round.  The save DC is Charisma based.  
  While so helpless, the aspii can attempt to utter a suggestion to 
  the victim as a full-round action (as per the Suggestion spell, 
  caster level 7th).  If the victim is attacked or harmed while 
  helpless, the trance is shattered, though any suggestions 
  remain in place.  
  Natural Caster:  A true aspii does not suffer arcane spell 
  failure when wearing armor or employing shields.  
  Poison (Ex):  The bite of a true aspii – by it’s cobra head and 
  not its snake-headed hands – delivers a toxin that transforms 
  the victim in an Aspii slave, if it does not kill them.  True 
  Aspii also can coat an arrow tip or their melee weapon as a 
  move-equivalent action. True Aspii poison (Injected; DC 16; 
  Init: 1d3 Con; Sec: Transformation).  A victim who fails the 
  saving throw for the secondary effects is transformed into an 
  Aspii Slave (see Aspii Slave Template). 
  Spells (Sp):  A True Aspii can cast spells as if they were 7th 
  level sorcerers.  Aspii prefer illusion and enchantment spells.  
  If a True Aspii gains sorcerer levels, they act as if they were 7 
  
  Bestiary Nefarious 
  Page 47 of 478 – Stephen C. Klauk 
  levels higher for the purposes of determining spells known and 
  spells per day. 
  Skills: True aspii have a +4 racial bonus on Hide, Listen, and 
  Spot checks and a +8 racial bonus on Balance and Climb 
  checks. A true aspii can always choose to take 10 on a Climb 
  check, even if rushed or threatened. True aspii use either their 
  Strength modifier or Dexterity modifier for Climb checks, 
  whichever is higher. A true aspii has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
  True Aspii Society 
   
  True aspii prefer to live in thickly obscured 
  wilderness areas, such as in jungles or within the tree line 
  areas of mountains.  They scorn underground dwellings, but if 
  forced, have been known to call such places home. 
   
  True aspii usually gather in tribes, each tribe 
  associated with a particular snake, which it reverse above all 
  else, and of which a single huge specimen lives with the tribe.  
  Some of the oldest tribes are blessed with a semi-divine 
  offspring of Aspus himself, known as a true aspii demagogue.  
  Demagogues are ruthless and ever-hungry, demanding 
  constant tribute of living victims to sate their never-ending 
  hunger. 
   
  In these clans, the aspii involve themselves in 
  degenerate rites and often raid nearby settlement for stock for 
  their vile sacrifices or experiments. 
   
  In areas where other races have not been terrorized or 
  tricked into accepting the presence of an aspii tribe, the aspii 
  secretly establish cults using aspii blooded to subvert the 
  nearby settlement. 
   
  True aspii are at direct odds with menten, and to a 
  lesser extent, the Ister-Suul.  True aspii will seek to kill 
  menten on sight, and will work to thwart Ister-Suul wherever 
  they encounter them. 
   
  Typical Spell List 
  (6/7/7/4;Caster Level 7;Spell DC 12 + Spell Level) 
  0:   Acid Splash, Daze, Flare, Ghost Sound, Mage Hand, Read 
  Magic, Touch of Fatigue 
  1st:  Grease, Hypnotism, Obscuring Mist, Shocking Grasp, 
  True Strike 
  2nd:  Flaming Sphere, Invisibility, See Invisibility 
  3rd: Deep Slumber, Sleet Storm 
   
   
  True Aspii on Amberos 
  True Aspii are a serpentine people created by Aspus, 
  the snake god.  Sometimes mistakenly called ophidians, Aspii 
  are unrelated to ophidians and other snake-men races; they 
  are, in fact the equivalent of native outsiders created by the 
  snake god himself. 
   
  Based mostly around Lost Vale, it is thought these 
  creatures may be guardians to several of the ancient Genesis 
  Pits hidden in the area.  Aspii have also been encountered in 
  the Yaz forest in the Skienlands, and tales also place them 
  near the Twilight Forest in Simera. 
   
  True Aspii as Characters 
   
  Aspii rarely involve themselves directly with lesser 
  races, though on rare occasions an aspii might reject its tribe 
  to dwell and travel among the other races, for a time. 
   
  True aspii have the following abilities 
  • 
  Large Size.  –1 penalty to AC and attack rolls, -4 
  penalty on Hide checks, +4 bonus on grapple checks.  
  Lifting and carrying limits double those of Medium 
  characters. 
  • 
  Aberration type  
  • 
  Reptilian subtype 
  • 
  Base speed 30 ft. 
  • 
  Darkvision 60 feet. 
  • 
  Low-light vision 
  • 
  +6 natural armor 
  • 
  7d8 Hit Dice.  To this total, the true aspii adds seven 
  times its Constitution modifier (minimum 1 hp/HD) 
  • 
  BAB +4 
  • 
  10 ft. space/10 ft. reach 
  • 
  Str +8, Dex +4, Con +6, Int +6, Wis +2, Cha +4.  
  True aspii are strong, lithe and hardy.  They are 
  highly intelligent and self-confident, often looking 
  down at other races.  Their snake-like senses grant 
  them better perception than most races. 
  • 
  Fort +2, Reflex +2, Will +5 
  • 
  (2 + Int modifier) x 10 skill points.  A true aspii’s 
  racial skills are Balance, Bluff, Climb, Concentration, 
  Escape 
  Artist, 
  Knowledge 
  (Arcana), 
  Listen, 
  Spellcraft, Spot, Survival, Swim  
  • 
  Racial Feats:  A true aspii has three feats. 
  • 
  Natural Attacks.  A true aspii has a bite attack that 
  deals 2d6 + Str modifier + poison damage and two 
  claw attacks that deal 1d6 + ½ Str modifier damage.  
  The bite is the primary attack. 
  • 
  Fast Healing (Ex):  Aspii can heal 4 hit points of 
  damage a round.  Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, and 
  it does not allow a creature to regrow lost body parts. 
  • 
  Hypnotic Gaze (Su):  A true aspii who gazes into 
  the eyes of an opponent can induce a paralytic state 
  in the victim that renders them susceptible to 
  suggestion.  Those who meet the gaze of a true aspii 
  must make a Will save (DC 13 + Cha modifier) or 
  stand helpless for 2d4 round.  While so helpless, the 
  aspii can attempt to utter a suggestion to the victim as 
  a full-round action (as per the Suggestion spell, caster 
  level 7th).  If the victim is attacked or harmed while 
  helpless, the trance is shattered, though any 
  suggestions remain in place.  
  
  Bestiary Nefarious  
  Page 48 of 478 – Stephen C. Klauk  
   
  
  Bestiary Nefarious 
  Page 49 of 478 – Stephen C. Klauk 
  • 
  Natural Caster:  A true aspii does not suffer arcane 
  spell failure when wearing armor or employing 
  shields.  
  • 
  Poison (Ex):  The bite of a true aspii – by it’s cobra 
  head and not its snake-headed hands – delivers a 
  toxin that transforms the victim in an Aspii slave, if it 
  does not kill them.  True Aspii also can coat an arrow 
  tip or their melee weapon as a move-equivalent 
  action. True Aspii poison (Injected; DC 16; Init: 1d3 
  Con; Sec: Transformation).  A victim who fails the 
  saving throw for the secondary effects is transformed 
  into an Aspii Slave (see Aspii Slave Template). 
  • 
  Spells (Sp):  A true aspii can cast spells as if they 
  were 7th level sorcerers.  Aspii prefer illusion and 
  enchantment spells.  If a true aspii gains sorcerer 
  levels, they act as if they were 7 levels higher for the 
  purposes of determining spells known and spells per 
  day. 
  • 
  Skills: True aspii have a +4 racial bonus on Hide, 
  Listen, and Spot checks and a +8 racial bonus on 
  Balance and Climb checks. A true aspii can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. True aspii use either their Strength 
  modifier or Dexterity modifier for Climb checks, 
  whichever is higher. A true aspii has a +8 racial 
  bonus on any Swim check to perform some special 
  action or avoid a hazard. It can always choose to take 
  10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  • 
  Automatic Languages:  Common, Aspii  Bonus 
  Languages:  Draconic, Dwarven, Elvin, Giant, 
  Gnomish, Infernal and Goblinoid. 
  • 
  Favored Class:  Sorcerer 
  • 
  Level Adjustment:  +6 
  True aspii worship Aspus, the snake god.  A priest of 
  Aspus can choose two of the three domains of Animal 
  (Reptilian only), Evil and Trickery. 
   
  True Aspii Demagogue 
  14HD Huge True Aspii Clr 8;hp: 209 
  S31 D10 C20 I18 W17 Ch20;Fort +19, Ref +14, Will +23 
  Init: 
  +1 
  Move: 30 ft. 
  AC: 29 (-2 Size, +9 natural, +12 invulnerable moderate 
  fortification full plate +4), touch 8, flat 29 
  BAB/Grapple: +10/+24 
  Full Attack: 
  +4 Greatsword of speed +22/+17 melee 
  (4d6+13;17-20/x2) or 
   
  Bite +19 melee (2d6+6 + poison), 2 claws 
  (1d8+3) or 
   
  Composite longbow (+10 Str) +8 ranged 
  (3d6+10;x3) 
  Special Att: 
  Poison, hypnotic gaze, spells 
  Special Qual: 
  Darkvision 60 ft., DR 5/slashing, DR 
  5/magic, low-light vision, fast healing 7, 
  natural caster, turn undead 
  Skills: Balance +3, Bluff +22, Climb +30, Concentration 
  +22, Listen +15, Spellcraft +21, Spot +16, Survival 
  +20, Swim -2 
  Feats: Ability Focus (Poison), Cleave, Combat Expertise, 
  Improved Critical (Greatsword), Lightning Reflexes, 
  Multiattack, Power Attack, Weapon Focus (Bite) 
  CR:  
  20 
  Gear: 
  +4 Greatsword of speed (98,350 gp), invulnerable 
  moderate fortification full plate+4 (101,650 gp), 
  cloak of protection +4 (16,000 gp), periapt of wisdom 
  +2 (4,000 gp) 
  Total:  220,000 gp (220,000 gp) 
   
  Hypnotic Gaze (Su):  Will save DC 22 
  Poison (Ex):  Injected; Fort DC 24; Init: 1d3 Con; Sec: 
  Transformation. A victim who fails the saving throw for the 
  secondary effects is transformed into an Aspii Slave (see Aspii 
  Slave Template). 
  Spells:   An aspii demagogue can cast spells as a 14th level 
  Sorcerer. 
  Turn Undead:  8x/day; Turn Check: 1d20+5; Turn Damage: 
  2d6+13 
   
  Typical Cleric Spell List 
  (6/6/5/5/2;Caster Level 8;Spell DC 13 + Spell Level; 
  Domain:  Animal and Trickery) 
  0:  Detect Poison, Guidance, Inflict Minor Wounds, Mending, 
  Resistance, Virtue 
  1st:  Command, Deathwatch, Divine Favor, Doom, Entropic 
  Shield, Protection from GoodDE 
  2nd:  Aid, Death Knell, Hold AnimalD, Hold Person, Silence 
  3rd:  Blindness/Deafness, Contagion, Dominate AnimalD, 
  Invisibility Purge, Protection from Energy 
  4th:  Divine Power, Unholy BlightDE  
  D:  Domain spell 
  E:  Evil spell; +1 caster level 
   
  Typical Sorcerer Spell List 
  (6/8/7/7/7/7/5/3;Caster Level 14;Spell DC 15 + Spell Level) 
  0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Flare, 
  Mage Hand, Read Magic, Resistance, Touch of Fatigue 
  1st: Cause Fear, Grease, Magic Missile, Ray of Enfeeblement,  
  True Strike 
  2nd:  Darkness, Hideous Laughter, Invisibility, See Invisibility, 
  Touch of Idiocy 
  3rd:  Deep Slumber, Displacement,  Heroism, Slow 
  4th:  Bestow Curse, Enervation, Mass Reduce Person, 
  Phantasmal Killer 
  5th: Dominate Person, Feeblemind, Interposing Hand 
  6th: Greater Dispel Magic, Summon Monster VI 
  7th: Greater Teleport 
  
  Bestiary Nefarious  
  Page 50 of 478 – Stephen C. Klauk  
  Aspii Wyrm   
  Huge Dragon (Earth, Reptilian)  
  Hit Dice:  
  19d12+152 (275 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares), burrow 15 ft. (3 squares)  
  Armor Class:  
  18 (-2 size, +10 natural), touch 8, flat 18  
  BAB/Grapple:  +19/+37  
  Attack:  
  Bite +27 melee (3d6+15 + poison)  
  Full Attack:  
  Bite +27 melee (3d6+15 + poison) 
  Space/Reach:  
  15 ft./15 ft. 
  Length: 
  20 ft. + 2d8 ft. (29 ft.) 
  Weight: 
  18,000 lbs. + 2d8 x 750 lbs. (24,750 lbs/  
  12 tons) 
  Special Att:  
  Breath weapon, constrict, improved grab, 
  poison  
  Special Qual:  
  Darkvision 60 ft., dragon traits, DR 5/magic, 
  fast healing 5, low-light vision, scent 
  Saves:  
  Fort +19, Ref +13, Will +13 
  Abilities:  
  S30 D10 C27 I3 W15 Ch13 
  Skills:  
  Balance +8, Climb +29, Hide -4, Listen +17, 
  Spot +16, Swim +29 
  Feats:  
  Blind 
  Fighting, 
  Cleave, 
  Die 
  Hard, 
  EnduranceB, 
  Great 
  Cleave, 
  Lightning 
  Reflexes, Power Attack, Track  
  Environment:  Any land 
  Organization:  Solitary, or Family (2-5) 
  CR:  
  15 
  Treasure:  
  None 
  Alignment:  
  Always neutral evil  
  Advancement: 20-38 HD (Huge); 39-57 HD (Gargantuan)  
  Level Adj:  
  -  
  This enormous snake-like creature is covered in 
  hard plates that look like slabs of rock. Sharp 
  protrusions and horns cover the length of the 
  entire creature, and its head has a distinctive 
  draconic appearance with a frill of horns and a 
  maw filled with dagger-like teeth.  
  Created with the foulest aspii magic, aspii wyrms are 
  spawned from corrupted dragon eggs to become guardians and 
  engines of destruction for the aspii's needs. Regardless of the 
  dragon type from which an aspii wyrm is spawned, they all 
  possess much the same abilities and temperament - strong, evil 
  and covetous.  
   
  Aspii do not speak a language, but older specimens 
  can generally understand at least one language, usually Auran 
  or Common. 
   
  Combat 
  Aspii wyrms are engines of destruction - they slither 
  towards their enemy, snapping and crushing those unfortunate 
  to get in the way, and breath their caustic breath to burn down 
  barriers or slay fleeing prey. Aspii wyrms will pursue any 
  fleeing prey, but prey that lies down sometimes can fool them 
  and pretend to be dead - such a maneuver requires a bluff 
  check, but will assure the victim they are attacked last. 
  However, once an aspii wyrm has dealt with all of its moving 
  opponents, it will turn to devour the carcasses of remaining 
  prey - so the pretender needs to escape as quickly as possible.  
  Breath Weapon (Su):  An aspii wyrm can spit a gout of acid 
  in a stream 60 feet long and 5 feet wide.  Those caught in the 
  area of effect suffer 19d4 acid damage (Reflex DC 25 for 
  half). 
  Constrict (Ex):  On a successful grapple check with a 
  grappled enemy, an aspii wyrm inflicts an additional 3d6+15 
  points of damage. 
  Fast Healing (Ex): An Aspii Wyrm heals 5 hit points a round 
  from damage it takes. Except where noted here, fast healing is 
  just like natural healing. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, and it does 
  not allow a creature to regrow lost body parts.  
  Improved Grab (Ex):  If an aspii wyrm hits an opponent with 
  its bite, it may start a grapple without suffering an attack of 
  opportunity. 
  Poison (Ex): The bite of an aspii wyrm delivers a deadly 
  poison (Injected, DC 27 Fort; Pri: 1d8 Con, Sec: 2d4 Con).  
  Skills: Aspii wyrms have a +4 racial bonus on Hide, Listen, 
  and Spot checks and a +8 racial bonus on Balance and Climb 
  checks. An aspii wyrm can always choose to take 10 on a 
  Climb check, even if rushed or threatened. Aspii wyrms use 
  either their Strength modifier or Dexterity modifier for Climb 
  checks, whichever is higher. An aspii wyrm has a +8 racial 
  bonus on any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line. 
   
  
  Bestiary Nefarious 
  Page 51 of 478 – Stephen C. Klauk 
  Aspii Wyrms on Amberos 
  Aspii wyrms are unusually rare on Amberos.  Dragons take 
  great affront to the corruption of their race, and will hunt 
  down and destroy Aspii wyrms – and those responsible for 
  their creation or even the rumor of their creation.  Aspii 
  wyrms can, however, be found wherever Aspii congregate in 
  large numbers – usually around Lost Vale eastward through 
  Misake, in the Yaz forest in the Skienlands and, if the rumors 
  are true, near the Twilight Forest in Simera. 
  
  Bestiary Nefarious  
  Page 52 of 478 – Stephen C. Klauk  
  Auraling   
  Small Fey (Extraplanar)  
  Hit Dice:  
  2d6+2 (9 hp)  
  Initiative:  
  +2 
  Speed:  
  50 ft. (10 squares), fly 100 ft. (good)  
  Armor Class:  
  19 (+1 size, +2 Dex, +2 natural, +4 chain 
  shirt), touch 13, flat 17  
  BAB/Grapple:  +1/-3  
  Attack:  
  Rapier +2 melee (1d4;18-20/x2) 
  Full Attack:  
  Rapier +2 melee (1d4;18-20/x2) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  3 ft. + 2d4 in. (3 ft. 5 in.) 
  Weight: 
  20 lbs. + 2d4 x 2 lbs. (30 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Fast healing 1, low-light vision  
  Saves:  
  Fort +1, Ref +5, Will +3  
  Abilities:  
  S11 D15 C12 I11 W11 Ch13  
  Skills:  
  Balance 0, Climb -2, Escape Artist 0, 
  Handle Animal +6, Heal +5, Hide +4, Jump 
  +3, Listen +9, Move Silently 0, Perform +6, 
  Search +2, Spot +9, Swim -4, Tumble +6 
  Feats:  
  Alertness 
  Environment:  Aurora  
  Organization:  Solitary, Brace, Company (2-5 + 0-1 hero), 
  Squad (5-20 + 0-3 Heroes + 0-1 Champion) 
  or Crusade (5-20 + 1-4 Heroes + 1-2 
  Champions + 0-1 Cavalier) 
  CR:  
  1/3 
  Treasure:  
  Standard  
  Alignment:  
  Always neutral good  
  Advancement:  By Character Class 
  Level Adj:  
  +3  
  The 
  golden-haired 
  creature 
  before 
  you 
  has 
  impossibly large, pointed ears and huge almond-
  shaped eyes. Its arms are thin and gangly, and its 
  lower body seems to be that of a spotted pony. It 
  wears a rapier and lute strapped to its back, and its 
  upper torso is covered in a gleaming chain mail shirt.  
  Auralings are spirits of Aurora, the dreamlands. They are 
  “perfect” elves, untainted by evil, curious by nature and 
  frolicsome at all times. They are generally adventurous and 
  astute, wanting to know and learn all that can be learned. 
  Auralings rarely travel to the Mortal Realm, but may 
  sometimes be encountered in the wild. They dislike civilized 
  areas and unwholesome folk, and will often quite brashly seek 
  out and hunt down evil - even if victory over said evil is most 
  assuredly beyond their skill.  
  Auralings speak fey and elvin. 
   
  Combat   
  Auralings enjoy a good duel, and if cornered by "big 
  folk", will often challenge said members to a quick duel. 
  When confronting evil, Auralings use all of their frolicsome 
  tricks to taunt, cajole and avoid their attackers blow while 
  delivering painful cuts and scratches with their own attacks.  
   
  Fast Healing (Ex): Auralings regain 1 hit point per minute.  
  Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, and it does not allow a creature to 
  regrow lost body parts. 
  Skills:  An auraling gains a +4 bonus to Tumble checks and 
  gains a +2 racial bonus on Listen, Search and Spot checks.  An 
  auraling who merely passes within 5 feet of a secret or 
  concealed door is entitled to a Search check to notice it as if he 
  were actively looking for it. 
   
  Auralings on Amberos 
   
  Auralings are only encountered in Aurora or the Even 
  Cordum, and never willingly found on Amberos proper.  
  However, during the height of the Elvin golden age, the 
  auralings did venture to the Evanthium Coridium, though none 
  would ever dare willingly venture beyond the safe haven of 
  the elvin homelands nowadays.  However, there are always 
  rumors and legends of auralings held captive by evil beings as 
  servants or slaves on Amberos. There are also legends of 
  auralings  trapped in the dream of some eternal sleeper, or 
  auralings who visit Amberosians in their dreams, occasionally 
  
  Bestiary Nefarious 
  Page 53 of 478 – Stephen C. Klauk 
  pulled into the waking world when such a dreamer is startled 
  awake. 
   
  Auraling as Characters 
   
  Auralings on Amberos are likely there by accident 
  and seeking a return home to Aurora.  In extremely rare cases, 
  an auraling may have “hitch-hiked” a dream to Amberos, 
  seeking adventure and/or to explore. 
   
  Auralings have the following abilities. 
  • 
  Small size.  As a Small creature, an auraling gains a 
  +1 size bonus to Armor Class, a +1 size bonus on 
  attack rolls, and a +4 size bonus on Hide checks, but 
  uses smaller weapons than humans use, and lifting 
  and carrying limits are three-quarters of those of a 
  Medium character. 
  • 
  Fey type 
  • 
  Extraplanar subtype 
  • 
  Low-light vision.  An auraling can see twice as far as 
  a human in dim or twilight conditions. 
  • 
  Base land speed 50 feet, fly 100 feet (good) 
  • 
  Racial Hit Dice:  An auraling begins with two levels 
  of fey, which provide 2d6 Hit Dice, a base attack 
  bonus of +1 and base saving throw bonuses of Fort 
  +0, Reflex +3, Will +3 
  • 
  Dex +4, Con +2, Cha +2.  Auralings do not suffer 
  the weakness of regular elves and are quite lithe and 
  hardy.  They also have powerful and magnetic 
  personalities. 
  • 
  Fast Healing 1.  An auraling heals 1 hit point per 
  minute. 
  • 
  Racial Skills:  An auraling fey levels give it skill 
  points equal to 5 x (6 + Int modifier).  Its class skills 
  are Craft, Handle Animal, Heal, Hide, Jump, Listen, 
  Perform, Profession, Spot, and Tumble. 
  • 
  Skills:  An auraling gains a +4 bonus to Tumble 
  checks and gains a +2 racial bonus on Listen, Search 
  and Spot checks.  An auraling who merely passes 
  within 5 feet of a secret or concealed door is entitled 
  to a Search check to notice it as if he were actively 
  looking for it. 
  • 
  Weapon and Armor Proficiency:  An auraling is 
  automatically proficient in simple weapons, long 
  sword, rapier, shortsword, all bows, light armor and 
  shields. 
  • 
  Automatic Languages:  Fey, elvin.  Bonus 
  Languages: 
   
  Common, 
  Draconic, 
  Dwarven, 
  Goblinoid, Auran. 
  • 
  Favored Class:  Sorcerer 
  • 
  Level Adjustment: +3 
  Auralings do not worship gods and tend to scoff at those 
  who do.  Auraling clerics are unheard of, though they do 
  produce druids from time to time. 
   
  Auraling Hero 
  2HD auraling sor 5/rgr 1 ;hp: 31 
  S14 D16 C12 I13 W8 Ch18;Fort +5, Ref +10, Will +7 
  Init: 
  +3 
  Move: 40 ft., fly 100 ft. (good) 
  AC: 21 (+1 size, +3 Dex, +5 mw (caster’s) chain shirt +1, +2 
  buckler +1), touch 14, flat 18 
  BAB/Grapple: +4/+2 
  Full Attack: 
  +1 rapier +9 melee (1d4+3;18-20/x2) or 
   
  Shortbow +8 ranged (1d4;x3) or 
   
  Wand of magic missiles* (CL 5) (3x 1d4+1) 
  Special Att: 
  Spells 
  Special Qual: 
  Fast healing 1, favored enemy, low-light 
  vision, wild empathy 
  Skills: Concentration +6, Heal +4, Handle Animal +9, Hide 
  +13, Jump +9, Knowledge (Arcana) +2, Knowledge 
  (Nature) +2, Listen +8, Move Silently +2, Ride +4, 
  Spot +8, Search +4, Spellcraft +6, Survival +3, 
  Tumble +12 
  Feats: Alertness, Armor Casting, Spell Focus (Enchantment), 
  TrackR 
  CR: 
  7 
  Gear: 
  +1 rapier (2,315 gp), composite shortbow (+2 Str) 
  (225 gp), mw(caster’s) chain shirt +1 (1,250 gp), 
  buckler +1 (1,165 gp), cloak of resistance +1 (1,000 
  gp), potion of cure moderate wounds (300 gp), wand 
  of magic missile* (CL 5; 10 charges) (750 gp) 
  Total:  6,975 gp(7,200 gp) 
  * replace with magic bolt in Amberos campaign 
  Favored Enemy (Ex):  The auraling hero gains a +2 bonus on 
  Bluff, Listen, Sense Motive, Spot, and Survival checks when 
  using these skills against goblinoids. Likewise, he gets a +2 
  bonus on weapon damage rolls against such creatures. 
  Wild Empathy (Ex): Check 1d20+5; Influence animals 
   
  Typical Sorcerer Spell List 
  (6/7/5;Caster Level 5;Spell DC 14 + Spell level) 
  0: (6) Daze*, Detect Magic, Disrupt Undead,  Mage Hand, 
  Prestidigitation, Ray of Frost 
  1st: (4)  Enlarge Person, Charm Person*, Color Spray, 
  Hypnotism* 
  2nd: (2)  Touch of Idiocy*, Web 
  * Enchantment Spell; DC +1 
   
  
  Bestiary Nefarious  
  Page 54 of 478 – Stephen C. Klauk  
  Auraling Champion 
  2HD auraling sor 10/rgr 2 ;hp: 49 
  S14 D16 C12 I13 W8 Ch19;Fort +8, Ref +13, Will +10 
  Init: 
  +3 
  Move: 40 ft., fly 100 ft. (good) 
  AC: 25 (+1 size, +3 Dex, +7 mw (caster’s) chain shirt +3, +3 
  buckler +2, +1 ring of protection +1) touch 
  15, flat 22 
  BAB/Grapple: +8/+6 
  Full Attack: 
  +2 rapier +12/+7 melee (1d4+4;18-20/x2) 
  or 
   
  +1 composite shortbow (+2 Str) +12/+7 
  ranged (1d4+3;x3) 
   
  (rapid shot) +1 composite shortbow (+2 Str) 
  +10/+10/+5 ranged (1d4+3;x3) 
   
  Wand of fireballs  (CL 10) (20 ft. radius 
  spread; 10d6; Reflex DC 14 half) 
  Special Att: 
  Spells 
  Special Qual: 
  Combat style, fast healing 1, favored enemy, 
  low-light vision, wild empathy 
  Skills: Concentration +11, Heal +4, Handle Animal +10, 
  Hide +14, Jump +9, Knowledge (Arcana) +7, 
  Knowledge (Nature) +3, Listen +9, Move Silently 
  +3, Ride +4, Spot +9, Search +4, Spellcraft +11, 
  Survival +4, Tumble +12 
  Feats: Alertness, Armor Casting, Greater Spell Focus 
  (Enchantment), Heighten Spell, Rapid ShotR, Spell 
  Focus (Enchantment), TrackR 
  CR: 
  13 
  Gear: 
  +2 rapier (8,315 gp), +1 composite shortbow (+2 
  Str) (2, 225 gp), mw(caster’s) chain shirt +3 (9,250 
  gp), buckler +2 (4,165 gp), ring of protection +1 
  (2,000 gp), cloak of charisma +2 (4,000 gp), potion 
  of cure moderate wounds (300 gp), wand of 
  polymorph (CL 7; 5 charges) (2,100 gp), wand of 
  lightning bolt (CL 10; 5 charges) (2,200 gp), potion 
  of cure serious wounds (300 gp) 
  Total:  34,855 gp (35,000 gp) 
  Favored Enemy (Ex):  The auraling champion gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against goblinoids. Likewise, 
  he gets a +2 bonus on weapon damage rolls against such 
  creatures. 
  Wild Empathy (Ex):  Check: 1d20+5; Influence animals 
   
  Typical Sorcerer Spell List 
  (6/7/7/7/6/3;Caster Level 10;Spell DC 14 + Spell level) 
  0: Dancing Lights, Daze*, Detect Magic, Disrupt Undead, 
  Flare,  Mage Hand, Message, Prestidigitation, Ray of 
  Frost 
  1st:  Enlarge Person, Charm Person*, Color Spray, 
  Hypnotism*, True Strike 
  2nd:  Acid Arrow, Invisibility, Touch of Idiocy*, Web 
  3rd:  Haste, Heroism*, Summon Monster III 
  4th:  Confusion*, Lesser Geas* 
  5th:  Hold Monster* 
  * Enchantment Spell; DC +2 
  Auraling Cavalier 
  2HD auraling sor 12/rgr 2/eld 6;hp: 76 
  S14 D16 C12 I13 W8 Ch25;Fort +13, Ref +15, Will +12 
  Init: 
  +3 
  Move: 40 ft., fly 100 ft. (good) 
  AC: 25 (+1 size, +3 Dex, +7 mw (caster’s) chain shirt +3, +3 
  buckler +2, +1 ring of protection +1) touch 
  15, flat 22 
  BAB/Grapple: +14/+12 
  Full Attack: 
  +1 brilliant energy lance +17/+12/+7 touch 
  (1d6+2;x3) or 
  +2 rapier +12/+7 melee (1d4+4;18-20/x2) 
  or 
   
  +1 composite shortbow (+2 Str) +12/+7 
  ranged (1d4+3;x3) 
   
  (rapid shot) +1 composite shortbow (+2 Str) 
  +10/+10/+5 ranged (1d4+3;x3) 
   
  Wand of fireballs  (CL 10) (20 ft. radius 
  spread; 10d6; Reflex DC 14 half) 
  Special Att: 
  Spells 
  Special Qual: 
  Combat style, fast healing 1, favored enemy, 
  low-light vision, wild empathy 
  Skills: Concentration +17, Heal +4, Handle Animal +11, 
  Hide +14, Jump +9, Knowledge (Arcana) +13, 
  Knowledge (Nature) +3, Listen +9, Move Silently 
  +3, Ride +4, Spot +9, Search +4, Spellcraft +17, 
  Survival +4, Tumble +12 
  Feats: Alertness, Armor Casting, Greater Spell Focus 
  (Enchantment), Heighten Spell, Mounted Archery, 
  Mounted CombatK, Rapid ShotR, Ride-by Attack, 
  Spell Focus (Enchantment), TrackR 
  CR: 
  21 
  Gear: 
  +2 rapier (8,315 gp), +1 brilliant energy lance 
  (50,310 gp), +3 composite shortbow (+2 Str) (18, 225 
  gp), mw(caster’s) chain shirt +5 (25,250 gp),  arrow 
  deflection buckler +5 (49,165 gp), ring of protection 
  +4 (32,000 gp), cloak of charisma +6 (36,000 gp), 
  wand of polymorph (CL 7; 5 charges) (2,100 gp), 
  wand of lightning bolt (CL 10; 5 charges) (2,200 gp), 
  Celestial Charger Mount (7,000 gp) 
  Total:  230,565 gp (240,000 gp) 
  Favored Enemy (Ex):  The auraling cavalier gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against goblinoids. Likewise, 
  he gets a +2 bonus on weapon damage rolls against such 
  creatures. 
  Wild Empathy (Ex): Check 1d20+9; Influence animals 
   
  Typical Sorcerer Spell List 
  (6/8/7/7/7/7/7/4;Caster Level 15;Spell DC 14 + Spell level) 
  0: Dancing Lights, Daze*, Detect Magic, Disrupt Undead, 
  Flare,  Mage Hand, Message, Prestidigitation, Ray of 
  Frost 
  1st:  Enlarge Person, Charm Person*, Color Spray, 
  Hypnotism*, True Strike 
  2nd:  Acid Arrow, Blur, Invisibility, Touch of Idiocy*, Web 
  3rd:  Fireball, Haste, Heroism*, Slow, Summon Monster III 
  
  Bestiary Nefarious 
  Page 55 of 478 – Stephen C. Klauk 
  4th:   Dimensional Anchor, Confusion*, Fire Shield, Lesser 
  Geas* 
  5th:  Baleful Polymorph, Feeblemind*, Hold Monster*, 
  Teleport 
  6th:  Chain Lightning, Mass Suggestion* 
  7th:  Mass Hold Person*, Prismatic Spray 
  * Enchantment Spell; DC +2 
   
  Celestial Charger (Unicorn) Mount: CR 13; LA +8 (cohort); Large 
  magical beast; HD 8d10+7d8+75; hp 155; Init +4; Spd 60 ft.; AC 24 
  (–1 size, +3 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat 
  20; Base Atk +13; Grp +24; Atk Horn +22 melee (1d8+10); Full Atk 
  Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3); 
  Space/Reach 10 ft./5 ft.; SA Magic strike, turn undead 13/day, smite 
  evil, spells; SQ DR 10/magic, darkvision 60 ft., immunity to poison, 
  charm, and compulsion, low–light vision, magic circle against evil, 
  resistance to acid 10, cold 10, and electricity 10, spell-like abilities, 
  scent, SR 20 wild empathy; AL (Always) CG; SV Fort +16, Ref +12, 
  Will +15; Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22. 
  Languages: Common and Sylvan. 
  Skills and Feats: Concentration +11, Knowledge (Nature) +9, 
  Knowledge (Religion) +8, Listen +15, Move Silently +12, Spellcraft 
  +5, Spot +15, Survival +15 (+18 above ground)*; Alertness, Combat 
  Casting, Extra Turning, Improved Turning, Run, Skill Focus 
  (Survival). (Celestial chargers have a +4 racial bonus on Move 
  Silently checks. Celestial chargers have a +3 competence bonus on 
  Survival checks within the boundaries of their forest.) 
  Magic Strike (Su):  A celestial charger’s attacks are treated as magic 
  weapons for overcoming damage reduction. 
  Spell-Like Abilities: Celestial chargers can use detect evil at will as 
  a free action. Once per day a celestial charger can use greater 
  teleport to move anywhere within its home. It cannot teleport beyond 
  the forest boundaries or back from outside. A celestial charger can 
  use cure light wounds three times per day and cure moderate wounds 
  once per day (caster level 5th) by touching a wounded creature with 
  its horn. Once per day it can use neutralize poison (DC 20, caster 
  level 8th) with a touch of its horn. The save DC is Charisma-based. 
  Magic Circle against Evil (Su): This ability continuously duplicates 
  the effect of the spell. A celestial charger cannot suppress this ability. 
  Smite Evil (Su):  Once per day a celestial charger can make a normal 
  melee attack to deal 15 points of extra damage against an evil foe. 
  Wild Empathy (Ex): This power works like the druid’s wild 
  empathy class feature, except that a celestial charger has a +6 racial 
  bonus on the check. 
   
  Typical Cleric Spell List 
  (6/7/6/5/4; CL 8; Spell DC 18+ Spell level; Domain: Animal and 
  Good) 
  0: Detect magic, detect poison (x2), light, virtue (x2) 
  1st: Bless (x2), calm animalsD, obscuring mist, remove fear, 
  sanctuary, shield of faith 
  2nd:  Aid (x2)D, animal messenger, lesser restoration, remove 
  paralysis, shield other 
  3rd:  Prayer, protection from energy, remove curse, searing light (x2) 
  4th:  Air walk, divine power, holy smiteD, restoration 
  D = Domain spell 
  
  Bestiary Nefarious  
  Page 56 of 478 – Stephen C. Klauk  
  Avangi   
  Medium Undead  
  Hit Dice:  
  7d12 (45 hp)  
  Initiative:  
  +8 
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  24 (+4 Dex, +10 natural), touch 14, flat 20  
  BAB/Grapple:  +3/+8  
  Attack:  
  Claw +9 melee (1d6 +5) or weapon +9 
  melee (varies)  
  Full Attack:  
  2 Claw +9 melee (1d6 +5)  or weapon +9 
  melee (varies) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 5 in. + 2d6 in. (6 ft.) 
  Weight: 
  150 lbs. + 1d4x25 lbs. (200 lbs) 
  Special Att:  
  Withering gaze 
  Special Qual:  
  Darkvision 60 ft., turn resistance 4, undead 
  traits  
  Saves:  
  Fort +2, Ref +6, Will +5  
  Abilities:  
  S21 D19 C -- I11 W10 Ch15  
  Skills:  
  Climb +10, Escape Artist +9, Intimidate +7, 
  Listen +5, Search +5, Spot +5, Survival +10  
  Feats:  
  Improved Initiative, Track, Weapon Focus 
  (Claws) 
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  6  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  8-14 HD (Medium); 15-21 HD (Large)  
  Level Adj:  
  -  
  This pale corpse moves with unnatural grace as its 
  burning yellow eyes seem to scan the area in 
  search of someone or something. Its sharp teeth 
  are set in angry grimace and long black nails 
  extend from its enlarged talon-like hands.  
  The avangi is the corporeal remains of an individual that 
  has come back to wreck vengeance on those it feels wronged it 
  in life and lead to its death. The avangi looks much like it did 
  in life, except paler and thinner, as if consumed by some 
  unknown hunger. The wounds that ended its life seem stitched 
  back together, leaving the creature nearly unmarred, despite 
  the condition of the original body. Avangi are tireless and near 
  faultless trackers; few can hide from an Avangi for long. Once 
  an avangi has finished its mission, it collapses into a heap, and 
  rots into nothingness within a minute. Avangi can speak the 
  native or primary language they knew in life (only one), and 
  can understand all the languages they knew when living.  
   
  Combat 
  Avangi normally only lash out those they have 
  returned to wreck vengeance on. They will attack those who 
  get in their way or attack them first, usually ignoring the latter 
  once they are out of the avangi's way. Some avangi have been 
  known to warn others to stay out of their way, while those 
  who had an evil bend in life may happily rampage through 
  whoever or whatever wanders into their path.  
  Withering gaze (Su):  Those within 30 feet of the Avangi 
  who are viewing the creature must make a Fort DC 15 save or 
  lose 1d4 Constitution permanently.  The Avangi gains 5 
  temporary hit points (10 on a critical hit) whenever it drains an 
  ability score, no matter how many points it drains. Temporary 
  hit points gained in this fashion last for a maximum of 1 hour. 
   
  Avangi In Amberos 
   
  Strangely, according to most legends, avangi are 
  granted their undead existence by Zzadasa, the Judge, as a 
  boon to wreck vengeance on their slayers.  Priests of Zzadasa 
  violently oppose this legend stating that undeath is against the 
  laws of nature and is thus completely out of character for 
  Zzadasa.  These priests claim that avangi are instead testament 
  to the fact that though the undead god Teeth has been 
  imprisoned, he still has the power to raise the dead – in this 
  case, the avangi – for his own dark purposes. 
   
  Avangi can be found anywhere on Amberos, though 
  they tend to show up more often in heavily populated areas 
  such as cities more so than in rural or areas of wilderness. 
  
  Bestiary Nefarious 
  Page 57 of 478 – Stephen C. Klauk 
  Avenclaar, General 
   
  For millennium, the wars in the lower planes have 
  raged across the multiverse, and many have been the time the 
  wars have spilled into other planes.  When many centuries ago 
  the great wars spilled into the Beastlands, the powers and 
  plane themselves fought back, creating the avenclaars to 
  defend the plane from these sinister attacks.  Now, even 
  though the threat of the wars and feuds of the lower planes 
  dare not reach into the Beastlands, many of the avenclaar now 
  travel to other planes to hunt down and destroy fiends on the 
  Mortal Realm. 
   
  It is thought by many scholars that these wars 
  continue, in part, due to the tainted “animals” of the lower 
  planes – many scholars think these monstrosities of evil may 
  have once been Beastlands petitioners taken to the Beastlands 
  by fiendish beings where they were tortured and turned into 
  the evils they are now.  In that regard, the avenclaar continue 
  the fight to protect those animals on the prime from similar 
  fates – and it is thought the avenclaar have even ventured 
  before to fiendish planes to rescue prominent petitioners from 
  the Beastlands. 
   
  The avenclaar do not have the ability to plane shift by 
  themselves, and rely on the powers of the Beastlands or 
  various druidic groups to summon them to the different areas 
  where they are needed. 
  Avenclaar usually work alone or in groups consisting 
  of the same “species”.  In very rare cases, avenclaars of 
  different types may unite together to bring down a particularly 
  despicable foe or organization.  Such alliances rarely last 
  beyond the completion of the task at hand, but most avenclaar 
  come away from such alliances with feelings of camaraderie 
  and friendship, making such an alliance between its former 
  associates more likely in the future. 
  All avenclaar share several special traits – the first of 
  which is the fact that at one time, each avenclaar was a normal 
  animal dwelling on the Beastlands.  At some point, one of the 
  few deities that dwell in the Beastlands – or in same cases the 
  Beastlands itself – augmented and transformed the creature 
  into an avenclaar, granting it sentience and giving it a purpose.  
  This augmentation means that the avenclaar’s true form is that 
  of an animal, and it can assume its old shape with little effort 
  (though it retains its augmented intelligence and some of its 
  augmented abilities). 
   
  Secondly, despite coming from a rather neutral-
  orientated plane, all avenclaar have a mission to hunt down 
  and destroy evil wherever they find it.  While a rare few 
  avenclaar have become so caught up in their mission that they 
  are actually evil themselves, the majority of avenclaar are of 
  good alignment.   
   
  Oddly, avenclaars do not have the grand lifespan of 
  other celestial or infernal beings; they generally exist no 
  longer than a human’s lifespan at most.  While they do not age 
  in a manner that causes them to decline physically, when their 
  term runs its course they die, are reborn to the Beastlands and 
  perhaps a new creature is elevated to avenclaar status. 
   
  Since avenclaars are in fact actually animals, Druids 
  or Rangers can take them as animal companions able to 
  contact the Beastlands via spell or travel.  However, 
  avenclaars are independent, sentient creatures and will 
  generally demand more respect and require more interaction 
  than that of a normal animal companion. 
   
  There are six basic avenclaar detailed here; the 
  variety of wildlife in the Beastlands and temperament of the 
  planar powers has produced other avenclaar types, but they are 
  generally short-lived and created for specific purposes. 
   
  On Amberos, most avenclaar can be found in the 
  Lands of Sarve, Kennestone or in the Wild Waste.  The 
  avenclaar are also known to fight an unending battle against 
  the Demon Jungle, and have been spotted around the Shafra 
  hills in the Skienlands.  Avenclaar have also been encountered 
  in Aurora and other various outer planes.  Oddly, the 
  
  Bestiary Nefarious  
  Page 58 of 478 – Stephen C. Klauk  
  avenclaar have never been seen in the Astral, Ethereal or 
  Elemental planes, though it is assumed they have the means to 
  travel to such planes if they wish. 
   
  Avenclaar and Druids 
   
  Avenclaar can be summoned with a Summon 
  Nature’s Ally spell, and can also be taken as an animal 
  companion.  The table below shows which Avenclaar can be 
  summoned with which spell and when they can be taken as 
  animal companions. 
   
  Avenclaar 
  Summon 
  Animal 
  Advancement 
  Nature’s 
  Ally 
  Companion 
  Required 
  Level 
  Adjustment 
  Bear 
  8th 
  13 
  -12 
  Cobra 
  5th 
  7 
  -6 
  Eagle 
  6th 
  7 
  -6 
  Lion 
  7th 
  10 
  -9 
  Mouse 
  6th 
  7 
  -6 
  Wolf 
  6th 
  7 
  -6 
   
   
  
  Bestiary Nefarious 
  Page 59 of 478 – Stephen C. Klauk 
  Bear Avenclaar 
  Avenclaar, Bear (Humanoid Form)  
   
  Avenclaar, Bear (Bear Form) 
  Medium Outsider (Augmented animal)   
  Large Outsider (Augmented animal) 
  Hit Dice:  
  8d8+32 (68 hp)   
   
   
   
  8d8+32 (68 hp) 
  Initiative:  
  +1 
   
   
   
   
   
  +1 
  Speed:   
  20 ft. (4 squares) in breastplate; base speed 30 ft., 
  30 ft. (6 squares)  
   
   
  Fly 70 feet (Average) 
  Armor Class:  
  22 (+1 Dex, +6 natural, +5 breastplate),  
   
  16 (-1 size, +1 Dex, +6 natural), touch 10, flat 15 
  touch 11, flat 21  
  BAB/Grapple:  +8/+15   
   
   
   
   
  +8/+18 
  Attack:   
  Greataxe +16 melee (1d12+12;x3)  
   
  Bite +15 melee (1d8+8) 
  Full Attack:  
  Greataxe +16/+11 melee (1d12+12;x3), 
   
  Bite +15 melee (1d8+8), 2 claws +9 melee (1d6+4) 
   
   
  Bite +11 melee (1d8+8) 
  Space/Reach:  
  5 ft./5 ft.  
   
   
   
   
  5 ft./5 ft. 
  Height:  
  5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
   
   
  8 ft. 6 in. +2d6 in. (9 ft. 1 in.) 
  Weight:  
  125 lbs. + 5d4 x 5 lbs. (187 lbs.) 
   
   
  1,400 lbs. + 2d4 x 100 lbs. (1,900 lbs.) 
  Special Att:  
  Rage 
   
   
   
   
   
  Rage, Rend 
  Special Qual:  
  Alternate form, DR 10/cold iron,   
   
  Alternate form, DR 10/cold iron, 
  darkvision 60 ft., outsider traits  
   
   
  darkvision 60 ft., outsider traits 
  Saves:   
  Fort +10, Ref +7, Will +7   
   
   
  Fort +10, Ref +7, Will +7 
  Abilities:  
  S27 D13 C19 I10 W12 Ch15  
   
   
  S27 D13 C19 I10 W12 Ch15 
  Skills:   
  Balance -3, Climb +15, Diplomacy +13,  
   
  Climb +19, Diplomacy +13, Handle Animal +13, 
  Escape Artist -3, Handle Animal +13, Hide -3,  
  Knowledge (nature) +11, Listen +12, Sense Motive +12, 
  Jump +4, Knowledge (nature) +11,   
   
  Spot +12, Survival +12, Swim +12 
  Listen +12, Move Silently -3, Sense  
  Motive +12, Sleight of Hand -3, Spot +12,  
  Survival +12, Swim +6  
  Feats:   
  Cleave, EnduranceB, Great Cleave, Power Attack,  
  Cleave, EnduranceB, Great Cleave, Power Attack, RunB, 
   
   
  RunB, TrackB 
   
   
   
   
  TrackB 
  Environment:  Beastlands  
   
   
   
   
  Beastlands 
  Organization:  Solitary, Hunt (2-5), or War party (5-20)  
   
  Solitary, Hunt (2-5), or War party (5-20) 
  CR:  
   
  9  
   
   
   
   
   
  9 
  Treasure:  
  None 
   
   
   
   
   
  None 
  Alignment:  
  Always chaotic good  
   
   
   
  Always chaotic good 
  Advancement:  9-16 HD (Medium); 17-24 HD (Large)  
   
  9-16 HD (Medium); 17-24 HD (Large) 
  Level Adj:  
  +5 (cohort) 
   
   
   
   
  +5 (cohort)  
  This shaggy humanoid has dark skin and a bear-
  like face. Its body bulges with muscles and a pair 
  of white feathered wings sprout from its back. In 
  its pudgy hands it holds an engraved greataxe 
  that seems to be covered with odd runes.  
  Bear avenclaars are manifestations of the might of 
  animals. They are strong, stubborn and ready to fight. They 
  are rarely idle, and once they spot some evil, they are quick to 
  move to amend it - usually through strength of arms. Bear 
  Avenclaars speak celestial and Common.  
   
  Combat 
  Bear avenclaars wade into battle with little heed to 
  their own safety. They are quick to anger and generally react 
  violently to any evil or threat they encounter. If backed into a 
  corner they will assume their bear form and grapple an 
  opponent, relying on their great strength to crush their foes 
  and their DR to protect them from harm. Bear avenclaars 
  rarely grant mercy or back down from a fight, even if losing.  
  Rage (Ex):  Once per day, as per the barbarian ability of the 
  same name, an Avenclaar bear can rage, gaining a +4 bonus to 
  Strength and Constitution, a +2 bonus to will saves and 
  suffering a –2 penalty to AC.  An Avenclaar bear’s rage lasts 
  for 9 rounds. 
  Rend (Ex): If the bear avenclaar hits the same opponent with 
  both its claw attacks in a single round, it may deal an 
  additional 2d6 +14 points of rending damage. 
  Alternate Form (Su): A bear avenclaar’s natural form is that 
  of a ferocious brown bear.  At will, it can assume a humanoid 
  form.  The creature is effectively camouflaged as a creature of 
  its new form, and it gains a +10 bonus on Disguise checks if it 
  uses this ability to create a disguise.  
  Skills:  A bear avenclaar has a +4 racial bonus on swim 
  checks. 
    
  
  Bestiary Nefarious  
  Page 60 of 478 – Stephen C. Klauk  
  Cobra Avenclaar 
  Avenclaar Cobra (Humanoid Form) 
   
  Avenclaar Cobra (Animal Form) 
  Medium Outsider (Augmented animal)   
  Small Outsider (Augmented animal) 
  Hit Dice:  
  4d8+12 (30 hp)   
   
   
   
  4d8+12 (30 hp) 
  Initiative:  
  +7 
   
   
   
   
   
  +7 
  Speed:   
  30 ft. (6 squares), fly 90 ft. (good)   
   
  20 ft. (4 squares) 
  Armor Class:  
  22 (+7 Dex, +5 natural), touch 17,   
   
  23 (+1 size, +7 Dex, +5 natural), touch 18, flat 16 
  flat 15  
  BAB/Grapple:  +4/+5   
   
   
   
   
  +4/+2 
  Attack:   
  Rapier +11 melee (1d6+1;18-20/x2) 
   
  Bite +12 melee (1d4-2 + poison) 
  Full Attack:  
  Rapier +11 melee (1d6+1;18-20/x2) 
   
  Bite +12 melee (1d4-2 + poison) 
  or bite +5 melee (1d4-2 + poison) 
  Space/Reach:  
  5 ft./5 ft.  
   
   
   
   
  5 ft./5 ft. 
  Height:  
  5 ft. 5 in. + 2d4 in. (5 ft. 10 in.) 
   
   
  3 ft. + 3d4 in. (3 ft. 7 in.) 
  Weight:  
  110 lbs. + 3d6 x 5 lbs. (160 lbs.) 
   
   
  10 lbs. + 2d8 x 2 lbs. (28 lbs.) 
  Special Att:  
  -  
   
   
   
   
   
  - 
  Special Qual:  
  Alternate form, DR 5/cold iron,  
   
   
  Alternate form, DR 5/cold iron, 
  darkvision 60 ft., outsider traits  
   
   
  darkvision 60 ft., outsider traits, scent 
  Saves:   
  Fort +7, Ref +11, Will +5   
   
   
  Fort +7, Ref +11, Will +5 
  Abilities:  
  S12, D25, C17, I11, W13, Ch15  
   
   
  S6, D25, C17, I11, W13, Ch15 
  Skills:   
  Balance +9, Escape Artist +9, Handle  
   
  Balance +13, Climb +11, Escape Artist +9, Handle 
  Animal +10, Hide +15,  Jump +3, Knowledge   
  Animal +10, Hide +23, Jump +3, Knowledge (nature) +8, 
  (nature) +8, Listen +5, Spot +5, Survival +9,  
  Listen +9, Spot +9, Survival +9, Swim +6*, Tumble +17 
  Swim +9*, Tumble +17 
  Feats:   
  Acrobatic, Agile, Weapon FinesseB  
   
  Acrobatic, Agile, Weapon FinesseB 
  Environment: 
  Beastlands  
   
   
   
   
  Beastlands 
  Organization:  Solitary, Hunt (2-5), or Gathering (5-20)  
   
  Solitary, Hunt (2-5), or Gathering (5-20) 
  CR:  
   
  5  
   
   
   
   
   
  5 
  Treasure:  
  None 
   
   
   
   
   
  None 
  Alignment:  
  Always lawful good  
   
   
   
  Always lawful good 
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
   
  5-8 HD (Medium); 9-12 HD (Large) 
  Level Adj:  
  +3 (cohort) 
   
   
   
   
  +3 (cohort) 
  This sleek humanoid's skin has a green tinge to 
  it, and the face is somewhat reptilian in 
  appearance. In its hand it holds a slim rapier, 
  which it wields with confident grace. From the 
  humanoid's back sprout a pair of multi-
  colored feathered wings.  
  The avenclaar cobra is the manifestation of nature's 
  speed and grace. An avenclaar cobra strikes silently and 
  swiftly, slipping into areas unseen and slipping out just as 
  easily. It is not uncommon to see Avenclaar cobra using 
  unusual and fanciful weapons in their war against the fiends. 
  Avenclaar cobras speak Abyssal, Infernal and Common. 
    
  Combat 
  Avenclaar cobras prefer to strike from an unseen 
  position or from a distance. If presented with heavy resistance, 
  they will attempt to slip away, drawing out individuals to 
  attack and destroy them one at a time. Wherever possible, 
  avenclaar cobras prefer surgical strikes - slipping past 
  guardians or other obstacles and removing individual threats 
  before slipping away unseen. If forced to fight, or against the 
  foe they have chosen to face, avenclaar will use whatever 
  abilities at their disposal to disarm, trip, impair or otherwise 
  render their victim incapable of striking back effectively.  
  Alternate Form (Su): A cobra avenclaar’s natural form is that 
  of a hooded cobra.  At will, it can take a humanoid shape.  The 
  creature is effectively camouflaged as a creature of its new 
  form, and it gains a +10 bonus on Disguise checks if it uses 
  this ability to create a disguise.  
  Poison (Ex):  In its cobra form, an cobra avenclaar’s bite 
  injects a neurotoxin into victims it bites (Injected, DC 15 Fort; 
  Init: 1d3 Con; Sec: 1d6 Con). 
  Skills: Cobra avenclaars have a +4 racial bonus on Hide, 
  Listen, and Spot checks and a +8 racial bonus on Balance and 
  Climb checks in animal form. A cobra avenclaar can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. Cobra avenclaars use either their Strength modifier 
  or Dexterity modifier for Climb checks, whichever is higher. 
  A cobra avenclaar has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, 
  provided it swims in a straight line. 
   
   
  
  Bestiary Nefarious 
  Page 61 of 478 – Stephen C. Klauk 
  Eagle Avenclaar 
  Avenclaar Eagle (Humanoid Form) 
   
  Avenclaar Eagle (Eagle Form) 
  Medium Outsider  
   
   
   
  Small Outsider 
  Hit Dice:  
  4d8+8 (26 hp)  
   
   
   
   
  4d8+8 (26 hp) 
  Initiative:  
  +2 
   
   
   
   
   
  +2 
  Speed:   
  30 ft. (6 squares), fly 100 ft. (average)  
   
  10 ft. (2 squares), fly 100 ft. (good) 
  Armor Class:  
  19 (+2 Dex, +3 natural, +4 chain shirt),  
   
  16 (+1 size, +2 Dex, +3 natural), touch 13, flat 13 
  touch 12, flat 17  
  BAB/Grapple:  +4/+6   
   
   
   
   
  +4/+0 
  Attack:   
  Two-bladed sword +4 melee  (1d6+2;18-20/x2) 
  Talons +6 melee (1d4) 
  Full Attack:  
  Two-bladed sword +4/+4/-1 melee  
   
  2 talons +6 melee (1d4) and bite –2 melee (1d4) 
  (1d6+2 / 1d6+2;18-20/x2) and bite +6 melee   
  Space/Reach:  
  5 ft./5 ft.  
   
   
   
   
  2 ½ ft./ 0 ft. 
  Height:  
  5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
   
   
  34 + 1d4 in. (3 ft.) 
  Weight:  
  120 lbs. + 3d6 x 5 lbs. (170 lbs.) 
   
   
  9 lbs. + 1d4 lbs. (11 lbs.) 
  Special Att:  
  Spells   
   
   
   
   
  - 
  Special Qual:  
  Alternate form, DR 5/cold iron,  
   
   
  Alternate form, DR 5/cold iron, 
  darkvision 60 ft., outsider traits  
   
   
  darkvision 60 ft., outsider traits 
  Saves:   
  Fort +6, Ref +6, Will +11   
   
   
  Fort +6, Ref +6, Will +11 
  Abilities:  
  S15 D15 C15 I11 W25 Ch15  
   
   
  S10 D15 C15 I11 W25 Ch15 
  Skills:   
  Balance 0, Climb 0, Concentration +9,  
   
  Concentration +9, Diplomacy +9, Handle Animal +9, 
  Diplomacy +9, Escape Artist 0, Handle  
   
  Knowledge (nature) +7, Hide +10, Search +7, Sense 
  Animal +9, Hide 0, Jump 0, Knowledge  
   
  Motive +14, Spot +19, Survival +14 
  (nature) +7, Listen +10, Move Silently 0,  
  Search +7, Sense Motive +14, Sleight of  
  Hand 0, Spot +11, Survival +14, Swim -2,  
  Tumble 0  
  Feats:   
  Improved Initiative, Two-weapon fighting,   
  Improved Initiative, Two-weapon fighting, Weapon 
   
   
  Weapon FinesseB  
   
   
   
  FinesseB 
  Environment:  Beastlands  
   
   
   
   
  Beastlands 
  Organization:  Solitary, Hunt (2-5), or Flight (5-20)  
   
  Solitary, Hunt (2-5), or Flight (5-20) 
  CR:  
   
  5 
   
   
   
   
   
  5  
  Treasure:  
  None 
   
   
   
   
   
  None 
  Alignment:  
  Always lawful good  
   
   
   
  Always lawful good 
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
   
  5-8 HD (Medium); 9-12 HD (Large) 
  Level Adj:  
  +3 (cohort)  
   
   
   
   
  +3 (cohort) 
  This slim humanoid has a mottled skin tone and 
  a hawkish face. Its long fingers are twisted about 
  a fanciful two-bladed sword and a pair of golden 
  feathered wings sprouts from its back.  
  Eagle avenclaar are a manifestation of nature's insight. 
  Eagle avenclaar are wise and quick to notice danger. They also 
  have an intimate connection back to the Beastlands, allowing 
  them to cast a small list of divine spells, channeled from their 
  home plane.  
  An eagle avenclaar speaks Celestial, Elvin and 
  Common.  
   
  Combat 
  Eagle avenclaar are careful to only enter fights that 
  they feel they can win. They will use their skills and spells to 
  full effect to destroy their enemy or improve their chance of 
  success in their endeavors. If faced with overwhelming 
  opposition, or if the fight goes badly, avenclaar eagles have 
  been known to retreat to fight another day, though they have 
  never been known to surrender.  
  Alternate Form (Su): An eagle’s avenclaar natural form is 
  that of a bald eagle.  At will, it can assume a humanoid form 
  as a move-equivalent action.  Its weapon and armor merge 
  with its natural form in animal form.  The creature is 
  effectively camouflaged as a creature of its new form, and it 
  gains a +10 bonus on Disguise checks if it uses this ability to 
  create a disguise.  
  Spells (Sp):  An avenclaar in humanoid form can cast spells as 
  if it were a 4th level cleric, with the domains of Animal and 
  Good.  Spell saves are DC 17 + spell level.  While in animal 
  form, it cannot cast spells, but can use its domain powers. 
  Skills:  Eagle avenclaar have a +8 racial bonus on Spot checks 
  in eagle form. 
   
  Typical Cleric Spell List 
  (5/6/5; CL 4;Spell DC 17 + Spell Level; Domains:  Animal, 
  Good) 
  
  Bestiary Nefarious  
  Page 62 of 478 – Stephen C. Klauk  
  0:  Guidance, Light, Mending, Resistance, Virtue 
  1st:  Calm AnimalsD, Command, Divine Favor, Magic 
  Weapon, Obscuring Mist, Sanctuary 
  2nd:  AidDG, Align Weapon, Lesser Restoration, Owl’s 
  Wisdom, Resist energy 
  D: Domain Spell 
  G:  Good spell, +1 caster level 
   
   
   
  
  Bestiary Nefarious 
  Page 63 of 478 – Stephen C. Klauk 
  Lion Avenclaar 
  Avenclaar Lion (Humanoid Form) 
   
  Avenclaar Lion (Lion Form) 
  Medium Outsider (Augmented animal) 
   
  Large Outsider (Augmented animal) 
  Hit Dice:  
  5d8+15 (37 hp)   
   
   
   
  5d8+15 (37 hp) 
  Initiative:  
  +3 
   
   
   
   
   
  +3 
  Speed:   
  30 ft. (6 squares), fly 65 ft. (average) in scale 
  40 ft. 
  mail armor; base speed 40 ft. fly 75 ft.  
  Armor Class:  
  23 (+3 Dex, +4 natural, +4 scale mail armor,  
  16 (-1 size, +3 Dex, +4 natural), touch 12, flat 13 
  +2 heavy wooden shield), touch 13,  
  flat 20  
  BAB/Grapple:  +5/+11   
   
   
   
   
  +4/+14 
  Attack:   
  Bastard sword +11 melee (1d10+6;19-20/x2) 
  Claw +10 melee (1d4+6) 
  Full Attack:  
  Bastard sword +11 melee (1d10+6;19-20/x2) 
  2 claws +10 melee (1d4+6), bite +5 melee (1d8+3) 
  and bite +6 melee (1d6+3)  
  or composite longbow (+6 Str) +8 ranged (1d8+6;x3) 
  Space/Reach:  
  5 ft./5 ft.  
   
   
   
   
  10 ft./5 ft. 
  Height/Length: 5 ft. 6 in. + 2d6 in. (6 ft. 1 in.) 
   
   
  9 ft. + 2d6 in. (9 ft. 6 in.) 
  Weight:  
  130 lbs. + 5d4 x 5 lbs. (192 lbs.) 
   
   
  185 lbs. + 4d6 x 10 lbs. (325 lbs.) 
  Special Att:  
  Fear aura, spells   
   
   
   
  Pounce, improved grab, rake 1d4 +3 
  Special Qual:  
  Alternate form, DR 5/cold iron,  
   
   
  Alternate form, DR 5/cold iron, 
  darkvision 60 ft., outsider traits, SR 17 
   
  darkvision 60 ft., outsider traits, SR 17, scent 
  Saves:   
  Fort +7, Ref +7, Will +5   
   
   
  Fort +7, Ref +7, Will +5 
  Abilities:  
  S23 D19 C17 I11 W13 Ch25  
   
   
  S23 D19 C17 I11 W13 Ch25 
  Skills:   
  Balance -3, Bluff +17, Climb 0, Diplomacy +17,  
  Balance +8, Bluff +17, Diplomacy +17, Handle Animal 
  Escape Artist -3, Handle Animal +15, Hide -3,  
  +15, Hide +4*, Knowledge (Nature) +8, Intimidate +17, 
  Intimidate +17, Jump 0, Knowledge (nature) +8,  
  Listen +7, Move Silently +9, Sense Motive +11, Spot +7 
  Listen +5, Move Silently -3, Sense Motive +11,  
  Sleight of Hand -3, Spot +5, Swim -14, Tumble -3  
  Feats:   
  AlertnessB, RunB, Negotiator, Persuasive  
   
  AlertnessB, RunB, Negotiator, Persuasive 
  Environment:  Beastlands  
   
   
   
   
  Beastlands 
  Organization:  Solitary, Pride (2-5), or Hunt (5-20) 
   
  Solitary, Pride (2-5), or Hunt (5-20) 
  CR:  
   
  6 
   
   
   
   
   
  6  
  Treasure:  
  None  
   
   
   
   
   
  None 
  Alignment:  
  Always chaotic good  
   
   
   
  Always chaotic good 
  Advancement:  6-10 HD (Medium); 11-15 HD (Large) 
   
  6-10 HD (Medium); 11-15 HD (Large) 
  Level Adj:  
  +5 (cohort) 
   
   
   
   
  +5 (cohort) 
   The hardy humanoid before you has a golden 
  tinge to its preponderance of body hair, and has 
  a cat-like face that is framed by a well-trimmed 
  beard and long, golden locks of hair. From the 
  being's back sprout a pair of golden, feathered 
  wings.  
  The Avenclaar lion is a personification of the forces 
  of nature. They are proud and charismatic creatures who seek 
  to enlighten others to the plights of the "helpless". Of all the 
  Avenclaar, the Avenclaar lion is the most likely to aid non-
  animal creatures, though they often will ask for favors from 
  those they assist at a later date. The Avenclaar lion speaks 
  Celestial, Infernal, Elvin, Dwarven, Common and Goblinoid.  
   
  Combat 
  Avenclaar lions are both fierce fighters and powerful 
  spellcasters. They prefer to attack with elemental-based magic 
  first to soften their target, then strike with ranged attacks until 
  the enemy has been weakened, moving in to strike with melee 
  attacks to finish opponents off.  
  Alternate Form (Su):  The Avenclaar Lion’s natural form is 
  that of a lion.  At will, it can assume a humanoid form. Its 
  weapons and armor merge with its body when it changes from 
  humanoid to animal form.  The creature is effectively 
  camouflaged as a creature of its new form, and it gains a +10 
  bonus on Disguise checks if it uses this ability to create a 
  disguise. 
  Fear Aura (Su): The use of this ability is a free action.  Those 
  within 30 feet of the Avenclaar Lion when it attacks must 
  make a Will save (DC 19) or act as if under the effects of a 
  fear spell (cast at 5th level ability).  An opponent can be 
  subjected to the fear aura only once per combat. 
  Improved Grab (Ex): To use this ability, an Avenclaar lion 
  in lion form must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a hold 
  and can rake. 
  
  Bestiary Nefarious  
  Page 64 of 478 – Stephen C. Klauk  
  Pounce (Ex): If an Avenclaar lion in lion form charges a foe, 
  it can make a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +10 melee, damage 1d4+2. 
  Spells (Sp):  An Avenclaar Lion can cast spells as a 5th level 
  sorcerer.  If it gains levels in the sorcerer class, it is treated as 
  being 5 levels higher for purposes of caster level, determining 
  spells known and spells per day.  Avenclaar Lions never 
  attract familiars. 
  Skills: An Avenclaar Lion gains a +4 racial bonus to Balance, 
  Hide, and Move Silently checks.  In areas of tall grass or 
  heavy undergrowth, the Hide bonus increases to +12. 
  
  Bestiary Nefarious 
  Page 65 of 478 – Stephen C. Klauk 
  Mouse Avenclaar 
  Avenclaar Mouse (Humanoid Form) 
   
  Avenclaar Mouse (Mouse Form) 
  Medium Outsider (Augmented animal) 
   
  Diminutive Outsider (Augmented animal) 
  Hit Dice:  
  4d8+4 (22 hp)  
   
   
   
   
  4d8+4 (22 hp) 
  Initiative:  
  +9 
   
   
   
   
   
  +9 
  Speed:   
  30 ft. (6 squares), fly 120 ft. (average)  
   
  10 ft. (6 squares) 
  Armor Class:  
  20 (+5 Dex, +2 natural, +3 studded leather   
  21 (+4 size, +5 Dex, +2 natural), touch 19, flat 16 
  armor), touch 15, flat 15  
  BAB/Grapple:  +4/+4   
   
   
   
   
  +4/-9 
  Attack:   
  Short sword +4 melee (1d6;19-20/x2) 
   
  Bite +3 melee (1d2-5) 
  Full Attack:  
  Short sword +4 melee (1d6;19-20/x2) 
   
  Bite +3 melee (1d2-5) 
  or sling +9 ranged (1d4) 
  Space/Reach:  
  5 ft./5 ft.  
   
   
   
   
  1 ft./0 ft. 
  Height:  
  4 ft. 9 in. + 2d4 in. (5 ft. 2 in.) 
   
   
  3 in. 
  Weight:  
  90 lbs. + 2d6 x 5 lbs. (125 lbs.) 
   
   
  1/10 lb. 
  Special Att:  
  -  
   
   
   
   
   
  - 
  Special Qual:  
  Alternate form, DR 5/cold iron,  
   
   
  Alternate form, DR 5/cold iron, 
  darkvision  60 ft., outsider traits, spell immunity  
  darkvision  60 ft., outsider traits, spell immunity 
  Saves:   
  Fort +5, Ref +9, Will +5  
  Abilities:  
  S11 D21 C13 I25 W13 Ch15 
   
   
  S1 D21 C13 I25 W13 Ch15 
   Skills:   
  Balance +4, Bluff +9, Climb -1, Decipher   
  Decipher Script +7, Disable Device +14, Disguise +19, 
  Script +7, Disable Device +14, Disguise +9,  
  Escape Artist +11, Gather Information +9, 
  Escape Artist +11, Gather Information +9,   
  Handle Animal +9, Hide +22, Knowledge (nature) +14, 
  Handle Animal +9, Hide +6, Jump -1,  
   
  Listen +9, Move Silently +21, Search +14,  
  Knowledge (nature) +14, Listen +9, Move   
  Sense Motive +8, Spellcraft +14, Survival +8, Tumble +4,  
  Silently +21, Search +14, Sense Motive +8,   
  Use Magic Device +9 
  Sleight of Hand +4, Spellcraft +14, Spot +4,  
  Survival +8, Swim -2, Tumble +4, Use Magic  
  Device +9  
  Feats:   
  Dodge, Improved Initiative, StealthyB  
   
  Dodge, Improved Initiative, StealthyB 
  Environment:  Beastlands  
   
   
   
   
  Beastlands 
  Organization:  Solitary, Squad (2-5), or Nest (5-20) 
   
  Solitary, Squad (2-5), or Nest (5-20) 
  CR:  
   
  5  
   
   
   
   
   
  5 
  Treasure:  
  None  
   
   
   
   
   
  None 
  Alignment:  
  Always chaotic good  
   
   
   
  Always chaotic good 
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
   
  5-8 HD (Medium); 9-12 HD (Large) 
  Level Adj:      
  +3 (cohort) 
   
   
   
   
  +3 (cohort) 
   
   This lithe humanoid appears to be slightly 
  hunched and has a mouse-like face and overly 
  large ears. She wears pitch black studded leather 
  armor, and wields a short sword with incredible 
  deftness.  
  The Avenclaar mouse is the epitome of worldly 
  knowledge. They are quick in both speed and wit, and are the 
  problem-solvers of the Avenclaar. Though generally quiet, in 
  a mixed group of Avenclaar, it is usually the Avenclaar mouse 
  who plans all of the group's activities and does the background 
  work of collecting information on their foe.  
  Avenclaar mice speak every known language that has 
  a written form.  
   
  Combat 
  Avenclaar mice choose their combats very carefully, 
  and use the terrain and their abilities to their full potential to 
  bring down foes. They generally use direct combat only as a 
  last resort, and prefer to use traps or other ensnarement to 
  whittle away or incapacitate foes. Avenclaar mice are the most 
  likely among the Avenclaar to use tools and gizmos, and some 
  have even taken to crafting their own items for their personal 
  use.  
  Alternate Form (Su): An Avenclaar mouse’s natural form is 
  that of a small gray mouse.  At will, they can assume 
  humanoid form.  When changing into mouse form, all of their 
  weapons, gear and armor become part of their mouse form.  
  The creature is effectively camouflaged as a creature of its 
  new form, and it gains a +10 bonus on Disguise checks if it 
  uses this ability to create a disguise.  
   Spell Immunity (Ex): Avenclaar mice avoid the effects of 
  spells and spell-like abilities that directly affect it. This works 
  exactly like spell resistance, except that it cannot be overcome, 
  and only applies to spells of 3rd level or less. Spells that do not 
  allow spell resistance are not affected by spell immunity.  
  Skills:  An avenclaar mouse gains a +8 bonus to move silently 
  and a +4 bonus to listen checks. 
  
  Bestiary Nefarious  
  Page 66 of 478 – Stephen C. Klauk  
   
   
  
  Bestiary Nefarious 
  Page 67 of 478 – Stephen C. Klauk 
  Wolf Avenclaar 
  Avenclaar Wolf (Humanoid Form) 
   
  Avenclaar Wolf (Humanoid Form) 
  Medium Outsider (Augmented animal)   
  Medium Outsider (Augmented animal) 
  Hit Dice:  
  4d8+28 (46 hp)   
   
   
   
  4d8+28 (46 hp) 
  Initiative:  
  +1 
   
   
   
   
   
  +2 
  Speed:   
  20 ft. (4 squares), fly 50 ft. (average) in banded  
  50 ft. (10 squares) 
  mail armor; base speed 30 ft. fly 60 ft.  
  Armor Class:  
  22 (+1 Dex, +4 natural, +6 banded mail armor,  
  15 (+2 Dex, +4 natural), touch 11, flat 14 
  +1 light wooden shield), touch 11, flat 21  
  BAB/Grapple:  +4/+5   
   
   
   
   
  +4/+5 
  Attack:   
  Flail +5 melee (1d8+1) 
   
   
   
  Bite +5 melee (1d6+1) 
  Full Attack:  
  Flail +5 melee (1d8+1) 
   
   
   
  Bite +5 melee (1d6+1) 
   
   
  and bite +1 melee (1d6+1) 
  Space/Reach:  
  5 ft./5 ft.  
   
   
   
   
  5 ft./5 ft. 
  Height/Length: 5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
   
   
  4 ft. + 2d6 in. (4 ft. 7 in.) 
  Weight:  
  125 + 3d6 x 5 lbs. (175 lbs.) 
   
   
  40 + 1d12 x 5 lbs. (70 lbs.) 
  Special Att:  
  -  
   
   
   
   
   
  Trip 
  Special Qual:  
  Alternate form, DR 5/cold iron,  
   
   
  Alternate form, DR 5/cold iron, 
   
  darkvision 60ft., outsider traits, scent  
   
  darkvision 60ft., outsider traits, scent 
  Saves:   
  Fort +11, Ref +5, Will +5   
   
   
  Fort +11, Ref +5, Will +5 
  Abilities:  
  S13 D15 C25 I13 W13 Ch15  
   
   
  S13 D15 C25 I13 W13 Ch15 
  Skills:   
  Balance -6, Climb -2, Diplomacy +10,  
   
  Climb +5, Diplomacy +10, Handle Animal +10,  
  Escape Artist -6, Handle Animal +10,  
   
  Knowledge (nature) +9, Listen +5, Sense Motive +9, 
  Hide -6, Jump +2, Knowledge (nature) +9,   
  Sense Motive +9, Spot +5, Survival +9, Swim +6 
  Listen +5, Move Silently -6, Sense  
  Motive +9, Sleight of Hand -6, Spot +5,  
  Survival +9, Swim -9, Tumble -6  
  Feats:   
  Combat Expertise, Improved Trip, TrackB,  
  Combat Expertise, Improved Trip, TrackB, 
   
   
  Weapon Focus (Bite)B  
   
   
   
  Weapon Focus (Bite)B 
  Environment:  Beastlands  
   
   
   
   
  Beastlands 
  Organization:  Solitary, Chase (2-5), or Pack (5-20)  
   
  Solitary, Chase (2-5), or Pack (5-20) 
  CR:  
   
  5  
   
   
   
   
   
  5 
  Treasure:  
  None  
   
   
   
   
   
  None 
  Alignment:  
  Always chaotic good  
   
   
   
  Always chaotic good 
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
   
  5-8 HD (Medium); 9-12 HD (Large) 
  Level Adj:  
  +3 (cohort) 
   
   
   
   
  +3 (cohort) 
  This well-built humanoid has a thin wolfish grin 
  spread across its face and piercing blue eyes. He 
  has wild gray hair with bushy white sideburns 
  and sports a slick black goatee. His ears are 
  slightly elongated, and his large hands firmly 
  grasp a flail in one hand and a wooden shield in 
  the other.  
  Avenclaar Wolves are the personification of the living 
  tenaciousness of the wild. They are hale and hardy creatures 
  and implacable foes who rarely tire easily. They are also to a 
  fault curious, and great socializers. Among the Avenclaar, it is 
  the Avenclaar Wolf who is most likely to be found wandering 
  a civilized area. They are also one of the few Avenclaar types 
  who prefer to operate in numbers rather than alone.  
  Avenclaar wolves can speak Infernal, Abyssal and 
  Common.  
   
  Combat 
  A lone Avenclaar wolf fights with cunning, often 
  using hit and run tactics to lure opponents to their doom. 
  When fighting as a group, Avenclaar fight especially well, 
  maneuvering to help flank opponents and aid companions in 
  the battle wherever possible.  
  Alternate Form (Su): An Avenclaar’s wolf natural form is 
  that of a wolf.  At will, it can assume a humanoid form.  When 
  transforming to animal shape, the Avenclaar’s gear, weapons 
  and armor become part of its animal shape.  The creature is 
  effectively camouflaged as a creature of its new form, and it 
  gains a +10 bonus on Disguise checks if it uses this ability to 
  create a disguise.  
    
  
  Bestiary Nefarious  
  Page 68 of 478 – Stephen C. Klauk  
  Baku-Shaksta  
  Small Aberration (Shadow) 
  Hit Dice:  
  4d8 (18 hp)  
  Initiative:  
  +5 
  Speed:  
  15 ft. (3 squares), fly 60 ft. (good)  
  Armor Class:  
  19 (+1 size, +5 Dex, +3 natural), touch 16, 
  flat 14  
  BAB/Grapple:  +3/-1  
  Attack: 
  Claw +9 melee (1d3)  
  Full Attack:  
  2 Claws +9 melee (1d3)  
  Space/Reach:  
  5 ft./0 ft.  
  Length: 
  3 ft. + 1d6 in. (3 ft. 3 in.) 
  Weight: 
  10 lbs. + 1d4 lbs. (12 lbs.) 
  Special Att:  
  Ability damage  
  Special Qual:  
  Blindsight, darkvision 60 ft., fast healing 3, 
  spell resistance 14, spells-like abilities  
  Saves:  
  Fort +1, Ref +6, Will +4  
  Abilities:  
  S10 D21 C11 I13 W11 Ch16  
  Skills:  
  Hide +16, Listen +3, Move Silently +9, Spot 
  +7  
  Feats:  
  Hover, Weapon Finesse  
  Environment:  Plane of Shadow  
  Organization:  Solitary  
  CR:  
  3  
  Treasure:  
  50% coins, double goods, standard magic 
  (wondrous items only)  
  Alignment:  
  Always neutral evil  
  Advancement:  5-8 HD (Small); 9-12 HD (Medium)  
  Level Adj:  
  -  
  This tawny creature has an elongated body 
  that has bright orange fur. A fox-like tail 
  dangles behind it and its wings seem to be 
  made of shadow, though they end in brightly 
  colored feather tips. The creature has a 
  miniature elephantine head and its long, 
  powerful legs end in sharp scything claws.  
  The baku-shaksta is thought to be the larval form of the evil 
  race of maleafants. Sages believe that maleafants lay eggs in 
  the Plane of Shadow, which quickly hatch as these malevolent 
  hunters.  
  The baku-shaksta uses its bright colors and spell-like 
  abilities to hunt for prey on the realm of shadow. Unlike many 
  creatures native to this realm, the baku-shaksta is brightly 
  colored and adorned to attract prey to it, which it then uses its 
  vicious abilities to kill and devour. The creature is capable of 
  muting its colors to grey, but usually only does so when 
  attempting to ambush prey. When attacking or using its 
  hypnotic pattern ability, baku-shaksta prefer to use their full 
  colors to dazzle and frighten prey.  
  Upon reaching its maximum advancement range, it is 
  believed that baku-shaksta create an inky black color pool that 
  leads to a pocket dimension. There, in the pocket dimension 
  the baku-shaksta undergoes a transformation into a maleafant. 
  When the transformation completes, the Maleafant tears out of 
  the pocket dimension, forming a temporary rip into the outer 
  planes and its final home.  
  Baku-Shaksta cannot speak but generally understand 
  Common and Shadow. 
   
  Combat  
  Baku-shaksta use their spell-like abilities to lure prey 
  to them, and then attack from ambush. They often use their 
  dancing lights ability to attract prey to a location, then strike 
  from behind. In other cases, they may swoop in on prey, 
  unleash their hypnotic pattern and then attempt to feed on prey 
  one at a time.  
  Baku-shaksta 
  are 
  exceptionally 
  cunning 
  and 
  intelligent, and will seek to separate groups before striking at 
  individuals, often using their magical abilities in an attempt to 
  lead off members of a group for easy attacking. It has been 
  known to lead victims into treacherous areas or even into the 
  path of other predators to whittle down numbers before 
  striking at a juicy target.  
  Ability Damage (Su): The claw attacks of a baku-shaksta deal 
  1d2 points of Dexterity ability damage. If an attack that causes 
  ability damage scores a critical hit, it deals twice the indicated 
  amount of damage (if the damage is expressed as a die range, 
  roll two dice). Ability damage returns at the rate of 1 point per 
  day for each affected ability.  
  Blindsight (Ex): Baku-shaksta have the ability to “feel” their 
  surroundings, as if their sense of touch were extended into the 
  surrounding area. This has an effect radius of 30 feet, but only 
  works in twilight or pure darkness. The creature usually does 
  not need to make Spot or Listen checks to notice creatures 
  within range of its blindsight ability.  
  Fast Healing (Ex): A Baku-shaksta heals 3 hit points per 
  round in areas of torchlight or greater light. Except where 
  noted here, fast healing is just like natural healing. Fast 
  healing does not restore hit points lost from starvation, thirst, 
  or suffocation, and it does not allow a creature to regrow lost 
  body parts.  
  Spells-like Abilities (Sp): A Baku-shaksta can use the 
  following abilities as if a 3rd level sorcerer. Dancing Lights – 
  at will, Darkness - 3x/day, Flare –at will, Hold Person – 
  3x/day, Hypnotic Pattern – 1x/day, Light - at will. The spell 
  DCs are 13 + spell level. 
   
  Baku-Shaksta on Amberos 
   
  Occasionally, a summons directed at the Plane of 
  Shadow will inadvertently bring a baku-shaksta to the vicinity, 
  along with the creature that was to be summoned originally.  
  Such an occurrence is thought only to happen when the baku-
  shaksta was in the midst of hunting the summoned creature, 
  though exactly how the baku-shaksta arrives at the mortal 
  plane is not understood.  Unfortunately for the caster, the 
  baku-shaksta is not under the control of the caster, and is not 
  dismissed if the original summoning spell is ended or the 
  summoned creature otherwise dispatched. 
   
  
  Bestiary Nefarious 
  Page 69 of 478 – Stephen C. Klauk 
  Baquada   
  Medium Humanoid (Human, Shapechanger) 
  Medium Animal (Aquatic, Shapechanger) 
   
  Humanoid Form 
   
   
   
  Fish Form 
  Hit Dice:  
  1d8 (4 hp)  
   
   
   
   
  1d8 (4 hp) 
  Initiative:  
  +1 
   
   
   
   
   
  +1 
  Speed:  
  30 ft. (6 squares)   
   
   
   
  Swim 60 ft. (12 squares) 
  Armor Class:  
  18 (+1 Dex, +3 natural, +3 studded leather   
  14 (+1 Dex,+3 natural), touch 11, flat 13 
  armor, +1 light wooden shield), touch 11,  
  flat 17  
  BAB/Grapple:  +0/+0   
   
   
   
   
  +0/+0 
  Attack:  
  Scimitar +0 melee (1d6;18-20/x2)   
   
  nil 
  Full Attack:  
  Scimitar +0 melee (1d6;18-20/x2)  
   
  nil 
  Space/Reach:  
  5 ft./5 ft.  
   
   
   
   
  5 ft./5 ft. 
  Height: 
  5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
   
   
  5 ft. 6 in. + 2d6 in. (5 ft. 11 in.) 
  Weight: 
  125 lbs. + 3d6 x 5 lbs. (175 lbs.) 
   
   
  125 lbs. + 3d6 x 5 lbs. (175 lbs.) 
  Special Att:  
  -  
   
   
   
   
   
  - 
  Special Qual:  
  Alternate form   
   
   
   
  Alternate form 
  Saves:  
  Fort +0, Ref +1, Will +0   
   
   
  Fort +0, Ref +1, Will +0 
  Abilities:  
  S11 D13 C11 I10 W10 Ch10 
   
   
  S11 D13 C11 I10 W10 Ch10 
   Skills:  
  Balance -1, Climb -2, Escape Artist -1,  
   
  Escape Artist +4, Knowledge (local) +4, Swim +8 
  Hide -1, Jump -2, Knowledge (local) +4,  
  Listen 0, Move Silently -1, Sleight of Hand -1,  
  Spot 0, Swim +6, Tumble -1  
  Feats:  
  Skill Focus (Escape Artist) 
   
   
  Skill Focus (Escape Artist) 
  Environment:  Warm aquatic  
   
   
   
   
  Warm aquatic 
  Organization:  Solitary, Crew (2-5), Pod (5-20), or  
   
  Solitary, Crew (2-5), Pod (5-20), or 
  School (20-40)   
   
   
   
  School (20-40) 
  CR:  
  ¼  
   
   
   
   
   
  ¼   
  Treasure:  
  Standard  
   
   
   
   
  None 
  Alignment:  
  Always neutral   
   
   
   
  Always neutral 
  Advancement:  By Character Class  
   
   
   
  By Character Class 
  Level Adj:  
  +0  
   
   
   
   
   
  +0
  The portion of this humanoid that rises above the 
  water appears to be human, but the part below is 
  obviously that of a fish - by the looks of it, a very 
  large salmon.  
  Baquada are a race of humanoid beings, thought to once 
  have been humans who lived in coastal dwellings, who were 
  cursed by the god of the sea. When a Baquada touches salt 
  water, the submerged portion becomes that of a fish. To 
  ensure the curse works as the god intended, all Baquada are 
  drawn to the sea, and prefer to spend a majority of their time 
  in the water. Those who do not seek the sea quickly become 
  insane and murderous - driven to reach the sea and immerse 
  themselves. These cursed beings prefer a life of fishing and 
  living at the edge of the sea. Baquada make poor pirates, as 
  they will often jump ship to relish swimming in the ocean. 
   Generally speaking, baquada are both drawn to, and 
  fear the sea.  They have an instinctive fear of deep waters and 
  the deprivations of the sea god who has cursed them, but  they 
  cannot stand to be out of sight of the ocean’s edge 
  Baquada speak Common.  
   
  Combat 
  Baquada, in their fish form, are practically unable to 
  fight. Even on land, they are poor fighters and rarely advance 
  in combat-orientated classes; they do tend to make devout 
  priests however, but never of a sea god, who will not accept 
  them as priests.  
  Alternate Form (Su): A baquada’s natural form is humanoid.  
  When submerged in salt water, they take on the shape of a 
  large salmon.  The creature is effectively camouflaged as a 
  creature of its new form, and it gains a +10 bonus on Disguise 
  checks if it uses this ability to create a disguise. All of the 
  baquada’s gear and armor become part of the new shape. 
  Skills:  A baquada gains a +8 racial bonus to swim checks.  It 
  may choose to take 10 on swim checks, even when rushed or 
  in combat. 
   
  Baquada Society 
   
  It is not unknown for baquada to live among human 
  communities, keeping their true nature secret from the rest of 
  the populace as they ply their trade as sailors or fishermen. 
   
  There are also a few communities that are entirely 
  composed of baquada, and though they tend to follow the 
  organization and structure of nearby communities, they tend to 
  
  Bestiary Nefarious  
  Page 70 of 478 – Stephen C. Klauk  
  be shunned for their odd ways and the curse that has befallen 
  them.  Few of these all-baquada communities manage to keep 
  their curse a secret, but smaller villages have been known to 
  keep the true nature of their curse quiet in the hopes of not 
  scaring off trade and visitors to their communities. 
   
  Most baquada live following human customs, plying 
  trade as fishermen, or in rare occasions, sailors.  All baquada 
  are drawn to the sea, and often set aside at least an hour of 
  time each day in which they may “bathe” – immersing 
  themselves in seawater either directly in the ocean or within a 
  tub or other container filled with seawater drawn fresh that 
  day from the ocean. 
   
  Children borne to baquada carry the curse of their 
  parents; if either mother or father is baquada, the child is 
  assured to carry the curse of their kind.  Mothers of baquada 
  young often keep a pitcher of seawater in which to bathe their 
  child and keep his skin moist as he grows; children often play 
  at the foot of the ocean and it is not unknown for the draw of 
  the sea to be so great that those children who are not 
  monitored dive into the sea, sometimes to not be seen for 
  years or ever again. 
   
  Baquada on Amberos 
   
  Baquada are only found in Amberos in Randu and 
  Ran Da Khan, in areas around the Forna Sea.  Most trace their 
  ancestry back to forbearers who dwelled in the outlying areas 
  of the Randese capital of Zarame Kull, the capital which now 
  lies at the bottom of the sea.  When that capital sank, M’kree 
  Malka, the shark god, offered to save its inhabitants.  While 
  many accepted, the ancestors of the baquada instead spurned 
  the shark god’s offer and Malka uttered a curse upon them to 
  become fish – and prey to his sharks.  Luckily, those who 
  would be the baquada had managed to make it to land before 
  Malka finished his curse and Belli, the Lord of Nature, heard 
  Malka’s curse and was able to keep it from affecting the 
  baquada while they were on land. 
   
  Baquada as Characters 
   
  Baquada prefer to remain close to the edge of the sea, 
  too fearful to stray into open waters, but still drawn to the 
  powerful waters.  Some baquada conquer their fear of the sea 
  god who have cursed them, and travel the waters in search of 
  adventure – or perhaps an end to their curse. 
   
  Baquada have the following abilities. 
  • 
  Medium size 
  • 
  Shapechanger subtype 
  • 
  Aquatic subtype (in fish form) 
  • 
  Base Land speed 30 ft., Swim 60 ft. 
  • 
  Normal vision. 
  • 
  +2 Dex.  Baquada tend to have quick reactions. 
  • 
  +3 natural armor.  Even in human form, a 
  baquada’s skin is covered in flesh-colored scales. 
  • 
  Alternate Form (Su): A baquada’s natural form is 
  humanoid.  When submerged in salt water, they take 
  on the shape of a large salmon.  The creature is 
  effectively camouflaged as a creature of its new form, 
  and it gains a +10 bonus on Disguise checks if it uses 
  this ability to create a disguise. All of the baquada’s 
  gear and armor become part of the new shape. 
  • 
  Human Blood.  A baquada is considered to be 
  human when determining the effects of spells, 
  magical items or other special abilities.  They can 
  utilize equipment or qualify for prestige classes that 
  have a human requirement. 
  • 
  Skills:  A baquada gains a +8 racial bonus to swim 
  checks.  It may choose to take 10 on swim checks, 
  even when rushed or in combat. 
  • 
  Automatic 
  Languages: 
   
  Common 
   
  Bonus 
  Languages:  Aquan, Draconic, Dwarven, Elvin, 
  Giant, Gnomish, Goblinoid, Trade. 
  • 
  Favored Class:  Rogue 
  • 
  Level Adjustment:  - 
  Baquada tend to spurn the gods, for no god has 
  removed their curse.  They refuse to worship gods of the sea, 
  for the god that has cursed them will have nothing to do with 
  them.  Baquada druids are not unknown, and some baquada 
  living in Randese lands have been known to worship Visha, 
  the Battle Maiden.  Priests of Visha may choose two of the 
  three domains of Strength, War or Good. 
   
   
  
  Bestiary Nefarious 
  Page 71 of 478 – Stephen C. Klauk 
  Baquada Mariner 
  Baquada Rog 5;hp: 22 
  S12 D18 C13 I14 W10 Ch8;Fort +2, Ref +8, Will +1 
  Init: 
  +4 
  Move:  30 ft; 60 ft. in fish form 
  AC:  20 (+4 Dex, +3 natural, +3 leather +1) touch 14, flat 16 
  BAB/Grapple: +3/+4 
  Full Attack: 
  +1 rapier +8 melee (1d6+2;18-20/x2) 
  Special Att: 
  Sneak attack +3d6 
  Special Qual: 
  Alternate form, evasion, trap sense +1, 
  trapfinding, uncanny dodge 
  Skills: Bluff +6, Climb +9, Craft (Trapmaking) +10, Gather 
  Information +6, Knowledge (Local) +10, Listen +0, 
  Profession (Sailor) +8, Search +10, Spot +8, Swim 
  +6, Tumble +12, Use Rope +12 
  Feats: Improved Initiative, Weapon Finesse 
  CR: 
  5 
  Gear: 
  +1 rapier (2,320 gp), leather +1 (1,160 gp), potion of 
  cure light wounds (50 gp), potion of barkskin (300 
  gp) 
  Total: 3,830 gp (4,300 gp) 
  Evasion (Ex): If a baquada mariner makes a successful Reflex 
  saving throw against an attack that normally deals half damage 
  on a successful save, she instead takes no damage. A helpless 
  rogue does not gain the benefit of evasion. 
  Trap Sense (Ex): A baquada mariner gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to AC 
  against attacks made by traps. 
  Uncanny Dodge (Ex): A baquada mariner can react to danger 
  before her senses would normally allow her to do so. He 
  retains her Dexterity bonus to AC (if any) even if she is caught 
  flat or struck by an invisible attacker. However, he still loses 
  his Dexterity bonus to AC if immobilized. 
   
  Baquada Corsair 
  Baquada Rog 5/Rng 5;hp: 50 
  S12 D20 C13 I14 W10 Ch8;Fort +7, Ref +14, Will +5 
  Init: 
  +5 
  Move:  30 ft; 60 ft. in fish form 
  AC:  22 (+5 Dex, +3 natural, +4 leather +2) touch 15, flat 17 
  BAB/Grapple:  +8/+9 
  Full Attack: 
  +1 rapier +14/+9 melee (1d6+2;18-20/x2) 
   
  +1 composite longbow (Str +1) +14/+9 
  ranged (1d8+2;x3) 
   
  (rapid shot) +1 composite longbow (Str +1) 
  +12/+12/+7 ranged (1d8+2;x3) 
  Special Att: 
  Sneak attack +3d6 
  Special Qual: 
  Alternate form, combat style (archery), 
  evasion, favored enemy, trap sense +1, 
  trapfinding, uncanny dodge 
  Skills: Bluff +6, Climb +14, Craft (Trapmaking) +15, 
  Gather Information +6, Knowledge (Geography) +7, 
  Knowledge (Local) +10, Listen +5, Profession 
  (Sailor) +13, Search +15, Spot +13, Survival +5, 
  Swim +6, Tumble +13, Use Rope +13 
  Feats: Combat Expertise, EnduranceR, Improved Initiative, 
  Iron Will, TrackR, Weapon Finesse, Weapon Focus 
  (Composite Longbow)R* 
  CR: 
  10 
  Gear: 
  +1 rapier (2,320 gp), +1 composite longbow (+1 Str) 
  (2,500 gp), leather +2 (4,160 gp), gloves of dexterity 
  +2 (4,000 gp), cloak of resistance +1 (1,000 gp), 
  potion of cure serious wounds (750 gp), potion of 
  barkskin (300 gp) 
  Total:  15,030 gp (16,000 gp) 
  * The baquada corsair took a Fighter feat instead of an animal 
  companion. 
  Evasion (Ex): If a baquada corsair makes a successful Reflex 
  saving throw against an attack that normally deals half damage 
  on a successful save, she instead takes no damage. A helpless 
  rogue does not gain the benefit of evasion. 
  Favored Enemy (Ex):  A baquada corsair gains a +4 bonus 
  on Bluff, Listen, Sense Motive, Spot and Survival checks 
  against Aquatic Humanoids and a +4 bonus on weapon 
  damage rolls against such creatures.  The baquada corsair 
  gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and 
  Survival checks against Outsiders (water) and a +2 bonus on 
  weapon damage rolls against such creatures. 
  Trap Sense (Ex): A baquada mariner gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to AC 
  against attacks made by traps. 
  Uncanny Dodge (Ex): A baquada mariner can react to danger 
  before her senses would normally allow her to do so. He 
  retains her Dexterity bonus to AC (if any) even if she is caught 
  flat or struck by an invisible attacker. However, he still loses 
  his Dexterity bonus to AC if immobilized. 
   
  
  Bestiary Nefarious  
  Page 72 of 478 – Stephen C. Klauk  
  Baquada Pirate Lord 
  Baquada Rog 7/Rng 8;hp: 50 
  S12 D22 C13 I14 W11 Ch8;Fort +10, Ref +18, Will +5 
  Init: 
  +6 
  Move:  30 ft; 60 ft. in fish form 
  AC:  25 (+6 Dex, +3 natural, +6 leather +4) touch 16, flat 19 
  BAB/Grapple:  +13/+14 
  Full Attack: 
  +1 rapier +20/+15/+10 melee (1d6+2;15-
  20/x2) 
   
  +3 
  composite 
  longbow 
  (Str 
  +1) 
  +22/+17/+12 ranged (1d8+2;x3) 
   
  (rapid shot) +2 composite longbow (Str +1) 
  +20/+20/+15/+10 ranged (1d8+2;x3) 
  Special Att: 
  Sneak attack +4d6 
  Special Qual: 
  Alternate form, combat style (archery), 
  evasion, favored enemy, trap sense +2, 
  trapfinding, uncanny dodge 
  Skills: Bluff +8, Climb +19, Craft (Trapmaking) +20, 
  Gather Information +8, Knowledge (Geography) +10, 
  Knowledge (Local) +12, Listen +8, Profession 
  (Sailor) +18, Search +20, Spot +18, Survival +8, 
  Swim +6, Tumble +15, Use Rope +15 
  Feats: Combat Expertise, EnduranceR, Improved Disarm, 
  Improved Initiative, Iron Will, Improved Critical 
  (Rapier)R*, ManyshotR,  TrackR, Weapon Finesse, 
  Weapon Focus (Composite Longbow)R* 
  CR: 
  15 
  Gear: 
  +1 rapier (2,320 gp), +3 composite longbow (+1 Str) 
  (18,500 gp), leather +4 (16,160 gp), gloves of 
  dexterity +4 (16,000 gp), cloak of resistance +1 
  (1,000 gp), potion of cure serious wounds (750 gp), 
  potion of barkskin (300 gp) 
  Total:  55,030 gp (59,000 gp) 
  * The baquada corsair took two Fighter feats instead of an animal 
  companion. 
  Evasion (Ex): If a baquada corsair makes a successful Reflex 
  saving throw against an attack that normally deals half damage 
  on a successful save, she instead takes no damage. A helpless 
  rogue does not gain the benefit of evasion. 
  Favored Enemy (Ex):  A baquada pirate lord gains a +4 
  bonus on Bluff, Listen, Sense Motive, Spot and Survival 
  checks against Aquatic Humanoids and a +4 bonus on weapon 
  damage rolls against such creatures.  The baquada corsair 
  gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and 
  Survival checks against Outsiders (water) and a +2 bonus on 
  weapon damage rolls against such creatures. 
  Trap Sense (Ex): A baquada pirate lord gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to AC 
  against attacks made by traps. 
  Uncanny Dodge (Ex): A baquada pirate lord can react to 
  danger before her senses would normally allow her to do so. 
  He retains her Dexterity bonus to AC (if any) even if she is 
  caught flat or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
  Wild Empathy (Ex): Check 1d20+7; Influence animals 
   
  Typical Ranger Spell List 
  (1/0;Caster Level 4;Spell DC 10 + Spell Level) 
  1st:  Longstrider 
  
  Bestiary Nefarious 
  Page 73 of 478 – Stephen C. Klauk 
  Bastuu-I   
  Medium Humanoid 
  Hit Dice:  
  1d8+1 (5 hp)  
  Initiative:  
  +2 
  Speed:  
  40 ft. (8 squares), climb 20 ft. (4 squares)  
  Armor Class:  
  13 (+2 Dex, +1 natural), touch 12, flat 11  
  BAB/Grapple:  0/+1  
  Attack:  
  Claw +1 melee (1d4+1) 
  Full Attack:  
  2 Claws +1 melee (1d4+1) and bite -4 melee 
  (1d6) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 2in. + 2d6 in. (5 ft. 9 in.) 
  Weight: 
  100 lbs. + 2d8 x 5 lbs. (145 lbs.) 
  Special Att:  
  Pounce, rake  
  Special Qual:  
  Evasion, Low-light vision  
  Saves:  
  Fort +1, Ref +2, Will +1  
  Abilities:  
  S13 D15 C12 I11 W13 Ch13  
  Skills:  
  Climb +9, Hide +10*, Listen +3, Move 
  Silently +10, Spot +3 
   Feats:  
  Stealthy  
  Environment:  Warm deserts, hills  
  Organization:  Solitary, Family (2-5), or Pride (5-20) 
  CR:  
  ½   
  Treasure:  
  Standard  
  Alignment:  
  Usually neutral  
  Advancement:  By character class   
  Level Adj:  
  +3  
  This fur-covered humanoid has a cat-like face 
  and wears a tight-fitting leather outfit that is as 
  supple as the creature who wears it.  
  Bastuu-I are descendants of cats that were augmented 
  into humanoid form. They have a fondness for associating 
  with humans, and in certain cultures are highly respected - 
  almost on par with the messengers of the gods.  
  Bastuu-I speak Common. 
   
  Combat 
  Bastuu-I prefer to fight with their natural weapons 
  and shun the use of armor. They will often "tag" their 
  opponent with a swipe of a claw and dart away. When faced 
  with a clearly superior opponent, most Bastuu-I run away, or 
  will resort to using missile weapons - preferring bows or 
  slings.  
  Pounce (Ex): When a creature with this special attack makes 
  a charge, it can follow with a full attack including rake attacks 
  if the creature also has the rake ability. 
  Rake (Ex): The Bastuu-I gains extra natural attacks when it 
  grapples its foe. While grappling, the Bastuu-I gains two 
  additional claw attacks that it can use only against a grappled 
  foe. Rake attacks are not subject to the usual –4 penalty for 
  attacking with a natural weapon in a grapple.  The Bastuu-I 
  must begin its turn grappling to use its rake, it can’t begin a 
  grapple and rake in the same turn.  
  Evasion (Ex):  When a Bastuu-I is subjected to an attack that 
  allows a Reflex saving throw, on a successful save the Bastuu-
  I takes no damage. 
  Skills:  A Bastuu-I gains a +2 bonus to Spot, Listen, Move 
  Silently and Hide checks.  In high grass, the Hide check bonus 
  increases to +12. 
   
  Bastuu-I Society 
   
  As they are descended from true cats, and generally 
  learned their culture from the humans who elevated them, 
  Bastuu-I have a very familiar culture, with a few cattish twists.  
  Males tend to be slightly more aggressive and seem to prefer 
  military or manual labor jobs, while females tend to be more 
  social and prefer jobs revolving around household chores and 
  raising children.  Bastuu-I females are responsible for the 
  education of children, while the males are responsible for 
  teaching the children how to work and fight. 
   
  While many cat fetish traits still exist in Bastuu-I 
  culture, both males and females are treated generally with the 
  same respect and are allowed to achieve the same degree of 
  success in social circles, though females tend to be selected for 
  more administrative duties, while males are more likely to be 
  involved with a community’s defense. 
   
  Bastuu-I on Amberos 
   
  Created by Bast herself, and then later copied by 
  Shame, the Bastuu-I are generally found in Llannhanex and 
  Iiannhanex.  The groups have developed into two distinct 
  castes – those who trace their ancestry back to their creation 
  by Bast (normally found in Llannhanex), and those who trace 
  their lineage back to Shame (usually dwelling in Iiannhanex).  
  Both factions war against each other with great ferocity and 
  have great animosity towards each other. 
   
  Bastuu-I as Characters 
   
  Bastuu-I are adventurous and curious, and prone to 
  trouble.  Finding adventurers among Bastuu-I is not difficult at 
  all. 
   
  Bastuu-I characters gain the following abilities. 
  • 
  Base Movement Rate 40 feet.  Climb base rate of 
  20 feet. 
  • 
  Low light vision.  Bastuu-I can see in twilight or dim 
  conditions as far as a normal human can see in bright 
  light. 
  • 
  +2 Str, +4 Dex, +2 Con, +2 Wis, +2 Chr.  Bastuu-I 
  are strong and hardy as well as exceptionally swift.  
  Bastuu-I tend to be more in tune to their surroundings 
  and make easygoing friends. 
  • 
  +1 Natural Armor 
  • 
  Evasion:  When a Bastuu-I is subjected to an attack 
  that allows a Reflex saving throw, on a successful 
  save the Bastuu-I takes no damage. 
  • 
  +2 bonus to Spot, Listen, Move Silently and Hide 
  rolls.  In high grass, a Bastuu-I’s Hide bonus raises to 
  +12. 
  
  Bestiary Nefarious  
  Page 74 of 478 – Stephen C. Klauk  
  • 
  Natural Attacks.  A Bastuu-I can attack unarmed 
  with two claws and a bite attack.  The claws deal 1d4 
  + Strength modifier, while the bite deals 1d6 + ½ 
  Strength modifier. 
  • 
  Pounce (Ex): When a creature with this special 
  attack makes a charge, it can follow with a full attack 
  including rake attacks if the creature also has the rake 
  ability. 
  • 
  Rake (Ex): The Bastuu-I gains extra natural attacks 
  when it grapples its foe. While grappling, the Bastuu-
  I gains two additional claw attacks that it can use 
  only against a grappled foe. Rake attacks are not 
  subject to the usual –4 penalty for attacking with a 
  natural weapon in a grapple.  The Bastuu-I must 
  begin its turn grappling to use its rake, it can’t begin 
  a grapple and rake in the same turn. 
  • 
  Favored Class:  Cleric 
  • 
  Level Adj: +3 
   
  Bastuu-I clerics generally worship Bast or Shame.  Those 
  worshipping Bast may choose two of the three domains of 
  Protection, Luck or Trickery.  Those worshipping Shame 
  may choose two of the three domains of Good, Trickery 
  or Travel. 
   
  Bastuu-I Feline Matron 
  Bastuu-I Clr 5;hp:  37 
  S10 D17 C16 I10 W18 Ch14;Fort +7, Ref +4, Will +8 
  Init: 
  +3 
  Move: 40 ft., climb 20 ft. 
  AC: 
  17 (+3 Dex, +1 natural, +3 leather armor +1), touch 
  11, flat 14 
  BAB/Grapple: +3/+3 
  Full Attack: 
  2 claws +3 melee (1d4) and bite –2 melee 
  (1d6) or 
  +1 longspear +4 melee (1d8+1;x3) or 
   
  Shortbow  +6 ranged (1d6;x3) 
  Special Att: 
  Pounce, rake, spells, turn undead 
  Special Qual: 
  Evasion 
  Skills: Concentration +11, Hide +7, Knowledge (Religion) 
  +8, Listen +6, Move Silently +7, Spot +6 
  Feats: Dodge, Stealthy 
  CR: 
  5 
  Gear: 
  +1 longspear (2,305 gp), shortbow (30 gp), leather 
  armor +1 (1,160 gp), potion of cure light wounds (50 
  gp), elixir of truth (500 gp) 
  Total:  4,045 gp (4,300 gp) 
  Good Fortune (Ex): 1x/day, reroll one roll 
  Turn Undead (Su):  5x/day; Turn check 1d20+2; Turn 
  damage 2d6+7 
   
  Typical Cleric Spell List 
  (5/5/4/3; CL 5; Spell DC 14 + Spell Level; Domains:  Luck, 
  Trickery) 
  0:  Guidance, Light, Mending, Purify Food and Drink 
  1st:   Cause Fear, Disguise SelfD, Divine Favor, Sanctuary, 
  Shield of Faith 
  2nd:  AidD, Augury, Bull’s Strength, Lesser Restoration 
  3rd:  Bestow Curse, Invisibility Purge, Protection from 
  EnergyD 
  D: Domain Spell 
  
  Bestiary Nefarious 
  Page 75 of 478 – Stephen C. Klauk 
  Bastuu-I Priestess 
  Bastuu-I Clr 10;hp:  75 
  S10 D17 C16 I10 W21 Ch14;Fort +10, Ref +6, Will +12 
  Init: 
  +3 
  Move: 40 ft., climb 20 ft. 
  AC: 
  18 (+3 Dex, +1 natural, +4 leather armor +2), touch 
  11, flat 15 
  BAB/Grapple: +7/+7 
  Full Attack: 
  2 claws +7 melee (1d4) and bite +2 melee 
  (1d6) or 
  +1 longspear +8/+3 melee (1d8+1;x3) or 
   
  mw Shortbow  +11/+6 ranged (1d6;x3) 
  Special Att: 
  Pounce, rake, spells, turn undead 
  Special Qual: 
  Evasion 
  Skills: Concentration +16, Hide +12, Knowledge (Religion) 
  +8, Listen +7, Move Silently +7, Spot +7 
  Feats: Dodge, Mobility, Spring Attack, Stealthy 
  CR: 
  10 
  Gear: 
  +1 longspear (2,305 gp), mw shortbow (330 gp), 
  leather armor +2 (4,160 gp), periapt of wisdom +2 
  (4,000 gp), wand of cure critical wounds (10 charges) 
  (4,200 gp), elixir of truth (500 gp), jade dust (250 gp) 
  [false vision] 
  Total:  15,745 gp (16,000 gp) 
  Good Fortune (Ex): 1x/day, reroll one roll 
  Turn Undead (Su):  5x/day; Turn check 1d20+2; Turn 
  damage 2d6+7 
   
  Typical Cleric Spell List 
  (5/7/6/5/5/4; CL 10; Spell DC 15 + Spell Level; Domains:  
  Luck, Trickery) 
  0: Guidance, Light, Mending, Purify Food and Drink 
  1st:  Cause Fear, Comprehend Languages, Disguise SelfD, 
  Divine Favor, Doom, Sanctuary, Shield of Faith 
  2nd:  AidD, Augury, Bull’s Strength, Hold Person, Lesser 
  Restoration, Silence 
  3rd:  Bestow Curse, Blindness/Deafness, Dispel Magic, 
  Invisibility Purge, Protection from EnergyD 
  4th:  Divine Power, Freedom of MovementD, Greater Magic 
  Weapon, Poison 
  5th:  False VisionD, Greater Command, Righteous Might, Slay 
  Living 
  D: Domain Spell 
  Bastuu-I Princess 
  Bastuu-I Clr 15;hp:  112 
  S10 D17 C16 I10 W24 Ch14;Fort +12, Ref +8, Will +16 
  Init: 
  +3 
  Move: 40 ft., climb 20 ft. 
  AC: 
  18 (+3 Dex, +1 natural, +4 leather armor +2), touch 
  11, flat 15 
  BAB/Grapple: +11/+11 
  Full Attack: 
  2 claws +11 melee (1d4) and bite +6 melee 
  (1d6) or 
  +1 longspear +12/+7/+2 melee (1d8+1;x3) 
  or 
   
  Shortbow 
  +2 
   
  +16/+11/+6 
  ranged 
  (1d6+2;x3) 
  Special Att: 
  Pounce, rake, spells, turn undead 
  Special Qual: 
  Evasion 
  Skills: Concentration +21, Hide +17, Knowledge (Religion) 
  +8, Listen +9, Move Silently +7, Spot +9 
  Feats: Dodge, Mobility, Point Blank Shot, Shot on the Run, 
  Spring Attack, Stealthy 
  CR: 
  15 
  Gear: 
  +1 longspear (2,305 gp), +2 shortbow (8,330 gp), 
  leather armor +5 (25,160 gp), periapt of wisdom +4 
  (16,000 gp), wand of cure critical wounds (10 
  charges) (4,200 gp), elixir of truth (500 gp), 
  anathema holy symbol (500 gp) [destruction] 
  Total:  56,995 gp (59,000 gp) 
  Good Fortune (Ex): 1x/day, reroll one roll 
  Turn Undead (Su):  5x/day; Turn check 1d20+2; Turn 
  damage 2d6+7 
   
  Typical Cleric Spell List 
  (6/8/8/8/6/6/5/4/3; CL 15; Spell DC 15 + Spell Level; 
  Domains:  Luck, Trickery) 
  0:  Guidance, Light, Mending, Purify Food and Drink, 
  Resistance, Virtue 
  1st:  Bless, Cause Fear, Comprehend Languages, Disguise 
  SelfD, Divine Favor, Doom, Sanctuary, Shield of Faith 
  2nd:  AidD, Augury, Bull’s Strength, Calm Emotions, Enthrall, 
  Hold Person, Lesser Restoration, Silence 
  3rd:  Bestow Curse, Blindness/Deafness, Dispel Magic, 
  Invisibility Purge, Prayer, Protection from EnergyD, 
  Searing Light 
  4th:  Air Walk, Death Ward, Divine Power, Freedom of 
  MovementD, Greater Magic Weapon, Poison 
  5th:  Break EnchantmentD, Greater Command, Plane Shift, 
  Righteous Might, Slay Living (x2) 
  6th:  Animate Objects, Blade Barrier, Heal, Harm, MisleadD 
  7th:  Destruction, Regenerate, Repulsion, ScreenD 
  8th:  Fire Storm, Polymorph Any ObjectD, Greater Spell 
  Immunity, 
  D: Domain Spell 
  
  Bestiary Nefarious  
  Page 76 of 478 – Stephen C. Klauk  
  Beastlands animal 
   
  A Beastlands animal is a normal animal that has been 
  touched with the magical energies of the Beastlands outer 
  plane.  When infused with the raw magic of nature, these 
  creatures become much more powerful than a standard version 
  of the animal. 
   
  Some creatures affected by the Beastlands template 
  were animal companions to druids before they were released 
  from service – either from the death of the druid, or 
  completion of the animal’s “tour of duty”.  Even once 
  released, they retained their augmented abilities. 
   
  Beastlands template can be applied to any Animal. 
   
   
  Template Level 
  Bonus 
  HD 
  Natural Armor 
  Adj. 
  Str/Dex 
  Adj. 
  Special 
  CR Adj 
  1st upgrade 
  +0 
  +0 
  +0 
  Spell Resistance 
  +1 
  2nd upgrade  
  +2 
  +2 
  +1 
  Evasion 
  +2 
  3rd upgrade  
  +4 
  +4 
  +2 
  Devotion 
  +3 
  4th upgrade  
  +6 
  +6 
  +3 
  Multiattack 
  +4 
  5th upgrade 
  +8 
  +8 
  +4 
   
  +5 
  6th upgrade  
  +10 
  +10 
  +5 
  Improved evasion 
  +6 
  7th upgrade  
  +12 
  +12 
  +6 
   
  +7 
   
  Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit 
  Dice improve the animal companion’s base attack and base save bonuses. A Beastlands Animal’s base attack bonus is equal to ¾ 
  its Hit Dice. A Beastlands Animal has good Fortitude and Reflex saves. A Beastlands Animal does not gain additional skill 
  points with an increase in hit dice, but does gain additional feats for bonus HD as normal for advancing a monster’s Hit Dice. 
  Natural Armor Adj.: The number noted here is an improvement to the Beastlands Animal’s existing natural armor bonus. 
  Str/Dex Adj.: Add this value to the Beastlands Animal’s Strength and Dexterity scores. 
   
   
   
  Type:  The creature’s type is unchanged, but it gains the 
  Augmented Animal subtype 
  Hit Dice: See table 
  Initiative: Recalculate based on changes to ability scores  
  Speed: Unchanged from base creature  
  Armor Class: See table  
  BAB/Grapple: Advance according to hit dice  
  Attack:  Recalculate attack bonus based on changes to hit dice 
  and ability scores  
  Full Attack: Recalculate attack bonus based on changes to hit 
  dice and ability scores 
  Space/Reach: No change from base creature  
  Special Att:  See table 
  Special Qual: See table  
  Spell Resistance (Su):  A Beastlands animal gains 
  spell resistance equal 10 + ½ its Hit Dice + Chr 
  modifier.  This ability also resists a druid or ranger’s 
  attempt to make the creature an animal companion. 
  Evasion (Ex): If a Beastlands Animal is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage if it makes a 
  successful saving throw. 
  Devotion (Ex): A Beastlands Animal gains a +4 
  morale bonus on Will saves against enchantment 
  spells and effects. 
  Multiattack: A Beastlands Animal gains Multiattack 
  as a bonus feat if it has three or more natural attacks 
  and does not already have that feat. If it does not 
  have the requisite three or more natural attacks, the 
  animal companion instead gains a second attack with 
  its primary natural weapon, albeit at a –5 penalty. 
  Improved Evasion (Ex): When subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, a Beastlands animal takes no damage if it 
  makes a successful saving throw and only half 
  damage if the saving throw fails. 
  Saves: Advanced by hit dice increase 
  Abilities:  See table 
  Skills: No change from base creature.  
  Feats: As determined by hit dice advancement 
  Environment:  Any land  
  Organization:  Solitary or Pack (1 + 2d8 normal animals) 
  CR:  See table  
  Treasure: None  
  Alignment: Always neutral  
  Advancement: None 
   
  Level Adjustment: +3 (cohort) 
   
  
  Bestiary Nefarious 
  Page 77 of 478 – Stephen C. Klauk 
  Beastlands Dog  
  4th upgrade Template 
  Medium Animal (Augmented Animal) 
  Hit Dice:  
  7d8+14 (45 hp)  
  Initiative:  
  +4 
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  20 (+4 Dex, +6 natural), touch 14, flat 16  
  BAB/Grapple:  +5/+8  
  Attack:  
  Bite +8 melee (1d4+3)  
  Full Attack:  
  Bite +8/+3 melee (1d4+3) 
  Space/Reach:  
  5 ft./5 ft.  
  Special Att:  
  -  
  Special Qual:  
  Low-light vision, scent  
  Saves:  
  Fort +7, Ref +9, Will +3  
  Abilities:  
  S16 D19 C15 I2 W12 Ch6 
  Skills:  
  Jump +6, Listen +8, Spot +8, Survival +1*  
  Feats:  
  Alertness, Improved Bull Rush, Power 
  Attack, TrackB  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  6  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  8-14 HD (Medium); 15-21 HD (Large) 
  Level Adjustment: +3 (cohort)  
  This muscular dog has a glimmer of intelligence 
  in its eye, and looks much stronger and quicker 
  than any other such animal you've seen.  
  It is easy to pick out a Beastlands dog among other 
  dogs, for the latter will cede to the Beastlands dog's will, and 
  the Beastlands dog appears to a near-perfect specimen of the 
  largest size. Beastlands dogs cannot speak, but generally 
  understand Common.  
   
  Combat 
  A Beastlands dog is generally fearless and skilled in 
  attacking alone, often leaping on prey to knock it down and 
  then grapple with it. They are still skilled in hunting in packs 
  with regular dogs, and will generally lead any such packs they 
  are encountered with.  
  Skills:  Beastlands dogs have a +4 racial bonus on jump 
  checks.  Beastlands dogs have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  
  Bestiary Nefarious  
  Page 78 of 478 – Stephen C. Klauk  
  Beetle, General 
   
  Beetles are insectile vermin that range in size from 
  fine to colossal in size.  They are all, however, in some way 
  deadly and or dangerous to other creatures. 
   
  As vermin, all monstrous beetles have the following 
  abilities: 
    
  • 
  Mindless: No Intelligence score, and immunity to all 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns, and morale effects). 
   
   
  
  Bestiary Nefarious 
  Page 79 of 478 – Stephen C. Klauk 
  Adamantine Beetle 
  Medium Vermin  
  Hit Dice: 
  5d8+20 (42 hp) 
  Initiative: 
  +0 
  Speed: 
  20 ft. in adamantine, 30 ft. (6 squares) base, 
  burrow 10 ft. (2 squares) 
  AC: 
  24 (+5 natural, +9 armor), touch 10, flat 24 
  BAB/Grapple: +3/+6 
  Attack: 
  Bite +7 melee (1d3 + sunder) 
  Full Attack: 
  Bite +7 melee (1d3 + sunder) 
  Space/Reach: 
  5 ft./5 ft. 
  Length: 
  4 ft. + 2d8 in. (4 ft. 9 in.) 
  Weight: 
  200 + 2d8 x 10 lbs. (290 lbs.) 
  Special Att: 
  Sunder 
  Special Qual: 
  DR 5/-, darkvision 60 ft., spell resistance 15 
  Saves: 
  Fort +10, Ref +1, Will +1 
  Abilities: 
  S16 D10 C19 I0 W11 Ch6 
  Skills: 
  Climb +11, Listen +4, Spot +4 
  Feats: 
  Die Hard, Great Fortitude, Track 
  Environment: 
  Cold or Temperate land 
  Organization: 
  Solitary, Gang (2-5), or Nest (5-20) 
  CR: 
  4 
  Treasure: 
  Special 
  Alignment: 
  Always neutral 
  Advancement: 6-10 HD (Medium); 11-15 HD (Large) 
  Level Adj: 
  - 
  This black-backed beetle has long, slicing 
  mandible and powerful legs. It makes an odd 
  clinking sound as it moves about, watching you 
  with glowing red eyes.  
  The adamantine is a reclusive, hard-to-kill pest that is 
  both a bane and a boon to adventurers. The creatures are 
  attracted to adamantine, and constantly burrow in search of the 
  material. The creature's digestive system allows it to 
  "consume" the metal, absorb the impurities and regurgitate the 
  metal in a liquid form. It then applies the refined metal to its 
  carapace, making it virtually impervious to attack once it 
  hardens. However, if the beetle can be killed, knowledgeable 
  blacksmiths can remove the adamantine covering from the 
  beetle to reforge into other items.  
  A 
  typical 
  adamantine 
  beetle 
  carries 
  enough 
  adamantine on its shell to make a breastplate, two shields, four 
  light weapons, two one-handed weapons or one two-handed of 
  adamantine, assuming the items are made for a medium sized 
  creature.  
   
  Combat 
  Adamantine beetles are aggressive when facing others, and 
  tend to rely on their general imperviousness to attacks to rout 
  foes. Adamantine beetles usually strike to sunder a foe's 
  equipment, showing itself to be superior, if not killing the foe 
  outright.  
  Sunder (Ex):  As part of an attack or full-attack action, an 
  adamantine beetle may make a sunder attack, without 
  provoking an attack of opportunity, as part of it’s normal 
  attack (meaning it deals normal damage to the victim in 
  addition to the sunder damage).  Because the adamantine 
  beetle’s mandibles are lined with adamantine, it may ignore 
  any hardness when attempting to damage an item. 
   
  Adamantine Beetles on Amberos 
   
  Most of these beetles are found in Nyrr Ryann, near 
  the Wyvern sea, where most adamantine can likewise be 
  found.  They are a vicious nuisance, mostly to miners. 
  
  Bestiary Nefarious  
  Page 80 of 478 – Stephen C. Klauk  
  Godsteel Beetle 
  Medium Outsider (Augmented Vermin, Extraplanar, 
  Good) 
  Hit Dice: 
  5d8+20 (42 hp) 
  Initiative: 
  +0 
  Speed: 
  20 ft. in adamantine, 30 ft. (6 squares) base, 
  burrow 10 ft. (2 squares) 
  AC: 
  25 (+6 natural, +9 armor), touch 10, flat 25 
  BAB/Grapple: +5/+6 
  Attack: 
  Bite +7 melee (1d3 + sunder) 
  Full Attack: 
  Bite +7 melee (1d3 + sunder) 
  Space/Reach: 
  5 ft./5 ft. 
  Length: 
  5 ft. + 2d6 in. (5 ft. 7 in.) 
  Weight: 
  150 lbs. + 2d6 x 15 lbs. (255 lbs.) 
  Special Att: 
  Adamantine strike, magic strike, sunder 
  Special Qual: 
  Armor of the gods, DR 5/-, DR 5/magic, 
  darkvision 60 ft., magic resistant, shield of 
  the gods, spell-like abilities, spell resistance 
  23, vermin traits 
  Saves: 
  Fort +12, Ref +5, Will +6 
  Abilities: 
  S20 D12 C23 I2 W15 Ch10 
  Skills: 
  Climb +11, Listen +4, Spot +4 
  Feats: 
  Die Hard, Great Fortitude, Track 
  Environment: 
  Any land or Seven Heavens 
  Organization: 
  Solitary, Gang (2-5), or Nest (5-20) 
  CR: 
  5 
  Treasure: 
  Special 
  Alignment: 
  Always neutral good 
  Advancement: 6-10 HD (Medium); 11-15 HD (Large) 
  Level Adj: 
  - 
  This silver-backed beetle has long, slicing 
  mandible and powerful legs. It makes an odd 
  clinking sound as it moves about, watching you 
  with glowing yellow eyes.  
  The godsteel beetle is a variant form of an 
  adamantine beetle bred by the celestial beings of the upper 
  planes.  Like the adamantine beetle, the creature covers itself 
  in a metal that it consumes – in this case godsteel, similar in 
  aspect to adamantine except for its silvery sheen and certain 
  additional magical properties. The creature's digestive system 
  allows it to "consume" the metal, absorb the impurities and 
  regurgitate the metal in a liquid form. It then applies the 
  refined metal to its carapace, making it virtually impervious to 
  attack once it hardens.  The godsteel beetle is sent to the 
  Mortal Realm to aid warriors in the cause of good – often 
  ending up in the hands of paladins or clerics in need of the 
  special abilities the adamantine beetle provides. 
  The godsteel beetle cannot speak, but understands 
  Common and Celestial. 
   
  Combat 
  Godsteel beetles are able to defend themselves if 
  attacked, but that is not their primary use.  Instead, they often 
  present themselves to warriors of good alignment as a oddly-
  shaped shield.  Once taken up as a shield, the godsteel beetle 
  uses its natural abilities to aid its wielder in battle. 
  Adamantine, Magic Strike (Ex, Su):  A godsteel beetle’s 
  attacks are treated as adamantine and magic for the purposes 
  of overcoming damage reduction. 
  Armor of the Gods (Su)  A godsteel beetle is able to act as a 
  suit of spiked adamantine full plate +1 to creatures for beings 
  one size smaller than themselves (normally, this is size Small).  
  It also grants its wearer Spell Resistance 12.  While acting as 
  armor, the godsteel beetle cannot attack, but can use its spell-
  like abilities to benefit its wearer. 
   
  While in armor form, a godsteel beetle only takes 
  damage from area effect attacks or sunder attacks directed at 
  the armor (treat as having Hardness 20 and 42 hit points for 
  the purposes of sundering).  This overrides the normal rule 
  that armor cannot be the target of a sunder attack. 
  Magic Resistance (Su):  A godsteel beetle has a +10 bonus to 
  its Spell Resistance. 
  Sunder (Ex):  As part of an attack or full-attack action, an 
  adamantine beetle may make a sunder attack, without 
  provoking an attack of opportunity, as part of it’s normal 
  attack (meaning it deals normal damage to the victim in 
  addition to the sunder damage).  Because the adamantine 
  beetle’s mandibles are lined with adamantine, it may ignore 
  any hardness when attempting to damage an item. 
  Shield of the Gods (Su):  A godsteel beetle is able to act as a 
  spiked adamantine heavy metal shield +1 for creatures of the 
  same size as themselves (normally, this is size Medium) or as 
  a spiked adamantine buckler +1 for creatures one size larger 
  than themselves (normally, this is size Large).  It also grants 
  the wielder Spell Resistance 12.  While acting as a shield, the 
  godsteel beetle cannot attack, but can use its spell-like abilities 
  to benefit its wearer. 
   
  When in shield form, a godsteel beetle only takes 
  damage from area effect attacks or sunder attacks directed at 
  the shield (treat as having Hardness 20 and 42 hit points for 
  the purposes of sundering). 
  Spell-like Abilities (Sp):  A godsteel beetle can use the 
  following abilities, as listed.  The godsteel beetle does not 
  need to make concentration checks while being used as a 
  shield or armor.  When used while worn, these spell-like 
  abilities are treated as emanating from the wearer/wielder. 
   
  Protection from evil- 3x/day, Bless – 1x/day, Aid – 
  1x/day, Detect Evil – 1x/day, Cure Light Wounds – 1x/day, 
  Neutralize Poison – 1x/day.  Caster Level 5, Spell DC 10 + 
  Spell level, where applicable. 
   
  Godsteel Beetles on Amberos 
   
  Godsteel beetles are not encountered on Amberos 
  itself by accident; these creatures have always been purposely 
  sent to assist some creature of good in its battle against evil. 
   
  In the Seven Heavens, these beetles are found only in 
  the ring of Mecuria, where they wander about consuming 
  godsteel until they are gathered by celestial beings for a 
  mission on the Mortal Realm. 
   
  
  Bestiary Nefarious 
  Page 81 of 478 – Stephen C. Klauk 
  Bloodseeker Beetle 
  Medium Vermin 
  Hit Dice:  
  2d8+2 (11 hp) 
  Initiative:  
  +3 
  Speed:  
  40 ft. (8 squares), climb 25 ft. (5 squares) 
  Armor Class:  
  18 (+3 Dex, +5 natural), touch 13, flat 15 
  BAB/Grapple:  
  +1/+3 
  Attack:  
  Bite +3 melee (1d6+2) 
  Full Attack:  
  Bite +3 melee (1d6+2) and 2 claws -2 
  melee (1d8+1) 
  Space/Reach:  
  5 ft./5 ft. 
  Length: 
  4 ft. + 2d6 in. (4 ft. 7 in.) 
  Weight: 
  25 lbs. + 2d6 x 5 lbs. (60 lbs.) 
  Special Att:  
  Pounce 
  Special Qual:  
  Darkvision 60 ft., scent, tremorsense 60 ft. 
  Saves:  
  Fort +4, Ref +3, Will -1 
  Abilities:  
  S15 D16 C13 I0 W8 Ch5 
  Skills:  
  Climb +10, Jump +10, Listen -1, Spot +4, 
  Survival +4* 
  Feats:  
  Track 
  Environment:  
  Temperate or warm plains, hills, & 
  mountains 
  Organization:  
  Solitary, Brood (2-5), or Pride (5-20) 
  CR:  
  1 
  Treasure:  
  None 
  Alignment:  
  Always neutral 
  Advancement:  
  3-4 HD (Medium); 5-6 HD (Large) 
  Level Adj:  
  +2 (cohort) 
  This green-colored beetle is reminiscent of a 
  praying mantis, with a slightly wider body and 
  beetle-like head. It is the size of a large dog, and 
  has a pair of large scythe-like front legs that are 
  covered with jagged serrations and end in a 
  golden color.  
  The bloodseeker beetle is a giant pest that feeds on 
  warm-blooded creatures such as mammals and birds. It hunts 
  by sensing movement and by tracking the smell of blood. 
  Some barbaric communities have found ways to "train" the 
  creatures to act like bloodhounds, and will lead them into 
  battle against opposing forces. Bloodseeker eggs can be sold 
  for 50 gp each, whilst a trained bloodseeker can cost upwards 
  of 5,000 gp. Training and commanding a bloodseeker adds +5 
  to the DC, as they are mindless creatures. They can only be 
  taught 2 tricks.  
   
  Combat 
  Bloodseeker beetles, if unhindered by their trainer, 
  will use their pounce ability to overtake foes, and then shred 
  their victim with their scythe-like claws. Bloodseekers only 
  seem to fear fire, and even then will seek a way around such 
  sources to attack prey. Once engaged, they will not relent, and 
  often even “domesticated” bloodseekers have to be beaten off 
  their victim by minders who don't want said victim killed.  
  Pounce (Ex): When a creature with this special attack makes 
  a charge, it can follow with a full attack. 
  Skills (Ex):  A bloodseeker beetle gains a +20 racial skill 
  bonus to Survival when tracking wounded prey.  It also gains 
  a +8 bonus to climb and jump skills. 
   
  Bloodseeker Beetles on Amberos 
   
  Bloodseekers tend to be found in the plains of the 
  Southern Kingdom eastward through the Jsarath fjords.  It was 
  the Nauwflouwd who first learned to train bloodseekers, 
  though Jsarath barbarians and the Aharati of the Southern 
  Kingdom area primarily use them now. 
   
  
  Bestiary Nefarious  
  Page 82 of 478 – Stephen C. Klauk  
  Goldspinner Beetle 
  Tiny Vermin 
  Hit Dice: 
  1/2d8 (2 hp) 
  Initiative: 
  +2 
  Speed: 
  20 ft. (4 squares), fly 50 ft. (good) 
  AC: 
  18 (+2 size, +2 Dex, +4 natural), touch 14, 
  flat 16 
  BAB/Grapple: 0/-9 
  Attack: 
  Bite +4 melee (1d3-1) 
  Full Attack: 
  Bite +4 melee (1d3-1) 
  Space/Reach: 
  2½ ft./0 ft. 
  Length: 
  2 ft. + 1d6 in. (2 ft. 3 in.) 
  Weight: 
  5 lbs + 1d6 lbs. (8 lbs.) 
  Special Att: 
  Transformation 
  Special Qual: 
  Darkvision 60 ft., vermin traits 
  Saves: 
  Fort +2, Ref +2, Will +0 
  Abilities: 
  S8 D15 C11 I-- W10 Ch6 
  Skills: 
  Climb +2, Jump +2, Listen 0, Spot 0, Swim 
  0 
  Feats: 
  Weapon FinesseB 
  Environment: 
  Warm forests, marshes 
  Organization: 
  Solitary, or Cluster (2-5) 
  CR: 
  1/4 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 1.5-1 HD (Tiny); 2-1.5 HD (Small)  
  Level Adj: 
  - 
  This two-foot long beetle has a glistening hide 
  the color of gold, with small turquoise blue spots 
  over its thorax. It has a large pair of wicked 
  mandibles, and you can hear its wings buzz 
  underneath its shell.  
  The goldspinner beetle is prized for its ability to 
  transform organic material to gold. Unfortunately, they are 
  difficult to keep in captivity (Handle Animal DC 20 weekly to 
  keep alive) and the amount of gold they produce is actually 
  rather small (1d4 gp/week normally).  
   
  Combat 
  When threatened, a goldspinner beetle opens its hard 
  shell and beats its wings, creating a loud buzzing noise. If this 
  does not ward off attackers, the beetle usually attempts to fly 
  away. If backed into a corner, it will snap at foes with its 
  mandibles, attempting to seek a way out of combat. Luckily, 
  goldspinner beetles prefer to eat vegetation, and will not attack 
  individuals for food, though it might be aggressive if wounded 
  or caught.  
  Transformation (Su): Goldspinner beetles can consume 
  vegetable matter and regurgitate the material as a gold thread 
  to line its nest. If left alone for a week or more, the 
  goldspinner can create enough golden thread to be sold for 
  1d4 gp. In a pinch, goldspinner beetles can produce 1d2 cp of 
  golden thread per hour.  
   
  Goldspinner Beetles on Amberos 
   
  The first recorded encounter with a goldspinner 
  beetle came at the end of the Dark Age, in the lands of what is 
  now known as the FarrenLands.  The nobility of the area, 
  several of whom took in the beetles and managed to keep them 
  alive in captivity, kept the beetle’s existence secret.  During 
  the Age of Swordfall, a couple of the beetles were given as 
  gifts to Emperor Nannon and some of the more prominent 
  Barons.  From there, the beetles slowly spread through most of 
  the western continent.  Eventually, Randese warriors seized a 
  cache of the beetles and they were brought back to Randu.  
  While most of the beetles in the east were lost when Zarame 
  Kull sank into the sea, they still can be found in areas such as 
  the Skienlands and among a few nobles in Ran Da Khan.  The 
  majority of the beetles that lived in Western Amberos 
  mysteriously died during the recent economic upheaval, and 
  there are only 2 surviving beetles in captivity in the west – one 
  owned by Emperor Romulus Bicard III of Vall Vega and the 
  other by Gran Matriarch Delesia Vorsum of the Silkna 
  Kingdom.  In both cases, protective magic is attributed to the 
  beetle’s survival of the economic upheaval. 
   
  
  Bestiary Nefarious 
  Page 83 of 478 – Stephen C. Klauk 
  Headhunter Beetle 
  Tiny Vermin 
  Hit Dice:  
  2d8+8 (17 hp) 
  Initiative:  
  +4 
  Speed:  
  20 ft. (4 squares), as host body when 
  embedded 
  Armor Class:  
  19 (+2 size, +4 Dex, +3 natural), touch 16, 
  flat 15 
  BAB/Grapple:  
  +1/-6 
  Attack:  
  Bite +4 melee (1d3+1;18-20/x2) 
  Full Attack:  
  Bite +4 melee (1d3+1;18-20/x2) 
  Space/Reach:  
  2-1/2 ft./0 ft. 
  Length: 
  2 ft. + 1d4 in. (2ft. 2 in.) 
  Weight: 
  2d6 lbs. (7 lbs.) 
  Special Att:  
  Behead, paralysis  
  Special Qual:  
  Embed, darkvision 60 ft., vermin traits 
  Saves:  
  Fort +7, Ref +4, Will +1 
  Abilities:  
  S13 D19 C19 I-- W13 Ch15 
  Skills:  
  Hide +17, Listen +1, Move Silently +9, 
  Spot +1 
  Feats:  
  Power Attack 
  Environment:  
  Warm land 
  Organization:  
  Solitary, or Cluster (2-5) 
  CR:  
  3 
  Treasure:  
  None 
  Alignment:  
  Always neutral 
  Advancement:  
  3-4 HD (Tiny); 5-6 HD (Small) 
  Level Adj:  
  - 
  This ugly, huge-eyed beetle has an exoskeleton 
  the color of dark mud and seems to glisten with 
  slime or mucus. Its huge mandibles click and 
  snap as it scuttles about.  
  The headhunter beetle is a terrifying vermin that 
  devours flesh. It is most feared because its primary attack 
  method is to behead a victim, crawl into the chest cavity and 
  use the cadaver to seek out more prey.  
   
  Combat 
  Headhunter beetles quickly rush a target, attempting 
  to overpower and kill a foe before it has a chance to resist. A 
  headhunter beetle attack is usually directed at the throat of its 
  target where it attempts to behead the victim as quickly as 
  possible with its massive slicing mandibles. If a headhunter 
  beetle cannot quickly dispatch a foe it will often scurry to a 
  safe hiding place and attempt to ambush the victim at its next 
  convenience. The creature is rather single-minded, and will 
  rarely break off an attack to seek out other prey.  
  Behead (Ex): If a headhunter beetle scores a critical or is able 
  to deliver a coup de grace to an opponent that is paralyzed or 
  otherwise helpless, the headhunter automatically beheads an 
  opponent of medium-size or smaller. 
  Paralysis (Ex): The bite of a headhunter beetle is a special 
  enzyme that renders the victim immobile if they fail a Fort 
  save (DC 15).  Note that it is not considered a poison. 
  Paralyzed creatures cannot move, speak, or take any physical 
  actions. The creature is rooted to the spot, frozen and helpless. 
  Unlike hold person and similar effects, a paralysis effect does 
  not allow a new save each round. A winged creature flying in 
  the air at the time that it is paralyzed cannot flap its wings and 
  falls. A swimmer can’t swim and may drown.  
  Embed (Ex): A headhunter beetle that has beheaded an 
  opponent may, as a full-round action that provokes an attack 
  of opportunity, clear out the chest cavity of a medium-sized 
  victim and hide itself in the cavity. Thus hidden, the 
  headhunter beetle stitches the head of the victim back on and 
  can control the body to give it the rudimentary appearance it is 
  alive. The thus hidden headhunter beetle can attempt to use 
  this disguise to hunt for other prey, though it cannot talk nor 
  can it access the memories or abilities of the victim. When 
  hiding in a cadaver, the headhunter beetle gains a +8 bonus to 
  disguise so long as it is not required to speak or attempt to use 
  one of the victim's abilities. This bonus degrades by -2 per 
  day, until after the 4th day the body has rotted too much for 
  the headhunter beetle to use effectively.  
  Vermin possess the following traits (unless otherwise noted in 
  a creature's entry).  
  •  Mindless: No Intelligence score, and immunity to all mind-
  affecting effects (charms, compulsions, phantasms, patterns, 
  and morale effects). 
   
  Headhunter Beetles on Amberos 
   
  These vicious creatures seem to be only found in the 
  Demon Jungle on Amberos and in certain areas of Lanster.  
  They are hunted and destroyed whenever encountered to keep 
  their numbers from spreading. 
   
  
  Bestiary Nefarious  
  Page 84 of 478 – Stephen C. Klauk  
  Wolf Beetle 
  Medium Vermin  
  Hit Dice: 
  4d8+4 (22 hp) 
  Initiative: 
  +3 
  Speed: 
  50 ft. (10 squares) 
  AC: 
  17 (+3 Dex, +4 natural), touch 13, flat 14 
  BAB/Grapple: +3/+5 
  Attack: 
  Saber-claw +5 melee (1d6+2;19-20/x2) 
  Full Attack: 
  2 saber-claws +5 melee (1d6+2;19-20/x2), 
  bite +0 melee (1d4+1 + poison) 
  Space/Reach: 
  5 ft./5 ft. 
  Length: 
  5 ft. + 2d8 in. (5 ft. 9 in.) 
  Weight: 
  75 lbs. + 2d6 x 5 lbs. (110 lbs.) 
  Special Att: 
  Improved trip, poison 
  Special Qual: 
  Darkvision 60 ft., tremorsense 30 ft. 
  Saves: 
  Fort +7, Ref +4, Will +3 
  Abilities: 
  S15 D17 C13 I-- W15 Ch11 
  Skills: 
  Climb +6, Jump +5, Listen +2, Spot +2, 
  Survival +9 
  Feats: 
  Great Fortitude, Track 
  Environment: 
  Temperate, Warm land 
  Organization: 
  Solitary, Team (2-5), or Pack (5-20) 
  CR: 
  3 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 5-8 HD (Medium); 9-12 HD (Large) 
  Level Adj: 
  - 
  This gray beetle is covered with a fine layer of 
  hair with a white streak down its back. The 
  beetle's head is shaped like a wedge, and its two 
  forward legs end in a blade-like joint. 
  Wolf beetles are so named as they tend to hunt in packs 
  to bring down prey. They are aggressive and will often charge 
  foes much larger than themselves, chopping them to ribbons 
  and moving on to another opponent before sitting down to 
  feast on the mass of carcasses they have created.  
   
  Combat 
  Wolf beetles attack by rushing an opponent, and 
  attempting to drag them down where they can be slashed to 
  ribbons. There is little the beetles fear, and even when badly 
  injured rarely will back down from a fight. They have been 
  known to jump ravines, run through flames and wade through 
  rivers to reach foes. However, the beetle’s innate tremorsense 
  gives the creatures an unusual gift to sense structurally 
  unsound areas, and they will not pursue foes into such areas. 
  Also worth noting is that the beetles tremorsense makes them 
  able to detect the presence of creatures such as bulette, thoqua 
  and other burrowing creatures, which the wolf beetles will 
  often track and hunt.  
  Improved Trip (Ex):  If the wolf beetle hits with one of its 
  attacks, it may attempt a trip attack without suffering an attack 
  of opportunity.  If the wolf beetle fails to trip the opponent, it 
  does not suffer a counter trip attack. 
  Poison (Ex):  The bite of a wolf beetle injects a paralytic 
  poison into the victim. (Injected, Fort DC13; Init: 1d4 Str; 
  Sec: paralysis).  The paralysis lasts for 2d4 rounds. 
   
  Training a Wolf Beetle 
   
  Despite being mindless, wolf beetles can be trained 
  as hunting or guard beasts.  Training a wolf beetle requires a  
  successful Handle Animal DC 30 check and 6 weeks.  Wolf 
  beetles will turn on anyone other than their master, so they 
  cannot be purchased already trained.  An untrained wolf beetle 
  can be purchased for about 2,000 gp. 
   
  Wolf Beetles on Amberos 
  Wolf beetles can be found across Amberos, with 
  larger numbers in Klinn, Simera, Kennestone and Ulanst.  The 
  creatures are actually thought to have come from Gwieze’s 
  shadow empire, and it is believed that wolf beetles have a 
  huge spawning ground somewhere in the Golens. 
   
  
  Bestiary Nefarious 
  Page 85 of 478 – Stephen C. Klauk 
  Hellwolf Beetle 
  Large Outsider (Augmented Vermin, Evil,  Native) 
  Hit Dice: 
  9d8+27 (67 hp) 
  Initiative: 
  +2 
  Speed: 
  50 ft. (10 squares), fly 50 ft. (average) (10 
  squares) 
  AC: 
  20 (-1 size, +4 Dex, +7 natural), touch 13, 
  flat 16 
  BAB/Grapple: +9/+21 
  Attack: 
  Saber-claw +16 melee (1d8+6;17-20/x2) 
  Full Attack: 
  2 saber-claws +16 melee (1d8+6;17-20/x2), 
  bite +11 melee (1d6+3 + poison) 
  Space/Reach: 
  10 ft./5 ft. 
  Length: 
  9 ft. + 2d8 in. (9 ft. 9 in.) 
  Weight: 
  200 lbs. + 4d8 x 5 lbs. (290 lbs.) 
  Special Att: 
  Breath weapon, improved trip, magic strike, 
  poison, smite good 
  Special Qual: 
  Darkvision 60 ft., DR 5/magic, immune to 
  poison, resistance to acid 10, cold 10, 
  electricity 10, and fire 10, spell-like abilities, 
  SR 16, tremorsense 30 ft. 
  Saves: 
  Fort +11, Ref +8, Will +8 
  Abilities: 
  S27 D19 C19 I4 W15 Ch13 
  Skills: 
  Climb +20, Jump +20, Listen +14, Spot 
  +14, Survival +14 
  Feats: 
  Ability Focus (Poison), Great Fortitude, 
  Improved Critical (Saber-claw), Track 
  Environment: 
  Hot Forest 
  Organization: 
  Solitary, Team (1-3), Cult (1 + 2-12 wolf 
  beetles) or Pack (2-5 + 0-12 wolf beetles) 
  CR: 
  9 
  Treasure: 
  None 
  Alignment: 
  Always chaotic evil 
  Advancement: 11-15 HD (Large) 
  Level Adj: 
  - 
  This black beetle is covered with a fine layer 
  of hair with a red streak down its back. The 
  beetle's head is shaped like a barbed-edge 
  arrowhead, and its two forward legs end in 
  a crimson blade-like joint. 
   
  Hellwolf beetles are the diabolical creations of devils 
  whom have experimented upon and bred these creatures as 
  hunters for their own dark desires.  Unlike most other hellish 
  creations, hellwolf beetles are bound to the Mortal Realm, 
  where they act as hunters and troubleshooters for hellish 
  purposes. 
   
  Hellwolf beetles have a supernatural mental link to 
  the devils of Hell.  They can receive commands to track down 
  prey or perform tasks from their hellish masters despite the 
  vast distances between the Mortal Realm and Hell.  A hellwolf 
  beetle can only send limited information back to the devils of 
  hell – their general location, condition and progress in their 
  mission. 
   
  Hellwolf beetles speak a guttural version of Infernal. 
   
  Combat 
  Hellwolf beetles attack by rushing an opponent, and 
  attempting to drag them down where they can be slashed to 
  ribbons. There is little the beetles fear, and even when badly 
  injured rarely will back down from a fight. They have been 
  known to jump ravines, run through flames and wade through 
  rivers to reach foes. However, the beetle’s innate tremorsense 
  gives the creatures an unusual gift to sense structurally 
  unsound areas, and they will not pursue foes into such areas. 
  Also worth noting is that the beetles tremorsense makes them 
  able to detect the presence of creatures such as bulette, thoqua 
  and other burrowing creatures, which the wolf beetles will 
  often track and hunt.  
  Improved Trip (Ex):  If the wolf beetle hits with one of its 
  attacks, it may attempt a trip attack without suffering an attack 
  of opportunity.  If the wolf beetle fails to trip the opponent, it 
  does not suffer a counter trip attack. 
  Poison (Ex):  The bite of a wolf beetle injects a paralytic 
  poison into the victim. (Injected, Fort DC 20; Init: 1d4 Str; 
  Sec: paralysis).  The paralysis lasts for 2d4 rounds. 
  Smite Good (Su):  Once per day the hellwolf beetle can make 
  a normal melee attack to deal and extra 9 points of damage. 
  Spell-like Abilities (Sp):  A hellwolf beetle can use the 
  following spell-like abilities as indicated below. 
  Darkness – 3x/day, Desecrate – 1x/day, Unholy Blight (DC 
  15) – 1x/day, Poison (DC 15) – 3x/day, Contagion (DC 14) – 
  1x/day 
   
  Training a Hellwolf Beetle 
   
  Those with infernal alliances or bends can train a 
  hellwolf beetles as hunting or guard beasts.  Because hellwolf 
  beetles are intelligent, they must agree to the training for it to 
  be successful.  Training a hellwolf beetle requires a  successful 
  Handle Animal DC 20 check and 6 weeks.  Hellwolf beetles 
  will refuse to follow the directions of those not aligned with 
  hellish powers, and will report all such attempts  to control 
  them to their hellish lords. 
   
  Wolf Beetles on Amberos 
  Hellwolf beetles are usually only found deep in the 
  Golens or the Yaz forest of the Skienlands, where they hunt 
  with packs of wolf beetles to strip hapless communities of all 
  life.  Some sages believe that the lingering remains of the 
  shadow empire spawned these beasts, while others have 
  postulated they are creations of the Dark One.  Some have 
  even postulated the wild theory that dragons may somehow 
  have been involved in the creation of hellwolf beetles, as an 
  experiment from the First Dragon War. 
  
  Bestiary Nefarious  
  Page 86 of 478 – Stephen C. Klauk  
  Phomicus Beetle 
  Fine Vermin 
  Hit Dice:  
  1/8d8 (1 hp)  
  Initiative:  
  +4  
  Speed:  
  10 ft. (2 squares), fly 50 ft. (perfect) (10 
  squares)  
  Armor Class:  
  23 (+8 size, +4 Dex, +1 natural), touch 22, 
  Flat 19 
  BAB/Grapple:  0/-21  
  Attack:  
  Bite +3 melee (1d2-5) 
  Full Attack:  
  Bite +3 melee (1d2-5) 
  Space/Reach:  
  ½ ft./0 ft.  
  Length: 
  3 in. 
  Weight: 
  ¼ lbs. 
  Special Att:  
  Enervation ray  
  Special Qual:  
  Darkvision 
  60 
  ft., 
  spell-like 
  abilities, 
  tremorsense 5 ft. 
  Saves:  
  Fort +2, Ref +4, Will +0  
  Abilities:  
  S1 D19 C11 I-- W10 Ch15  
  Skills:  
  Climb –2, Hide +22, Jump –2, Listen +0, 
  Move Silently +6, Spot +0 
  Feats:  
   
  Stealthy, Weapon FinesseB  
  Environment:  Warm deserts, mountains, underground  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  ½ 
  Treasure:  
  None  
  Alignment:  
  Always neutral 
  Advancement:  ¼ - ½ HD (Fine); ½ - 1 HD (Diminutive)  
  Level Adj:  
  - 
  This black beetle is slightly shorter than a human 
  hand and appears to have a human-like face with 
  glossy black eyes.  
  The phomicus beetle is a plague creature often thought 
  to have been created as a punishment to desert-dwelling folk. 
  It robs the life energy of its victims, turning them into undead 
  monstrosities that haunt the barren wastes.  
   
  Combat 
  A lone phomicus beetle will attempt to pounce lone 
  or weak prey unaware and sate itself on blood from the victim. 
  Against stronger or more numerous foes, it uses its enervation 
  ray to attempt to strike undead targets, turning them against 
  their former fellows and feeding on whatever remains are left.  
  Enervation Ray (Sp):  As a standard action, a phomicus 
  beetle can emit  a black ray of negative energy 30 feet long. 
  The ray strikes as a ranged touch attack and inflicts 1 negative 
  level on the victim if they fail a DC 10 Fort save.  For each 
  additional 2 Phomicus beetles assisting in the attack, the 
  saving throw DC increases by 1.  
  Spells-like Abilities (Sp): A phomicus beetle can use the 
  following abilities at will:  Resistance, Daze or Touch of 
  Fatigue.  The Phomicus beetle uses these abilities as a 1st level 
  caster, with a base DC of 10. 
   
  Phomicus Beetle on Amberos 
   
  According to legend, the phomicus beetle is the 
  creation of Lepornunse, god of disease, made for the god of 
  undeath, Teeth.  Though Teeth has been destroyed, these 
  beetles can still be found and seem to thrive in areas such as 
  Llannhanex, Iiannhanex and points eastward. 
  
  Bestiary Nefarious 
  Page 87 of 478 – Stephen C. Klauk 
  Spharon 
  Diminutive Vermin  
  Hit Dice:  
  1/8d8 (2 hp)  
  Initiative:  
  +5 
  Speed:  
  10 
  ft. 
  (1 
  square), 
  fly 
  30 
  feet 
  (6 
  squares),(good)  
  Armor Class:  
  18 (+4 size, +1 Dex, +3 natural), touch 15, 
  flat 17  
  BAB/Grapple: +0/-17 
  Attack:  
  Bite +3 melee (1)  
  Full Attack: 
  Bite +3 melee (1) 
  Space/Reach:  
  ½  ft. / 0 ft. 
  Length: 
  3 in. 
  Weight: 
  1/10 lb.  
  Special Att:  
  Create spawn, Latch, Slay  
  Special Qual: 
  Darkvision 60 ft., Scent 
  Saves:  
  Fort +2, Ref +1, Will -1  
  Abilities:  
  S1 D13 C11 I0 W8 Ch6  
  Skills:  
  Jump -1, Listen +3, Spot +3  
  Feats:  
  Improved Initiative  
  Environment:  Warm desert  
  Organization:  Solitary, Brood (2-5), Nest (5-20), Herd (20-
  40), or Horde (40-60)  
  CR:  
  3 
  Treasure:  
  None 
  Alignment:  
  Always neutral evil  
  Advancement:  ¼ - 3/4 HD (Diminutive); 1 - 2 HD (Tiny)  
  The insect appears to be a large beetle, perhaps 
  three inches long.  It has a sky blue shell with 
  gold colored legs and antennae.  Its maw 
  consists of a large pair of razor-sharp mandible 
  whose tips are blood-red in color. 
  Also known as the Blue Death Scarab, these tiny 
  creatures can be exceptionally deadly for their size.  They are 
  feared as they reproduce in large numbers and not only cause 
  the death of their victim, but also cause the desiccated host 
  corpse to animate and infect others. 
   
  A spharon looks like a 3-inch long scarab with a 
  glistening sky blue exoskeleton.  Their legs are gold colored, 
  as are their antennae.  They have large, razor-sharp mandibles 
  whose tips end in a blood-red color. 
   
  Combat   
  A spharon attacks by leaping for the chest of its foe, 
  where it attempts to firmly attach itself.  It has razor-sharp 
  pincers for teeth that can tear easily through steel and bone, 
  where it attempts to break through to and seize and infest the 
  victim’s heart. 
  Vermin Qualities:  Vermin are immune to mind influencing 
  effects.  
  Create Spawn (Su):  If a spharon successfully latches onto a 
  victim, it may inject eggs into the victim to spawn more 
  spharons as a free action.  The victim must make a Fort save 
  DC 14 or be infested with the eggs (Spharon Infestation 
  disease; Infection: injury; DC 14; Incubation: 1 day; Damage: 
  1d3 Con).  Once the victim is reduced to 0 Con or less, the 
  former host dies and becomes a Spharon Mummy, controlled 
  by negative energy fed to it by the attached spharon.  
  Latch (Ex):  If a spharon strikes with its bite, it may start a 
  free grapple.  If the spharon is successful, it has attached itself 
  to the victim’s chest and cannot be removed unless the 
  spharon dies without likely killing the victim.  If an attempt to 
  remove the spharon while it still lives is made, the victim must 
  make a Fort save DC 23 or die.  A spharon may not use the 
  latch ability on creatures without circulatory systems 
  (constructs, undead, plants, oozes, etc.). 
  Slay (Ex):  A spharon that has successfully latched onto a 
  victim may attempt to kill the victim by destroying its heart.  
  This is a full-attack action for the spharon and is treated as a 
  coup de grace attack.  If the victim is slain, the spharon may 
  use its create spawn ability with automatic success. 
   
  Spharon on Amberos 
   
  Spharons live at the edge of the Blue Desert of 
  Llannhanex, and seem to be immune to the effects of the blue 
  sands of that deadly realm.  They are yet another reason to 
  avoid the deadly Blue Desert. 
   
  
  Bestiary Nefarious  
  Page 88 of 478 – Stephen C. Klauk  
  Spharon, Immature Swarm 
  Diminutive Vermin (Swarm) 
  Hit Dice: 
  12d8+12 (66 hp) 
  Initiative:  
  +5 (+1 Dex, +4 Improved Initiative)  
  Speed:  
  10 
  ft. 
  (1 
  square), 
  fly 
  30 
  feet 
  (6 
  squares)(good)  
  Armor Class:  
  18 (+4 size, +1 Dex, +3 natural), touch 15, 
  flat 17  
  BAB/Grapple: +0/– 
  Attack:  
  Swarm (5d6)  
  Full Attack: 
  Swarm (5d6) 
  Space/Reach:  
  ½ ft./ 0 ft.  
  Special Att:  
  Infest  
  Saves:  
  Fort +9, Ref +4, Will +3  
  Abilities:  
  S1 D13 C11 I0 W8 Ch6  
  Skills:  
  Jump -1, Listen +3, Spot +3  
  Feats:  
  Improved Initiative  
  Environment:  Warm desert  
  Organization:  Solitary, Brood (2-5), Nest (5-20), Herd (20-
  40), or Horde (40-60)  
  CR:  
   9 
  Treasure:  
  None 
  Alignment:  
  Always neutral evil 
  Advancement: – 
  You hear the drum of hundreds of armored insect 
  legs before you see the horde.  It is a blue carpet 
  of three-inch long beetles moving along like an 
  unstoppable wave, their feet drumming on the 
  ground and their gnashing mandibles seeking to 
  rip and tear anything that comes in their grasp. 
  An immature spharon swarm appears similar to a 
  scarab beetle swarm.  It is composed of thousands of three 
  inch-long turquoise beetles with golden legs and blood-red 
  mandibles.  
   
  Combat   
  An immature spharon swarm is voracious, devouring 
  any creature of flesh it encounters as it relentlessly rushes 
  forward.  The swarm will divert itself from its current path to 
  run down a creature, otherwise it will continue in a straight 
  line until it encounters an impassible obstacle or detects a 
  living being within 120 feet. 
  Swarm Traits: A swarm has no clear front or back and no 
  discernable anatomy, so it is not subject to critical hits or 
  flanking. A swarm made up of Tiny creatures takes half 
  damage from slashing and piercing weapons. A swarm 
  composed of Fine or Diminutive creatures is immune to all 
  weapon damage. Reducing a swarm to 0 hit points or lower 
  causes it to break up, though damage taken until that point 
  does not degrade its ability to attack or resist attack. Swarms 
  are never staggered or reduced to a dying state by damage. 
  Also, they cannot be tripped, grappled, or bull rushed, and 
  they cannot grapple an opponent. 
  A swarm is immune to any spell or effect that targets a 
  specific number of creatures (including single-target spells 
  such as disintegrate), with the exception of mind-affecting 
  effects (charms, compulsions, phantasms, patterns, and morale 
  effects) if the swarm has an Intelligence score and a hive 
  mind. A swarm takes half again as much damage (+50%) from 
  spells or effects that affect an area, such as splash weapons 
  and many evocation spells. 
  Swarms made up of Diminutive or Fine creatures are 
  susceptible to high winds such as that created by a gust of 
  wind spell. For purposes of determining the effects of wind on 
  a swarm, treat the swarm as a creature of the same size as its 
  constituent creatures. A swarm rendered unconscious by 
  means of non-lethal damage becomes disorganized and 
  dispersed, and does not reform until its hit points exceed its 
  non-lethal damage. 
  Distraction (Ex): Any living creature vulnerable to a swarm’s 
  damage that begins its turn with a swarm in its square is 
  nauseated for 1 round; a Fortitude save DC 17 negates the 
  effect. Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + spell 
  level). Using skills that involve patience and concentration 
  requires a DC 20 Concentration check. 
  Infest (Ex):  Once per round, as a free action, any one being 
  in melee combat with the immature spharon swarm is subject 
  to a +3 melee attack from the swarm.  A struck victim must 
  make a Fort save (DC 14) or be infested with the immature 
  spharons (Spharon Infestation disease; Infection: injury; DC 
  14; Incubation: 1 day; Damage: 1d3 Con).  Once a victim is 
  reduced to 0 Con or less, 1d20 mature spharons erupt from the 
  corpse.  The former host then becomes a Spharon Mummy. 
  Vermin Qualities:  Vermin are immune to mind influencing 
  effects. 
   
  Immature Spharon Swarms on Amberos 
   
  Luckily, spharon swarms have only been encountered 
  on the edge of the Blue Desert in Llannhanex. 
  
  Bestiary Nefarious 
  Page 89 of 478 – Stephen C. Klauk 
  Spharon Mummy 
  Medium-sized Undead 
  Hit Dice:  
  3d12 (19 hp)  
  Initiative:  
  +0  
  Speed:   
  20 feet (4 squares)  
  Armor Class:  
  16 (+6 natural), touch 10, flat 16  
  Attack:   
  Claw +5 melee (1d4+4)  
  Full Attack: 
  2 claws +5 melee (1d4+4) 
  Space/Reach:  
  5 ft./5 ft.  
  Height:  
  4 ft. 10 in. + 2d10 in. (5 ft. 9 in.) 
  Weight:  
  60 lbs + 2d6 x 5 lbs. (95 lbs.) 
  Special Att:  
  Infest  
  Special Qual:  
  Fire vulnerability  
  Saves:   
  Fort +1, Ref +1, Will +2  
  Abilities:  
  S18 D11 C0 I0 W8 Ch1  
  Skills:   
  Hide +4  
  Feats:   
  Cleave, Power Attack  
  Environment:  Temperate desert  
  Organization:  Solitary, or Bunch (2-5)  
  CR:  
   
  2  
  Treasure:  
  None 
  Alignment:  
  Always neutral  
  Advancement:  4-6 HD (Medium-size); 7-9 HD (Large)  
  The corpse shambles forward, looking so much 
  as if dried in the sun until its skin was tight 
  against the bone.  It clothes are in tatters, and 
  you can see what appears to be a blue beetle lain 
  flat against a gash to the creature’s chest.  
  Occasionally, the taut flesh of the corpse wiggles 
  or moves, as if something alive were moving 
  beneath the desiccated flesh.  It raises its arms 
  towards you, revealing hands that end in bony 
  talons where the skin has split away to reveal the 
  white bone beneath. 
  A spharon mummy is a desiccated corpse with a 
  large, fist-sized blue scarab (a spharon)  attached firmly in the 
  center of its chest.  The skin of the creature crawls with the 
  life underneath it, and often small, blue scarab-like beetles can 
  be seen crawling in and out of the creature’s orifices or any 
  wounds.  The creature’s fingers have become iron-hard talons 
  backed by the sharp bone underneath the thin layer of skin. 
   
  Combat   
  A spharon mummy is a mindless creature driven only 
  with the desire to inflict pain on others and spread its 
  infestation to others.  It generally attacks by mauling victims 
  with its claws. 
  Infest (Ex):  Once per round, as a free action, any one being 
  in melee combat with the spharon mummy is subject to a +3 
  melee touch attack by the immature spharons in the creature’s 
  system.  A struck victim must make a Fort save (DC 14) or be 
  infested with the immature spharons (Spharon Infestation 
  disease; Infection: injury; DC 14; Incubation: 1 day; Damage: 
  1d3 Con).  Once a victim is reduced to 0 Con or less, 1d20 
  mature spharons erupt from the corpse.  The former host then 
  becomes a Spharon Mummy. 
  Fire Vulnerability (Ex):  A spharon mummy suffers double 
  damage from fire attacks unless it makes it saving throw. 
  Release Swarm (Ex):  When a spharon mummy receives 
  enough damage to normally reduce it to below 0 hit points, on 
  it’s action the body is destroyed as it releases an Immature 
  Spharon Swarm that erupts from the host body.  It takes the 
  entire round for the immature spharon swarm to form, and the 
  swarm can act normally on the following round.  The CR of 
  the spharon mummy does not include the forming of the 
  swarm. 
   
  Mummy Spharons on Amberos 
   
  Spawned from spharon attacks, mummy spharons are 
  rarely encountered far from the Blue Desert in Llannhanex.  
  Unfortunately, an assassin in Llannhanex took to using the 
  spharons to slay a usurper of the throne without realizing what 
  would occur when the spharon mature.  Luckily, the pharaoh’s 
  sorcerer recognized the danger, and the mummy was put into 
  temporal statis, though its location remains unknown. 
  
  Bestiary Nefarious  
  Page 90 of 478 – Stephen C. Klauk  
  Bedlam   
  Medium Outsider (Chaos, Extraplanar) 
  Hit Dice:  
  8d8+8 (44 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  40 ft. (8 squares), fly 40 ft. (good)  
  Armor Class:  
  23 (+3 Dex, +10 natural), touch 13, flat 20  
  BAB/Grapple:  +8/+8  
  Attack:  
  Bite +8 melee (1d6) 
  Full Attack:  
  Bite +8 melee (1d6), 3 claws +3 melee (1d4) 
  and spiked tail +3 melee (1d6) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. + 1d6 in (5 ft. 3 in) 
  Weight: 
  75 lbs. + 2d10x5 lbs. (130 lbs.) 
  Special Att:  
  Chaotic song, death cackle, withering glare  
  Special Qual:  
  Darkvision 60 ft., fast healing 4, outsider 
  traits, vulnerability to fire  
  Saves:  
  Fort +7, Ref +9, Will +6  
  Abilities:  
  S11 D17 C13 I6 W11 Ch15  
  Skills:  
  Balance +8, Bluff +13, Climb +5, Jump +8, 
  Listen 0, Profession +11, Sleight of Hand 
  +14, Spot 0, Tumble +11, Use Magic 
  Device +13  
  Feats:  
  Acrobaticb, Die Hardb, Dodge, Mobility, 
  Spring Attack  
  Environment:  Pandemonium  
  Organization:  Solitary, Choir (2-5), or Asylum (5-20)  
  CR:  
  9  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic neutral (evil tendencies) 
  Advancement:  9-16 HD (Medium); 17-24 HD (Large)  
  Level Adj: 
   -  
  As bone white as a skull, this capering, elf-like 
  humanoid moves towards you with an apish gait, 
  sporting a malicious grin carved into its face. Its 
  piercing eyes glowing like red coals, and its cat-
  like whiskers twitch with anticipation, as does its 
  long, spiked hairless tail. It's voice seems 
  punctuated with the howling of a mad wind, and its 
  speaks in an eerie sing-song tone as it pronounces 
  your doom, before erupting into a coughing laugh.  
  Worshippers of an unknown god, driven insane and 
  sent to Pandemonium for some unknown punishment, these 
  former elves have become cruel pranksters tormenting any 
  creature unlucky enough to cross their path. While they are 
  natives of the Pandemonium, they can often be found on the 
  Mortal Realm, wandering dark, semi-enclosed areas ranging 
  from primeval forests to the back alleys of dark city streets.  
  While most bedlams are encountered on the move, some set 
  themselves up in an abandoned or out-of-the-way building as 
  fortune tellers or false prophets, luring folks to them to hand 
  out false and dire prophesies, often seeming to revel in the 
  reaction they inspire in their victims.   
  Bedlams speak elvin, infernal and celestial. They 
  often talk in nonsense rhymes or whisper out false prophesies, 
  constantly switching between the languages they know.  
   
  Combat 
  Bedlams caper and prance about a victim, tumbling, 
  somersaulting and kicking and scratching as they go. They 
  will bite, scratch and smack opponents with their tail, 
  constantly moving from opponent to opponent as they do so. If 
  badly injured, they will suddenly stop, turn and fix their dire 
  gaze on the opponent who has dealt them the most damage, 
  and concentrate their withering glare on the victim until the 
  glare slays them. It will then return to its normal capering 
  motion, most likely leaving the combat at this point, if it is 
  able.  
  Chaotic Song (Su): As a standard action that does not 
  provoke an attack of opportunity, a Bedlam can spout a 
  nonsensical song that has one of three effects on those within 
  30 feet.  The Bedlam can choose to cause its spell to act like a 
  Charm Person spell, a Dominate Person spell or act as a 
  Confusion spell.  All victims suffer the same effects and 
  receive a Will saving throw (DC 12 + spell level) to resist the 
  effects.  The effects are calculated as if cast by an 8th level 
  sorcerer.  This power is charisma based. 
  Death Cackle (Ex):  Bedlam are carriers for the disease, 
  Cackle Fever (inhaled; Fort DC 16; Incubation: 1 day; Dam: 
  1d6 Wis) and may spread it to anyone who melees or grapples 
  of them.  As a standard action, a Bedlam can purposely cough 
  on a single foe within 5 feet, who must make their Fort save to 
  avoid contracting Cackle Fever.  Bedlams are immune to the 
  effects of Cackle fever. 
  Withering Glare (Su): As a full-attack action, the Bedlam 
  can direct its gaze as a ranged touch attack (+11 to hit) to 
  cause an individual within 30 feet to suffer 6d6 points of 
  damage as their body seems to wither before the Bedlam’s 
  gaze.  A successful Fort save (DC 16) reduces this to 1d8 
  damage. This effect works even if the victim does not meet the 
  Bedlam’s gaze.  The Bedlam must be able to see the target to 
  use this attack.  
  Fast Healing (Ex): A Bedlam regains 4 hit points per round. 
  Except where noted here, fast healing is just like natural 
  healing. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts.  A Bedlam cannot reattach 
  severed body parts, though such parts can continue to act for 
  an additional 1d4+1 rounds on their own. 
  Vulnerability to Fire (Ex): Bedlams are particularly 
  vulnerable to fire, and can easily catch ablaze if exposed to 
  flame. They take half again as much (+50%) damage as 
  normal from fire, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure. 
   
  Bedlams on Amberos 
   
  According to legend, bedlams are the remnants of 
  family members of those elves who became priests to Jhalah.  
  The story surrounding bedlam states that Jhalah tricked the 
  family members to pass to Hades to see off the new elvin 
  priests of Jhalah – with Jhalah intending to devour the souls of 
  these kin.  However, learning the truth of Jhalah’s plot, one of 
  the elvin priests intercepted the family members and turned 
  them away.  Most returned safely to Amberos, but some 
  became lost in the halls of Pandemonium, becoming the 
  bedlam. 
  
  Bestiary Nefarious 
  Page 91 of 478 – Stephen C. Klauk 
  Bloodhound   
  Medium Magical Beast (Augmented animal) 
  Hit Dice:  
  3d10+12 (28 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  60 ft. (12 squares)  
  Armor Class:  
  17 (+4 Dex, +3 natural), touch 14, flat 13  
  BAB/Grapple:  +3/+8  
  Attack:  
  Bite +8 melee (1d6+5) 
  Full Attack:  
  Bite +8 melee (1d6+5) and 2 claws +3 
  melee (1d4+2) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  4 ft. + 1d8 in. (4 ft. 4 in.) 
  Weight: 
  80 + 2d4 x 5 lbs. (105 lbs.) 
  Special Att:  
  Blood drain  
  Special Qual:  
  Darkvision 60 ft., devotion, fast healing 2, 
  low-light vision, spells-like abilities  
  Saves:  
  Fort +7, Ref +7, Will +3  
  Abilities:  
  S21 D19 C19 I13 W15 Ch16 
  Skills:  
  Hide +7, Jump +8, Listen +5, Move Silently 
  +7, Spot +5, Survival +5  
  Feats:  
  Dodge, Run, Trackb  
  Environment:  Any land  
  Organization:  Solitary, Pair (1 vampire and 1 bloodhound)  
  Gang (2-5), or Nest (1 vampire and 1-3 
  bloodhounds and 5-20 wolves) 
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  4-6 HD (Medium); 7-9 HD (Large)  
  Level Adj:  
  +3 (vampire cohort only)  
  This wolf-like creature sports a crimson coat of 
  fur with a black muzzle and white tail tip. Its 
  front paws end in almost human-like hands that 
  sport iron-hard black nails, and there is a feral 
  glimpse of intelligence in the creature's eyes.  
  The Bloodhound is a domesticated dog that has been 
  magically augmented by a special vampiric ritual. The 
  augmentation turns the dog into ferocious and cunning hunter, 
  as well as daytime guardian and companion to the vampire.  
  A 
  bloodhound’s 
  front 
  limbs 
  are 
  capable 
  of 
  manipulating tools and grasping weapons, but the creatures are 
  unable to walk upright. Generally they will use their hands to 
  set up traps, carry items from one place to another or for other 
  manipulative tasks - rarely, if ever to wield weapons. 
  Bloodhounds are loyal unto death to the vampire that creates 
  it, and as long as well-treated by the vampire, will live as long 
  as its creator. It is not unknown among vampires who lose 
  bloodhound companions to strive to find a way to bring them 
  back to life or bring them back in undeath to continue to serve 
  in some capacity.  
  Bloodhounds can speak the language of their master, 
  though they are loathe to speak to any other being.  
   
  Combat 
  Bloodhounds are cunning hunters, and often attack 
  from ambush. It is not uncommon for them to lead victims 
  into traps or attempt to lure opponents into positions where the 
  bloodhound has the advantage. They sometimes work in 
  concert with regular wolves or wargs (with permission from 
  their master), or may fight alongside their vampiric master.  
  Blood Drain (Ex): If a bloodhound successfully bites an 
  opponent, it may begin a grapple. If the bloodhound 
  successfully grapples an opponent, it may drain 1d4 Con from 
  its victim per round.  
  Devotion (Su): Bloodhounds are devoted to their vampiric 
  master and cannot be charmed or dominated. Likewise they 
  are immune to attempts by druids or rangers to befriend or 
  beguile them. 
  Fast Healing (Ex): A bloodhound regains 2 hit points per 
  round. Except where noted here, fast healing is just like 
  natural healing. Fast healing does not restore hit points lost 
  from starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts. Unless otherwise stated, it 
  does not allow lost body parts to be reattached.  
  Spells-like Abilities (Sp): A bloodhound may use the 
  following spell-like abilities once per day, at 3rd level ability: 
  cause fear, detect good, ghost sound, invisibility. 
   
  Creating A Bloodhound 
   
  Vampires are the only creatures who can create a 
  bloodhound, and can do so only on domesticated dogs they 
  have raised themselves.  When the dog is still young, the 
  vampire concocts a potion made of his own blood (Craft: 
  Alchemy DC 17) and feeds it to the dog.  If the dog makes a 
  successful Fort DC 17 save, it survives the process and 
  becomes a bloodhound.  Failure means the dog dies an 
  agonizing death and the remains crumble to ashes.   
  To maintain its status as a bloodhound, the vampire 
  must feed the dog regularly (at least once a week) giving up 5 
  hit points to maintain the supernatural link.  If the vampire 
  fails to provide sustenance, the bloodhound suffers 5 hit points 
  of damage per week until it dies or is fed 5 hit points/week 
  missed. 
  Bloodhounds may be taken as an improved familiar 
  at 5th level. 
   
  Bloodhounds on Amberos 
   
  Vactorstein keeps the process to create these 
  monstrous beasts a tightly guarded secret.  Many Vactorstein 
  nobles have these beasts as pets, either as gifts from the royal 
  family or created in-house by the family who owns them. 
  
  Bestiary Nefarious  
  Page 92 of 478 – Stephen C. Klauk  
  Bloodrose   
  Tiny Plant 
  Hit Dice:  
  ½d8 (2 hp)  
  Initiative:  
  +0  
  Speed:  
  5 ft. (1 square)  
  Armor Class:  
  13 (+2 size, +1 natural), touch 12, flat 13  
  BAB/Grapple:  0/-13  
  Attack:  
  Bite -3 melee (1d3-5 + blood drain) 
  Full Attack:  
  Bite -3 melee (1d3-5 + blood drain) 
  Space/Reach:  
  2½  ft./0 ft.  
  Diameter: 
  18 in. + 2d6 in. (2 ft. 1 in.) 
  Weight: 
  3 lbs. + 1d4 lbs. (5 lbs.) 
  Special Att:  
  Attach, Blood drain, Charm scent  
  Special Qual:  
  fast healing 2, low-light vision, plant traits  
  Saves:  
  Fort +2, Ref +0, Will +1  
  Abilities:  
  S1 D11 C10 I1 W12 Ch15  
  Skills:  
  Hide +8, Listen +3, Spot +3  
  Feats:  
  Alertness  
  Environment:  Temperate, Warm deserts, plains, forests  
  Organization:  Solitary, or Pack (5-20)  
  CR:  
  ½   
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  1-4 HD (Tiny); 5-8 HD (Small)  
  Level Adj:  
  -  
  This small plant has a black-petaled flower and 
  smells similar to a rose. It likewise has the 
  thorns and wide, green leaves of a rose.  
  A bloodrose is a vicious plant that uses its beauty to 
  attract and drain the blood of victims. They are sometimes 
  laced in gardens by creatures such as vampires, some of whom 
  later cultivate the blood the bloodrose has drained from 
  victims as a delicacy.  
   
  Combat 
  Bloodrose attempt to hypnotize victims to move near 
  them, then twist about their opponent and drain out the 
  victim's blood through its thorns. As it feeds, the rose of the 
  creature usually remains transfixed on the victim.  
  Attach (Ex):  If a bloodrose hits with its bite attack, it attaches 
  itself to the victim and can automatically begin draining blood.  
  The bloodrose is considered grappling while attached. 
  Blood Drain (Ex):  A bloodrose that has attached itself can 
  drain 1d4 Constitution per round from a victim.  This is 
  temporary ability damage. 
  Charm Scent (Su):  A bloodrose excretes a powerful scent 
  that charms victims who smell it (Will DC12 negates).  The 
  scent causes the victim to move to the bloodrose and leave 
  itself open to its bite attack.  The bloodrose’s bite attack does 
  not break the charm effect.  The charm scent has a range of 30 
  feet and otherwise acts a Charm Monster spell.  Caster level 1. 
  Fast Healing (Ex): A bloodrose regains 2 hit points per round 
  Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, and it does not allow a creature to 
  regrow lost body parts.  
   
  Bloodroses on Amberos 
   
  Bloodroses have been on Amberos since the Dark 
  Age, and it is thought they may have been created by the Dark 
  One or one of his minions as a torture device, since all 
  encounters 
  with 
  the 
  plant 
  during 
  that 
  time 
  were 
  “domesticated” versions.  Since the Dark Age the bloodrose 
  only seems to blooms in Randu and other lands of the east.  It 
  is thought that the secret to their creation is held by Titanicus, 
  and has been passed on to certain followers and nobles of 
  Randese blood. 
  
  Bestiary Nefarious 
  Page 93 of 478 – Stephen C. Klauk 
  Bloodmole   
  Diminutive Animal 
  Hit Dice:  
  ½d8+ 1 (3 hp)  
  Initiative:  
  +0  
  Speed:  
  5 ft. (1 square)  
  Armor Class:  
  14 (+4 size), touch 14, flat 14  
  BAB/Grapple:  0/-12 (+8 when burrowing) 
  Attack:  
  Claw +4 melee (1)  
  Full Attack:  
  2 Claw +4 melee (1) 
  Space/Reach:  
  1 ft./0 ft.  
  Length: 
  3 in. 
  Weight: 
  1/10 lbs. 
  Special Att:  
  Burrow, madness  
  Special Qual: 
  Low-light vision, resistance to energy (all) 
  5, SR 12 
  Saves:  
  Fort +3, Ref +2, Will +0  
  Abilities:  
  S11 D10 C13 I1 W10 Ch15 
  Skills:  
  Escape Artist +2, Hide +14, Listen +1, Spot 
  0  
  Feats:  
  Augmented Ability (Madness)  
  Environment:  Any land  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  ½ 
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  1 - 2 HD (Diminutive); 2 - 4 HD (Tiny) 
  Level Adj:  
  -  
  This hairless creature could fit in the palm of a 
  hand. It has no eyes, a dark red nose and a pair 
  of powerfully built front legs, but no back legs.  
  The bloodmole is a dangerous little beast that burrows 
  into the blood system of a victim, driving the victim into a 
  maddening bloodlust before it kills the victim. The little beast 
  is never sated, and as soon as it is finished with one victim, it 
  will quickly strike out to seek its next meal.  
   
  Combat 
  Bloodmoles inch their way towards victims and then 
  attempt to burrow into the flesh of their victim. Outside of a 
  host, their undulating motion looks extremely humorous, but 
  once within a few feet of a victim it will surge forward and 
  burrow into flesh. Once into a victim, it generally appears as a 
  quick moving bulge that rampages up and down the victim's 
  body, sending the victim into the throes of madness.  
  Burrow (Ex): If a blood mole hits with its claw attacks, it 
  deals normal damage and digs into the target’s flesh.  From 
  that point on, the blood mole is considered to be grappling the 
  target, though it does so from inside the victim’s body, 
  automatically dealing claw damage to the victim each round as 
  it moves about inside the victim’s system.  Attempting to 
  remove the bloodmole requires an opposed grapple check 
  against the bloodmole (to squeeze it out of the body) or a 
  successful slashing attack against the victim (using the 
  victim’s AC without Dex modifiers or the bloodmoles AC, 
  whichever is higher).  In the latter case, the victim suffers the 
  damage of the slashing attack, but if successful, the bloodmole 
  is cut out.  Either method deals an additional 1d6 damage to 
  the victim as the bloodmole is removed. 
  Madness (Su):  A bloodmole that has entered a victim’s body 
  causes excruciating pain and upsets the metabolic balance of 
  the victim, driving them into a mindless frenzy if they fail a 
  Fort save DC 15.  A frenzied victim acts as if affected by a 
  barbarian’s rage ability, and attacks the nearest living being 
  with wild abandon – regardless if they are friend or foe.  
   
  Bloodmoles on Amberos 
   
  Bloodmoles can be found just about anywhere on 
  Amberos, though they are generally an easily controlled pest.  
  Their numbers seem larger near mountainous or hilly regions, 
  but they are not confined to any one spot on the continent.   
  There are rumors that the Savage Companions use 
  bloodmoles for assassinations of well-protected targets. 
   
  
  Bestiary Nefarious  
  Page 94 of 478 – Stephen C. Klauk  
  Burrow Worm   
  Huge Vermin 
  Hit Dice:  
  9d8+27 (67 hp)  
  Initiative:  
  +3 
  Speed:  
  20 ft. (4 squares), burrow 30 ft. (6 squares)  
  Armor Class:  
  22 (-2 size, +3 Dex, +11 natural), touch 11, 
  flat 19  
  BAB/Grapple:  +6/+18  
  Attack:  
  Bite +8 melee (3d6 +4;x3)  
  Full Attack:  
  Bite +8 melee (2d6 +4;x3)  
  Space/Reach:  
  15 ft./10 ft.  
  Length: 
  16 ft. + 2d4 ft. (21 ft.) 
  Weight: 
  8,000 lbs + 2d10 x 50 lbs. (8,550 lbs./ 
  4 tons) 
  Special Att:  
  Improved grab, swallow whole  
  Special Qual:  
  Tremorsense 240 ft. 
  Saves:  
  Fort +9, Ref +6, Will +4  
  Abilities:  
  S19 D17 C17 I0 W13 Ch5 
  Skills:  
  Climb +12, Escape Artist +11, Hide -5, 
  Listen +9, Spot +1  
  Feats:  
  Dodge, Mobility, Power Attack, Run, Spring 
  AttackB  
  Environment:  Any land  
  Organization:  Solitary, or Nest (2-5) 
  CR:  
  8  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  10-18 HD (Huge); 19-27 HD (Gargantuan) 
  Level Adj:  
  -  
  This earth-colored creature is covered in hard 
  plates that look like sharp-edged boulders. It has 
  a wide, flat head with multiple rows of mandible-
  like teeth and does not appear to have eyes. Its 
  underbelly is lined with hundreds of tiny, waving 
  feet.  
  The burrow worm is an underground predator that hunts 
  other subterranean burrowing creatures - such as bulettes. It 
  has also been known to hunt surface creatures when times are 
  lean, and a few have become the bane of underdark realms. 
  Despite its name, a burrow worm is actually an insect-like 
  creature, not a worm.  
   
  Combat 
  Burrow worms attack by quickly burrowing towards 
  its intended target and attacking with its mandible-laden jaws. 
  If the target is much larger than itself it uses its mobility to 
  attack and run away from its opponent before it can be 
  counter-attacked. Against smaller targets, it will attempt to 
  swallow the victim whole.  
  Improved Grab (Ex): If a burrow worm hits a large sized or 
  smaller opponent with its bite, it deals normal damage and 
  attempts to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is required. 
  Each successful grapple check it makes during successive 
  rounds automatically deals the damage indicated for the attack 
  that established the hold. When a creature gets a hold after an 
  improved grab attack, it pulls the opponent into its space. This 
  act does not provoke attacks of opportunity. It can even move 
  (possibly carrying away the opponent), provided it can drag 
  the opponent’s weight. 
  Swallow Whole (Ex): If a burrow worm begins its turn with 
  an opponent held in its mouth (see Improved Grab), it can 
  attempt a new grapple check (as though attempting to pin the 
  opponent). If it succeeds, it can swallow prey up to large size, 
  and the opponent takes bite damage.  A swallowed victim 
  takes 2d4 crushing damage and 1d6 acid damage per round in 
  the creature’s gizzard. A swallowed creature is considered to 
  be grappled, while the creature that did the swallowing is not. 
  A swallowed creature can try to cut its way free with any light 
  slashing or piercing weapon by inflicting 14 points of damage, 
  or it can just try to escape the grapple. The Armor Class of the 
  interior is AC 15. If the swallowed creature escapes the 
  grapple, success puts it back in the attacker’s mouth, where it 
  may be bitten or swallowed again.  A burrow worm can hold 1 
  Large, 2 medium-sized, 4 small, 8 tiny, 16 diminutive or 32 
  fine creatures in its gullet. 
   
  Burrow Worms on Amberos 
   
  Burrow worms can be found almost anywhere on 
  Amberos.  They actually are encountered more often in the 
  underdark, where their burrowing activity leads them into 
  underground enclaves filled with many potential meals. 
  
  Bestiary Nefarious 
  Page 95 of 478 – Stephen C. Klauk 
  Cactus Folk   
  Medium Plant 
  Hit Dice:  
  1d8+1 (5 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  13 (+3 studded leather), touch 10, flat 13  
  BAB/Grapple:  +0/+0  
  Attack:  
  Scimitar +0 melee (1d6;18-20/x2)  
  Full Attack:  
  2 Scimitars +0 melee (1d6;18-20/x2) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
  Weight: 
  90 + 4d6 x 5 lbs. (160 lbs.) 
  Special Att:  
  Thorns  
  Special Qual:  
  Heat tolerance, low-light vision, plant traits  
  Saves:  
  Fort +3, Ref +0, Will +0  
  Abilities:  
  S10 D11 C12 I10 W10 Ch9  
  Skills:  
  Knowledge (nature) +4, Listen 0, Spot 0, 
  Survival +4 
   Feats:  
  Endurance  
  Environment:  Any land  
  Organization:  Solitary, Stand (2-5), Grove (5-20), Band 
  (20-40), Horde (40-60), or Tribe (60+)  
  CR:  
  ½   
  Treasure:  
  25% coins, Normal items, No art objects 
  Alignment:  
  Usually Chaotic Neutral  
  Advancement:  By Character Class  
  Level Adj:  
  +1  
  This tall humanoid has little hair and a greenish 
  skin with dimpled vertical lines running down its 
  body. At regular intervals on its expose body 
  needle-like thorns stand out from the skin in the 
  dimpled lines.  
  It is unknown if cactus folk were spawned from spells 
  cast by ancient druids that rose them into intelligent beings or 
  if they came about by some other fashion; the cactus folk are 
  reluctant to talk about their origins to outsiders, and have an 
  unusual disdain for druids.  
  Cactus folk speak Common. They often learn the 
  language of other desert-dwelling creatures.  
   
  Combat 
  Cactus folk prefer both ranged attacks and two-
  weapon fighting with double scimitars. They tend to prefer 
  fighting as loners, and it is rare for them to work in concert 
  with other beings - even their own kind. Commonly, a cactus 
  folk chooses his opponent(s) and fights that opponent 
  exclusively, ignoring whatever foe his allies may be fighting. 
  This does not mean that cactus folk are driven to concentrate 
  on a single foe to the exclusion of all else - it is not uncommon 
  for them to switch to take on a more dangerous foe, for 
  example - but they rarely give up an opponent to aid an ally in 
  battle, and tend to expect the same. Above all else, a cactus 
  folk prides himself on being able to hold his own.  
  Some cactus folk who have taken up monkish 
  pursuits have prefer to use grappling attacks, lancing their 
  victims on their bodily spines.  
  Heat Tolerance (Ex):  Cactus folk are unaffected by high 
  temperatures.  They are immune to nonlethal damage from 
  high heat and heatstroke effects. 
  Thorns (Ex): Anyone grappling a cactus folk must make a 
  Reflex save (DC 15) or suffer 1d4 damage.  
    
  Society 
  All cactus folk expect themselves and others of their 
  kind to be able to hold their own. They see dependence on 
  another being for food, shelter, protection or any other need as 
  an unthinkable act of, at best laziness, and at worst slavery of 
  the worst sort. This doesn't mean that a cactus folk won't help 
  someone in need - but only if the person in need directly asks 
  the cactus folk. It is not an insult to ask another for help – 
  cactus folk understand that some things just cannot be done 
  alone and recognizing one's limitations takes a bit of wisdom. 
  However, cactus folk frown on those who ask for things they 
  could clearly accomplish themselves, even if it meant the 
  being had to learn how to perform the task first. Perhaps 
  because of this outlook, cactus folk do not usually gather into 
  large groups, and prefer a nomadic life. Cactus folk do not 
  marry nor do they enter into dependant relationships - whether 
  mere friendships or in matters of love.  
  Cactus folk reproduce by an unusual form of 
  germination - during the summer months cactus folk may 
  spontaneously flower and if exposed to the pollen of another 
  cactus folk may produce a small bud after 2-4 weeks. This bud 
  is generally removed once "ripe" at the 6 week mark and is the 
  size of a small onion. It is then planted in the ground in a dry 
  area. Within a week or two a small, squat cactus grows from 
  the spot, while the taproot grows in the shape of a cactus folk 
  (in a fetal position). After three years a fully grown cactus folk 
  will emerge from the spot and is free to start his or her 
  wanderings 
   
  Cactus Folk on Amberos 
   
  Despite the large deserts around Llannhanex and 
  Iiannhanex, there are few cacti that grow in the region, and 
  Cactus folk are sparse inhabitants of those lands.  There are 
  much larger concentrations of Cactus Folk in the lands of 
  northern Randu and a clan or two in Ran Da Khan, but they 
  are virtually non-existent elsewhere. 
   
  Cactus Folk Characters 
  Wandering on their own, it is quite possible for 
  cactus folk to find themselves caught up in adventures, though 
  few seek to become a hero of any sort. 
   
  Cactus folk gain the following abilities. 
  • 
  Base Movement Rate 30 feet. 
  • 
  Low-light vision.  Cactus folk can see twice as far as 
  a human in twilight or dim light. 
  • 
  Plant Type. 
  o Immunity to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns, 
  and morale effects).  
  o Immunity to poison, sleep effects, paralysis, 
  polymorph, and stunning.  
  o Not subject to critical hits.  
  o  Plants breathe and eat, but do not sleep. 
  
  Bestiary Nefarious  
  Page 96 of 478 – Stephen C. Klauk  
  • 
  +2 Con, -2 Chr.  Cactus folk are hardy beings, but 
  tend to be cool or aloof around others, as well as have 
  a poor natural talent for magic. 
  • 
  Heat Tolerance (Ex):  Cactus folk are unaffected by 
  high temperatures.  They are immune to nonlethal 
  damage from high heat and heatstroke effects. 
  • 
  Thorns (Ex): Anyone grappling a cactus folk must 
  make a Reflex save (DC 15) or suffer 1d4 damage. 
  • 
  Favored Class:  Ranger 
  • 
  Level Adjustment: +1 
  Cactus 
  folk 
  worship 
  nature 
  and 
  believe 
  in 
  reincarnation.  Cactus folk tend to be druids, not clerics. 
   
  Cactus Folk Explorer 
  Cactus Folk Rgr 5;hp: 32 
  S14 D16 C15 I10 W12 Ch6;Fort +6, Ref +7, Will +2 
  Init: 
  +3 
  Move: 30 ft. 
  AC: 
  18 (+3 Dex, +5 chain shirt +1), touch 13, flat 15 
  BAB/Grapple: +5/+7 
  Full Attack: 
  primary +1 rapier +10 melee (1d6+3;18-
  20/x2), off-hand mw shortsword +7 melee 
  (1d6+1;19-20/x2) or 
   
  Hurled thorns +8 ranged (1d4+2) 
  Special Att: 
  Thorns 
  Special Qual: 
  Combat style (two-weapon), favored enemy, 
  heat tolerance, plant traits 
  Skills: Craft (Any one) +8, Heal +9, Knowledge (Nature) 
  +8, Listen +1, Profession (Any one) +9, Spot +9, 
  Survival +9 
  Feats: EnduranceR, Hurl ThornsR, Weapon Finesse, Weapon 
  Focus (Rapier), TrackR, Two-weapon FightingR 
  CR: 
  5 
  Gear: 
  +1 rapier (2,320 gp), mw shortsword (310 gp), chain 
  shirt +1 (1,250 gp), potion of cure moderate wounds (300 gp) 
  Total:  4,180 gp (4,300 gp) 
  The Cactus Folk Explorer took a feat at 4th level instead of an animal 
  companion 
  Favored Enemy (Ex): The cactus folk explorer gains a +4 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against magical beasts and a +4 
  bonus on weapon damage rolls against such creatures. The 
  cactus folk explorer gains a +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using these skills 
  against vermin and a +2 bonus on weapon damage rolls 
  against such creatures. 
   
  Typical Ranger Spell List 
  (1; CL 2; Spell DC 11 + Spell Level) 
  1st:  Charm Animal 
   
  
  Bestiary Nefarious 
  Page 97 of 478 – Stephen C. Klauk 
  Cactus Folk Protector 
  Cactus Folk Rgr 10;hp: 65 
  S14 D19 C15 I10 W12 Ch6;Fort +10, Ref +11, Will +5 
  Init: 
  +4 
  Move: 30 ft. 
  AC: 
  20 (+4 Dex, +6 chain shirt +2), touch 14, flat 16 
  BAB/Grapple: +10/+12 
  Full Attack: 
  primary +1 rapier +14/+9 melee (1d6+3;15-
  20/x2), off-hand +1 shortsword +13/+8 
  melee (1d6+2;19-20/x2) or 
   
  Hurled thorns +13/+8 ranged (1d4+2) 
  Special Att: 
  Thorns 
  Special Qual: 
  Combat 
  style 
  (two-weapon), 
  evasion, 
  favored enemy, heat tolerance, plant traits, 
  swift tracker, woodland stride 
  Skills: Craft (Any one) +13, Heal +14, Knowledge (Nature) 
  +13, Listen +1, Profession (Any one) +14, Spot +14, 
  Survival +14 
  Feats: EnduranceR, 
  Hurl 
  ThornsR, 
  Improved 
  Critical 
  (Rapier), Improved Two-Weapon FightingR, Weapon 
  Finesse, Weapon Focus (Rapier), TrackR, Two-
  weapon DefenseR, Two-weapon FightingR 
  CR: 
  10 
  Gear: 
  +1 rapier (2,320 gp), +1 shortsword (2,310 gp), 
  chain shirt +2 (4,250 gp), gloves of dexterity (4,000 
  gp), cloak of resistance +1 (1,000 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  14,180 gp (16,000 gp) 
  The Cactus Folk Explorer took a feat at 4th and 6th level instead of an animal 
  companion 
  Evasion (Ex): If a cactus folk protector makes a successful 
  Reflex saving throw against an attack that normally deals half 
  damage on a successful save, he instead takes no damage. A 
  helpless ranger does not gain the benefit of evasion. 
  Favored Enemy (Ex): The cactus folk protector gains a +6 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against magical beasts and a +6 
  bonus on weapon damage rolls against such creatures. The 
  cactus folk explorer gains a +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using these skills 
  against vermin or undead and a +2 bonus on weapon damage 
  rolls against such creatures. 
  Wild Empathy (Ex): Check 1d20+8; Influence animals 
  Woodland Stride (Ex): A cactus folk protector may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at his normal 
  speed and without taking damage or suffering any other 
  impairment. 
  Swift Tracker (Ex): A cactus folk protector can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead of the 
  normal –20) when moving at up to twice normal speed while 
  tracking. 
   
  Typical Ranger Spell List 
  (2/1; CL 5; Spell DC 11 + Spell Level) 
  1st:  Charm Animal, Magic Fang 
  2nd:  Protection from Energy 
   
  Cactus Folk Lord 
  Cactus Folk Rgr 15;hp: 97 
  S14 D22 C15 I10 W12 Ch6;Fort +13, Ref +17, Will +8 
  Init: 
  +4 
  Move: 30 ft. 
  AC: 
  24 (+6 Dex, +8 mithral chain shirt +4), touch 16, flat 
  18 
  BAB/Grapple: +15/+17 
  Full Attack: 
  primary +1 rapier +20/+15/10 melee 
  (1d6+3;15-20/x2), off-hand +1 shortsword 
  +17/+12 melee (1d6+2;19-20/x2) or 
   
  Hurled thorns +18/+13 ranged (1d4+2) 
  Special Att: 
  Thorns 
  Special Qual: 
  Camouflage, combat style (two-weapon), 
  evasion, favored enemy, heat tolerance, 
  plant traits, swift tracker, woodland stride 
  Skills: Craft (Any one) +18, Heal +19, Hide +6, Knowledge 
  (Nature) +18, Listen +6, Profession (Any one) +19, 
  Spot +14, Survival +19 
  Feats: Dodge, EnduranceR, Hurl ThornsR, Improved Critical 
  (Rapier), 
  Improved 
  Two-Weapon 
  FightingR, 
  MobilityR, Spring Attack, Weapon Finesse, Weapon 
  Focus (Rapier), TrackR, Two-weapon DefenseR, 
  Two-weapon FightingR 
  CR: 
  15 
  Gear: 
  +2 rapier (8,320 gp), +2 shortsword (8,310 gp), 
  chain shirt +4 (17,250 gp), gloves of dexterity +4 
  (16,000 gp), cloak of resistance +2 (4,000 gp), potion 
  of cure serious wounds (750 gp) 
  Total:  54,630 gp (59,000 gp) 
  The Cactus Folk Explorer took a feat at 4th,6th  and 12th level instead of an 
  animal companion 
  Camouflage (Ex): A cactus folk lord can use the Hide skill in 
  any sort of natural terrain, even if the terrain doesn’t grant 
  cover or concealment. 
  Evasion (Ex): If a cactus folk protector makes a successful 
  Reflex saving throw against an attack that normally deals half 
  damage on a successful save, he instead takes no damage. A 
  helpless ranger does not gain the benefit of evasion. 
  Favored Enemy (Ex): The cactus folk protector gains a +6 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against magical beasts and a +6 
  bonus on weapon damage rolls against such creatures. The 
  cactus folk explorer gains a +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using these skills 
  against vermin or undead and a +2 bonus on weapon damage 
  rolls against such creatures. 
  Wild Empathy (Ex): Check 1d20+13; Influence animals 
  Woodland Stride (Ex): A cactus folk protector may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at his normal 
  speed and without taking damage or suffering any other 
  impairment. 
  Swift Tracker (Ex): A cactus folk protector can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead of the 
  normal –20) when moving at up to twice normal speed while 
  tracking. 
   
  
  Bestiary Nefarious  
  Page 98 of 478 – Stephen C. Klauk  
  Typical Ranger Spell List 
  (2/1; CL 5; Spell DC 11 + Spell Level) 
  1st:  Charm Animal, Magic Fang 
  2nd:  Protection from Energy 
   
   
  Barbed Attack 
     Your unarmed attack deals extra piercing damage. 
  Prerequisites:  Cactus folk, BAB 1+ 
  Benefit:  As part of an unarmed attack, you may deal an extra 
  1d4 piercing damage with each attack. 
   
  Hurl Thorns 
     You have trained to be able to hurl your bodily thorns. 
  Prerequisite:  Cactus folk, BAB 4+ 
  Benefit:  As a standard action or as part of a full-attack action, 
  you can hurl a number of thorns from your body at opponents 
  as a ranged attack.  The range increment is 10 feet, and you 
  deal 1d4 + Str modifier points of piercing damage on a 
  successful hit. 
  
  Bestiary Nefarious 
  Page 99 of 478 – Stephen C. Klauk 
  Camille   
  Tiny Monstrous Humanoid (Extraplanar) 
  Hit Dice:  
  1/8d8+2 (3 hp)  
  Initiative:  
  +4 
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  16 (+2 size, +4 Dex), touch 16, flat 12  
  BAB/Grapple:  0/-12  
  Attack:  
  Bite -9 melee* (1) 
  Full Attack:  
  Bite -9 melee* (1) 
  Space/Reach:  
  2½ ft./0 ft.  
  Height: 
  8 in. + 1d4 in. (10 in.) 
  Weight: 
  1d4 lbs. (2 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Blink, darkvision 60ft.  
  Saves:  
  Fort +2, Ref +6, Will +3  
  Abilities:  
  S3 D19 C15 I10 W13 Ch15  
  Skills:  
  Diplomacy +9, Hide +12, Listen +1, Sense 
  Motive +8, Spot +1  
  Feats:  
  Negotiator  
  Environment:  Any land  
  Organization:  Solitary, Run-on (2-5), or Babble (5-20)  
  CR:  
  ¼  
  Treasure:  
  ½ Standard  
  Alignment:  
  Always neutral  
  Advancement:  ½ - 1 HD (Tiny); 2 HD (Small)  
  Level Adj:  
  +0 (cohort)  
  * A camille’s bite is considered a secondary attack 
  This tiny blob of dark brown fur has two pink, 
  hairless arms with three fingers, a similar pair 
  of legs and two eyes that look like small rocks 
  of a color similar to its furry body. It has a 
  tiny, trumpet-like mouth and it jabbers and 
  hoots constantly as it gesticulates wildly.  
  A camille is a bizarre humanoid creature that is very 
  sociable and willing to please. They are quite gregarious with 
  other races, and attempt to make many friends by offering 
  presents or other tribute. Camille detest flagrantly evil 
  creatures, and they will hiss and mumble curses in their 
  presence. They are not aggressive at all towards such 
  creatures, and will quickly scatter if threatened.  
  Camilles can be taken as familiars by good or neutral 
  wizards, and sometimes will allow themselves to be taken on 
  as pets. They will not serve evil beings. A camille taken as a 
  familiar grants its owner a +3 bonus to Diplomacy checks.  
  Also, all camille know the magic formula that can 
  summon their kind to the presence of a caster to aid the 
  summoner.  Camille will only reveal this spell to those who 
  have proven themselves to be friendly to the camille.  Since 
  they cannot speak any language, they will scribe the magical 
  formula in the ground or other area.  It requires a successful 
  DC 21 Decipher Script skill check or use Read Magic to 
  understand the formula.  The formula only works for the caster 
  it is inscribed to, and cannot be used by other spellcasters. 
  Camille speak their own language, which consists of 
  high-pitched toots, whistles and baby-like babbling.   They can 
  understand Common and learn other languages, but their 
  peculiar mouth structure prevents them from being able to 
  speak any other language than their own. 
   
  Combat 
  Camille generally flee from combat, howling in fear. 
  If backed into a corner, they will stick their tubular mouths on 
  an opponent and leave a sucker-like welt on the opponent's 
  flesh.  
  Blink (Su):  As per the spell, caster level 5.  Usable once per 
  day. 
   
  Camille as Familiars 
   
  Non-evil wizards or sorcerers can take a camille as an 
  improved familiar at 3rd level.  The master of a camille 
  familiar gains an additional known spell each time they gain a 
  level.  The spell can be of any level that the caster can cast. 
   
  Camille on Amberos 
   
  The origin of these creatures is unknown, but they 
  seem to have been natives of the Crystalmire mountains.  
  During the time of Ghan the Ghan mage Huor had one as a 
  familiar, and it appears several clans migrated to the east and 
  can be found in the mountains of Randu. 
   
  Summon Camille 
  Level:  Sor/Wiz 1 
  Components:  V, S 
  Casting Time:  1 minute 
  Range:  Close (25 ft. + 5 ft/2 levels) 
  Area of Effect:  One or more Camille 
  Duration:  1 minute/level 
  Saving Throw:  None 
  Spell Resistance:  No 
   
  Upon casting this spell, one camille per caster level 
  (max 10) appears at the desired location and acts as the caster 
  directs.  Summoned camille will not fight, though they can be 
  used to distract opponents.  If a camille dies due to actions or 
  the task asked of the caster, the camille immediately stops 
  their activities, gather to collect the dead camille body and 
  disappear.  The spell can then never be used again until the 
  caster atones for the camille’s death. 
   
  This spell cannot be taught to others and can only be 
  gained directly from a Camille.  It cannot be chosen as a bonus 
  spell when gaining a level. 
  
  Bestiary Nefarious  
  Page 100 of 478 – Stephen C. Klauk  
  Capricornus   
  Medium Magical Beast (Aquatic, Extraplanar) 
  Hit Dice:  
  3d10+15 (31 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  10 ft. (2 squares), swim 50 ft. (10 squares)  
  Armor Class:  
  18 (+3 Dex, +5 natural), touch 13, flat 15  
  BAB/Grapple:  +3/+7  
  Attack:  
  Gore +7 melee (1d6+4) or Bite +7 melee 
  (1d4+4 + ability drain) 
  Full Attack:  
  Gore +7 melee (1d6+4) or Bite +7 melee 
  (1d4+4 + ability drain) and 2 hooves +2 
  melee (1d4+2 + confusion) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  6 ft. 6 in. + 2d8 in. (7 ft. 3 in.) 
  Weight: 
  550 lbs. +  5d6 x 7 lbs (669 lbs.) 
  Special Att:  
  Ability drain, confusion  
  Special Qual:  
  Low-light vision, fast healing 2  
  Saves:  
  Fort +7, Ref +6, Will +2  
  Abilities:  
  S19 D17 C19 I11 W13 Ch11 
  Skills:  
  Balance +5, Escape Artist +5, Hide +3, 
  Jump +7, Listen +1, Sense Motive +4, Spot 
  +4, Swim +4  
  Feats:  
  Agile, Toughness  
  Environment:  Any aquatic  
  Organization:  Solitary, Family (2-5), or Pod (5-20)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral good  
  Advancement:  4-6 HD (Medium); 7-9 HD (Large)  
  Level Adj:  
  +3 (Aquatic cohort only)  
  This odd creature sports the upper torso of a 
  white goat with golden, crooked horns and the 
  lower body of a sparkling blue fish. Its goat-like 
  forelegs end in golden hooves and it sports a 
  white beard that seems to be made of seaweed.  
  The capricornus is a creature from the elemental plane 
  of water, often found visiting and frolicking in prime material 
  oceans. They are playful and generally good-natured, though 
  pods of the creatures have been known to take issue with evil 
  sea creatures or pirate ships.  
  Capricornus are too intelligent to be forced to take a 
  rider, but they will allow friendly beings to ride them like 
  mounts for short periods of time. Sometimes, they will wade 
  to shore and allow a being to ride astride their back, and take 
  the individual on a wild ride to test the being's mettle and skill. 
  Those found lacking in either usually wake up after the ride 
  half-drowned on the beach, with the capricornus nowhere in 
  sight.   Those who pass the test are returned to land, and often 
  given gifts of gold and silver for their endurance. 
  Capricornus speak Aquan, merfolk and Common.  
   
  Combat 
  Capricornus fight by charging their enemy and 
  attempting to gore them. Once in melee, they strike with 
  hooves and horns and only flee if met with superior force. 
  Such fleeing is often only to go and round up allies to help, 
  though.  
  Ability Drain (Su): The bite of a capricornus deals 1d2 points 
  of permanent Wisdom drain if the victim fails a Fort DC 11 
  save. 
  Confusion (Sp):  If a capricornus strikes an opponent with a 
  hoof, they must make an immediate Fort DC 15 save or fall 
  under the effects of a Confusion spell with a caster level of 3.  
  A victim can only be subjugated to one such attack per day. 
  Fast Healing (Ex): A capricornus regains 2 hit points per 
  round while in contact with water. Except where noted here, 
  fast healing is just like natural healing. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be 
  reattached. 
   
  Summoning a Capricornus 
   
  A capricornus can be summoned by the spell Monster 
  Summoning IV by those who know the proper ritual 
  (Knowledge (The Planes) DC 14 and Spellcraft DC 15). 
   
  Capricornus on Amberos 
   
  The nobility of Nydonna’s Sea Kingdom have 
  handed down through the ages rituals by which they can 
  summon capricornus to their aid, and more than a few 
  Nydonna nobles keep the creatures as a sort of mount.  
  
  Bestiary Nefarious 
  Page 101 of 478 – Stephen C. Klauk 
  Cavern Crawler   
  Huge Undead 
  Hit Dice:  
  4d12 (26 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares), climb 15 ft. (3 squares)  
  Armor Class:  
  16 (-2 size, +8 natural), touch 8, flat 16  
  BAB/Grapple:  +2/+17  
  Attack:  
  Bite +7 melee (2d6+7)  
  Full Attack:  
  Bite +7 melee (2d6+7) 
  Space/Reach:  
  15 ft./10 ft.  
  Length: 
  25 ft. + 1d8 ft. (29 ft.) 
  Weight: 
  120 lbs. + 1d10 x 5 lbs. (145 lbs.) 
  Special Att:  
  Poison  
  Special Qual:  
  Blindsight 
  60 
  ft., 
  DR 
  5/bludgeoning, 
  darkvision 60 ft., turn resistance 4, undead 
  traits  
  Saves:  
  Fort +1, Ref +1, Will +4  
  Abilities:  
  S25 D11 C- I- W10 Ch15 
  Skills:  
  Climb +15, Hide +0, Listen +0, Spot +4 
  Feats:  
  - 
  Environment:  Any land  
  Organization:  Solitary, Cluster (2-5), or Nest (5-20) 
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement:  5-8 HD (Huge); 9-12 HD (Gargantuan) 
  Level Adj:  
  -  
  A shambling mass of legs stands before you, held 
  together by a gray-rock hard exoskeleton that 
  stretches nearly five men’s length. One end of the 
  beast sports an insectile head with deadly 
  mandibles dripping with a greenish ichors.  
  A cavern crawler is a peculiar undead creature that 
  resembles the animated exoskeleton of a gigantic centipede. 
  What makes the creature so deadly is that its bite transforms 
  its victims into zombies under its control.  
  A cavern crawler is not intelligent beyond its ability to 
  hunt food, and will not communicate with other living or dead 
  creatures.  
   
  Combat 
  Cavern crawlers generally take advantage of their 
  climb ability to struck from an unseen or awkward to reach 
  position. They are wily enough to attack unarmored targets 
  first, attempting to quickly bolster its ranks with undead 
  minions. The cavern crawler has little fear of death, and has 
  been known to fight on despite overwhelming odds, 
  attempting to take out as many enemies as possible before 
  succumbing to its prey.  
  Poison (Su): The bite of a cavern crawler injects the victim 
  with a deadly poison that transforms the victim into a zombie 
  under the cavern crawler's control if the save is failed (injury; 
  DC 15; Init: 1d4 Con; Sec: Transformation) 
  Skills: Cavern crawlers have a +4 racial bonus on Spot 
  checks, and a +8 racial bonus on Climb and Hide checks. They 
  can use either their Strength or Dexterity modifier for Climb 
  checks, whichever is higher. Monstrous scorpions can take 10 
  on Climb checks, even if threatened or distracted. 
   
  Cavern Crawlers on Amberos 
   
  While original found in the Domes of the Dead in the 
  west and thought to have been a byproduct of the magic that 
  killed the first necromancer, Black Marentail, cavern crawlers 
  have begun to appear in the deserted wastes of Randu and 
  other areas in the east.  There are clues pointing to their 
  appearance being the subtle workings of Lepornunse, god of 
  disease, but for what reason, none can fathom. 
  
  Bestiary Nefarious  
  Page 102 of 478 – Stephen C. Klauk  
  Chuut-I   
  Large Magical Beast (Earth) 
  Hit Dice:  
  4d10+8 (30 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares), swim 20 ft. (4 squares)  
  Armor Class:  
  15 (-1 size, +1 Dex, +5 natural), touch 10, 
  flat 14  
  BAB/Grapple:  +4/+12  
  Attack:  
  Bite +7 melee (1d8+4) 
  Full Attack:  
  Bite +7 melee (1d8+4), 2 claw +5 melee 
  (1d6+2) and tail +5 melee (1d8+6) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  9 ft. + 2d4 in. (9 ft. 5 in.) 
  Weight: 
  450 lbs. + 2d10 x 10 lbs. (560 lbs.) 
  Special Att:  
  -  
  Special Qual: 
  Alternate form, DR 5/magic +1, darkvision 
  60 ft., fast healing 3, low-light vision  
  Saves:  
  Fort +6, Ref +5, Will +2  
  Abilities:  
  S19 D13 C14 I11 W13 Ch12 
  Skills:  
  Disguise +3*, Forgery +2, Hide +4, Listen 
  +1, Spot +4  
  Feats:  
  Deceitful, 
  Die 
  Hard, 
  EnduranceB, 
  Multiattack 
  Environment:  Warm aquatic, deserts, plains, or marshes 
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  3  
  Treasure:  
  Standard  
  Alignment:  
  Often neutral good 
  Advancement:  5-8 HD (Large); 9-12 HD (Huge)  
  Level Adj:  
  -  
  The gray statue suddenly seems to spring to life, 
  revealing a gorilla-shaped creature covered in 
  reptilian scales with an alligator-like head.  
  The Chuut-I is a temple guardian often encountered in 
  desert lands. Their primary ability is being able to transform 
  their entire body to stone, and revert back at any time. Chuut-I 
  are generally found in stone form as if they were statues. Only 
  if their statue form or the temple they reside in comes under 
  attack does the Chuut-I take humanoid form and attack.  
  Because of their known prowess and tendency to 
  protect temples, many temples in such lands mix in regular 
  stone statues with any present Chuut-I to throw of temple 
  thieves and enemies.  
  Chuut-I can speak celestial and Common. They are 
  generally also fluent in whatever local tongues the priests and 
  visitors use in the area.  
   
  Combat 
  The quickest way to engage a Chuut-I in combat is to 
  besmirch a god - either through statements or by attempted 
  desecration of a temple the Chuut-I is defending. Chuut-I are 
  extremely unforgiving of the latter offense, and will fight to 
  the death against desecrators, whereas they may only beat a 
  blasphemer into submission. Chuut-I will often rush an 
  opponent and strike with a whirlwind of claw, fang and tail 
  slaps. Some Chuut-I prefer to fight with weapons - usually 
  exotic ones at that.  
  Some Chuut-I have taken up the holy ways of the 
  Paladin as a temple's defender. Such Chuut-I rarely use steeds, 
  but have been known to employ giant eblis or crocodile steeds 
  if they do.  
  Alternate Form (Su): A Chuut-I’s natural form is that of an 
  hunched humanoid that resembles an alligator.  At will, it 
  transforms itself into a solid stone statue.  When in stone form, 
  it retains its current hit points and DR, but is unable to move.  
  A Chuut-I is aware of its surroundings in statue form, and will 
  generally change back into beast form if it is threatened.  
  Skills:  A chuut-I gains a +10 bonus to disguise when in stone 
  shape. 
   
  Society 
  Chuut-I are devoutly religious, and take guarding 
  temples to the gods very seriously. They generally spend most 
  of their time in stone form in a defensive position within 
  whatever temple they are guarding. Only on certain holy days 
  or during certain periods of the night do their kind normally 
  take humanoid form. At these times their kind congregate, 
  perform their own holy rituals and/or seek mates or 
  relationships.  
  Chuut-I are trained very early in life to take up the 
  mantle of temple guardian, and there are very few that do not 
  take up permanent residence in some sort of temple. Even 
  wandering Chuut-I usually seek out roadside temples to pay 
  homage to the gods, and there have been bands of Chuut-I 
  who have been known to travel far and wide to gather 
  materials and coin to build temples in areas with too few 
  skilled workers or the money to support a temple in their 
  town.  
   
  Chuut-I on Amberos 
   
  Most Chuut-I can be found in Llannhanex and 
  worship the Ancient gods, much as do the Llannians 
  themselves. 
  
  Bestiary Nefarious 
  Page 103 of 478 – Stephen C. Klauk 
  Ankhbearer   
  Huge Outsider (Augmented Magical Beast, Earth, Native) 
  Hit Dice:  
  9d10+6d10+90 (172 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares), swim 20 ft. (4 squares), 
  fly 60 ft (12 squares) (good) 
  Armor Class:  
  29 (-2 size, +1 Dex, +9 natural, +11 mithral 
  half-plate +4), touch 9, flat 28  
  BAB/Grapple:  +9/+25 
  Attack:  
  Bite +15 melee (2d6+10;19-20/x2)  
  Full Attack:  
  Bite +15 melee (2d6+10;19-20/x2), 2 claw 
  +13 melee (1d8+5) and tail +14 melee 
  (2d6+15) 
  Space/Reach:  
  15 ft./15 ft.  
  Height: 
  28 ft. + 1d4 ft. (30 ft.) 
  Weight: 
  3,000 lbs + 1d8 x 250 lbs. (4,000 lbs.) 
  Special Att:  
  Daylight, magic strike, smite 2x/day, smite 
  evil, turn undead 
  Special Qual: 
  Alternate form, aura of good, divine grace, 
  DR 5/magic +2, darkvision 60 ft., detect 
  evil, divine health, fast healing 4, immune to 
  disease, lay on hands, low-light vision, 
  remove disease 1x/week, resist acid 10, cold 
  10, electricity 10, spell-like abilities, SR 24 
  Saves:  
  Fort +19, Ref +12, Will +10 
  Abilities:  
  S31 D13 C22 I13 W17 Ch18 
  Skills:  
  Diplomacy +14, Disguise +16*, Forgery 
  +16, Heal +9, Hide +13, Intimidate +6, 
  Knowledge (The Planes) +5, Knowledge 
  (Religion) +11, Listen +7, Sense Motive +7, 
  Spot +15  
  Feats:  
  Deceitful, Die Hard, EnduranceB, Extra 
  Turning, 
  Heighten 
  Turning, 
  Improved 
  Critical (Bite)P, Multiattack, Weapon Focus 
  (Tail) 
  Environment:  Warm aquatic, deserts, plains, or marshes 
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  15 
  Treasure:  
  mithral half-plate +4 (25,900 gp) 
  Alignment:  
  Often neutral good 
  Advancement:  5-8 HD (Large); 9-12 HD (Huge)  
  Level Adj:  
  -  
  The Ankhbearer took a feat instead of a special mount 
  The 
  gray 
  silver-armored 
  figure 
  thunders 
  forward, a golden radiance emanating from the 
  gorilla-shaped 
  creature 
  which 
  bears 
  an 
  alligator-like head. From its back spread black-
  tipped angelic wings, encased in the same silvery 
  armor as the rest of the creature. 
  While most Chuut-I remain hidden in a temple as a sort 
  of guardian, the Ankhbearer often sallies forth from its home 
  temple to crush an evil that has been brought to its attentions. 
  When not engaged in a quest against evil, Chuut-I are 
  usually the centerpiece of a temple – a living conduit to a god.  
  They accept offerings and greet pilgrims to their temple, and 
  in cases where the temple lacks a priest of stature, may even 
  give regular sermons to the populace. 
  Chuut-I can speak celestial and Common. They are 
  generally also fluent in whatever local tongues the priests and 
  visitors use in the area.  
   
  Combat 
  An Ankhbearer sees itself as the living wrath of a 
  god.  They will not back down from a conflict, and will do 
  their utmost to destroy any fiend or heretic that they 
  encounter.  They will never willingly harm an innocent being, 
  but will not allow themselves to be blackmailed to save such 
  an individual. 
  An Ankhbearer never gives quarter to an enemy nor 
  accepts the surrender of a known evil foe. 
  Alternate Form (Su): An Ankhbearer natural form is that of 
  an hunched humanoid that resembles an alligator.  At will, it 
  transforms itself into a solid stone statue.  When in stone form, 
  it retains its current hit points and DR, but is unable to move.  
  A Chuut-I is aware of its surroundings in statue form, and will 
  generally change back into beast form if it is threatened.  
  Aura of Courage (Su): An Ankhbearer is immune to fear 
  (magical or otherwise). Each ally within 10 feet of it gains a 
  +4 morale bonus on saving throws against fear effects. 
  Daylight (Su):  A Ankhbearer can use the daylight spell at 
  will at 9th level ability. 
  Detect Evil (Sp): At will, an Ankhbearer can use detect evil, 
  as the spell. 
  Divine Grace (Su): An Ankhbearer gains a bonus equal to her 
  Charisma bonus on all saving throws (already added in). 
  Divine Health (Ex): An Ankhbearer is immune to all 
  diseases, including supernatural and magical diseases. 
  Lay on Hands (Su): An Ankhbearer can heal 24 hit points of 
  damage per day by touch. It may choose to divide her healing 
  among multiple recipients, and it doesn’t have to use it all at 
  once. Using lay on hands is a standard action. 
  Smite (Su):  Once per day, an Ankhbearer can make a melee 
  attack to deal +9 damage against an evil foe. 
  Smite Evil (Su): Twice per day, an Ankhbearer may attempt 
  to smite evil with one normal melee attack. It adds +4 to the 
  attack roll and deals 6 extra points of damage. 
  Spell-like Abilities (Sp):  An Ankhbearer can use the 
  following abilities as listed.  Caster level 9. 
   
  Protection from Evil – 3x/day, Bless – 1x/day, Aid – 
  1x/day, Detect Evil – 1x/day, Cure Serious Wounds – 1x/day, 
  Neutralize Poison – 1x/day, Holy Smite (DC – 1x/day, Remove 
  Disease – 1x/day, Dispel Evil – 1x/day. 
  Turn Undead (Su):  11x/day; Turn Check 1d20+4; Turn 
  Damage 2d6+9 
  Skills:  An Ankhbearer gains a +10 bonus to disguise when in 
  stone shape. 
   
  Typical Paladin Spell List 
  (2; CL 3;Spell DC 14) 
  1st:  Lesser Restoration 
   
  Ankhbearer on Amberos 
   
  Only one known Ankhbearer is known to exist on 
  Amberos, in the temple of Horus in Llannhanex.  Only once in 
  the past 100 years or so has this unnamed Chuut-I left its 
  temple – in its last venture, it sallied forth to defend the temple 
  
  Bestiary Nefarious  
  Page 104 of 478 – Stephen C. Klauk  
  against attack from Randu.  Though it was badly injured in the 
  fight, it single-handedly destroyed the opposing Randese.  
  According to legend, all Chuut-I are said to spawn from this 
  individual, and the Chuut-I have gone to great lengths to 
  protect it and ensure its survival. 
  
  Bestiary Nefarious 
  Page 105 of 478 – Stephen C. Klauk 
  Cobra Newt   
  Tiny Animal (Amphibious) 
  Hit Dice:  
  ½d8+1 (2 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  15 ft. (3 squares), swim 15 ft. (3 squares)  
  Armor Class:  
  15 (+2 size, +2 Dex, +1 natural), touch 14, 
  flat 13  
  BAB/Grapple:  0/-12  
  Attack:  
  Bite -2 melee (1d3-4 + poison) 
  Full Attack:  
  Bite -2 melee (1d3-4 + poison) 
  Space/Reach:  
  2½ ft./0 ft.  
  Length: 
  1 ft. + 1d4 in. (1ft. 2 in.) 
  Weight: 
  2 lbs + 1d4 lbs. (4 lbs.) 
  Special Att:  
  Poison  
  Special Qual:  
  Low-light vision, water dependency  
  Saves:  
  Fort +3, Ref +4, Will +1  
  Abilities:  
  S2 D14 C12 I2 W12 Ch9  
  Skills:  
  Hide +10, Listen +5, Spot +5, Swim +10 
  Feats:  
  Alertness  
  Environment:  Any land  
  Organization:  Solitary, Cluster (2-5), or Nest (5-20) 
  CR:  
  ½   
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  1 - 2 HD (Tiny); 3-5 HD (Small)  
  Level Adj:  
  +0 (Animal Companion; Familiar)  
  This foot long amphibian is mostly black with 
  red speckling. It has a cobra-like hood and small 
  needle-like fangs.  
  Cobra newts are peculiar creatures that dwell in swamplands 
  and other marshy areas. They have a poisonous venom, but 
  their skin is highly prized in the creation of poultices to heal 
  wounds and fight off infections.  
   
  Combat 
  Cobra newts are not aggressive creatures, and usually 
  only attack if threatened or if their territory is invaded. A 
  cobra newt is a simple attacker; it normally warns its opponent 
  by rearing up on its hind legs and puffing wide its hood and 
  hissing; if this fails to deter an attacker, it charges prey and 
  bites, hoping to drive the opponent off.  
  Poison (Ex):   The bite of a cobra newt injects a toxin that 
  attacks the nervous system.  Type: injected; Fort save DC 11; 
  Init: 1d4 Dex; Sec: 1d8 Con and 1d4 Wis.  A victim who 
  makes both secondary saves successfully regains 1 point of 
  lost Dex. 
  Water Dependency (Ex):  If a cobra newt is not kept damp, it 
  suffers 1d4 points of Constitution damage per hour until it 
  able to moisten its skin.  A cobra newt can freely breathe 
  while underwater or on land. 
  Skills:  A cobra newt gains a +8 bonus to swim checks and 
  can use its Dexterity modifier instead of its Strength when 
  swimming.  A cobra newt can take 10 when swimming, even 
  when distracted or under duress. 
   
  Cobra Newts As Familiars 
   
  Certain swamp-dwelling spellcasters have been 
  known to make the cobra newt a familiar.  A cobra newt 
  grants its owner a +3 bonus to Swim checks. 
   
  Cobra Newts on Amberos 
   
  While cobra newts can be found in just about any 
  swamp on Amberos, they are the favorite food of black 
  dragons and black drakes of the Golens.  Also, it seems that 
  Savage Avenger’s assassins, who work from the Golens, often 
  employ the newt’s poison on their weapons. 
  
  Bestiary Nefarious  
  Page 106 of 478 – Stephen C. Klauk  
  Cobracon 
  Huge Animal (Reptilian) 
  Hit Dice: 
  4d10+20 (40 hp) 
  Initiative: 
  (-2 size, +2 Dex) 
  Speed: 
  40 feet (8 squares), fly 100 ft. (20 squares) 
  (Poor) 
  AC: 
  13 (-2 size, +2 Dex, +3 natural), touch 10, 
  flat 11 
  BAB/Grapple: +4/+18 
  Attack:  
  Bite +10 melee (2d6+9 + poison)  
  Full Attack: 
  Bite +10 melee (2d6+9 + poison) 
  Space/Reach: 
  10 ft./10 ft. 
  Length: 
  16 ft. + 1d4 ft. (18 ft.) 
  Weight: 
  350 lbs. + 2d10 x 15 lbs. (515 lbs.) 
  Special Att: 
  Improved Grab, Poison, Poison Spittle, 
  Constrict 
  Special Qual: 
  Scent 
  Saves: 
  Fort +9, Ref +6, Will +4 
  Abilities: 
  S26 D14 C20 I2 W14 Ch6 
  Skills: 
  Balance +10,Climb +18, Listen +10, Spot 
  +10 
  Feats:  
  - 
  Climate: 
  Temperate and Warm land 
  Organization: 
  Solitary 
  CR: 
  5 
  Treasure: 
  None 
  Alignment: 
  Always Neutral 
  Advancement: Huge (5-15 HD) 
  Level Adj: 
  +3 (Animal Companion) 
  Before you is a huge, emerald green snake, 
  coiled and ready to strike.  It has a pair of bat-
  like wings that protrude from the body just 
  behind the head, and it flaps them silently at it 
  hisses at you with deadly menace. 
  The cobracon, or flying cobra, is a huge green serpent 
  with bat-like wings.  They are sometimes mistaken as coatyl 
  by the uninformed, but are neither intelligent nor gifted with 
  magical abilities. 
   
  Combat 
     
  The cobracon is an aggressive predator, preferring to 
  swoop down on foes at least two sizes smaller than it and use 
  its acid spittle to paralyze or blind its foes.  Once a foe is 
  injured, the cobracon will land to devour the meal. If attacked, 
  the serpent is quick to use its venomous bite to defend itself, 
  and rarely will disengage from a chosen target. 
  Constrict(Ex): A cobracon deals 2d6+12 damage with a 
  successful grapple check against opponents of up to Huge 
  size. 
  Improved Grab(Ex):  To use this ability, the cobracon must 
  hit with its bite attack.  If it gets a hold, it can constrict. 
  Poison(Ex):  Bite, fortitude save (DC 15); initial and 
  secondary damage 1d6 temporary Dexterity. 
  Poison Spittle(Ex):  As a ranged touch attack, the cobracon 
  can spit its venom at a foe to cause blindness.  The victim 
  must make a DC 14 Fortitude save or be blinded for 2d6 
  minutes. 
   
  Cobracons on Amberos 
   
  These deadly reptiles seem to frequent the desert 
  areas of Llannhanex and Iiannhanex.  Encounters with the 
  beasts have spread to Lanster, Simera and Ulanst, but the 
  druids of Kennestone seem to have been able to somehow 
  prevent these creatures from spreading into Kennestone. 
  
  Bestiary Nefarious 
  Page 107 of 478 – Stephen C. Klauk 
  Colossus   
  Colossal Construct  
  Hit Dice:  
  60d10+83 (413 hp)  
  Initiative:  
  +4 
  Speed:  
  50 ft. (10 squares) (can't run)  
  Armor Class:  
  22 (-8 size, +20 natural), touch 2, flat 22  
  BAB/Grapple:  +45/+80  
  Attack:  
  Slam +57 melee (2d8+19)  
  Full Attack:  
  2 slams +57 melee (2d8+19)  
  Space/Reach:  
  30 ft./30 ft.  
  Height: 
  60 feet 
  Weight: 
  250,000 lbs. (125 tons) 
  Special Att:  
  Breath weapon  
  Special Qual:  
  Construct traits, DR 20/epic +8, darkvision 
  60 ft., low-light vision, epic spell immunity  
  Saves:  
  Fort +22, Ref +22, Will +22  
  Abilities:  
  S49 D11 C- I - W10 Ch1  
  Skills:  
  - 
  Feats:  
  - 
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  26  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  61-180 HD (Colossal)  
  Level Adj:  
  -  
  This towering statue made of metal creaks and 
  groans at its joints as it swiftly comes to life, 
  taking a defensive combat stance. Its eyes glitter 
  like fire and its arms are covered in arcane 
  tattoos that glow like fire.  
  A colossus is a towering statue made of some sort of 
  metal - usually bronze or steel, that has been magically 
  enchanted to come to life if the area it protects is threatened. 
  Few wizards or kingdoms have the funds to fabricate or 
  enchant these behemoths, and as such they are very rare, and 
  usually only protect the most sacred of sites or largest of 
  communities. A colossus cannot speak, but can utter a battle 
  cry that sounds like a roaring furnace.  
  Colossus are capable of understanding the language 
  of their creator and the language of any people it has been 
  designed to protect.  
   
  Combat 
  Colossi are titanic fighters, and while mindless, fight 
  with the cunning of a skilled warrior. A colossus might not be 
  inventive in its attacks, but will do its best to cause the greatest 
  harm to its foes by whatever means available to it. Most 
  colossus are armed with two weapons and will prefer to wade 
  into combat utilizing these massive weapons. If engaged with 
  a foe that is attacking from outside their proscribed defensive 
  area, they are not adverse to locating and using titanic ranged 
  weapons (such as trees or boulders) to pummel such foes; wise 
  creators often arm their colossuses with ranged weapons for 
  such occurrences. Colossus reserve using their breath weapon 
  against multiple foes or targets that will easily burn. They 
  generally will refrain from using their breath weapon in areas 
  that will harm their proscribed area to protect.  
  Breath Weapon (Su): Once per minute, a colossus can 
  breathe a 120 ft. cone of molten lead that deals 10d6 fire 
  damage.  A Reflex DC 40 save halves the damage.  Those 
  who fail the initial save take an additional 10d6 fire damage 
  for 5 rounds (Fort DC 40 for half damage).  A save can be 
  made each round.  Cooling or otherwise freezing the molten 
  lead ceases the additional damage.  
  Epic Spell Immunity (Ex): A colossus is immune to spells of 
  1st to 9th level, even if they ignore spell resistance.  A colossus 
  is immune to epic spells as if it had unbeatable spell 
  resistance.  However, if it is hit with a chill metal spell with a 
  caster level of at least 20th level, the colossus is slowed and 
  unable to use its breath weapon until the spell expires.  
   
  Creating a Colossus 
   
  The cost to create the colossus’s body requires 
  250,000 lbs of metal treated with special oils and mixed with 
  rare alloys costing no less than 2,500,000 gp in materials.  It 
  requires a DC 25 Craft (Armorsmith) or DC 25 Craft 
  (Weaponsmith) to fashion the body correctly. 
   
  Caster Level: 20th; Requirements:  Craft Construct, 
  animate object, greater magic weapon, geas/quest, heat metal, 
  miracle, caster must be 20th level; Price -, Cost 1,047,600 gp + 
  74,000 XP. 
   
  Colossus on Amberos 
   
  The Randese discovered the secret to creating Colossi 
  and used them to protect the mighty Answan Suwat that 
  bridged upper and lower Randu.  The mightiest of Colossi – 
  known as Katala Rumi (Maker of Peace) – was crafted to 
  defend Zarame Kull.  Just prior to the city being destroyed, the 
  great colossi was possessed by the essence of Titanicus, and 
  stalked away from the city, never to be seen again. 
  
  Bestiary Nefarious  
  Page 108 of 478 – Stephen C. Klauk  
  Corpseslayer   
  Huge Plant 
  Hit Dice:  
  10d8+30 (75 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  17 (-2 size, +2 Dex, +7 natural), touch 10, 
  flat 15  
  BAB/Grapple:  +7/+24  
  Attack:  
  Slam +15 melee (1d8+9) or boulder +9 
  ranged (2d8+13) 
  Full Attack:  
  4 Slams +15 melee (1d8+9), bite +9 melee 
  (2d6+4) or  
  boulder +9 ranged (2d8+13) 
  Space/Reach:  
  15 ft./20 ft.  
  Height: 
  20 ft. + 2d6 ft. (27 ft.) 
  Weight: 
  1,000 lbs. + 2d10 x 75 lbs. (1,825 lbs.) 
  Special Att:  
  Breath weapon, entangling vines  
  Special Qual:  
  Control tree, low-light vision, plant traits, 
  regeneration 6, resistance to fire 20, spell 
  resistance 20  
  Saves:  
  Fort +10, Ref +5, Will +5  
  Abilities:  
  S28 D15 C17 I10 W15 Ch16  
  Skills:  
  Climb +16, Hide -6, Jump +9, Listen +8, 
  Spot +15  
  Feats:  
  Cleave, 
  Great 
  Cleave, 
  Power 
  Attack, 
  Weapon Focus(Slam)  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  9  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)  
  Level Adj:  
  -  
  The monstrous trunk of a tree stands before you, 
  wrapped in green vines and flailing four 
  monstrous branches. A scowling face seems 
  carved into the face of the tree trunk, and its eyes 
  glow with a hellish light.  
  Corpseslayers are sentients plant creatures that seek out 
  other prey to kill. They seem to have a hatred of druids and 
  other humanoids that despoil or have wrought control over 
  plant life. They also have a great hatred for Treants, and will 
  usually attack them on sight.  
  Corpseslayers speak Treant.  
   
  Combat 
  A corspeslayer is an engine of destruction that 
  initially attempt to foil any attempt of escape by unleashing its 
  entangle vines and then closing to melee. They have been 
  known to uproot boulders to use as ranged weapons, but they 
  are careful not to harm plant life - if they can help it.  
  Breath Weapon (Su): As a standard action, a corpseslayer 
  can breath a cloud of noxious gas out to a range of 30 feet that 
  covers a 20 foot area.  Those in the area of effect suffer 5d6 
  damage (Fort save DC 18 for half).  A corpseslayer can breath 
  once per minute. 
  Entangling Vines (Su):    In place of a slam attack, a 
  corpseslayer can extend the vines from its body out to a range 
  of 20 feet to cover a 15 foot area with vines.  Those caught in 
  the area of effect must make a Reflex save (DC 18) or be 
  pinned.  It takes a successful Str check (DC 24) to break free 
  of the vines.  Those who make the can only move at ½ normal 
  rate  and must make a Strength check each round to avoid 
  being pinned. 
  Animate Trees (Sp): A corpseslayer can animate trees within 
  180 feet at will, controlling up to two trees at a time. It takes 1 
  full round for a normal tree to uproot itself. Thereafter it 
  moves at a speed of 10 feet and fights as a treant in all 
  respects. Animated trees lose their ability to move if the 
  corpseslayer that animated them is incapacitated or moves out 
  of range. The ability is otherwise similar to liveoak (caster 
  level 10). Animated trees have a vulnerability to fire. 
  Regeneration (Ex): Acid and cold deal normal damage to a 
  corpseslayer. A regenerating corpseslayer can regrow lost 
  portions of their bodies and can reattach severed limbs in one 
  minute. Severed parts that are not reattached wither and die 
  normally. 
   
  Corpseslayers on Amberos 
   
  Ages ago, when the Kennestone forest was overrun 
  by Druidus and his kin, the treants of the woods suffered 
  greatly at the hands of the great druid.  Several treants turned 
  in desperation to the dark powers of the underworld and struck 
  a bargain in return for powers with which to battle the druids.  
   
  However, the remaining treants of the Kennestone 
  forest banded with Druidus against the corpseslayers, and they 
  were driven from the woods into hiding wherever they could 
  seek refuge; some eventually settled in the chaotic and ever-
  changing lands of the Hold of Severn.  In the end, the 
  corpseslayers did succeed in saving treants; after the battle 
  with the corpseslayers, the druids and the treants made peace, 
  and the treants place among the ancient woods was restored. 
  
  Bestiary Nefarious 
  Page 109 of 478 – Stephen C. Klauk 
  Corrupted Soul 
  A corrupted soul is one who has not only turned over 
  to a willfully evil life, but whom has been aided in their 
  pursuit of evil by fiendish or abysmal powers.  The evil in 
  their very soul becomes like a cancer, eating at the flesh and 
  mind of the victim, eventually transforming it into something 
  not of this world. 
  A corrupted soul is a template that can be applied to 
  any giant, humanoid, monstrous humanoid, aberration or 
  magical beast with an intelligence of  3+, and is of evil 
  alignment. 
   
  Type:  The creature gains the Evil subtype 
  Hit Dice:  The creature gains an additional 2 Hit dice 
  Attack:  The creature gains a natural attack routine with teeth 
  and claws, if it does not already have such.  The bite and claw 
  attack depends on size 
   
  Special Attacks:  The creature gains one of the following 
  special attacks, as chosen from below: 
   
  Arcane Casting:  The creature gains the ability to cast arcane 
  spells as if a sorcerer at a level equal to ½ it’s Hit 
  Dice/levels.  Spell DC’s are Charisma-based. 
  Poison bite: Fort save DC is ½ Hit Dice/levels + Con 
  modifier.  Initial damage is 1d6 Con, Secondary 
  damage is 1d6 Con. 
  Touch of Rot:  The claw or slam attacks of the creature infect 
  the victim with mummy rot. 
  Lashing Tongue:  The creature’s tongue is unusually long, and 
  barbed.  The creature gains a ranged touch attack with a 
  range of 15 feet.  The attack deals damage based on the 
  creature’s size.  It does not gain its strength modifier to 
  the damage roll. 
  Grappling Tail:  The creature gains a tail attack that allows 
  them to use Improved Grab against creatures one size 
  smaller than themselves. 
  Infernal Devotion:  The creature gains the ability to cast 
  divine spells as if a cleric at a level equal to ½ it’s Hit 
  Dice/level.  Spell DC’s are Wisdom based. 
  Enhanced Spellcasting:  If the creature has spellcasting ability, 
  it gains a +2 spellcasting level bonus.  This affects the 
  number of spells per day it can cast and the caster level 
  as if it were 2 levels higher. 
  Secrets of the Fiends:  The creature can take the shape of a 
  demon or devil of the same Hit Dice or less as the 
  creature, as if using the shapechange spell.  The form 
  the creature can take is chosen when the template is 
  applied and cannot be changed.  The change lasts for up 
  to 1 minute a day. 
  Word of Blasphemy:  As a standard action, the creature can 
  utter foul, necromantically powerful words that deal 
  physical damage to living creatures within 30 feet who 
  hear the creature’s speech.  The utterance deals 2d6 
  damage (Fort DC 10 + ½ creature’s hit dice/levels + 
  Chr modifier for half. 
   
  Special Qualities:  The creature gains two of the following 
  special qualities, as chosen from below: 
   
  Gaze of the Pit:  The creature gains darkvision to 120 feet and 
  can even see through magical darkness. 
  Wings of the Bat:  The creature gains a pair of bat-like wings 
  and a fly speed of 50 (poor). 
  Shield Against the Eye:  The creature can use invisibility at 
  will. 
  Infernal Flame:  At will, the creature’s body can erupt in 
  flames.  Those within 5 feet of the creature take 1d6 
  points of fire damage (DC 10 + ½ HD/level + Con mod 
  Reflex save for half damage).  Those grappling, struck 
  or held by the creature take 2d6 points of fire damage 
  per round (DC 10 + ½ HD + Con mod Reflex save for 
  half damage). 
  Flesh of the Corrupt:  The creature can alter its shape as per 
  the alter self spell. 
  Twisted Soul:  The creature limbs become like rubber; it gains 
  a +8 bonus to Escape Artist skill checks and can use the 
  equivalent of the Freedom of Movement spell as if cast 
  at a level equal to its Hit dice/level. 
  Unholy Resilience:  The creature gains DR 5/good.  This 
  special quality can be taken twice, granting DR 
  10/good. 
   
  CR: +1 
  Level Adjustment: +2 
  
  Bestiary Nefarious  
  Page 110 of 478 – Stephen C. Klauk  
  Corrupted Soul Half-orc Monk 
  Medium Humanoid (Evil, Human, Orc) 
  Monk 6 
  HD:  
  2d8 + 6d8+8 (44 hp) 
  Init:  
  +5 (+1 Dex, +4 Improved Initiative) 
  Speed:  
  50 feet (10 squares)  
  AC: 
  15 (+1 Dex, +4 Monk) Touch 15, Flat 14 
  BAB/Grapple:  +6/+9 
  Attack:  
  Unarmed strike +10 melee (1d8+3 + 2d6 
  fire) 
  Full Attack: 
  Unarmed strike +10/+5 melee (1d8+3 + 2d6 
  fire) or flurry of blows +9/+9/+4 (1d8+3 + 
  2d6 fire) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. 6 in. + 2d10 in. (6 ft. 5 in) 
  Weight: 
  145 lbs. + 3d8 x 5 lbs. (210 lbs.) 
  Special Att: 
  Lashing tongue 
  Special Qual:  
  Darkvision 60 ft., evasion, infernal flame, ki 
  strike (magic), purity of body, shield against 
  the eye, still mind, slow fall 30 ft.  
  Saves:  
  Fort +6, Ref +6, Will +8  
  Abilities:   
  S16 D13 C12 I8 W16 Ch6 
  Skills:  
  Escape Artist +10, Jump +21, Listen +3, 
  Spot +3, Tumble +10  
  Feats:  
  Deflect 
  ArrowsM, 
  Improved 
  Initiative, 
  Improved 
  TripM, 
  Improved 
  Unarmed 
  StrikeM, Power Attack, Stunning FistM, 
  Weapon Focus (Unarmed strike) 
  Environment: 
  Any land 
  Organization: 
  Solitary 
  CR: 
  7 
  Treasure: 
  Standard 
  Alignment: 
  Always lawful evil 
  Advancement: By Character Level 
  Level Adj: 
  + 
  This dark-skinned near human has orcish 
  features and is dressed in monk robes.  Its 
  skin glows with a hellish light and it sports a 
  long, purplish spiked tongue the length of a 
  whip. 
  Corrupted soul monks are creatures that have become 
  perverted in their quest to of enlightenment.  They have 
  consorted with fiendish entities and become thoroughly 
  corrupt in mind and body. 
  A corrupted soul monk speaks Common and orcish. 
   
  Combat 
   
  A corrupted soul monk approaches enemies invisibly 
  and attempts to trip and beat a foe to a pulp.  If facing a 
  singular opponent, they will erupt into flame and harass their 
  opponent until they win or are slain.  If facing numerous 
  opponents, the corrupted soul monk will use its natural ability 
  to become invisible to sow confusion and continue to ambush 
  its prey. 
   
  Evasion (Ex): If a corrupted soul monk makes a successful 
  Reflex saving throw against an attack that normally deals half 
  damage on a successful save, he instead takes no damage. 
  Evasion can be used only if a corrupted soul monk is wearing 
  light armor or no armor. A helpless corrupted soul monk does 
  not gain the benefit of evasion. 
  Infernal Flame (Su):  At will, the corrupted soul monk’s 
  body can erupt in flames.  Those within 5 feet of the creature 
  take 1d6 points of fire damage (DC 15 Reflex save for half 
  damage).  Those grappling or held by the corrupted soul monk 
  take 2d6 points of fire damage per round (DC 15 Reflex save 
  for half damage). 
  Ki Strike (Su): A corrupted soul monk’s unarmed attacks are 
  empowered with ki. His unarmed attacks are treated as magic 
  weapons for the purpose of dealing damage to creatures with 
  DR. Ki strike improves with the character’s monk level.  
  Lashing Tongue (Ex):  The corrupted soul monk’s tongue is 
  unusually long and barbed.  The corrupted soul monk gains a 
  +7 ranged touch attack with a range of 15 feet.  The attack 
  deals 1d6 damage.  The corrupted soul monk does not gain its 
  strength modifier to the damage roll. 
  Shield Against the Eye (Su):  The creature can use 
  invisibility at will. 
  Slow Fall (Ex): A monk within arm’s reach of a wall can use 
  it to slow his descent.  When using this ability, he takes 
  damage as if the fall were 30 feet shorter than it actually is. 
  Still Mind (Ex): A corrupted soul monk gains a +2 bonus on 
  saving throws against spells and effects from the school of 
  enchantment. 
  Purity of Body (Ex): A corrupted soul monk gains immunity 
  to all diseases except for supernatural and magical diseases. 
   
  Corrupted Souls on Amberos 
   
  Most corrupted souls are aligned with Ziga, the 
  goddess of corruption and temptation.  However, some 
  corrupted souls can be found working with the Dark One or 
  Gwieze. 
   
  Corrupted soul monks in particular tend to be elite 
  engines of destruction goaded by Ziga to counter the 
  Brotherhood of Glory.  Ziga has fostered the creation of 
  several half-orc corrupted soul monasteries in the Dark Valley 
  just for this purpose. 
   
  
  Bestiary Nefarious 
  Page 111 of 478 – Stephen C. Klauk 
  Corrupted Soul Hand of Doom 
  2HD half-orc Mnk 12;hp:  65 
  S16 D14 C12 I8 W21 Ch6; Fort +9, Ref +10, Will +13 
  Init: 
  +6 
  Move:  70 ft. 
  AC: 
  24 (+2 Dex, +5 Wis, +2 monk, +4 bracers of armor 
  +4, +1 ring of protection +1), touch 19, flat 22 
  BAB/Grapple: +9/+11 
  Full Attack: 
  Unarmed strike +12/+7 melee (2d6+3 +2d6 
  fire;19-20/x2) or 
   
  Flurry of blows +12/+12/+12/+7 melee 
  (2d6+3 + 2d6 fire;19-20/x2) 
  Special Att: 
  Lashing tongue 
  Special Qual: 
  Abundant step, darkvision 60 ft., diamond 
  body, evasion, improved evasion, infernal 
  flame, ki strike (lawful, magic), purity of 
  body, shield against the eye, still mind, slow 
  fall 60 ft., wholeness of body 
  Skills: Escape Artist +16, Jump +35, Listen +5, Spot +5, 
  Tumble +14 
  Feats: Combat Reflexes, Deflect ArrowsM, Improved 
  Initiative, 
  Improved 
  TripM, 
  Improved 
  Critical 
  (Unarmed Strike), Improved Sunder, Improved 
  Unarmed StrikeM, Power Attack, Stunning FistM, 
  Weapon Focus (Unarmed strike) 
  CR: 
  13 
  Gear: 
  Bracers of armor +4 (16,000 gp), periapt of Wisdom 
  +4 (16,000 gp), ring of protection +1 (2,000 gp), 
  potion of cure serious wounds (750 gp) 
  Total: 34,750 gp (35,000 gp) 
  Abundant Step (Su): A corrupted soul hand of doom can slip 
  magically between spaces, as if using the spell dimension 
  door, once per day. Caster level 6. 
  Diamond Body (Su): A corrupted soul hand of doom gains 
  immunity to poisons of all kinds. 
  Evasion (Ex): If a corrupted soul hand of doom makes a 
  successful Reflex saving throw against an attack that normally 
  deals half damage on a successful save, he instead takes no 
  damage. A helpless corrupted soul monk does not gain the 
  benefit of evasion. 
  Improved Evasion (Ex): A corrupted soul hand of doom’s 
  evasion ability improves. He still takes no damage on a 
  successful Reflex saving throw against attacks, but henceforth 
  she takes only half damage on a failed saves. A helpless monk 
  does not gain the benefit of improved evasion. 
  Infernal Flame (Su):  At will, the corrupted soul hand of 
  doom’s body can erupt in flames.  Those within 5 feet of the 
  creature take 1d6 points of fire damage (DC 15 Reflex save 
  for half damage).  Those grappling or held by the corrupted 
  soul monk take 2d6 points of fire damage per round (DC 15 
  Reflex save for half damage). 
  Ki Strike (Su): A corrupted soul hand of doom’s unarmed 
  attacks are empowered with ki. His unarmed attacks are 
  treated as magic and lawful weapons for the purpose of 
  dealing damage to creatures with DR. Ki strike improves with 
  the character’s monk level.  
  Lashing Tongue (Ex):  The corrupted soul hand of doom’s 
  tongue is unusually long and barbed.  The corrupted soul 
  monk gains a +11 ranged touch attack with a range of 15 feet.  
  The attack deals 1d6 damage.  The corrupted soul monk does 
  not gain its strength modifier to the damage roll. 
  Shield Against the Eye (Su):  The creature can use 
  invisibility at will. 
  Slow Fall (Ex): A monk within arm’s reach of a wall can use 
  it to slow his descent.  When using this ability, he takes 
  damage as if the fall were 50 feet shorter than it actually is. 
  Still Mind (Ex): A corrupted soul hand of doom gains a +2 
  bonus on saving throws against spells and effects from the 
  school of enchantment. 
  Purity of Body (Ex): A corrupted soul monk gains immunity 
  to all diseases except for supernatural and magical diseases. 
  Wholeness of Body (Su): A corrupted soul hand of doom can 
  heal 24 hit points of damage each day, and he can spread this 
  healing out among several uses. 
   
  
  Bestiary Nefarious  
  Page 112 of 478 – Stephen C. Klauk  
  Corrupted Soul Master Harvester 
  2HD half-orc Mnk 15/Asn 3;hp:  72 
  S22 D14 C10 I16 W23 Ch6; Fort +11, Ref +14, Will +16 
  Init: 
  +6 
  Move:  80 ft. 
  AC: 
  26 (+2 Dex, +6 Wis, +3 monk, +4 bracers of armor 
  +4, +1 ring of protection +1), touch 22, flat 24 
  BAB/Grapple: +14/+20 
  Full Attack: 
  Unarmed strike +20/+15/+10 melee (2d6+6 
  + 2d6 fire) or 
   
  Flurry 
  of 
  blows 
  +20/+20/+20/+15/+10 
  melee (2d6+3 + 2d6 fire) 
  Special Att: 
  Death attack, lashing tongue, quivering 
  palm, sneak attack +2d6 
  Special Qual: 
  Abundant step, darkvision 60 ft., diamond 
  body, diamond soul, evasion, improved 
  evasion, infernal flame, ki strike (lawful, 
  magic), poison use, purity of body, shield 
  against the eye, still mind, slow fall 70 ft., 
  wholeness of body, +1 save vs. poison, 
  uncanny dodge 
  Skills: Disguise +2, Escape Artist +12, Hide +13, Jump +36, 
  Listen +5, Move Silently +10, Spot +23, Tumble +9 
  Feats: Ability Focus (Death Attack), Ability Focus 
  (Quivering 
  Palm), 
  Combat 
  Reflexes, 
  Deflect 
  ArrowsM, Improved Initiative, Improved TripM, 
  Improved Critical (Unarmed Strike), Improved 
  Sunder, Improved Unarmed StrikeM, Power Attack, 
  Stunning FistM, Weapon Focus (Unarmed strike) 
  CR: 
  19 
  Gear: 
  Bracers of armor +8 (64,000 gp), periapt of Wisdom 
  +4 (16,000 gp), headband of intellect +6 (36,000 
  gp), belt of giant strength +6 (36,000 gp), ring of 
  protection +1 (2,000 gp), boots of speed (12,000 gp), 
  potion of cure serious wounds (750 gp) 
  Total: 166,750 gp (170,000 gp) 
  Abundant Step (Su): A corrupted soul hand of doom can slip 
  magically between spaces, as if using the spell dimension 
  door, once per day. Caster level 7. 
  Death Attack (Ex):  Study victim for 3 rounds to make melee 
  attack (Fort save DC 18) or die. 
  Diamond Body (Su): A corrupted soul hand of doom gains 
  immunity to poisons of all kinds. 
  Diamond Soul (Ex): A corrupted soul master harvester gains 
  spell resistance 25. 
  Evasion (Ex): If a corrupted soul hand of doom makes a 
  successful Reflex saving throw against an attack that normally 
  deals half damage on a successful save, he instead takes no 
  damage. A helpless corrupted soul monk does not gain the 
  benefit of evasion. 
  Improved Evasion (Ex): A corrupted soul hand of doom’s 
  evasion ability improves. He still takes no damage on a 
  successful Reflex saving throw against attacks, but henceforth 
  she takes only half damage on a failed saves. A helpless monk 
  does not gain the benefit of improved evasion. 
  Infernal Flame (Su):  At will, the corrupted soul hand of 
  doom’s body can erupt in flames.  Those within 5 feet of the 
  creature take 1d6 points of fire damage (DC 20 Reflex save 
  for half damage).  Those grappling, struck or held by the 
  corrupted soul monk take 2d6 points of fire damage per round 
  (DC 20 Reflex save for half damage). 
  Ki Strike (Su): A corrupted soul hand of doom’s unarmed 
  attacks are empowered with ki. His unarmed attacks are 
  treated as magic and lawful weapons for the purpose of 
  dealing damage to creatures with DR. Ki strike improves with 
  the character’s monk level.  
  Lashing Tongue (Ex):  The corrupted soul hand of doom’s 
  tongue is unusually long and barbed.  The corrupted soul 
  monk gains a +13 ranged touch attack with a range of 15 feet.  
  The attack deals 1d6 damage.  The corrupted soul monk does 
  not gain its strength modifier to the damage roll. 
  Quivering Palm (Su): A corrupted soul master harvester can 
  set up vibrations within the body of another creature that can 
  thereafter be fatal if the monk so desires. He can use this 
  quivering palm attack once a week, and she must announce 
  her intent before making her attack roll. Constructs, oozes, 
  plants, undead, incorporeal creatures, and creatures immune to 
  critical hits cannot be affected. Otherwise, if the monk strikes 
  successfully and the target takes damage from the blow, the 
  quivering palm attack succeeds. Thereafter the monk can try 
  to slay the victim at any later time, as long as the attempt is 
  made within a number of days equal to her monk level. To 
  make such an attempt, the monk merely wills the target to die 
  (a free action), and unless the target makes a Fortitude saving 
  throw (DC 24), it dies. If the saving throw is successful, the 
  target is no longer in danger from that particular quivering 
  palm attack, but it may still be affected by another one at a 
  later time. 
  Shield Against the Eye (Su):  The creature can use 
  invisibility at will. 
  Slow Fall (Ex): A monk within arm’s reach of a wall can use 
  it to slow his descent.  When using this ability, he takes 
  damage as if the fall were 70 feet shorter than it actually is. 
  Still Mind (Ex): A corrupted soul hand of doom gains a +2 
  bonus on saving throws against spells and effects from the 
  school of enchantment. 
  Purity of Body (Ex): A corrupted soul monk gains immunity 
  to all diseases except for supernatural and magical diseases. 
  Wholeness of Body (Su): A corrupted soul hand of doom can 
  heal 30 hit points of damage each day, and he can spread this 
  healing out among several uses. 
  
  Bestiary Nefarious 
  Page 113 of 478 – Stephen C. Klauk 
  Crypt Wyrm   
  Huge Dragon (Earth) 
  Hit Dice:  
  19d12+95 (218 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares), burrow 10 ft. (2 squares)  
  Armor Class:  
  22 (-2 size, +2 Dex, +12 natural), touch 10, 
  flat 20  
  BAB/Grapple:  +19/+32  
  Attack:  
  Bite +23 melee (2d6+5 + 1d8 acid) 
  Full Attack:  
  Bite +23 melee (2d6+5 +1d8 acid), 2 claws 
  +20 melee (1d8+2) and tail +20 melee 
  (2d6+2) 
  Space/Reach:  
  15-ft./10 ft. 
  Length: 
  16 ft. + 4d4 ft. (26 ft.) 
  Weight:  
  800 lbs + 4d4 x 25 lbs. (1,050 lbs.) 
  Special Att:  
  Breath 
  weapon, 
  constrict, 
  fear 
  aura, 
  improved grab  
  Special Qual:  
  DR 15/cold iron and magic, darkvision 60 
  ft., dragon traits, low-light vision, SR 22, 
  spells-like abilities  
  Saves:  
  Fort +16, Ref +13, Will +16  
  Abilities:  
  S21 D15 C21 I13 W16 Ch17  
  Skills:  
  Appraise +12, Diplomacy +13, Escape 
  Artist +13, Gather Information +13, Hide -6, 
  Intimidate +14, Knowledge (Arcana) +12, 
  Knowledge (Dungeoneering) +11, Listen 
  +24, Search +22, Spot +24, Survival +14  
  Feats:  
  Cleave, Improved Critical, Iron Will, 
  Multiattack, Power Attack, Track, Weapon 
  Focus (Bite)  
  Environment:  Any underground  
  Organization:  Solitary, or Pair  
  CR:  
  18  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement: 20-38 HD (Huge); 39-57 HD (Gargantuan)  
  Level Adj:  
  -  
  This long, ever-coiling creature is reminiscent of 
  a snake, though it's body seems to be flattened. A 
  pair of clawed arms project from near the 
  creature's head, and the last third of the tail is 
  covered with sharp ridges of upward turned 
  scales, almost like that of a spiked whip. The 
  head is skull-like and covered with bony, horn-
  like protrusions. It has slitted yellow eyes and a 
  caustic green fluid leaks from its fang-filled 
  maw.  
  The Crypt Wyrm is a draconic aberration, thought to 
  be some sort of corrupted form of black dragon. Unlike true 
  dragons, crypt wyrms do not grow more massive or powerful 
  with age; they grow to a singular size and simply live for ages 
  on end.  
  Crypt wyrms are both greedy and corrupt, delighting 
  in despoiling tombs where they collect treasure and animate 
  the dead to their foul pleasures. It is not uncommon for a crypt 
  wyrm to use the crypt as a breeding ground to attract other 
  prey to kill an animate, or to set its undead out to collect more 
  victims.  
  Crypt wyrms speak infernal, draconic, Common and 
  elvin.  
   
  Combat 
  Crypt wyrms often prefer to allow their undead 
  minions to fight for them, hanging back and collecting the 
  treasure of the dead. If pressed into combat, a crypt wyrm uses 
  every advantage it can, attempting to use its massive size and 
  bulk to keep opponents off-balance. It is not unknown for 
  crypt wyrms to break off from combats they feel are going bad 
  to hide and later engage a foe from a better position of 
  strength.  
  Breath Weapon (Su): A crypt wyrm breathes a line of acid 
  60 feet long that deals 8d4 acid damage (Reflex save 24 for 
  half). 
  Constrict (Ex): A crypt wyrm can crush an opponent, dealing 
  2d6+7 bludgeoning damage, after making a successful grapple 
  check. This damage is in addition to damage dealt by the tail 
  attack. 
  Fear Aura (Su): Creatures within 60 feet of a crypt wyrm can 
  be affected by the aura of dread that emanates from the 
  creature.  Those who fail a DC 22 Will save are panicked by 
  the creature’s presence for 1d4 + 4 rounds.  
  Improved Grab (Ex): If a crypt wyrm strikes a medium-sized 
  opponent or smaller with its tail, it deals normal damage and 
  attempts to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is required. 
  When a creature gets a hold after an improved grab attack, it 
  pulls the opponent into its space. This act does not provoke 
  attacks of opportunity. It can even move (possibly carrying 
  away the opponent), provided it can drag the opponent’s 
  weight. 
  Spells-like Abilities (Sp): A crypt dragon can use the 
  following abilities at 19th level caster ability as if a sorcerer.  
  The DC for any of these abilities are 13 + spell level.   
   
  Darkness – At will, Animate Dead – 5x/day, 
  Vampiric Touch – 3x/day, Circle of Death – 1x/day, Create 
  Greater Undead – 1x/day. 
  A dragon possesses the following traits (unless 
  otherwise noted in the description of a particular kind).  
  • Immunity to magic sleep effects and paralysis 
  effects.  
   
  Crypt Wyrms on Amberos 
   
  Draconic legend speaks that crypt wyrms formed 
  from the maggots that ate at the flesh of Guaradrell, the first of 
  dragons.  Since that time they have infested the hidden places 
  of the world, devouring the dead wherever they can.  True 
  dragons, who will attempt to destroy them on sight, abhor 
  them. 
  
  Bestiary Nefarious  
  Page 114 of 478 – Stephen C. Klauk  
  Death Blossom   
  Tiny Plant 
  Hit Dice:  
  1/8d8+1 (2 hp)  
  Initiative:  
  -3 (-3 Dex)  
  Speed:  
  15 ft. (3 squares)  
  Armor Class:  
  9 (+2 size, -3 Dex), touch 9, flat 9  
  BAB/Grapple:  0/-8  
  Attack:  
  Death Ray +4 ranged touch (level drain)  
  Full Attack:  
  Death Ray +4 ranged touch (level drain) 
  Space/Reach:  
  2½-ft./0 ft.  
  Height: 
  14 in. + 1d4 in. (2 ft. 4 in.) 
  Weight: 
  1 lb. 
  Special Att:  
  Death ray  
  Special Qual:  
  Low-light vision, plant traits  
  Saves:  
  Fort +3, Ref +0, Will -4  
  Abilities:  
  S0 D10 C12 I1 W2 Ch5  
  Skills:  
  Hide +5*, Listen -4, Spot +1  
  Feats:  
  Ability Focus 
  Environment:  Temperate forests  
  Organization:  Solitary, or Cluster (2-5)  
  CR:  
  2   
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  ½-2 HD (Tiny); 2-4 HD (Small)  
  Level Adj:  
  -  
  This small violent and black flower seems 
  harmless until an ebon ray erupts outwards from 
  the petals  
  The death blossom is a tiny, yet terrifying plant. 
  Seemingly innocuous at first sight, the small plant can emit a 
  deadly ray of energy with the intent of slaying foes. The plant 
  then slowly moves over to the deceased body and slowly 
  consumes.  
   
  Combat 
  A death blossom's only attack is its life-draining 
  energy ray. It cannot otherwise attack or defend itself, and if 
  threatened will use the ray as often as it must until destroyed 
  or prey leaves it alone.  
  Death Ray (Su): As a standard action, a death blossom can 
  unleash an ebony ray of negative energy as a ranged touch 
  attack with +2 to hit out to a range of 15 feet. Those struck by 
  the ray suffer a negative level and the death blossom gains 5 
  temporary hit points. These temporary hit points remain for 10 
  minutes.  
  Skills:  A death blossom hiding in natural surroundings gains 
  a +10 bonus to hide checks. 
   
  Death Blossoms on Amberos 
   
  Products of the Demon Jungle, these flowers have 
  slowly been spreading west, despite all attempts to eradicate 
  them.  Llannhanex has been at constant war to destroy any of 
  these flowers it finds, and the Druids of Kennestone have been 
  fervently researching magical wards that will keep the plants 
  from spreading to the Kennestone forest or beyond. 
  
  Bestiary Nefarious 
  Page 115 of 478 – Stephen C. Klauk 
  Death Dancer   
  Small Magical Beast 
  Hit Dice:  
  2d10+2 (13 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  13 (+1 size, +1 Dex, +1 natural), touch 12, 
  flat 12  
  BAB/Grapple:  +2/-5  
  Attack:  
  Bite +0 melee (1d4-3 + poison) 
  Full Attack:  
  Bite +0 melee (1d4-3 + poison) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  3 ft. + 2d4 in. (3 ft. 5 in.) 
  Weight: 
  35 lbs + 1d4 x 10 lbs. (45 lbs.) 
  Special Att:  
  Hypnotic dance, poison, sudden leap  
  Special Qual:  
  Darkvision 60ft., low-light vision  
  Saves:  
  Fort +4, Ref +4, Will +1  
  Abilities:  
  S5 D13 C13 I2 W13 Ch13  
  Skills:  
  Climb +5, Hide +5, Jump +1, Listen +5, 
  Spot +5  
  Feats:  
  Alertness  
  Environment:  Any land  
  Organization:  Solitary, or Troupe (2-5)  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Small); 5-6 HD (Medium)  
  Level Adj:  
  -  
  This sinuous snake is about three feet long. It's 
  multicolored scales glint in the light, and its 
  large eyes gleam yellow.  
  Death dancers are deadly vipers that can use their 
  multicolored scales to hypnotize victims before attacking. 
  They are aggressive creatures, and their poison is capable of 
  bringing down prey much larger than they are.  
   
  Combat 
  Death dancers always attempt to hypnotize prey 
  before beginning an attack. If they fail to hypnotize an 
  opponent, they will often slink off in search of easier prey.   
  When attacking, a death dancer usually leaps at its opponent. 
  Hypnotic Dance (Su):  As a move-equivalent action, a death 
  dancer can rise up and begin swaying, creating an effect equal 
  to that of a hypnotic pattern.  The spell DC is 12.  Caster level 
  2.  The effect lasts until the death dancer ceases “dancing” 
  plus an additional 1d4+1 rounds. 
  Poison (Ex): The bite of death dancer contains a deadly toxin.  
  Type: Injected; Fort save DC 12; Init: 1d6 Con; Sec: 1d10 
  Con.  
  Sudden Leap (Ex):  A death dancer can make a special 
  charge attack where it leaps at the prey.  A sudden leap is 
  handled like a charge, but the death dancer does not need to 
  move 10 feet to perform the sudden leap.  The death dancer 
  does not need to make a jump check to perform the sudden 
  leap, but can use its jump skill to clear obstacles that might be 
  in the way. 
  Skills:  A death dancer has a +4 bonus to climb skill checks 
  and jump checks.  It may use its dexterity instead of its 
  strength when making climb checks. 
   
  Death Dancers on Amberos 
   
  Native to Lanster and often found around the Demon 
  Jungle, Death dancers have spread over the centuries to be 
  found nearly anywhere on Amberos, including the Glacier of 
  Seasons.  The reason for this spread is blamed on the 
  goblinoids of the Golgoloth Empire, who for a time had a 
  fascination with these creatures as pets. 
  
  Bestiary Nefarious  
  Page 116 of 478 – Stephen C. Klauk  
  Demon, General 
  Demons are a race of creatures native to the abyss. 
  They are ferocity personified and will attack any creature just 
  for the sheer fun of it—even other demons. 
  The Demons of Amberos predate even the 
  appearance of Ziga, but after her fall and slide towards evil, 
  she took up residence in the Abyss, where she has been 
  gathering the forces of many demons. 
   
  Demon Traits: Most demons possess the following traits 
  (unless otherwise noted in a creature’s entry). 
  —Immunity to electricity and poison. 
  —Resistance to acid 10, cold 10, and fire 10. 
  —Summon (Sp): Many demons share the ability to summon 
  others of their kind (the success chance and type of 
  demon summoned are noted in each monster 
  description). Demons are often reluctant to use this 
  power 
  until 
  in 
  obvious 
  peril 
  or 
  extreme 
  circumstances. 
  —Telepathy. 
   
  Except where otherwise noted, demons speak 
  Abyssal, Celestial, and Draconic. 
  
  Bestiary Nefarious 
  Page 117 of 478 – Stephen C. Klauk 
  Azura Demon   
  Medium Outsider (Chaos, Demon, Evil, Extraplanar) 
  Hit Dice:  
  10d8+70 (115 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  40 ft. (8 squares), fly 100 ft. (good)  
  Armor Class:  
  40 (+4 Dex, +19 natural, +6 chain shirt +2, 
  +1 mwk buckler), touch 14, flat 36  
  BAB/Grapple:  +10/+16  
  Attack:  
  Bite +16 melee (1d6+6) or +2 flaming 
  scimitar +18 melee (1d6+8;15-20/x2) 
  Full Attack:  
  Bite +16 melee (1d6+6), 2 claws +11 melee 
  (1d4+3), 2 hooves +11 melee (1d4+3 + 
  1d6 fire), tail +11 melee (1d6+2 + 1d6 
  fire)  
  or +2 flaming scimitar +18/+13 melee 
  (1d6+8 + 1d6 fire;15-20/x2), bite +11 
  melee (1d6+6), 2 hooves +11 melee 
  (1d4+3 + 1d6 fire), tail +11 melee 
  (1d6+2 + 1d6 fire)  
  or +2 flaming burst composite shortbow (+6 
  Str) +14/+9 ranged (1d6+8;x3) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  6 ft. + 2d4 in. (6 ft. 5 in.) 
  Weight: 
  160 lbs. + 2d8 x 5 lbs. (205 lbs.) 
  Special Att:  
  Ability damage, breath weapon, frightful 
  presence  
  Special Qual:  
  Demon traits, DR 10/holy, darkvision 60 ft., 
  outsider 
  traits, 
  regeneration 
  3, 
  spell 
  resistance 22, spell-like abilities  
  Saves:  
  Fort +14, Ref +11, Will +10  
  Abilities:  
  S22 D23 C25 I19 W17 Ch19 
  Skills:  
  Appraise +10, Balance +1, Bluff +18, Climb 
  +3, Craft +11, Diplomacy +27, Disguise 
  +17, Escape Artist +8, Forgery +11, Hide 
  +14, Intimidate +18, Jump +3, Knowledge 
  (Arcana) +11, Knowledge (the planes) +17, 
  Listen +10, Move Silently +1, Sense Motive 
  +18, Sleight of Hand +7, Spellcraft +17, 
  Spot +9, Swim -4, Tumble +14, Use Magic 
  Device +10  
  Feats:  
  Combat Expertise, Dodge, Improved Critical 
  (scimitar), Negotiator  
  Environment:  Abyss  
  Organization:  Solitary, or Brace  
  CR:  
   
  11  
  Treasure:  
  chain mail +2, +2 flaming scimitar, +2 
  flaming burst longbow, Standard coins  
  Alignment:  
  Always chaotic evil  
  Advancement:  11-20 HD (Medium); 21-30 HD (Large) 
  Level Adj:  
  -  
  The humanoid before you glows with a fiery red 
  outline. It has a golden plumage, like a hawk, 
  with feathers that seem to be inscribed with 
  glowing arcane letters. Upon its forehead is a 
  crown of gold, and its face has a bird's beak and 
  almond-shaped eyes that are dark as coals. The 
  creature's long, thin arms and legs end in bird's 
  talons, but the creature speaks in a golden, 
  lilting voice.  
  Azuras are the winged harbingers of the Abyss. They 
  fill a role much like the angels of the upper planes, but with a 
  darker purpose - to bring the evils of the abyss upon the 
  Mortal Realm. Azuras often appear before other beings to 
  deliver messages of darkness or doom, or to tempt mortals into 
  evil acts.  They often introduce themselves as “Angels of 
  Doom”, and will often attempt to misguide mortals into 
  believing they are from the celestial realms. 
   If they are rebuked or attacked, Azuras usually strike 
  with deadly skill at those who attempt to make sport of them.  
  Azuras speak celestial, abyssal and Common. They 
  generally know at least three other languages, and will often 
  make pronouncements in such languages to confound (at least 
  initially) those they meet with.  
   
  Combat 
  An enraged Azuras is a whirlwind of attacks; some 
  Azuras prefer to smite their foe quickly with weapons, while 
  others prefer to slowly pick an opponent apart with claw 
  attacks. Azuras always fight intelligently, and though it may 
  hold back its full fury of abilities against an opponent, always 
  fights to win - and kill its foe. Azuras will often employ their 
  superior mobility and flight to harry opponents, rushing 
  forward to strike in melee, then pulling back to pepper a foe 
  with a rain of arrows.  
  Ability Damage (Su): The claw attacks of an Azura 
  permanently drain 1 point of Wisdom on a successful strike. 
  Breath Weapon (Su): As a standard action, an Azura can 
  breath a 15 ft. cone of shimmering heat that charms those who 
  fail a Will save DC 19.  Those who make the save suffer 2d8 
  fire damage.  The charm effect acts like a charm person spell 
  cast at 10th level ability. 
  Frightful Presence (Ex): When a Azura begins combat, its 
  aura turns dark and its features twist into a predatory visage. 
  Opponents within 30 ft. who witness the action may become 
  frightened or shaken for 5d6 rounds. This ability affects only 
  opponents with fewer than 10 Hit Dice or levels. An affected 
  opponent can resist the effects with a successful Will save 
  (DC 19). An opponent that succeeds on the saving throw is 
  immune to that same creature’s frightful presence for 24 
  hours. Frightful presence is a mind-affecting fear effect. 
  Regeneration (Ex): An azura takes normal damage from holy 
  or cold iron attacks. Azuras can regrow lost portions of their 
  bodies and can reattach severed limbs or body parts by 
  holding such limbs to the stump for one full round. Severed 
  parts that are not reattached wither and die normally. 
  Spell-like abilities:  At will: Alter Self, Hold Person (DC 17), 
  Rage (DC 17).  Caster level 10th.  The saves are charisma-
  based. 
  Skills:  Azuras gain a +8 racial bonus to Diplomacy, Bluff and 
  Intimidate skill checks. 
   
  Summoning an Azuras 
   
  An azura can be summoned with a Summon Monster 
  VII spell as a Chaotic and Evil spell. 
    
  Azuras on Amberos 
   
  An azura encountered on Amberos has usually been 
  summoned by a cleric to punish an individual or community. 
  
  Bestiary Nefarious  
  Page 118 of 478 – Stephen C. Klauk  
   
  When left to their own devices, azuras foment wars 
  against celestial creatures, tempting them out of the celestial 
  realms into ambushes in the lower planes. 
  
  Bestiary Nefarious 
  Page 119 of 478 – Stephen C. Klauk 
  Pazuzi Demon   
  Large Outsider (Air, Chaos, Demon, Evil, Extraplanar) 
  Hit Dice:  
  6d8+18 (45 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  30 ft. (6 squares), fly 70 ft. (good)  
  Armor Class:  
  21 (-1 size, +4 Dex, +8 natural), touch 13, 
  flat 17  
  BAB/Grapple:  +6/+14  
  Attack:  
  Bite +9 melee (1d8+4) 
  Full Attack:  
  Bite +9 melee (1d8+4) and 4 claw +7 melee 
  (1d6+2) 
  Space/Reach:  
  10-ft./10 ft.  
  Height: 
  9 ft. + 1d4 ft. (11 ft.) 
  Weight: 
  100 lbs. + 1d10 x 10 lbs. (150 lbs.) 
  Special Att:  
  Shrill scream, summon  
  Special Qual:  
  DR 5/holy, darkvision 60 ft., demon traits, 
  low-light 
  vision, 
  outsider 
  traits, 
  spell 
  resistance 18  
  Saves:  
  Fort +8, Ref +9, Will +6  
  Abilities:  
  S19 D19 C17 I15 W13 Ch16 
  Skills:  
  Bluff +13, Climb +9, Craft +12, Diplomacy 
  +8, Disable Device +7, Escape Artist +9, 
  Hide 0, Intimidate +8, Jump +9, Knowledge 
  (nature) +7, Knowledge (the planes) +7, 
  Listen +8, Search +7, Sense Motive +11, 
  Spot +8, Tumble +9  
  Feats:  
  Alertness, Flyby Attack, Multiattack  
  Environment:  Abyss  
  Organization:  Solitary, Crew (2-5), or Nest (5-20) 
  CR:  
  7  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic evil  
  Advancement:  7-12 HD (Large); 13-18 HD (Huge)  
  Level Adj:  
  -  
  The creature in the air before you looks like a 
  giant crow, with six furiously beating black 
  wings and six taloned limbs that seem as if they 
  could be used as arms or legs as the creature 
  chose. A tuft of red hair tops the creature's head, 
  ending in a sharp point that trails away from the 
  creature's face. It watches you with large, 
  yellow-pupil eyes and squawks horribly with its 
  tooth-filled maw.  
  Pazuzi, or air demons, inhabit many of the aerial 
  realms of the abyss. They are murderous creatures who enjoy 
  snatching up wingless petitioners of they abyssal realms and 
  dropping them from great heights - or other such torments. 
  Pazuzi are often found in packs, and generally the larger the 
  pack, the crueler the Pazuzi become. 
  Pazuzi speak their own language, Pazuzi, abyssal and 
  Common.  
   
  Combat 
  Pazuzi generally swoop down to rake foes with their 
  claws, and in numbers, may attempt to pick up foes and drop 
  them from great heights onto rocks or other dangerous terrain. 
  They rarely remain near opponents long enough for the 
  opponent to counterattack. However, lone Pazuzi, while 
  certainly willing to torment foes, are generally cowards, and 
  will flee to heal and seek easier prey if badly injured.  
  Shrill Scream (Su): As a standard action, a pazuzi can utter a 
  piercing shriek that deals 2d6 sonic damage in a 20 ft. spread.  
  A successful Fort save (DC 16) halves the damage. 
  Summon (Sp): A pazuzi can summon 1d4 other pazuzi with a 
  50% chance of success, at 6th level ability. Summoned 
  creatures automatically return whence they came after 1 hour. 
  A creature that has just been summoned cannot use its own 
  summon ability for 1 hour. 
    
  Summoning A Pazuzi 
   
  A pazuzi demon can be summoned with a Summon 
  Monster VII spell as an Air, Chaos and Evil spell. 
   
  Pazuzi Demons on Amberos 
   
  It is extremely uncommon to encounter a non-
  summoned pazuzi demon on Amberos; they seem to be a 
  popular summons in the Skienlands to defend against the 
  Black Fleet of Randu.   
  There are legends, however, of a band of pazuzi 
  demons who hold a court in the mountains of Smanvalla or the 
  Kingdom of Vall Vega.  According to legend, they will hear 
  the supplications of mortals, and descend from their 
  mountaintop to inflict vengeance on mortals who have 
  “wronged” the supplicant. 
   
  
  Bestiary Nefarious  
  Page 120 of 478 – Stephen C. Klauk  
  Rose Demon   
  Tiny Outsider (Chaos, Demon, Evil, Extraplanar) 
  Hit Dice:  
  3d8+6 (19 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  21 (+2 size, +2 Dex, +7 natural), touch 14, 
  flat 19  
  BAB/Grapple:  +3/-6  
  Attack:  
  Military fork +2 melee (1d4-1 + poison)  
  Full Attack:  
  Military fork +2 melee (1d4-1 + poison), 3 
  claws +0 melee (1d2-1 + poison) 
  Space/Reach:  
  2½-ft./0 ft.  
  Height: 
  1 ft. + 1d6 in. (1 ft. 3 in.) 
  Weight: 
  5 lbs + 2d8 lbs. (14 lbs.) 
  Special Att:  
  Poison  
  Special Qual:  
  DR 5/silver, darkvision 60 ft., outsider traits, 
  regeneration 3, spell resistance 18  
  Saves:  
  Fort +5, Ref +5, Will +7  
  Abilities:  
  S9 D15 C15 I17 W14 Ch25 
  Skills:  
  Bluff +15, Climb +5, Craft (Weave) +9, 
  Diplomacy +13, Hide +10, Intimidate +15, 
  Knowledge (nature) +9, Listen +8, Perform 
  (dance) +13, Sense Motive +8, Spot +8  
  Feats:  
  Iron 
  Will, 
  Multiweapon 
  FightingB, 
  Persuasive  
  Environment:  Abyss  
  Organization:  Solitary  
  CR:  
  7  
  Treasure:  
  Double standard 
  Alignment:  
  Always Chaotic Evil  
  Advancement:  4-6 HD (Tiny); 7-9 HD (Small)  
  Level Adj:  
  -  
  This cat-sized humanoid is crimson red with skin 
  that seems to be covered in rose petals. It sports 
  four three-clawed arms that appear to be double-
  jointed and sports what appears to be a miniature 
  pitchfork. Its strange face appears to be made of a 
  layer of black thorns, and its eyes are yellow orbs 
  with cat-like slits. A thin, ropey tail protrudes 
  behind it, ending in a spade-like barb.  
  Rose demons are among the smallest, but quite deadly 
  abominations from the Abyss. Unlike many demons, Rose 
  demons have a fondness for beauty, and go to extreme 
  measures to preserve it for their own pleasure. The easiest way 
  to get on a rose demon's bad side is ruin something of beauty - 
  such as picking a flower from its garden. Rose demons are 
  often found frolicking in gardens of roses or other beautiful, 
  but dangerous plants. They are capricious creatures, easily 
  amused and often engaging in vicious (if not deadly) practical 
  jokes against those who intrude in their realms.  
  Rose demons are one of the few demon types not engaged 
  in the massive battles between demons and devils in the lower 
  planes. Instead, they are more often found on the Mortal 
  Realm or in realms with much wildlife or plant life where they 
  may enjoy "beauty".  
  Rose demons speak celestial, infernal, abyssal, draconic, 
  druidic and Common.  
   
  Combat 
  Rose demons usually remain out of direct combat, 
  instead rigging vicious traps to unleash on opponents or the 
  unwary. However, if disturbed, a rose demon is a capable 
  creature that fights with claw and its magical military fork. 
  They gain a perverse sort of glee in transforming their victims 
  into artwork or other items of beauty instead of killing them. 
  To this end, they have concocted several rare strains of poison 
  to transform victims into items of beauty, and will use it on 
  their claws or weapon against foes.  
  Some Rose demons have extremely bizarre tastes, 
  and have been known to keep victims tied up with wicker to 
  torment at their leisure. An often-encountered scenario is a 
  victim tied to chairs at never-ending tea parties, where the rose 
  demon can starve victims and torture them by spilling “hot 
  tea” on the victims until they eventually waste away or perish.  
  Poison (Su): A Rose demon can generate one of several 
  natural poisons that coat its claws and can be used to envenom 
  their weapons.  Rose demons can also “dip” their claws into 
  liquids to transform the liquid into venom (up to 1 gallon of 
  liquid).  The poisons that can be generated are as follows. 
   
  Transformation – Injury/Ingested; Fort DC 16; Init: 
  1d2 Con; Sec: Transform as per Baleful Transformation 
  (usually into a thorny flower or bee).  Caster level 3rd. 
   
  Transfiguration – Injury/Ingested; Fort DC 16; Init: 
  1d2 Wis; Sec: Transform as per Flesh to Stone.  Caster level 
  3rd. 
   
  Liquidification - Injury/Ingested; Fort DC 16; Init: 
  1d2 Int; Sec: Transform victim’s flesh to water (loses all 
  natural armor bonus, cannot carry/wear items, gains 50% miss 
  chance on attacks vs. victim) and victim is reduced to a 
  lifeless puddle of water 1d6+2 rounds later. 
   
  Aerification - Injury/Ingested; Fort DC 16; Init: 1d2 
  Chr; Sec: Transform victim’s flesh to mist (loses all natural 
  armor bonus, cannot carry/wear items, gains 50% miss chance 
  on attacks vs. victim) and victim is dispersed and dead 1d6+2 
  rounds later. 
  Regeneration (Ex): A rose demon treats all damage except 
  silver or good weapons as nonlethal damage.  It heals 3 points 
  of damage per round. 
    
  Rose Demons on Amberos 
   
  According to legend, there are a number of rose 
  demons to be found in the Demon Jungle, tending a garden of 
  deadly, man-eating plants.  At the heart of this fabled garden is 
  an orchard of devilblooms (See Bestiary Malfearous) that 
  holds the souls of notable demonic sages – eating the fruit of 
  said plants is said to imbibe the devourer with hidden and 
  forbidden knowledge. 
  
  Bestiary Nefarious 
  Page 121 of 478 – Stephen C. Klauk 
  Vanadar   Demon 
  Large Outsider (Chaos, Demon, Evil, Extraplanar) 
  Hit Dice:  
  12d8+36 (90 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (average)  
  Armor Class:  
  20 (-1 size, +3 Dex, +8 natural), touch 12, 
  flat 17  
  BAB/Grapple:  +12/+22  
  Attack:  
  Tail +17 melee (1d6+6) or two composite 
  longbows (+6 Str) +14 ranged (2d6+6;x3) or 
  two +2 Keen longswords +17 melee 
  (2d6+8;19-20/x2) 
  Full Attack:  
  Tail +17 melee (1d6+6), two +2 Keen 
  Longswords +17 melee (1d10+8;19-20/x2), 
  two +1 Shortsword of Wounding +17 melee 
  (1d8+4;19-20/x2) 
  or 
  two 
  composite 
  longbows (+6 Str) +14 ranged (2d6+6;x3) 
  Space/Reach:  
  10-ft./10 ft. 
  Height: 
  12 ft. + 2d12 in. (13 ft. 1 in.) 
  Weight:  
  200 lbs. + 4d6 x 25 lbs. (550 lbs.) 
  Special Att:  
  Constrict, improved grab, summon 
   Special Qual:  DR 10/good, darkvision 60 ft., outsider 
  traits, demon traits, regeneration 5, SR 24, 
  spell-like abilities  
  Saves:  
  Fort +11, Ref +11, Will +11  
  Abilities:  
  S23 D17 C17 I15 W16 Ch16 
  Skills:  
  Appraise +7, Balance +8, Bluff +13, Climb 
  +16, Craft +12, Diplomacy +13, Hide -1, 
  Intimidate +8, Jump +16, Knowledge 
  (nobility) +7, Listen +8, Move Silently +13, 
  Ride +13, Search +12, Sense Motive +13, 
  Spot +13, Survival +13, Swim +11, Tumble 
  +13  
  Feats:  
  Combat 
  Expertise, 
  DodgeB, 
  Mobility, 
  Multiweapon fightingB, Point Blank ShotB, 
  Precise Shot, Spring Attack, Whirlwind 
  Attack  
  Environment:  Abyss  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  15  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic evil  
  Advancement:  13-24 HD (Large); 25-36 HD (Huge)  
  Level Adj:  
  -  
  This creature appears to consist of two human-
  like upper torsos connected to a single sinuous 
  snake-like tail. Each humanoid torso bears a 
  longsword and shortsword, and wields two 
  longbows.  
  The Vanadar is a male counterpart to the Maralith and 
  is used in the armies of an abyss as an elite trooper capable of 
  holding itself alone in battle. Vanadar are bred for war, and 
  have little time for other pursuits. They are expert tacticians as 
  wells as combatants, though they are loathe to share their 
  experience with others even of their own kind. A Vanadar 
  speaks Abyssal and Common. 
    
  Combat 
  Vanadar will approach enemies, firing their longbows 
  to wear the enemy down before engaging in melee. Once 
  engaged, they rarely, if ever will back out the fight. Vanadar 
  are cunning, and will use their abilities to the best of their 
  ability. They are gifted with an innate ability to cast buff 
  spells, and usually one humanoid torso will cast its spells 
  while the other engages in melee or attacks.  
  Constrict (Ex): The Vanadar can deal 2d6+6 crushing 
  damage each round when it has successfully grappled an 
  opponent with its tail. 
  Improved Grab (Ex): If a Vanadar hit a medium-sized or 
  smaller opponent with its tail attack, it deals normal damage 
  and attempts to start a grapple as a free action without 
  provoking an attack of opportunity. No initial touch attack is 
  required. The creature has the option to conduct the grapple 
  normally, or simply use the part of its body it used in the 
  improved grab to hold the opponent. If it chooses to do the 
  latter, it takes a –20 penalty on grapple checks, but is not 
  considered grappled itself; the creature does not lose its 
  Dexterity bonus to AC, still threatens an area, and can use its 
  remaining attacks against other opponents. When a Vanadar 
  gets a hold after an improved grab attack, it pulls the opponent 
  into its space. This act does not provoke attacks of 
  opportunity. It can even move (possibly carrying away the 
  opponent), provided it can drag the opponent’s weight.  
  Summon (Sp): A Vanadar can summon a maralith with a 
  50% chance of success or summon 1d4+1 dretch at will.  This 
  is treated as a 7th level summoning spell.  
  Regeneration (Ex): A Vanadar takes normal damage from 
  acid and cold attacks.  It heals 5 points of damage a round. 
  Vanadar grow new limbs at an astonishing rate (1 minute) if 
  severed.  They can reattach severed limbs as a move action by 
  holding the limb to the stump. 
  Spells-like Abilities (Sp): The following can be used 3x/day:  
  Bull’s Strength, Cat’s Grace, Ray of Enfeeblement (DC 12), 
  True Strike 
  The following can be used 2x/day: Protection from Energy, 
  Heroism, Rage 
   The following can be used 1x/day: Stoneskin, True Seeing, 
  Waves of Fatigue (DC 18) 
  Spells are cast at 12th level ability.  Save DCs are charisma-
  based. 
   
  Vanadar Demons on Amberos 
   
  Vanadars rarely are found on the Mortal Realm, and 
  instead are held as breeding stock and commanders in the wars 
  of the Abyss. 
  
  Bestiary Nefarious  
  Page 122 of 478 – Stephen C. Klauk  
  Demon Flower   
  Diminutive Plant (Chaos, Evil, Extraplanar) 
  Hit Dice:  
  1/8d8 (1 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  15 ft. (3 squares), fly 30 ft. (good)  
  Armor Class:  
  17 (+4 size, +2 Dex, +1 natural), touch 16, 
  flat 15  
  BAB/Grapple:  0/-17  
  Attack:  
  Bite -1 melee (1d2-5)  
  Full Attack:  
  Bite -1 melee (1d2-5) and 2 claw -6 melee 
  (1d2-5) and tail -6 melee (1d2-5) 
  Space/Reach:  
  1 ft./0 ft. 
  Diameter: 
  1 ft. 
  Weight:  
  3 lbs. 
  Special Att:  
  Maddening fragrance 
  Special Qual:  
  demon traits, low-light vision, plant traits  
  Saves:  
  Fort +2, Ref +2, Will +1  
  Abilities:  
  S1 D15 C10 I11 W13 Ch14 
  Skills:  
  Balance +4, Climb 0, Disguise +7*, Escape 
  Artist +4, Hide +14*, Listen +1, Spot +1  
  Feats: 
  Agile  
  Environment:  Any land  
  Organization:  Solitary, Brood (2-5), or Nest (5-20)  
  CR:  
  1/4  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  1/8 - 1 HD (Diminutive); 2 HD (Tiny)  
  Level Adj:  
  -  
  This small thorny plant has two long tendrils that 
  end in clawed hands and a flower in which is set 
  a horrific, tiny humanoid face.  
  Demon flowers are sentient plants of the Abyss whose 
  purpose is nothing more than to spark fights between demons. 
  Sometimes, as a cruel joke, demons transport the flowers to 
  the Mortal Realm to spread the little plant's mayhem. Demon 
  flowers are capable of disguising themselves as regular 
  flowers to attract prey. They smell of buttercups from a slight 
  distance, but a close sniff reveals that they have a tangy 
  spoiled meat aroma mixed into their buttercup smell. Demon 
  flowers speak their own language, which sounds similar to the 
  chirps of birds and insects.  
   
  Combat 
  Demon flowers only fight in self-defense by lashing 
  at foes with their thorny tendrils. They prefer to drug their 
  victims with their supernatural pollen and cause the victims to 
  fight, watching from nearby. Demon flowers have been known 
  to organize themselves into large armies of flowers to attack 
  villages and subject them to their magical pollen attack, and 
  loot & pillage the town as its inhabitants fight each other.  
  Maddening Fragrance (Su):  As a standard action, a demon 
  flower can exude a smell that drives creatures in a 20 ft. 
  spread into a maddening rage.  A Will DC 10 save negates the 
  effect.  Those who fail the save immediately fly into a berserk 
  rage, attacking any nearby living creature for 1d6+2 rounds.  
  A demon flower can attempt to affect creatures that fail the 
  saving throw, but cannot affect those who succeed the save for 
  another day. 
   Skills:  A demon flower gains a +10 bonus to Hide and 
  Disguise checks when among other flowers. 
   
  Demon Flowers on Amberos 
   
  Most demon flowers can be found either in the area 
  surrounding the Demon Jungle or cultivated by torturers in the 
  Skienlands.  They can sometimes be found in other lands, such 
  as Riddlekill, but their appearance is very rare and random at 
  best. 
  
  Bestiary Nefarious 
  Page 123 of 478 – Stephen C. Klauk 
  Demon Knight   
  Medium Outsider (Chaos, Evil, Extraplanar) 
  Hit Dice:  
  6d8+9d10+1d10+22 (104 hp)  
  Initiative:  
  +0  
  Speed:  
  20 ft. (4 squares) in Demon armor, 30 ft. (6 
  squares) base, fly 50 ft. (average)  
  Armor Class:  
  27 (+4 natural, +11 Demon armor, +2 
  masterwork steel shield), touch 10, flat 27  
  BAB/Grapple:  +16/+19 
  Attack:  
  +1 Unholy longsword +20 melee (1d8+4 + 
  2d6 vs. good;19-20/x2) or Bite +19 melee 
  (1d6+3) 
  Full Attack:  
  +1 Unholy longsword +20/+15/+10 melee 
  (1d8+4 + 2d6 vs. good;19-20/x2) or bite +19 
  melee (1d6+3), 2 claws +16 melee (1d4+1 + 
  poison), tail +16 melee (1d6+1) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  6 ft. + 1d6 in. (6 ft. 3 in.) 
  Weight: 
  150 + 2d6 x 5 lbs. (185 lbs) 
  Special Att:  
  Poison, sneak attack +1d6  
  Special Qual:  
  Character levels, DR 10/holy and silver, 
  darkvision 60 ft., demon traits, outsider 
  traits, SR 25, summon Demon Steed  
  Saves:  
  Fort +17, Ref +10, Will +11  
  Abilities:  
  S16 D10 C15 I10 W12 Ch17 
  Skills:  
  Disguise +13, Forgery +2, Intimidate +17, 
  Knowledge (religion) +18, Knowledge (the 
  planes) +6, Listen +7, Move Silently –5, 
  Ride +6, Sense Motive +7, Spot +7  
  Feats:  
  Armor 
  Proficiency: 
  heavy, 
  Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: 
  medium, 
  Cleave, 
  Deceitful, 
  Improved 
  Sunder, Lightning Reflexes, Multiattack 
  Power Attack, Shield Proficiency, Simple 
  Weapon Proficiency, Stealthy  
  Environment:  Abyss  
  Organization:  Solitary or pair (one Demon Knight + one 
  Demon steed mount)  
  CR:  
  17  
  Treasure:  
  +1 Unholy Longsword, Demon Armor, 
  Standard coins 
  Alignment:  
  Always chaotic evil  
  Advancement:  7-18 HD (Medium) or By Character Level 
  Level Adj:  
  -  
  This tall, gaunt figure is dressed in red-tinted 
  plate mail armor that hides its features behind a 
  demonic mask. It carries a wicked-looking 
  longsword and bears a skull-shaped shield in its 
  off hand. A palatable aura of evil hangs over the 
  being, 
  creating 
  dread 
  just 
  in 
  its 
  mere 
  appearance.  
  A demon knight is a blackguard who, after his death, 
  has become a demonic force to be reckoned with. Armed with 
  his former abilities now enhanced by its demonic stature, the 
  demon knight continues to spread his evil in even more 
  despicable ways than before.  
  Demon knights are rarely encountered in their normal 
  forms, and take a twisted delight in infiltrating normal society 
  to cause grief and pain wherever it can without revealing its 
  true infernal nature.  
  Demon knights speak Abyssal, Celestial and Common.  
   
  Combat 
  A demon knight prefers to whittle away opponents by 
  using cleave to destroy its opponents arms and armor before 
  dealing a killing blow to its victim. Where possible, demon 
  knights like to envenom their weapons with strength-draining 
  poisons to slowly weaken foes as they fight.  
  Character Levels (Ex):  A demon knight has 9 levels of ex-
  paladin and 1 level of Blackguard.  This grants the following 
  abilities. 
  • 
  Weapon and Armor Proficiency: Demon knights 
  are proficient with all simple and martial weapons, 
  with all types of armor, and with shields. 
  • 
  Aura of Evil (Ex): The power of a demon knight’s 
  aura of evil (see the detect evil spell) is equal to 10. 
  • 
  Detect Good (Sp): At will, a demon knight can use 
  detect good as a spell-like ability, duplicating the 
  effect of the detect good spell. 
  • 
  Fiendish Summoning:  Once per day, the demon 
  knight can use a summon monster I spell to call forth 
  an evil creature.  Caster level 2. 
  • 
  Lay on Hands (Su):  Once per day, the demon 
  knight can cure himself or his fiendish servant of 30 
  hit points.  This ability is charisma and level based. 
  • 
  Poison Use: demon knights are skilled in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade. 
  • 
  Dark Blessing (Su): A demon knight applies his 
  Charisma modifier (if positive) as a bonus on all 
  saving throws. 
  • 
  Smite good 3/day (Su):  Three times per day, the 
  demon knight adds +3 to his attack and deals an extra 
  10 points of damage to good creatures. 
  • 
  Spells: A blackguard has the ability to cast a small 
  number of divine spells. The blackguard’s spell list 
  appears below. 
  Spells memorized:  1st: Cause Fear 
  Poison (Ex): A demon knight’s claws are coated with a 
  strength-draining poison (Injury; DC 15; Init: 2d4 Str; Sec: 
  1d8 Str) 
  Summon Demon Steed (Su):  Once per day, a demon knight 
  can summon from the nether realms its personal demon steed.  
  The Demon Steed thus summoned remains for one hour of 
  service to the demon knight, then returns to its dark realms.  If 
  the Demon Steed is slain on the Mortal Realm, it cannot be 
  summoned again for 3 days. 
   
  Typical Blackguard Spell List 
  (1; CL 1; DC 13 + Spell level) 
  1st:  Cause Fear 
   
  Demon Knights on Amberos 
   
  Following the destruction of Machiavelli during the 
  Dark Age, many of the paladins of the White Council that had 
  been loyal to Machiavelli continued his wicked crusade to 
  
  Bestiary Nefarious  
  Page 124 of 478 – Stephen C. Klauk  
  destroy the “traitorous” white lords.  Each eventually fell to 
  evil and allied themselves with the fiendish lords of the 
  Skyland Hold before their death.  Their belligerence in Hell 
  after their death cast them down through the realm of torture 
  and into the Abyss, where Ziga brought them into the fold of 
  her demonic servants. 
  
  Bestiary Nefarious 
  Page 125 of 478 – Stephen C. Klauk 
  Demon Steed   
  Large Outsider (Chaos, Evil, Extraplanar) 
  Hit Dice:  
  6d8+18 (45 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  50 ft. (10 squares), fly 100 ft. (average)  
  Armor Class:  
  14 (-1 size, +2 Dex, +3 natural), touch 11, 
  flat 12  
  BAB/Grapple:  +6/+14  
  Attack:  
  Bite +9 melee (1d8 +4)  
  Full Attack:  
  Bite +9 melee (1d8+4) and 2 hooves +4 
  melee (1d4+2) 
  Space/Reach:  
  10-ft./10 ft.  
  Length: 
  8 ft. + 2d8 in. (8 ft. 9 in.) 
  Weight: 
  400 lbs. + 2d10 x 25 lbs. (675 lbs.) 
  Special Att:  
  Poison, powerful charge, trample  
  Special Qual:  
  DR 10/good, darkvision 60 ft., demon traits, 
  outsider traits, SR 14 
  Saves:  
  Fort +8, Ref +7, Will +6  
  Abilities:  
  S19 D15 C17 I10 W13 Ch12 
  Skills:  
  Balance +10, Hide +2, Intimidate +9, Jump 
  +12, Listen +7, Move Silently +6, Sense 
  Motive +9, Spot +7, Swim +12, Use Magic 
  Device +9  
  Feats:  
  Alertness, Endurance, Run  
  Environment:  Abyss  
  Organization:  Solitary  
  CR:  
  7  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  7-12 HD (Large); 13-18 HD (Huge)  
  Level Adj:  
  -  
  This 
  red-skinned 
  horse 
  has 
  hooves 
  that 
  continuously burn with green flame. Its black 
  eyes seem as dark as the pits of the abyss, and its 
  tail and mane seem crafted of wisps of individual 
  flames.  
  Demon steeds are special creatures reserved in the pits 
  of the Abyss for their demon knight riders. In much the same 
  way a celestial warhorse appears at the summons of a paladin, 
  a demon knight can be assured his abyssal steed appears to 
  meet his needs.  
  Demon steeds are exceptionally intelligent and cruel. 
  They can fight with full independence of the rider, and can be 
  just as deadly opponent as their master, though they 
  unfailingly defer to their knight in all matters.  
  Demon steeds speak abyssal.  
   
  Combat 
  Demon steeds maneuver themselves to cut opponents 
  off and kill them individually. They will generally charge into 
  combat, using their flame-wreathed hooves to batter and kill 
  as many as their can. Their poison bite is deadly, and demon 
  steeds greatly enjoy inflicting its pain on opponents.  
  Poison (Ex): The bite of a demon steed injects a mind-
  destroying poison into its victim (Injury; DC 16; init: 1d2 Int; 
  Sec: 3d6 Int). 
  Powerful Charge (Ex): When a Demon steed makes a charge 
  (or its master orders it to charge), its attack deals an extra 1d8 
  damage in addition to the normal benefits and hazards of a 
  charge. 
  Trample (Ex): As a full-round action, a demon steed can 
  move up to twice its speed and literally run over any 
  opponents of medium size or smaller. The creature merely has 
  to move over the opponents in its path.  A trample attack deals 
  1d8 + 6 bludgeoning damage. Trampled opponents can 
  attempt attacks of opportunity, but these take a –4 penalty. If 
  they do not make attacks of opportunity, trampled opponents 
  can attempt a Reflex save (DC 17) to take half damage. A 
  trampling creature can only deal trampling damage to each 
  target once per round, no matter how many times its 
  movement takes it over a target creature. 
   
  Demon Steeds on Amberos 
   
  Cultivated from the most depraved xanthus, Ziga 
  captured and bound former xanthus flesh eating horses to the 
  service of her newly created demon knights as powerful steeds 
  for the demon knight’s use.  Since their initial creation, some 
  of the demon steeds have reproduced, creating extra steeds 
  that are sometimes sent to the mortal plane to a potential 
  “applicant” for demon knight status. 
  
  Bestiary Nefarious  
  Page 126 of 478 – Stephen C. Klauk  
  Dire Animal 
  Dire animals are larger, tougher, meaner versions of 
  ordinary animals. Each kind tends to have a feral, prehistoric, 
  or even demonic appearance. 
  
  Bestiary Nefarious 
  Page 127 of 478 – Stephen C. Klauk 
  Dire Hamster 
  Medium Animal  
  Hit Dice:  
  4d8+8 (26 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  AC:  
  15 (+2 Dex, +3 natural), touch 12, flat 13  
  BAB/Grapple:  +3/+5  
  Attack:  
  Bite +5 melee (1d6 +2)  
  Full Attack:  
  Bite +5 melee (1d6 +2)  
  Space/Reach:  
  5-ft./5 ft.  
  Length: 
  5 ft. + 2d6 in. (5 ft. 7 in.) 
  Weight: 
  150 + 2d6 x 10 lbs. (225 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Low-light vision, scent  
  Saves:  
  Fort +6, Ref +6, Will +2  
  Abilities:  
  S14 D15 C14 I1 W12 Ch4  
  Skills:  
  Climb +10, Escape Artist +10, Listen +6, 
  Perform (Dance) +2, Spot +6, Swim +2  
  Feats:  
  Alertness, Run  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  - (Animal Companion) 
  This pony-sized mouse-like creature has golden 
  fur, prominent cheeks and an almost non-existent 
  tail. 
   
  Dire hamsters are huge, foul-tempered versions of 
  giant hamsters.  They tend to be carnivorous, dining on small-
  sized humanoids or other creatures.  Many dire hamsters are 
  scavengers, eating creatures that are already dying or dead. 
   
  Agitated dire hamsters have been known hop in 
  place, a phenomena known as the “hamster dance of doom”.  
  Some trainers have been known to “train” dire hamsters to 
  dance for public spectacles. 
   
  Combat 
   
  Dire hamsters are poor combatants overall, but if 
  backed into a corner, they can be quite ferocious.  Their teeth 
  are extremely dangerous, and they have the ability to chew 
  through even stone with their sharp teeth. 
   
  Dire Hamsters usually attack creatures only smaller 
  than they are and that appear to be weak or injured.  If faced 
  with a determine opponent, most dire hamsters will depart to 
  seek easier prey. 
  Skills:  Dire hamsters have a +8 racial bonus on Climb checks 
  and Escape Artist checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Training a Dire Hamster 
   
  Dire hamsters can be raised to follow the commands 
  of a trainer, usually for riding or trained as a combat 
  companion.  Training a dire hamster for combat takes 6 weeks 
  and a DC 20 Handle Animal check.  Training a dire hamster 
  for riding (by a small-sized rider) takes three weeks and a DC 
  15 Handle Animal check.  A trained combat dire hamster sells 
  for about 500 gp, while a riding dire hamster sells for about 
  250 gp. 
   
  Dire Hamsters on Amberos 
   
  Originally bred as pets by gnomes in Llinn, dire 
  hamsters became popular among Randese nobles.  However, 
  somewhere along the line, these harmless pets were taught to 
  feed on human flesh and gained their dangerous demeanor.  
  To this day, some Randese nobles keep these feral beasts to 
  sacrifice criminals or undesirable foes to the beasts. 
   
  Variants 
   
  Giant hamsters have the same exact stats as a dire 
  hamster, save they only have +1 natural armor, their bite 
  attack deals only 1d3 damage and have a much fairer 
  demeanor.  They are popular among gnome communities.  
  They are CR 2. 
  
  Bestiary Nefarious  
  Page 128 of 478 – Stephen C. Klauk  
  Dire Rabbit 
  Huge Animal 
  Hit Dice:  
  8d8+32 (68 hp)  
  Initiative:  
  +6 (+2 Dex, +4 Improved Initiative)  
  Speed:  
  50 ft. (10 squares)  
  Armor Class:  
  12 (-2 size, +2 Dex, +2 natural), touch 10, 
  flat 10  
  BAB/Grapple:  +6/+19  
  Attack:  
  Kick +9 melee (1d6 +5)  
  Full Attack:  
  Kick +9 melee (1d6 +5)  
  Space/Reach:  
  15-ft./10 ft.  
  Length: 
  18 ft. + 1d4 ft (20 ft.) 
  Weight: 
  650 lbs. + 2d6 x 50 lbs. (1,000 lbs.) 
  Special Att:  
  Trample  
  Special Qual:  
  Low-light vision, scent  
  Saves:  
  Fort +10, Ref +10, Will +2  
  Abilities:  
  S21 D15 C19 I2 W11 Ch6 
  Skills:  
  Jump +32, Listen +10, Spot +2  
  Feats:  
  Alertness, Improved Initiative, Lightning 
  Reflexes  
  Environment:  Any plain 
  Organization:  Solitary, Pair, Herd (3-12), Warren (10-25) 
  CR:  
  5  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  9-16 HD (Huge); 17-24 HD (Gargantuan)  
  Level Adj:  
  -  
  This enormous hare has several plate-like 
  growths on its flanks and legs as well as from its 
  forehead, like budding antlers. Its eyes are pure 
  red, and its lanky legs end in sharp claws.  
  A dire rabbit is a strange, yet ferocious dweller of the 
  plains and savannahs. Unlike its normal cousins, dire rabbits 
  are aggressive, and will attack any creatures smaller than 
  themselves that enters their grazing land.  
   
  Combat 
  Dire rabbits usually rush opponents, attempting to 
  bowl them over with their quick stride and sharp claws. If 
  surrounded, they will use their powerful hind legs to kick at 
  opponents and knock them away.  
  Trample (Ex): As a full-round action, a dire rabbit can move 
  up to twice its speed and literally run over any opponents of 
  large size or smaller dealing 1d6+7 bludgeoning damage 
  (Reflex DC19 for half damage) 
  Skills:  Dire rabbits gain a +8 racial bonus to Jump checks and 
  Listen checks. 
   
  Dire Rabbits on Amberos 
   
  During the Dark Age, fiendish experiments were 
  performed on normal rabbits, creating these monstrosities.  
  Originally, they were to be ridden into battle by demonic 
  creatures, but the ride these creatures provided proved to be 
  too unsettling to riders.  After the Dark Age, dire rabbits 
  simply slipped into the wilderness and have even drifted into 
  the edges of the wilderness areas of Randu in the east. 
  
  Bestiary Nefarious 
  Page 129 of 478 – Stephen C. Klauk 
  Dire Turtle 
  Large Animal (Reptilian) 
  Hit Dice: 
  4d8+7 (25 hp) 
  Initiative: 
  +0 
  Speed: 
  15 ft., swim 15 ft. 
  AC: 
  16 (-1 size, +7 natural), touch 8, flat 16 
  BAB/Grapple: +3/+9 
  Attack: 
  Bite +4 melee (1d6+2) 
  Full Attack: 
  Bite +4 melee (1d6+2) 
  Space/Reach: 
  10-ft./5 ft. 
  Height: 
  9 ft. + 2d8 in. (9 ft. 9 in.) 
  Weight: 
  300 lbs. + 2d10 x 25 lbs. (575 lbs.) 
  Special Att: 
  Clamp, improved grab 
  Special Qual: 
  Lowlight vision, plod, scent 
  Saves: 
  Fort +5, Reflex +1, Will +1 
  Abilities: 
  S15 D10 C13 I2 W11 Ch4 
  Skills: 
  Listen +0, Spot +3, Swim +6 
  Feats: 
  Endurance, Toughness 
  Environment: 
  Any warm or hot 
  Organization: 
  Solitary or pair 
  CR: 
  2 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: Large (5-10 HD), Huge (11-15 HD) 
  Level Adj: 
  - 
  Four squat, stubby legs support this huge green 
  tortoise.  Its plated shell is covered with protruding 
  bone spikes, and its mouth consists of a razor-
  sharp beak. 
    
  Dire turtles resemble large tortoises, though they tend 
  to have more colorful designs on their shell as well as their 
  shell being protected by a ring of protruding spikes along their 
  side and often protruding from the plates of their shell. 
   
  Like other dire species, dire turtles tend to be 
  aggressive.  They will make surprising short rushes at 
  opponents, but rarely chase any creature for long distances. 
   
  Combat 
   
  Dire turtles are offensive creatures, hissing as they 
  lunge at a foe.  They prefer to bite down on a single opponent, 
  using their sharp beak to slowly bleed an opponent out as they 
  depend on their strong shell to protect them against their foe.  
  Because of their relatively slow gait, once engaged a dire 
  turtle rarely stops attacking until its opponent is dead or flees.  
  Luckily for their enemies, the plodding nature of dire turtles 
  makes them unlikely to chase down fleeing foes. 
  Clamp (Ex):  If a dire turtle starts a round in a grapple, it may 
  automatically inflict its bite damage to an opponent. 
  Improved Grab (Ex):  If a dire turtle hits with its bite attack, 
  it may automatically attempt to start a grapple.  No to hit roll 
  is required. 
  Plod (Ex):  Dire turtles cannot double move, jog or run.  They 
  may still perform charge attacks, but may not perform two 
  successive charge attacks or more 
   
  Training a Dire Turtle 
  Many races have discovered ways to train dire turtles 
  as beasts of burden or as guardians.  Training a dire turtle 
  takes 2-4 weeks and a successful DC 20 Handle Animal 
  check.  Trained dire turtles can be purchased for about 250 gp, 
  and are usually trained either for heavy labor or guarding. 
   
  Dire Turtles on Amberos 
   
  Most dire turtles can be found in the Skienlands or 
  the desert-like areas of Iiannhanex and Llannhanex.  Fiendish 
  versions of dire turtles are legendary in the Demon Jungle, and 
  the people of Lanster sometimes hunt these creatures to make 
  unusual armors from their shells. 
  
  Bestiary Nefarious  
  Page 130 of 478 – Stephen C. Klauk  
  Diseased 
   
  Diseased is a template that can be added to any living 
  creature.   A diseased creature is normal in just about every 
  way, except it is affected by a particular strain of disease, 
  which it might spread to others. 
   
  Special Qualities:  The creature is infected by one of the 
  diseases listed below.  The DM may decide how many times a 
  creature has failed its save against the disease or roll 1d20 and 
  divide the result by two, and then apply the effects of the lost 
  saves. 
  CR:  Disease DC 10-12: +1/2; Disease DC 13+: +1; Creature 
  has lost ¼ ability score to disease: –1; Creature has lost ½ 
  ability score or more to disease: –2 
  Table: Diseases  
  Disease  
  Infection DC  
  Incubation  
  Damage  
  Blinding sickness  
  Injury 16  
  1d3 days  
  1d4 Str 1  
  Cackle fever  
  Inhaled 16  
  1 day  
  1d6 Wis  
  Consumption 
  Inhaled 11 
  1d3 days 
  1d2 Dex, 1d3 Con 
  Death Vision 
  Inhaled 15 
  1d3 days 
  1d4 Wis 
  Demon fever  
  Injury 18  
  1 day  
  1d6 Con 2  
  Devil chills 3  
  Injury 14  
  1d4 days  
  1d4 Str  
  Filth fever  
  Injury 12  
  1d3 days  
  1d3 Dex, 1d3 Con  
  Frothing Fury 
  Injury 13 
  1d3 days 
  1d3 Wis, 1d2 Con 
  Limb Rot 
  Contact 15 
  1 day 
  1d2 Con5 
  Mindfire  
  Inhaled 12  
  1 day  
  1d4 Int  
  Mummy rot 4  
  Contact 20  
  1 day  
  1d6 Con  
  Red ache  
  Injury 15  
  1d3 days  
  1d6 Str  
  Shakes  
  Contact 13  
  1 day  
  1d8 Dex  
  Sleeping death 
  Injury 12 
  1d3 days 
  1d6 Dex 2 
  Slimy doom  
  Contact 14  
  1 day  
  1d4 Con 2  
  Wasting Sickness 
  Contact 15 
  1d3 days 
  1d4 Con 2, 1d2 Dex 
  Zombie Rage 
  Injury 20 
  1 day 
  1d4 Con 2 
  1Each time the victim takes 2 or more damage from the disease, he must make another Fortitude 
  save or be permanently blinded 
  2When damaged, character must succeed on another saving throw or 1 point of damage is 
  permanent drain instead 
  3 The victim must make three successful Fortitude saving throws in a row to recover from devil 
  chills 
  4Successful saves do not allow the character to recover. Only magical healing can save the 
  character 
  5 A character who takes 4 points of Constitution damage must make a DC 15 Fort save or lose a 
  limb  
  Blinding Sickness: Spread in tainted water. 
  Cackle Fever: Symptoms include high fever, disorientation, 
  and frequent bouts of hideous laughter. Also known as “the 
  shrieks.” 
  Consumption:  Symptoms include labored breathing and pains 
  in the chest area.  Those whom have lost half of their original 
  Constitution or more are prone to cough up blood during 
  strenuous activity (Concentration DC 15 to maintain any 
  focus, such as spellcasting) 
  Death Vision:  Generally only found in intelligent beings (Int 
  8+).  Symptoms include sunken eyes, milky pupils and 
  yellowing nails.  The victim often becomes prone to 
  hallucinations and terrible nightmares – many of which are 
  prophetic in nature. 
  Demon Fever: Night hags spread it. Can cause permanent 
  ability drain. 
  Devil Chills: Barbazu and pit fiends spread it. It takes three, 
  not two, successful saves in a row to recover from devil chills. 
  Filth Fever: Dire rats and otyughs spread it. Those injured 
  while in filthy surroundings might also catch it. 
  Frothing Fury:  Various animals in the wilderness can spread 
  this disease.  The victim’s mouth is covered in a thick, white 
  froth and is prone to aggressive behavior. 
  Limb Rot:  This is the non-magical version of mummy rot.  It 
  is caused by poor hygiene and unsanitary conditions. 
  Mindfire: Feels like your brain is burning. Causes stupor. 
  Mummy Rot: Spread by mummies. Successful saving throws 
  do not allow the character to recover (though they do prevent 
  damage normally). 
  Red Ache: Skin turns red, bloated, and warm to the touch. 
  The Shakes: Causes involuntary twitches, tremors, and fits. 
  Sleeping Death:  Usually spread by insects.  Causes lethargy.  
  A victim drained to 0 Dex or less slips into a coma. 
  Slimy Doom: Victim turns into infectious goo from the inside 
  out. Can cause permanent ability drain. 
  Wasting Sickness:  Leperskins spread it.  Every day the victim 
  fails the save, they are considered fatigued. 
  Zombie Rage:  Victim’s flesh begins to rot and peel away.  
  When the victim is reduced to 0 Con or less, they not only die, 
  but arise as a zombie 1d4 hours later. 
  
  Bestiary Nefarious 
  Page 131 of 478 – Stephen C. Klauk 
  Doppelganger Ooze   
  Large Ooze (Shapechanger) 
  Hit Dice:  
  10d10+60 (115 hp)  
  Initiative:  
  +0 
  Speed:  
  10 ft. (2 squares)  
  Armor Class:  
  9 (-1 size), touch 9, flat 9 
  BAB/Grapple:  +7/+16  
  Attack:  
  Slam +11 melee (1d6+5) 
  Full Attack:  
  Slam +11 melee (1d6+5) 
  Space/Reach:  
  10-ft./5 ft.  
  Diameter: 
  10 ft. + 1d6 ft. (13 ft.) 
  Weight: 
  200 lbs + 2d4 x 25 lbs. (325 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Ooze traits, read thoughts, shapechange 
  Saves:  
  Fort +11, Ref +3, Will -2  
  Abilities:  
  S20 D10 C23 I- W1 Ch1  
  Skills:  
  Disguise +0*, Hide –2*, Listen -5, Spot –5  
  Feats:  
  Deceptive, Great Fortitude, Skill Focus 
  (Disguise), Stealthy 
  Environment:  Temperate, Warm land, underground  
  Organization:  Solitary  
  CR:  
  9  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  11-20 HD (Large); 21-30 HD (Huge)  
  Level Adj:  
  -  
  What at first appeared to be a shapeless pool of 
  gray matter swirls up and solidifies into a copy 
  of you!  
  It is thought by many sages that doppelganger ooze 
  may have been the protoform of the modern doppelganger. 
  The creature in its normal state appears as a shapeless gray 
  blob, albeit it has a pair of human-like eyes that float in the 
  mass, allowing it to observe its prey.  
  Doppelganger ooze will generally lie in wait and 
  watch approaching prey for several minutes - or even hours. 
  Once it has observed its prey for a sufficient time - usually at 
  least one minute or more, it will move close to its prey and 
  assume the prey's form. Once it has copied the prey, it will 
  then attempt to assume the prey's role, usually incapacitating, 
  avoiding or killing the original as needed to keep up the 
  facade.  
  The actions of doppelganger ooze are difficult to 
  predict. While generally the ooze seeks out replace its prey 
  (often in a violent manner), there have been instances where 
  doppelganger oozes have accompanied companions of its prey 
  through adventures, or in rare cases, actually aided the original 
  in fending off an opponent or rendering other such aid. 
  Generally, once doppelganger ooze is "found out", it will 
  attempt to either destroy the offending individual or slink 
  away to find new prey.  
  As mindless creatures, doppelganger ooze cannot 
  speak or read, but their mind reading ability allows them to 
  sense the thoughts of others so that they attempt to react 
  appropriately.  
   
  Combat 
  Doppelganger ooze will always assume the form of 
  its prey before it attacks. Because the ooze is natural mindless, 
  when it assumes the form of a victim, it also somewhat 
  assumes the personality and outlook of its prey, which greatly 
  affects how the doppelganger ooze approaches combat. For 
  example, if the doppelganger ooze assumes the form of a 
  Lawful good individual, it may attempt to subdue the original, 
  while if it were to assume the form of a Chaotic Evil being, it 
  would like swiftly strike to slay the original.  
  An ooze possesses the following traits (unless otherwise noted 
  in a creature's entry).  
  Read Thoughts (Su): A doppelganger ooze can read the 
  surface thoughts of other beings as the spell detect thoughts, at 
  10th level ability.  
  Shapechange (Ex): A doppelganger ooze can alter the color 
  and consistency of its body to assume the shape of any 
  creature of medium or large size. This effect works in all ways 
  similar to a polymorph spell, except the effect is nonmagical. 
  The doppelganger, as part of its shape change can appear to 
  wear equipment and wield weapons, however these items are 
  actually extensions of the doppelganger ooze's body and 
  cannot be removed nor do they have any special properties.  
  Skills: When using its shapechange ability, the doppelganger 
  ooze gains a +12 bonus to Disguise. In its natural form, the 
  doppelganger ooze gains a +10 bonus to hide in areas of 
  natural stone. 
   
  Doppelganger Ooze on Amberos 
   
  Ancient records place the creation of the first 
  doppelganger oozes during the Dark Ages, where they were 
  used to infiltrate the ranks of the Free Barons and attempt to 
  inspire suspicion and distrust among them.  However, this 
  would place doppelganger oozes as being created after 
  doppelgangers, of which there are records of doppelgangers as 
  early as the Elvin Golden Age. 
   
  The Silkna Kingdom sometimes uses doppelganger 
  oozes to thwart assassination attempts.  Outside of this use, 
  most doppelganger oozes are rogue creatures that can be 
  encountered anywhere on the continent. 
   
  
  Bestiary Nefarious  
  Page 132 of 478 – Stephen C. Klauk  
  Dragon, General 
  The dragons of Amberos are much like the dragons 
  of other worlds with perhaps one major exception.  Unlike the 
  dragons of most other worlds, these huge beasts have 
  managed, at one time in their past, to put aside differences to 
  form their own society.  Though that society still exists in the 
  lands known to dragonkind as the Federation (and to humans 
  as the Dark Lands), most dragons have reverted either back to 
  a tribal organization or struck out as loners. 
  Dragons believe themselves to be either the spawn of 
  the ancient dragon Guaradrell (a claim usually made by the 
  chromatics), born from the first magics unleashed on Amberos 
  (claimed by the metallic dragons) or the shards of the dreams 
  of the Ancient Gods (as claimed by the gemstone dragons).  
  Amberosian dragons do not worship gods, though they 
  generally agree that both Tiamat and Budhamit have managed 
  to obtain god-like powers.  Tiamat is ascribed to have stolen 
  her might from the carcass of Guaradrell, while Budhamit was 
  gifted his power by the spirit of the remorseful Guaradrell, 
  allowing Guaradrell’s cursed spirit to be put to rest. 
   
  Even lone dragons on Amberos are rare, and only the 
  mightiest of dragons looks to themselves to survive.  The more 
  Common form of draconic unit is the tribe, a loose knit 
  organization generally based on dragons that are related by 
  blood.  Dragon tribes normally are divided along lines of 
  color, and can consist of 5-20 dragons of various ages, led by 
  one dragon who is of Venerable age or older.  Dragon tribes 
  tend to be secluded affairs where humankind and the other 
  races have learned not to tread.  A dragon tribe usually claims 
  a territory no larger than 50 square miles, and usually bases 
  itself in remote lands that even humankind would find 
  inaccessible or hostile. 
   
  Among dragons, an ancient code was forged after the 
  death of Guaradrell to prevent dragonkind from devolving into 
  rampaging monstrosities that were a danger to everything that 
  lived. 
   
  This code, known as the way, imposed several 
  limitations on dragons.  The first part of the code allowed no 
  dragon to slay another dragon.  The second part of the code 
  forbid dragons from permanently taking another shape or 
  permanently augmenting themselves in unnatural ways while 
  the final part called upon dragons to help one another in times 
  of need.  Both Federation and tribal dragons respect the code, 
  though renegades (who have been cast out of tribes or chose 
  solitude) rarely bind themselves to such a law. 
   
  Dragon General Aspects 
   
  Dragon Age Categories 
  Category 
  (Years) 
  Age 
  1 
  Wyrmling 
  0-5 
  2 
  Very young 
  6-15 
  3 
  Young 
  16-25 
  4 
  Juvenile 
  26-50 
  5 
  Young adult 
  51-100 
  6 
  Adult 
  101-200 
  7 
  Mature adult 
  201-400 
  8 
  Old 
  401-600 
  9 
  Very old 
  601-800 
  10 
  Ancient 
  801-1,000 
  11 
  Wyrm 
  1,001-1,200 
  12 
  Great wyrm 
  1,201+ 
   
  All dragons speak Draconic. 
   
  Dragon Face and Reach 
   
  Size 
  Face 
  Reach 
  Tiny 
  2 1/2 ft. 
  5 ft.* 
  Small 
  5 ft. 
  5 ft. 
  Medium-size 
  5 ft. 
  5 ft. 
  Large 
  10 ft. 
  10 ft.* 
  Huge 
  20 ft. 
  10 ft. 
  Gargantuan 
  40 ft. 
  15 ft. 
  Colossal 
  80 ft. 
  15 ft. 
   
  *Greater than normal reach for a creature of this size. 
   
  
  Bestiary Nefarious 
  Page 133 of 478 – Stephen C. Klauk 
  Dragon Attacks 
   
   
  Size 
  1 Bite 
  2 Claws 
  2 Wings 
  1 Tail Slap 
  1 Crush 
  1 Tail Sweep 
  Tiny 
  1d4 
  1d3 
  - 
  - 
  - 
  - 
  Small 
  1d6 
  1d4 
  - 
  - 
  - 
  - 
  Medium-size 
  1d8 
  1d6 
  1d4 
  - 
  - 
  - 
  Large 
  2d6 
  1d8 
  1d6 
  1d8 
  - 
  - 
  Huge 
  2d8 
  2d6 
  1d8 
  2d6 
  2d8 
  - 
  Gargantuan 
  4d6 
  2d8 
  2d6 
  2d8 
  4d6 
  2d6 
  Colossal 
  4d8 
  4d6 
  2d8 
  4d6 
  4d8 
  2d8 
   
  Bite: Bite attacks deal the listed damage plus the dragon’s 
  Strength bonus. The dragon also can use its bite to snatch 
  opponents (see the descriptions of feats below). Bite attacks 
  use the full attack bonus. 
  Claw: Claw attacks deal the listed damage plus half the 
  dragon’s Strength bonus (round down). The dragon also can 
  use its claws to snatch opponents (see the descriptions of feats 
  below). Claw attacks are at -5 to the attack bonus. 
  Wing: The dragon can slam opponents with its wings, even 
  when flying. Wing attacks deal the listed damage plus half the 
  dragon’s Strength bonus (round down) and are at -5 to the 
  attack bonus. 
  Tail Slap: The dragon can slap one opponent each round with 
  its tail. A tail slap deals the listed damage plus 1 1/2 times the 
  dragon’s Strength bonus (round down) and is at -5 to the 
  attack bonus. 
  Crush: A flying or jumping dragon of at least Huge size can 
  land on opponents as a standard action, using its whole body 
  to crush them. Crush attacks are effective only against 
  opponents three or more sizes smaller than the dragon (though 
  it can attempt normal overrun or grapple attacks against larger 
  opponents). 
  A crush attack affects as many creatures as can fit under the 
  dragon’s body (see Table: Dragon Face and Reach above). 
  Creatures in the affected area must succeed at a Reflex save 
  against a DC equal to that of the dragon’s breath weapon or be 
  pinned, automatically taking bludgeoning damage during the 
  next round unless the dragon moves off them. If the dragon 
  chooses to maintain the pin, treat it as a normal grapple attack. 
  Pinned opponents take crush damage each round if they don’t 
  escape. 
  A crush attack deals the listed damage plus 1 1/2 
  times the dragon’s Strength bonus (round down). 
  Tail Sweep: A dragon of at least Gargantuan size can sweep 
  with its tail as a standard action. The sweep affects a half 
  circle with a diameter of 30 feet, centered on the dragon’s rear. 
  A Colossal dragon’s tail sweep has a 40-foot radius. Creatures 
  within the swept area are affected if they are four or more 
  sizes smaller than the dragon. The sweep automatically deals 
  the listed damage plus 1 1/2 times the dragon’s Strength bonus 
  (round down). Affected creatures can attempt Reflex saves to 
  take half damage, against a DC equal to that of the dragon’s 
  breath weapon. 
  Grappling: Dragons do not favor grapple attacks, though their 
  crush attack and Snatch feat (see the descriptions of feats) use 
  normal grapple rules. 
  If grappled by a creature the same size or larger, a 
  dragon can return the attack with its bite and all four legs (the 
  rear legs deal claw damage). If snatched or crushed by a larger 
  dragon, a dragon can respond only with grapple attacks to try 
  winning free, or with bite or breath weapon attacks. If 
  grappled by a creature smaller than itself, the dragon can 
  respond with any of its physical attacks other than a tail 
  sweep. 
  The dragon can always use its breath weapon while 
  grappling, as well as its spells and spell-like or supernatural 
  abilities, provided it succeeds at Concentration checks. 
  Breath Weapon (Su): Using a breath weapon is a standard 
  action. Once a dragon breathes, it can’t breathe again until 1d4 
  rounds later. If the dragon has more than one type of breath 
  weapon, it still can breathe only once every 1d4 rounds. A 
  blast from a breath weapon always starts at the dragon’s 
  mouth and extends in a direction of the dragon’s choice, with 
  an area as noted below. If the breath weapon deals damage, 
  creatures caught in the area can attempt Reflex saves to take 
  half damage; the DC depends on the dragon’s age and type, 
  listed in the individual entry. Saves against nondamaging 
  breath weapons use the same DC, but the types vary as noted 
  in the variety descriptions. 
  Breath weapons come in two basic shapes, line and 
  cone, whose areas vary with the dragon’s size. 
   
  Dragon Breath Weapons 
   
  Dragon Size 
  Line* 
  (Length) 
  Cone** 
  (Length) 
  Tiny 
  30 ft. 
  15 ft. 
  Small 
  40 ft. 
  20 ft. 
  Medium-size 
  60 ft. 
  30 ft. 
  Large 
  80 ft. 
  40 ft. 
  Huge 
  100 ft. 
  50 ft. 
  Gargantuan 
  120 ft. 
  60 ft. 
  Colossal 
  140 ft. 
  70 ft. 
   
  *A line is always 5 feet high and 5 feet wide. 
  **A cone is as high and wide as its length. 
   
  Frightful Presence (Ex): A young adult or older dragon can 
  unsettle foes with its mere presence. The ability takes effect 
  automatically whenever the dragon attacks, charges, or flies 
  overhead. Creatures within a radius of 30 feet x the dragon’s 
  age category are subject to the effect if they have fewer HD 
  than the dragon. 
  A potentially affected creature that succeeds at a Will 
  save (DC 10 + 1/2 dragon’s HD + dragon’s Charisma 
  
  Bestiary Nefarious  
  Page 134 of 478 – Stephen C. Klauk  
  modifier) remains immune to that dragon’s frightful presence 
  for one day. On a failure, creatures with 4 or fewer HD 
  become panicked for 4d6 rounds and those with 5 or more HD 
  become shaken for 4d6 rounds. Dragons ignore the frightful 
  presence of other dragons. 
  Spells: A dragon knows and casts arcane spells as a sorcerer 
  of the level indicated in its variety description, gaining bonus 
  spells for a high Charisma score. Some dragons can also cast 
  spells from the cleric list or cleric domains as arcane spells. 
  Spell-Like Abilities: A dragon’s spell-like abilities depend on 
  its age and variety. It gains the abilities listed for its age plus 
  all previous ones, using its age category or its sorcerer caster 
  level, whichever is higher, as the caster level. The save DC is 
  10 + dragon’s Charisma modifier + spell level. All spell-like 
  abilities are usable once per day unless otherwise specified. 
  Immunities (Ex): All dragons are immune to sleep and 
  paralysis effects. Each variety of dragon is immune to one or 
  two additional forms of attack no matter what its age, as listed 
  in its description. 
  Spell Resistance (Ex): As dragons age, they become more 
  resistant to spells and spell-like abilities, as listed in the 
  variety descriptions. 
  Blindsight (Ex): A dragon can ascertain creatures by 
  nonvisual means (mostly hearing and scent, but also by 
  noticing vibration and other environmental clues) with a range 
  of 30 feet x the dragon’s age category. 
  Keen Senses (Ex): A dragon sees four times as well a human 
  in low-light conditions and twice as well in normal light. It 
  also has darkvision with a range of 100 feet x the dragon’s age 
  category. 
  Skills: All dragons start with 6 skill points per Hit Die, plus 
  bonus points equal to Intelligence modifier x HD, and 
  purchase the following skills at 1 rank per Hit Die: Listen, 
  Spot, and Search. The remaining skill points are generally 
  spent on Bluff, Concentration, Diplomacy, Escape Artist, 
  Knowledge (any), and Scry at a cost of 1 skill point per rank. 
  Dragons cannot purchase skills that are exclusive to a class. 
  Dragons that can cast spells have the Spellcraft skill for free at 
  1 rank per Hit Die, provided they have an Intelligence bonus 
  of at least +1 (Intelligence score 12+). 
  Red, copper, gold, and silver dragons have the Jump skill for 
  free at 1 rank per Hit Die. 
  Feats: All dragons have one feat, plus an additional feat per 4 
  HD. Dragons favor Alertness, Cleave (claw or tail slap attacks 
  only), Improved Initiative, Power Attack, Sunder, Weapon 
  Focus (claw or bite), and any metamagic feat that is available 
  and useful to sorcerers. Dragons can also choose from the 
  following feats: 
  Flyby Attack  
  Hover: When flying, a dragon can halt its forward motion and 
  hover in place, fly straight down, or fly straight up regardless 
  of its maneuverability. While hovering, it can attack with its 
  bite and all four feet (its hind feet deal claw damage) and can 
  make tail slap attacks if normally allowed to do so. If it can 
  make a tail sweep, it can do so while hovering but can make 
  no other attacks. A hovering dragon cannot make wing 
  attacks. It can use its breath weapon instead of making 
  physical attacks. If a dragon hovers close to the ground in an 
  area with lots of loose debris, the draft from its wings creates a 
  hemispherical cloud with a radius of 30 feet x the dragon’s age 
  category. The winds so generated can snuff torches, small 
  campfires, exposed lanterns, and other small, open flames of 
  nonmagical origin. The cloud obscures vision, and creatures 
  caught within are blinded while inside and for 1 round after 
  emerging. Those caught in the cloud must succeed at a 
  Concentration check (DC 10 + 1/2 dragon’s HD) to cast a 
  spell.  
  Quicken Spell-Like Ability: The dragon can use one of its 
  spell-like abilities each round as a free action.  
  Snatch: A dragon that hits with a claw or bite attack attempts 
  to start a grapple as though it had the improved grab special 
  attack. If the dragon gets a hold with a claw on a creature four 
  or more sizes smaller, it squeezes each round for automatic 
  claw damage. If it gets a hold with its bite on a creature three 
  or more sizes smaller, it automatically deals bite damage each 
  round, or if it does not move and takes no other action in 
  combat, it deals double bite damage to the snatched creature. 
  A snatched creature gets no saving throw against the dragon’s 
  breath weapon. The dragon can drop a creature it has snatched 
  as a free action or use a standard action to fling it aside. A 
  flung creature travels 10 feet, and takes 1d6 points of damage, 
  per age category of the dragon. If the dragon flings it while 
  flying, the creature suffers this amount or falling damage, 
  whichever is greater.  
  Wingover: A flying dragon can change direction quickly once 
  each round. This feat allows it to turn up to 180 degrees 
  regardless of its maneuverability, in addition to any other turns 
  it is normally allowed. A dragon cannot gain altitude during 
  the round it executes a wingover, but it can dive.  
   
  Dragon Overland Movement 
  Dragons are exceedingly strong flyers and can cover vast 
  distances quickly. 
   
  
  Bestiary Nefarious 
  Page 135 of 478 – Stephen C. Klauk 
   
  Flight Speed 
  100 feet 
   
  150 feet 
  200 feet 
   
  250 feet 
   
  One Hour 
  Normal 
  15 miles 
  20 miles 
  30 miles 
  40 miles 
  Hustle 
  24 miles 
  40 miles 
  60 miles 
  80 miles 
  One Day 
  Normal 
  120 miles 
  160 miles 
  240 miles 
  320 miles 
   
  Dragons do not tire as quickly as other creatures when moving 
  overland. If a dragon attempts a hustle or forced march, check 
  for nonlethal damage once every 2 hours instead of every 
  hour. 
   
  Dragonhide (variant rules) 
  Armorsmiths can work with dragon hides to produce 
  masterwork armor or shields for the normal cost. One dragon 
  produces enough hide for a single suit of masterwork hide 
  armor for a creature up to one size smaller than the dragon. By 
  selecting only choice scales and bits of hide, an armorsmith 
  can produce one suit of masterwork scale mail for a creature 
  up to two sizes smaller, one suit of masterwork half-plate for a 
  creature three sizes smaller, or one masterwork breastplate or 
  suit of full plate for a creature four sizes smaller. In each case, 
  there is enough hide to produce a small or large masterwork 
  shield in addition to the armor, provided that the dragon is of 
  at least Large size. 
   
  Dragonhide is tougher than most normal armors, and 
  usually grants a better armor bonus than regular armors made 
  from lesser materials.  Dragon armor provides a +1 Armor 
  Bonus for each age category past Adult of the dragon it came 
  from, above and beyond the normal armor bonus the type of 
  armor it is crafted into should have.  Likewise, medium and 
  heavy armors grants 2 points of energy resistance per age 
  categories of the dragon, as shown below: 
   
  Dragon 
  Type 
  Resistance 
     Air    
  Sonic 2 
     Earth 
  Acid 2 
     Fire 
  Fire 2 
     Radiant 
  Lightning 2 
     Shadow 
  Negative 2 
     Water 
  Cold 2 
   
  Purchasing Dragonhide 
   
  Dragonhide is treated as masterwork armor for 
  calculating base cost.  There is an additional cost associated 
  with the armor based on the age category of the dragon, as 
  shown below. 
   
  Age 
  Add’l Cost 
  AC 
  bonus 
  Resist 
  Wyrmling 
  +300 gp 
  +0 
  2 
  Very Young 
  +600 gp 
  +0 
  4 
  Young 
  +900 gp 
  +0 
  6 
  Juvenile 
  +1,200 gp 
  +0 
  8 
  Young Adult 
  +1,500 gp 
  +0 
  10 
  Adult 
  +1,800 gp 
  +0 
  12 
  Mature Adult 
  +2,400 gp 
  +1 
  14 
  Old 
  +3,000 gp 
  +2 
  16 
  Very Old 
  +3,600 gp 
  +3 
  18 
  Ancient 
  +4,200 gp 
  +4 
  20 
  Wyrm 
  +4,800 gp 
  +5 
  22 
  Great Wyrm 
  +5,400 gp 
  +6 
  24 
   
  
  Bestiary Nefarious  
  Page 136 of 478 – Stephen C. Klauk  
  Imperial Dragon 
  Dragon (Air) 
  Climate/Terrain:  Any 
  Organization:  Wyrmling, very young, young, juvenile, and 
  young adult: solitary or clutch (2-5); adult, mature adult, old, 
  very old, ancient, wyrm, or great wyrm: solitary, pair, family 
  (1-2 adult+ and 2-5 offspring) or tribe (1 ancient+, 2-15 adult+ 
  and 0-30 offspring) 
  Challenge Ratings: 
  Treasure:  Double Standard 
  Alignment:  Lawful Good 
  Advancement: Wyrmling 6-8 HD, Very Young 10-11 HD, 
  Young 13-14 HD, Juvenile 16-17 HD, Young Adult 19-21 
  HD, Adult 23-24 HD, Mature Adult 26-27 HD, Old 29-30 
  HD, Very Old 32-33 HD, Ancient 35-36 HD, Wyrm 38-39 
  HD, Great Wyrm 41+ HD. 
   
  Imperial dragons have more in common with the 
  oriental dragons of legend than western dragons.  They have 
  long, sinuous bodies with wisps of lightning-like fins that act 
  as wings.  Their heads are somewhat bulbous and lion-like, 
  and they are masters of the elements.  An imperial dragon has 
  five claws on each of its six limbs, and has a magnificent pearl 
  embedded in its forehead.  The value and luster of the gem 
  vary, and their worth are features of the dragon’s status among 
  its own kind. 
   
  It should be noted that rarely an imperial dragon can 
  be found with a black pearl embedded in its forehead.  Such 
  dragons are Chaotic Evil creatures, who have been cast out of 
  the celestial dragon’s organization. 
   
  Imperial dragons have green body, a red dorsal spine 
  and golden colored wisps.  They have a copper-colored frill 
  about their neck that looks very similar to a lion’s mane.  As 
  the dragon ages, the coloration takes on a gem-like sheen until 
  in the advanced ages (Very Old and older) they seem to be 
  carved from jade with a ruby dorsal spine and golden wisps. In 
  the advanced ages, the copper frill slowly turns a platinum 
  color. 
  Combat 
   
  Imperial dragons rarely fight directly, and often cloak 
  their attacks in storms that disguise their real nature.  If 
  taunted or forced by an attacker to descend to the mortal 
  realm, most imperial dragons engage their enemy with tooth 
  and claw, and quite often gather an opponent into their mighty 
  coils and breath on the helpless foe. 
  Breath Weapon (Su):  Imperial dragons breathe a line of 
  lightning 120 feet long and 5 feet wide.  Half of the damage 
  from their breath weapon is lightning, the other half is holy 
  damage. 
  Spell-Like abilities (Sp): Wyrmling – Water Breathing at 
  will; Young – Polymorph 3x/day; Juvenile – Call Lightning 
  2x/day; Adult – Minor Globe of Invulnerability 1x/day; Old – 
  Wind Wall 1x/day; Ancient – Control Weather 1x/day; Great 
  Wyrm – Storm of Vengeance 1x/day. 
  Skills:  Diplomacy, Knowledge (Nobility) and Swim are 
  considered class skills for Imperial dragons. 
   
  Imperial Dragons on Amberos 
     
  Imperial dragons are protectors of the eastern realms 
  of Amberos, with a large number found in Spi Dak Su, Randu, 
  the Skienlands and the Emerald Empire of distant Aur-Seth. 
   
  In ancient days, it was the Imperial dragons who 
  founded the ideals of the draconic federation on Amberos.  
  However, as the First Dragon War approached, many of the 
  western dragons came to spurn the federation and returned to 
  their individualistic or tribal ways.  On the other hand, the 
  imperial and Nippon dragons had been working together for so 
  long that these dragons permanently set up their own 
  bureaucracy and government.  In the oriental lands of the 
  north (and as far south as Spi Dak Su), the dragons have taken 
  on the mantle of protector of the earth, wind and water. 
   
   
  
  Bestiary Nefarious 
  Page 137 of 478 – Stephen C. Klauk 
   
  Age 
  Size 
  Hit Dice (hp) 
  AC 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Wyrmling 
  M 
  5d12 + 10 (42 hp) 
  19 (+5 natural, +4 Dex) touch 14, flat 15 
  15 
  19 
  15 
  14 
  15 
  14 
  Very Young 
  L 
  9d12 + 27 (85 hp) 
  20 (+8 natural, -1 size, +3 Dex), touch 12, flat 17 
  21 
  17 
  17 
  16 
  17 
  16 
  Young 
  L 
  12d12 + 36 (114 hp) 
  23 (+11 natural, -1 size, +3 Dex), touch 12, flat 20 
  25 
  17 
  17 
  16 
  17 
  16 
  Juvenile 
  L 
  14d12 + 56 (147 hp) 
  26 (+14 natural, -1 size, +3 Dex), touch 12, flat 23 
  29 
  17 
  19 
  18 
  19 
  18 
  Young Adult 
  H 
  18d12 + 90 (207 hp) 
  27 (+17 natural, -2 size, +2 Dex), touch 10, flat 25 
  31 
  15 
  21 
  18 
  19 
  18 
  Adult 
  H 
  22d12 + 110 (253 hp) 
  30 (+20 natural, -2 size, +2 Dex), touch 10, flat 28 
  33 
  15 
  21 
  20 
  21 
  20 
  Mature Adult 
  H 
  25d12 + 150 (312 hp) 
  33 (+23 natural, -2 size, +2 Dex), touch 10, flat 31 
  33 
  15 
  23 
  20 
  21 
  20 
  Old 
  G 
  28d12 + 196 (378 hp) 
  33 (+26 natural, -4 size, +1 Dex), touch 7, flat 32 
  35 
  13 
  25 
  24 
  25 
  24 
  Very Old 
  G 
  31d12 + 248 (449 hp) 
  36 (+29 natural, -4 size, +1 Dex), touch 7, flat 35 
  37 
  13 
  27 
  26 
  27 
  26 
  Ancient 
  G 
  34d12 + 306 (527 hp) 
  39 (+32 natural, -4 size, +1 Dex), touch 7, flat 38 
  39 
  13 
  29 
  28 
  29 
  28 
  Wyrm 
  G 
  37d12 + 370 (610 hp) 
  42 (+35 natural, -4 size, +1 Dex), touch 7, flat 41 
  41 
  13 
  31 
  30 
  31 
  30 
  Great Wyrm 
  C 
  40d12 + 400 (660 hp) 
  40 (+38 natural, -8 size, +1 Dex), touch 3, flat 39 
  45 
  11 
  31 
  32 
  33 
  32 
   
   
  Age 
  BAB / 
  Grapple 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Breath 
  Weapon 
  (DC) 
  Fear 
  DC 
  SR 
  Wyrmling 
  +5/+7 
  +7 
  +6 
  +4 
  +6 
  2d12 (16) 
  -- 
  -- 
  Very Young 
  +9/+18 
  +13 
  +9 
  +6 
  +9 
  4d12 (19) 
  -- 
  -- 
  Young 
  +12/+23 
  +18 
  +11 
  +8 
  +11 
  6d12 (21) 
  -- 
  -- 
  Juvenile 
  +14/+27 
  +22 
  +13 
  +9 
  +13 
  8d12 (23) 
  -- 
  -- 
  Young Adult 
  +18/+36 
  +26 
  +16 
  +11 
  +15 
  10d12 (25) 
  23 
  24 
  Adult 
  +20/+39 
  +29 
  +17 
  +12 
  +17 
  12d12 (27) 
  25 
  26 
  Mature Adult 
  +24/+43 
  +33 
  +20 
  +14 
  +19 
  14d12 (29) 
  27 
  28 
  Old 
  +26/+52 
  +36 
  +22 
  +15 
  +22 
  16d12 (32) 
  30 
  31 
  Very Old 
  +30/+55 
  +39 
  +25 
  +17 
  +25 
  18d12 (35) 
  33 
  34 
  Ancient 
  +32/+58 
  +42 
  +27 
  +18 
  +27 
  20d12 (38) 
  36 
  37 
  Wyrm 
  +36/+63 
  +47 
  +30 
  +20 
  +30 
  22d12 (40) 
  38 
  39 
  Great Wyrm 
  +38/+71 
  +47 
  +31 
  +21 
  +32 
  24d12 (42) 
  40 
  41 
   
  Age 
  Speed 
  Special Abilities 
  Caster 
  Level 
  CR 
  Wyrmling 
  40 feet (8 squares), fly 150 ft. (poor) 
  Water breathing 
  -- 
  3 
  Very Young 
  40 feet (8 squares), fly 150 ft. (poor) 
   
  1st 
  5 
  Young 
  40 feet (8 squares), fly 150 ft. (poor) 
  Polymorph Self 
  3rd 
  8 
  Juvenile 
  40 feet (8 squares), fly 150 ft. (poor) 
  Call Lightning 
  5th 
  11 
  Young Adult 
  40 feet (8 squares), fly 150 ft. (poor) 
  DR 5/magic +1 
  7th 
  14 
  Adult 
  40 feet (8 squares), fly 150 ft. (poor) 
  Minor Globe of Invulnerability 
  9th 
  15 
  Mature Adult 
  40 feet (8 squares), fly 150 ft. (poor) 
  DR 10/magic +2 
  12th 
  19 
  Old 
  40 feet (8 squares), fly 200 ft. (clumsy) 
  Wind wall 
  15th 
  22 
  Very Old 
  40 feet (8 squares), fly 200 ft. (clumsy) 
  DR 15/+3 
  17th 
  23 
  Ancient 
  40 feet (8 squares), fly 200 ft. (clumsy) 
  Control Weather 
  19th 
  25 
  Wyrm 
  40 feet (8 squares), fly 200 ft. (clumsy) 
  DR 20/+4 
  21st 
  27 
  Great Wyrm 
  40 feet (8 squares), fly 200 ft. (clumsy) 
  Storm of Vengeance 
  23rd 
  29 
   
  Can also cast cleric spells and those from the Law, Protection and Weather domains as arcane spells 
   
  
  Bestiary Nefarious  
  Page 138 of 478 – Stephen C. Klauk  
  Nippon Dragon 
  Dragon (Water) 
  Climate/Terrain:  Any 
  Organization:  Wyrmling, very young, young, juvenile, and 
  young adult: solitary or clutch (2-5); adult, mature adult, old, 
  very old, ancient, wyrm, or great wyrm: solitary, pair, family 
  (1-2 adult+ and 2-5 offspring) or tribe (1 ancient+, 2-15 adult+ 
  and 0-30 offspring) 
  Challenge Ratings: 
  Treasure:  Double Standard 
  Alignment:  Lawful Neutral 
  Advancement: Wyrmling 4 HD; Young 8 HD; Juvenile 10 
  HD; Young Adult 12 HD; Adult 14 HD; Mature Adult 16 HD; 
  Old 18 HD; Very Old 20 HD; Ancient 22 HD; Wyrm 24 HD; 
  Great Wyrm 26+ HD 
   
  Like imperial dragons, Nippon dragons have more in 
  common with the oriental dragons than western dragons.  
  They have long, sinuous bodies with wisps of lightning-like 
  fins that act as wings.  Their heads are somewhat bulbous and 
  lion-like, and they are masters of the elements.  A Nippon 
  dragon can be easily distinguished from an imperial dragon by 
  the fact that it has three claws instead of five, and does not 
  have a pearl embedded in its forehead. 
   
  Among some Nippon dragons, individuals can be 
  found whom only have stubs of their wing fins and cannot fly.  
  These dragons are Chaotic and usually evil, and have been 
  cast out of the celestial draconic bureaucracy for evil actions 
  or lack of ability. 
   
  Nippon dragons tend towards blue and bluish-green 
  colorations, with younger dragons coloration matching the sea 
  and becoming bluer until at Old age they become a sapphire 
  blue.  At even older stages, white, cloud-like streaks begin to 
  mottle the dragon’s hide until at Great Wyrm status they are 
  nearly pure white. 
  Combat 
   
  Imperial dragons rarely fight directly, and often cloak 
  their attacks in storms that disguise their real nature.  If 
  taunted or forced by an attacker to descend to the mortal 
  realm, most imperial dragons engage their enemy with tooth 
  and claw, and quite often gather an opponent into their mighty 
  coils and breath on the helpless foe. 
  Breath Weapon (Su):  Nippon dragons breath a line of steam 
  120 feet long and 5 feet wide.  Half of the damage from their 
  breath weapon is fire, the other half is lawful damage. 
  Spell-Like abilities (Sp): Wyrmling – Water Breathing at 
  will, Very Young – Monster Summoning I (aquatic only) 
  3x/day, Juvenile – Monster Summoning II (aquatic only) 
  3x/day, Adult – Polymorph 3x/day, Monster Summoning III 
  (aquatic only) 3x/day, Old – Monster Summoning IV (aquatic 
  only) 3x/day, Very Old – Monster Summoning V (aquatic 
  only) 3x/day, Ancient – Monster Summoning VI (aquatic only) 
  3x/day, Wyrm – Monster Summoning VII (aquatic only) 
  3x/day, Great Wyrm – Monster Summoning VIII (aquatic 
  only) 3x/day, Control Weather at will 
  Skills:  Diplomacy, Spellcraft and Swim are considered class 
  skills for Nippon Dragons. 
   
  Nippon Dragons on Amberos 
   
  The Nippon dragons are natives of Spi Dak Su and 
  the Emerald Empire of distant Aur-Seth.  In the bureaucracy 
  created by the Imperial dragons, Nippon dragons are the 
  “Common” laborers tasked with enforcing the Celestial 
  Bureaucracy.  They often work in concert with Belli and 
  Vermnia to ensure that “nature” is working correctly. 
    
   
   
  
  Bestiary Nefarious 
  Page 139 of 478 – Stephen C. Klauk 
   
  Age 
  Size 
  Hit Dice (hp) 
  AC 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Wyrmling 
  S 
  3d12+3 (22 hp) 
  14 (+1 size, +3 natural) touch 11, flat 14 
  10 
  10 
  12 
  10 
  13 
  10 
  Very Young 
  M 
  5d12+5 (37 hp) 
  14 (+4 natural) touch 10, flat 14 
  12 
  10 
  13 
  11 
  14 
  12 
  Young 
  M 
  7d12+14 (59 hp) 
  15 (+5 natural) touch 10, flat 15 
  14 
  10 
  14 
  12 
  15 
  14 
  Juvenile 
  L 
  9d12+18 (76 hp) 
  15 (-1 size, +6 natural) touch 9, flat 15 
  16 
  10 
  15 
  13 
  16 
  16 
  Young Adult 
  L 
  11d12+33 (104 hp) 
  16 (-1 size, +7 natural) touch 9, flat 16 
  18 
  10 
  16 
  14 
  17 
  18 
  Adult 
  L 
  13d12+39 (123 hp) 
  18 (-1 size, +9 natural) touch 9, flat 18 
  20 
  10 
  17 
  16 
  18 
  20 
  Mature Adult 
  H 
  15d12+60 (157 hp) 
  19 (-2 size, +11 natural) touch 8, flat 19 
  22 
  10 
  19 
  18 
  19 
  22 
  Old 
  H 
  17d12+85 (195 hp) 
  21 (-2 size, +13 natural) touch 8, flat 21 
  24 
  10 
  21 
  20 
  20 
  24 
  Very Old 
  H 
  19d12+114 (237 hp) 
  23 (-2 size, +15 natural) touch 8, flat 23 
  26 
  10 
  23 
  22 
  22 
  26 
  Ancient 
  G 
  21d12+147 (283 hp) 
  22 (-4 size, +16 natural) touch 6, flat 22 
  28 
  10 
  25 
  24 
  24 
  28 
  Wyrm 
  G 
  23d12+184 (333 hp) 
  24 (-4 size, +18 natural) touch 6, flat 24 
  30 
  10 
  27 
  26 
  26 
  30 
  Great Wyrm 
  G 
  25d12+225 (387 hp) 
  26 (-4 size, +20 natural) touch 6, flat 26 
  32 
  10 
  29 
  28 
  28 
  32 
   
   
  Age 
  BAB / 
  Grapple 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Breath Weapon 
  (DC) 
  Fear 
  DC 
  SR 
  Wyrmling 
  +3/+0 
  +4 
  +4 
  +3 
  +4 
  1d10 (DC 12) 
  -- 
  -- 
  Very Young 
  +5/+6 
  +6 
  +5 
  +4 
  +6 
  2d10 (DC 13) 
  -- 
  13 
  Young 
  +7/+9 
  +9 
  +7 
  +5 
  +7 
  4d10 (DC 15) 
  -- 
  15 
  Juvenile 
  +9/+16 
  +11 
  +8 
  +6 
  +9 
  5d10 (DC 16) 
  -- 
  17 
  Young Adult 
  +11/+19 
  +14 
  +10 
  +7 
  +10 
  7d10 (DC 18) 
  19 
  19 
  Adult 
  +13/+22 
  +17 
  +11 
  +8 
  +12 
  8d10 (DC 19) 
  21 
  21 
  Mature Adult 
  +15/+29 
  +19 
  +13 
  +9 
  +13 
  10d10 (DC 21) 
  23 
  23 
  Old 
  +17/+32 
  +22 
  +15 
  +10 
  +15 
  11d10 (DC 23) 
  25 
  25 
  Very Old 
  +19/+35 
  +25 
  +17 
  +11 
  +17 
  13d10 (DC 25) 
  27 
  27 
  Ancient 
  +21/+42 
  +26 
  +19 
  +12 
  +19 
  14d10 (DC 27) 
  29 
  29 
  Wyrm 
  +23/+45 
  +29 
  +21 
  +13 
  +21 
  16d10 (DC 29) 
  31 
  31 
  Great Wyrm 
  +25/+48 
  +32 
  +23 
  +14 
  +23 
  17d10 
  33 
  33 
   
  Age 
  Speed 
  Special Abilities 
  Caster 
  Level 
  CR 
  Wyrmling 
  20 ft (4 squares), fly 50 ft (good) (10 squares) 
  Water Breathing 
  -- 
  2 
  Very Young 
  30 ft (4 squares), fly 70 ft. (good) (14 squares) 
  Monster Summoning I 
  1st 
  4 
  Young 
  30 ft (4 squares), fly 70 ft. (good) (14 squares) 
   
  2nd 
  5 
  Juvenile 
  30 ft (4 squares), fly 90 ft. (good) (18 squares) 
  Monster Summoning II 
  3rd 
  6 
  Young Adult 
  30 ft (4 squares), fly 90 ft. (good) (18 squares) 
  DR 5/magic +1 
  5th 
  7 
  Adult 
  30 ft (4 squares), fly 90 ft. (good) (18 squares) 
  Polymorph, Monster Summoning III 
  7th 
  9 
  Mature Adult 
  40 ft (4 squares), fly 90 ft. (good) (18 squares) 
   
  9th 
  10 
  Old 
  40 ft (4 squares), fly 90 ft. (good) (18 squares) 
  DR 10/magic +2, Monster Summoning IV 
  12th 
  13 
  Very Old 
  40 ft (4 squares), fly 90 ft. (good) (18 squares) 
  Monster Summoning V 
  15th 
  16 
  Ancient 
  40 ft (4 squares), fly 90 ft. (good) (18 squares) 
  Monster Summoning VI 
  17th 
  19 
  Wyrm 
  40 ft (4 squares), fly 90 ft. (good) (18 squares) 
  DR 15/magic +3, Monster Summoning VII 
  19th 
  21 
  Great Wyrm 
  40 ft (4 squares), fly 90 ft. (good) (18 squares) 
  Control Weather, Monster Summoning VIII 
  21st 
  23 
   
   
  
  Bestiary Nefarious  
  Page 140 of 478 – Stephen C. Klauk  
  Randese Dragon 
  Dragon (Earth) 
  Climate/Terrain:  Any 
  Organization:  Wyrmling, very young, young, juvenile, and 
  young adult: solitary or clutch (2-5); adult, mature adult, old, 
  very old, ancient, wyrm, or great wyrm: solitary, pair, family 
  (1-2 adult+ and 2-5 offspring) or tribe (1 ancient+, 2-15 adult+ 
  and 0-30 offspring) 
  Challenge Ratings: 
  Treasure:  Double Standard 
  Alignment:  Neutral Evil 
  Advancement: Very young 4 HD; Juvenile 7 HD; Adult 10 
  HD; Old 13 HD; Ancient 16 HD; Great Wyrm 19+ HD 
   
  Randese dragon wyrmlings tend towards a dark 
  earthy color with black claws and muzzle.  As the dragon 
  ages, they take on a red sheen, until by the time they reach 
  Wyrm stage they look as if they have been dipped in blood.  
  Randese dragons have long, slim bodies, with many bony 
  protrusions at the joints and a ring of horn-like barbs about the 
  frill of the neck. 
   
  Combat 
   
  Randese dragons are cruel in combat and prefer to 
  make the agony of their opponent last as long as possible.  
  They are fond of poisoning opponents and backing off from 
  combat, giving time for the poison to take effect before 
  returning to fight. 
   
  If faced with a challenging foe however, the dragon 
  will strike with awesome and deadly force, attempting to 
  eliminate the threat as quickly as possible.  Once in control of 
  the combat, they are much likely to slow the pace of the attack 
  to make the survivors lingers before their death. 
   
  Breath Weapon (Su):  Randese dragons spit a black caustic 
  bile in a line 90 feet long and 5 feet wide.  Not only does the 
  bile deal acid damage, it also is a contact poison. 
  Poison Claws (Su):  A Randese dragon’s claws drip with a 
  deadly supernatural contact poison.  Those struck by the claws 
  are also subject to being poisoned.  Type: contact; Fort DC ½ 
  HD + Con modifier; Init: 1d6 Con, Sec: 1d6 Con 
  Spell-Like abilities (Sp):  Young – Poison 1x/day, Adult – 
  True Seeing 1x/day, Very Old – Nightmare 1x/day, Great 
  Wyrm – Blasphemy 1x/day. 
  Skills:  Climb, Hide and Intimidate are considered class skills 
  for Randese Dragons 
   
  Randese Dragons on Amberos 
    
  Randese dragons are thought to be the direct spawn 
  of Guaradrell, the greatest of dragons on Amberos.  Like their 
  supposed forbearer, they are cruel and greedy, laying waste to 
  the surrounding lands in their quest for treasure and wealth. 
   
   
   
  
  Bestiary Nefarious 
  Page 141 of 478 – Stephen C. Klauk 
   
  Age 
  Size 
  Hit Dice (hp) 
  AC 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Wyrmling 
  S 
  2d12 (13 hp) 
  12 (+1 size, +1 natural) touch 11, flat 12 
  8 
  10 
  10 
  11 
  13 
  10 
  Very Young 
  M 
  3d12 (19 hp) 
  12 (+2 natural) touch 10, flat 12 
  9 
  10 
  11 
  12 
  15 
  11 
  Young 
  M 
  5d12+5 (37 hp) 
  13 (+3 natural) touch 10, flat 13 
  10 
  10 
  12 
  13 
  17 
  12 
  Juvenile 
  M 
  6d12+12 (51 hp) 
  15 (+5 natural) touch 10, flat 15 
  12 
  10 
  14 
  14 
  19 
  14 
  Young Adult 
  L 
  8d12+24 (76 hp) 
  16 (-1 size, +7 natural) touch 9, flat 16 
  14 
  10 
  16 
  15 
  21 
  16 
  Adult 
  L 
  9d12+36 (94 hp) 
  18 (-1 size, +9 natural) touch 9, flat 18 
  16 
  10 
  18 
  16 
  23 
  18 
  Mature Adult 
  L 
  11d12+55 (126 hp) 
  20 (-1 size, +11 natural) touch 9, flat 20 
  18 
  10 
  20 
  17 
  25 
  20 
  Old 
  H 
  12d12+72 (150 hp) 
  21 (-2 size, +13 natural) touch 8, flat 21 
  20 
  10 
  22 
  18 
  27 
  22 
  Very Old 
  H 
  14d12+91 (182 hp) 
  23 (-2 size, +15 natural) touch 8, flat 23 
  22 
  10 
  24 
  19 
  29 
  24 
  Ancient 
  G 
  15d12+120 (217 hp) 
  23 (-4 size, +17 natural) touch 6, flat 23 
  24 
  10 
  26 
  20 
  31 
  26 
  Wyrm 
  G 
  17d12+153 (263 hp) 
  25 (-4 size, +19 natural) touch 6, flat 25 
  26 
  10 
  28 
  21 
  33 
  28 
  Great Wyrm 
  C 
  18d12+180 (297 hp) 
  23 (-8 size, +21 natural) touch 2, flat 23 
  28 
  10 
  30 
  22 
  35 
  30 
   
   
  Age 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Breath 
  Weapon 
  (DC) 
  Fear 
  DC 
  SR 
  Caster 
  Level 
  CR 
  Wyrmling 
  +2 
  +3 
   +3 
  +4 
  2d4 (11) 
  -- 
  -- 
  -- 
  2 
  Very Young 
  +2 
  +3 
  +3 
  +5 
  3d4 (11) 
  -- 
  -- 
  -- 
  2 
  Young 
  +5 
  +5 
  +4 
  +7 
  4d4 (13) 
  -- 
  -- 
  -- 
  3 
  Juvenile 
  +7 
  +7 
  +5 
  +9 
  6d4 (15) 
  -- 
  -- 
  -- 
  3 
  Young Adult 
  +9 
  +9 
  +6 
  +11 
  8d4 (17) 
  17 
  17 
  -- 
  5 
  Adult 
  +11 
  +10 
  +6 
  +12 
  10d4 (18) 
  18 
  18 
  1st 
  6 
  Mature Adult 
  +14 
  +12 
  +7 
  +14 
  12d4 (20) 
  20 
  20 
  3rd 
  7 
  Old 
  +15 
  +14 
  +8 
  +16 
  14d4 (22) 
  22 
  22 
  5th 
  8 
  Very Old 
  +18 
  +16 
  +9 
  +18 
  16d4 (24) 
  24 
  24 
  7th 
  10 
  Ancient 
  +18 
  +17 
  +9 
  +19 
  18d4 (25) 
  25 
  25 
  9th 
  11 
  Wyrm 
  +21 
  +19 
  +10 
  +21 
  20d4 (27) 
  27 
  27 
  11th 
  12 
  Great Wyrm 
  +19 
  +21 
  +11 
  +23 
  22d4 (29) 
  29 
  29 
  13th 
  14 
   
  Age 
  Speed 
  Special Abilities 
  Wyrmling 
  40 ft. (8 squares), fly 80 ft. (good) 
  Poison claws 
  Very Young 
  40 ft. (8 squares), fly 80 ft. (good) 
   
  Young 
  40 ft. (8 squares), fly 80 ft. (good) 
  Poison 
  Juvenile 
  40 ft. (8 squares), fly 80 ft. (good) 
  DR 5/magic +1 
  Young Adult 
  40 ft. (8 squares), fly 100 ft. (average) 
   
  Adult 
  40 ft. (8 squares), fly 100 ft. (average) 
  True seeing 
  Mature Adult 
  40 ft. (8 squares), fly 100 ft. (average) 
  DR 10/magic +2 
  Old 
  40 ft. (8 squares), fly 100 ft. (average) 
   
  Very Old 
  40 ft. (8 squares), fly 150 ft. (average) 
  Nightmare 
  Ancient 
  40 ft. (8 squares), fly 150 ft. (average) 
  DR 15/magic +3 
  Wyrm 
  40 ft. (8 squares), fly 150 ft. (average) 
   
  Great Wyrm 
  40 ft. (8 squares), fly 200 ft. (average) 
  Blasphemy 
   
  
  Bestiary Nefarious  
  Page 142 of 478 – Stephen C. Klauk  
  Skierian Dragon 
  Dragon (Water) 
  Climate/Terrain:  Any 
  Organization:  Wyrmling, very young, young, juvenile, and 
  young adult: solitary or clutch (2-5); adult, mature adult, old, 
  very old, ancient, wyrm, or great wyrm: solitary, pair, family 
  (1-2 adult+ and 2-5 offspring) or tribe (1 ancient+, 2-15 adult+ 
  and 0-30 offspring) 
  Challenge Ratings: 
  Treasure:  Double Standard 
  Alignment:  Chaotic Neutral 
  Advancement: Wyrmling 5-6 HD; Very Young 8-9 HD, 
  Young 11-12 HD; Juvenile 14-15 HD; Young Adult 17-18 
  HD; Adult 20 HD; Mature Adult 22-23 HD; Old 25-26 HD; 
  Very old 28-29 HD; Ancient 31-32 HD; Wyrm 34 HD; Great 
  Wyrm 36+ HD 
  Skierian dragons can be cunning, but tend towards an evil 
  alignment.  Their coloration allows them to blend into the 
  junglescapes of the Skienlands, and they often take residence 
  in ancient ruins that dot the land. 
   
  Skierian dragons tend towards greens, being a grassy 
  green at younger stages and taking on a gem-like sheen as they 
  age, until in the old stages their very skins seems to be made 
  of emeralds. 
   
  Combat 
   
  Skierian dragons prefer to strike from ambush and 
  with overwhelming force.  They care little about attempting to 
  minimize damage to potential treasure, and have been known 
  to abscond with interesting individuals to interrogate them 
  before becoming bored with such individuals and devouring 
  them.  They rarely, if ever, ransom any being they take 
  prisoner. 
  Breath Weapon (Su):  The Skierian Dragon breathes a cloud 
  of green vapors that not only deals damage, but infects the 
  victim with a rotting disease. 
  Spell-Like abilities (Sp):  Adult – Charm Person 3x/day, Old 
  – Hallucinatory Terrain 1x/day; Ancient – Dominate Monster 
  1x/day; Great Wyrm – Control Weather 1x/day. 
  Skills:  Appraise, Hide and Sense Motive are considered class 
  skills for Skierian dragons. 
   
  Skierian Dragons on Amberos 
   
  Skierian dragons are offshoots of Nippon and 
  Randese dragons, a breed that developed before the Nippon 
  moved north to start the celestial bureaucracy. 
    
   
   
  
  Bestiary Nefarious 
  Page 143 of 478 – Stephen C. Klauk 
   
  Age 
  Size 
  Hit Dice (hp) 
  AC 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Wyrmling 
  S 
  4d12+4 (30 hp) 
  14 (+1 size, +3 natural), touch 11, flat 14 
  10 
  19 
  13 
  10 
  11 
  10 
  Very Young 
  M 
  7d12+14 (59 hp) 
  16 (+6 natural), touch 10, flat 16 
  12 
  18 
  15 
  11 
  13 
  10 
  Young 
  M 
  10d12+20 (85 hp) 
  19 (+9 natural), touch 10, flat 19 
  14 
  17 
  15 
  12 
  15 
  12 
  Juvenile 
  M 
  13d12+39 (123 hp) 
  22 (+12 natural), touch 10, flat 22 
  16 
  16 
  17 
  13 
  17 
  12 
  Young Adult 
  L 
  16d12+64 (168 hp) 
  24 (-1 size, +15 natural), touch 9, flat 24 
  18 
  15 
  19 
  14 
  19 
  14 
  Adult 
  L 
  19d12+95 (218 hp) 
  27 (-1 size, +18 natural), touch 9, flat 27 
  21 
  14 
  21 
  15 
  21 
  14 
  Mature Adult 
  L 
  21d12+105 (241 hp) 
  30 (-1 size, +21 natural), touch 9, flat 30 
  24 
  13 
  21 
  16 
  23 
  16 
  Old 
  H 
  24d12+144 (300 hp) 
  32 (-2 size, +24 natural), touch 8, flat 32 
  27 
  12 
  23 
  17 
  25 
  16 
  Very Old 
  H 
  27d12+162 (337 hp) 
  35 (-2 size, +27 natural), touch 8, flat 35 
  30 
  11 
  23 
  18 
  27 
  18 
  Ancient 
  H 
  30d12+210 (405 hp) 
  38 (-2 size, +30 natural), touch 8, flat 38 
  33 
  10 
  25 
  19 
  29 
  20 
  Wyrm 
  G 
  33d12+264 (478 hp) 
  39 (-4 size, +33 natural), touch 6, flat 39 
  36 
  9 
  27 
  20 
  31 
  22 
  Great Wyrm 
  G 
  35d12+280 (507 hp) 
  42 (-4 size, +36 natural), touch 6, flat 42 
  39 
  8 
  27 
  22 
  33 
  24 
   
   
  Age 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Breath 
  Weapon 
  (DC) 
  Fear 
  DC 
  SR 
  Caster 
  Level 
  CR 
  Wyrmling 
  +4 
  +5 
  +8 
  +4 
  2d6 (13) 
  -- 
  -- 
  -- 
  2 
  Very Young 
  +8 
  +7 
  +9 
  +6 
  4d6 (15) 
  -- 
  -- 
  -- 
  4 
  Young 
  +12 
  +9 
  +10 
  +9 
  6d6 (17) 
  -- 
  -- 
  -- 
  5 
  Juvenile 
  +16 
  +11 
  +11 
  +11 
  8d6 (19) 
  -- 
  -- 
  1st 
  7 
  Young Adult 
  +20 
  +14 
  +12 
  +14 
  10d6 (22) 
   
  20 
  3rd 
  8 
  Adult 
  +24 
  +16 
  +13 
  +16 
  12d6 (24) 
   
  21 
  5th 
  9 
  Mature Adult 
  +28 
  +18 
  +14 
  +19 
  14d6 (25) 
   
  23 
  7th 
  10 
  Old 
  +32 
  +20 
  +15 
  +21 
  16d6 (28) 
   
  25 
  9th 
  12 
  Very Old 
  +37 
  +22 
  +16 
  +24 
  18d6 (29) 
   
  27 
  11th 
  14 
  Ancient 
  +41 
  +24 
  +17 
  +26 
  20d6 (33) 
   
  30 
  13th 
  16 
  Wyrm 
  +46 
  +27 
  +18 
  +29 
  22d6 (34) 
   
  32 
  15th 
  18 
  Great Wyrm 
  +49 
  +28 
  +19 
  +31 
  24d6 (35) 
   
  34 
  17th 
  21 
   
  Age 
  Speed 
  Special Abilities 
  Wyrmling 
  50 ft., fly 100 ft. (average) 
  Immune to disease 
  Very Young 
  50 ft., fly 150 ft. (average) 
   
  Young 
  50 ft., fly 150 ft. (average) 
   
  Juvenile 
  50 ft., fly 150 ft. (average) 
  Immunity to acid 
  Young Adult 
  50 ft., fly 150 ft. (average) 
  DR 5/magic +1 
  Adult 
  50 ft., fly 150 ft. (average) 
  Charm Person 
  Mature Adult 
  50 ft., fly 150 ft. (average) 
  DR 10/magic +2 
  Old 
  50 ft., fly 150 ft. (average) 
  Hallucinatory Terrain 
  Very Old 
  40 ft., fly 200 ft. (poor) 
  DR 15/magic +3 
  Ancient 
  40 ft., fly 200 ft. (poor) 
  Dominate Monster 
  Wyrm 
  40 ft., fly 200 ft. (poor) 
  DR 20/magic +5 
  Great Wyrm 
  40 ft., fly 200 ft. (clumsy) 
  Control Weather 
   
  
  Bestiary Nefarious  
  Page 144 of 478 – Stephen C. Klauk  
  Vegan Dragon 
  Dragon (Earth) 
  Climate/Terrain:  Any 
  Organization:  Wyrmling, very young, young, juvenile, and 
  young adult: solitary or clutch (2-5); adult, mature adult, old, 
  very old, ancient, wyrm, or great wyrm: solitary, pair, family 
  (1-2 adult+ and 2-5 offspring) or tribe (1 ancient+, 2-15 adult+ 
  and 0-30 offspring) 
  Challenge Ratings: 
  Treasure:  Double Standard 
  Alignment:  Chaotic Neutral 
  Advancement: Wyrmling 3 HD; Very Young 5 HD; Young 7 
  HD; Juvenile 9 HD; Young Adult 11 HD; Adult 13 HD; 
  Mature Adult 15 HD; Old 17 HD; Very Old 19 HD; Ancient 
  21 HD; Wyrm 23 HD; Great Wyrm 25+ HD 
   
   
  Vegan dragons are generally poisonous to the 
  surrounding land, and usually seek little more than to increase 
  their hoards of treasure by raiding the local countryside.  Some 
  dragons have been known to terrorize villages for generations, 
  forcing the nearby settlement to give it food, gold or even 
  captives as the whim strikes it. 
   
  As their nickname implies, Vegan dragons tend to be 
  a muddy or earthy brown in color, darkening as the dragon 
  ages. 
   
  Combat 
   
  Vegan dragons generally breathe first and then rush 
  directly into melee.  They prefer to fight on the ground, and 
  have been known to squeeze into tight areas to pursue prey or 
  lose larger attackers. 
  If badly injured, they will often move out of melee 
  range and attack with breath and fly-by attacks.  Vegan 
  dragons rarely use combat spells, including bluff spells, and 
  tend to use any spells they have learned for utility purposes, 
  such as managing their lair or detecting/keeping out intruders. 
   
  Breath Weapon (Su):  The Vegan dragon breathes a cloud of 
  acidic vapors that deals acid damage. 
  Spell-Like abilities (Sp):  Young Adult – Suggestion 3x/day; 
  Ancient – Locate Object 2x/day 
  Skills:  Climb, Escape Artist and Jump are considered class 
  skills for Vegan dragons. 
     
  Vegan Dragons on Amberos 
   
  Sometimes referred to as brown dragons, these beasts 
  are thought to be offspring of the great dragon Guaradrell that 
  moved into areas of the western continent.  They seem to be 
  more common within the Crystalmires, but have been spotted 
  in 
  Misake 
  and 
  along 
  the 
  western 
  coast.
   
   
  
  Bestiary Nefarious 
  Page 145 of 478 – Stephen C. Klauk 
   
  Age 
  Size 
  Hit Dice (hp) 
  AC 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Wyrmling 
  S 
  2d12+2 (15 hp) 
  12 (+1 size, +1 natural) touch 11, flat 12 
  10 
  10 
  12 
  6 
  11 
  10 
  Very Young 
  M 
  4d12+8 (44 hp) 
  13 (+3 natural) touch 10, flat 13 
  12 
  10 
  14 
  6 
  13 
  10 
  Young 
  M 
  6d12+18 (57 hp) 
  15 (+5 natural) touch 10, flat 15 
  14 
  10 
  16 
  7 
  15 
  12 
  Juvenile 
  L 
  8d12+32 (84 hp) 
  16 (-1 size, +7 natural) touch 9, flat 16 
  16 
  10 
  18 
  7 
  17 
  12 
  Young Adult 
  L 
  10d12+50 (115 hp) 
  18 (-1 size, +9 natural) touch 9, flat 18 
  18 
  10 
  20 
  8 
  19 
  14 
  Adult 
  L 
  12d12+72 (150 hp) 
  20 (-1 size, +11 natural) touch 9, flat 20 
  20 
  10 
  22 
  8 
  20 
  16 
  Mature Adult 
  H 
  14d12+98 (189 hp) 
  21 (-2 size, +13 natural) touch 8, flat 21 
  22 
  10 
  24 
  9 
  21 
  18 
  Old 
  H 
  16d12+128 (232 hp) 
  23 (-2 size, +15 natural) touch 8, flat 23 
  24 
  10 
  26 
  9 
  22 
  20 
  Very Old 
  H 
  18d12+162 (279 hp) 
  25 (-2 size, +17 natural) touch 8, flat 25 
  26 
  10 
  28 
  10 
  23 
  22 
  Ancient 
  H 
  20d12+200 (330 hp) 
  27 (-2 size, +19 natural) touch 8, flat 27 
  28 
  10 
  30 
  11 
  24 
  24 
  Wyrm 
  G 
  22d12+242 (385 hp) 
  27 (-4 size, +21 natural) touch 6, flat 27 
  30 
  10 
  32 
  12 
  25 
  26 
  Great Wyrm 
  G 
  24d12+288 (444 hp) 
  29 (-4 size, +23 natural) touch 6, flat 29 
  32 
  10 
  34 
  13 
  26 
  28 
   
   
  Age 
  BAB / 
  Grapple 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Breath 
  Weapon 
  (DC) 
  Fear 
  DC 
  SR 
  Caster 
  Level 
  CR 
  Wyrmling 
  +2/-1 
  +3 
  +4 
  +3 
  +3 
  1d8 (12) 
  -- 
  -- 
  -- 
  2 
  Very Young 
  +4/+5 
  +5 
  +6 
  +4 
  +5 
  2d8 (14) 
  -- 
  -- 
  -- 
  3 
  Young 
  +6/+8 
  +8 
  +8 
  +5 
  +7 
  3d8 (16) 
  -- 
  -- 
  -- 
  3 
  Juvenile 
  +8/+15 
  +10 
  +10 
  +6 
  +9 
  4d8 (18) 
  -- 
  -- 
  -- 
  4 
  Young Adult 
  +10/+18 
  +13 
  +12 
  +7 
  +11 
  5d8 (20) 
  17 
  -- 
  -- 
  5 
  Adult 
  +12/+21 
  +16 
  +14 
  +8 
  +13 
  6d8 (22) 
  19 
  19 
  -- 
  6 
  Mature Adult 
  +14/+28 
  +18 
  +16 
  +9 
  +14 
  8d8 (24) 
  21 
  21 
  -- 
  7 
  Old 
  +16/+31 
  +21 
  +18 
  +10 
  +16 
  10d8 (26) 
  23 
  23 
  -- 
  8 
  Very Old 
  +18/+34 
  +24 
  +20 
  +11 
  +17 
  12d8 (28) 
  25 
  25 
  -- 
  10 
  Ancient 
  +20/+36 
  +27 
  +22 
  +12 
  +19 
  14d8 (30) 
  27 
  27 
  1st 
  11 
  Wyrm 
  +22/+44 
  +28 
  +24 
  +13 
  +20 
  16d8 (32) 
  29 
  29 
  3rd 
  12 
  Great Wyrm 
  +24/+47 
  +31 
  +26 
  +14 
  +22 
  18d8 (34) 
  31 
  31 
  5th 
  15 
   
  Ag 
  e 
  Speed 
  Special Abilities 
  Wyrmling 
  40 ft. (8 squares), fly 100 ft. (good) 
  Immune to Acid 
  Very Young 
  40 ft. (8 squares), fly 150 ft. (average) 
   
  Young 
  40 ft. (8 squares), fly 150 ft. (average) 
   
  Juvenile 
  40 ft. (8 squares), fly 150 ft. (average) 
   
  Young Adult 
  40 ft. (8 squares), fly 150 ft. (average) 
  Suggestion 
  Adult 
  40 ft. (8 squares), fly 150 ft. (average) 
  Immune to Fire, DR 5/magic +1 
  Mature Adult 
  40 ft. (8 squares), fly 200 ft. (poor) 
   
  Old 
  40 ft. (8 squares), fly 200 ft. (poor) 
  DR 10/magic +2 
  Very Old 
  40 ft. (8 squares), fly 200 ft. (poor) 
  Immune to Cold 
  Ancient 
  40 ft. (8 squares), fly 200 ft. (poor) 
  Locate Object 
  Wyrm 
  40 ft. (8 squares), fly 200 ft. (poor) 
  DR 15/magic +3 
  Great Wyrm 
  40 ft. (8 squares), fly 200 ft. (poor) 
  Immune to Lightning 
   
  
  Bestiary Nefarious  
  Page 146 of 478 – Stephen C. Klauk  
  Western Dragon 
  Dragon (Fire) 
  Climate/Terrain:  Any 
  Organization:  Wyrmling, very young, young, juvenile, and 
  young adult: solitary or clutch (2-5); adult, mature adult, old, 
  very old, ancient, wyrm, or great wyrm: solitary, pair, family 
  (1-2 adult+ and 2-5 offspring) or tribe (1 ancient+, 2-15 adult+ 
  and 0-30 offspring) 
  Challenge Ratings: 
  Treasure:  Double Standard 
  Alignment:  Chaotic Neutral 
  Advancement: Young Adult 6 HD; Adult 8 HD; Mature 
  Adult 10 HD; Mature Adult 11 HD; Old 12 HD; Very Old 14 
  HD; Ancient 16 HD; Wyrm 18 HD; Great Wyrm 20+ HD 
   
  Western dragons are feral offshoots of the chromatic 
  dragons.  They are barely intelligent as compared to true 
  dragons.  Western dragons normally reside in mountainous 
  areas, and will often fly down to lower elevations to attack and 
  raze the countryside in search of food. 
   
  Western dragons can have wildly varying colorations, 
  but tend towards greens, browns and gray colors. 
  Combat 
   
  Western dragons will usually swoop down from the 
  sky to attack with a razing breath, landing to strike with claws 
  and bite, burning everything as quickly as it can. 
  Breath Weapon (Su):  The Western dragon breathes a cone 
  of fire. 
  Skills:  Climb, Bluff, Jump are considered class skills for 
  western dragons. 
   
  Western Dragons on Amberos 
   
  The centuries of dragons living in isolation and 
  mixed breeding eventually spawned these beasts, who inhabit 
  the areas around the Crystalmire mountains, reaching as far 
  south as the Southern Kingdom and extending north through 
  the Silkna Kingdom and east into the Golens.  Western 
  dragons are either ignored or scorned by true dragons, and no 
  Western Dragon has ever been allowed beyond the walls of 
  Kill Kathon into the Dark Lands. 
   
   
   
  
  Bestiary Nefarious 
  Page 147 of 478 – Stephen C. Klauk 
   
  Age 
  Size 
  Hit Dice (hp) 
  AC 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Wyrmling 
  S 
  1d12 (6 hp) 
  12 (+1 size, +1 natural) touch 11, flat 12 
  8 
  10 
  10 
  3 
  10 
  8 
  Very Young 
  S 
  2d12 (13 hp) 
  14 (+1 size, +3 natural) touch 11, flat 14 
  10 
  10 
  11 
  3 
  11 
  9 
  Young 
  M 
  3d12+3 (22 hp) 
  15 (+5 natural) touch 10, flat 15 
  11 
  10 
  12 
  4 
  12 
  10 
  Juvenile 
  M 
  4d12+4 (30 hp) 
  17 (+7 natural) touch 10, flat 17 
  12 
  10 
  13 
  4 
  14 
  11 
  Young Adult 
  M 
  5d12+10 (42 hp) 
  19 (+9 natural) touch 10, flat 19 
  13 
  10 
  14 
  5 
  16 
  12 
  Adult 
  L 
  7d12+21 (66 hp) 
  20 (-1 size, +11 natural) touch 9, flat 20 
  14 
  10 
  16 
  5 
  18 
  14 
  Mature Adult 
  L 
  9d12+36 (94 hp) 
  22 (-1 size, +13 natural) touch 9, flat 22 
  16 
  10 
  18 
  6 
  20 
  16 
  Old 
  L 
  11d12+55 (126 hp) 
  24 (-1 size, +15 natural) touch 9, flat 24 
  18 
  10 
  20 
  6 
  22 
  18 
  Very Old 
  H 
  13d12+78 (162 hp) 
  25 (-2 size, +17 natural) touch 8, flat 25 
  20 
  10 
  22 
  7 
  24 
  20 
  Ancient 
  H 
  15d12+105 (202 hp) 
  27 (-2 size, +19 natural) touch 8, flat 27 
  22 
  10 
  24 
  7 
  26 
  22 
  Wyrm 
  H 
  17d12+136 (246 hp) 
  29 (-2 size, +21 natural) touch 8, flat 29 
  24 
  10 
  26 
  8 
  28 
  24 
  Great Wyrm 
  G 
  19d12+171 (294 hp) 
  29 (-4 size, +23 natural) touch 6, flat 29 
  26 
  10 
  28 
  9 
  30 
  26 
   
   
  Age 
  BAB / 
  Grapple 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Breath 
  Weapon 
  (DC) 
  Fear 
  DC 
  SR 
  Caster 
  Level 
  CR 
  Wyrmling 
  +1/-3 
  +1 
  +2 
  +2 
  +2 
  2d4 (10) 
  -- 
  -- 
  -- 
  1 
  Very Young 
  +2/-1 
  +3 
  +3 
  +3 
  +3 
  3d4 (11) 
  -- 
  -- 
  -- 
  2 
  Young 
  +3/+3 
  +3 
  +4 
  +3 
  +4 
  4d4 (12) 
  -- 
  -- 
  -- 
  2 
  Juvenile 
  +4/+5 
  +5 
  +5 
  +4 
  +6 
  5d4 (13) 
  -- 
  -- 
  -- 
  3 
  Young Adult 
  +6/+6 
  +6 
  +6 
  +4 
  +7 
  6d4 (14) 
  -- 
  -- 
  -- 
  3 
  Adult 
  +7/+13 
  +8 
  +8 
  +5 
  +9 
  7d4 (16) 
  15 
  -- 
  -- 
  4 
  Mature Adult 
  +9/+16 
  +11 
  +10 
  +6 
  +11 
  8d4 (18) 
  17 
  -- 
  -- 
  5 
  Old 
  +11/+19 
  +14 
  +12 
  +7 
  +13 
  9d4 (20) 
  19 
  19 
  -- 
  6 
  Very Old 
  +13/+22 
  +16 
  +14 
  +8 
  +15 
  10d4 (22) 
  21 
  21 
  -- 
  7 
  Ancient 
  +15/+29 
  +19 
  +16 
  +9 
  +17 
  11d4 (24) 
  23 
  23 
  -- 
  8 
  Wyrm 
  +17/+32 
  +22 
  +18 
  +10 
  +19 
  12d4 (26) 
  25 
  25 
  -- 
  10 
  Great Wyrm 
  +19/+39 
  +23 
  +20 
  +11 
  +21 
  13d4 (28) 
  27 
  27 
  -- 
  12 
   
  Age 
  Speed 
  Special Abilities 
  Wyrmling 
  45 ft. (9 squares), fly 70 ft. (good) 
   
  Very Young 
  40 ft. (8 squares), fly 90 ft. (good) 
   
  Young 
  40 ft. (8 squares), fly 90 ft. (good) 
   
  Juvenile 
  40 ft. (8 squares), fly 90 ft. (good) 
   
  Young Adult 
  40 ft. (8 squares), fly 90 ft. (good) 
  DR 5/magic +1 
  Adult 
  40 ft. (8 squares), fly 120 ft. (good) 
   
  Mature Adult 
  40 ft. (8 squares), fly 120 ft. (good) 
  DR 10/magic +2 
  Old 
  40 ft. (8 squares), fly 120 ft. (good) 
   
  Very Old 
  40 ft. (8 squares), fly 150 ft. (average) 
  DR 15/magic +3 
  Ancient 
  40 ft. (8 squares), fly 150 ft. (average) 
   
  Wyrm 
  40 ft. (8 squares), fly 150 ft. (average) 
  DR 20/magic +5 
  Great Wyrm 
  40 ft. (8 squares), fly 200 ft. (poor) 
  DR 25/epic +6 
   
  
  Bestiary Nefarious  
  Page 148 of 478 – Stephen C. Klauk  
  Drakkenwyrm   
  Huge Undead 
  Hit Dice:  
  22d12 (143 hp)  
  Initiative:  
  +5 (+1 Dex, +4 Improved Initiative)  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  35 (-2 size, +1 Dex, +26 natural), touch 9, 
  flat 34  
  BAB/Grapple:  +11/+32  
  Attack:  
  Bite +23 melee (2d6+13) 
  Full Attack:  
  Bite +23 melee (2d6+13) and 2 claw +17 
  melee (1d8+6) and tail +17 melee (2d6+6) 
  Space/Reach:  
  15-ft./10 ft.  
  Length: 
  15 ft. + 1d6 ft. (18 ft.) 
  Weight: 
  1,000 lbs. + 1d10 x 75 lbs. (1,375 lbs) 
  Special Att:  
  Ability drain, breath weapon, swallow 
  whole  
  Special Qual:  
  Blindsense, DR 10/magic +3, darkvision 
  60 ft., resistance to energy, 20 spells-like 
  abilities, turn resistance +4, undead traits  
  Saves:  
  Fort +7, Ref +8, Will +13  
  Abilities:  
  S37 D13 C-- I6 W10 Ch17 
  Skills:  
  Hide +8, Listen +12, Move Silently +11, 
  Spot +13 
  Feats: 
  Cleave, Improved Critical, Improved 
  Initiative, Improved Sunder, Improved 
  Trip, Power Attack, Track, Weapon Focus 
  (Bite)  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  21  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  23-44 
  HD 
  (Huge); 
  45-66 
  HD 
  (Gargantuan)  
  Level Adj:  
  -  
  A slinking pile of dried, bone-white dragon 
  bones silently glides towards you, its eyes 
  glowing with a hellish red glow. Black vapor 
  seeps from the dragon's jaws and nostrils, 
  disappearing into the aether around it.  
  It is unknown exactly what force brings the 
  drakkenwyrm to life, but the result is a terrifying dragon 
  revenant. Some adventurer tales speak of a freshly slain 
  dragon's bones sliding from the corpse to form a 
  drakkenwyrm before astonished adventurer's very eyes, 
  whereas other tales speak of a drakkenwyrm forming years 
  after the dragon's death.  
  Regardless of when or how they are formed, it is 
  clear that a drakkenwyrm only results following the death of 
  an adult-sized dragon or larger. Despite the original dragon's 
  alignment or color, the drakkenwyrm is hateful of all life 
  and possess abilities not normally seen in most dragons, 
  including an unusual breath weapon.  
  Drakkenwyrms lose the draconic ability to fly and 
  most of their spell-using abilities, but retain a remote shred 
  of their former intelligence and personality - enough it 
  seems, to recognize those who slew it so long ago, but not 
  enough to seek such individuals out.  
  Most drakkenwyrms have no treasure, as these 
  creatures do not lair in one area, roaming and causing 
  destruction wherever they go.  Additionally, since 
  drakkenwyrms are made from the corpses of slain dragons, 
  few drakkenwyrms have access to their original treasure 
  hoard, which was often looted at their death. 
  Drakkenwyrms can understand and speak a limited 
  form of draconic – usually to issue threats and curses to 
  their enemy. 
   
  Combat 
  A drakkenwyrm normally enters combat by 
  rushing forth and breathing on its foes before engaging with 
  tooth and claw. It uses it necromantic abilities to the best 
  effect, attempting to devour poor souls to fuel its foul 
  abilities. Luckily, drakkenwyrm rarely use tactics and are 
  unknown to set traps or otherwise prepare against attacks. 
  They will generally fight to the death, unafraid of their own 
  destruction.  
  Ability Drain (Su): The claws, tail and bite of a 
  drakkenwyrm steal away 1d4 Con per hit (Fort DC 19). If 
  an attack that causes ability drain scores a critical hit, it 
  drains twice the indicated amount (if the damage is 
  expressed as a die range, roll two dice). In return, the 
  drakkenwyrm gains 5 temporary hit points (10 on a critical 
  hit) whenever it drains an ability score no matter how many 
  points it drains. Temporary hit points gained in this fashion 
  last for a maximum of 1 hour. 
   Breath Weapon (Su):  A drakkenwyrm can spew a 
  necromantic line of blue-black energy that deals 12d10 
  negative energy to those caught in it. A Reflex DC 22 
  halves the damage taken. 
  Swallow Whole (Ex): If a drakkenwyrm begins its turn 
  with a medium-sized or smaller opponent held in its mouth, 
  it can attempt a new grapple check (as though attempting to 
  pin the opponent). If it succeeds, it swallows its prey, and 
  the opponent takes bite damage and 2d6 negative energy 
  damage from the necromantic energy in its gullet. A 
  swallowed creature is considered to be grappled, while the 
  creature that did the swallowing is not. A swallowed 
  creature can try to cut its way free with any light slashing 
  weapon by dealing 10 points of damage, or it can just try to 
  escape the grapple.  The body gullet of a drakkenwyrm is 
  AC 37. If the swallowed creature escapes the grapple, 
  success puts it back in the attacker’s mouth, where it may be 
  bitten or swallowed again. A drakkenwyrm’s gullet can hold 
  one medium-sized, two small, four tiny, eight diminutive or 
  sixteen fine creatures. 
  Resistance to Energy (Ex): Based on the original species 
  of dragon the drakkenwyrm comes from, it gains a 20 point 
  resistance to whatever energy type it was originally immune 
  to.  The drakkenwyrm loses its former immunity in the 
  passage to undeath. 
  Spells-like Abilities (Sp): While the drakkenwyrm loses 
  any spell-casting abilities in its passage into undeath, it 
  retains any spell-like abilities that it possessed as a dragon. 
  Furthermore, it gains the following abilities: Cause fear – at 
  will, Contagion – 1x/day, Bestow Curse – 1x/day, Blight – 
  1x/day, Ray of Enfeeblement – 3x/day. These abilities 
  
  Bestiary Nefarious 
  Page 149 of 478 – Stephen C. Klauk 
  function at 11th level ability and have a save DC 13 + spell 
  level, where applicable. 
  
  Bestiary Nefarious  
  Page 150 of 478 – Stephen C. Klauk  
  Dreamslayer   
  Medium Outsider (Evil, Extraplanar) 
  Hit Dice:  
  4d8+16 (34 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  50 ft. (10 squares)  
  Armor Class:  
  17 (+4 Dex, +3 natural), touch 14, flat 13  
  BAB/Grapple:  +4/+8  
  Attack:  
  Scimitar +8 melee (1d6+4;18-20/x2) 
  Full Attack:  
  Scimitar +8/+3 melee (1d6+4;18-20/x2) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
  Weight: 
  25 + 1d4 x 10 lbs. (45 lbs.) 
  Special Att:  
  Fear aura  
  Special Qual:  
  Darkvision 60ft., fast healing 3, outsider 
  traits, resistance to energy, spells-like 
  abilities  
  Saves:  
  Fort +8, Ref +8, Will +8  
  Abilities:  
  S19 D19 C19 I19 W19 Ch19 
  Skills:  
  Balance +13, Bluff +11, Climb +11, 
  Disguise +11, Escape Artist +13, Hide 
  +11, Intimidate +11, Jump +13, Listen 
  +11, Sense Motive +11, Spot +11, 
  Tumble +13 
  Feats:  
  Acrobatic, Agile  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  5  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral  
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  -  
  A stringy, black-skinned creature stands 
  before you, wisps of smoke seeming to 
  vaporize off its very skin. Its yellow eyes gleam 
  with a mirror-like quality and its overly large 
  hands hold a bloodstained scimitar at the 
  ready.  
  Dreamslayers are unusual creatures from the 
  nightmare realms of the dreamlands. They are the 
  unconscious desire of one person to kill another made flesh, 
  and travel deep from the dreaming lands to the prime to seek 
  out their target and kill them.  
  Dreamslayers always have a specific target in 
  mind, and will relentlessly travel to the location of its target 
  and a strike to kill its hated foe. Some dreamslayers will 
  target specific individuals while others may target a group 
  or even a large organization.  
  Dreamslayers speak the language of its "creator", 
  and will often announce themselves before launching into 
  an attack. Though few dreamslayers will announce the name 
  of their "creator", many will often speak at length of the 
  "crimes" their victim has committed - offenses, in reality, 
  committed or believed to have been committed to its 
  "creator".  
   
  Combat 
  Dreamslayers prefer to approach their targets in 
  such a way to lower the victim's defenses. However, a 
  dreamslayer almost always announces itself to its target; 
  only against a truly superior foe will a dreamslayer strike 
  entirely by surprise. If bested, dreamslayers will often slink 
  back and hide, coming forth later to destroy their hated foe. 
  The body of a slain dreamslayer vanishes, but any gear or 
  items belonging to it are left behind; sometimes these items 
  may actually belong to its “creator”.  
  Fear Aura (Su): The use of this ability is a free action. The 
  aura affects those in a 30-foot radius who fail a DC 16 Will 
  save, and causes the victim to become paralyzed with fear 
  for 1d4+1 rounds.  A victim who makes the saving throw 
  cannot be affected for another day. 
  Fast Healing (Ex): A dreamslayer regains 3 hit points per 
  round. Except where noted here, fast healing is just like 
  natural healing. Fast healing does not restore hit points lost 
  from starvation, thirst, or suffocation, and it does not allow 
  a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached.  
  Resistance to Energy (Ex): A dreamslayer has acid, cold, 
  fire, and electricity resistance 5. 
  Spells-like Abilities (Sp): A dreamslayer can use the 
  following spell-like abilities:  Disguise Self – 3x/day, Silent 
  Image – 3x/day, Blur 1x/day, Invisibility 1x/day, Locate 
  Creature 1x/day.  All abilities are at 4th level ability and 
  have a DC 16 + spell level. 
   
  Summon Dreamslayer 
  Conjuration (Calling) [Evil] 
  Level: Asn 2, Brd 3, Blk 2, Clr 3, Sor/Wiz 3 
  Components: V, S, F, XP 
  Casting Time: 8 hours 
  Range: Special 
  Target: Special 
  Duration: 1 day/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  When this spell is cast, the caster falls into a deep 
  sleep for eight hours and dreams of an enemy.  Upon 
  completion of the spell, a dreamslayer is brought into being 
  which travels from the nightmare realm to the location of 
  the victim.  The victim may be an individual, a group or an 
  organization.  The dreamslayer immediately begins to stalk 
  the victim, and will seek to destroy the victim before the 
  spell duration expires.   Once on the mortal plane, the 
  dreamslayer is bound by its normal mode of movement to 
  find and destroy its targets. 
   
  If slain, the spell instantly ends and the victim loses 
  50 XP from the death of the dreamslayer. 
  Focus: A small effigy of the victim the spell is directed 
  against. 
  
  Bestiary Nefarious 
  Page 151 of 478 – Stephen C. Klauk 
  Dwelf   
  Medium Humanoid (Dwarf, Elf) 
  Hit Dice:  
  1d8+1 (5 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  17 (+2 Dex, +4 chain shirt, +1 light 
  wooden shield), touch 12, flat 15  
  BAB/Grapple:  0/+2  
  Attack:  
  Longsword +2 melee (1d8+2;19-20/x2) 
  Full Attack:  
  Longsword +2 melee (1d8+2;19-20/x2) or 
  shortbow +2 ranged (1d6;x3) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  5 ft. + 2d4 in. (5 ft. 5 in.) 
  Weight: 
  100 lbs. + 2d4 x 5 lbs. (125 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Dwelf abilities, low-light vision  
  Saves:  
  Fort +1, Ref +2, Will -1  
  Abilities:  
  S14 D15 C13 I10 W8 Ch12* 
  Skills:  
  Appraise +2, Balance -1, Climb -1, 
  Escape Artist -1, Hide -1, Jump -1, Listen 
  +1, Move Silently -1, Search +2, Sleight 
  of Hand -1, Spot +1, Swim -8, Tumble -1  
  Feats:  
  Dodge  
  Environment:  Any land  
  Organization:  Solitary, Family (2-5), Colony (5-20), 
  Band (20-40), Clan (40-60), or Tribe 
  (60+)  
  CR:  
  1  
  Treasure:  
  None  
  Alignment:  
  Usually neutral good  
  Advancement:  By Character class 
  Level Adj:  
  +0  
  This short humanoid sports long ears and a 
  flaxen white beard. Its thin body seems to be 
  made of corded muscle and there is a grim 
  countenance on its face. In its hand it bears a 
  longsword of modest quality and a shortbow is 
  strapped to its back. In its off-hand it bears a 
  shield marked with what appears to be some 
  sort of clan symbol and it is dressed in a chain 
  shirt over which a colored tabard has been 
  placed.  
  Dwelves are the ancient offspring of elves and 
  dwarves. In the centuries since their birth, dwelves have 
  become their own race, somewhat at odds with both their 
  elvin and dwarven heritage. Dwelves have a strong good 
  streak, though they sometimes can find themselves at odds 
  with laws and traditions. They are neither as highly 
  organized as dwarves or as carefree as elves. Dwelves often 
  involve themselves in the matters of the folk around them, 
  and will always seek to champion the cause of good in such 
  matters. Dwelves speak elvin and dwarven, as well as 
  Common. They dislike learning the languages of goblinoids 
  other than a few curse words in such languages.  
   
  Combat 
  Dwelves fight in groups, often splitting their forces 
  between groups of melee combatants and archery support.  
  Dwelf abilities (Ex): A dwelf has the following abilities: 
  • Immunity to sleep spells and similar magical 
  effects, and a +2 racial bonus on saving throws 
  against enchantment spells or effects. 
  • +1 racial bonus on saving throws against 
  poison. 
  • +1 racial bonus on saving throws against spells 
  and spell-like effects (but not on enchantment 
  spells). 
  • +1 racial bonus on attack rolls against orcs 
  and goblinoids. 
  • +2 dodge bonus to Armor Class against 
  monsters of the giant type. Any time a creature 
  loses its Dexterity bonus (if any) to Armor Class, 
  such as when it’s caught flat, it loses its dodge 
  bonus, too. 
  • +1 racial bonus on Appraise checks that are 
  related to stone or metal items. 
  • +1 racial bonus on Craft checks that are 
  related to stone or metal. 
  • +1 racial bonus on Listen, Search, and Spot 
  checks. 
  • Low-Light Vision: A dwelf can see twice as far 
  as a human in starlight, moonlight, torchlight, of 
  poor illumination. She retains the ability to 
  distinguish color and detail under these conditions. 
  • Stability: A dwelf gains a +4 bonus on ability 
  checks made to resist being bull rushed or tripped 
  when standing on the ground (but not when 
  climbing, flying, riding, or otherwise not standing 
  firmly on the ground). 
  • Dwarf/Elvin Blood: For all effects related to 
  race, a dwelf is considered an elf and a dwarf. 
   
  Dwelf Society 
  Dwelves 
  form 
  themselves 
  into 
  their 
  own 
  communities, often in the wilderness near forests. They 
  generally despise underground dwellings or dwellings high 
  in the trees, preferring to live at ground level where 
  possible. Dwelf communities often consist of small, walled 
  towns that are led by a small group of peers - elders who 
  have been elected for life by other dwelves. Though the 
  number of peers and their gender may vary from community 
  to community, generally it is thought that five peers - three 
  male and two female - is the most auspicious. Young 
  dwelves grow up performing community chores and 
  learning a craft. Usually a day each week is set aside in the 
  community for the young to come together and play, with 
  the elders watching on or gambling on the outcome. Dwelf 
  communities strive to be self-sufficient, but will often be 
  good, though unobtrusive, neighbors to surrounding 
  settlements. It can almost be assured if a neighboring 
  community comes under attack that a dwelf community will 
  quickly mobilize to help in whatever fashion it is capable of. 
  Despite their ancestry, dwelves have cool relations with 
  elves and dwarves. Dwelves are often referred to as 
  “children” by these other two races, and while dwelves will 
  rarely admit it, they often seek out ways to either rebel 
  
  Bestiary Nefarious  
  Page 152 of 478 – Stephen C. Klauk  
  against, or gain the adulation of elvin or dwarven 
  communities.  
   
  Dwelves on Amberos 
   
  Considered to be the ill-fated result of attempts by 
  the Dur-Wundar Empire to solidify relations with the elves 
  of the Evanthium Coridium during the Elvin Golden Age, 
  Dwelves have come to be shunned by both pure elves and 
  dwarves in the centuries that have followed the “fall” of 
  both empires.   
   
  Cast out of both societies, Dwelves made their 
  communities in the plains and wilderness far from the Ymin 
  forest and the Crystalmire Mountains of the Dur-Wundar.  
  Most dwelf societies now can be found in the areas of the 
  Misake Barbarians, Misake, and Vilalance.  There is also a 
  large community in Llinn, and individual dwelves can be 
  found across portions of Amberos. 
   
  Surprisingly, despite their somewhat Common 
  ancestry, dwelves and gnomes tend to dislike one another on 
  a primal level.  Dwelves feel that they are superior to the 
  “manufactured” gnomes, while gnomes tend to view 
  dwelves as misbegotten half-breeds. 
   
  Dwelves as Characters 
   
  Many dwelves cannot passively sit by and watch 
  the evils of the world unfold.  Such dwelves often become 
  actively involved in seeking out evil and destroying it. 
   
  Dwelf characters gain the following abilities: 
  • 
  Base Movement 30 feet. 
  • 
  Low-Light Vision: A dwelf can see twice as far as 
  a human in starlight, moonlight, torchlight, of poor 
  illumination. She retains the ability to distinguish 
  color and detail under these conditions. 
  • 
  Immunity to sleep spells and similar magical 
  effects, and a +2 racial bonus on saving throws 
  against enchantment spells or effects. 
  • 
  +1 racial bonus on saving throws against poison. 
  • 
  +1 racial bonus on saving throws against spells 
  and spell-like effects (but not enchantment 
  effects). 
  • 
  +1 racial bonus on attack rolls against orcs and 
  goblinoids. 
  • 
  +2 dodge bonus to Armor Class against 
  monsters of the giant type.  Any time a creature 
  loses its Dexterity bonus (if any) to Armor Class, 
  such as when it’s caught flat, it loses its dodge 
  bonus, too. 
  • 
  +1 racial bonus on Appraise checks that are 
  related to stone or metal items. 
  • 
  +1 racial bonus on Craft checks that are related 
  to stone or metal. 
  • 
  +1 racial bonus on Listen, Search, and Spot 
  checks. 
  • 
  Stability: A dwelf gains a +4 bonus on ability 
  checks made to resist being bull rushed or tripped 
  when standing on the ground (but not when 
  climbing, flying, riding, or otherwise not standing 
  firmly on the ground). 
  • 
  Dwarven/Elvin Blood: For all effects related to 
  race, a dwelf is considered an elf and a dwarf. 
  • 
  Favored Class:  Bard 
  • 
  Level Adj: +0 
  Dwelves worship Deor, The Miner.  A cleric of Deor 
  can choose two of the three domains of Law, Good or 
  Earth. 
   
  
  Bestiary Nefarious 
  Page 153 of 478 – Stephen C. Klauk 
  Dwelf Minstrel 
  Dwelf Brd 5;hp:  17 
  S12 D13 C10 I14 W8 Ch16; Fort +1, Ref +5, Will +3 
  Init: 
  +1 
  Move: 30 ft. 
  AC:  
  16 (+1 Dex, +5 chain shirt +1), touch 11, flat 15 
  BAB/Grapple: +3/+4 
  Full Attack: 
  +1 longsword +6 melee (1d8+2;19-20/x2) 
  Special Att: 
  – 
  Special Qual: 
  Bardic knowledge, bardic music, dwelf 
  traits, low-light vision, spells 
  Skills: Appraise +2*, Craft (Any) +2*, Concentration +8, 
  Diplomacy +11, Perform (Percussion Instruments) 
  +15, Knowledge (Arcana) +10, Knowledge (Local) 
  +10, Listen +0, Search +3, Sense Motive +7, 
  Spellcraft +10, Spot +0, Use Magical Device +11 
  Feats: Skill Focus (Perform), Weapon Focus (Longsword) 
  CR: 
  5 
  Gear: 
  +1 longsword (2,315 gp), chain shirt +1 (1,250 
  gp), potion of cure moderate wounds (300 gp), mw 
  drums (100 gp) 
  Total: 3,965 gp (4,300 gp) 
  Bardic Knowledge (Ex):  +12 
  Bardic Music (Su):  5x/day; Perform Check +15; Can use 
  Countersong, Fascinate, Inspire Competence and Inspire 
  Courage +1 
   
  Typical Bard Spell List 
  (3/4/2;CL 5;Spell DC 13 + Spell Level) 
  0:  Dancing Lights, Detect Magic, Ghost Sound, Lullaby, 
  Prestidigitation, Summon Instrument 
  1st:  Charm Person, Expeditious Retreat, Lesser Confusion, 
  Summon Monster I 
  2nd:  Detect Thoughts, Hold Person, Suggestion 
   
  Dwelf Stone Chanter 
  Dwelf Brd 10;hp:  35 
  S12 D13 C10 I14 W8 Ch19; Fort +3, Ref +8, Will +6 
  Init: 
  +1 
  Move: 30 ft. 
  AC:  
  18 (+1 Dex, +7 chain shirt +3), touch 11, flat 17 
  BAB/Grapple: +7/+8 
  Full Attack: 
  +1 longsword +10/+5 melee (1d8+2;19-
  20/x2) 
  Special Att: 
  – 
  Special Qual: 
  Bardic knowledge, bardic music, dwelf 
  traits, low-light vision, spells 
  Skills: Appraise +2*, Craft (Any) +2*, Concentration +13, 
  Diplomacy +17, Perform (Percussion Instruments) 
  +20, Knowledge (Arcana) +15, Knowledge (Local) 
  +15, Listen +0, Search +3, Sense Motive +12, 
  Spellcraft +15, Spot +0, Use Magical Device +17 
  Feats: Greater Spell Focus (Enchantment), Spell Focus 
  (Enchantment), Skill Focus (Perform), Weapon 
  Focus (Longsword) 
  CR: 
  10 
  Gear: 
  +1 longsword (2,315 gp), chain shirt +3 (9,250 
  gp), cloak of charisma +2 (4,000 gp), potion of 
  cure moderate wounds (300 gp), mw drums (100 
  gp) 
  Total: 15,965 gp (16,000 gp) 
  Bardic Knowledge (Ex):  +7 
  Bardic Music (Su):  10x/day; Perform Check +20; Can use 
  Countersong, Fascinate, Inspire Competence, Inspire 
  Courage +2, Inspire Greatness and Suggestion. 
   
  Typical Bard Spell List 
  (3/4/4/3/1;CL 10;Spell DC 14 + Spell Level) 
  0:  Dancing Lights, Detect Magic, Ghost Sound, Lullaby, 
  Prestidigitation, Summon Instrument 
  1st:  Expeditious Retreat, Hypnotism*, Lesser Confusion*, 
  Summon Monster I 
  2nd:  Detect Thoughts, Heroism*, Hold Person*, 
  Suggestion* 
  3rd:  Charm Monster*, Dispel Magic, Good Hope*, Haste 
  4th:  Dominate Person*, Greater Invisibility 
  *: Enchantment spell +2 DC 
   
  
  Bestiary Nefarious  
  Page 154 of 478 – Stephen C. Klauk  
  Dwelf Ringer of Steel 
  Dwelf Brd 15;hp:  52 
  S12 D13 C10 I14 W8 Ch22; Fort +5, Ref +11, Will +9 
  Init: 
  +1 
  Move: 30 ft. 
  AC:  
  18 (+1 Dex, +7 chain shirt +3), touch 11, flat 17 
  BAB/Grapple: +11/+12 
  Full Attack: 
  +1 
  longsword 
  +14/+9/+4 
  melee 
  (1d8+2;19-20/x2) 
  Special Att: 
  – 
  Special Qual: 
  Bardic knowledge, bardic music, dwelf 
  traits, low-light vision, spells 
  Skills: Appraise +2*, Craft (Any) +2*, Concentration +18, 
  Diplomacy +23, Perform (Percussion Instruments) 
  +35, Knowledge (Arcana) +19, Knowledge (Local) 
  +19, Listen +0, Search +3, Sense Motive +17, 
  Spellcraft +20, Spot +0, Use Magical Device +23 
  Feats: Greater Spell Focus (Enchantment), Spell Focus 
  (Enchantment), Skill Focus (Perform), Weapon 
  Focus (Longsword) 
  CR: 
  15 
  Gear: 
  +2 longsword (8,315 gp), chain shirt +4 (16,250 
  gp), cloak of charisma +4 (16,000 gp), potion of 
  cure serious wounds (750 gp), drums of the master 
  musician +10 (10,600 gp) 
  Total: 51,905 gp (59,000 gp) 
  Bardic Knowledge (Ex):  +19 
  Bardic Music (Su):  15x/day; Perform Check +35; Can use 
  Countersong, Fascinate, Inspire Competence, Inspire 
  Courage +3, Inspire Greatness, Inspire Heroics, Song of 
  Freedom and Suggestion. 
   
  Typical Bard Spell List 
  (3/5/4/4/4/3;CL 15;Spell DC 15 + Spell Level) 
  0:  Dancing Lights, Detect Magic, Ghost Sound, Lullaby, 
  Prestidigitation, Summon Instrument 
  1st:  Expeditious Retreat, Hypnotism*, Lesser Confusion*, 
  Summon Monster I 
  2nd:  Detect Thoughts, Heroism*, Hold Person*, 
  Suggestion* 
  3rd:  Charm Monster*, Dispel Magic, Good Hope*, Haste 
  4th:  Break Enchantment, Dominate Person*, Greater 
  Invisibility, Shout 
  5th:  Mind Fog*, Summon Monster V 
  *: Enchantment spell +2 DC 
   
  Musical Instrument of the Master Musician 
   
  A musical instrument of the master musician 
  appears as a masterwork version of a musical item, often 
  beset with jewels or other precious metals that make it 
  appear to be worth more than even a mundane masterwork 
  version.  When played, the magical tones that emanate from 
  the item grant a +5, +10 or +15 bonus to Perform checks.  
  Likewise, once per day per +5 bonus, the item can produce 
  an effect that duplicates the spell Hypnotism (DC 11 for +5, 
  DC 13 for +10, DC 18 for +15). 
  CL 5th/10th/15th; Craft Wondrous Item, Summon Instrument, 
  Ghost Sound, Hypnotic Pattern, Heighten Spell (for +10 or 
  +15) Caster’s level must equal or exceed Perform bonus; 
  Price 2,510 gp (+5), 10,600 gp (+10), 25,600 gp (+15). 
  Creation: 1,255 gp and 100 xp (+5), 5,300 gp and 424 xp 
  (+10), 12,800 gp and 1,024 xp (+15). 
  
  Bestiary Nefarious 
  Page 155 of 478 – Stephen C. Klauk 
  Earth Lumberer 
  Large Aberration (Earth)  
  Hit Dice:  
  8d8+32 (68 hp)  
  Initiative:  
  +0  
  Speed:  
  20 ft. (4 squares), burrow 20 ft. (4 
  squares)  
  Armor Class:  
  19 (-1 size, +10 natural), touch 9, flat 19  
  BAB/Grapple:  
  +6/+16  
  Attack:  
  Claw +12 melee (1d10 +6)  
  Full Attack:  
  Claw +12 melee (1d10 +6) and bite +9 
  melee (2d8 +3)  
  Space/Reach:  
  10-ft./10 ft.  
  Height:   
  7 ft. 6 in. + 2d8 in. (8 ft. 3 in) 
  Weight:   
  850 lbs. + 2d10x25 lbs. (1,025 lbs.) 
  Special Attacks: Caustic spittle, constrict, fear aura, 
  improved grab  
  Special Qual:  
  Darkvision 60 ft., tremorsense 60 ft., 
  vulnerability to sonic  
  Saves:  
  Fort +8, Ref +2, Will +7  
  Abilities:  
  S22 D11 C19 I8 W13 Ch13  
  Skills:  
  Climb +12, Hide +1, Jump +6, Listen 
  +1, Spot +1  
  Feats:  
  Great Fortitude, Multiattack, Weapon 
  Focus (Claw)  
  Environment:  
  Any underground  
  Organization:  
  Solitary, Pair, Brood (2-5), or Pestilence 
  (5-20)  
  CR:  
  7  
  Treasure:  
  No coins, half items and double gems 
  Alignment:  
  Usually neutral  
  Advancement:  
  9-16 HD (Large); 17-24 HD (Huge)  
  Level Adj:  
  -  
  This creature has stone-gray skin covered with 
  a pattern of bumps that looks like gravel 
  pebbles. Its massive, muscled arms are 
  covered in stony plates and it lumbers along 
  on two stubby legs, the earth trembling slightly 
  with each step. It opens its mouth to hiss, as a 
  green, caustic fluid drips from the huge 
  needle-like teeth that fill its maw.  
  The earth lumberer is a frightening creature found 
  only in deep subterranean areas. The creature hunts for prey 
  in small packs, burrowing through the earth in search of a 
  meal to appease its unending appetite. Earth lumberers crave 
  flesh, but also are capable of digesting stone and other 
  minerals as part of their diet. They often collect gems or 
  other minerals both to attract mates and to use as lures to 
  attract prey underground. Earth lumberers are especially 
  fond of dwarven flesh, and have been known to descend en 
  masse on dwarven strongholds, carrying away the populace 
  in batches. Earth lumberers speak a guttural form of Terran.  
   
  Combat 
  Earth lumberers, due to their relative slow speed, 
  prefer to strike from ambush. They will often disguise 
  themselves as part of the surrounding rock and wait for prey 
  to come upon them, or will burrow near prey and burst out 
  through a wall as close to an enemy as they can. While not 
  exceptionally bright, earth lumberers are experts at using 
  their burrowing skill to devise traps that bury, pin or catch 
  prey. They have been known to weaken ceilings or floors 
  ahead of prey to catch, injure or kill, as well as purposely 
  collapsing caverns to escape or destroy attackers.  
  Caustic Spittle (Su): As a standard action, the earth 
  lumberer can spit a globule of acid at a target as a +6 ranged 
  touch attack.  If the acid hits, it deals 3d6 acid damage to the 
  target. 
  Constrict (Ex): An earth lumberer with this special attack 
  can crush an opponent, dealing 1d10+ 9 bludgeoning 
  damage, after making a successful grapple check in addition 
  to damage dealt by the weapon used to grab.  
  Fear Aura (Su): Those viewing an attacking earth lumberer 
  must make a Will save DC 15 or be panicked.  Those who 
  make the save are still considered shaken.  A creature with 
  12 or more HD is unaffected if it makes the save, and only 
  shaken if it fails the saving throw. 
  Improved Grab (Ex): If an earth lumberer hits a medium 
  sized or smaller creature with a claw attack, it deals normal 
  damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity. No initial touch 
  attack is required.  
  Tremorsense (Ex): A creature with tremorsense is sensitive 
  to vibrations in the ground and can automatically pinpoint 
  the location of anything that is in contact with the ground. 
  Aquatic creatures with tremorsense can also sense the 
  location of creatures moving through water.  
  Vulnerability to Sonic (Ex): Earth lumberers are 
  vulnerable to sonic attacks. An earth lumberer takes half 
  again as much (+50%) damage as normal from the effect, 
  regardless of whether a saving throw is allowed, or if the 
  save is a success or failure.  
   
  Earth Lumberers on Amberos 
   
  The origin of earth lumberers is unknown, but they 
  have plagued dwarven settlements since the first dwarves 
  settled on Amberos.  They can be found practically 
  
  Bestiary Nefarious  
  Page 156 of 478 – Stephen C. Klauk  
  anywhere, though they tend to be more numerous in 
  mountainous or hilly areas. 
  
  Bestiary Nefarious 
  Page 157 of 478 – Stephen C. Klauk 
  Eeylene   
  Huge Giant 
  Hit Dice:  
  11d8+66 (115 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  15 (-2 size, +1 Dex, +6 natural), touch 9, 
  flat 14  
  BAB/Grapple:  +8/+25  
  Attack:  
  Claw +15 melee (1d8+9) 
  Full Attack:  
  2 Claw +15 melee (1d8+9) and bite +10 
  melee (2d6+4) 
  Space/Reach:  
  15-ft./15 ft.  
  Height: 
  18 ft. + 2d8 in. (18 ft. 9 in.) 
  Weight: 
  2,500 lbs. + 2d10 x 75 lbs. (3,325 lbs.) 
  Special Att:  
  Spells  
  Special Qual:  
  Low-light vision, spell resistance 21 
  Saves:  
  Fort +13, Ref +4, Will +5  
  Abilities:  
  S28 D13 C23 I15 W15 Ch19  
  Skills:  
  Concentration +13, Craft (Woodworking) 
  +9, Hide -7, Knowledge (Arcana) +16, 
  Listen +9, Spellcraft +16, Spot +9  
  Feats:  
  Eschew 
  MaterialsB, 
  Improved 
  Counterspell, Spell Focus (Divination), 
  Spell Penetration  
  Environment:  Cold mountains, marshes  
  Organization:  Solitary, Family (2-5), or Tribe (5-20) or 
  Soothsayer (1 + 5-20 True giants) 
  CR:  
  10  
  Treasure:  
  standard coins, double magic items  
  Alignment:  
  Usually neutral evil  
  Advancement:  12-22 
  HD 
  (Huge); 
  23-33 
  HD 
  (Gargantuan) 
  Level Adj:  
  -  
  Massive and hairy, this black-furred giant 
  stares down at you with a single, glowing 
  green eye. Its wide maw is filled with yellowed, 
  tusk-like teeth and its long arms end in fat 
  fingers with knife-like claws. A pair of 
  vestigial wings dangles from the creature's 
  back, and its feet end in black, cloven hooves.  
  Eeylene are monstrous giants who act as soothsayers 
  and prophets for giant clans in return for humanoid flesh. 
  Most eeylene are loners among giants of other races, 
  but they do occasionally gather in small families or tribes. 
  An eeylene is a natural sorcerer and bit of a cleric. They use 
  their abilities not only for divination, but often for battle as 
  well.  
  Eeylene speak Giant exclusively, and dislike learning 
  other languages, including Draconic. Most eeylene refuse to 
  learn the language of their "food" - i.e., Common, dwarven, 
  elvin, goblin and bugbear.  
   
  Combat 
  Eeylene prefer to attack with magical spells, and if 
  forced into melee combat, they will prefer to buff 
  themselves with magic in preference to using weapons. 
  Eeylene are quite proficient with wands and other magical 
  aids, and rare is the Eeylene that is without a potion or scroll 
  to augment its fearsome magical abilities.  
  Spells (Sp):  An Eeylene can cast spells as a 6th level 
  sorcerer and a 5th level cleric with domains of Death and 
  Evil.   
   
  Typical Sorcerer Spell List 
  (6/7/6/4; CL 6; Spell DC 14 + spell level) 
  0th: Arcane Mark, Dancing Lights, Detect Magic, Detect 
  Poison, Ray of Frost, Resistance, Touch of Fatigue 
  1st:  Alarm, Obscuring Mist, True Strike, Shocking Grasp 
  2nd:  Invisibility, Resist Energy 
  3rd:  Arcane Sight 
   
  Typical Cleric Spell List  
  (5/5/4/2; CL 5; Spell DC 12 + spell level; Domain: Death, 
  Evil) 
  0th:  Cure Minor Wounds, Guidance, Light, Inflict Minor 
  Wounds, Virtue 
  1st:  Bane, Cause FearD, Command, Entropic Shield 
  2nd: Aid, Darkness, Death KnellD, Bull’s Strength 
  3rd:  Animate Dead, Magic Circle Against GoodD 
  D = domain spell 
   
  Eeylene Society 
  Eeylene are highly superstitious, especially among other 
  giants. They are generally aloof and cool when not around 
  their own kind, and prefer to present a mysterious, 
  somewhat menacing air when around other giants. They 
  always request their own quarters, and will never eat 
  publicly with other giant types.  
  Among their own kind, Eeylene tend to live in 
  natural caves filled with quasi-mystical carvings. The 
  Eeylene are always led by the eldest and most powerful 
  spellcaster, whether male or female. This Eeylene has 
  absolute control of life or death over the other members of 
  the tribe, and can expel members, force, grant or deny 
  marriages within its tribe and so forth.  
  Specific gender roles among the Eeylene are 
  typical, but duties often vary widely from tribe to tribe; in 
  some the males may hunt and cook for the tribe while 
  females perform most other household chores and raise 
  children, while in others females may do the hunting while 
  males tend to household and the tribal leader is responsible 
  for raising the children.  
  However, the Eeylene rarely tolerate members of a 
  tribe who do not conform - beatings and eventual expulsion 
  is the norm for non-conformists.  
   
  Eeylene on Amberos 
   
  Dwelling mostly in the mountains of the 
  Skienlands and in the mountain range between Simera and 
  Llannhanex, these creatures are greatly feared by travelers 
  using mountain passes in areas near to these creatures’ 
  clans. 
   
  There are legends of a great Eeylene city in the 
  Golens, and several sages believe that it may in truth be the 
  remains of Gwieze’s vast tower – perhaps revealing the 
  
  Bestiary Nefarious  
  Page 158 of 478 – Stephen C. Klauk  
  Eeylene were created or were servants to the Lord of 
  Shadows in the past. 
  
  Bestiary Nefarious 
  Page 159 of 478 – Stephen C. Klauk 
  Ekimma   
  Large Undead (Incorporeal) 
  Hit Dice:  
  5d12 (32 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  15 (-1 size, +3 Dex, +3 deflection), touch 
  12, flat 12  
  BAB/Grapple:  +2/+6  
  Attack:  
  Bite +4 melee (1d8) 
  Full Attack:  
  Bite +4 melee (1d8) and slam -1 melee 
  (1d6) 
  Space/Reach:  
  10-ft./10 ft.  
  Height: 
  10 ft. + 2d10 in. (10 ft. 11 in.) 
  Weight: 
  - 
  Special Att:  
  Ability drain  
  Special Qual:  
  Darkvision 60 ft., undead traits  
  Saves:  
  Fort +1, Ref +4, Will +7  
  Abilities:  
  S-- D17 C-- I10 W13 Ch15 
  Skills:  
  Bluff +6, Hide +3, Listen +5, Sense 
  Motive +9, Spot +5, Survival +9  
  Feats:  
  Iron Will, Track  
  Environment:  Any land  
  Organization:  Solitary, or Cluster (2-5)  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  6-10 HD (Large); 11-15 HD (Huge)  
  Level Adj:  
  -  
  A ghostly white shape hovers before you, 
  draped in tattered cloth robes. What features 
  protrude seem to be wrapped in sheets of 
  script-covered cloth, and a bull's head top's 
  the things neck. A pale, blue-white fire gleams 
  in the creature's eyes, and a cold steam seems 
  to erupt from its nostrils.  
  Ekimma are bizarre undead creatures formed from 
  giants who are not properly laid to rest. In its twisted form, 
  the creature haunts the living, seeking to devour the life 
  from its victims with its icy “breath”.   Oddly enough, 
  Ekimma avoid contact with giants, and most giants who 
  learn of an ekimma’s existence seek out the unburied body 
  to put the Ekimma to rest. 
  An Ekimma rarely speaks, but can talk in Giant if it 
  so chooses.  
   
  Combat 
  Ekimma prefer to move about at night, and often 
  haunt non-giant communities near where they lived. They 
  prefer to enter a residence to attack sleeping individuals, but 
  if faced with awakened foes, they slap and bite at their foes, 
  using their cold breath to steal as much life from their 
  victims as they can. If turned, but not destroyed by a cleric 
  Ekimma will usually depart from a community to seek 
  easier prey in a nearby settlement.  
  Ability Drain (Su): The bite of an Ekimma permanently 
  drains 1 point of Strength from a victim.  
  Grave Breath (Su):  The icy breath that issues from an 
  Ekimma’s nostrils has the cold of the grave.  Anyone in 
  melee combat with an Ekimma must make a Fort save (DC 
  14) or suffer 1d4 temporary Dexterity damage.  As a 
  standard action, the Ekimma can exhale, causing this icy 
  breath to fill a 10-foot cube.  The Ekimma gains 5 
  temporary hit points for every victim that fails its save 
  against the attack, regardless of the amount of Dex drained.  
  The gained hit points last for 1 hour.  The Ekimma can use 
  this exhalation once every minute. 
   
  Ekimma on Amberos 
   
  As titans, giants have the choice to be reincarnated 
  on death or to pass on to an afterlife in Asgard, where Ko 
  Kassa has set aside a realm for them. 
   
  Some giants, however, are neither willing to move 
  on or forget their murder.  By sheer will, they remain on as 
  Ekimma, striking against their slayers and any other living 
  thing. 
   
  Ekimma seem to be most prominent on the Glacier 
  of Seasons, but can be found virtually anywhere in 
  Amberos. 
  
  Bestiary Nefarious  
  Page 160 of 478 – Stephen C. Klauk  
  Elephant, White   
  Huge Magical Beast 
  Hit Dice:  
  12d10+48 (114 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  13 (-2 size, +5 natural), touch 8, flat 13  
  BAB/Grapple:  +12/+31  
  Attack:  
  Gore +21 melee (2d6+11;x3) 
  Full Attack:  
  Gore +21 melee (2d6+11/x3) 
  Space/Reach:  
  15-ft./15 ft.  
  Length: 
  20 ft. + 2d4 ft. (25 ft.) 
  Weight: 
  7,000 lbs. + 2d4 x 1,000 lbs (12,000 lbs/ 
   
  6 tons) 
  Special Att:  
  Constrict, improved grab, spells  
  Special Qual:  
  Darkvision 
  60ft., 
  low-light 
  vision, 
  protective aura, master of elephants, spell 
  resistance 22  
  Saves:  
  Fort +12, Ref +8, Will +7  
  Abilities:  
  S33 D10 C19 I15 W17 Ch15 
  Skills:  
  Bluff +4, Diplomacy +19, Hide -8, 
  Intimidate +4, Knowledge (history) +10, 
  Listen +13, Sense Motive +20, Spot +12  
  Feats:  
  AlertnessB, 
  Improved 
  Bull 
  Rush, 
  Negotiator, Persuasive, Power Attack, 
  Track  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  11  
  Treasure:  
  No coins, double art objects, standard 
  magic items  
  Alignment:  
  Usually neutral good  
  Advancement:  13-24 
  HD 
  (Huge); 
  25-36 
  HD 
  (Gargantuan)  
  Level Adj:  
  -  
  This white elephant towers in size, larger than 
  any regular elephant you've ever seen. It has 
  eyes that shine like the blue sky, and its ivory 
  tusks are absolutely huge.  Oddly, its long 
  trunk ends in what appears to be a human 
  hand. The elephant seems to be draped in 
  finery, with an intricately woven blanket-like 
  cloth draped across its back and what appears 
  to a similarly designed cap for its forehead.  
  White elephants are the powerful and magical leaders 
  of the elephant race. They are sages, magicians and healers 
  that elephant herds often travel many miles to visit as a 
  regular pilgrimage. Highly intelligent, white elephants are 
  loners, and often found near elephant graveyards; this is not 
  chance as many elephants come to seek out the white 
  elephant just before dying, and the white elephants tend to 
  guard the remains of those who have passed on with 
  righteous zeal.  
  A white elephant can speak Common and the 
  language of elephants. Most white elephants can speak at 
  least two other languages, and seem to prefer Draconic, 
  Elvin or Celestial.  
   
  Combat 
  White elephants usually strike from a distance with 
  their arsenal of spells, rushing to melee only once they have 
  exhausted their spells or if they opponents they face seem 
  resistant to their magics. They often using buffing spells 
  before entering a melee, and generally start a physical 
  engagement by bull rushing their opponent. Once in melee, 
  it will gore most opponents armed opponents, and will 
  attempt to grapple and constrict spellcasters. White 
  elephants fight with all the skill and intelligence available to 
  them, and often have access to a wide variety of allies - 
  including other elephant’s herds who will rush to the white 
  elephant's defense.  
  Constrict (Ex): A white elephant can crush an opponent in 
  its mighty trunk, dealing 2d6+16 bludgeoning damage, after 
  making a successful grapple check. The white elephant 
  deals constriction damage in addition to damage dealt by the 
  goring tusks. 
  Improved Grab (Ex): If a white elephant hits a larger or 
  smaller opponent with its gore attack, it deals normal 
  damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity. No initial touch 
  attack is required.  While grappling an opponent, a white 
  elephant cannot cast spells requiring somatic materials. 
   Master of Elephants (Su): No elephant, summoned, 
  charmed or even a druid's companion will dare to attack a 
  White Elephant. Any charmed or dominated elephant 
  commanded to attack or act against a white elephant 
  automatically resists the control attempt and may 
  automatically take a save to break the mind control. 
  Spells (Sp): White elephants cast spells as a 12th level 
  cleric, with access to the Good and Strength domain.  Most 
  white 
  elephants 
  prefer 
  abjuration, 
  divination 
  and 
  enchantment spells with a few attack spells to deal with 
  intruders. 
  Protective Aura (Su): White elephants are suffused by a 
  holy protective aura that acts as a constant Prayer spell that 
  benefits itself and its allies, as per the spell. The effect is at 
  12th level ability and does not require the concentration of 
  the white elephant. 
   
  White Elephants on Amberos 
   
  According to legend, the largest elephant burial 
  ground is located somewhere in the northern half of Randu.  
  There are also tales of the City of Ivory and Bone, made 
  from the remains of ancient elephants hidden somewhere in 
  the foothills of the mountains of the Skienlands. 
  
  Bestiary Nefarious 
  Page 161 of 478 – Stephen C. Klauk 
  Elogre   
  Medium Humanoid (Goblinoid, Elf) 
  Hit Dice:  
  2d8+3 (12 hp)  
  Initiative:  
  +0  
  Speed:   
  30 ft. (6 squares)  
  Armor Class:  
  12 (+2 natural), touch 10, flat 12  
  BAB/Grapple:  +1/+4  
  Attack:  
  Greatsword +4 melee (2d6+4;19-20/x2) or 
  Javelin +1 ranged  (1d6+3) 
  Full Attack:  
  Greatsword +4 melee (2d6+4;19-20/x2) or 
  Javelin +1 ranged  (1d6+3)  
  Space/Reach:  
  5-ft./5 ft.  
  Height:  
  5 ft. + 2d6 in. (5 ft. 7 in.) 
  Weight:  
  75 lbs + 2d6 x 5 lbs. (110 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Low-light vision  
  Saves:   
  Fort +2, Ref +0, Will +0  
  Abilities:  
  S16 D10 C11 I9 W10 Ch8 
   Skills:   
  Climb +3, Listen +3, Spot +2  
  Feats:   
  Toughness  
  Environment:  Any land  
  Organization:  Solitary, Cluster (2-5), Pack (5-20), Troop 
  (20-40), Horde (40-60), or Tribe (60+)  
  CR:  
   
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Medium); 5-6 HD (Large) or By 
  Character Class 
  Level Adj:  
  +2  
  This tall humanoid has a bestial face and long, 
  slender ears decked with gaudy jewelry. It is 
  powerfully built, though slim, and wears well 
  cared for armor and bears a well-made 
  greatsword, 
  despite 
  its 
  rather 
  barbaric 
  features.  
  Elogres are the ancient offspring of the elvin and 
  ogre unions. It was a time before the ogres were corrupted 
  to evil, though even in those times ogres were never quite 
  handsome. 
  Most 
  of 
  the 
  ancient 
  marriages 
  were 
  arrangements for power, and ogre bestiality increased over 
  the centuries, the practice of elves marrying with ogres fell 
  out of practice, but not before the elogres became a race 
  unto their own.  
  Elogres did not fall to the evil ways of their ogre 
  parentage, but do not embrace the casual frolicsome and 
  carefree nature of the elves either. Elogres are generally 
  simple, hardworking beings who exist on the fringe of 
  civilized society, fending off humanoid invasions while not 
  quite fitting into civilized societies of the human and 
  demihuman realms.  
  Elogres speak Elvin, Goblinoid and Common. 
  They often develop their own slang and dialect due to their 
  isolation.  
   
  Combat 
  Elogres tend to fight in small groups, and prefer to 
  engage in melee combat where possible. Some elogres train 
  as javilineers to support melee troops, but bowmen (and 
  crossbowmen) among elogres are extremely rare.  
   
  Elogre Society 
  Elogres generally live in tribes consisting of 
  several extended family clans. The clans usually adopt an 
  animal totem, and rivalries between clans are often quite 
  strong, though tribal law generally prevents open warfare 
  from breaking out between the clans.  
  Elogre females tend to be somewhat more comely 
  than the males, and it is not unusual for an Elogre female to 
  rival an elf in beauty in her younger years. As the female 
  ages however, they often gain more ogre-like features, and 
  the term “Elogre Hag” is a Common term to refer to the 
  haggard changes in their later life.  Younger Elogre females 
  often engage themselves in crafts and arts, designed to help 
  attract a male husband.  Once married, Elogre females 
  generally take care of domestic chores and children until 
  said children are grown.  Oddly, as female Elogre reach 
  menopause age, they tend to become more in-tune with 
  magical aptitude, and elder elogre females are often some 
  sort of spellcaster – shamanistic, sorceress or bard being 
  most common. 
  Male Elogres are often warriors or craftsmen, and 
  until an Elogre male establishes a family and has children, 
  they generally remain clean-shaven. Only once the elogre 
  has fathered children does he grow a beard to indicate his 
  new status as "elder". Only Elders - male elogres who have 
  fathered children - are allowed to assume tribal leadership 
  roles. Females generally assume shamanistic roles, and 
  while the generally do not directly hold power are often able 
  to influence the elders with the magical power they can 
  unleash or withhold from the tribe. It is worth mentioning 
  that female elogre warriors lead some elogre tribes, 
  however.  
   
  Elogre on Amberos 
   
  Fostered during the Elvin Golden Age before the 
  fall of the goblinoids, Elogres are rare sights on Amberos 
  these days.  Small clans of Elogres can be found outside the 
  Ymin forest of the Evan Cordum, or secreted away in 
  secluded places in north and west Amberos.  The largest 
  concentrations can be found in southern Randu, dwelling in 
  oasises in the most forbidding and desolate places.  
  Curiously, there are no known elogre clans in the Dark 
  Valley. 
   
  Elogre as Characters 
   
  Elogres are outcast from civilized society, but it is 
  not rare for individual Elogres to strike out and depart their 
  community to find their own way in the world – at least for 
  a while before they return to their clan and home. 
   
  Elogre characters gain the following abilities: 
  • 
  Base movement rate 30 feet. 
  • 
  Low-light Vision.  An elogre can see twice as far 
  as a human in low light or twilight conditions. 
  • 
  Medium size. 
  • 
  +2 natural armor bonus. 
  
  Bestiary Nefarious  
  Page 162 of 478 – Stephen C. Klauk  
  • 
  2d8 Racial Hit Dice: An elogre begins with 
  two levels of humanoid, which provide 2d8 Hit 
  Dice, a base attack bonus of +1, and base saving 
  throw bonuses of Fort +3, Ref +0, and Will +0. 
  • 
  +6 Strength, –2 Intelligence, –2 Charisma.  
  Elogres have much of their ogre parent’s strength, 
  but likewise suffer their parentage’s limited 
  intellect and hideous features. 
  • 
  Racial Skills: An elogre’s giant levels give it (2 + 
  Int modifier) x5 skill points, (minimum 5 skill 
  points). Its class skills are Climb, Listen, and Spot. 
  • 
  Racial Feats: An elogre’s humanoid levels give it 
  one feat. 
  • 
  Weapon and Armor Proficiency: An elogre is 
  automatically proficient with simple weapons, 
  martial weapons, light and medium armor, and 
  shields. 
  • 
  +2 racial bonus on Listen, Search, and Spot 
  checks. An elogre who merely passes within 5 feet 
  of a secret or concealed door is entitled to a Search 
  check to notice it as if he were actively looking for 
  it. 
  • 
  Immunity to magical sleep effects. 
  • 
  Automatic Languages: Common, Elvin, and 
  Giant.  
  • 
  Bonus Languages: Draconic, Dwarven, Orc, 
  Goblin, Sylvan, and Terran. 
  • 
  Favored Class: Male - Ranger. Female – 
  Sorcerer. 
  • 
  Level adjustment: +2 
  Elogres do not generally worship gods, but some are 
  priests of Hamma, Lord of the Elves.  Clerics of Hamma can 
  choose two of the three domains of Chaos, Good or 
  Protection. 
   
  
  Bestiary Nefarious 
  Page 163 of 478 – Stephen C. Klauk 
  Elogre Forester 
  2HD male Elogre Rng 6;hp:  46 
  S21 D14 C13 I8 W12 Ch6; Fort +8, Ref +5, Will +2 
  Init: 
  +2 
  Move:  30 ft. 
  AC: 
  18 (+2 Dex, +2 natural, +4 chain shirt), touch 12, 
  flat 16 
  BAB/Grapple: +7/+12 
  Full Attack: 
  Greatsword +12/+7 melee (2d6+7;19-
  20/x2) or 
   
  +1 Composite longbow (+5 Str) +11/+6 
  ranged (1d8+6;x3) 
   
  (Rapid shot) Composite longbow (+5 Str) 
  +9/+9/+4 ranged (1d8+6;x3) 
  Special Att: 
  – 
  Special Qual: 
  Combat style (archery), elogre traits, 
  favored enemy, spells, wild empathy 
  Skills: Craft (Trapmaking) +5, Heal +7, Hide +8, Spot 
  +12, Survival +7 
  Feats: EnduranceR, Far Shot, MultishotR, Point Blank 
  Shot, Rapid ShotR, TrackR, Weapon Focus 
  (Longbow) 
  CR: 
  7 
  Gear: 
  +1 Composite longbow (+5 Str) (2,900 gp), mw 
  chain shirt (250 gp), gloves of dexterity +2 (4,000 
  gp), potion of cure light wounds (50 gp) 
  Total: 7,200 gp (7,200 gp) 
  Favored Enemy (Ex):  An elogre forester gains a +4 bonus 
  on Bluff, Listen, Sense Motive, Spot and Survival checks 
  against magical beasts and a +4 bonus on weapon damage 
  rolls against such creatures.   
  A elogre forester gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot and Survival checks against humanoid 
  (gnoll) and a +2 bonus on weapon damage rolls against such 
  creatures. 
  Wild Empathy (Ex):  Check 1d20+4; Influence animals 
   
  Typical Ranger Spell List 
  (2; CL 3; Spell DC 11) 
  1st:  Magic Fang, Pass Without Trace 
   
  Wolf Companion: CR –; LA —; Medium animal; HD 4d8+8; hp 
  13; Init +2; Spd 50 ft.; AC 17 (+3 Dex, +4 natural), touch 13, flat 
  14; Base Atk +3; Grp +5; Atk Bite +5 melee (1d6+2); Full 
  Atk (same); Space/Reach 5 ft./5 ft.; SA trip; SQ evasion, link, 
  low–light vision, scent, share spells; AL (Always) N; SV Fort +6, 
  Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +3, Listen +3, Move Silently +5, Spot +4, 
  Survival +1; TrackB, Weapon Focus (bite). 
  B=Bonus Feat. (Wolves have a +4 racial bonus on Survival checks 
  when tracking by scent.) 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip the 
  opponent (+1 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
  Link (Ex): An elogre forester can handle her animal companion as 
  a free action, or push it as a move action, even if she doesn’t have 
  any ranks in the Handle Animal skill. The elogre forester gains a 
  +4 circumstance bonus on all wild empathy checks and Handle 
  Animal checks made regarding an animal companion. 
  Share Spells (Ex): At the elogre forester’s option, she may have 
  any spell (but not any spell-like ability) she casts upon herself also 
  affect her animal companion. The animal companion must be 
  within 5 feet of her at the time of casting to receive the benefit. If 
  the spell or effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion moves farther 
  than 5 feet away and will not affect the animal again, even if it 
  returns to the elogre forester before the duration expires. 
  Additionally, the elogre forester may cast a spell with a target of 
  “You” on her animal companion (as a touch range spell) instead of 
  on herself. An elogre forester and her animal companion can share 
  spells even if the spells normally do not affect creatures of the 
  companion’s type (animal). 
  Evasion (Ex): If an animal companion is subjected to an attack 
  that normally allows a Reflex saving throw for half damage, it 
  takes no damage if it makes a successful saving throw. 
   
  
  Bestiary Nefarious  
  Page 164 of 478 – Stephen C. Klauk  
  Elogre Enchantress 
  2HD female elogre Sor 6;hp:  38 
  S14 D10 C12 I12 W13 Ch17; Fort +5, Ref +2, Will +5 
  Init: 
  +4 
  Move:  30 ft. 
  AC:  
  17 (+3 natural, +4 mage armor), touch 10, flat 17 
  BAB/Grapple: +3/+5 
  Full Attack: 
  dagger +5 melee (1d4+2;19-20/x2) 
  Special Att: 
  – 
  Special Qual: 
  Elogre traits, spells 
  Skills: Climb +7, Concentration +7, Knowledge (Arcana) 
  +7, Listen +8, Move Silently +3, Spellcraft +7, 
  Spot +8 
  Feats: Alertness, Improved Initiative, Greater Spell Focus 
  (Enchantment), Spell Focus (Enchantment) 
  CR: 
  7 
  Gear: 
  cloak of charisma +2 (4,000 gp), amulet of natural 
  armor +1 (2,000 gp), wand of mage armor* (10 
  charges) (150 gp), wand of lightning bolt (CL 6) (2 
  charges) (540 gp), potion of cure moderate wounds 
  (300 gp), familiar (100 gp) 
  Total: 7,090 gp (7,200 gp) 
  * normally 1 charge used if expecting combat 
   
  Typical Sorcerer Spell List 
  (6/7/6/4;Caster Level 6;Spell DC 13 + Spell level) 
  0:  Arcane Mark, Dancing Lights, Daze*, Ghost Sound, 
  Mending, Message, Prestidigitation 
  1st:  Charm Person*, Hypnotism*, Shocking Grasp, Sleep* 
  2nd:  Hideous Laughter*, Touch of Idiocy*, Shatter 
  3rd:  Hold Person* 
  *: Enchantment spell +2 DC 
   
  Cat Familiar: CR –; LA —; Tiny animal; HD 1/2d8 (3 HD); hp 
  19; Init +2; Spd 30 ft.; AC 17 (+2 size, +2 Dex, +3 natural), touch 
  14, flat 15; Base Atk +0; Grp –12; Atk Claw +4 melee (1d2–4), 
  Full Attack 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4); 
  Space/Reach 2–1/2 ft./0 ft.; SA —; SQ low–light vision, scent; AL 
  (Always) N; SV Fort +4, Ref +4, Will +5; Str 3, Dex 15, Con 10, 
  Int 8, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +11, Hide +14, Jump +10, 
  Listen +6, Move Silently +6, Spot +6; Weapon Finesse. (Cats have 
  a +4 racial bonus on Climb, Hide, and Move Silently checks and a 
  +8 racial bonus on Jump checks. Cats have a +8 racial bonus on 
  Balance checks. They use their Dexterity modifier instead of their 
  Strength modifier for Climb and Jump checks. In areas of tall grass 
  or heavy undergrowth, the Hide bonus rises to +8.) 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
  Improved Evasion (Ex): When subjected to an attack that 
  normally allows a Reflex saving throw for half damage, a familiar 
  takes no damage if it makes a successful saving throw and half 
  damage even if the saving throw fails. 
  Share Spells: At the master’s option, he may have any spell (but 
  not any spell-like ability) he casts on himself also affect his 
  familiar. The familiar must be within 5 feet at the time of casting to 
  receive the benefit. If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it moves farther than 
  5 feet away and will not affect the familiar again even if it returns 
  to the master before the duration expires. Additionally, the master 
  may cast a spell with a target of “You” on his familiar (as a touch 
  range spell) instead of on himself. A master and his familiar can 
  share spells even if the spells normally do not affect creatures of 
  the familiar’s type (magical beast). 
  Empathic Link (Su): The master has an empathic link with his 
  familiar out to a distance of up to 1 mile. The master cannot see 
  through the familiar’s eyes, but they can communicate 
  empathically. Because of the limited nature of the link, only 
  general emotional content can be communicated. 
  Because of this empathic link, the master has the same connection 
  to an item or place that his familiar does. 
  Deliver Touch Spells (Su): The cat familiar can deliver touch 
  spells for its masters. If the master and the familiar are in contact at 
  the time the master casts a touch spell, he can designate his 
  familiar as the “toucher.” The familiar can then deliver the touch 
  spell just as the master could. As usual, if the master casts another 
  spell before the touch is delivered, the touch spell dissipates. 
  Speak with Master (Ex): The cat familiar and the master can 
  communicate verbally as if they were using a Common language. 
  Other creatures do not understand the communication without 
  magical help. 
   
  
  Bestiary Nefarious 
  Page 165 of 478 – Stephen C. Klauk 
  Elogre Witch 
  2HD female elogre Sor 12;hp:  65 
  S14 D10 C12 I12 W13 Ch20; Fort +7, Ref +4, Will +8 
  Init: 
  +4 
  Move:  30 ft. 
  AC:  
  17 (+3 natural, +4 bracers of armor +4), touch 10, 
  flat 17 
  BAB/Grapple: +6/+8 
  Full Attack: 
  dagger +8/+3 melee (1d4+2;19-20/x2) 
  Special Att: 
  – 
  Special Qual: 
  Elogre traits, spells 
  Skills: Climb 
  +7, 
  Concentration 
  +13, 
  Knowledge 
  (Arcana) +13, Listen +8, Move Silently +3, 
  Spellcraft +16, Spot +8 
  Feats: Alertness, Improved Initiative, Greater Spell Focus 
  (Enchantment), Skill Focus (Spellcraft), Spell 
  Focus (Enchantment), Spell Focus (Illusion) 
  CR: 
  13 
  Gear: 
  cloak of charisma +4 (16,000 gp), bracers of 
  armor +4 (16,000 gp), amulet of natural armor +1 
  (2,000 gp), potion of cure serious wounds (750 gp), 
  familiar (100 gp) 
  Total: 34,850 gp (35,000 gp) 
  * normally 1 charge used if expecting combat 
   
  Typical Sorcerer Spell List 
  (6/8/7/7/7/6/3;Caster Level 6;Spell DC 15 + Spell level) 
  0:  Acid Splash, Arcane Mark, Dancing Lights, Detect 
  Magic, DazeE, Ghost SoundI, Mending, Message, 
  Prestidigitation 
  1st: Animate Rope, Burning Hands, Disguise SelfI, 
  HypnotismE, Shocking Grasp, 
  2nd:  Hideous LaughterI, Resist Energy, Summon Swarm, 
  Touch of IdiocyI, Shatter 
  3rd:  Deep SlumberE, DisplacementI, Lightning Bolt, 
  SuggestionE 
  4th:  Charm MonsterE, ConfusionE, Phantasmal KillerI 
  5th:  Hold MonsterE, Shadow EvocationI 
  6th:  MisleadI 
  E: Enchantment spell +2 DC 
  I: Illusion spell +1 DC 
   
  Cat Familiar: CR –; LA —; Tiny animal; HD 1/2d8 (6 HD); hp 
  32; Init +2; Spd 30 ft.; AC 20 (+2 size, +2 Dex, +6 natural), touch 
  14, flat 18; Base Atk +0; Grp –12; Atk Claw +4 melee (1d2–4), 
  Full Attack 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4); 
  Space/Reach 2–1/2 ft./0 ft.; SA —; SQ low–light vision, scent, SR 
  17; AL (Always) N; SV Fort +6, Ref +6, Will +9; Str 3, Dex 15, 
  Con 10, Int 11, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +11, Hide +14, Jump +10, 
  Listen +6, Move Silently +6, Spot +6; Weapon Finesse. (Cats have 
  a +4 racial bonus on Climb, Hide, and Move Silently checks and a 
  +8 racial bonus on Jump checks. Cats have a +8 racial bonus on 
  Balance checks. They use their Dexterity modifier instead of their 
  Strength modifier for Climb and Jump checks. In areas of tall grass 
  or heavy undergrowth, the Hide bonus rises to +8.) 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
  Improved Evasion (Ex): When subjected to an attack that 
  normally allows a Reflex saving throw for half damage, a familiar 
  takes no damage if it makes a successful saving throw and half 
  damage even if the saving throw fails. 
  Share Spells: At the master’s option, he may have any spell (but 
  not any spell-like ability) he casts on himself also affect his 
  familiar. The familiar must be within 5 feet at the time of casting to 
  receive the benefit. If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it moves farther than 
  5 feet away and will not affect the familiar again even if it returns 
  to the master before the duration expires. Additionally, the master 
  may cast a spell with a target of “You” on his familiar (as a touch 
  range spell) instead of on himself. A master and his familiar can 
  share spells even if the spells normally do not affect creatures of 
  the familiar’s type (magical beast). 
  Empathic Link (Su): The master has an empathic link with his 
  familiar out to a distance of up to 1 mile. The master cannot see 
  through the familiar’s eyes, but they can communicate 
  empathically. Because of the limited nature of the link, only 
  general emotional content can be communicated. 
  Because of this empathic link, the master has the same connection 
  to an item or place that his familiar does. 
  Deliver Touch Spells (Su): The cat familiar can deliver touch 
  spells for its masters. If the master and the familiar are in contact at 
  the time the master casts a touch spell, he can designate his 
  familiar as the “toucher.” The familiar can then deliver the touch 
  spell just as the master could. As usual, if the master casts another 
  spell before the touch is delivered, the touch spell dissipates. 
  Speak with Master (Ex): The cat familiar and the master can 
  communicate verbally as if they were using a Common language. 
  Other creatures do not understand the communication without 
  magical help. 
  Speak with Animals of Its Kind (Ex): The cat familiar can 
  communicate with animals of approximately the same kind as 
  itself (including dire varieties). Such communication is limited by 
  the intelligence of the conversing creatures. 
   
  
  Bestiary Nefarious  
  Page 166 of 478 – Stephen C. Klauk  
  Elogre Hag 
  2HD female elogre Sor 15/Arch 3;hp:  92 
  S14 D10 C12 I12 W13 Ch24; Fort +8, Ref +5, Will +9 
  Init: 
  +4 
  Move:  30 ft. 
  AC:  
  22 (+3 natural, +8 bracers of armor +8, +1 amulet 
  of natural armor +1), touch 10, flat 22 
  BAB/Grapple: +10/+12 
  Full Attack: 
  dagger +12/+7 melee (1d4+2;19-20/x2) 
  Special Att: 
  – 
  Special Qual: 
  Elogre traits, high arcana, spells 
  Skills: Climb 
  +7, 
  Concentration 
  +19, 
  Knowledge 
  (Arcana) +19, Listen +8, Move Silently +3, 
  Spellcraft +22, Spot +8 
  Feats: Alertness, 
  Improved 
  Counterspell, 
  Improved 
  Initiative, Greater Spell Focus (Enchantment), Skill 
  Focus (Spellcraft), Spell Focus (Enchantment), 
  Spell Focus (Illusion), Spell Focus (Transmutation) 
  CR: 
  19 
  Gear: 
  cloak of charisma +6 (36,000 gp), bracers of 
  armor +8 (64,000 gp), amulet of natural armor +1 
  (2,000 gp), staff of necromancy (50 charges) 
  (65,000 gp), potion of cure serious wounds (750 
  gp), familiar (100 gp) 
  Total: 167,850 gp (170,000 gp) 
  * normally 1 charge used if expecting combat 
   
  Typical Sorcerer Spell List 
  (6/8/8/7/7/6/7/5/6/5/3;Caster Level 19;Spell DC 17 + Spell 
  level) 
  0:  Acid Splash, Arcane Mark, Dancing Lights, Detect 
  Magic, DazeE, Ghost SoundI, Mending, Message, 
  Prestidigitation 
  1st: Animate Rope, Burning Hands, Disguise SelfI, 
  HypnotismE, Shocking Grasp 
  2nd:  Hideous LaughterI, Resist Energy, Summon Swarm, 
  Touch of IdiocyI, Shatter 
  3rd:  BlinkT, Deep SlumberE, DisplacementI, Lightning Bolt 
  4th:  Mass Reduce PersonT, Polymorph, Phantasmal KillerI, 
  Rainbow PatternI 
  5th:  Baleful PolymorphT, Hold MonsterE, Shadow 
  EvocationI, TelekinesisT 
  6th:  MisleadI, DisintegrateT, Eyebite 
  7th:  Greater Shadow ConjurationI, InsanityE, Spell Turning 
  8th:  Mass Charm MonsterE, Summon Monster VIII 
  9th:  Mass Hold MonsterE 
  E: Enchantment spell +2 DC 
  I: Illusion spell +1 DC 
  T: Transmutation spell +1 DC 
   
  High Arcana:  An elogre hag has the following special 
  abilities.  Modifications to the stat block for these abilities 
  have already been added. 
  Arcane Reach (Su): The elogre hag can use spells with a 
  range of touch on a target up to 30 feet away. The archmage 
  must make a ranged touch attack. 
  Mastery of Counterspelling: When the elogre hag 
  counterspells a spell, it is turned back upon the caster as if it 
  were fully affected by a spell turning spell. If the spell 
  cannot be affected by spell turning, then it is merely 
  counterspelled. This ability costs one 7th-level spell slot. 
  Spell Power: This ability increases the archmage’s effective 
  caster level by +1 (for purposes of determining level-
  dependent spell variables such as damage dice or range, and 
  caster level checks only). This ability costs one 5th-level 
  spell slot. 
   
  Cat Familiar: CR –; LA —; Tiny animal; HD 1/2d8 (9 HD); hp 
  46; Init +2; Spd 30 ft.; AC 23 (+2 size, +2 Dex, +9 natural), touch 
  14, flat 21; Base Atk +0; Grp –12; Atk Claw +4 melee (1d2–4), 
  Full Attack 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4); 
  Space/Reach 2–1/2 ft./0 ft.; SA —; SQ low–light vision, scent, SR 
  17; AL (Always) N; SV Fort +8, Ref +8, Will +12; Str 3, Dex 15, 
  Con 10, Int 14, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +11, Hide +14, Jump +10, 
  Listen +6, Move Silently +6, Spot +6; Weapon Finesse. (Cats have 
  a +4 racial bonus on Climb, Hide, and Move Silently checks and a 
  +8 racial bonus on Jump checks. Cats have a +8 racial bonus on 
  Balance checks. They use their Dexterity modifier instead of their 
  Strength modifier for Climb and Jump checks. In areas of tall grass 
  or heavy undergrowth, the Hide bonus rises to +8.) 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
  Improved Evasion (Ex): When subjected to an attack that 
  normally allows a Reflex saving throw for half damage, a familiar 
  takes no damage if it makes a successful saving throw and half 
  damage even if the saving throw fails. 
  Share Spells: At the master’s option, he may have any spell (but 
  not any spell-like ability) she casts on himself also affect her 
  familiar. The familiar must be within 5 feet at the time of casting to 
  receive the benefit. If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it moves farther than 
  5 feet away and will not affect the familiar again even if it returns 
  to the master before the duration expires. Additionally, the master 
  may cast a spell with a target of “You” on her familiar (as a touch 
  range spell) instead of on himself. A master and her familiar can 
  share spells even if the spells normally do not affect creatures of 
  the familiar’s type (magical beast). 
  Empathic Link (Su): The master has an empathic link with his 
  familiar out to a distance of up to 1 mile. The master cannot see 
  through the familiar’s eyes, but they can communicate 
  empathically. Because of the limited nature of the link, only 
  general emotional content can be communicated. 
  Because of this empathic link, the master has the same connection 
  to an item or place that his familiar does. 
  Deliver Touch Spells (Su): The cat familiar can deliver touch 
  spells for its master. If the master and the familiar are in contact at 
  the time the master casts a touch spell, she can designate his 
  familiar as the “toucher.” The familiar can then deliver the touch 
  spell just as the master could. As usual, if the master casts another 
  spell before the touch is delivered, the touch spell dissipates. 
  Speak with Master (Ex): The cat familiar and the master can 
  communicate verbally as if they were using a Common language. 
  Other creatures do not understand the communication without 
  magical help. 
  Speak with Animals of Its Kind (Ex): The cat familiar can 
  communicate with animals of approximately the same kind as 
  itself (including dire varieties). Such communication is limited by 
  the intelligence of the conversing creatures. 
  Scry on Familiar (Sp): An elogre hag may scry on her familiar (as 
  if casting the scrying spell) once per day. 
   
  
  Bestiary Nefarious 
  Page 167 of 478 – Stephen C. Klauk 
  Engine of Hunger   
  Huge Construct 
  Hit Dice:  
  12d10+40 (106 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (clumsy) (can't 
  run)  
  Armor Class:  
  23 (-2 size, +15 natural), touch 8, flat 23  
  BAB/Grapple:  +9/+28  
  Attack:  
  Claw +18 melee (1d8+11) 
  Full Attack:  
  5 Claw +18 melee (1d8+11) and bite +16 
  melee (4d6+5) 
  Space/Reach:  
  15-ft./10 ft.  
  Length: 
   
  Weight: 
   
  Special Att:  
  Improved grab, pounce, swallow whole  
  Special Qual:  
  Construct traits, DR 5/-, darkvision 60 ft., 
  flight, low-light vision, resistance to cold, 
  electricity and fire 30, spell immunity  
  Saves:  
  Fort +4, Ref +4, Will +4  
  Abilities:  
  S33 D10 C- I - W10 Ch1 
  Skills:  
  – 
  Feats:  
  Cleave, Improved Overrun, Improved 
  Sunder, Multiattack, Power Attack  
  Environment:  Any land  
  Organization:  Solitary, or Pack (2-5)  
  CR:  
  13 
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  13-24 
  HD 
  (Huge); 
  25-36 
  HD 
  (Gargantuan)  
  Level Adj:  
  -  
  This massive machine of metal resembles an 
  enormous boar, with the head of some sort of 
  leech-like creature. Its hind legs consist of a 
  pair of great iron wheels, and it pulls itself 
  along with powerful scything limbs. A pair of 
  strange orbs extends from either side of the 
  creature’s back, which occasionally crackle 
  with electrical energy. 
  An engine of hunger is a magical construct designed 
  to consume enemies and matter. It can destroy opponents in 
  its path and tear through structures with ease.  
  Luckily, the creatures are not intelligent, and can 
  easily be avoided by simply getting out of its path. 
  Unfortunately, the creature is capable of flight to reach areas 
  normally inaccessible to it. 
  Engines of hunger do not speak, but understand the 
  language of its creator.  
   
  Combat 
  Engines of hunger are straightforward in combat. 
  They quickly move towards their directed target it, grab it, 
  and put it into its mouth. It repeats this tactic as needed. An 
  engine will never retreat from its task, even if it is ordered 
  into an area that will destroy it.  
  Improved Grab (Ex): If an engine of hunger hits a large-
  sized opponent or smaller with a claw or bite attack, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity.  
  Flight (Su):  A pair of metallic orbs extend from the 
  engine’s sides that, when charged, allow it to fly.  When the 
  orbs are charged, they generate a harmless static charge.  
  This charge causes no damage but causes hair to stand on 
  end and can deliver a minor shock (no damage, but visible 
  bolts of lightning arc from the orbs to the affected 
  character/item) to those within 5 ft. of the engine. 
  Pounce (Ex):  An engine of hunger can make a full attack 
  on a charge. 
  Swallow Whole (Ex): If an engine of hunger begins its turn 
  with an opponent held in its mouth (see Improved Grab), it 
  can attempt a new grapple check (as though attempting to 
  pin the opponent). If it succeeds, it swallows its prey, and 
  the opponent takes bite damage.  A swallowed creature 
  takes 10d6 slashing damage (Reflex save DC 16 for half) 
  from the grinding mechanisms of the engine’s gullet. A 
  swallowed creature is considered to be grappled, while the 
  creature that did the swallowing is not. A swallowed 
  creature can try to cut its way free with any light slashing or 
  piercing weapon by dealing 25 points of cutting damage to 
  the AC 25 interior, or it can just try to escape the grapple. If 
  the swallowed creature escapes the grapple, success puts it 
  back in the attacker’s mouth, where it may be bitten or 
  swallowed again. 
  Resistance to Energy (Ex): An engine of hunger has cold, 
  electrical, fire and sonic resistance 30. 
  Spell Immunity (Ex): A creature with spell immunity 
  avoids the effects of spells and spell-like abilities that 
  directly affect it. This works exactly like spell resistance, 
  except that it cannot be overcome.  Spells that directly affect 
  metal items, and energy spells (those with the fire, ice, acid, 
  or sonic descriptor) affect the engine of hunger normally, 
  though it may apply it energy resistance to such attacks. 
   
  Creating an Engine of Hunger 
  An engine of hunger’s body is constructed from 
  10,000 pounds of pure iron, smelted with rare tinctures and 
  constructed with arcane formulae costing at least 20,000 gp.  
  Assembling the body requires a DC 20 Craft (Armorsmith) 
  check or a DC 20 Craft (Weaponsmith) check. 
  CL 13; Craft Construct, Protection from Energy, Chain 
  lightning, geas/quest, caster must be at least 13th level; Price 
  90,000 gp; Cost 55,000 gp + 4,250 XP. 
   
  Engines of Hunger on Amberos 
   
  The original engines of hunger are thought to have 
  been created during the Time of Technology, though what 
  prompted their creation is unknown.  It appears that Black 
  Marentail found the remains of such an engine and 
  developed his own arcane plans for the creation of these 
  gruesome machines to collect body parts for his 
  necromantic studies.  Since his death, the plans for these 
  creations have spread through several secretive magic 
  circles. 
   
  
  Bestiary Nefarious  
  Page 168 of 478 – Stephen C. Klauk  
  Envy Childe   
  Small Elemental (Air) 
  Hit Dice:  
  3d8+3 (16 hp)  
  Initiative:  
  +6 (+2 Dex, +4 Improved Initiative)  
  Speed:  
  15 ft. (3 squares), fly 50 ft. (perfect)  
  Armor Class:  
  16 (+1 size, +2 Dex, +3 natural), touch 13, 
  flat 14  
  BAB/Grapple:  +2/0  
  Attack:  
  Claw +5 melee (1d3 +2)  
  Full Attack:  
  2 Claw +5 melee (1d3+2) and bite +0 
  melee (1d4+1) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  4 ft. 6 in. + 2d4 in. (4 ft. 11 in.) 
  Weight: 
  90 lbs. + 2d4 x 3 lbs. (105 lbs.) 
  Special Att:  
  Air mastery  
  Special Qual:  
  Darkvision 60ft., elemental traits, plane 
  shift, resistance to acid 20, spells-like 
  abilities, telepathy 100 ft. 
  Saves:  
  Fort +2, Ref +5, Will +2  
  Abilities:  
  S14 D15 C12 I12 W13 Ch13  
  Skills:  
  Appraise +1, Craft +1, Diplomacy +1, 
  Escape Artist +2, Hide +6, Listen +7, 
  Move Silently +2, Sense Motive +7, 
  Spellcraft +1, Spot +7, Use Rope +2  
  Feats:  
  Combat 
  Casting, 
  Dodge, 
  Improved 
  InitiativeB  
  Environment:  Warm deserts, mountains  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  3  
  Treasure:  
  Double standard  
  Alignment:  
  Often chaotic neutral  
  Advancement:  4-6 HD (Small); 7-9 HD (Medium)  
  Level Adj:  
  +9 (Cohort only)  
  Standing before you is what appears to be 
  an elvin child, with blue, glowing eyes and 
  wearing Arabic clothing.  
  An envy childe is essentially a spoiled, immature 
  child of a noble djinni. With its magical ability to plane 
  shift, envy children can skip far from home to the Mortal 
  Realm, where they cause no end of mischief.  
  Envy childe are often wanderers who, on a whim, 
  will join a group when they find an interesting adult to 
  “hang out with”.  
  Some envy children will present themselves to a 
  mortal family and force them to deal with their wants and 
  desires.  
  Unfortunately, envy childe are both powerful and 
  capricious. They are, in the end, spoiled brats who want 
  everything their way and want to be entertained in some 
  fashion - often resulting in harm, pain and/or suffering to 
  others.   Because they are noble-born, envy childe can use 
  the djinni wish ability, however, unlike djinni they can use 
  the wish to fulfill their own desires, and rarely will use the 
  ability to benefit another – even if captured or enslaved. 
  Envy childe speak Auran, Celestial, Common, Ignan 
  and often know either Infernal or Abyssal (primarily for the 
  use of swear words in such language).  
   
  Combat 
  Envy childe rarely fight directly; they may claw 
  and scratch someone who intends to “touch them” or rough 
  them up, but against a determined assault, they usually turn 
  invisible and flee.  
  However, while they may not directly attack a foe, 
  they certainly are not above using their magical abilities to 
  cause grief for their enemy or to pull pranks on those they 
  don't particularly like.  
  Air Mastery (Ex): Creatures with the air subtype have a –1 
  penalty to hit and deal –1 damage to an envy childe.  
  Plane Shift (Su): As a standard action, an envy childe can 
  plane shift as per the spell at 3rd level ability. 
  Resistance to Acid (Ex): An envy childe can ignore 20 
  points of acid damage from an attack.  
  Spells-like Abilities (Sp): At will—invisibility (self only); 
  1/day— create food and water, create wine (as create 
  water, but wine instead), major creation (created vegetable 
  matter is permanent), persistent image (DC 16), wind walk. 
  Once per day, an envy childe can assume gaseous form (as 
  the spell) for up to 1 hour.  Also, once per day, an envy 
  childe can cast Wish, for itself or another being (unlike 
  noble djinni, who can only cast it for others).  An envy 
  childe does not need to pay the XP cost for Wish, but after 
  using the Wish ability for themselves can use no other 
  supernatural or spell-like abilities for a full hour.  The envy 
  childe must be able to speak the Wish to use the ability. 
  Caster level 10th. The save DCs are Charisma-based. 
   
  Envy Childe on Amberos 
   
  Envy children were more common on Amberos 
  during the Elvin Golden Age, when the sultan of the djinni 
  would make yearly visits to the elvin homeland and bring 
  back tales and trinkets to his children.  However, during the 
  Dark Age, the djinni came to see Amberos as a dangerous 
  place, and the number of djinni noble children coming to 
  Amberos almost completely stopped. 
   
  Nowadays, envy childe are very rare occurrences, 
  but usually can be found in the eastern portion of Amberos, 
  whose culture seems to draw the attention of the envy 
  childe. 
   
    
  
  Bestiary Nefarious 
  Page 169 of 478 – Stephen C. Klauk 
  Fauna Tree   
  Medium Animal 
  Hit Dice:  
  4d8+16 (34 hp)  
  Initiative:  
  -1 (-5 Dex, +4 Improved Initiative)  
  Speed:  
  10 ft. (2 squares)  
  Armor Class:  
  8 (-5 Dex, +3 natural), touch 5, flat 8 
  BAB/Grapple:  +3/+7  
  Attack:  
  Slam +7 melee (1d4+4 + poison) 
  Full Attack:  
  2 Slams +7 melee (1d4+4 + poison) and 
  slam +2 melee (1d6+4) 
  Space/Reach:  
  5 ft./5 ft., 15 ft. with slam attacks 
  Special Att:  
  Poison, Blood drain  
  Special Qual:  
  Low-light vision  
  Saves:  
  Fort +8, Ref +1, Will +2  
  Abilities:  
  S19 D1 C19 I2 W13 Ch7 
  Skills:  
  Listen +1, Spot +8  
  Feats:  
  Improved Initiative, Lightning Reflexes  
  Environment:  Temperate forests  
  Organization:  Solitary, or Family (2-5)  
  CR:  
  4  
  Treasure:  
  Standard Gems  
  Alignment:  
  Always neutral  
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  +3 (Animal Companion only)  
  *A fauna plant can attack up to 8 different targets at once, but may 
  only engage a single foe with no more than 2 slam attacks. 
  This bizarre tree seems to be covered in soft, 
  gray fur. Long, whip-like vines sprout out of 
  the top, each covered in ivory-like barbs. What 
  appears to a large wolf's head sprouts form 
  the center of the mass of vines, and the whole 
  trunk twists and moves to watch you and your 
  companions.  
  The fauna tree is a bizarre creature of unknown 
  origin. Though it primarily has many features similar to a 
  plant, it is, in fact, an animal. It is a predatory creature, but 
  unlike many such creatures, it uses its odd shape to lure prey 
  to it, where it uses its barbs to transform prey into plant life 
  that it uses to either attract more prey or to devour.  
   
  Combat 
  A fauna tree lashes at victims with its ropy vines 
  and/or attempts to bite opponents who come too close.  The 
  fauna tree can attack up to eight separate opponents, but can 
  only use at most two slam attacks against a single opponent.  
  Each slam attack can inject the fauna tree’s bizarre poison, 
  which can quickly turn a victim into a plant. 
  When a victim becomes overcome by the fauna’s 
  poison, it moves to cover the victim with its trunk-like body, 
  where its "root" system can drain the victim's blood at its 
  leisure.  
  The biggest weakness a fauna tree has is against 
  ranged weaponry or spells, and against such attacks the 
  fauna tree will often attempt to move into deep woods 
  where it is much more difficult to hit.  
  Poison (Ex): The slam attack of a fauna tree is covered with 
  a greenish sludge similar to green slime that transforms 
  victims into plant matter (injury, DC 16; init: 1 Dex; sec: 
  transformation).  The transformation acts as baleful 
  polymorph, turning the victim into a plant of the same 
  approximate size of the victim.  The transformation is non-
  magical and cannot be dispelled or otherwise countered.  A 
  Cure Serious Wounds or stronger healing spell or Neutralize 
  poison will counteract the poison.  Either method must be 
  applied before the transformation occurs.  Once the 
  transformation occurs, only a Limited Wish, Wish or Miracle 
  spell can undo the transformation. 
   
  Fauna Trees on Amberos 
   
  Fauna trees are part of the dread curse placed on 
  the Living Forest, and it is in this dangerous wood in which 
  they are encountered.  
  
  Bestiary Nefarious  
  Page 170 of 478 – Stephen C. Klauk  
  Fettered   
  Tiny Fey 
  Hit Dice:  
  1d6 (2 hp)  
  Initiative:  
  +6 (+6 Dex)  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  19 (+2 size, +6 Dex, +1 natural), touch 18, 
  flat 13  
  BAB/Grapple:  0/-12  
  Attack:  
  Claw -2 melee (1d2 -4)  
  Full Attack:  
  2 Claw -2 melee (1d2 -4)  
  Space/Reach:  
  2-1/2 ft./0 ft.  
  Height: 
  1 ft. + 1d8 in. (1 ft. 4 in.) 
  Weight: 
  5 lbs. + 1d3 lbs. (6 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Low-light vision, spells-like abilities 
  Saves:  
  Fort -1, Ref +8, Will +2  
  Abilities:  
  S3 D23 C8 I11 W10 Ch7* 
  Skills:  
  Craft (any one) +7, Heal +4, Hide +14, 
  Knowledge (nature) +4, Listen +2, Move 
  Silently +6, Perform (any one) +2, Spot 
  +2, Use Rope +10  
  Feats:  
  Skill Focus (Craft)  
  Environment:  Any land  
  Organization:  Solitary, Journey (2-5), or Quest (5-20) 
  CR:  
  1  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral  
  Advancement:  2 HD (Tiny); 3 HD (Small)  
  Level Adj:  
  +2 (Cohort or Familiar only) 
  * A rogue fettered has a Charisma of 13. 
  This small humanoid seems to be covered in 
  brown bark and sports a pair of leafy antlers 
  from its head. Its eyes are large and childish, 
  and its hands and feet are much larger in 
  proportion to the rest of its body. Yet, despite 
  its odd appearance it cavorts and prances 
  about with surprising speed and grace.  
  Fettered is a slang term for a nameless race of fey 
  creatures that, over the ages, apparently allowed themselves 
  to become household slaves.  
  Though it is known that they are born in the forest, 
  fettered quickly and easily allow themselves to become 
  bonded to the family of a domicile, where they perform 
  mundane tasks as commanded. Though fettered do not ask 
  for payment for their services, they often have a surprisingly 
  lucrative stash hidden somewhere near their master's 
  domicile.  
  In times of great need, the fettered have been known 
  to lead their masters to this hidden cache to help with 
  overwhelming financial burdens. However, when it does 
  give up its cache, the fettered quickly moves on to a new 
  residence, never to be seen by its old owner ever again.  
  In extremely rare cases, fettered have been 
  encountered in large groups not bound to a residence. These 
  “renegade” fettered can be very dangerous and will often 
  attack lone individuals. In some cases, these bands have 
  been known to take up residences in abandoned buildings or 
  to drive individuals out of residence so the band may keep it 
  for themselves.  
  Fettered speak their own language that is high-
  pitched and shrill. They can understand Common and Elvin, 
  though they cannot speak it.  
   
  Combat 
  Fettered are very poor combatants and most will 
  quickly surrender if threatened, and will hide from 
  unfriendly beings if given warning. However, if their 
  domicile is threatened, a fettered will strike with all of its 
  magical talent to prevent any harm from befalling the 
  building and attempt to chase off intruders. Note that 
  fettered care more for the domicile they dwell in that it's 
  occupants; threatening the occupants of a house isn't likely 
  to force a fettered to fight, but threatening to destroy or 
  damage the domicile will bring a fettered forward.  
  Spells-like Abilities (Sp): Fettered can use the following 
  spell-like abilities as a 6th level caster.  The DC for any 
  given spell is DC 8 + spell level.  Saves are charisma based.  
  Fabricate 1x/day, Floating Disc 2x/day, Glitterdust – at 
  will, Mending – at will, Minor Creation 1x/day (wood and 
  stone items are permanent), Shrink Item 1x/day, Sleep – 
  2x/day, Summon Swarm 1x/day. 
   
  Fettered Society 
  Most fettered are individuals, with little dealings 
  with their own kind. The only exception to this is when a 
  fettered chooses to mate; it is usually in the spring and the 
  fettered will decorate its domicile with flowers, wreaths and 
  otherwise beautify its home. If the fettered gains the 
  attraction of a mate through this display, both the fettered 
  and its mate will retire to a nearby forest or ancient tree for 
  about a week. After this time, both parties go their separate 
  way and a new fettered will emerge from the forest a year 
  later.  
  On the other hand, roving bands of large fettered 
  are raucous, boisterous groups that, while hard workers, are 
  just as hard players, singers and drinkers. It is often thought 
  that these groups are the “bad apples” of the race, who 
  thumb their nose at the Common fettered slave-like life 
  style.  
   
  Fettered as Servants 
   
  A fettered can be acquired as a “manservant” or 
  bound as a familiar.  As a familiar, fettered do not provide 
  any special bonus to their master.  A fettered slave can be 
  acquired for 75 gp, and will serve for life.  Ownership of a 
  fettered can be passed to another being at a cost of at least 
  50 gp, but must be done so while the original owner lives.  
  If the owner of a fettered is slain – even if later resurrected – 
  the fettered is freed from its servitude, though it may 
  willingly re-enter service with its former master if they are 
  brought back to life. 
   
  Fettered on Amberos 
   
  Fettered can be found practically everywhere on 
  Amberos where there are nearby woods.  It is thought they 
  were created by elvin magic during the Elvin Golden Age, 
  and have spread to serve any race, not only elves. 
   
  
  Bestiary Nefarious 
  Page 171 of 478 – Stephen C. Klauk 
   
  
  Bestiary Nefarious  
  Page 172 of 478 – Stephen C. Klauk  
  Firebird   
  Small Magical Beast (Fire) 
  Hit Dice:  
  5d10+10 (37 hp)  
  Initiative:  
  +9 (+5 Dex, +4 Improved Initiative)  
  Speed:  
  20 ft. (4 squares), fly 70 ft. (good)  
  Armor Class:  
  21 (+1 size, +5 Dex, +5 natural), touch 16, 
  flat 16  
  BAB/Grapple:  +5/-1  
  Attack:  
  Bite +4 melee (1d4-2 + 1d6 fire) 
  Full Attack:  
  Bite +4 melee (1d4-2 + 1d6 fire), 2 claws 
  -1 melee (1d3-2 + 1d6 fire) and slam -1 
  melee (1d3-3 + fire) 
  Space/Reach:  
  5-ft./5 ft.  
  Length: 
  2 ft. + 1d6 in. (2 ft. 3 in.) 
  Weight: 
  12 lbs. + 2d4 lbs. (17 lbs.) 
  Special Att:  
  Fire aura  
  Special Qual:  
  Darkvision 60 ft., detect evil, detect good, 
  healing tears, low-light vision, spells  
  Saves:  
  Fort +6, Ref +11, Will +3  
  Abilities:  
  S7 D21 C15 I17 W15 Ch21  
  Skills:  
  Diplomacy +13, Hide +9, Listen +10, 
  Sense Motive +10, Spot +10, Use Magic 
  Device +13  
  Feats:  
  Flyby attack, Hover, Improved Initiative, 
  Lightning Reflexes  
  Environment:  Temperate or Warm deserts and hills 
   Organization:  Solitary, or Crew (2-5)  
  CR:  
  4  
  Treasure:  
  Double Standard  
  Alignment:  
  Always neutral good  
  Advancement:  6-10 HD (Small); 11-15 HD (Medium) 
  Level Adj:  
  -  
  This small bird looks much like a fire-red 
  peacock, whose feathers seem to blaze as if on 
  fire. It has long, fiery tendrils for tail feathers 
  and its claws seem to be made of polished 
  gold. Its pearly eyes are luminescent and 
  large, with sapphire blue irises. The creature 
  has a regal manner to it, and darts about very 
  quickly, trailing fire wherever it moves.  
  The firebird is a lesser cousin to the phoenix. They 
  are friends to good creatures and foes of evil. They will 
  often associate or help beings of good deeds, and have been 
  known to hunt down and kill evil creatures and beings. 
  However, despite its championship of the forces of 
  good, it is not unusual for rich individuals or those of 
  questionable morals to hunt down these birds and capture 
  them. Unfortunately for their captors firebirds do not 
  survive well in captivity, and often will wither away and die 
  if held for extended periods of time.  
  Firebirds speak Celestial, Common, Elvin and 
  Draconic. 
    
  Combat 
  Firebirds usually swoop down on their foe, raking 
  with talons and burning foes with their fiery wings. They are 
  also apt to rain down spells on their foes, and are not above 
  employing the aid of other beings in their attacks.  
  Fire Aura (Su): The body of the firebird is wreathed in heat 
  and flames. Anyone contacting the body of a firebird takes 
  1d6 fire damage (Fort DC 14 for half).  
  Detect Evil (Sp): This special ability duplicates the effects 
  of a detect evil spell. It can be cast at will.  
  Detect Good (Sp): This special ability duplicates the effects 
  of a detect good spell. It can usually be cast at will.  
  Healing Tears (Su): Firebirds despair when they witness 
  the injury of a good being, and often weep tears when they 
  see such. These tears, if touched or splashed on the wound, 
  act as a Cure Serious Wounds spells, and can cure 
  blindness, neutralize poison or cure disease. This effect is at 
  10th level ability. 
  Spells (Sp):  A firebird can cast spells as a 10th level cleric 
  with the domains Good and Healing.  The DC for spells is 
  15 + spell level. 
  Fire Subtype: A creature with the fire subtype has 
  immunity to fire. It has vulnerability to cold, which means it 
  takes half again as much (+50%) damage as normal from 
  cold, regardless of whether a saving throw is allowed, or if 
  the save is a success or failure.  
   
  Typical Cleric Spell List 
  (6/6/6/4/4/3; CL 10; Spell DC 15 + Spell Level; Domains:  
  Good, Healing) 
  0:  Create Water, Cure Minor Wounds, Detect Magic, 
  Guidance, Purify Food and Drink, Virtue 
  1st:  Bless, Bless Water, Command, Cure Light WoundsD, 
  Protection from EvilG, Sanctuary 
  2nd:  AidG, Align Weapon, Cure Moderate WoundsDH, 
  Consecrate, Enthrall, Owl’s Wisdom 
  3rd:  Cure Serous WoundsDH, Dispel Magic, Invisibility 
  Purge, Protection From Energy 
  4th:  Cure Critical WoundsDH, Death Ward, Divination, 
  Freedom of Movement 
  5th:  Dispel EvilDG, Flame Strike, Raise Dead, Righteous 
  Might 
  D: Domain spell 
  G: Good spell, +1 caster level 
  H: Healing spell, +1 caster level 
   
  Firebirds on Amberos 
   
  Firebirds are native to the lands of Riddlekill, 
  though wealthy pet owners have brought the bird to areas 
  such as the Ksiki Colonies, Ksiki Con Corridon, Kirranays 
  and even Simera. 
  
  Bestiary Nefarious 
  Page 173 of 478 – Stephen C. Klauk 
  Fire Dragon   
  Huge Elemental (Fire) 
  Hit Dice:  
  25d8+125 (237 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares), fly 80 ft. (Poor)  
  Armor Class:  
  19 (-2 size, +11 natural), touch 8, flat 19  
  BAB/Grapple:  +18/+37  
  Attack:  
  Bite +28 melee (2d6+11 + 4d6 fire;19-
  20/x2) 
  Full Attack:  
  Bite +28 melee (2d6+11 + 4d6 fire;19-
  20/x2) and 2 slam +22 melee (1d8+5+4d6 
  fire) 
  Space/Reach:  
  15-ft./10 ft.  
  Length: 
  20 ft. + 2d4 ft. (25 ft.) 
  Weight: 
  4,000 lbs. + 2d6 x 100 lbs. (4,700 lbs.) 
  Special Att:  
  Breath weapon, fire aura  
  Special Qual:  
  DR 20/magic +5, darkvision 60 ft., 
  elemental 
  traits, 
  SR 
  26, 
  spells-like 
  abilities  
  Saves:  
  Fort +13, Ref +14, Will +9  
  Abilities:  
  S33 D11 C21 I8 W13 Ch19 
  Skills:  
  Hide -8, Listen +11, Spot +11, Survival 
  +9  
  Feats:  
  Blind 
  Fighting, 
  Cleave, 
  Die 
  Hard, 
  Improved 
  Critical 
  (Bite), 
  Improved 
  Sunder, Power Attack, Spell Penetration, 
  Track, Weapon Focus (Bite)  
  Environment:  Warm land  
  Organization:  Solitary  
  CR:  
  24  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil 
  Advancement:  26-50 
  HD 
  (Huge); 
  51-75 
  HD 
  (Gargantuan)  
  Level Adj:  
  -  
  A column of fire swirls before you, taking 
  shape as a huge, reptilian creature whose 
  body smokes and smolders. Fiery wings of 
  blue flame stretch from its side, and its 
  snake-like neck ends in a fire-belching maw 
  filled with white-hot spires of flame that 
  resemble teeth.  
  The fire dragon is a curious elemental creature 
  from the elemental plane of fire that can often be found on 
  the Prime Material plane. It does not seem to actually be 
  draconic in nature, though it shares many dragon traits, 
  albeit a very limited intelligence. Fire dragons are 
  aggressive, greedy creatures with uncontrollable passions 
  and an appetite for destruction.  
  A fire dragon can speak Draconic, Ignan and 
  Common.  
   
  Combat 
  Fire dragons generally attack by breathing first, 
  then rushing into melee. They greatly depend on their fire 
  ability to damage opponents, and should they encounter a 
  foe resistant to their attacks will quickly withdraw and seek 
  other prey, sometimes even abandoning their hoard in the 
  process. However, fire dragons, while not particularly swift 
  thinkers, have long memories, and never forget a foe - and 
  will seek to hunt down and destroy such foes at a later date.  
  Breath Weapon (Su): A fire dragon can breath a 120 ft. 
  cone of fire once every minute.  The fire deals 12d6 fire 
  damage, even to creatures immune to fire damage (Reflex 
  DC 17 for half). 
  Fire Aura (Su): A fire dragon is wreathed in constant 
  flames. Anyone approaching within 10 feet of a Fire dragon 
  takes 2d6 fire damage. A successful Fort save DC 27 
  reduces the damage to half.  Anything physically contacting 
  a fire dragon takes 4d6 fire damage (including weapons or 
  victims of the fire dragon’s attacks). The fire will ignite 
  combustible items and can melt metals if given enough 
  time. 
  Spells-like Abilities (Sp): A fire dragon can use the 
  following spell-like abilities as noted below as if a 25th level 
  arcane caster.  Spell DCs are 14 + spell level, where 
  applicable.  All abilities are charisma-based. 
  Detect magic – at will, See Invisibility – 3x/day, Bull’s 
  Strength – 3x/day, Dispel Magic – 3x/day, Magic Circle 
  Against Good – 1x/day, Suggestion – 1x/day, Polymorph – 
  3x/day, Wall of Fire 3x/day, Incendiary Cloud 3x/day, Gate 
  1x/week, Meteor Swarm 1x/day, Fire Shield – 3x/day, Solid 
  Fog 1x/day.   
    
  Fire Dragons on Amberos 
   
  Fire dragons are usually found naturally hot or 
  volcanic regions.  For this reason, they are often spotted in 
  Smanvalla, though they have been seen in areas across 
  Randu in the deep desert or where semi-active or dormant 
  volcanoes can be found. 
   
  
  Bestiary Nefarious  
  Page 174 of 478 – Stephen C. Klauk  
  Flesh Engine, General 
   
  Flesh engines are alchemical creations of the 
  mentens, made through a combination of surgery and 
  psionic manipulation.  The mentens build flesh engines to 
  tend to their cities and to perform various sundry functions, 
  such as long distance transportation.  Only a small number 
  of the various flesh engines are listed here; while such 
  engines usually only occur in areas of large concentrations 
  of mentens are thus rarities, the variety found in menten 
  communities is both chilling and awe-inspiring. 
   
  The mentens, ever fearful and hateful of magic 
  have designed their flesh engines to be resistant to magical 
  attack and manipulation.  However, mentens prefer to allow 
  the engines to be susceptible to psionic manipulation to 
  allow their own race easy access to repair, command and 
  control the engines. 
   
  Flesh Engines on Amberos 
   
  The number of menten communities is truly tiny on 
  Amberos, but there is known to be at least one menten city 
  hidden in the deepearth which is attended to by flesh 
  engines.  This city, known as F’tangh’Keth’Anor is believed 
  by many sages to be the capital of the menten “empire” and 
  is thought to exist somewhere under the Crystalmire 
  mountains near Misake’s border. 
   
  
  Bestiary Nefarious 
  Page 175 of 478 – Stephen C. Klauk 
  Flesh Engine, Builder 
  Huge Aberration 
  Hit Dice: 
  15d8+120 (187 hp) 
  Initiative: 
  -1 (-1 Dex) 
  Speed: 
  20 ft. (4 squares, can’t run)  
   
  AC: 
  13 (-2 size, -1 Dex, +6 natural), touch 7, 
  flat 13 
  BAB/Grapple: +11/+30 
  Attack: 
  Bite +20 melee (2d6+11) 
  Full Attack: 
  Bite +20 melee (2d6+11) and 4 claw +15 
  melee (2d8+9) 
  Space/Reach: 
  15-ft./10 ft. 
  Height: 
  16 ft. 
  Weight: 
  6,000 lbs. (3 tons) 
  Special Att: 
  - 
  Special Qual: 
  DR 15/psionic +3, darkvision 60 ft., spell 
  immunity 
  Saves: 
  Fort +13, Ref +4, Will +9 
  Abilities: 
  S33 D9 C27 I6 W10 Ch1 
  Skills: 
  Craft +16, Listen 0, Spot 0 
  Feats: 
  Combat Reflexes, Endurance, Improved 
  Sunder, Power Attack, Skill Focus 
  Environment: 
  Any underground 
  Organization: 
  Solitary, Pair, or Cluster (2-5) 
  CR: 
  14 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 16-30 
  HD 
  (Huge); 
  31-45 
  HD 
  (Gargantuan) 
  Level Adj: 
  - 
  This behemoth of flesh and muscle stands as 
  tall as a house on six short legs the thickness 
  of a tree. Four long, clawed arms project 
  radially out of the body, each being powerfully 
  built. Perhaps strangest of all is the creature's 
  face - as if the head of a tortured human had 
  been inset into a recess near the top of the 
  mound of flesh. Near the base of the creature 
  is a huge maw nearly the size of a man filled 
  with powerful slashing teeth.  
  The builder flesh engine is a tool of the Mentens 
  designed to build houses and other large structures. They 
  can often be found plodding through Menten cities repairing 
  or building new structures or tearing down old buildings and 
  digesting the remnants to fuel their enormous bulk.  The 
  creatures are nearly mindless, containing the tortured and 
  dominated brain of a former slave controlling the beast. 
  While builder flesh engines are not designed for combat or 
  war, sometimes the Mentens will use them in desperate 
  times as siege engines against other underdark races.  
   
  Combat 
  Flesh engines, when unleashed to fight, wail 
  horribly as they slash at foes with their terrible claws or 
  attempt to bite with the massive felling jaws on their 
  underbody. Once engaged, flesh engines will not flee from 
  combat, and even Mentens find it difficult to gain back 
  control over these beasts.  
   
  Spell Immunity (Ex): A Builder flesh engine avoids the 
  effects of spells and spell-like abilities that directly affect it. 
  This works exactly like spell resistance, except that it cannot 
  be overcome.   While unable to be affected by spells, flesh 
  engines are fully vulnerable to psionic abilities, as if they 
  did not have this ability. 
   
  Flesh Engine Builders on Amberos 
   
  Flesh engine builders are rare sights even in 
  menten societies.  It often takes 2-3 menten thrallherders to 
  control a single builder flesh engine, and they are generally 
  reserved for use in building large structures or, in cases of 
  war, to use as mobile siege engines. 
  
  Bestiary Nefarious  
  Page 176 of 478 – Stephen C. Klauk  
  Flesh Engine, Carpetbagger 
  Gargantuan Aberration 
  Hit Dice:  
  21d8+210 (304 hp) 
  Initiative:  
  +1 (+1 Dex) 
  Speed:  
  50 ft. (10 squares), burrow 20 ft. (4 
  squares) 
  Armor Class:  
  18 (-4 size, +1 Dex, +11 natural), touch 7, 
  flat 17 
  BAB/Grapple:  +15/+36 
  Attack:  
  Bite +20 melee (2d8 +9) 
  Full Attack:  
  3 Bite +20 melee (2d8 +9) 
  Space/Reach:  
  20-ft./15 ft. 
  Length: 
  28 ft. 
  Weight: 
  28,000 lbs. (14 tons) 
  Special Att:  
  Improved grab, swallow whole 
  Special Qual:  
  DR 20/psionic +5, darkvision 60ft., spell 
  immunity 
  Saves:  
  Fort +19, Ref +10, Will +14 
  Abilities:  
  S28 D13 C31 I6 W10 Ch1 
  Skills:  
  Climb +21, Listen +6, Spot +6 
  Feats:  
  Dodge, Endurance, Great Fortitude, Iron 
  Will,  
   
  Lightning Reflexes, Mobility, Run, Spring 
  Attack 
  Environment:  Any underground 
  Organization:  Solitary (1 + 1-16 Menten, or Brood (2-5 
  + 1-16 Menten each) 
  CR:  
  20 
  Treasure:  
  None 
  Alignment:  
  Always neutral 
  Advancement:  22-42 HD (Gargantuan); 43-63 HD 
  (Colossal) 
  Level Adj:  
  - 
  This serpent-like tapering mass of flesh is 
  supported by a series of crab-like legs. 
  Between sets of legs are what appear to be 
  large pus-like sores filled with some sort of 
  murky fluid. As it moves along, its massive 
  three jaws scrape the ground ahead, while 
  what looks like a human-sized head gazes 
  forlornly from above the massive jaws.  
  A flesh engine carpetbagger is a transport made of 
  living flesh. It is designed to carry slaves or menten from 
  one point to another quickly and easily. The creature can 
  cross vast distances for long periods of time at rapid rates, 
  as well as bore through solid rock to reach its goal. 
  Carpetbaggers are under the complete control of the menten 
  who sculpted it, and if left alone, would starve without 
  direction.  
  Flesh engines cannot speak, but they understand the 
  language of the menten.  
   
  Combat 
  A carpetbagger's only method of attack is to 
  attempt to scoop up victims and hold them in its body 
  cavities until the foe can be dealt with. If under severe 
  attack, it can attempt to disgorge its cargo of mentens, who 
  can then deal with attacks against the creature. If a 
  carpetbagger is en route when it is attacked, the creature will 
  not stop to deal with opponents, but will instead do its best 
  to push through the encounter and continue moving.  
  Disgorge (Ex):  A carpetbagger may choose to expel up to 6 
  creatures it has swallowed in a single round as a standard 
  action.  This is generally either only done to gain aid against 
  attacks from its “cargo” or to deposit “cargo” at its 
  destination point. 
  Improved Grab (Ex): If a Carpetbagger hits a large or 
  smaller opponent with a bite attack, it deals normal damage 
  and attempts to start a grapple as a free action without 
  provoking an attack of opportunity. No initial touch attack is 
  required. Each successful grapple check it makes during 
  successive rounds automatically deals the damage indicated 
  for the attack that established the hold.  
  Swallow Whole (Ex): If a Carpetbagger begins its turn with 
  an opponent held in its mouth (see Improved Grab), it can 
  attempt a new grapple check (as though attempting to pin 
  the opponent). If it succeeds, it swallows its prey, and the 
  opponent takes bite damage if the Carpetbagger chooses to 
  inflict damage (it does not do so “cargo”). A swallowed 
  creature is considered to be grappled, while the creature that 
  did the swallowing is not. A swallowed creature can try to 
  cut its way free with any light slashing or piercing weapon 
  by dealing 15 points of damage to the creature’s AC 22 
  interior. If the swallowed creature escapes the grapple, 
  success puts it back in the attacker’s mouth, where it may be 
  bitten or swallowed again. 
  A carpetbagger can hold 8 large, 16 medium, 32 
  small or 64 tiny creatures.  Creatures swallowed by the 
  Carpetbagger are held in fluid-filled pustules along its sides.  
  The fluid does no harm to those held (actually providing 
  nourishment for long journeys) and those held in the 
  pustules are relatively safe from harm, while still being able 
  to view the world outside. 
  Spell Immunity (Ex): A Carpetbagger avoids the effects of 
  spells and spell-like abilities that directly affect it. This 
  works exactly like spell resistance, except that it cannot be 
  overcome. The carpetbagger’s spell resistance does not 
  extend to immunity from psionic attack or abilities. 
   
  Carpetbagger Flesh Engines on Amberos 
   
  Carpetbaggers are most commonly found being 
  used as a rapid transport device between two distant menten 
  communities.  In extremely rare cases, they are used as a 
  sort of personal carrier to deliver menten forces into a 
  combat area in large battles. 
  
  Bestiary Nefarious 
  Page 177 of 478 – Stephen C. Klauk 
  Flesh Engine, Memorizer 
  Medium Aberration (Psionic) 
  Hit Dice: 
  4d8+8 (26 hp) 
  Initiative: 
  +2 (+2 Dex) 
  Speed: 
  30 ft. (6 squares), fly 50 ft. (average) 
  AC: 
  17 (+2 Dex, +5 natural), touch 12, flat 15 
  BAB/Grapple: +3/+4 
  Attack: 
  Slam +4 melee (1d4+1) 
  Full Attack: 
  Slam +4 melee (1d4+1) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  6 ft. 
  Weight: 
  150 lbs. 
  Special Att: 
  Attach, Mindream, Steal memory 
  Special Qual: 
  DR 5/psionic +1,  darkvision 
  60ft., 
  memory storehouse, psychic battery, spell 
  immunity 
  Saves: 
  Fort +3, Ref +3, Will +5 
  Abilities: 
  S12 D15 C15 I21 W8 Ch1 
  Skills: 
  Gather 
  Information 
  -5, 
  Knowledge 
  (Dungeoneering) 
  +12, 
  Knowledge 
  (history) +12, Knowledge (local) +12, 
  Knowledge (the planes) +12, Listen +6, 
  Search +12, Spot +6 
  Feats: 
  Dodge, Iron Will 
  Environment: 
  Any underground 
  Organization: 
  Solitary, or Cluster (2-5) 
  CR: 
  3 
  Treasure: 
  None 
  Alignment: 
  Always neutral evil 
  Advancement: 5-8 HD (Medium); 9-12 HD (Large) 
  Level Adj: 
  - 
  This slime-coated creature appears to be a 
  brain the size of a man, and throbs with its 
  own inner light. A single strand, like that of a 
  massive spinal column minus the bone, hangs 
  down from the odd creature.  
  The flesh engine memorizer is a collection of nerve 
  and brain cells whose only purpose is to collect and save 
  information - then impart it to mentens when they request 
  the information, freeing the menten minds to pursue other 
  knowledge.  
  Memorizers are sometimes used to augment menten 
  psychic abilities, and other times they are used as crude 
  torture devices against other beings. Some menten have 
  taken to using memorizers to extract information from 
  unwilling prisoners or foes.  
  Memorizers communicate by signing with their nerve 
  ganglia or connecting with a victim and displaying mental 
  images of what it “says”. 
   
  Combat 
  Memorizers are rather feeble in melee combat, and 
  if attacked, generally attempt to flee. However, if it can get 
  close enough to a foe it needs to interrogate or torture, it can 
  use its mind-reaming abilities to cause agonizing pain to its 
  victim, 
  rendering 
  them 
  unconscious. 
  Against 
  such 
  opponents, the ganglia nerve of the memorizer can be used 
  to strangle incapacitated foes.  
  Attach (Su):  If a Memorizer successfully strikes a foe with 
  its slam attack, it may start a grapple for free without 
  provoking an attack of opportunity.  If it successfully 
  grapples an opponent, the memorizer automatically 
  continues the grapple without needing to make checks in 
  subsequent rounds, and can freely use its Steal Memory, 
  Memory Storehouse and Psychic Battery abilities against 
  the foe (who still gains a save against the abilities). 
  Steal Memory (Su):  As a full attack action, a memorizer 
  that has successfully grappled an opponent can copy 
  memories from its foe if the victim fails a Will DC 17 save.  
  Each successful attack allows it to steal 5 minutes of 
  detailed memories or a day’s worth of general memories. 
  Memory Storehouse (Su):  A memorizer has a vast storage 
  of knowledge, and as a full-attack action while it is 
  grappling an opponent, it can transfer these memories to the 
  target if they fail a Will DC 17 save.  The memorizer can 
  transfer 5 minutes of detailed memories or a day’s worth of 
  general memories per round. 
  Mind Ream (Su):  As a standard action, a memorizer can 
  attempt to attack the mind of a single individual within 30 
  feet of itself, filling the victim with a staggering array of 
  images meant to confuse and overwhelm the target.  The 
  target must make a Will DC 17 save or be stunned for 
  1d4+1 rounds and take 1d4 damage.  Memorizers 
  sometimes use this attack to prepare to Attach (see above).  
  Creatures immune to mind-influencing attacks are immune 
  to this ability. 
  Psychic Battery (Su):  The memorizer is essentially a 
  gigantic, powerful mind, and it may choose to allow beings 
  it is currently grappling to use its own mental energies to 
  power psionic abilities.  When grappling and willing, the 
  memorizer can donate 5 PSP’s to a target, once per day.  It 
  may donate an additional 1 PSP per round at the cost of 4 
  hit points of damage to itself.  Generally, memorizers only 
  allow other Menten to access this ability.   
   Spell Immunity (Ex): A memorizer avoids the effects of 
  spells and spell-like abilities that directly affect it. This 
  works exactly like spell resistance, except that it cannot be 
  overcome. Flesh engine memorizers gain no such immunity 
  to psionic abilities or powers. 
   
  Flesh Engine Memorizers on Amberos 
   
  Surprisingly, memorizers are one of the few flesh 
  engines that can be found even in small menten 
  communities.  They are sometimes used as communication 
  devices to contact larger menten communities or as distress 
  markers for menten communities that fall to invaders. 
  
  Bestiary Nefarious  
  Page 178 of 478 – Stephen C. Klauk  
  Flesh Engine, Sweeper 
  Huge Aberration 
  Hit Dice:  
  12d8+60 (114 hp) 
  Initiative:  
  +0 
  Speed:  
  20 ft. (4 squares) 
  Armor Class:  
  18 (-2 size, +10 natural), touch 8, flat 18 
  BAB/Grapple:  +9/+22 
  Attack:  
  Bite +12 melee (2d6+5) 
  Full Attack:  
  Bite +12 melee (2d6+5), 2 claws +7 melee 
  (1d8+2) 
  Space/Reach:  
  15-ft./15 ft. 
  Length: 
  12 ft. + 2d4 ft. (17 ft.) 
  Weight: 
  4,000 lbs. + 2d8 x 1,000 lbs. (13,000 
  lbs./6 tons) 
  Special Att:  
  Consume, 
  Improved 
  Grab, 
  Swallow 
  Whole 
  Special Qual:  
  DR 15/psionic +3, darkvision 60 ft, spell 
  immunity 
  Saves:  
  Fort +11, Ref +4, Will +8 
  Abilities:  
  S21 D10 C21 I6 W10 Ch1 
  Skills:  
  Listen +2, Spot +2, Survival +8 
  Feats:  
  Alertness, Great Fortitude, Improved Bull 
  Rush, Power Attack, Track 
  Environment:  Any underground 
  Organization:  Solitary, or Cluster (2-5) 
  CR:  
  3 
  Treasure:  
  None 
  Alignment:  
  Always neutral 
  Advancement:  13-24 
  HD 
  (Huge); 
  25-36 
  HD 
  (Gargantuan) 
  Level Adj:  
  - 
  This mammoth pile of flesh drags itself along 
  on two powerful clawed limbs, leaving a thin 
  trail of slime behind it. It sports a titanic maw 
  nearly as large as its entire body, above which 
  is inset a vaguely humanoid face whose eyes 
  slowly survey the area about it.  
  The flesh engine sweeper is used in Menten cities 
  as a mobile trash collector. It is omnivorous and will eat 
  anything put into its path - sometimes even other Mentens.  
  Flesh engines are capable of understanding Menten 
  commands, and are capable of rudimentary thought, but 
  because of their constant hunger rarely venture to speak. 
  Those who have heard it speak instantly realize the creature 
  is in constant pain and fueled by nothing more than its 
  insatiable hunger.  
   
  Combat 
  A sweeper does not attack per se as much as it 
  attempts to consume - anything and everything. If a creature 
  is foolish enough to remain in a sweepers path, the sweeper 
  will have no compunction about devouring it. It is possible 
  to anger and draw the attention of these beasts, but rarely is 
  it wise to do so, for sweepers have excellent tracking ability 
  and will go out of their way to track down those that harm 
  it.  
  Consume (Ex):  As a full-attack action, a Flesh engine 
  Sweeper can bull rush an opponent with intent to swallow 
  the victim in one fell swoop.  If the Flesh engine 
  successfully bull rushes and opponent, it does not push the 
  victim back, but instead immediately may attempt to 
  swallow the victim whole immediately, instead of waiting 
  until next round to swallow the victim (if successful). 
  Improved Grab (Ex): If a Flesh engine Sweeper hits a 
  Large-sized or smaller opponent with a bite, it deals normal 
  damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity. No initial touch 
  attack is required. When a Sweeper gets a hold after an 
  improved grab attack, it pulls the opponent into its space. 
  This act does not provoke attacks of opportunity. It can even 
  move (possibly carrying away the opponent), provided it 
  can drag the opponent’s weight.  
  Swallow Whole (Ex): If a Flesh engine Sweeper begins its 
  turn with an Large-sized or smaller opponent held in its 
  mouth (see Improved Grab), it can attempt a new grapple 
  check (as though attempting to pin the opponent). If it 
  succeeds, it swallows its prey, and the opponent takes bite 
  damage. Swallowed creatures take 1d8 bludgeoning and 4d6 
  acid damage per round while swallowed. A swallowed 
  creature is considered to be grappled, while the creature that 
  did the swallowing is not. A swallowed creature can try to 
  cut its way free with any light slashing or piercing weapon 
  by dealing 12 hit points of damage to the AC 15 interior, or 
  it can just try to escape the grapple. If the swallowed 
  creature escapes the grapple, success puts it back in the 
  attacker’s mouth, where it may be bitten or swallowed 
  again.  A Sweeper’s gullet can hold one huge, two large, 
  four medium, eight small, or sixteen tiny creatures. 
  Spell Immunity (Ex): A flesh engine Sweeper with spell 
  immunity avoids the effects of spells and spell-like abilities 
  that directly affect it. This works exactly like spell 
  resistance, except that it cannot be overcome. A Sweeper 
  does not gain any such resistance against psionic attacks. 
   
  Flesh Engine Sweepers on Amberos 
   
  Sweepers are generally only found in the larger 
  menten communities where offal and accumulated trash 
  would be a problem.  Generally one sweeper working 24 
  hours a day is sufficient to keep most menten cities clean 
  but “industrial” flesh-shaper cities may require a cluster of 
  flesh engine sweepers to keep the city from reeking and 
  drawing unwanted scavengers or plagues. 
  
  Bestiary Nefarious 
  Page 179 of 478 – Stephen C. Klauk 
  Flesh Engine, Warrior 
  Large Aberration  
  Hit Dice:  
  8d8+32 (68 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  40 ft. (8 squares), fly 70 ft. (average), 
  climb 30 ft. (6 squares)  
  Armor Class:  
  25 (-1 size, +3 Dex, +13 natural), touch 
  12, flat 22  
  BAB/Grapple:  +6/+18  
  Attack:  
  Claw +13 melee (1d6+8) 
  Full Attack:  
  4 Claw +13 melee (1d6+8) and bite +8 
  melee (1d8+4 + ability damage) and gore 
  +8 melee (1d8+4) and sting +8 melee 
  (1d6+4) 
  Space/Reach:  
  10-ft./10 ft.  
  Height: 
  12 ft. 
  Weight: 
  5,000 lbs. 
  Special Att:  
  Ability damage, powerful charge  
  Special Qual:  
  DR 10/-, darkvision 60 ft., regeneration 8, 
  magic resistant, scent, SR 22  
  Saves:  
  Fort +6, Ref +5, Will +7  
  Abilities:  
  S27 D17 C19 I6 W13 Ch 6  
  Skills:  
  Hide -1, Listen +6, Spot +7, Survival +1  
  Feats:  
  Dodge, Mobility, Spring Attack, TrackB  
  Environment:  Any land  
  Organization:  Solitary, or Cluster (2-5)  
  CR:  
  7  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  9-16 HD (Large); 17-24 HD (Huge)  
  Level Adj:  
  -  
  This humanoid beast ripples with muscles that 
  covered in a slimy sheen. Four long arms that 
  end in razor-sharp claws protrude from its 
  side, and distorted head is poised atop the 
  shoulders that sprout a wicked frond of horns. 
  It stands on four powerful, hooved feet, and a 
  pair of bat-like wings sprouts from its back.  
  The flesh engine warrior is a fearsome creature only 
  fashioned by the mentens in times of dire need - either 
  should their cities fall under siege or should the mentens 
  seek to strike out and wage massive war against the other 
  races of the underdark. Unlike most other flesh engines that 
  can be made of any number of creatures, Warrior flesh 
  engines are made of three specific creatures bound into one 
  body: A troll, a minotaur and a dragon wyrmling. It is that 
  reason alone that these creatures are rarely seen in the first 
  place.  
  Flesh engine warriors are difficult for menten to 
  directly control, and as such these creatures are often left 
  untended and generally destroyed as soon as their need is no 
  longer required.  
  Flesh engine warriors can speak on a basic level, and 
  know the menten language and bits of Undercommon. 
  However, they rarely bother to talk as they are often to 
  ready to engage in combat.  
   
  Combat 
  A flesh engine warrior generally rushes its 
  opponent with its powerful charge ability, and then 
  concentrates its attacks on a single foe, attempting to 
  decimate the most dangerous opponent as quickly as 
  possible. Their flying and climbing ability usually allows 
  them to hunt down and overcome foes whom attempt to stay 
  at range, and their spell resistance protects them against 
  most enemy spell attacks. Flesh engine warriors will rarely, 
  if ever retreat, and are not known for taking prisoners - 
  except in cases where they intend to devour said prey at a 
  later time.  
  Ability Damage (Su): The bite of a flesh engine warrior 
  deals 1d4 temporary Constitution damage if the victim fails 
  a Fort DC 18 save. If the bite scores a critical hit, it deals 
  twice the indicated amount of damage. Ability damage 
  returns at the rate of 1 point per day for each affected 
  ability. 
  Magic Resistant (Su):  A flesh engine warrior gains a +10 
  bonus to Spell Resistance. 
  Powerful Charge (Ex): When a flesh engine warrior makes 
  a charge, it deals 2d6+12 damage.  
  Regeneration (Ex): Fire and acid deal lethal damage to 
  flesh engine warriors. Regenerating warriors can regrow lost 
  portions of their bodies in 1d4+1 minutes and can reattach 
  severed limbs or body parts by holding it to the stump for 
  one round. Severed parts that are not reattached wither and 
  die normally.  
   
  Flesh Engine Warriors on Amberos 
   
  It is rare for the menten to create flesh engine 
  warriors; rare is the occasion that they involve themselves in 
  outright war against their enemies, preferring subterfuge and 
  subtly to defeat their foes. 
   
  Usually only the largest menten communities 
  create flesh engines, often creating multiple such machines 
  in one fell stroke.  Mentens rarely keep a flesh engine 
  beyond the battle they are constructed for, and often assume 
  that the flesh engine will be destroyed or so badly mauled in 
  action that it will not be serviceable afterward. 
  
  Bestiary Nefarious  
  Page 180 of 478 – Stephen C. Klauk  
  Flesh Engine Dreadnought 
  Huge Aberration 
  Hit Dice: 
  24d8+144 (252 hp) 
  Initiative: 
  +2 (+2 Dex) 
  Speed: 
  40 ft. (8 squares), fly 70 ft. (average), 
  climb 30 ft. (6 squares) 
  AC: 
  39 (-2 size, +2 Dex, +16 natural, +13 
  mithral full plate +5), touch 10, flat 37 
  BAB/Grapple: +18/+34 
  Attack: 
  Claw +29 melee (1d8+12;19-20/x2) 
  Full Attack: 
  4 claws +29 melee (1d8+12;19-20/x2), 
  bite +26 melee (1d8+6 + ability damage), 
  gore +26 melee (1d8+6), sting +26 melee 
  (1d8+4) 
  Space/Reach: 
  15-ft./15 ft. 
  Height: 
  22 ft. 
  Weight: 
  16,000 lbs. (8 tons) 
  Special Att: 
  Ability damage, breath weapon, magic 
  strike, powerful charge, thunderous plod 
  Special Qual: 
  DR 15/-, darkvision 60 ft., fire immunity, 
  magic resistant, regeneration 12, scent, 
  spell-like abilities, SR 30 
  Saves: 
  Fort +14, Reflex +10, Will +15 
  Abilities: 
  S35 D15 C23 I6 W13 Ch 16 
  Skills: 
  Hide -6, Listen +14, Spot +15, Survival 
  +1 
  Feats: 
  Awesome 
  Blow, 
  Cleave, 
  Improved 
  Critical 
  (Claw), 
  Improved 
  Overrun, 
  Multiattack, Penetrate Damage Reduction 
  (Adamantine)E, Overwhelming Critical 
  (Claw)E, Power Attack, TrackB, Weapon 
  Focus (Claw) 
  Environment: 
  Any land 
  Organization: 
  Solitary, War Party (1 + 2-20 thrallkin + 
  4-40 
  grimlocks 
  +0-1 
  menten), 
  Armageddon (1 + 2-12 flesh engine 
  warriors + 1 menten) 
  CR: 
  19 
  Treasure: 
  mithral full plate +5 (35,650 gp) 
  Alignment: 
  Always Neutral 
  Advancement: None 
  Level Adj: 
  – 
  This armored humanoid beast is covered in 
  shimmering plate engraved with strange, red-
  glowing sigils. Four long arms that end in 
  razor-sharp claws protrude from its side, and 
  helmeted, distorted head is poised atop the 
  shoulders that sprout a wicked frond of horns. 
  It stands on four powerful, hooved feet, and a 
  pair of bat-like wings sprouts from its back. 
   
  The flesh engine dreadnought is the culmination of 
  the menten flesh-shaping skill brought to full bear for war.  
  The epitome of a flesh engine warrior, a flesh engine 
  dreadnought is crafted from the bodies of multiple trolls, 
  minotaurs and the flesh of a wyrm red dragon. 
   
  Combat 
   
  A flesh engine dreadnought is pure brutality on the 
  battlefield.  After first scouring the field ahead of it with 
  flame, the flesh engine dreadnought lumbers forward, 
  smashing anything in its path.  It does not waver from 
  cleaving a path of destruction in its wake, and leaves no 
  enemy intact – often ripping down foes in twain before 
  moving on to its next target. 
  Ability Damage (Su): The bite of a flesh engine 
  dreadnought deals 1d4 temporary Constitution damage if the 
  victim fails a Fort DC 28 save. If the bite scores a critical 
  hit, it deals twice the indicated amount of damage. Ability 
  damage returns at the rate of 1 point per day for each 
  affected ability. 
  Breath Weapon (Su):  Once per minute, the flesh engine 
  dreadnought can breath a 80 ft. line of fire that deals 10d6 
  fire damage (Reflex DC 28 half). 
  Fire Immunity (Su):  Because of its red dragon heritage, a 
  flesh engine dreadnought is immune to fire damage.  It does 
  not, however, suffer double damage from cold attacks. 
  Magic Resistant (Su):  A flesh engine dreadnought gains a 
  +10 bonus to Spell Resistance. 
  Powerful Charge (Ex): When a flesh engine dreadnought 
  makes a charge, it deals 2d8+18 damage.   It may combine a 
  powerful charge with an improved overrun attack and 
  thunderous plod. 
  Regeneration (Ex): Acid deals lethal damage to flesh 
  engine dreadnoughts. Regenerating warriors can regrow lost 
  portions of their bodies in 1d4+1 minutes and can reattach 
  severed limbs or body parts by holding it to the stump for 
  one round. Severed parts that are not reattached wither and 
  die normally. 
  Spell-like Abilities (Sp):  The flesh engine dreadnought can 
  use the following spell-like abilities with a caster level of 
  24. Saves are Charisma based. 
  Locate Object – 11x/day, Suggestion (DC 16) – 3x/day, 
  Find the Path – 1x/day. 
  Thunderous Plod (Ex):  The footfalls of a charging flesh 
  engine dreadnought cause the very ground to shake.  Those 
  within 15 feet of the path of a charging flesh engine 
  dreadnought must make a Balance DC 15 check or fall over. 
   
  Flesh Engine Dreadnoughts on Amberos 
   
  There are only legends of this creature among the 
  mentens and their enemies; it is so difficult to create that it 
  is more of a threatened armageddon weapon than a fact. 
  
  Bestiary Nefarious 
  Page 181 of 478 – Stephen C. Klauk 
  Fluttercat   
  Tiny Magical Beast 
  Hit Dice:  
  ½d10 (2 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (good)  
  Armor Class:  
  15 (+2 size, +3 Dex), touch 15, flat 12 
  BAB/Grapple:  0/-12  
  Attack:  
  Claw +5 melee (1d2-4)  
  Full Attack:  
  2 claws +5 melee (1d2-4) and bite +0 
  melee (1d3-4) 
  Space/Reach:  
  2½-ft./0 ft.  
  Length: 
  7 in. + 1d4 in. (9 in.) 
  Weight: 
  2 lb. +1d3 lbs. (3 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Low-light vision, scent 
  Saves:  
  Fort +2, Ref +5, Will +1  
  Abilities:  
  S2 D16 C10 I2 W12 Ch 7 
  Skills:  
  Balance +11, Climb +13, Hide +15*, 
  Listen +4, Move Silently +7, Spot +3  
  Feats:  
  Weapon Finesse  
  Environment:  Temperate or Warm desert, plains, forests, 
  and hills 
  Organization:  Solitary, Gang (2-5), or Nest (5-20) 
  CR:  
  ¼ 
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  1 HD (Tiny); 2-3 HD (Small)  
  Level Adj:  
  +2  
  This Siamese-looking cat sports a pair of 
  butterfly-like wings from its back.  
  A fluttercat can look like any number of normal 
  varieties of housecat, but sports a pair of wings that sprout 
  from its back. Of the various fluttercats, 75% have bird 
  wings, 20% have butterfly-like wings, and 5% have bat 
  wings.  
  There are tales of magic-using fluttercats that are the 
  minions of the Egyptian gods, but none have ever been seen 
  to verify the tale.  
   
  Combat 
  Fluttercats prefer to sneak onto prey from above, 
  dropping onto their foe to catch them unawares. Their 
  ability to climb, jump and fly means that most vermin they 
  chase have little chance to escape. Fluttercats have been 
  known to raid bird's nests, but will rarely, if ever, chase prey 
  underground.  
  Skills: Fluttercats have a +4 racial bonus on Hide and Move 
  Silently checks. Fluttercats have a +8 racial bonus on 
  Balance checks.  A fluttercat has a +10 racial bonus to 
  Climb and Jump checks. They use their Dexterity modifier 
  instead of their Strength modifier for Climb and Jump 
  checks. In areas of tall grass or heavy undergrowth, the Hide 
  bonus rises to +8. 
   
  Training A Fluttercat 
  Since fluttercats were created from housecat stock, 
  they are very easy to train.  Training a fluttercat requires a 
  DC 12 Handle Animal check and 3 weeks of training.  
  Fluttercat kittens can be purchased for 500 gp. 
   
  Fluttercat Familiars 
   
  Wizards (especially female half-elves) seem to 
  have an affinity for taking fluttercats as familiars.  A 
  fluttercat may be taken as a familiar at 1st level.  A fluttercat 
  familiar provides its master with a +3 bonus to Move 
  Silently. 
   
  Fluttercats on Amberos 
  The fluttercat is an ancient gift to the Aegyptians, 
  and can be found in large numbers in those societies who 
  revere cats. 
   
  Fluttercats are primarily found in Llannhanex, with 
  some breeds imported to Iiannhanex.  They are not native to 
  any other region, though they are sometimes bought as pets 
  in places such as the Skienlands, Randu, Simera, Ulanst and 
  even the Silkna Kingdom.  Nyrr Ryann traders occasionally 
  sell specimens as far west as Millos, but such transactions 
  are rare and costly. 
   
  
  Bestiary Nefarious  
  Page 182 of 478 – Stephen C. Klauk  
  Flying snake   
  Tiny Magical Beast (Reptilian) 
  Hit Dice:  
  ¼d10+2 (3 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  15 ft. (3 squares), fly 50 ft. (good)  
  Armor Class:  
  17 (+2 size, +4 Dex, +1 natural), touch 16, 
  flat 13  
  BAB/Grapple:  +0/-12  
  Attack:  
  Bite +6 melee (1d3-4 + poison) 
  Full Attack:  
  Bite +6 melee (1d3-4 + poison) 
  Space/Reach:  
  2-½ ft./0 ft.  
  Length: 
  2 ft. + 2d8 in. (2 ft. 9 in.) 
  Weight: 
  2 lbs. + 1d6 lbs. (5 lbs.) 
  Special Att:  
  Poison  
  Special Qual:  
  Darkvision 60ft., low-light vision, scent 
  Saves:  
  Fort +4, Ref +6, Will +1  
  Abilities:  
  S3 D19 C15 I1 W12 Ch2  
  Skills:  
  Balance +14, Climb +14, Hide +12, 
  Listen +4, Spot +3  
  Feats:  
  Weapon Finesse  
  Environment:  Warm deserts 
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  1 
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  1-2 HD (Tiny); 2-4 HD (Small)  
  Level Adj:  
  -  
  This cobra-like snake sports a pair of bat-like 
  wings and flutters effortlessly through the air, 
  twisting and twining on the wind.  
  The flying snake is a menace to desert areas, usually 
  around oasises. They are highly territorial, and will often 
  capriciously seek out prey and bite them to death.  
   
  Combat 
  Flying snakes are almost constantly on the wing, 
  and will swoop in to strike at victims and continue attacking 
  until the foes ceases to move. They seem to have a disgust 
  of sweet-smelling perfumes and generally will avoid areas 
  of strong-smelling odors unless attacked or otherwise 
  provoked.  
  Poison (Ex): A flying snake’s bite injects a deadly nerve 
  toxin into the victim (injected, DC 12; init: 1d8 Con; sec: 
  2d6 Con). 
  Skills: A flying snake gains a +10 racial bonus to climb and 
  balance checks.  A flying snake may use its dexterity instead 
  of its strength when climbing. 
   
  Flying Snakes on Amberos 
   
  Flying snakes are often reported in the lands of 
  Erakatuo, Iiannhanex and Ulanst.  They seem to be less 
  common in Llannhanex and eastward through Randu. 
  
  Bestiary Nefarious 
  Page 183 of 478 – Stephen C. Klauk 
  Fowler   
  Medium Humanoid (Avian) 
  Hit Dice:  
  1d8 (4 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares), fly 80 ft. (average)  
  Armor Class:  
  13 (+2 Dex, +1 padded armor), touch 12, 
  flat 11  
  BAB/Grapple:  +1/+0  
  Attack:  
  Claw +0 melee or longsword +0 melee or 
  shortbow +3 ranged (1d6-1;x3) 
  Full Attack:  
  2 Claw +0 melee (1d4-1) or longsword -2 
  melee (1d8-1;19-20/x2) and short sword -
  2 melee (1d6-1;19-20/x2), or shortbow +3 
  ranged (1d6-1;x3) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  5 ft. 3 in. + 1d6 in. (5 ft. 6 in.) 
  Weight: 
  75 lbs. + 1d6 x 5 lbs. (90 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Impaired dexterity, safe fall 
  Saves:  
  Fort -2, Ref +3, Will +1  
  Abilities:  
  S9 D15 C10 I9 W10 Ch8  
  Skills:  
  Balance +2, Climb -1, Escape Artist +2, 
  Hide +2, Jump +9, Listen +5, Move 
  Silently +2, Spot +9, Swim -3 
  Feats:  
  Dodge, HoverB, Two-weapon FightingB  
  Environment:  Temperate or Warm hills and mountains 
  Organization:  Solitary, Family (2-5), Patrol (5-20 +0-3 
  quill), Mob (20-40 + 0-5 quill + 0-3 
  featherlight), or Horde (40-60 + 1-10 quill 
  + 0-5 featherlight + 0-1 roost lord + 1-3 
  giant eagles)  
  CR:  
  1  
  Treasure:  
  Standard, double gems 
  Alignment:  
  Often chaotic neutral  
  Advancement:  By character class  
  Level Adj:  
  +2  
  This humanoid has a pair of feathered wings 
  instead of hands and its feet end in sharp 
  talons. It has a bird-like beak, but an 
  otherwise humanoid face, albeit covered in 
  downy, hair-like feathers. The creature seems 
  as adept using its feet as it would a pair of 
  hands.  
  The fowler is a race of intelligent bird-men who 
  live in the wild upper reaches of the world. They are more 
  comfortable in the air than on the ground, and often feel pity 
  for those creatures unable to fly.  
  Fowlers are rather tolerant of a great many people 
  and beings, and they are often prized by kingdoms as 
  messengers and heralds - if they can be bothered to care 
  about such affairs as delivering messages or information 
  from one place to another.  
  Fowlers speak Auran, Elvin and Common. They 
  are often also fluent in Giant, Ignan, Celestial, or Goblinoid.  
   
  Combat 
  Fowlers usually attack from on wing, swooping 
  past opponents to attack with swords or to pepper opponents 
  with arrows from above.  When fully engaged, they 
  generally hover in front of their opponent and attack with 
  both claws or with two weapons. They use their superior 
  maneuverability to keep out of harm's way. Unfortunately, 
  fowlers tend to worry more about their own well-being, and 
  if injured will flee a foe rather than continue an attack.  
  The fowler warrior presented here had the 
  following ability scores before racial adjustments.  Str 11, 
  Dex 13, Con 12, Int 9, Wis 10, Cha 8. 
  Impaired Dexterity.  A fowler’s feet function as its hands, 
  and thus it cannot hold items or perform tasks that require 
  the manipulation of an object while on the ground. 
  Safe Fall.  A conscious, unbound fowler can spread its 
  wings to gently float down any distance and negate falling 
  damage.  If the fowler chooses, at any point during the fall 
  after 20 feet, it may begin flying. 
  Skills: A fowler gains a +10 racial bonus to Jump checks 
  and a +4 racial bonus to Spot checks. 
   
  Fowler Society 
  Fowlers tend to live in communal nests built into 
  cliffs or other structures that are inaccessible or difficult to 
  reach by those who cannot fly.  
  While it is common for a fowler community to 
  have a tribal leader, the position is mostly ceremonial; 
  fowlers dislike being told what they can or cannot do and 
  are as likely to ignore an edict given by a fowler tribal 
  leader as they are to follow it.  
  On the flip side, fowler family relations are very 
  strong and parents lovingly care for children and are often 
  on good relations even through adulthood. Fowler parents 
  are rarely disciplinarian; they often prefer that children 
  make their own decisions, though they certainly are not 
  above sharing their own wisdom with their children. 
  Fowlers have an unusual view towards private 
  property; fowlers rarely have strong feelings for a piece of 
  property or for an item, and it is not uncommon for them to 
  simply take things they need or want, only to later discard 
  once the usefulness of the item is gone. Because of this, 
  there seems to be an alarming number of “thieves” who 
  develop in fowler society, though such thefts are rarely 
  capricious in nature.  
   
  Fowlers on Amberos 
   
  The origin of fowlers is largely unknown on 
  Amberos; many sages believe a capricious Ancient One 
  created them during the Elvin Golden Age for reasons 
  unknown. 
   
  Large fowler communities can be found in 
  Roonhawk and Hawk lands, and the two countries 
  establishing myths are wrapped in the prophetic ability of an 
  ancient Fowler, named Runespear, whose insight allowed 
  Roonhawk to be established. 
   
  Other fowler communities exist in the Crystalmire 
  Mountains and the various chains that spin off from the 
  mountains, though these communities tend to be small and 
  primitive compared to those in Roonhawk and the Hawk 
  Lands. 
   
  
  Bestiary Nefarious  
  Page 184 of 478 – Stephen C. Klauk  
  Fowler as Characters 
   
  Fowlers are adventurous and curious.  It is not 
  unusual for them to strike out on their own to discover what 
  the world has to offer. 
   
  Fowler characters have the following abilities. 
  • 
  Base Movement Rate 30 feet.  A Fowler has a fly 
  rate of 80 feet (Average). 
  • 
  Medium Size 
  • 
  -2 Strength, +2 Dexterity, -2 Constitution.  
  Fowlers are nimble and lithe, but tend to be 
  physically weak and frail. 
  • 
  Natural Attacks.   An unarmed, flying fowler can 
  rake with its two talons for 1d3 + Strength damage.  
  This attack can only be used while flying. 
  • 
  Impaired Dexterity.  A fowler’s feet function as 
  its hands, and thus it cannot hold items or perform 
  tasks that require the manipulation of an object 
  while on the ground. 
  • 
  Racial feat.  A fowler gains the Two-weapon 
  fighting feat and Hover feat as a racial feat. 
  • 
  +4 racial bonus to Spot. Fowlers have sharp eyes 
  and can easily spot what others miss. 
  • 
  +10 racial bonus to Jump.  A fowler’s wings give 
  it a +10 bonus to any jump checks it makes. 
  • 
  Safe Fall.  A conscious, unbound fowler can 
  spread its wings to gently float down any distance 
  and negate falling damage.  If the fowler chooses, 
  at any point during the fall after 20 feet, it may 
  begin flying.  
  • 
  Favored Class: Rogue 
  • 
  Level Adjustment: +2 
  Fowlers worship Vermnia, the Goddess of Storms.  A 
  priest of Vermnia may choose two of the three domains of 
  Air, Animals (birds/flying animals only), or Chaos. 
   
  Fowler Quill 
  Fowler Rog 6;hp:  21 
  S10 D18 C11 I14 W10 Ch8; Fort +3, Ref +10, Will +3 
  Init: 
  +4 
  Move: 30 ft, fly 80 ft. (average) 
  AC: 
  18 (+4 Dex, +4 studded leather +1) touch 18, flat 
  14 
  BAB/Grapple: +4/+4 
  Full Attack: 
  2 talons +8 melee (1d3) or 
   
  Primary 
  +1 
  shortsword 
  +7 
  melee 
  (1d6+1;19-20/x2), 
  off-hand 
  mw 
  shortsword +7 melee (1d6;19-20/x2) or 
   
  Mw composite shortbow +9 ranged 
  (1d6;x3) 
  Special Att: 
  Sneak attack +3d6 
  Special Qual: 
  Evasion, impaired dexterity, safe fall, trap 
  sense +2, trapfinding, uncanny dodge 
  Skills: Bluff +8, Decipher Script +11, Disable Device 
  +11, Escape Artist +13, Forgery +11, Jump +10, 
  Knowledge (Local) +11, Listen +0, Move Silently 
  +13, Search +11, Sleight of Hand +13, Spot +13 
  Feats: Combat Reflexes, HoverB, Two-weapon FightingB, 
  Weapon Finesse, Weapon Focus (Shortsword) 
  CR: 
  6 
  Gear: 
  +1 shortsword (2,310 gp), mw shortsword (310 
  gp), mw composite shortbow (375 gp), +1 studded 
  leather (1,175 gp), cloak of resistance +1 (1,000 
  gp), potion of cure moderate wounds (300 gp) 
  Total:  5,480 gp (5,600 gp) 
  Evasion (Ex): If a fowler quill makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
  A helpless rogue does not gain the benefit of evasion. 
  Trap Sense (Ex): A fowler quill gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A fowler quill retains her Dexterity 
  bonus to AC (if any) even if she is caught flat or struck by 
  an invisible attacker. However, she still loses her Dexterity 
  bonus to AC if immobilized. 
   
  
  Bestiary Nefarious 
  Page 185 of 478 – Stephen C. Klauk 
  Fowler Featherlight 
  Fowler Rog 12;hp:  42 
  S10 D22 C11 I14 W10 Ch8; Fort +6, Ref +16, Will +6 
  Init: 
  +6 
  Move: 30 ft, fly 80 ft. (average) 
  AC: 
  22 (+6 Dex, +6 studded leather +3) touch 16, flat 
  16 
  BAB/Grapple: +9/+9 
  Full Attack: 
  2 talons +15 melee (1d3) or 
   
  Primary +1 shortsword +15/+10 melee 
  (1d6+1;19-20/x2), 
  off-hand 
  +1 
  shortsword +15/+10 melee (1d6+1;19-
  20/x2) or 
   
  +1 composite shortbow +15/+10 ranged 
  (1d6;x3) 
  Special Att: 
  Sneak attack +6d6 
  Special Qual: 
  Evasion, impaired dexterity, improved 
  uncanny dodge, safe fall, trap sense +4, 
  trapfinding, uncanny dodge 
  Skills: Bluff +14, Decipher Script +17, Disable Device 
  +17, Escape Artist +20, Forgery +17, Jump +10, 
  Knowledge (Local) +17, Listen +0, Move Silently 
  +22, Search +17, Sleight of Hand +20, Spot +19 
  Feats: Combat Expertise, Combat Reflexes, HoverB, 
  Improved 
  Feint, 
  Improved 
  Two-Weapon 
  FightingRo, 
  Two-weapon 
  FightingB, 
  Weapon 
  Finesse, Weapon Focus (Shortsword) 
  CR: 
  12 
  Gear: 
  two +1 shortsword (4,620 gp), +1 composite 
  shortbow (2,375 gp), +3 studded leather (9,175 
  gp), cloak of resistance +2 (4,000 gp), gloves of 
  dexterity +2 (4,000 gp), potion of cure moderate 
  wounds (300 gp) 
  Total:  24,480 gp (27,000 gp) 
  Evasion (Ex): If a fowler featherlight makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, she instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Improved Uncanny Dodge (Ex): A fowler featherlight can 
  no longer be flanked.  This defense denies another rogue the 
  ability to sneak attack the character by flanking her, unless 
  the attacker has at least four more rogue levels than the 
  target does. 
  Trap Sense (Ex): A fowler featherlight gains an intuitive 
  sense that alerts her to danger from traps, giving her a +4 
  bonus on Reflex saves made to avoid traps and a +4 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A fowler featherlight retains her 
  Dexterity bonus to AC (if any) even if she is caught flat or 
  struck by an invisible attacker. However, she still loses her 
  Dexterity bonus to AC if immobilized. 
   
  Fowler Roost Lord 
  Fowler Rog 18;hp:  63 
  S10 D27 C11 I14 W10 Ch8; Fort +11, Ref +24, Will +11 
  Init: 
  +12 
  Move: 30 ft, fly 80 ft. (average) 
  AC: 
  28 (+8 Dex, +8 studded leather +5, +2 ring of 
  protection +2) touch 20, flat 20 
  BAB/Grapple: +12/+12 
  Full Attack: 
  2 talons +20 melee (1d3) or 
   
  Primary +2 shortsword +20/+15/+10 
  melee (1d6+2;19-20/x2), off-hand +2 
  shortsword 
  +20/+15/+10 
  melee 
  (1d6+2;19-20/x2) or 
   
  +3 composite shortbow +23/+18/+13 
  ranged (1d6+3;x3) 
  Special Att: 
  Sneak attack +9d6 
  Special Qual: 
  Evasion, impaired dexterity, improved 
  uncanny dodge, opportunist, safe fall, 
  slippery mind, trap sense +6, trapfinding, 
  uncanny dodge 
  Skills: Bluff +20, Decipher Script +23, Disable Device 
  +23, Escape Artist +26, Forgery +23, Jump +10, 
  Knowledge (Local) +23, Listen +6, Move Silently 
  +28, Search +23, Sleight of Hand +26, Spot +19 
  Feats: Combat Expertise, Combat Reflexes, Greater Two-
  Weapon 
  Fighting, 
  HoverB, 
  Improved 
  Feint, 
  Improved 
  Initiative, 
  Improved 
  Two-Weapon 
  FightingRo, 
  Two-weapon 
  FightingB, 
  Weapon 
  Finesse, Weapon Focus (Shortsword) 
  CR: 
  18 
  Gear: 
  two +2 shortsword (16,620 gp), +3 composite 
  shortbow (18,375 gp), +5 studded leather (25,175 
  gp), ring of protection +2 (8,000 gp), cloak of 
  resistance +5 (25,000 gp), gloves of dexterity +6 
  (36,000 gp), potion of cure moderate wounds (300 
  gp) 
  Total:  129,470 gp (130,000 gp) 
  Evasion (Ex): If a fowler featherlight makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, she instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Improved Uncanny Dodge (Ex): A fowler featherlight can 
  no longer be flanked.  This defense denies another rogue the 
  ability to sneak attack the character by flanking her, unless 
  the attacker has at least four more rogue levels than the 
  target does. 
  Opportunist (Ex): Once per round, the fowler roost lord can 
  make an attack of opportunity against an opponent who has 
  just been struck for damage in melee by another character. 
  This attack counts as the rogue’s attack of opportunity for 
  that round. Even a rogue with the Combat Reflexes feat 
  can’t use the opportunist ability more than once per round. 
  Slippery Mind (Ex): If a fowler roost lord is affected by an 
  enchantment spell or effect and fails her saving throw, she 
  can attempt it again 1 round later at the same DC. She gets 
  only this one extra chance to succeed on her saving throw. 
  Trap Sense (Ex): A fowler featherlight gains an intuitive 
  sense that alerts her to danger from traps, giving her a +4 
  
  Bestiary Nefarious  
  Page 186 of 478 – Stephen C. Klauk  
  bonus on Reflex saves made to avoid traps and a +4 
  dodge bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A fowler featherlight retains her 
  Dexterity bonus to AC (if any) even if she is caught flat or 
  struck by an invisible attacker. However, she still loses her 
  Dexterity bonus to AC if immobilized. 
   
  
  Bestiary Nefarious 
  Page 187 of 478 – Stephen C. Klauk 
  Forest Runner   
  Large Magical Beast (Goblinoid) 
  Hit Dice:  
  3d10+18 (34 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  50 ft. (10 squares), climb 40 ft. (8 squares)  
  Armor Class:  
  19 (-1 size, +3 Dex, +3 natural, +4 chain 
  shirt), touch 12, flat 16  
  BAB/Grapple:  +3/+15  
  Attack:  
  Claw +10 melee (1d6+8) 
  Full Attack:  
  6 Claw +10 melee (1d6+8) and 2 bite +5 
  melee (1d8+4) 
  Space/Reach:  
  10 ft./10 ft., 15 ft. with claws 
  Height: 
  9 ft. + 1d4 ft. (11 ft.) 
  Weight: 
  450 lbs. + 1d10 x 25 lbs. (575 lbs.) 
  Special Att:  
  Improved grab, rend  
  Special Qual:  
  DR 3/-, darkvision 60 ft., fast healing 2, 
  low-light vision, scent, SR 11  
  Saves:  
  Fort +9, Ref +6, Will +3  
  Abilities:  
  S27 D17 C23 I6 W15 Ch8 
  Skills:  
  Balance +1, Climb +16*, Escape Artist 
  +1, Hide -3, Jump +6, Listen +5, Move 
  Silently +1, Sleight of Hand +1, Spot +4, 
  Survival +2, Swim +6, Tumble +1  
  Feats:  
  Deflect 
  ArrowsB, 
  Light 
  Armor 
  ProficiencyB, 
  Martial 
  Weapon 
  ProficiencyB, 
  Run, 
  Simple 
  Weapon 
  ProficiencyB, Track  
  Environment:  Temperate forests  
  Organization:  Solitary, Brace, or Covey (2-5)  
  CR:  
  5  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil 
  Advancement:  4-6 HD (Large); 7-9 HD (Huge)  
  Level Adj:  
  -  
  This hairless, green-skinned beast sports six 
  powerful arms spaced evenly around its radial 
  body. Two leering heads watch you with 
  bloodshot pupils. Its maw sports a pair of 
  great upward thrusting tusks and is filled with 
  saw-like rows of sharp teeth.  
  The forest runner is a horrid creature created by the 
  goblinoids for the sole purpose of hunting down elves and 
  killing them. Unfortunately, over the centuries the creature 
  performed its task too well - not only did it kill elves in 
  droves, the creatures developed an appetite for goblinoid 
  flesh - and discovered there were far more of the latter than 
  the former!  
  A forest runner is always hungry, and willing to 
  attack for a bite to eat. Though it prefers elf flesh above all 
  else, it will settle for whatever meat it can get a hold of.  
  A forest runner can speak goblinoid and little bit of 
  elvin. 
   
  Combat 
  Forest runners track their prey and generally wait 
  for an opportune moment to strike. A particularly hungry 
  forest runner may act impulsively and strike straight away, 
  but most forest runners prefer to hunt their prey for some 
  time before striking.  
  In combat, forest runners are terrifying opponents. 
  They rush to grapple a foe and rend it from limb to limb as 
  quickly as possible.  
  Forest runners have been known to beat opponents 
  to death with their own limbs or employ clubs or stones, but 
  usually just bite and rend victims until nothing but a grisly 
  mess remains. They are intelligent enough to take the 
  valuables from their victims and are capable of using armor 
  or weapons from their fallen foes.  When scavenging armor, 
  the forest runner usually rips openings in it for its additional 
  limbs. 
  Forest runners are implacable trackers, and seem to 
  enjoy pursuing fleeing prey. They are so drawn to chase 
  they will often leave battered and beaten prey to run down 
  someone or something that attempts to flee the scene. 
  Fast Healing (Ex):  A forest runner heals 2 hit points per 
  round.  Fast healing does not restore hit points lost from 
  starvation, thirst or suffocation and does not allow a creature 
  to regrow lost body parts. 
  Improved Grab (Ex): If a forest runner hits with a claw 
  attack against a large size or smaller opponent, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. No initial 
  touch attack is required. 
  Rend (Ex): A forest runner that hits a single opponent with 
  two or more claw attacks in the round also rends its victim 
  for an additional 2d6+12 damage.  A forest runner can rend 
  up to 3 times a round. 
  Skills: A Forest runner gains a +10 bonus to climb checks.  
  It may also take 10 when climbing even if rushed or 
  threatened. 
   
  Forest Runners on Amberos 
   
  Forest runners, of course, were created by the 
  goblinoids of the Golgoloth Empire.  However, the creatures 
  quickly ran amok, and those that were not destroyed 
  escaped into the wilderness beyond the reach of their 
  creators. 
   
  Forest runners can be encountered practically 
  anywhere except in the great forest of the Evan Cordum.  
  Ancient elvin magics erected even before the Elvin Golden 
  Age strike any forest runner entering the woods dead in 
  mere moments, such is the elves hatred of this beast.  
  Unfortunately, the growth of the elves ancient forest means 
  that some portions of the woods lie outside of this protective 
  boundary by an unknown amount, but forest runners are 
  loathe to find out exactly where the protection starts. 
  
  Bestiary Nefarious  
  Page 188 of 478 – Stephen C. Klauk  
  Dark Runner 
  Large Magical Beast (Evil, Goblinoid) 
  Hit Dice: 
  6d10 + 6d6 
  Initiative: 
  +8 
  Speed: 
  50 ft. (10 squares), climb 40 ft. (8 
  squares), fly 50 ft (10 squares) (average) 
  AC: 
  27 (-1 size, +8 Dex, +4 natural, +6 
  bracers of armor +6) touch 17, flat 19 
  BAB/Grapple: +14/+30 
  Attack: 
  Claw +26 melee (1d6+12) 
  Full Attack: 
  6 claws +26 melee (1d6+12) and 2 bites 
  +23 melee (1d8+6) 
  Space/Reach: 
  10 ft./10 ft., 15 ft. with claws 
  Height: 
  11 ft. + 1d6 ft. (14 ft.) 
  Weight: 
  500 lbs. + 1d12 x 25 lbs. (650 lbs.) 
  Special Att: 
  Improved grab, magic strike, rend, smite 
  good, sneak attack +3d6 
  Special Qual: 
  Evasion, DR 3/-, DR 5/magic, darkvision 
  60 ft., fast healing 3, immunity to poison, 
  low-light vision, resistance to acid 10, 
  cold 10, electricity 10 and fire 10, scent, 
  SR 18, trap sense +2, uncanny dodge 
  Saves: 
  Fort +15, Reflex +18, Will +7 
  Abilities: 
  S34 D26 C27 I10 W16 Ch8 
  Skills: 
  Climb +24, Hide +8, Listen +12, Move 
  Silently +8, Spot +12, Swim +12 
  Feats: 
  Combat Reflexes, Deflect ArrowsB, Light 
  Armor ProficiencyB, Martial Weapon 
  ProficiencyB, Multiattack, Run, Simple 
  Weapon ProficiencyB, Track, Weapon 
  Focus (Claw) 
  Environment: 
  Any forest 
  Organization: 
  Solitary, Covey (1 + 2-5 forest runners) 
  CR: 
  15 
  Treasure: 
  Standard 
  Alignment: 
  Always chaotic evil 
  Advancement: 7-12 HD (Huge) or by Character Class 
  Level Adj: 
  - 
   
  The dark runner is a demonically infused forest 
  runner, usually a creature of great age and power.  They are 
  malicious and ever-hungry dwellers of dark forests.  They 
  are greatly feared by all inhabitants of the woods in which 
  they dwell, and are often given a wide berth by those who 
  share the forest with them. 
   
  It is not uncommon for a dark runner to “mark” its 
  territory with the bones and skulls of past victims, and they 
  often make a lair for themselves in a forbidding glade or 
  cave within the bounds of their territory. 
   
  A dark runner speaks Goblinoid and may know a 
  few words in Common.  However, they almost never parley 
  with victims, and never from a visible position. 
   
  Combat 
   
  Dark runners enjoy shadowing opponents and 
  picking off their foes one by one.  They have been known to 
  drop from trees, grapple a foe, and disappear with their 
  victim.  They also enjoy running opponents to ground, 
  tracking quarry until it tires or gives up before springing to 
  attack.  In rare cases, dark runners might descend from a 
  tree to maul a foe and then return to hiding, hoping to strike 
  fear and panic in the survivors before picking them off one 
  by one. 
   
  Some dark runners that run with forest runners will 
  set themselves up in ambush and have the forest runners 
  drive or draw prey to the ambush spot.  Once at the ambush 
  spot, the dark runner springs down from the trees or from a 
  hidden spot prepared in the ground as the forest runners 
  likewise spring to the attack. 
  Evasion (Ex): If a dark runner makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
  A helpless rogue does not gain the benefit of evasion. 
  Improved Uncanny Dodge (Ex): A dark runner can no 
  longer be flanked.  This defense denies another rogue the 
  ability to sneak attack the character by flanking her, unless 
  the attacker has at least four more rogue levels than the 
  target does. 
  Magic Strike (Su):  A dark runner’s attacks are treated as 
  magic weapons for the purposes of overcoming damage 
  reduction. 
  Fast Healing (Ex):  A dark runner heals 3 hit points per 
  round.  Fast healing does not restore hit points lost from 
  starvation, thirst or suffocation and does not allow a creature 
  to regrow lost body parts. 
  Improved Grab (Ex): If a dark runner hits with a claw 
  attack against a large size or smaller opponent, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. 
  Rend (Ex): A forest runner that hits a single opponent with 
  two or more claw attacks in the round also rends its victim 
  for an additional 2d6+24 damage.  A dark runner can rend 
  up to 3 times a round. 
  Smite Good (Su):  Once per day, a dark runner can make a 
  normal melee attack to deal +6 damage against a good foe. 
  Spell-Like Abilities (Sp):  A dark runner can use the 
  following spell-like abilities with a Caster Level of 6 and 
  the save DC is Charisma-based. 
  Darkness – 3x/day, Desecrate – 1x/day, Unholy Blight (DC 
  13) – 1x/day. 
  Trap Sense (Ex): A dark runner gains an intuitive sense 
  that alerts it to danger from traps, giving it a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
  Uncanny Dodge (Ex): A dark runner retains its Dexterity 
  bonus to AC (if any) even if it is caught flat or struck by an 
  invisible attacker. However, it still loses its Dexterity bonus 
  to AC if immobilized. 
  Skills: A Forest runner gains a +10 bonus to climb checks.  
  It may also take 10 when climbing even if rushed or 
  threatened. 
   
  Dark Runners on Amberos 
   
  Dark runners are the product of the Skyland Hold’s 
  experiments during the Dark Age to create an “ultimate 
  scout”.  After the fall of the Skyland Hold, the creatures 
  instinctively migrated to the east, where now they primarily 
  inhabit the Yaz Forest and the Demon Jungle. 
  
  Bestiary Nefarious 
  Page 189 of 478 – Stephen C. Klauk 
  Geshara   
  Medium Humanoid (Goblinoid) 
  Hit Dice:  
  2d8+6 (15 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  20 ft. (4 squares) in hide armor; base 
  speed 30 ft. 
  Armor Class:  
  15 (+1 Dex, +1 natural, +3 hide armor), 
  touch 11, flat 14  
  BAB/Grapple:  +1/+5  
  Attack:  
  Bite +5 melee (1d6 +4)  
  Full Attack:  
  Bite +5 melee (1d6 +4) and 2 claw +0 
  melee (1d4 +2)  
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 9 in. + 2d8 in. (6 ft. 6 in.) 
  Weight: 
  200 lbs. + 2d6 x 7 lbs. (242 lbs.) 
  Special Att:  
  Rust touch 
  Special Qual:  
  Darkvision 120 ft. 
  Saves:  
  Fort +6, Ref +1, Will +1  
  Abilities:  
  S19 D13 C16 I10 W12 Ch6 
  Skills:  
  Balance -2, Climb +1, Escape Artist -2, 
  Hide -2, Intimidate +3, Jump +1, Listen 
  +3, Move Silently -2, Sleight of Hand -2, 
  Spot +4, Swim -2, Tumble -2  
  Feats:  
  Improved Sunder, Power Attack 
  Environment:  Any land  
  Organization:  Solitary, Hunt (2-5), Accord (5-20), or 
  Drove (20-40)  
  CR:  
  3  
  Treasure:  
  Standard (no metal items) 
  Alignment:  
  Always chaotic evil  
  Advancement:  By Character Class 
  Level Adj:  
  +2 
  The above Geshara uses the elite ability array.  A Geshara 
  normally has a +4 Str, +2 Con and –2 Cha. 
  A gray-green humanoid stands before you, 
  dressed in the bloody pelt of some misshapen 
  animal. The creature has an overly large head 
  and hands that end in rusty-colored nails.  
  The Geshara is a bizarre goblinoid creature whose 
  very touch causes metal to rust and crumble. They are 
  hateful and spiteful creatures, and will bully other goblinoid 
  creatures every chance they get. Geshara have an insatiable 
  love of items that their touch cannot destroy, and often raid 
  and pillage in search of items their touch cannot destroy.  
  Geshara speak goblinoid, gnoll and bugbear. They 
  sometimes learn to speak elvin, dwarven or Common so 
  they can better intimidate foes they regularly raid.  
   
  Combat 
  Geshara generally rush into melee, clawing, 
  scratching and biting. They attempt to quickly destroy an 
  opponent's metal weapons and armor using their sunder 
  attack. Even should they fail to sunder the weapon with their 
  claws, the rusting touch does the work for them. Geshara are 
  skilled at using their sunder attack to destroy worn armor.  
  Rust Touch (Su): The touch of a Geshara causes metal 
  items to quickly rust and crumble into a red dust. The 
  Geshara need only make a touch attack against the item. If 
  the item is not worn or carried, the destruction is automatic. 
  If the Geshara touches an item in a person's possession, the 
  owner makes a Fort DC 14 saving throw or the item is 
  destroyed. Against constructs or creatures made of metal or 
  iron, the geshara's rusting touch deals 2d8 damage  
   
  Geshara Society 
  Geshara are a domineering race of bullies, led by 
  the strongest-willed and most cruel individual of a group. 
  Control lasts only as long as the Geshara can exert his will 
  on the group - usually by cracking skulls or making a 
  bloody example of any rebellious members of the group.  
  Geshara sometimes lair near other humanoids, but 
  never integrate with a tribe of non-Geshara (often much to 
  the relief of the other humanoids). Geshara will only work 
  with other humanoids while it benefits them, and only if 
  they can bully and command the other humanoids. Geshara 
  are poor craftsmen, though they can make some of their own 
  goods. Unable to work or employ metal, most of their items 
  are crude in nature, though they will happily steal non-metal 
  items from other creatures and prize fine workmanship 
  when they can get their hands on it.  
   
  Geshara on Amberos 
   
  It is thought that the Geshara may have been some 
  sort of attempt by the Golgoloth Empire to battle the 
  creations of the ancient Age of Technology, rusting the 
  components of technological items to make them worthless.  
  Geshara can be encountered across Amberos, though many 
  human kingdoms go to great length to destroy any Geshara 
  they encounter as quickly as possible. 
   
  Oddly, there are not large numbers of Geshara in 
  the Dark Valley; apparently even the other goblinoid races 
  dislike the rusting ability of the Geshara and dislike 
  associating with them. 
   
  Geshara as Characters 
   
  Geshara have a knack for being ostracized by their 
  fellows for daring to be different, and the smart ones leave 
  the clan before they are either forced to conform or are 
  slain. 
   
  Gesharas on their own still tend to be bullies, but as 
  long as they feel they are in control, they can work with a 
  team. 
   
  Gesharas have the following abilities 
  • 
  Base land speed 30 feet. 
  • 
  Medium size. 
  • 
  Darkvision 120 feet.  A Geshara can see in pitch 
  darkness out to a range of 120 feet. 
  • 
  +4 Str, +2 Con and –2 Cha.  Geshara are strong 
  and robust, but lacking personal charm. 
  • 
  2d8 racial hit dice.  The Geshara adds twice its 
  constitution modifier to the total, to a minimum of 
  one hit point per hit die. 
  • 
  (2 + Int mod) x5 skill points.  A Geshara’s racial 
  skills are Intimidate, Spot and Listen. 
  • 
  Base Attack Bonus +1 
  • 
  Fort +3, Reflex +0, Will +0 base saves. 
  
  Bestiary Nefarious  
  Page 190 of 478 – Stephen C. Klauk  
  • 
  Natural Attacks.  A Geshara can attack with 
  its bite for 1d6 + Str damage, and its two claws for 
  1d4 + ½ Str modifier + Rust Touch ability.  The 
  claw attacks are secondary attacks. 
  • 
  Rust Touch (Su): The touch of a Geshara causes 
  metal items to quickly rust and crumble into a red 
  dust. The Geshara need only make a touch attack 
  against the item. If the item is not worn or carried, 
  the destruction is automatic. If the Geshara touches 
  an item in a person's possession, the owner makes a 
  Fort DC 11 + Con modifier save or the item is 
  destroyed. Against constructs or creatures made of 
  metal or iron, the Geshara's rusting touch deals 2d8 
  damage. 
  • 
  Iron Curse (Su):  Due to its rust touch ability, a 
  Geshara cannot use items that are made of or 
  contain metal or steel parts. 
  • 
  Racial Languages.  Geshara can automatically 
  speak goblinoid, gnoll and bugbear.  They may 
  choose additional languages from elvin, dwarven 
  or Common. 
  • 
  Favored Class: Barbarian 
  • 
  Level Adjustment: +2. 
  Geshara worship Ziga, the queen of corruption.  A 
  priest of Ziga can choose two of the three domains of 
  Chaos, Destruction or Evil. 
   
  Geshara Bully 
  2HD Geshara Bar 5;hp: 62 
  S19 D13 C16 I10 W12 Ch6; Fort +8, Ref, +3, Will +3 
  Init: 
  +1 
  Move: 40 ft. 
  AC: 
  16 (+1 Dex, +5 hide armor +1), touch 11, flat 15  
  BAB/Grapple: +6/+10 
  Full Attack: 
  +1 
  stone 
  hand 
  axe 
  +9/+4 
  melee 
  (1d6+5;x2), rust touch +8 touch (Fort DC 
  14; rust touch) or 
   
  Bite +10 melee (1d6+4), 2 claws +5 melee 
  (1d4+2 + Fort DC 14;rust touch) 
  Special Att: 
  Rust touch 
  Special Qual: 
  Darkvision 
  60 
  ft., 
  fast 
  movement, 
  improved uncanny dodge, iron curse, rage 
  2x/day, trap sense +1, uncanny dodge 
  Skills: Intimidate +8, Jump +9, Listen +11, Spot +1, 
  Survival +6 
  Feats: Improved Sunder, Power Attack, Two-weapon 
  fighting 
  CR: 
  6 
  Gear: 
  +1 stone hand axe (2,301 gp), hide armor +1 
  (1,165 gp), potion of cure serious wounds (750 gp), 
  cloak of resistance +1 (1,000 gp) 
  Total:  5,216 gp (5,600 gp) 
  Rage (Ex): Twice per day, the geshara bully can gain a +4 
  bonus to Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a –2 penalty to 
  Armor Class. The increase in Constitution increases the 
  geshara bully’s hit points by 2 points per level, but these hit 
  points go away at the end of the rage when his Constitution 
  score drops back to normal. 
  A fit of rage lasts for a number of rounds equal to 3 
  + the character’s (newly improved) Constitution modifier. A 
  geshara bully may prematurely end his rage. At the end of 
  the rage, the geshara bully loses the rage modifiers and 
  restrictions and becomes fatigued (–2 penalty to Strength, –
  2 penalty to Dexterity, can’t charge or run) for the duration 
  of the current encounter  
  Uncanny Dodge (Ex): a geshara bully retains his Dexterity 
  bonus to AC (if any) even if he is caught flat-footed or 
  struck by an invisible attacker. However, he still loses his 
  Dexterity bonus to AC if immobilized. If a geshara bully 
  already has uncanny dodge from a different class, he 
  automatically gains improved uncanny dodge (see below) 
  instead. 
  Trap Sense (Ex): a geshara bully gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps.  
  Improved Uncanny Dodge (Ex): a geshara bully can no 
  longer be flanked. This defense denies a rogue the ability to 
  sneak attack the geshara bully by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has geshara bully levels. 
   
  
  Bestiary Nefarious 
  Page 191 of 478 – Stephen C. Klauk 
  Geshara Thug 
  2HD Geshara Bar 10;hp: 62 
  S22 D13 C16 I10 W12 Ch6; Fort +11, Ref, +5, Will +7 
  Init: 
  +1 
  Move: 40 ft. 
  AC: 
  18 (+1 Dex, +6 hide armor +2, +1 amulet of 
  natural armor +1), touch 11, flat 17  
  BAB/Grapple: +11/+17 
  Full Attack: 
  +2 stone hand axe +17/+12/+7 melee 
  (1d6+6;x2), rust touch +15 touch (Fort 
  DC 14; rust touch) or 
   
  Bite +17 melee (1d6+5), 2 claws +13 
  melee (1d4+2 + Fort DC 16;rust touch) 
  Special Att: 
  Rust touch 
  Special Qual: 
  Darkvision 60 ft., DR 2/-, fast movement, 
  improved uncanny dodge, iron curse, rage 
  3x/day, trap sense +3, uncanny dodge 
  Skills: Intimidate +13, Jump +20, Listen +16, Spot +1, 
  Survival +11 
  Feats: Ability Focus (Rust Touch), Improved Sunder, Iron 
  Will, Power Attack, Two-weapon fighting 
  CR: 
  11 
  Gear: 
  +2 stone hand axe (8,301 gp), hide armor +2 
  (4,165 gp), amulet of natural armor +1 (2,000 gp), 
  gauntlets of ogre power (4,000 gp), potion of cure 
  serious wounds (750 gp), cloak of resistance +1 
  (1,000 gp) 
  Total:  20,216 gp (21,000 gp) 
  Rage (Ex): Thrice per day, the geshara thug can gain a +4 
  bonus to Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a –2 penalty to 
  Armor Class. The increase in Constitution increases the 
  geshara thug’s hit points by 2 points per level, but these hit 
  points go away at the end of the rage when his Constitution 
  score drops back to normal. 
  A fit of rage lasts for a number of rounds equal to 3 
  + the character’s (newly improved) Constitution modifier. A 
  geshara thug may prematurely end his rage. At the end of 
  the rage, the geshara thug loses the rage modifiers and 
  restrictions and becomes fatigued (–2 penalty to Strength, –
  2 penalty to Dexterity, can’t charge or run) for the duration 
  of the current encounter  
  Uncanny Dodge (Ex): a geshara thug retains his Dexterity 
  bonus to AC (if any) even if he is caught flat-footed or 
  struck by an invisible attacker. However, he still loses his 
  Dexterity bonus to AC if immobilized. If a geshara thug 
  already has uncanny dodge from a different class, he 
  automatically gains improved uncanny dodge (see below) 
  instead. 
  Trap Sense (Ex): a geshara thug gains a +3 bonus on 
  Reflex saves made to avoid traps and a +3 dodge bonus to 
  AC against attacks made by traps.  
  Improved Uncanny Dodge (Ex): a geshara thug can no 
  longer be flanked. This defense denies a rogue the ability to 
  sneak attack the geshara thug by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has geshara thug levels. 
   
  Geshara Warlord 
  2HD Geshara Bar 15;hp: 174 
  S23 D13 C18 I10 W12 Ch6; Fort +16, Ref, +7, Will +9 
  Init: 
  +1 
  Move: 40 ft. 
  AC: 
  22 (+1 Dex, +10 dragonhide (adult red) 
  breastplate +5, +1 ring of protection +1), touch 
  11, flat 21  
  BAB/Grapple: +16/+22 
  Full Attack: 
  +2 stone hand axe +22/+17/+12/+7 melee 
  (1d6+6;x2), rust touch +20 touch (Fort 
  DC 14; rust touch) or 
   
  Bite +22 melee (1d6+5), 2 claws +20 
  melee (1d4+2 + Fort DC 16;rust touch) 
  Special Att: 
  Rust touch 
  Special Qual: 
  Darkvision 60 ft., DR 3/-, fast movement, 
  greater rage, improved uncanny dodge, 
  indomitable will, iron curse, rage 4x/day, 
  resistant to fire 18, trap sense +5, uncanny 
  dodge 
  Skills: Intimidate +18, Jump +25, Listen +21, Spot +1, 
  Survival +16 
  Feats: Ability Focus (Rust Touch), Improved Sunder, Iron 
  Will, Power Attack, Multiattack, Two-weapon 
  fighting 
  CR: 
  16 
  Gear: 
  +3 stone hand axe (18,301 gp), dragonhide (adult 
  red) breastplate +5 (25,350 gp), ring of protection 
  +1 (2,000 gp), belt of giant strength +4 (16,000 
  gp), amulet of health +2 (4,000 gp), potion of cure 
  serious wounds (750 gp), cloak of resistance +3 
  (9,000 gp) 
  Total:  75,216 gp (77,000 gp) 
  Greater Rage (Ex): Four times per day, the geshara 
  warlord can gain a +6 bonus to Strength, a +6 bonus to 
  Constitution, and a +3 morale bonus on Will saves, but he 
  takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the geshara warlord’s hit points by 2 
  points per level, but these hit points go away at the end of 
  the rage when his Constitution score drops back to normal. 
  A fit of rage lasts for a number of rounds equal to 3 
  + the character’s (newly improved) Constitution modifier. A 
  geshara warlord may prematurely end his rage. At the end of 
  the rage, the geshara warlord loses the rage modifiers and 
  restrictions and becomes fatigued (–2 penalty to Strength, –
  2 penalty to Dexterity, can’t charge or run) for the duration 
  of the current encounter  
  Uncanny Dodge (Ex): a geshara warlord retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. If a geshara 
  warlord already has uncanny dodge from a different class, 
  he automatically gains improved uncanny dodge (see below) 
  instead. 
  Trap Sense (Ex): a geshara warlord gains a +3 bonus on 
  Reflex saves made to avoid traps and a +3 dodge bonus to 
  AC against attacks made by traps.  
  Improved Uncanny Dodge (Ex): a geshara warlord can no 
  longer be flanked. This defense denies a rogue the ability to 
  sneak attack the geshara warlord by flanking him, unless the 
  
  Bestiary Nefarious  
  Page 192 of 478 – Stephen C. Klauk  
  attacker has at least four more rogue levels than the 
  target has geshara warlord levels. 
  Indomitable Will (Ex):  A geshara warlord gains a +4 on 
  Will saves to resist enchantment spells. 
   
  
  Bestiary Nefarious 
  Page 193 of 478 – Stephen C. Klauk 
  Geth   
  Large Dragon (Earth, Fire) 
  Hit Dice:  
  10d12+40 (105 hp)  
  Initiative:  
  +4 (0 Dex, +4 Improved Initiative)  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (average), 
  burrow 10 ft. (2 squares)  
  Armor Class:  
  19 (-1 size, +10 natural), touch 9, flat 19  
  BAB/Grapple:  +10/+21  
  Attack:  
  Bite +16 melee (1d8 +7)  
  Full Attack:  
  Bite +16 melee (1d8 +7) and 2 claw +11 
  melee (1d6 +3) and tail +11 melee (1d8 
  +3)  
  Space/Reach:  
  10-ft./5 ft.  
  Length: 
  8 ft. + 3d6 in. (8 ft. 10 in.) 
  Weight: 
  700 lbs. + 2d6 x 25 lbs. (875 lbs.) 
  Special Att:  
  Breath weapon, fear aura, improved grab, 
  swallow whole  
  Special Qual: 
  Blindsense 30 feet, DR 10/-, darkvision 
  60 ft., dragon traits, low-light vision, 
  scent, spell resistance 20  
  Saves:  
  Fort +11, Ref +9, Will +9  
  Abilities:  
  S25 D10 C19 I10 W15 Ch19 
  Skills:  
  Climb 
  +20, 
  Hide 
  -4, 
  Knowledge 
  (geography) +13, Listen +17, Sense 
  Motive +15, Spot +17, Survival +15 
  Feats:  
  Alertness, Improved Initiative, Lightning 
  Reflexes, Power Attack, TrackB  
  Environment:  Any land  
  Organization:  Solitary, or Pair  
  CR:  
  9  
  Treasure:  
  None  
  Alignment:  
  Always chaotic neutral  
  Advancement:  11-20 HD (Large); 21-30 HD (Huge)  
  Level Adj:  
  -  
  This long, snake-like reptilian beast is covered 
  in arrowhead-shaped brown scales. A forked 
  tongue flickers from between its toothy lips, 
  and licks of flame swell from its nostrils. The 
  creature bears an enormous pair of bat-like 
  wings, which it unfurls as it rises up to hiss at 
  you.  
   
  Geth are treasure hoarders, dwelling deep in caves 
  and rising to the surface only to plunder and feed. Their 
  appetite for both precious objects and fresh flesh is 
  enormous, and they can lay entire towns low in one orgy of 
  eating and stealing.  
  Geth speak Draconic, Ignan and Terran.  
   
  Combat 
  Geth often slink towards opponents on the ground, 
  rushing forth in a charge as they close. Geth prefer to attack 
  with claw and tooth, saving their breath weapon against 
  buildings or large groups of foes (usually twenty or more).  
  Geth dislike fighting in or from on wing, and will 
  generally only use their flight to flee a combat gone bad, or 
  to reach a town or other edifice far away. If attacked while 
  flying, most Geth will immediately land and continue the 
  fight on the ground.  
  Breath Weapon (Su): A Geth can breathe a line of fire 60 
  feet long once every 1d4+1 rounds.  The fire deals 5d6 
  damage, half if a Reflex DC 19 save is successful. 
  Fear Aura (Su): The use of this ability is a free action. The 
  Geth can cause panic in those of 10 HD or less who fail the 
  Will DC 19 save against its fear.  Creatures with 10 or more 
  hit dice who fail the save are merely shaken. 
  Improved Grab (Ex): If a geth hits a medium-sized or 
  smaller opponent with its bite, it deals normal damage and 
  attempts to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is required. 
  Swallow Whole (Ex): If a Geth begins its turn with an 
  opponent held in its mouth (see Improved Grab), it can 
  attempt a new grapple check (as though attempting to pin 
  the opponent). If it succeeds, it swallows its prey, and the 
  opponent takes bite damage. A swallowed creature is 
  considered to be grappled, while the creature that did the 
  swallowing is not. A swallowed creature can try to cut its 
  way free with any light slashing or piercing weapon by 
  dealing 15 hit points of damage to the AC 15 interior. If the 
  swallowed creature escapes the grapple, success puts it back 
  in the attacker’s mouth, where it may be bitten or swallowed 
  again.   A geth can hold one medium-sized, two small, four 
  tiny, eight diminutive or sixteen fine creatures in its gullet. 
  A dragon possesses the following traits.  
  • Immunity to magic sleep effects and paralysis 
  effects.  
  Fire Subtype: A creature with the fire subtype has 
  immunity to fire. It has vulnerability to cold, which means it 
  takes half again as much (+50%) damage as normal from 
  cold, regardless of whether a saving throw is allowed, or if 
  the save is a success or failure.  
   
  Geth on Amberos 
  Geth are thought to be the direct offspring of the 
  ancient dragon Guaradrell. Though they are as intelligent as 
  humans, they are feral by dragon standards, and hated as 
  deformed creatures by true dragons.  
  Geth are usually found in areas near the Wyvern 
  Sea of the Forna Sea on the east end of Amberos.  There are 
  tales, however, of the beasts being encountered in the 
  valleys of the Crystalmire Mountains, and one legendary 
  account of an encounter with a Geth in the Shovnov Coast. 
  
  Bestiary Nefarious  
  Page 194 of 478 – Stephen C. Klauk  
  Gnomling   
  Small Humanoid (Gnome, Halfling) 
  Hit Dice:  
  1d8+2 (6 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  14 (+1 size, +1 Dex, +2 leather armor), 
  touch 12, flat 13  
  BAB/Grapple:  +1/-4  
  Attack:  
  Short sword +3 melee (1d4-1;19-20/x2)  
  Full Attack:  
  Short sword +3 melee (1d4-1;19-20/x2) or 
  dart +3 ranged (1d2-1)  
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  2 ft. + 3d4 in. (2 ft. 7 in.) 
  Weight: 
  25 lbs. + 2d4 x 3 lbs. (40 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Gnomling traits, low-light vision  
  Saves:  
  Fort +2, Ref +2, Will -1  
  Abilities:  
  S9 D13 C12 I9 W10 Ch8 
  Skills:  
  Balance +1, Climb +0, Craft (Alchemy) 
  +4, Escape Artist +1, Hide +5, Jump -6, 
  Listen +2, Move Silently +2, Spot +0, 
  Swim -1 
  Feats:  
  Weapon Finesse 
  Environment:  Any land  
  Organization:  Solitary, Gang (2-5), Squad (5-20), or 
  Band (20-40)  
  CR:  
  1  
  Treasure:  
  None  
  Alignment:  
  Often chaotic good  
  Advancement:  By character class  
  Level Adj:  
  +0 
  This small, bearded fellow is quick and agile, 
  dressed in clothes that seem to blend in with 
  his surroundings. He is armed with a short 
  sword and a bandolier of darts.  
  Gnomlings are a racial mix of gnomes and 
  halflings. For many generations the two races got along 
  well, and intermarriage between the two races was not 
  unheard of. After several such generations of intermixing, 
  the gnomlings emerged as a true race. Gnomlings tend to be 
  jolly, forward folk who have no love of evil or tyrants. They 
  are quick to state their opinion, and quite willing to make 
  the life of the wicked a miserable existence.  
  Gnomlings speak Common, gnome and halfling. 
  They often also learn the language of dwarves, elves, 
  goblins, kobolds and burrowing mammals.  
   
  Combat 
  Gnomlings tend to fight in groups, and often strike 
  from ambush. Despite their small size and generally jovial 
  demeanor, they can be cruel combatants, are many are 
  willing to use every advantage to take down foes that are 
  often much bigger than they are. Gnomlings, like their 
  gnomish cousins, often find themselves in conflict with 
  kobolds and goblins, and have developed a myriad number 
  of tactics to deal with these creatures.  
   
  The gnomling warrior presented above had the 
  following stats before racial modifiers.  Str 11, Dex 13, Con 
  12, Int 9, Wis 10, Cha 8 
   
  Gnomling traits (Ex): Gnomlings have the following traits. 
  • 
   Base Speed 20 feet. 
  • 
  Small Size.  A Small character gets a +1 size bonus 
  to Armor Class, a +1 size bonus on attack rolls, and 
  a +4 size bonus on Hide checks. 
  • 
  Str –2.  As small creatures, gnomlings are 
  generally physically weaker than most other 
  species. 
  • 
  Low-Light Vision: A gnomling can see twice as 
  far as a human in starlight, moonlight, torchlight, 
  and similar conditions of poor illumination. He 
  retains the ability to distinguish color and detail 
  under these conditions. 
  • 
   +1 racial bonus on saving throws against 
  illusions. 
  
  Bestiary Nefarious 
  Page 195 of 478 – Stephen C. Klauk 
  • 
  +4 dodge bonus to Armor Class against 
  monsters of the giant type. Any time a creature 
  loses its Dexterity bonus (if any) to Armor Class, 
  such as when it’s caught flat, it loses its dodge 
  bonus, too. 
  • 
   +2 racial bonus on Listen checks. 
  • 
  +1 racial bonus on Craft (alchemy) checks. 
  • 
  +1 racial bonus on Climb, Jump, and Move 
  Silently checks. 
  • 
  +1 morale bonus on saving throws against fear. 
    
  Gnomling Society 
  Gnomlings usually live in communities between 
  halfling and gnomish communities. It is rare for gnomling 
  communities to not have a true gnome or halfling leader, as 
  they tend to defer to their "father" races in most matters.  
  Gnomlings 
  usually 
  practice 
  agricultural 
  or 
  craftsman skills, and are rarely miners. They prefer homes 
  and dwellings either in woodland glades and or just under 
  the surface of the earth. It is often difficult for non-
  gnomlings to find gnomling communities, as they are often 
  so well blended in with their surroundings that in time of 
  danger, they can seem to almost disappear without a trace.  
  Gnomling males often indulge themselves with 
  manual labor, and it is Common for young males to be 
  apprenticed to a master craftsman or study under their own 
  fathers (in the case of agriculture) to learn a trade.  
  While females are often found doing household 
  chores, many females are skilled seamstresses, potters or 
  otherwise well trained in an art or craft of some sort.  
  Both male and female gnomlings have been known 
  to take up the art of war, but generally do not do so lightly. 
  Gnomlings are much more likely to take to fighting to 
  protect their home or community rather than seek treasure 
  and glory, for example.  
   
  Gnomlings on Amberos 
   
  The goddess Discoff blessed the unions of several 
  gnome and Halfling marriages during the Elvin Golden Age, 
  creating the race of Gnomlings. 
   
  Most gnomling communities on Amberos can 
  actually be found in the Hawk Lands and Hawklord, with a 
  smattering in the land of Llinn. 
   
  Gnomling as Characters 
   
  Generally even more outgoing than their cousins, 
  gnomlings often enter a stage of wanderlust in their earlier 
  years before retiring to their original community, or an 
  adopted community they encounter in later life. 
   
  Gnomlings have the following abilities. 
  • 
  Base Speed 20 feet. 
  • 
  Small Size.  A Small character gets a +1 size bonus 
  to Armor Class, a +1 size bonus on attack rolls, and 
  a +4 size bonus on Hide checks. 
  • 
  Str –2.  As small creatures, gnomlings are 
  generally physically weaker than most other 
  species. 
  • 
  Low-Light Vision: A gnomling can see twice as 
  far as a human in starlight, moonlight, torchlight, 
  and similar conditions of poor illumination. He 
  retains the ability to distinguish color and detail 
  under these conditions. 
  • 
   +1 racial bonus on saving throws against 
  illusions. 
  • 
  +4 dodge bonus to Armor Class against 
  monsters of the giant type. Any time a creature 
  loses its Dexterity bonus (if any) to Armor Class, 
  such as when it’s caught flat, it loses its dodge 
  bonus, too. 
  • 
   +2 racial bonus on Listen checks. 
  • 
  +1 racial bonus on Craft (alchemy) checks. 
  • 
  +1 racial bonus on Climb, Jump, and Move 
  Silently checks. 
  • 
  +1 morale bonus on saving throws against fear. 
  • 
  Automatic Languages: Common and Gnome. 
  Bonus Languages: Draconic, Dwarven, Elvin, 
  Giant, Goblin, and Orc. In addition, a gnomling 
  can speak with a burrowing mammal (a badger, 
  fox, rabbit, or the like, see below). This ability is 
  innate to gnomlings. See the speak with animals 
  spell description. 
  • 
  Favored Class: Druid 
  • 
  Level Adj: +0 
  Gnomlings normally worship Discoff, the Rogue.  
  Clerics of Discoff can choose two of the three domains of 
  Chaos, Good or Trickery.  However, gnomlings are rarely 
  clerics of Discoff and instead tend have a bend toward 
  nature, become druids instead of clerics. 
   
  
  Bestiary Nefarious  
  Page 196 of 478 – Stephen C. Klauk  
  Gnomling Anklebiter 
  Gnomling Rog 3/Drd 3;hp: 36 
  S11 D15 C14 I10 W13 Ch8; Fort +6, Ref +6, Will +5 
  Init: 
  +6 
  Move: 20 ft. 
  AC: 
  17 (+1 size, +2 Dex, +3 leather armor +1, +1 
  amulet of natural armor +1), touch 13, 
  flat 15 
  BAB/Grapple: +4/+0 
  Full Attack: 
  +1 sickle +7 melee (1d4+1) or sling +7 
  ranged (1d3) 
  Special Att: 
  sneak attack +2d6 
  Special Qual: 
  evasion, gnomling traits, nature sense, 
  trackless step, trapfinding, trap sense +1, 
  wild empathy, woodland stride 
  Skills: Climb +6, Concentration +5, Craft (Trapmaking) 
  +6, Diplomacy +2, Disguise +5, Escape Artist +8, 
  Hide +14, Jump +0, Knowledge (Nature) +5, 
  Listen +1, Move Silently +10, Spot +7, Survival +6 
  Feats: Improved Initiative, Stealthy, Weapon Finesse 
  CR: 
  6 
  Gear: 
  +1 sickle (2,306 gp), sling, leather armor +1 
  (1,160 gp), amulet of natural armor +1 (2,000 gp) 
  Total:  5,466 gp (5,600 gp) 
  Evasion (Ex): If a gnomling anklebiter makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, she instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Nature Sense (Ex): A gnomling anklebiter gains a +2 
  bonus on Knowledge (nature) and Survival checks. 
  Trackless Step (Ex): A gnomling anklebiter leaves no trail 
  in natural surroundings and cannot be tracked. She may 
  choose to leave a trail if so desired. 
  Trap Sense (Ex): A gnomling anklebiter gains an intuitive 
  sense that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. 
  Wild Empathy (Ex): Check 1d20+3; Influence animals 
  Woodland Stride (Ex): A gnomling anklebiter may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at her normal 
  speed and without taking damage or suffering any other 
  impairment. However, thorns, briars, and overgrown areas 
  that have been magically manipulated to impede motion still 
  affect her. 
   
  Typical Druid Spell List 
  (4/3/1; CL 3; Spell DC 12 + Spell Level) 
  0:  Cure Minor Wounds, Detect Magic, Flare, Resistance 
  1st:  Entangle, Longstrider, Produce Flame 
  2nd:  Flaming Sphere 
   
  Badger Animal Companion: CR -; LA —; Small animal; HD 
  3d8+6; hp 19; Init +4; Spd 30 ft., burrow 10 ft.; AC 15 (+1 size, +3 
  Dex, +3 natural), touch 14, flat-footed 12; Base Atk +2; Grp –3; 
  Atk Claw +7 melee (1d2–1); Full Atk 2 claws +7 melee (1d2–1) 
  and bite +2 melee (1d3–1); Space/Reach 5 ft./5 ft.; SA rage; SQ 
  evasion, link, low–light vision, scent, share spells; AL (Always) N; 
  SV Fort +5, Ref +7, Will +2; Str 9, Dex 18, Con 15, Int 2, Wis 12, 
  Cha 6. 
  Skills and Feats: Escape Artist +10, Listen +5, Spot +5; Alertness, 
  TrackB, Weapon FinesseB. B = Bonus Feat. (A badger has a +4 
  racial bonus on Escape Artist checks.) 
  Rage (Ex): A badger that takes damage in combat flies into a 
  berserk rage on its next turn, clawing and biting madly until either 
  it or its opponent is dead. It gains +4 to Strength, +4 to 
  Constitution, and –2 to Armor Class. The creature cannot end its 
  rage voluntarily. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
   
  
  Bestiary Nefarious 
  Page 197 of 478 – Stephen C. Klauk 
  Gnomling Thorn 
  Gnomling Rog 6/Drd 6;hp: 72 
  S11 D15 C14 I10 W17 Ch8; Fort +9, Ref +9, Will +10 
  Init: 
  +6 
  Move: 20 ft. 
  AC: 
  17 (+1 size, +2 Dex, +3 leather armor +1, +1 
  amulet of natural armor +1), touch 13, 
  flat 15 
  BAB/Grapple: +8/+4 
  Full Attack: 
  +1 sickle +12/+7 melee (1d4+1) or 
   
  Mw shortbow +12/+7 ranged (1d4) 
  Special Att: 
  sneak attack +3d6 
  Special Qual: 
  evasion, gnomling traits, nature sense,  
  resist 
  nature’s 
  lure, 
  trackless 
  step, 
  trapfinding, trap sense +2, uncanny dodge, 
  wild 
  empathy, 
  wild 
  shape 
  2x/day, 
  woodland stride 
  Skills: Climb +9, Concentration +8, Craft (Trapmaking) 
  +12, Diplomacy +5, Disguise +5, Escape Artist 
  +11, Hide +20, Jump +3, Knowledge (Nature) +8, 
  Listen +5, Move Silently +13, Spot +11, Survival 
  +11 
  Feats: Improved Initiative, Natural Spell, Skill Focus 
  (Hide), Stealthy, Weapon Finesse 
  CR: 
  12 
  Gear: 
  +2 sickle (8,306 gp), mw shortbow (330 gp), 
  leather armor +3 (9,160 gp), amulet of natural 
  armor +1 (2,000 gp), periapt of wisdom +2 (4,000 
  gp), wand of cure serious wounds (10 charges) 
  (2,250 gp) 
  Total:  26,046 gp (27,000 gp) 
  Evasion (Ex): If a gnomling thorn makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, she instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Nature Sense (Ex): A gnomling thorn gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
  Trackless Step (Ex): A gnomling thorn leaves no trail in 
  natural surroundings and cannot be tracked. She may choose 
  to leave a trail if so desired. 
  Trap Sense (Ex): A gnomling thorn gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps. 
  Wild Empathy (Ex): Check 1d20+5; Influence animals 
  Woodland Stride (Ex): A gnomling thorn may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at her normal 
  speed and without taking damage or suffering any other 
  impairment. However, thorns, briars, and overgrown areas 
  that have been magically manipulated to impede motion still 
  affect her. 
   
  Typical Druid Spell List 
  (5/4/4/3; CL 6; Spell DC 13 + Spell Level) 
  0:  Cure Minor Wounds, Detect Magic, Flare, Resistance, 
  Virtue 
  1st:  Entangle, Longstrider, Obscuring Mist, Produce Flame 
  2nd:  Barkskin, Flaming Sphere, Spider Climb 
  3rd:  Call Lightning, Greater Magic Fang, Protection from 
  Energy 
   
  Badger Animal Companion: CR -; LA —; Small animal; HD 
  5d8+10; hp 32; Init +4; Spd 30 ft., burrow 10 ft.; AC 17 (+1 size, 
  +3 Dex, +5 natural), touch 14, flat-footed 12; Base Atk +3; Grp –3; 
  Atk Claw +9 melee (1d2); Full Atk 2 claws +9 melee (1d2) and 
  bite +3 melee (1d3); Space/Reach 5 ft./5 ft.; SA rage; SQ devotion, 
  evasion, link, low–light vision, scent, share spells; AL (Always) N; 
  SV Fort +6, Ref +8, Will +2*; Str 10, Dex 19, Con 15, Int 2, Wis 
  12, Cha 6. 
  Skills and Feats: Escape Artist +12, Listen +5, Spot +5; Alertness, 
  TrackB, Weapon FinesseB, Weapon Focus (Claws). B = Bonus 
  Feat. (A badger has a +4 racial bonus on Escape Artist checks.) 
  Evasion (Ex): If an animal companion is subjected to an attack 
  that normally allows a Reflex saving throw for half damage, it 
  takes no damage if it makes a successful saving throw. 
  Devotion (Ex): An animal companion gains a +4 morale bonus on 
  Will saves against enchantment spells and effects. 
  Rage (Ex): A badger that takes damage in combat flies into a 
  berserk rage on its next turn, clawing and biting madly until either 
  it or its opponent is dead. It gains +4 to Strength, +4 to 
  Constitution, and –2 to Armor Class. The creature cannot end its 
  rage voluntarily. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
   
  
  Bestiary Nefarious  
  Page 198 of 478 – Stephen C. Klauk  
  Gnomling Thicket Warrior 
  Gnomling Rog 6/Drd 12;hp: 72 
  S11 D15 C14 I10 W22 Ch8; Fort +12, Ref +11, Will +14 
  Init: 
  +6 
  Move: 20 ft. 
  AC: 
  20 (+1 size, +2 Dex, +6 wild leather armor +4, +1 
  amulet of natural armor +1), touch 13, 
  flat 18 
  BAB/Grapple: +13/+9 
  Full Attack: 
  +4 sickle +20/+15/+10 melee (1d4+4) or 
  +1 
  composite 
  shortbow 
  +17/+12/+7 
  ranged (1d4+1) 
  Special Att: 
  sneak attack +3d6 
  Special Qual: 
  evasion, gnomling traits, nature sense, 
  resist 
  nature’s 
  lure, 
  trackless 
  step, 
  trapfinding, trap sense +2, uncanny dodge, 
  venom immunity, wild empathy, wild 
  shape 
  4x/day 
  (Large, 
  Tiny, 
  Plant), 
  woodland stride 
  Skills: Climb +9, Concentration +14, Craft (Trapmaking) 
  +12, Diplomacy +13, Disguise +5, Escape Artist 
  +11, Hide +20, Jump +3, Knowledge (Nature) +14, 
  Listen +8, Move Silently +13, Spot +15, Survival 
  +20 
  Feats: Improved Initiative, Natural Spell, Skill Focus 
  (Hide), Silent Spell, Stealthy, Still Spell, Weapon 
  Finesse 
  CR: 
  18 
  Gear: 
  +4 sickle (32,306 gp), +2 composite shortbow 
  (8,375 gp), wild leather armor +4 (49,160 gp), 
  amulet of natural armor +1 (2,000 gp), periapt of 
  wisdom +6 (36,000 gp), wand of cure serious 
  wounds (9 charges) (2,025 gp), Spellstaff w/ 
  Summon Nature’s Ally VI, Liveoak cast at domicile 
  (6 days remaining), 5 snares around domicile 
  Total:  129,866 gp (130,000 gp) 
  Evasion (Ex): If a gnomling thicket warrior makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, she 
  instead takes no damage. A helpless rogue does not gain the 
  benefit of evasion. 
  Nature Sense (Ex): A gnomling thicket warrior gains a +2 
  bonus on Knowledge (nature) and Survival checks. 
  Trackless Step (Ex): A gnomling thicket warrior leaves no 
  trail in natural surroundings and cannot be tracked. She may 
  choose to leave a trail if so desired. 
  Trap Sense (Ex): A gnomling thicket warrior gains an 
  intuitive sense that alerts her to danger from traps, giving 
  her a +2 bonus on Reflex saves made to avoid traps and a 
  +2 dodge bonus to AC against attacks made by traps. 
  Wild Empathy (Ex): Check 1d20+11; Influence animals 
  Woodland Stride (Ex): A gnomling thicket warrior may 
  move through any sort of undergrowth (such as natural 
  thicket warriors, briars, overgrown areas, and similar 
  terrain) at her normal speed and without taking damage or 
  suffering any other impairment. However, thorns, briars, 
  and overgrown areas that have been magically manipulated 
  to impede motion still affect her. 
   
  Typical Druid Spell List 
  (6/7/6/5/4/4/3; CL 6; Spell DC 13 + Spell Level) 
  0:  Cure Minor Wounds, Detect Magic, Flare, Guidance, 
  Resistance, Virtue 
  1st:  Calm Animals, Charm Animal, Entangle, Goodberry, 
  Longstrider,  Produce Flame 
  2nd:  Barkskin, Bull’s Strength, Fog Cloud, Flaming Sphere, 
  Spider Climb 
  3rd:   Greater Magic Fang, Protection from Energy, Meld 
  into Stone, Snare, Wind Wall 
  4th:  Dispel Magic, Rusting Grasp, Scrying, Silent Call 
  Lightning 
  5th:  Call Lightning Storm, Tree Stride, Silent Flame Strike. 
  Silent Still Call Lightning 
  6th:  Antilife Shell, Fire Seeds, Silent Baleful Polymorph 
   
  Badger Animal Companion: CR -; LA —; Small animal; HD 
  9d8+18; hp 58; Init +4; Spd 30 ft., burrow 10 ft.; AC 25 (+1 size, 
  +5 Dex, +9 natural), touch 16, flat-footed 20; Base Atk +6; Grp 
  +3; Atk Claw +13 melee (1d2+1); Full Atk 2 claws +13 melee 
  (1d2+1) and bite +10 melee (1d3); Space/Reach 5 ft./5 ft.; SA 
  rage; SQ devotion, evasion, link, low–light vision, scent, share 
  spells; AL (Always) N; SV Fort +6, Ref +8, Will +2*; Str 12, Dex 
  21, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Escape Artist +12, Listen +7, Spot +7; Alertness, 
  Combat Reflexes, Dodge, Multiattack, TrackB, Weapon FinesseB, 
  Weapon Focus (Claws). B = Bonus Feat. (A badger has a +4 racial 
  bonus on Escape Artist checks.) 
  Evasion (Ex): If an animal companion is subjected to an attack 
  that normally allows a Reflex saving throw for half damage, it 
  takes no damage if it makes a successful saving throw. 
  Devotion (Ex): An animal companion gains a +4 morale bonus on 
  Will saves against enchantment spells and effects. 
  Rage (Ex): A badger that takes damage in combat flies into a 
  berserk rage on its next turn, clawing and biting madly until either 
  it or its opponent is dead. It gains +4 to Strength, +4 to 
  Constitution, and –2 to Armor Class. The creature cannot end its 
  rage voluntarily. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
  
  Bestiary Nefarious 
  Page 199 of 478 – Stephen C. Klauk 
  Golem, General 
  Golems are magically created automatons of great 
  power. Constructing one involves the employment of 
  mighty magic and elemental forces. 
  The animating force for a golem is a spirit from the 
  Elemental Plane of Earth. The process of creating the golem 
  binds the unwilling spirit to the artificial body and subjects 
  it to the will of the golem’s creator. 
   
  Combat 
  Golems are tenacious in combat and prodigiously 
  strong as well. Being mindless, they do nothing without 
  orders from their creators. They follow instructions 
  explicitly and are incapable of any strategy or tactics. They 
  are emotionless in combat and cannot be provoked. 
  A golem’s creator can command it if the golem is 
  within 60 feet and can see and hear its creator. If 
  uncommanded, a golem usually follows its last instruction 
  to the best of its ability, though if attacked it returns the 
  attack. The creator can give the golem a simple command to 
  govern its actions in his or her absence. The golem’s creator 
  can order the golem to obey the commands of another 
  person (who might in turn place the golem under someone 
  else’s control, and so on), but the golem’s creator can 
  always resume control over his creation by commanding the 
  golem to obey him alone. 
  Immunity to Magic (Ex): Golems have immunity to most 
  magical and supernatural effects, except when otherwise 
  noted. 
  A construct possesses the following traits.  
  • No Constitution score.  
  • Immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale 
  effects).  
  • Immunity to poison, sleep effects, paralysis, 
  stunning, disease, death effects, and necromancy 
  effects.  
  • Cannot heal damage on their own, but often can 
  be repaired by exposing them to a certain kind of 
  effect (see the creature's description for details) or 
  through the use of the Craft Construct feat. A 
  construct with the fast healing special quality still 
  benefits from that quality.  
  • Not subject to critical hits, nonlethal damage, 
  ability damage, ability drain, fatigue, exhaustion, 
  or energy drain.  
  • Immunity to any effect that requires a Fortitude 
  save (unless the effect also works on objects, or is 
  harmless).  
  • Not at risk of death from massive damage. 
  Immediately destroyed when reduced to 0 hit 
  points or less.  
  • Since it was never alive, a construct cannot be 
  raised or resurrected.  
  • Constructs do not eat, sleep, or breathe. 
   
  Construction 
  The cost to create given for each golem includes 
  the cost of the physical body and all the materials and spell 
  components that are consumed or become a permanent part 
  of the golem. Creating a golem is essentially similar to 
  creating any sort of magic item. However, a golem’s body 
  includes costly material components that may require some 
  extra preparation. The golem’s creator can assemble the 
  body or hire someone else to do the job. The builder must 
  have the appropriate skill, which varies with the golem 
  variety. 
  Completing the golem’s creation drains the 
  appropriate XP from the creator and requires casting any 
  spells on the final day. 
  The creator must cast the spells personally, but 
  they can come from outside sources, such as scrolls. 
  The characteristics of a golem that come from its 
  nature as a magic item (caster level, prerequisite feats and 
  spells, market price, cost to create) are given in summary 
  form at the end of each golem’s description. 
  Note: The market price of an advanced golem (a golem with 
  more Hit Dice than the typical golem described in each 
  entry) is increased by 5,000 gp for each additional Hit Die, 
  and increased by an additional 50,000 gp if the golem’s size 
  increases. The XP cost for creating an advanced golem is 
  equal to 1/25 the advanced golem’s market price minus the 
  cost of the special materials required. 
   
   
  
  Bestiary Nefarious  
  Page 200 of 478 – Stephen C. Klauk  
  Briar Golem 
  Large Construct 
  Hit Dice: 
  6d10+30 (63 hp) 
  Initiative: 
  +0 
  Speed: 
  20 ft. (4 squares) (can't run) 
  AC: 
  12 (-1 size, +3 natural), touch 9, flat 12 
  BAB/Grapple: +4/+13 
  Attack: 
  Thorny slam +8 melee (1d8+5) 
  Full Attack: 
  2 Thorny slam +8 melee (1d8+5) and 
  maw +3 melee (2d6+2) 
  Space/Reach: 
  10-ft./10 ft. 
  Height: 
  9 ft. 
  Weight: 
  350 lbs. 
  Special Att: 
  Constrict, improved grab, swallow 
  Special Qual: 
  Blindsight, 
  construct 
  traits, 
  DR 
  10/slashing, darkvision 60 ft., fast healing 
  4, low-light vision 
  Saves: 
  Fort +2, Ref +2, Will +2 
  Abilities: 
  S21 D11 C - I - W10 C1 
  Skills: 
  - 
  Feats: 
  - 
  Environment: 
  Temperate forests 
  Organization: 
  Solitary, or Brood (2-5) 
  CR: 
  5 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 7-12 HD (Large); 13-18 HD 
  Level Adj: 
  - 
  This massive, walking form appears to be 
  nothing more than a bramble bush with a 
  slightly 
  humanoid 
  shape 
  and 
  maw-like 
  depression in its massive chest.  
  Briar golems are created by druids as long-term 
  defenders of the wilderness or sacred areas. They rarely 
  accompany druids on missions or tasks and are generally 
  assigned to protect or patrol a specified area. Briar golems, 
  like most golems, perform their tasks unfailingly, with a 
  simplistic approach to getting the job done. Meaning, 
  usually to attack and destroy intruders or drive them off.  
   
  Combat 
  A Briar golem usually rushes towards a foe, 
  swinging its barbed fists at opponents. Once in melee, it will 
  usually attempt to catch and crush or devour its opponents. 
  Those devoured by a Briar golem can often count 
  themselves lucky if they are not truly foes of the wilderness 
  they have wandered into as Briar golems will often take 
  engulfed opponents back to the druid who made it.  
  Constrict (Ex): A briar golem can crush an opponent, 
  dealing bludgeoning damage, after making a successful 
  grapple check. It deals constriction damage in addition to 
  damage 
  dealt 
  by 
  the 
  weapon 
  used 
  to 
  grab.  
  Improved Grab (Ex): If a briar golem hits a medium-sized 
  or smaller creature with its thorny slam or maw, it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. No initial 
  touch attack is required. Unless otherwise noted, improved 
  grab works only against opponents at least one size category 
  smaller than the creature. The creature has the option to 
  conduct the grapple normally, or simply use the part of its 
  body it used in the improved grab to hold the opponent. If it 
  chooses to do the latter, it takes a –20 penalty on grapple 
  checks, but is not considered grappled itself; the creature 
  does not lose its Dexterity bonus to AC, still threatens an 
  area, and can use its remaining attacks against other 
  opponents. When a creature gets a hold after an improved 
  grab attack, it pulls the opponent into its space. This act 
  does not provoke attacks of opportunity. It can even move 
  (possibly carrying away the opponent), provided it can drag 
  the opponent’s weight. 
  Swallow Whole (Ex): If a briar golem begins its turn with 
  an opponent held in its mouth (see Improved Grab), it can 
  attempt a new grapple check (as though attempting to pin 
  the opponent). If it succeeds, it swallows its prey, and the 
  opponent takes bite damage. A swallowed creature is 
  considered to be grappled, while the creature that did the 
  swallowing is not. A swallowed creature can try to cut its 
  way free with any light slashing weapon by dealing 15 
  points to the AC 11 interior, or it can just try to escape the 
  grapple. If the swallowed creature escapes the grapple, 
  success puts it back in the attacker’s mouth, where it may be 
  bitten or swallowed again. 
  Fast Healing (Ex): A briar golem regains hit points at an 
  exceptionally fast rate. Except where noted here, fast 
  healing is just like natural healing. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to 
  be reattached.  
   
   Creating a Briar Golem 
   
  A briar golem is created from a briar bush that is at 
  least 9 years old.  Cultivating the bush properly requires a 
  DC 20 Profession (Gardener) or a DC 20 Craft 
  (Woodworking) skill check. 
  CL 9; Craft Construct, Command Plants, Spike Growth, 
  caster must be at least 9th level; Price 14,000 gp; Cost 7,000 
  gp + 430 XP. 
   
  Briar Golems on Amberos 
   
  The secret to the creation of briar golems was 
  known even to the ancient elves of the Evanthium Coridium 
  before even the rise of the Elvin Golden Age.  Briar golems 
  are Commonly employed by druidic circles to protect sacred 
  groves, tombs and treasure cache, and they can be found in 
  practically any area of Amberos, even in desert areas of the 
  east. 
   
  
  Bestiary Nefarious 
  Page 201 of 478 – Stephen C. Klauk 
  Fellroot Golem 
  Large Construct  
  Hit Dice: 
  7d10+30 (68 hp) 
  Initiative: 
  +1 (+1 Dex) 
  Speed: 
  30 ft. (6 squares) (can't run) 
  AC: 
  17 (-1 size, +1 Dex, +7 natural), touch 10, 
  flat 16 
  BAB/Grapple: +5/+14 
  Attack: 
  Slam +9 melee (1d6+5) 
  Full Attack: 
  4 Slam +9 melee 
  Space/Reach: 
  10-ft./15 ft 
  Height: 
  10 ft. 
  Weight: 
  400 lbs. 
  Special Att: 
  Constrict, improved grab 
  Special Qual: 
  Construct 
  traits, 
  DR 
  10/magic 
  +2, 
  darkvision 60 ft., low-light vision, spell 
  Saves: 
  Fort +2, Ref +3, Will +2 
  Abilities: 
  S20 D12 C- I- W10 Ch1 
  Skills: 
  - 
  Feats: 
  - 
  Environment: 
  Temperate forests 
  Organization: 
  Solitary 
  CR: 
  6 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 8-14 HD (Large); 15-21 HD  (Huge) 
  Level Adj: 
  - 
  This collection of branches, tree roots and 
  leaves towers at least seven feet tall. Despite 
  its enormous form, the creature seems to react 
  quickly to your presence, shuffling into a 
  battle-ready pose as four massive tree limbs 
  prepare to strike.  
  A fellroot golem is a druidic creation designed for 
  combat. Made of broken branches, fallen leaves and the 
  roots of dead trees, they are generally employed by druids 
  against incursions or other large-scale attacks.  
   
  Combat 
  A fellroot golem is generally under the command 
  of a druid and will perform as ordered, if simply. If left to 
  fend for themselves, they generally await an enemy to 
  approach, then enwrap a limb about the victim and crush it 
  to death. If a fellroot golem senses it has the advantage, it 
  will sometimes rumble forward to engage the enemy, 
  attempting to catch and squeeze as many victims as it can.  
  Constrict (Ex): A fellroot golem can crush an opponent for 
  1d6+7 bludgeoning damage, after making a successful 
  grapple check in addition to damage dealt by the slam 
  attack.  
  Improved Grab (Ex): If a fellroot golem hits a medium-
  sized opponent or smaller with a slam attack, it deals normal 
  damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity. No initial touch 
  attack is required. The fellroot golem has the option to 
  conduct the grapple normally, or simply use the part of its 
  body it used in the improved grab to hold the opponent. If it 
  chooses to do the latter, it takes a –20 penalty on grapple 
  checks, but is not considered grappled itself; the creature 
  does not lose its Dexterity bonus to AC, still threatens an 
  area, and can use its remaining attacks against other 
  opponents. A successful hold does not deal any extra 
  damage unless the creature also has the constrict special 
  attack. If the creature does not constrict, each successful 
  grapple check it makes during successive rounds 
  automatically deals the damage indicated for the attack that 
  established the hold. Otherwise, it deals constriction damage 
  as well (the amount is given in the creature’s descriptive 
  text). When a creature gets a hold after an improved grab 
  attack, it pulls the opponent into its space. This act does not 
  provoke attacks of opportunity. It can even move (possibly 
  carrying away the opponent), provided it can drag the 
  opponent’s weight.  
   
  Creating a Fellroot Golem 
   
  A fellroot golem is created from a compost pile in 
  peat bog that is at least 11 years old.  Cultivating the 
  compost pile properly requires a DC 20 Profession 
  (Gardener) or a DC 20 Craft (Woodworking) skill check. 
  CL 11; Craft Construct, Command Plants, Commune with 
  Nature caster must be at least 11th level; Price 20,700 gp; 
  Cost 10,350 gp + 420 XP. 
   
  Fellroot Golems on Amberos 
   
  Fellroot golems are war engines of the druids, and 
  as such, very few tend to be in existence on Amberos.  They 
  were used extensively in the past in the battles between the 
  Evanthium Coridium and the Kennestone druids, though 
  many were destroyed in the battles that were fought between 
  the two factions.  However, both sides still retain at least 
  one fellroot golem of the largest size as a sort of “weapon of 
  last resort” should they ever come under massive attack. 
    
   
  
  Bestiary Nefarious  
  Page 202 of 478 – Stephen C. Klauk  
  Gold Golem   
  Medium Construct 
  Hit Dice:  
  9d10+20 (69 hp) 
  Initiative:  
  -1 (-1 Dex) 
  Speed:  
  30 ft. (6 squares) (can't run) 
  Armor Class:  
  23 (-1 Dex, +14 natural), touch 9, flat 23 
  BAB/Grapple:  +6/+12 
  Attack:  
  Slam +12 melee (1d8 +6 + Midas touch) 
  Full Attack:  
  Slam +12 melee (1d8 +6 + Midas touch) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  6 ft. 6 in. 
  Weight: 
  1,000 lbs. 
  Special Att:  
  Midas touch 
  Special Qual:  
  Construct traits, DR 10/-, darkvision 60 
  ft., low-light vision, resistance to energy, 
  spell immunity 
  Saves:  
  Fort +3, Ref +2, Will +3  
  Abilities:  
  S23 D9 C- I- W10 Ch1 
  Skills:  
  - 
  Feats:  
  - 
  Environment:  Any Land 
  Organization:  Solitary 
  CR:  
  8 
  Treasure:  
  body worth 7,000 gp 
  Alignment:  
  Always neutral 
  Advancement:  10-18 HD (Medium); 19-27 HD (Large) 
  Level Adj:  
  - 
  The being before you appears to be a 
  humanoid made of solid gold, dressed with 
  only a white loincloth.  
  Gold golems are extremely rare for the mere fact they 
  are made of (hollow) gold. The soft but heavy metal, while 
  easily bent, makes the golem extremely hard-hitting. 
   
  Gold golems are usually only made by vain 
  wizards or clerics of gods of greed or wealth. 
    
  Combat 
  A gold golem will generally attempt to grapple a 
  living opponent, turning them to gold in the process. 
  Against non-living targets or targets that resist the gold-
  changing attack, the gold golem attempts to rend the victim 
  apart.  
  Midas touch (Su): As part of its slam attack, a gold golem 
  can transform living beings into solid gold. The gold golem 
  can ignore natural armor, but not manufactured armor 
  bonuses when attempting to strike the target. Those struck 
  by the gold golem must make a DC 14 Fort save or be 
  transformed into solid gold.  
   
  After one hour, any creature turned to gold 
  crumbles to worthless yellow powder.  The only way to 
  restore an individual thus destroyed is with True 
  Ressurection, Wish or Miracle. 
  Spell Immunity (Su):  Gold golems automatically pass 
  their spell resistance check against any spell, with the 
  following exceptions.  A Chill Metal spell will slow a golem 
  for 1d4 rounds. 
   
  Creating a Gold Golem 
  A gold golem is created from 1,000 pounds of 
  refined gold, smelted with rare tinctures and admixtures 
  costing at least 100,000 gp.  Assembling the body requires a 
  DC 20 Craft (Jeweler) check or a DC 20 Craft 
  (.Armorsmith) check. 
  CL 12; Craft Construct, Baleful Polymorph, Fabricate, 
  Geas/Quest, caster must be at least 12th level; Price 130,000 
  gp; Cost 15,000 gp + 780 XP. 
   
  Gold Golems on Amberos 
   
  During the years before the Dark Age and before 
  their destruction by the Skyland Hold, gold golems were 
  symbols of status and employed by the White Council of 
  Misake.  No known new gold golem has been created since 
  before the Dark Age began, though there are legends that 
  the secret processes to create these golems lay in moldering 
  crypts somewhere under a forgotten city-state in Misake, or 
  perhaps forgotten in a library somewhere in the 
  Principalities of Xatmas. 
   
  The only surviving, known functioning gold golem 
  in existence currently resides in the Kingdom of Vall Vega, 
  and is owned by none other than Emperor Romulus Bicard 
  III, who keeps it to transform objects to gold when he needs 
  funds.  By unknown means, the items this golem transforms 
  into gold do not crumble or decay. 
    
  
  Bestiary Nefarious 
  Page 203 of 478 – Stephen C. Klauk 
  Holly Golem 
  Small Construct 
  Hit Dice: 
  4d10+10 (32 hp) 
  Initiative: 
  +3 (+3 Dex) 
  Speed: 
  20 ft. (4 squares) (can't run)  
   
  AC: 
  19 (+1 size, +3 Dex, +5 natural), touch 14, 
  flat 16 
  BAB/Grapple: +3/0 
  Attack: 
  Slam +5 melee (1d3+1) 
  Full Attack: 
  Slam +5 melee (1d3+1) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  3 ft. 
  Weight: 
  15 lbs. 
  Special Att: 
  Poison 
  Special Qual: 
  Construct traits, DR5/-, darkvision 60ft., 
  druidic enhancement, low-light vision, 
  spell immunity 
  Saves: 
  Fort +1, Ref +4, Will +1 
  Abilities: 
  S13 D17 C- I- W10 Ch1 
  Skills: 
  - 
  Feats: 
  - 
  Environment: 
  Any land 
  Organization: 
  Solitary 
  CR: 
  3 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 5-8 HD (Small); 9-12 HD  (Medium) 
  Level Adj: 
  - 
  Standing before you is what appears to be a 
  holly bush, though it moves about on three 
  small legs.  
  The holly golem is a druidic creation designed as a 
  walking altar. It accompanies druids when they are away 
  from their normal stalking grounds, both defending the 
  druid and augmenting his magical prowess.  
   
  Combat 
  Holly golems rarely engage in direct combat, 
  usually only striking out physically when the druid they 
  accompany is attack. In all other cases the holly golem will 
  hover near its druidic owner to augment his magic and 
  remain out of the line of fire of enemy attacks.  
  Poison (Ex): The slam attack of a holly golem smears a 
  contact poison onto victims.  Type: Contact; DC 11; Init: 
  1d2 Con; Sec: 1d2 Dex. 
  Druidic Enhancement (Su):  When within 30 feet of a 
  druid, the druid gains a +1 bonus to caster level and all 
  plant-affecting or plant-based spells are treated as if under 
  the effects of a Maximize spell. 
   Spell Immunity (Ex): A holly golem avoids the effects of 
  spells and spell-like abilities that directly affect it. This 
  works exactly like spell resistance, except that it cannot be 
  overcome. However, the holly golem is fully affected by 
  any spells that affect plants, and can be used as the target of 
  a spell that requires vegetation to work (such as entangle). 
   
  Creating a Holly Golem 
   
  A holly golem is created from a holly tree that is at 
  least 5 years old.  Cultivating the tree properly requires a 
  DC 20 Profession (Gardener) or a DC 20 Craft 
  (Woodworking) skill check. 
  CL 8; Craft Construct, Command Plant, Plant Growth, 
  Poison, caster must be at least 8th level; Price 6,000 gp; Cost 
  3,000 gp + 540 XP. 
   
  Holly Golems on Amberos 
   
  A specialty of the Kennestone druids, the secret to 
  the creation of holly golems was undertaken by Druidus 
  himself, who is said to have three massive holly golems at 
  his disposal.  Since the time of Druidus, the secret of the 
  creation of holly golems has been passed down from 
  archdruid hierophant to hierophant, and occasionally the 
  secret has been passed to a druid beloved of the current 
  hierophant.  Recently, the high druid of Alusti has been 
  gifted with the knowledge of how to create holly golems, 
  and has dispensing the information to the greater druids of 
  its order. 
   
  Elves have divined their own method for creating 
  holly golems, and the rare Halfling druid enclave in Llinn 
  has somehow managed to obtain the formula for the creation 
  of holly golems as well.  Neither dwarves nor gnomes 
  however, seem interested in the secret of the creation of 
  holly golems. 
   
  
  Bestiary Nefarious  
  Page 204 of 478 – Stephen C. Klauk  
  Rope Golem 
  Medium Construct  
  Hit Dice: 
  5d10+20 (47 hp) 
  Initiative: 
  +1 (+1 Dex) 
  Speed: 
  30 ft. (6 squares) (can’t run) 
  AC: 
  14 (+1 Dex, +3 natural), touch 11, flat 13 
  BAB/Grapple: +3/+7 
  Attack: 
  Slam +7 melee (1d4+4) 
  Full Attack: 
  Slam +7 melee (1d4+4) 
  Space/Reach: 
  5-ft./20 ft. 
  Height: 
  6 ft. 
  Weight: 
  800 lbs. 
  Special Att: 
  Choke, entangle, improved grab, many 
  strands 
  Special Qual: 
  Construct traits, DR5/magic, darkvision 
  60 ft., low- light vision, spell immunity 
  Saves: 
  Fort +1, Ref +2, Will +1 
  Abilities: 
  S19 D12 C- I- W10 Ch1 
  Skills: 
  - 
  Feats: 
  - 
  Environment: 
  Any land 
  Organization: 
  Solitary 
  CR: 
  4 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 6-10 HD (Medium); 11-15 HD (Large) 
  Level Adj: 
  - 
  A humanoid being stands before you, wrapped 
  from head to toe in coils of rope.  
  Rope golems are usually designed with the defense 
  of a wizard or priest in mind. They are sometimes created as 
  "avengers", sent to hunt down a foe or group of foes for 
  extermination.  
   
  Combat 
  Rope golems will generally attempt to entwine 
  opponents close to it, then seek to rope and reel in other 
  targets.  
  Choke (Ex): A rope golem that has successfully grappled 
  an opponent can throttle its prey, dealing an additional 1d6 
  non-lethal damage in addition to its slam attack damage.  
  Choking an opponent only works on creatures that require 
  breathing.  Attempting to hold one’s breath does not negate 
  choking damage. 
  Entangle (Su):  As a standard action, a rope golem can 
  cause a myriad of its lose strands to coil outward, entangling 
  and otherwise interfering with an opponent’s ability to move 
  or attack.  Those within the rope golem’s threaten area must 
  make a DC 13 Reflex save or be affected as if caught in an 
  entangle spell.  A rope golem must give up its move action 
  to maintain the entangle effect. 
  Improved Grab (Ex): If a rope golem hits a medium-sized 
  or smaller foe, it deals normal damage and attempts to start 
  a grapple as a free action without provoking an attack of 
  opportunity. No initial touch attack is required. The rope 
  golem may choose to hold the victim in the spot it grappled 
  them, or draw the victim towards itself (at up to 15 feet per 
  round). 
  Many Strands (Ex):  If a rope golem has successfully 
  grappled an opponent, it may continue to grapple that foe 
  with no penalty to its grapple roll, and still choose to attack 
  another foe (instead of suffering the normal –20 penalty to 
  grapple).  Once it has grappled a foe, the rope golem 
  reorganizes its structure to form a new appendage to attack 
  with, while still retaining any previous appendages that are 
  still grappling foes.  If a foe escapes a grapple, the rope 
  golem may absorb the rope strands that held the victim as a 
  free action.  A rope golem cannot grapple more than 8 
  medium-sized opponents at one time. 
  Spell Immunity (Su):  A rope golem is unaffected by spells 
  as if it had unbeatable spell resistance.  However, it is 
  affected by the following spells.  Animate rope deals 1d4 
  damage per caster level (max 10d4) to a rope golem.  Mend 
  heals 1d6 damage + caster level when cast on a rope golem. 
   
  Creating A Rope Golem 
  A rope golem is created from 5,000 feet of hemp 
  rope, woven with rare threads and anointed with exotic oils 
  worth 100 gp.  Constructing the body of the rope golem 
  requires a DC 20 Craft (Weaving) or DC 20 Use Rope skill 
  check. 
  CL 7; Craft Construct, Animate Rope, Geas/Quest, 
  caster must be at least 7th level; Price 9,000 gp; Cost 4,600 
  gp + 360 XP. 
   
  Rope Golems on Amberos 
   
  The Brotherhood of Glory developed rope golems 
  after the Kingdom of Vall Vega banned wax golems from 
  use.  The Brotherhood jealously guards the secret to their 
  creation, though occasionally the secrets have fallen into the 
  hands of others across the continent.  However such 
  individuals who create rope golems soon receive a visit 
  from a Brotherhood monk, with a message of “join the 
  Brotherhood or die”. 
   
  
  Bestiary Nefarious 
  Page 205 of 478 – Stephen C. Klauk 
  Tar Golem 
  Large Construct 
  Hit Dice:  
  7d10+30 (68 hp) 
  Initiative:  
  -1 (-1 Dex) 
  Speed:  
  20 ft. (4 squares) (can’t run) 
  Armor Class:  
  11 (-1 size, -1 Dex, +3 natural), touch 8, 
  flat 11 
  BAB/Grapple:  +5/+14 
  Attack:  
  Slam +9 melee (1d3+5) 
  Full Attack:  
  3 Slams +9 melee (1d6+5) 
  Space/Reach:  
  10-ft./10 ft. 
  Height: 
  12 ft. 
  Weight: 
  800 lbs. 
  Special Att:  
  Improved grab 
  Special Qual:  
  Construct 
  traits, 
  DR10/+1 
  magic, 
  darkvision 60 ft., low-light vision, spell 
  immunity, tar body 
  Saves:  
  Fort +2, Ref +1, Will +2 
  Abilities:  
  S21 D9 C- I- W10 Ch1 
  Skills:  
  - 
  Feats:  
  - 
  Environment:  Temperate, warm land 
  Organization:  Solitary 
  CR:  
  6 
  Treasure:  
  None 
  Alignment:  
  Always neutral 
  Advancement:  8-14 HD (Large); 15-21 HD (Huge) 
  Level Adj:  
  - 
  A massive, oozing black shape stands before 
  you. You can make out three arm-like 
  appendages in the amorphous creature's 
  shape, and two glassy black holes appear to be 
  the creature's eyes, which are set on a pear-
  shaped head.  
  The tar golem is primarily a defensive creature, 
  designed to trap victims and bind them. Their horrible 
  appearance and sticky nature rarely makes them worth 
  keeping inside of a structure, and they are often encountered 
  in the wilderness or just outside a structure, though rarely 
  guarding an entranceway. They are a popular golem among 
  those who worship or are associated with the Realm of 
  Madness.  
   
  Combat 
  Tar golems prefer to remain idle, waiting for 
  opponents to draw near before animating to strike. Because 
  they are somewhat amorphous, they will often take on 
  interesting, though incomplete shapes to draw attention to 
  themselves. Once victims are within reach, the creature 
  generally strikes, attempting to capture and draw the victim 
  into its own mass.  
  Improved Grab (Ex): If a creature with this special attack 
  hits with a melee weapon (usually a claw or bite attack), it 
  deals normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity. No 
  initial touch attack is required. Unless otherwise noted, 
  improved grab works only against opponents at least one 
  size category smaller than the creature. The creature has the 
  option to conduct the grapple normally, or simply use the 
  part of its body it used in the improved grab to hold the 
  opponent. If it chooses to do the latter, it takes a –20 penalty 
  on grapple checks, but is not considered grappled itself; the 
  creature does not lose its Dexterity bonus to AC, still 
  threatens an area, and can use its remaining attacks against 
  other opponents. A successful hold does not deal any extra 
  damage unless the creature also has the constrict special 
  attack. If the creature does not constrict, each successful 
  grapple check it makes during successive rounds 
  automatically deals the damage indicated for the attack that 
  established the hold. Otherwise, it deals constriction damage 
  as well (the amount is given in the creature’s descriptive 
  text). When a creature gets a hold after an improved grab 
  attack, it pulls the opponent into its space. This act does not 
  provoke attacks of opportunity. It can even move (possibly 
  carrying away the opponent), provided it can drag the 
  opponent’s weight. 
  Spell Immunity (Ex): A creature with spell immunity 
  avoids the effects of spells and spell-like abilities that 
  directly affect it. This works exactly like spell resistance, 
  except that it cannot be overcome. However, a tar golem is 
  susceptible to the following spells.  An Ice Storm acts as a 
  Slow spell, and Fire-based magic cause the tar golem to 
  catch flame if it fails its saving throw.  A flame-wreathed tar 
  golem takes 1d4 fire damage/round as does anyone in 
  contact with it.  A tar golem will continue to burn until 
  doused or it extinguishes the flame as a full round action 
  that provokes an attack of opportunity. 
  Tar body (Ex): The body of a tar golem is made of sticky 
  tar.  Any time it is struck or grappled, the attacker must 
  make a Reflex save (DC 13) or the weapon or character 
  becomes stuck in the golem’s body.  Creatures using 
  unarmed attacks or natural attacks are considered to be 
  grappled, in all other cases the victim can release simply 
  release the weapon.  Extracting a stuck item or character 
  requires a subsequently successful grapple check, in which 
  the tar golem receives a +8 bonus to its grapple check. 
   
  Creating A Tar Golem 
  A tar golem is created from 800 lbs of tar, mixed 
  with alchemical substances worth 250 gp.  Shaping the tar 
  golem’s body requires a DC 20 Craft (Sculpture) skill 
  check. 
  CL 7; Craft Construct, Black Tentacles, Lesser Geas, Minor 
  Creation, caster must be at least 7th level; Price 12,800 gp; 
  Cost 6,600 gp + 66 XP. 
   
  Tar Golems on Amberos 
   
  Oddly, Barbed March and Randu make the greatest 
  use of these golems, usually created by war-wizards as 
  ambushes to capture enemy scouts or hold important 
  prisoners.  The Red Death of Barbed March also employs 
  them to catch criminals or other individuals that they use for 
  their blood-magic experiments. 
  
  Bestiary Nefarious  
  Page 206 of 478 – Stephen C. Klauk  
  Turtleshell Golem 
  Large Construct 
  Hit Dice: 
  6d10+30 (63 hp) 
  Initiative: 
  +7 (+3 Dex, +4 Improved Initiative) 
  Speed: 
  30 ft. (6 squares) (can't run) 
  AC: 
  26 (-1 size, +3 Dex, +14 natural), touch 
  12, flat 23 
  BAB/Grapple: +4/+12 
  Attack: 
  Slam +7 melee (1d6 +4) 
  Full Attack: 
  2 Slam +7 melee (1d6 +4) 
  Space/Reach: 
  10-ft./10 ft. 
  Height: 
  8 ft. 
  Weight: 
  450 lbs. 
  Special Att: 
  Parry 
  Special Qual: 
  Construct 
  traits, 
  DR 
  20/magic 
  +3, 
  darkvision 60 ft., low-light vision, spell 
  immunity, shield wall 
  Saves: 
  Fort +2, Ref +5, Will +2 
  Abilities: 
  S19 D17 C- I- W10 Ch1 
  Skills: 
  - 
  Feats: 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative 
  Environment: 
  Any land 
  Organization: 
  Solitary, or Covey (2-5) 
  CR: 
  5 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 7-12 HD (Large); 13-18 HD (Huge) 
  Level Adj: 
  - 
  This massive humanoid body seems to be made 
  of large, hexagonal plates of bone or chitin. 
  The very pieces of its body shift and rearrange 
  as it moves, in an almost hypnotic pattern of 
  clattering armored plates.  
  The turtleshell golem is a creature designed to protect 
  either an individual or a small group from harm. They are 
  purely defensive creatures, but their defensive capabilities 
  are tremendous.  
   
  Combat 
  Turtleshell golems never initiate an attack, but 
  work to the best of their abilities to defend their charge from 
  harm. They have no compunction about putting themselves 
  in harm's way to defend their charge, and will never stray 
  out of arm's reach of any being they are assigned to protect 
  willingly.  
  Parry (Ex):  As a free action, a Turtleshell Golem can give 
  up one of its attack of opportunities (it has 3) to attempt to 
  negate any hit made on either itself or an ally within its 
  threaten area.  To successfully negate the attack, the 
  turtleshell golem makes an attack roll as if to hit, with the 
  target number being the opponent’s attack roll. 
  Shield Wall (Ex):  A turtleshell golem can rearrange itself 
  to form a protective wall 5 feet wide, 10 feet tall and up to 
  20 feet long.  The “Wall” has hit points equal to the golem’s 
  current hit points, and provides cover as if it were a solid 
  structure.  The turtleshell golem can move at a rate of 5 feet 
  (1 square) in wall form, and cannot make any attacks or 
  parries. 
  Spell Immunity (Ex): A turtleshell golem avoids the effects 
  of spells and spell-like abilities that directly affect it as if it 
  had unbeatable spell resistance, except against the following 
  spells.  A mend spell prevents the turtleshell golem from 
  using its shield wall ability for one round per caster level.  
  Animate Object deals 1d6 damage/caster level to a 
  turtleshell golem. 
   
  Creating a Turtleshell Golem 
   
  A turtleshell golem is created from the shells of 
  large tortoises, which are inscribed with magic symbols.  
  The oils and inks used to treat and inscribe the shells cost 
  200 gp.  Fashioning the body of the turtleshell golem 
  requires a DC 20 Craft (Armorsmith) or a DC 20 
  (Weaponsmith) skill check. 
  CL 7; Craft Construct, Glyph of Warding, Spike Stones, 
  Summon Nature’s Ally III, caster must be at least 7th level; 
  Price 10,000 gp; Cost 5,600 gp + 1,120 XP. 
   
  Turtleshell Golems on Amberos 
   
  Turtleshell Golems are the specialties of the 
  Shugenja of the Nippon, and as such can be found in 
  Chiamung, Dishnu and Spi Dak Su on Amberos. 
   
  
  Bestiary Nefarious 
  Page 207 of 478 – Stephen C. Klauk 
  Wax Golem 
  Medium Construct 
  Hit Dice:  
  4d10+20 (42 hp) 
  Initiative:  
  +2 (+2 Dex) 
  Speed:  
  30 ft. (6 squares) (can’t run) 
  Armor Class:  
  15 (+2 Dex, +3 natural), touch 12, flat 13 
  BAB/Grapple:  +3/+6 
  Attack:  
  Slam +6 melee (1d4 +3) 
  Full Attack:  
  2 Slam +6 melee (1d4 +3) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  5 ft. 11 in. 
  Weight: 
  200 lbs. 
  Special Att:  
  Smother 
  Special Qual:  
  Change shape, construct traits, DR 5/-, 
  darkvision 60ft., fast healing 3, low-light 
  vision, spell immunity 
  Saves:  
  Fort +1, Ref +5, Will +1 
  Abilities:  
  S17 D15 C- I - W10 Ch1 
  Skills:  
  Disguise -5 
  Feats:  
  Lightning Reflexes, Martial Weapon 
  Proficiency 
  Environment:  Any land 
  Organization:  Solitary, Company (2-5), or Pack (5-20) 
  CR:  
  3 
  Treasure:  
  None 
  Alignment: 
  Always neutral 
  Advancement:  5-8 HD (Medium); 9-12 HD (Large) 
  Level Adj:  
  - 
  Standing before you is a somewhat featureless, 
  smooth-skinned humanoid. As you watch, its 
  features shift and bubble, until the form 
  solidifies into an exact copy of yourself. 
  Wax golems are creations designed to act as simple 
  spies or assassins. Their shapechanging ability allows them 
  to easily infiltrate areas to get at targets, and they are cheap 
  enough that its creator rarely worries whether the construct 
  can escape after completing its mission.  
   
  Combat 
  Wax golems, though not intelligent, primarily 
  attempt to attack by surprise and/or while opponents are 
  alone. They prefer to assume the shape of their opponent or 
  a person liked and well known to the victim in an attempt to 
  confuse their prey and retard the victim's ability to defend 
  itself against attack properly. They can use their unarmed 
  attacks to strike or use virtually any weapon with relative 
  ease. While able to assume the appearance of wearing 
  armor, they will never actually don clothes or wear armor as 
  such items do not change as they shift shapes.  
  Smother (Ex):  If a wax golem strikes a foe with its slam 
  attack, it can attempt to cover the victim’s face with a 
  coating of wax that blinds and smothers the victim.  If the 
  victim fails a Fort save (DC 12), the victim is blinded and 
  cannot breathe until the wax is cleared away and suffers 1d6 
  non-lethal damage per round.  However, if the victim is 
  reduced to 0 hit points or less, additional damage is lethal.  
  To clear away the wax requires a full-round action and a 
  Strength check, DC 21.  Up to two additional persons can 
  assist in removing the wax. 
  Change Shape (Su): A wax golem can assume the shape of 
  any medium-sized humanoid or creature, but retains most of 
  its own physical qualities. Changing shape results in the 
  following changes:  
  • The wax golem retains the type and subtype of its original 
  form. It gains the size of its new form.  
  • The wax golem loses the natural weapons, movement 
  modes, and extraordinary special attacks of its original 
  form.  
  • The wax golem gains the natural weapons, movement 
  modes, and extraordinary special attacks of its new form.  
  • The wax golem retains all other special attacks and 
  qualities of its original form.  
  • The wax golem retains the ability scores of its original 
  form.  
  • The wax golem retains its hit points and saves.  
  • The wax golem is effectively camouflaged as a creature of 
  its new form, and gains a +10 bonus on Disguise checks if it 
  uses this ability to create a disguise.  
  Fast Healing (Ex): A wax golem regains 1 hit point per 
  round except from fire attacks. Fast healing does not restore 
  hit points lost from starvation, thirst, or suffocation, and it 
  does not allow a creature to regrow lost body parts.  Wax 
  golems can rearrange their structure to regrow lost limbs as 
  a full-round action. 
  Spell Immunity (Ex): A wax golem avoids the effects of 
  spells and spell-like abilities that directly affect it as if it had 
  unbeatable spell resistance.  
   
  Creating a Wax Golem 
   
  A wax golem is created from 200 lbs. of wax, 
  treated with rare oils and fats worth 100 gp.  Creating the 
  body requires a DC 15 Craft (Sculpting) check or a DC 15 
  Profession (Candlemaker) check. 
  CL 6; Craft Construct, Alter Self, False Life, Obscure 
  Object, caster must be at least 6th level; Price 5,800 gp; Cost 
  3,000 gp + 230 XP. 
   
  Wax Golems On Amberos 
   
   A potent assassination tool during the Dark Age, 
  these creatures were used by the Skyland Hold to hunt down 
  enemies and destroy them.  However, the secret to their 
  creation was leaked to the Free Barons by a turncoat priest, 
  and the Free Barons used them as decoys against 
  assassination attempts and the fledgling Brotherhood of 
  Glory learned to use them to effect against the Skyland’s 
  Hold own officers. 
   
  By the time of the Kingdom of Swordfall, the use 
  of wax golems had been banned, and many of the tomes that 
  held the secret to their creation were destroyed.  However, it 
  seems that some of the texts survived, primarily in the 
  Skienlands, and occasional wax golems can be found in the 
  employ of eastern agents. 
  
  Bestiary Nefarious  
  Page 208 of 478 – Stephen C. Klauk  
  Gore Wrench   
  Medium Undead 
  Hit Dice:  
  2d12 (13 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:   
  30 ft. (6 squares), fly 70 ft. (average)  
  Armor Class:  
  18 (+2 Dex, +6 natural), touch 12, flat 16  
  BAB/Grapple:  +1/+1  
  Attack:   
  Claw +1 melee (1d4) 
  Full Attack:  
  Claw +1 melee (1d4) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  3 ft. 8 in. + 2d4 in. (4 ft. 1 in.) 
  Weight: 
  15 lbs. + 1d4 lbs. (17 lbs.) 
  Special Att:  
  Frightful presence, retch  
  Special Qual:  
  DR 5/blunt, darkvision 60 ft., deteriorate, 
  undead traits  
  Saves:   
  Fort +0, Ref +2, Will +3  
  Abilities:  
  S11 D15 C- I6 W11 Ch13  
  Skills:   
  Listen 0, Search +3, Spot +5  
  Feats:   
  Dodge, Fly-by Attackb 
  Environment:  Any land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20) 
   CR:  
   
  2  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  3-4 HD (Medium); 5-6 HD (Large)  
  Level Adj:  
  -  
  What appears to be a man-sized buzzard 
  stands nearby. It's tattered feathers buzz with 
  flies and its emaciated frame is nearly a 
  skeleton. A foul stench emits from the creature, 
  and its sunken eyes glow with green fire.  
  The gore wretch is a pathetic undead creature 
  formed when the spiritual remains of a humanoid possess a 
  carrion bird that has devoured part of its flesh. Having 
  throttled the life from the bird, the soul uses the bird's 
  carcass, swelling the bird's size until it is as tall as a man.  
  The gore wretch is a malevolent and evil creature, 
  who takes its spite out on any living being that it encounters. 
  They are often encountered on fresh battlefields, or in areas 
  where the newly dead have recently been fed on.  
  A gore wretch sometimes will hunt down those 
  who originally killed its humanoid form, but usually 
  remains near the area it died in, wrecking its vengeance on 
  whomever happens by. The spirit that infects the gore 
  wretch is apparently unable to maintain the state of the 
  body, and over time, gore wretches simply rot away, until 
  nothing is left. Depending on the strength of the controlling 
  spirit, this process may take anywhere from a few months to 
  several hundreds of years.  
  Gore wretches can barely speak the languages it 
  knew in life, usually Common and little else.  
   
  Combat 
  A gore wretch usually will swoop down on its foe 
  from above, clawing and landing nearby. Once on the 
  ground it uses its retching ability to attack foes, continuing 
  to attack until slain or its foe is killed, and the gore wretch 
  consumes their remains.  
  Deteriorate (Ex):  The gore wretch barely clings to unlife, 
  and each day it must make a Will save (DC 10) or it 
  permanently loses 1d4 hit points. 
  Frightful Presence (Ex): The gore wretch’s very presence 
  is unsettling to foes. Those attacked by it must make a Will 
  save (DC 12) or be shaken for 5d6 rounds. An opponent that 
  succeeds on the saving throw is immune to that same 
  creature’s frightful presence for 24 hours. Frightful presence 
  is a mind-affecting fear effect. 
  Retch (Su): A gore wretch can spit a bile-like fluid out in a 
  5-foot wide line 10 feet long. Those caught in the area of 
  effect must make a Reflex save (DC 12) or suffer 2d4 
  negative energy. If the gore wretch spits this bile on the 
  carcass of a dead being or creature, the corpse will animate 
  as a skeleton 50% of the time. A gore wretch has no control 
  over the created undead, which attacks the closest living 
  thing until slain (possibly even attacking the gore wretch).  
   
  Gore Wrenches on Amberos 
   
  While gore wrenches can be found anywhere on 
  Amberos, they are more common on ancient battlefields or 
  desert areas such as in the wastes of Randu, Iiannhanex and 
  Llannhanex.  No gore wrenches are found in the Blue 
  Desert, however. 
  
  Bestiary Nefarious 
  Page 209 of 478 – Stephen C. Klauk 
  Hapi   
  Large Magical Beast (Extraplanar) 
  Hit Dice:  
  6d10+24 (57 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  13 (-1 size, +1 Dex, +3 natural), touch 10, 
  flat 12  
  BAB/Grapple:  +6/+15  
  Attack:  
  Gore +10 melee (1d8+5) 
  Full Attack:  
  Gore +10 melee (1d8+5 
  Space/Reach:  
  10-ft./10 ft.  
  Height: 
  8 ft. 6 in. + 2d8 in. (9 ft. 3 in.) 
  Weight: 
  400 lbs. + 1d8 x 50 lbs. (500 lbs.) 
  Special Att:  
  Breath of life, sacrifice, symbol  
  Special Qual:  
  Darkvision 60 ft., low-light vision, SR 16  
  Saves:  
  Fort +11, Ref +6, Will +3  
  Abilities:  
  S21 D12 C19 I15 W13 Ch17 
  Skills:  
  Heal +15, Hide -3, Knowledge (religion) 
  +11, Listen +6, Spot +5, Survival +12  
  Feats:  
  Great Fortitude, Self-Sufficient, Skill 
  Focus (Heal) 
  Environment:  Warm deserts, plains  
  Organization:  Solitary, Stand (2-5), or Herd (5-20) 
  CR:  
  5  
  Treasure:  
  Coins 50%, Items and Magic 25%  
  Alignment:  
  Always chaotic good  
  Advancement:  7-12 HD (Large); 13-18 HD (Huge)  
  Level Adj:  
  -  
  This creature looks like a large Brahma bull, 
  with upward pointed horns and arcane 
  symbols seemingly carved into its hide.  
  A Hapi is a mystical Aegyptian creature associated 
  with the Egyptian god Hathor and normally resides in. 
  Despite their animal-like appearance, they are healers in 
  service to mankind. Hapis sometimes join herds of cattle, 
  while other times they can be found in their own groups or 
  alone. They generally depend upon the kindness of those 
  they live near for protection and food, and are more than 
  willing to act as doctors or healers for those who care for 
  their needs.  
  A Hapi can speak Common, but often prefers to act 
  like a normal cow or bull unless its services are needed or it 
  is attacked.  
   
  Combat 
  Hapi usually retreat from attacks, but they may 
  become belligerent if their caretakers are threatened or they 
  are mistreated. A Hapi normally attacks by charging and 
  goring its foe. Against more powerful or supernatural foes, 
  it generally prefers to use its symbol ability to ward off 
  danger. In extreme circumstances, if one of its defenders 
  falls, it may use its sacrifice ability to bring the ally back to 
  full health.  
  Breath of Life (Su): As a full round action, a Hapi may 
  breath on a living creature to heal its wounds. This acts like 
  a Cure Moderate Wounds spell cast at 6th level ability. 
  Sacrifice (Su): As a full-attack action, a Hapi may choose 
  to sacrifice its own life to save that of another. The recipient 
  of the sacrifice must be within 30 feet of the Hapi. Using the 
  ability immediately drops the Hapi to -10 hit points, whilst 
  the recipient gains the effects of a Heal spell.  
  Symbol (Su): As a standard action, a Hapi can use Symbol 
  of Death, Symbol of Fear, Symbol of Insanity, Symbol of 
  Pain, Symbol of Sleep, Symbol of Stunning or Symbol of 
  Weakness, each once per day at 6th level casting ability. The 
  symbol appears between the horns of the Hapi, moving with 
  the creature until triggered.  
   
  Hapi on Amberos 
   
  Hapi can be found in Llannhanex and Iiannhanex 
  as well has having been imported into Simera and Randu.  
  Nobles of the Skienlands have, over the ages, kept Hapi to 
  ward off assassins and/or kept them as statuses of good 
  health. 
   
  
  Bestiary Nefarious  
  Page 210 of 478 – Stephen C. Klauk  
  Hapi Midwife 
  Large Magical Beast (Extraplanar, Good) 
  Hit Dice:  
  6d10 + 11d8 + 102 (184 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares), fly 60 ft. (12 squares) 
  (good) 
  Armor Class:  
  20 (-1 size, +2 Dex, +4 natural, +5 mithral 
  breastplate), touch 11, flat 18  
  BAB/Grapple:  +14/+25  
  Attack:  
  Gore +20 melee (1d8+7) 
  Full Attack:  
  Gore +20 melee (1d8+7) 
  Space/Reach:  
  10-ft./10 ft.  
  Height: 
  8 ft. 6 in. + 2d8 in. (9 ft. 3 in.) 
  Weight: 
  400 lbs. + 1d8 x 25 lbs. (500 lbs.) 
  Special Att:  
  Breath of life, magic strike, sacrifice, 
  symbol  
  Special Qual:  
  Darkvision 60 ft., DR 10/magic +3, 
  immune to disease, low-light vision, 
  resistance to acid 10, cold 10, electricity 
  10, spells, SR 29, spell-like abilities, turn 
  undead, +4 save vs. poison 
  Saves:  
  Fort +11, Ref +6, Will +3  
  Abilities:  
  S25 D14 C23 I17 W19 Ch21 
  Skills:  
  Diplomacy +25, Heal +29, Hide -3, 
  Knowledge (religion) +23, Listen +6, Spot 
  +5, Survival +12  
  Feats:  
  Augment 
  Summoning, 
  Endurance, 
  Diehard, Great Fortitude, Natural SpellB, 
  Self-Sufficient, Skill Focus (Heal), Spell 
  Focus (Conjuration) 
  Environment:  Warm deserts, plains  
  Organization:  Solitary, Stand (2-5), or Herd (5-20) 
  CR:  
  18  
  Treasure:  
  mithral breastplate (4,200 gp), Coins 50%, 
  Items and Magic 25%  
  Alignment:  
  Always chaotic good  
  Advancement:  7-12 HD (Large); 13-18 HD (Huge)  
  Level Adj:  
  - 
  This creature looks like a large golden 
  Brahma bull with its torso wreathed in a 
  shimmering silver breastplate.  It has upward 
  pointed horns and arcane symbols seemingly 
  carved into its hide.  From its back project a 
  pair of white-feathered wings with golden tips. 
   
  The Hapi midwife is a rare form of the Hapi.  
  They coordinate the efforts of individual Hapi, and 
  take on those cases in which women are threatened 
  with implacable evil. 
   
  While the Hapi midwife makes a terrible 
  combatant, the Hapi has skills and powers that are 
  much more subtle in warding off evil than direct 
  combat.  In cases where the Hapi’s skills are 
  insufficient to drive away an evil creature, they will 
  instead spirit away those they intend to protect, 
  taking them to a safer location to live out the 
  remainder of their days. 
   
  Hapi midwives can speak Common and 
  Celestial.  They are much more talkative that regular 
  Hapi, and have been known to engage in deep 
  conversations with those they have come to assist. 
   
  Combat 
   
  Hapi midwives are ill suited for combat, and prefer 
  to disable or drive away opponent than face them in combat.  
  If a Hapi midwife is unable to best a foe, they are not above 
  using their lesser planar ally spell or summon monster IX 
  ability to summon assistance.  When using lesser planar 
  ally, the Hapi midwives have such good relations with 
  creatures of the celestial planes that it does not need to pay 
  for the services it receives. 
  Breath of Life (Su): As a full round action, a Hapi may 
  breath on a living creature to heal its wounds. This acts like 
  a Cure Critical Wounds spell cast at 17th level ability.  
  Magic Strike (Su):  A Hapi midwife’s attacks are treated as 
  magical attacks for the purpose of overcoming damage 
  reduction. 
  Sacrifice (Su): As a full-attack action, a Hapi midwife may 
  choose to sacrifice its own life to save that of another. The 
  recipient of the sacrifice must be within 30 feet of the Hapi 
  midwife. Using the ability immediately drops the Hapi 
  midwife to 0 hit points, whilst the recipient gain the effects 
  of a Heal spell.  
  Spells:  A Hapi midwife can cast spells as a 11th level cleric 
  with the domains of healing and protection.  They favor 
  protective spells and spells that disable or dissuade attack 
  against themselves or their charges. 
  Spell-like Abilities (Sp):  A Hapi midwife can use the 
  following spell-like abilities, at 17th level ability. 
  Protection from evil – 3x/day, Bless – 1x/day, Aid – 1x/day, 
  Detect Evil – 1x/day, Cure Serious Wounds – 1x/day, 
  Neutralize Poison – 1x/day, Holy Smite - 1x/day, Remove 
  Disease – 1x/day, Dispel Evil – 1x/day, Holy Word – 
  1x/day, Holy Aura – 3x/day, Hallow – 1x/day, Mass Charm 
  Monster – 1x/day, Summon Monster IX (celestials only) – 
  1x/day 
  Symbol (Su): As a standard action, a Hapi midwife can use 
  Symbol of Death, Symbol of Fear, Symbol of Insanity, 
  Symbol of Pain, Symbol of Sleep, Symbol of Stunning or 
  Symbol of Weakness, each once per day at 17th level casting 
  ability. The symbol appears between the horns of the Hapi, 
  moving with the creature until triggered. 
  Turn Undead (Su):  8x/day; Turn Check 1d20+5; Turn 
  Damage 2d6+16 
   
  Typical Cleric Spell List 
  (6/7/6/6/5/4/3; CL 11; Spell DC 14 + Spell Level; 
  Domain:  Healing, Protection) 
  0:  Create Water, Detect Magic, Guidance, Mending, Purify 
  Food and Drink, Virtue 
  1st:  Bless, Command, Comprehend Languages, Detect Evil, 
  Doom, Remove Fear, SanctuaryD 
  2nd:  Augury, Consecrate, Bull’s Strength, Gentle Repose, 
  Hold Person, Shield OtherD 
  3rd:  Bestow Curse, Blindness/Deafness, Daylight, Helping 
  Hand, Protection from EnergyD, Remove Curse 
  4th:  Death Ward, Discern Lies, Lesser Planar Ally, 
  Neutralize Poison, Spell ImmunityD 
  
  Bestiary Nefarious 
  Page 211 of 478 – Stephen C. Klauk 
  5th:  Commune, Greater Command, Hallow, Spell 
  ResistanceD 
  6th:  Raise Dead, HealD, Heroes’ Feast 
   
  Hapi Midwifes on Amberos 
   
  There is believed to be only three Hapi midwifes in 
  existence – one bound to Hathor, another to Isis and the 
  third bound to Shame.  They are very rarely seen, and only 
  one account exists of them appearing on Amberos – in the 
  recorded account, a Hapi midwife appeared to a soon-to-be 
  wife of the Pharaoh of Iiannhanex, training the young lady 
  to become a queen and eventually thwarting a Skienland 
  rakshasa maharaja’s attempt to possess the queen’s first 
  child. 
  
  Bestiary Nefarious  
  Page 212 of 478 – Stephen C. Klauk  
  Haraka   
  Medium Humanoid (Avian, Evil)  
  Hit Dice:  
  3d8+6 (19 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), fly 60 ft. (average)  
  Armor Class:  
  18 (+3 Dex, +5 natural), touch 13, flat 15  
  BAB/Grapple:  +2/+3  
  Attack:  
  Bite +3 melee (1d6+1) 
  Full Attack:  
  Bite +3 melee (1d6+1) and 2 claw -2 
  melee (1d4) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) 
  Weight: 
  60 lbs. + 1d8 x 10 lbs. (100 lbs.) 
  Special Att:  
  Smite good  
  Special Qual:  
  Low-light vision, spell resistance 13, 
  spell-like abilities  
  Saves:  
  Fort +3, Ref +4, Will +2  
  Abilities:  
  S13 D17 C15 I13 W12 Ch14  
  Skills:  
  Bluff +8, Disguise +4, Forgery +3, 
  Knowledge (the planes) +7, Listen +4, 
  Spot +4  
  Feats:  
  Deceitful, Flyby Attack  
  Environment:  Any land  
  Organization:  Solitary, Covey (2-5), or Nest (5-20)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement:  By Character Class 
  Level Adj:  
  +5  
  The facade of a beautiful humanoid falls away 
  to reveal a demonic body covered in orange 
  and red feathers with a bird-like head and 
  arms that appear to double as wings. Its large 
  eyes are slitted like that of a serpent, and cruel 
  barbs and horns jut from the creature's joints.  
  Haraka are the foul offspring of vrocks and evil 
  humans. They are selfishly evil and hateful of good things. 
  They often wrap themselves in illusions to lull the 
  suspicions of victims, dropping the disguise mere moments 
  before attacking.  
  Unfortunately, 
  haraka 
  crave 
  the 
  flesh 
  of 
  humanoids, and will seek out prey to devour at their leisure.  
  Haraka can speak Common and Infernal.  
   
  Combat 
  Most Haraka prefer to use their illusions to 
  disguise their true nature until moments before they attack. 
  They also prefer to attack lone or unsuspecting opponents. 
  They are often unarmed so that they may appear harmless in 
  their disguised form. However, Haraka are adept with all 
  simple and martial weapons, though they disdain using 
  armor. If facing superior opponents, Haraka often will fly 
  out of harm's reach and assault their victims with missile 
  weapons or flee entirely to seek easier prey.  
  Smite Good (Su):  Once per day, a Haraka can deal extra 
  damage to a creature of good alignment or with the good 
  descriptor.  The Haraka can deal +3 points of damage.  
  Spells-like Abilities (Sp): A Haraka can cast the following 
  spells at will. Dancing Lights, Disguise Self, Detect Good.  
  Caster level 3rd. 
   
  Society 
  Haraka generally tend to gather in communities 
  made of their own kind. They openly welcome strangers to 
  their dwelling, whilst making preparations to devour 
  visitors.  
  Few Haraka have the skills to make their own tools 
  or the drive to maintain businesses or work at other 
  professions; their life revolves around getting their next 
  meal, and they will not make what they feel they can steal or 
  cheat others out of. Haraka prefer to make targets of 
  humanoids who themselves are not Haraka, but they are not 
  above stealing from or murdering their own kind for their 
  own benefit.  
  Haraka can breed among themselves or with 
  humanoid captives, and females generally generate 2-5 eggs 
  after copulation. Harakas rarely stay together after mating, 
  and abusive relationships are not unknown among the 
  Haraka.  
  Occasionally, Haraka will be sent forth from a 
  community to seek out prey to draw to the village for 
  community consumption or enslavement. Slaves rarely last 
  long however, and usually end up in the dinner pot after 
  other meals become scarce.  
   
  Haraka 
   
  Haraka are infrequently encountered in the 
  Skienlands, and there are tales of the evil beings in Ran Da 
  Khan and Randu. 
   
  Haraka as Characters 
   
  As stated above, sometimes Haraka are sent out 
  from their communities to find prey.  In some cases, these 
  Haraka may be gone for quite some time or fail to return to 
  their community, having found a better or more meaningful 
  existence. 
   
  Haraka characters have the following abilities. 
  • 
  Base land speed 30 feet.  Fly speed 60 feet 
  (average) 
  • 
  Medium size. 
  • 
  Low-light vision.  A Haraka can see twice as far as 
  a human in dim or twilight conditions. 
  • 
  Evil subtype.  A Haraka character cannot choose a 
  good alignment, though it may be neutral. 
  • 
  Low-light Vision.  A Haraka can see twice as far 
  as a human in low light or twilight conditions. 
  • 
  3d8 racial hit dice. 
  • 
  Base Fort +1, Reflex +1, Will +1. 
  • 
  (2 + Int mod) x 2 skill points.  A Haraka’s racial 
  skills are Bluff, Disguise, Forgery, Knowledge (the 
  Planes), Listen and Spot. 
  • 
  +5 natural armor.   
  • 
  +2 Str, +6 Dex, +4 Con, +2 Int, +2 Wis, +4 Chr. 
  A Haraka’s fiendish origins make it stronger, 
  quicker and hardier than most races.  They are also 
  
  Bestiary Nefarious 
  Page 213 of 478 – Stephen C. Klauk 
  generally smarter, more cunning and more 
  charismatic than their prey. 
  • 
  Natural Attack.  A haraka has a bite attack that 
  deals 1d6 + Str modifier damage and two claw 
  attacks that deal 1d4 + ½ Str modifier damage.  
  The bite attack is primary. 
  • 
  Smite Good.  A non-good Haraka character can 
  smite good, dealing +3 points of damage once per 
  day.  The Haraka deals an additional +1 damage 
  per class level it obtains. 
  • 
  Spell-like Abilities.  A Haraka can cast the 
  following spells at will if it has a Charisma of 11 or 
  better. Dancing Lights, Disguise Self, Detect Good.  
  Caster level is 3 + spellcasting level. 
  • 
  Strictly Carnivorous.  Haraka will only eat meat, 
  and prefer the flesh of intelligent creatures.  If the 
  character wishes to eat anything other than meat, 
  they must succeed a DC 15 Will save to do so.  The 
  DC for this save increases by +1 for each day the 
  Haraka has not eaten fresh flesh. 
  • 
  Favored Class: Rogue 
  • 
  Level Adjustment: +5 
  Generally speaking, the Haraka refute worshipping 
  any deity.  However, some Haraka have taken to 
  worshipping Gwieze, the Lord of Shadows.  Priests of 
  Gwieze may choose two of the three domains from Chaos, 
  Evil or Trickery.  
   
  Haraka Rebuker 
  3HD Haraka Rog 5 (Avian, Evil);hp:  55 
  S12 D25 C17 I16 W14 Ch12;Fort +5, Ref +12, Will +4 
  Init: 
  +7 
  Move: 30 ft., fly 60 ft. (average) 
  AC: 
  24 (+7 Dex, +5 natural armor, +1 amulet of natural 
  armor +1, +1 ring of protection +1), touch 17, flat 
  17 
  BAB/Grapple: +5/+6 
  Full Attack: 
  Bite +12 melee (1d6+1), 2 claws +7 melee 
  (1d4) 
  Special Att: 
  Smite good, sneak attack +3d6 
  Special Qual: 
  Evasion, 
  low-light 
  vision, 
  spell-like 
  abilities, strictly carnivorous, trap sense 
  +1, trapfinding, uncanny dodge 
  Skills: Bluff +12, Diplomacy +6, Disguise +14, Forgery 
  +11, Gather Information +6, Hide +12, Knowledge 
  (The Planes) +9, Listen +7, Move Silently +12, 
  Sleight of Hand +12, Spot +13, Tumble +12, Use 
  Magic Device +6 
  Feats: Deceitful, Flyby Attack, Weapon Finesse 
  CR: 
  8 
  Gear: 
  Amulet of natural armor +1 (2,000 gp), ring of 
  protection +1 (2,000 gp), gloves of dexterity +2 
  (4,000 gp), potion of magic fang (50 gp), potion of 
  cure moderate wounds (300 gp) 
  Total:  8,350 gp (9,400 gp) 
  Evasion (Ex): If a haraka rebuker makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Trap Sense (Ex): A haraka rebuker gains an intuitive sense 
  that alerts her to danger from traps, giving her a +1 bonus 
  on Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A haraka rebuker retains her 
  Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
   
  
  Bestiary Nefarious  
  Page 214 of 478 – Stephen C. Klauk  
  Haraka Scion 
  3HD Haraka Rog 8/Asn 2 (Avian, Evil);hp:  55 
  S12 D27 C17 I16 W14 Ch12;Fort +6, Ref +18, Will +6 
  Init: 
  +8 
  Move: 30 ft., fly 60 ft. (average) 
  AC: 
  25 (+8 Dex, +5 natural armor, +1 monks belt, +1 
  ring of protection +1), touch 18, flat 17 
  BAB/Grapple: +9/+10 
  Full Attack: 
  Bite +17 melee (1d6+1), unarmed strike 
  +12/+7 melee (1d8), claw +12 melee 
  (1d4) 
  Special Att: 
  Death attack, smite good, sneak attack 
  +5d6 
  Special Qual: 
  Evasion, low-light vision, poison use, 
  spell-like abilities, strictly carnivorous, 
  trap sense +1, trapfinding, uncanny dodge, 
  +1 save vs. poison 
  Skills: Bluff +15, Diplomacy +9, Disguise +17, Forgery 
  +11, Gather Information +9, Hide +16, Knowledge 
  (The Planes) +9, Listen +10, Move Silently +16, 
  Sleight of Hand +14, Spot +18, Tumble +14, Use 
  Magic Device +11 
  Feats: Combat Expertise, Combat Reflexes, Deceitful, 
  Flyby Attack, Weapon Finesse 
  CR: 
  13 
  Gear: 
  Amulet of mighty fists +1 (6,000 gp), monk’s belt 
  (13,000 gp), ring of protection +1 (2,000 gp), 
  gloves of dexterity +2 (4,000 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  25,300 gp (35,000 gp) 
  Evasion (Ex): If a haraka rebuker makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Trap Sense (Ex): A haraka rebuker gains an intuitive sense 
  that alerts her to danger from traps, giving her a +1 bonus 
  on Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A haraka rebuker retains her 
  Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  Death Attack: Study victim for 3 rounds and make a melee 
  attack to paralyze or kill opponent. If the victim of such an 
  attack fails a Fortitude save DC 15 against the kill effect, 
  she dies. If the saving throw fails against the paralysis 
  effect, the victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round per level of the assassin. If the 
  victim’s saving throw succeeds, the attack is just a normal 
  sneak attack. 
  Poison Use: Assassins are trained in the use of poison and 
  never risk accidentally poisoning themselves when applying 
  poison to a blade. 
   
  Typical Assassin Spell List 
  (2; CL 2; Spell DC 13 + Spell Level) 
  1st:  Ghost Sound, Obscuring Mist, True Strike 
   
  Haraka Deathwing 
  3HD half-fiend Haraka Rog 8/Asn 7 (Avian, Evil, 
  Native);hp:  138 
  S16 D36 C19 I23 W14 Ch14;Fort +12, Ref +28, Will +12 
  Init: 
  +13 
  Move: 30 ft., fly 60 ft. (average) 
  AC: 
  36 (+13 Dex, +6 natural armor, +7 bracers of 
  armor +7), touch 23, flat 23 
  BAB/Grapple: +13/+14 
  Full Attack: 
  Bite +26 melee (1d6+1), 2 claws +21 
  melee (1d4) or 
   
  Wand of inflict serious wounds +26 touch 
  (3d8+13;DC 20 Will half/Use Magic 
  Device DC 20 to activate) 
  Special Att: 
  Death attack, magic strike, smite good 
  2x/day, sneak attack +7d6 
  Special Qual: 
  Darkvision 60 ft., DR 5/magic +1, 
  evasion, immunity to poison, improved 
  uncanny dodge, low-light vision, poison 
  use, resistance to acid 10, cold 10, 
  electricity 10, and fire 10, spell-like 
  abilities, SR 13, strictly carnivorous, trap 
  sense +1, trapfinding, uncanny dodge, +3 
  save vs. poison 
  Skills: Bluff +21, Craft (Trapmaking) +16, Diplomacy 
  +10, Disable Device +16, Disguise +18, Forgery 
  +13, 
  Gather 
  Information 
  +14, 
  Hide 
  +26, 
  Knowledge (The Planes) +14, Listen +16, Move 
  Silently +29, Open Lock +20, Search +15, Sleight 
  of Hand +20, Spot +23, Tumble +27, Use Magic 
  Device +20 
  Feats: Combat Expertise, Combat Reflexes, Deceitful, 
  Flyby Attack, Improved Feint, Iron Will, Weapon 
  Finesse 
  CR: 
  19 
  Gear: 
  bracers of armor +7 (49,000 gp), gloves of 
  dexterity +6 (36,000 gp), headband of intellect +6 
  (36,000 gp), amulet of proof against detection and 
  location (35,000 gp), cloak of resistance +3 (9,000 
  gp), wand of inflict critical wounds (10 charges) 
  (4,200 gp), potion of cure moderate wounds (300 
  gp) 
  Total:  169,500 gp (170,000 gp) 
  Evasion (Ex): If a haraka deathwing makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Magic Strike (Su):  A haraka deathwing's natural attacks 
  are treated as magic for the purposes of bypassing damage 
  reduction. 
  Spell-like Abilities (Sp):  A haraka deathwing can use the 
  following spell-like abilities. 
  Darkness – 3x/day, Desecrate – 1x/day, Dancing Lights – 
  1x/day, Disguise Self – 1x/day, Detect Good – 1x/day. 
  Trap Sense (Ex): A haraka deathwing gains an intuitive 
  sense that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. 
  
  Bestiary Nefarious 
  Page 215 of 478 – Stephen C. Klauk 
  Uncanny Dodge (Ex): A haraka deathwing retains her 
  Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  Death Attack: Study victim for 3 rounds and make a melee 
  attack to paralyze or kill opponent. If the victim of such an 
  attack fails a Fortitude save DC 23 against the kill effect, 
  she dies. If the saving throw fails against the paralysis 
  effect, the victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round per level of the assassin. If the 
  victim’s saving throw succeeds, the attack is just a normal 
  sneak attack. 
  Poison Use: Haraka deathwings are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Note:  A haraka deathwing generally uses Improved Feint + 
  the wand of inflict serious wounds + smite good + sneak 
  attack to deliver its Death Attack (3d8+7d6+31 damage). 
   
  Typical Assassin Spell List 
  (5/5/3/1;Caster Level 7;Spell DC 16 + Spell Level) 
  1st:   Ghost Sound x2, Obscuring Mist, Sleep, True Strike 
  2nd:   Alter Self, Darkness, Invisibility x2, Spider Climb 
  3rd:   Deep Slumber, Deeper Darkness, Magic Circle 
  Against Good 
  4th:   Dimension Door, Freedom of Movement, Locate 
  Creature 
  
  Bestiary Nefarious  
  Page 216 of 478 – Stephen C. Klauk  
  Hath   
  Large Outsider (Extraplanar) 
  Hit Dice:  
  10d8+40 (85 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares), fly 80 ft. (average) (16 
  squares)  
  Armor Class:  
  19 (-1 size, +2 Dex, +8 natural), touch 11, 
  flat 17  
  BAB/Grapple:  +10/+19  
  Attack:  
  Slam +14 melee (1d6+5) 
  Full Attack:  
  Slam +14 melee (1d6+5) 
  Space/Reach:  
  10-ft./10 ft.  
  Height: 
  11 ft. + 2d6 in. (11 ft. 7 in.) 
  Weight: 
  450 lbs. + 2d8 x 25 lbs. (675 lbs.) 
  Special Att:  
  Mother’s Touch 
  Special Qual:  
  Darkvision 60 ft., outsider traits, lesser 
  magic resistant, resistance to energy, SR 
  24, spell-like abilities 
  Saves:  
  Fort +11, Ref +9, Will +10  
  Abilities:  
  S21 D15 C19 I15 W17 Ch19 
  Skills:  
  Diplomacy +17, Handle Animal +17, Heal 
  +19, Hide -2, Knowledge (Nature) +15, 
  Knowledge (Religion) +15, Listen +11, 
  Profession (Herbalist) +16, Sense Motive 
  +16, Spot +11, Survival +16  
  Feats:  
  Alertness, Brew potion, Combat Reflexes, 
  Skill Focus (Heal)  
  Environment:  Warm deserts, hills  
  Organization:  Solitary, or Cluster (2-5)  
  CR:  
  11  
  Treasure:  
  Standard Coins and item, Double gems 
  Alignment:  
  Always neutral  
  Advancement:  By Class Level 
  Level Adj:  
  +8  
  This two-legged bovine-headed humanoid is 
  dressed in white garments. Its hands end in 
  elegant, thin fingers and a golden ankh is 
  emblazoned on its forehead.  
  Hath are the handmaidens of gods of fertility and 
  midwifes. The Hath travel the lands healing the sick and 
  assisting the birth of children, whether those of men or 
  beast.  
  With a touch, Hath have the ability to impart 
  fertility or to steal it away, and thus in many ways have the 
  power of life and death for those who wish to bear an heir to 
  their lineage.  
  Hath generally prefer to remain somewhat distant 
  from civilization, though they can often be found on the 
  outskirts of heavily populated areas, or in remote hermitages 
  in the deep desert. They tend to be nomadic, traveling to 
  wherever they are needed.  
  Hath speak Common, Aegyptian, Celestial and 
  Infernal. They have been known to visit babies singing 
  praises in Celestial or to castigate evil kings or other abusers 
  of women in Infernal.  
   
  Combat 
  Hath need only touch their opponent to inflict their 
  wrath, and usually a single touch is enough to leave most 
  mortals in writhing pain. Against other outsiders, Hath 
  defend themselves with their spells and awesome touch 
  attacks, but will rarely instigate a fight, and will often seek 
  to escape unless defending pregnant female or child. 
  Lesser Magic Resistant (Su):  A Hath gains a +5 bonus to 
  its Spell Resistance. 
  Mother’s Touch (Ex):  As a standard action, a Hath may 
  use a touch attack to impart or remove fertility from any 
  living creature.  If imparting fertility, the subject will 
  become automatically impregnate/become pregnant if 
  engaged in sexual activity in the next 24 hours.  If removing 
  fertility, the victim suffers wracking pains as their ability to 
  reproduce is stripped away.  The victim suffers 10d6 non-
  lethal damage, is stunned for 5d4 rounds and is unable to 
  reproduce until the effect is negated with a successful 
  Remove Curse cast by a 11th+ level caster, Wish or Miracle 
  spell.  The victim of this attack gains a Fortitude save DC 
  19 to avoid its effects.  A Hath can only affect an individual 
  once a day, regardless whether the touch is effective or not. 
  Resistance to Energy (Ex): A Hath can ignore 10 points of 
  fire, cold or electrical damage per attack. 
  Spells-like Abilities (Sp): A Hath can use the following 
  abilities as indicated at 10th level divine casting ability.  The 
  DC to resist any of it’s spells is 14 + spell level. 
  Cure Light Wounds – at will, Cure Moderate Wounds – 
  5x/day, Cure Serious Wounds – 3x/day, Cure Critical 
  Wounds  – 2x/day, Heal – 1x/day, Flame Blade – 3x/day, 
  Holy Sword – 1x/day, Imprisonment (DC 23) – 1x/week, 
  Plane Shift – 1x/week, Symbol of Insanity (DC 22) – 1x/day, 
  Symbol of Pain (DC 19) – 1x/day, Symbol of Weakness (DC 
  21) – 1x/day. 
   
  Hath on Amberos 
   
  Hath are sacred in Llannhanex, and can be 
  encountered in Iiannhanex as well, though in the latter areas 
  they are not considered sacred beings.  Hath also exist in the 
  Skienlands, and there are tales of Hath being encountered in 
  the lands of Randu. 
   
  Hath as Characters 
   
  Hath are bound in service to the upper planes.  
  While they can often be encountered on a quest in the 
  service of good, they are not free to pursue their own 
  agendas.  They have been known however, to join a host of 
  other heroes to assist them in the completion of a quest that 
  benefits the upper planes. 
   
  Hath characters have the following abilities. 
  • 
  Large Size.  A hath suffers a –1 penalty to AC and 
  to hit rolls.  It has a –4 penalty to Hide checks but 
  gains a +4 bonus to grapple checks.  A hath’s 
  carrying capacity is double that of a medium 
  creature. 
  • 
  Outsider Type, extraplanar subtype 
  • 
  Base move 30 ft., fly 80 ft. (average) 
  
  Bestiary Nefarious 
  Page 217 of 478 – Stephen C. Klauk 
  • 
  Darkvision 60 ft.  A hath can see in total darkness 
  out to a range of 60 ft.  Darkvision is black and 
  white only. 
  • 
  +8 natural armor 
  • 
  Str +10, Dex +4, Con +8, Int +4, Wis +6, Cha +8.  
  Hath have sturdy frames and are naturally 
  contemplative, inoffensive creatures whom are not 
  easily swayed from their duties or opinions. 
  • 
  10 ft. space / 10 ft. reach. 
  • 
  10d8 racial hit dice.  The hath adds 10x its 
  Constitution modifier to this total (min 1 hp/HD).  
  The hath also gains a +10 BAB and Fort +7, Reflex 
  +7 and Will +7 base saves. 
  • 
  (8 + Int mod) x 13 skill points.  A hath’s racial 
  skills are Craft (Any), Diplomacy, Handle Animal, 
  Heal, Knowledge (Any), Listen, Profession (Any), 
  Sense Motive, Spot and Survival. 
  • 
  4 racial feats. 
  • 
  Natural Attacks.  A hath can make a slam attack 
  dealing 1d6 + Str modifier damage. 
  • 
  Lesser Magic Resistant (Su):  A Hath gains a +5 
  bonus to its Spell Resistance. 
  • 
  Mother’s Touch (Ex):  As a standard action, a 
  Hath may use a touch attack to impart or remove 
  fertility from any living creature.  If imparting 
  fertility, the subject will become automatically 
  impregnate/become pregnant if engaged in sexual 
  activity in the next 24 hours.  If removing fertility, 
  the victim suffers wracking pains as their ability to 
  reproduce is stripped away.  The victim suffers 
  10d6 non-lethal damage, is stunned for 5d4 rounds 
  and is unable to reproduce until the effect is 
  negated with a successful Remove Curse cast by a 
  11th+ level caster, Wish or Miracle spell.  The 
  victim of this attack gains a Fortitude save (DC 15 
  + Cha modifier) to avoid its effects.  A Hath can 
  only affect an individual once a day, regardless 
  whether the touch is effective or not. 
  • 
  Resistance to Energy (Ex): A Hath can ignore 10 
  points of fire, cold or electrical damage per attack. 
  • 
  Spells-like Abilities (Sp): A Hath can use the 
  following abilities as indicated at 10th level divine 
  casting ability.  The DC to resist any of it’s spells 
  is 10 + Cha modifier + spell level. 
  Cure Light Wounds – at will, Cure Moderate 
  Wounds – 5x/day, Cure Serious Wounds 3x/day, 
  Cure Critical Wounds 2x/day, Heal 1x/day, Flame 
  Blade 3x/day, Holy Sword 1x/day, Imprisonment 
  1x/week, Plane Shift 1x/week, Symbol of Insanity 
  1x/day, Symbol of Pain 1x/day, Symbol of 
  Weakness 1x/day. 
  • 
  Spell Resistance.  A hath has Spell Resistance of 
  15 + Cha modifier + 5 + Class levels. 
  • 
  Automatic Languages: Common, Aegyptian, 
  Celestial and Infernal.  Bonus Languages: Elvin, 
  Dwarven, 
  Giant, 
  Gnomish, 
  Goblinoid 
  and 
  Undercommon. 
  • 
  Favored Class:  Cleric.  A hath who takes levels 
  of cleric memorizes and casts spells as if 10 levels 
  higher than normal. 
  • 
  Level Adjustment:  +7 
  While the original hath are the creations of Hathor, 
  they serve all the gods of good.  Each hath is in the 
  particular service of a single god of good, and is usually 
  a cleric of said deity.  A hath cleric choose two of the 
  three domains of Good, Healing and Protection despite 
  the domains of the deity it worships. 
   
  
  Bestiary Nefarious  
  Page 218 of 478 – Stephen C. Klauk  
  Hath Crusader 
  10HD hath Clr 8;hp:  171 
  S22 D14 C21 I12 W29 Ch22;Fort +18, Ref +11, Will +22 
  Init: 
  +0 
  Move: 30 ft., fly 80 ft. 
  AC: 35 (-1 size, +2 Dex, +8 natural, +13 mithral full plate 
  +5, +3 absorbing shield) touch 11, flat 33 
  BAB/Grapple: +16/+26 
  Full Attack: 
  +4 morningstar +25/+20/+15/+10 melee 
  (2d6+10) 
  Special Att: 
  Mother’s Touch 
  Special Qual: 
  Darkvision 60 ft., outsider traits, lesser 
  magic resistant, resistance to energy, SR 
  34, spells, spell-like abilities, turn undead 
  Skills: Concentration +13, Diplomacy +27, Handle 
  Animal +19, Heal +25, Hide -2, Knowledge 
  (Religion) +22, Listen +24, Profession (Herbalist) 
  +14, Sense Motive +22, Spot +24, Survival +22 
  Feats: Alertness, Augment Summoning, Brew potion, 
  Power Attack, Improved Sunder, Skill Focus 
  (Heal), Spell Focus (Conjuration) 
  CR: 
  19 
  Gear: 
  +4 morningstar (32,308 gp), mithral full plate +5 
  (35,650 gp), absorbing shield (50,170 gp), periapt 
  of Wisdom +6 (36,000 gp), staff of healing (25 
  charges) (13,875 gp), reliquary (500 gp) [Holy 
  Aura] 
  Total:  168,943 gp (170,000 gp) 
  Mother’s Touch (Su):  DC 21 
  Spells-like Abilities (Sp): A hath crusader can use the 
  following abilities as indicated at 10th level divine casting 
  ability.  The DC to resist any of it’s spells is 19 + spell level. 
  Cure Light Wounds – at will, Cure Moderate Wounds – 
  5x/day, Cure Serious Wounds – 3x/day, Cure Critical 
  Wounds  – 2x/day, Heal – 1x/day, Flame Blade – 3x/day, 
  Holy Sword – 1x/day, Imprisonment (DC 28) – 1x/week, 
  Plane Shift – 1x/week, Symbol of Insanity (DC 27) – 1x/day, 
  Symbol of Pain (DC 24) – 1x/day, Symbol of Weakness (DC 
  26) – 1x/day. 
  Turn Undead (Su):  9x/day; Turn Check 1d20+6; Turn 
  Damage 2d6+14 
   
  Typical Cleric Spell List 
  (6/9/8/8/8/7/6/5/5/4; CL 18; Spell DC 19 + Spell level; 
  Domains:  Healing, Protection) 
  0:  Create Water, Cure Minor Wounds, Detect Magic, 
  Detect Poison, Light, Purify Food and Drink 
  1st:  Bless, Comprehend Languages, Deathwatch, Detect 
  Evil, Divine Favor, Hide from Undead, Protection 
  From Evil, Remove Fear, SanctuaryD, Shield of Faith 
  2nd:  Aid, Align Weapon, Enthrall, Hold Person, Make 
  Whole, Resist Energy, Shield OtherD, Status 
  3rd:  Daylight, Dispel Magic, Invisibility Purge, Locate 
  Object, Meld into Stone, Protection from EnergyD, 
  Searing Light, Speak with Dead 
  4th:  Dimensional Anchor, Discern Lies, Divine Power, 
  Imbue with Spell Ability, Neutralize Poison, 
  Restoration, Sending, Spell ImmunityD 
  5th:  Commune, Dispel Evil, Disrupting Weapon, Greater 
  Command, Mark of Justice, Slay Living, Spell 
  ResistanceD 
  6th:  Animate Objects, Banishment, Blade Barrier, Mass 
  Bull’s Strength, Heal x2D 
  7th:  Ethereal Jaunt, Holy Word, Regenerate, RepulsionD, 
  Summon Monster VII 
  8th:  Fire Storm, Greater Spell Immunity, Holy Aura, Mind 
  BlankD, Summon Monster VIII 
  9th:  Mass HealD, Summon Monster IX, True Resurrection 
  
  Bestiary Nefarious 
  Page 219 of 478 – Stephen C. Klauk 
  Hell Reaper   
  Medium Outsider (Devil, Evil, Lawful)  
  Hit Dice:  
  10d8+70 (115 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (perfect)  
  Armor Class:  
  24 (+2 Dex, +12 natural), touch 12, flat 22  
  BAB/Grapple:  +10/+14  
  Attack:  
  +3 flaming burst scythe +14 melee 
  (1d6+9;19-20/x4)  
  Full Attack:  
  +3 flaming burst scythe +14/+9/+4 melee  
  or tail +14 melee (1d6+9; 19-20/x4) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  6 ft. + 1d12 in. (6 ft. 6 in.) 
  Weight: 
  100 lbs. + 2d4 x 25 lbs. (225 lbs.) 
  Special Att:  
  Breath weapon, fearsome ray, hell’s debt, 
  poison  
  Special Qual:  
  DR 10/good, darkvision 60 ft., outsider 
  traits, resistance to energy, spell immunity  
  Saves:  
  Fort +14, Ref +9, Will +8  
  Abilities:  
  S19 D15 C25 I15 W13 Ch16 
  Skills:  
  Craft 
  +15, 
  Disguise 
  +16, 
  Gather 
  Information +16, Hide +15, Intimidate 
  +16, Listen +7, Move Silently +15, Ride 
  +15, Search +9, Spot +14, Use Magic 
  Device +16  
  Feats:  
  Dodge, 
  Improved 
  Critical, 
  Mobility, 
  Spring Attack  
  Environment:  Hell or Any land  
  Organization:  Solitary  
  CR:  
  11 
   Treasure:  
  +3 flaming burst scythe, normal coins and 
  gems  
  Alignment:  
  Always lawful evil  
  Advancement:  11-20 HD (Medium); 21-30 HD (Large) 
  Level Adj:  
  -  
  The protruding skin of this red-cloaked fiend is 
  covered in bony protrusions.  A pair of bat-like 
  wings erupts from its back and its face is 
  cloaked in shadow. Within the dark hood can 
  be seen the glowing red eyes of the creature. 
  In its hands it hold a blackened scythe.  
  Hell reapers are devils sent from hell to collect on the 
  soul debts of the living. They are sent to locate and murder a 
  specific target. They can ruthlessly track their target, and 
  will not give up until slain - once they are set on an being 
  not even other devils can call them off.  
  Hell reapers speak Common and infernal. They are known 
  to announce their presence in infernal when they reach their 
  target and prepare to attack.  
   
  Combat 
  Hell reapers will use whatever means to get as 
  close to their target undetected before striking. Once 
  engaged, they will not willingly flee or change targets until 
  the one they have been dispensed to slay has been dealt 
  with. Hell reapers do not care - and actually enjoy - to strike 
  down bystanders, but will be careful when engaging 
  opponents by seeking to strike when they will be most likely 
  to succeed. It is not uncommon for them to wait to strike 
  when the opponent is otherwise engaged, unarmed, asleep 
  or otherwise unable to properly defend himself or herself.  
   
  Unless a hell reaper is slain in hell proper, the 
  scythe it wields disappears upon the creature’s destruction.  
  If a hell reaper’s weapon should be stolen or otherwise 
  taken, the hell reaper will turn its attentions to retrieving the 
  weapon before resuming its mission. 
  Breath Weapon (Su): A hell reaper can breath a cone of 
  flame 30 feet long.  Those in the area of effect take 6d6 fire 
  damage (Reflex save DC 22 for half).  The hell reaper can 
  breath once per minute.  
  Fearsome Ray (Su): As a standard action, the hell reaper 
  may make a ranged touch attack with a range of 60 feet.  
  Anyone struck by the ray ages 2d10 years and is panicked if 
  they fail a Will saving throw (DC 18).  The hell reaper may 
  only use its fearsome ray ability on a foe once a day. 
  Hell’s Debt (Su):  As a standard action, a hell reaper can 
  deliver a coupe de grace to a helpless or unconscious 
  opponent with its scythe.  If the attack succeeds, the 
  victim’s instantly dies and their soul is sent directly to hell.  
  Furthermore, attempts to raise or resurrect the dead 
  individual automatically fail unless preceded by a Wish or 
  Miracle spell to undo the Hell’s Debt effect. 
  Poison (Ex): The tail of a hell reaper injects a deadly poison 
  that paralyzes victims (Inject; Fort DC 22; Init: paralyzed 
  1d4 rounds, Sec: none) 
  Resistance to Energy (Ex): A hell reaper is immune to fire 
  damage and has acid and electrical resistance 15. 
  Spell Immunity (Ex): A hell reaper avoids the effects of 
  spells and spell-like abilities that directly affect it. This 
  works exactly like spell resistance, except that it cannot be 
  overcome. Hell reapers do not gain immunity to spells with 
  the good descriptor. 
   
  Hell Reapers on Amberos 
   
  The Dark One is known for making contracts with 
  mortals in return for power.  These contracts usually have a 
  5 to 10 year limit on them, where after the contractor’s soul 
  is to be collected and taken to Hell.  The Dark One uses Hell 
  Reapers to collect the souls of those whom contract is 
  expired. 
    
  
  Bestiary Nefarious  
  Page 220 of 478 – Stephen C. Klauk  
  Hellchilde 
  Medium Humanoid (devil, human) 
  Sorcerer 1 
  Hit Dice: 
  1d4 (2 hp) 
  Initiative: 
  +1 
  Speed: 
  30 ft. 
  AC: 
  11 (+1 Dex), touch 11, flat 10 
  BAB/Grapple: +0/-1 
  Attack: 
  Dagger –1 melee (1d4-1;19-20/x2) 
  Full Attack: 
  Dagger –1 melee (1d4-1;19-20/x2) 
  Face/Reach: 
  5 ft./5 ft. 
  Height: 
  5 ft. + 3 in. + 2d6 in. (5 ft. 10 in.) 
  Weight: 
  120 lbs. +2d6 x 7 lbs. (169 lbs.) 
  Special Att: 
  Spells 
  Special Qual: 
  Light sensativity, low-light vision, spell-
  like abilities, transformation 
  Saves: 
  Fort +0, Reflex +1, Will +2 
  Abilities: 
  S8 D13 C10 I14 W10 Ch17 
  Skills: 
  Bluff +9, Concentration +4, Hide +3, 
  Knowledge (Arcana) +6, Spellcraft +6 
  Feats: 
  Spell Focus (Enchantment) 
  Environment: 
  Any 
  Organization: 
  Solitary, Troupe (2-5), Gathering (5-12), 
  Bidding (5-20 + 1 Arcanum) 
  CR: 
  1 
  Treasure: 
  Standard 
  Alignment: 
  Usually Nuetral (Evil tendancies) 
  Advancement: By Character Class 
  Level Adj: 
  +0 
   
   
  Hellchilde are humans descended from powerful 
  individuals whose ancestors made pacts with powerful – and 
  often evil outsiders.  Part of the pact of power that the 
  Hellchilde have made leaves them outwardly albino, but 
  hides within them a terrible transformation when they 
  unleash their powerful abilities. 
   
  Hellchilde tend to be reclusive loners, only  truly 
  comfortable around their own kind.  They tend to be drawn 
  to power and the benefits of wealth and they often are 
  morally neutered or corrupt. 
   
  Hellchilde, 
  like 
  mageborn 
  (see 
  Bestiary 
  Malfearous), have a natural knack for spellcasting, though it 
  is more broad than mageborn skill.  However, when a 
  Hellchilde casts a spell, their body undergoes a terrifying 
  transformation – their skin turns a flaming red, their eyes 
  become yellow with black snake-like slits, horns protrude 
  from their forehead, a reptilian tail sprouts from their back 
  and their feet become cloven hooved.  While the 
  transformation usually only lasts a brief time, it can be quite 
  startling to those who have never encountered a Hellchilde 
  before. 
   
  Though this demonic appearance is universal to the 
  Hellchilde and only manifests itself when the Hellchilde 
  cast spells, they ancient pacts that Hellchilde draw on them 
  is not limited to demonic bonds; Hellchilde have also 
  bonded themselves to fey, genie and even draconic pacts 
  that they draw their unusual abilities from. 
   
  Despite their outward appearance and the dealings 
  of their ancestors, the majority of the Hellchilde are not evil, 
  though they do tends towards questionable behavior and 
  ethics. 
   
  Hellchilde speak Trade or Common, depending on 
  their place of origin.  Most Hellchilde can speak an 
  additional two languages, and often prefer Abyssmal, 
  Aquan, Auran, Celestial (rarely – either for Bluffing 
  purposes or among those seeking “atonement”), Draconic, 
  Ignan, Infernal or Terran, depending on their percieved 
  source of magical power. 
   
  Combat 
   
  Hellchilde often enter combat only as a last resort, 
  when bargaining or beguiling opponents has failed.  They 
  prefer to strike from positions of power and will often leave 
  a battlefield they do not feel they control, and will often flee 
  or surrender to a superior foe.  Given the chance, most 
  Hellchilde will seek turn the tables on anyone who bests 
  them, and are not above pursuing a percieved enemy for 
  years before striking. 
   
  The Hellchilde presented above had Str 8, Dex 13, 
  Con 12, Int 14, Wis 10 and Cha 15 before racial 
  adjustments. 
  Light Sensativity:  When a Hellchilde is exposed suddenly 
  to light, or is in areas of bright light (such as a Sunlight 
  spell), they must make a DC 15 Fort save or be dazzled for a 
  round.  Thereafter, they suffer a –1 penalty to hit rolls and 
  sight-based skill checks in bright light (no save). 
  Spell-like abilities:  A Hellchilde can use the following 
  spell-like abilities once per day.  Arcane Mark, Shadows,  
  and Dancing Lights. 
  Transformation:  When a Hellchilde casts a spell, their 
  appearance changes to a terrifying demonic shape (as 
  described above).  This transformation lasts for 1 round per 
  level of the spell cast (For example, a phantasmal killer 
  spell, a 4th level spell, would transform the Hellchilde for 4 
  rounds).  While transformed, the Hellchilde gains several 
  benefits.  They gain a +2 bonus to Will saves, +1 Caster 
  Level and two natural claw attacks that deal 1d4+Str 
  modifier. 
  
  Bestiary Nefarious 
  Page 221 of 478 – Stephen C. Klauk 
   
  Typical Sorcerer Spell List 
  (5/4; CL 1; DC 13 + Spell Level) 
  0: Detect Magic, Flare, Message, Prestidigitation 
  1st:  Charm Person*, Magic Missile 
  * Enchantment Spell; +1 DC 
   
  Hellchilde Society 
   
  Hellchilde are often found dwelling in human 
  society, using their innate knack for magic to better their 
  social position.  They tend to naturally veer towards 
  leadership or dominating positions, often treading on those 
  who get in their way. 
   
  When in the company of their own, Hellchilde tend 
  to form into conclaves and secret societies consisting of 
  only their kind.  A good many of these organizations are 
  neither scheming nor laden with hidden intrigue – they tend 
  to be merely a conduit for developing relationships with 
  other Hellchilde who share similar interests and abilities – a 
  place where one may relax and “be themselves.”  Outsiders, 
  however, often tend to attribute sinister motives to 
  Hellchilde societies, not all without merit. 
   
  Most Hellchilde are flippant towards religion, and 
  may go out of their way to interfere, tear down or otherwise 
  oppose religious institutions.  This often stems from their 
  pacts of power, and a feeling of being outside the natural 
  order – that in many cases, religion is a lie of slavery, where 
  the pacts of power Hellchilde are bound to are freedom from 
  such slavery.  The afterlife for most Hellchilde is seen as a 
  “road trip” where they may travel the planes of existance as 
  they will, rather than be bound as slaves to some god’s 
  whim after death. 
   
  Hellchilde On Amberos 
   
  Since the Dark Age, noble families of the realm 
  once known as Al-Baqua have had dealings with genies, 
  demons and devils to cement their power.  Their ancient 
  dealings have forever marked their descendants as the 
  Hellchilde.  The descentants of these families have the 
  innate ability to tap into the magical pacts that their 
  forefathers forged with these outsiders. 
   
  Likewise, family members of the Mytears family 
  and its associates of the lands of Riddlekill have manifested 
  several Hellchilde bloodlines, apparently due to their 
  ancient connection to the otherworldly forces behind the 
  Skyland Hold.  Unlike the Hellchilde of the Skienlands, 
  those with association to the Mytears family have fiendish 
  connections only, and tend towards both Lawful and Evil 
  outlooks. 
   
  Hellchilde As Characters 
   
  While reluctant to willingly leave the lap of luxury, 
  there are many Hellchilde who seek the adventuring life to 
  buy into a life of luxury or whom are forced out of their 
  lifestyle to seek a new life.  Rarely, a Hellchilde may come 
  to enjoy the wanderings of adventure life and become a sort 
  of wandering thrillseeker. 
   
  All Hellchilde have the following racial abilities. 
  • 
  -2 Constitution, +2 Charisma. 
  • 
  Medium:  As Medium creatures, Hellchilde have 
  no special bonuses or penalties due to their size. 
  • 
  Hellchilde base speed is 30 feet. 
  • 
  Low-Light Vision:  A Hellchilde can see twice as 
  far as a human in starlight, moonlight, torchlight, 
  and similar conditions of poor illumination.  He 
  retains the ability to distinguish color and detail 
  under these conditions. 
  • 
  Spell-like abilities:  A Hellchilde can use the 
  following spell-like abilities once per day if they 
  have a Charisma of 10 or better.  Arcane Mark, 
  Shadows,  and Dancing Lights. 
  • 
  Human Blood.  For all effects related to race, a 
  Hellchilde is considered a human. 
  • 
  +2 racial bonus on Bluff and Hide checks. 
  • 
  Transformation:  When a Hellchilde casts a spell, 
  their appearance changes to a terrifying demonic 
  shape (as described above).  This transformation 
  lasts for 1 round per level of the spell cast (For 
  example, a phantasmal killer spell, a 4th level spell, 
  would transform the Hellchilde for 4 rounds).  
  While transformed, the Hellchilde gains several 
  benefits.  They gain a +2 bonus to Will saves, +1 
  Caster Level and two natural claw attacks that deal 
  1d4+Str modifier.  At 5th level, when transformed, 
  the Hellchilde gains a +1 natural armor bonus.  
  This natural armor bonus increases by +1 for every 
  4 levels thereafter.  Thus a Hellchilde has a natural 
  armor bonus of +1 at 5th-8th level, +2 at 9th-12th 
  level, +3 at 13th-16th level, +4 at 17th+ level. 
  The use of supernatural or spell-like abilities does not 
  cause the Hellchilde to transform. 
  • 
  Light Sensativity:  When a Hellchilde is exposed 
  suddenly to light, or is in areas of bright light (such 
  as a Sunlight spell), they must make a DC 15 Fort 
  save or be dazzled for a round.  Thereafter, they 
  suffer a –1 penalty to hit rolls and sight-based skill 
  checks in bright light (no save). 
  • 
  Automatic Languages:  Trade (or Common) and 
  Infernal.  Bonus Languages:  Abyssmal, Aquan, 
  Auren, Draconic, Dwarven, Elvin, Ignan, Terran, 
  Giant, Gnomish, or Goblinoid. 
  • 
  Favored Class:  Sorcerer.  A multiclass 
  Hellchilde’s sorcerer class does not count when 
  determining whether she makes an experience 
  point penalty for multiclassing. 
  Hellchilde usually scorn worship of any sort, though 
  there are a few Hellchilde who have devoted themselves to a 
  diety.  They have no favored diety. 
   
  
  Bestiary Nefarious  
  Page 222 of 478 – Stephen C. Klauk  
  Hellchilde Silver Tongue 
  Hellchilde Soc 6;hp:  15 
  S8 D13 C10 I14 W10 Ch18;Fort +2, Ref +3, Will +5 
  Init: 
  +1 
  Move: 30 ft. 
  AC: 
  (+1 Dex, ), touch 11, flat  
  BAB/Grapple: +3/+2 
  Full Attack: 
  Dagger +4 melee (1d4-1;19-20/x2 or 2 
  claws +4 melee (1d4-1) 
  Special Att: 
  Spells 
  Special Qual: 
  Light sensativity, Low-light vision, spell-
  like abilities, transformation 
  Skills: Bluff +15, Concentration +9, Hide +3, Knowledge 
  (Arcana) +11, Spellcraft +11 
  Feats: Improved Initiative, Spell Focus (Enchantment), 
  Weapon Finesse 
  CR: 
  6 
  Gear: 
  Bracers of armor +2 (4,000 gp), wand of charm 
  person (heightened 3rd)  (CL 6, 5 charges) (1,350 
  gp), potion of cure light wounds x2 (100 gp) 
  Total:  5,450 gp (5,600 gp) 
   
  Typical Sorcerer Spell List 
  (6/7/6/4; CL 6 [7 when transformed];DC 14 + Spell level) 
  0:  Daze*, Detect Magic, Ghost Sound, Message, 
  Prestidigitation, Resistance, Touch of Fatigue 
  1st:  Cause Fear, Charm Person*, Magic Missile, Ray of 
  Enfeeblement 
  2nd:  Invisibility, Touch of Idiocy* 
  3rd:  Suggestion* 
  * Enchantment spell, +1 DC 
   
  Shadows 
  Evocation [Darkness] 
  Level:  Brd 1, Clr 1, Sor/Wiz 1 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area of Effect: 20-foot radius 
  Duration: 1 minute/level 
  Saving Throw:  None 
  Spell Resistance:  No 
   
  This spell causes the light in the selected area to 
  dim, granting anyone within its confines a +5 bonus to Hide 
  skill checks. 
   
  This spell does not work in an area of total 
  darkness. 
   
  Shadows counters or dispels any light spell of 
  equal or lower spell level. 
  Arcane Material Component:  A bit of sackcloth. 
  
  Bestiary Nefarious 
  Page 223 of 478 – Stephen C. Klauk 
  Hopping Gnasher   
  Medium Undead 
  Hit Dice:  
  4d12 (26 hp)  
  Initiative:  
  +3 (-1 Dex, +4 Improved Initiative)  
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  13 (-1 Dex, +4 natural), touch 9, flat 13  
  BAB/Grapple:  +2/+6  
  Attack:  
  Bite +6 melee (1d6+4) 
  Full Attack:  
  Bite +6 melee (1d6+4) and 2 claws +1 
  melee (1d4+2) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 9 in. 
  Weight: 
  100 lbs. 
  Special Att:  
  Blood drain, energy drain  
  Special Qual:  
  DR 5/-, darkvision 60 ft., SR 14, undead 
  traits, vampire vulnerabilities 
  Saves:  
  Fort +1, Ref +0, Will +8  
  Abilities:  
  S19 D9 C0 I6 W14 Ch14  
  Skills:  
  Listen +2, Spot +9  
  Feats:  
  Improved Initiative, Iron Will  
  Environment:  Any land  
  Organization:  Solitary, Brood (2-5), or Nest (5-20)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  -  
  The humanoid before you is dressed in rotting 
  funeral finery. Its skin has a greenish tinge, 
  and its hands end in black, iron hard nails. 
  Most of its body seems rigid, except its lower 
  arms and head, and it moves towards you with 
  a hopping motion, baring its fangs as it 
  approaches  
  Hopping gnashers are a lesser form of vampire. In 
  many ways, they are considered “failed” vampires. Their 
  body is semi-rigid from rigor mortis, though they retain the 
  ability to attack with their claws and bite, and can move 
  about by hopping to and fro. They barely have the 
  semblance of intelligence, and their only thoughts are to 
  catch victims and feed from them.  
  Hopping gnashers do not speak anything but 
  garbled words from that they knew in life. At best, it is 
  gibberish, and they seem incapable or unwilling to listening 
  to others speech.  
   
  Combat 
  Hopping gnashers can be cunning, attacking 
  victims from above, from secret or sometimes even "playing 
  dead" to get an opponent in range. Once they have engaged, 
  they will not flee, and have been know to pursue foes great 
  distances, though they are unable to accurately track victims 
  once they are out of sight.  
  Blood Drain (Ex): A hopping gnasher can suck blood from 
  a living victim with its fangs by making a successful grapple 
  check. If it pins the foe, it drains blood, dealing 1d4 points 
  of Constitution drain each round the pin is maintained. On 
  each such successful attack, the hopping gnasher gains 5 
  temporary hit points. 
  Energy Drain (Su): Living creatures hit by a hopping 
  gnasher’s claw attack gain  a negative level. For each 
  negative level bestowed, the hopping gnasher gains 5 
  temporary hit points. A hopping gnasher can use its energy 
  drain ability once per round (thus, only one of its claw 
  attacks will drain a level in a given round). 
  Vampire Vulnerabilities (Ex): Hopping Gnashers  have a 
  number of weaknesses. 
  Hopping gnashers cannot tolerate the strong odor 
  of garlic and will not enter an area laced with it. 
  Similarly, they recoil from a mirror or a strongly 
  presented holy symbol. These things don’t harm the 
  hopping gnasher — they merely keep it at bay. A recoiling 
  hopping gnasher must stay at least 5 feet away from a 
  creature holding the mirror or holy symbol and cannot touch 
  or make melee attacks against the creature holding the item 
  for the rest of the encounter. Holding a hopping gnasher at 
  bay takes a standard action. 
  Hopping gnashers are also unable to cross running 
  water, although they can be carried over it while resting in 
  their coffins or aboard a ship. 
  They are utterly unable to enter a home or other building 
  unless invited in by someone with the authority to do so. 
  They may freely enter public places, since these are by 
  definition open to all. 
   
  Hopping Gnashers on Amberos 
   
  Oddly, hopping gnashers only seem to spring up in 
  Spi Dak Su, the Skienlands and Chiamung.  Why these 
  “vampires” only appear in these oriental lands is unknown, 
  but thought that it may have something to do with Skierian 
  and Nippon physiology. 
  
  Bestiary Nefarious  
  Page 224 of 478 – Stephen C. Klauk  
  Horesse   
  Medium Humanoid (Equine, Shapechanger) 
  Hit Dice:  
  3d8+6 (19 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares)in hide armor; base speed 
  40 ft.  
  Armor Class:  
  14 (+1 Dex, +3 hide armor), touch 11, flat 
  13  
  BAB/Grapple:  +2/+4  
  Attack:  
  Longspear +4 melee (1d8+3;x3) or 
  longbow +3 ranged (1d8) 
  Full Attack:  
  Longspear +4 melee (1d8+3;x3) or 
  longbow +3 ranged (1d8) 
  Space/Reach:  
  5-ft./5 ft. (10 ft. with longspear) 
  Height: 
  (human) 5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
   
  (horse) 8 ft. + 2d8 in (8 ft. 9 in.) 
  Weight: 
  (human) 150 lbs. + 2d4 x 5 lbs. (175 lbs.) 
   
  (horse) 600 lbs. + 2d10 x 50 lbs. (1,150 
  lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Alternate form, low-light vision, magic 
  hide, scent  
  Saves:  
  Fort +3, Ref +2, Will +1  
  Abilities:  
  S15 D13 C14 I10 W11 Ch10  
  Skills:  
  Balance -2, Climb -1, Escape Artist -2, 
  Handle Animal +6, Hide -2, Jump -1, 
  Listen +3, Move Silently -2, Sleight of 
  Hand -2, Spot +3, Swim -4, Tumble -2  
  Feats:  
  AlertnessB, Run, Two-Weapon Fighting  
  Environment:  Any land  
  Organization:  Solitary, Team (2-5), Pack (5-12 horesse 
  + 1-6 horses +  0-1 horesse trickster), or 
  Herd (20-40 horesse + 5-20 horses + 1-5 
  horesse 
  trickster 
  + 
  0-1 
  horesse 
  windwalker + 0-1 horesse skyprancer + 0-
  6 werehorses)  
  CR:  
  2  
  Treasure:  
  Standard  
  Alignment:  
  Usually neutral  
  Advancement:  By character class  
  Level Adj:  
  +2  
  This horse-headed humanoid is dressed in a 
  colorful hide armor and wields a longsword 
  and short sword. Across its back is a 
  longbow.  
  Horesse are an ancient race of humanoids who 
  have the ability to transform themselves into wild horses. 
  They are nomadic in nature, and tend to scorn civilized 
  areas. Despite their neutral alignment, they are often thieves 
  or marauders, stealing anything they feel are of value that 
  they need. However, their theft and banditry is not wanton; 
  they only seek out those items they need that they cannot 
  easily make for themselves - weapons, sometimes food in 
  lean times and very rarely, items of great value the tribe 
  feels it can wrest from the “civilized” folks, usually for 
  ransom back to its owners or to a higher bidder.  
  Horesse speak Common, Sylvan and speak to 
  horses as per the spell speak with animal.  
   
  Combat 
  Horesse are skilled fighters with two weapons. 
  They prefer hit and run tactics and generally like to annoy 
  an enemy so that they act foolish. Horesse prefer to strike en 
  masse, and scoff at the idea of honorable combat or fighting 
  one-on-one. They prefer a motto of "whatever is required to 
  win."  
  Horesse will also generally flee or avoid combats 
  that will go against them; one of the best tactics to avoid a 
  horesse attack is to show them you outnumber the horesse 
  by at least two to one odds or better.  
  Alternate Form (Su): A horesse in possession of its hide 
  armor is capable of assuming the shape of a horse as a full-
  round action.  This acts as a polymorph spell into a Heavy 
  War Horse and lasts for 1 hour at a time. 
   
  Other creatures can actually use the hide of a 
  horesse to perform the same transformation into a horse.  To 
  use the hide, the user must either be a horesse, a druid or 
  ranger of 5th level or higher or a spellcaster with access to 
  alter self, polymorph or shape change.  The actual 
  transformation to warhorse does not use a spell slot or wild 
  shape use. 
  Magic Hide (Su):  A horesse’s hide armor is a supernatural 
  part of its body.  Regardless of class, it is automatically 
  proficient with the armor and the armor does not prevent it 
  from using any class abilities or feats that it would normally 
  be denied to it because it is wearing medium armor.  If the 
  hide is lost, stolen or destroyed, a horesse must spend a 
  month regrowing a replacement.  A horesse’s hide armor 
  can be enchanted at normal cost and must be “upgraded” to 
  masterwork (by paying 300 gp) before it may be enchanted. 
   
  Society 
  Horesse are egalitarian, and a tribe of the horesse 
  will be either male or female. The tribal leader remains 
  unmarried; once the tribal leader mates and produces 
  children, they must step down to allow a new leader to take 
  their place.  
  Horesse often travel with herds of wild horses 
  across the plains, and sometimes use these herds to covertly 
  hunt other herd animals - despite the horesse's appearance, 
  they are omnivores, and often enjoy the meat of wild game 
  as much as a meal of berries, fruits or other vegetables.  In 
  very rare cases, evil herds of horesse have been known to 
  eat other humanoid races. 
  Horesse are full of tricks even among their own 
  kind, and a successful horesse is generally very cunning and 
  highly respected by others, often referred to as a "trickster".  
  Outsiders dealing with Horesse must be careful; 
  anything the horesse can gain through trickery or 
  advantageous dealings is considered fair play for them. 
  Though they generally take being outsmarted in stride, a 
  particularly vicious outcome that harms or otherwise 
  disgraces a horesse is likely to be redressed with a knife in 
  the back - possibly inflicted by the entire tribe.  
   
  Horesse on Amberos 
   
  Horesse clans dot the scrub plains of Randu, Ran 
  Da Khan and Simera.  Individual horesse can sometimes be 
  
  Bestiary Nefarious 
  Page 225 of 478 – Stephen C. Klauk 
  found in across eastern Amberos, ranging from Simera, 
  Nyrr Ryann and Dark Valley eastward. 
   
  Of late, some of the commanders of the Knights of 
  the South have been attempting to influence certain Horesse 
  tribes to join the ranks of the Knights.  The knights have set 
  aside space for a Horesse battle group, but so far the 
  Horesse seem uninterested in the rigid codes of honor of the 
  knights. 
   
  Horesse as Characters 
   
  Horesse feel most comfortable in a herd, but there 
  are a few whom are either exiled from their tribe or choose 
  to strike out on their own.  Horesse characters have the 
  following traits. 
  • 
  Base speed 40 feet. 
  • 
  Medium size 
  • 
  Low-light vision.  Horesse can see in dim or 
  twilight conditions twice as far as a human. 
  • 
  3d8 racial Hit Dice.  The Horesse adds 3x its 
  constitution modifier to these racial hit dice, with a 
  minimum of one hit point per hit die.  This also 
  grants the Horesse two feats, a BAB of +2 and base 
  saves of Fort +1, Reflex +1 and Will +1. 
  • 
  +4 Str, +2 Dex, +4 Con.  Horesse are strong and 
  healthy, and generally quicker than other races. 
  • 
  (2 + Int modifier) x 6 skill points.  A Horesse’s 
  racial skills are Handle Animal, Listen, Spot and 
  Survival. 
  • 
  Alertness racial feat. 
  • 
  Alternate Form (Su): A horesse in possession of 
  its hide armor is capable of assuming the shape of a 
  horse as a full-round action.  This acts as a 
  polymorph spell into a Heavy War Horse and lasts 
  for 1 hour at a time. 
  • 
  Magic Hide (Su):  A horesse’s hide armor is a 
  supernatural part of its body.  Regardless of class, 
  it is automatically proficient with the armor and the 
  armor does not prevent it from using any class 
  abilities or feats that it would normally be denied to 
  it because it is wearing medium armor.  If the hide 
  is lost, stolen or destroyed, a horesse must spend a 
  month regrowing a replacement.  A horesse’s hide 
  armor can be enchanted at normal cost and must be 
  “upgraded” to masterwork (by paying 300 gp) 
  before it may be enchanted. 
  • 
  Scent (Ex).  This special quality allows a creature 
  to detect approaching enemies, sniff out hidden 
  foes, and track by sense of smell. Creatures with 
  the scent ability can identify familiar odors just as 
  humans do familiar sights.  The creature can detect 
  opponents within 30 feet by sense of smell. If the 
  opponent is upwind, the range increases to 60 feet; 
  if downwind, it drops to 15 feet. Strong scents, 
  such as smoke or rotting garbage, can be detected 
  at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, 
  can be detected at triple normal range.  When a 
  creature detects a scent, the exact location of the 
  source 
  is 
  not 
  revealed—only 
  its 
  presence 
  somewhere within range. The creature can take a 
  move action to note the direction of the scent. 
  Whenever the creature comes within 5 feet of the 
  source, the creature pinpoints the source’s location. 
  A creature with the Track feat and the scent ability 
  can follow tracks by smell, making a Wisdom (or 
  Survival) check to find or follow a track. The 
  typical DC for a fresh trail is 10 (no matter what 
  kind of surface holds the scent). This DC increases 
  or decreases depending on how strong the quarry’s 
  odor is, the number of creatures, and the age of the 
  trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the 
  rules for the Track feat. Creatures tracking by scent 
  ignore the effects of surface conditions and poor 
  visibility. 
  • 
  Racial Languages:  Common, Sylvan and Equine 
  (as per speak with animals).  Bonus Languages:  
  Auran, Goblinoid, and Gnoll. 
  • 
  Favored Class:  Ranger 
  • 
  Level Adjustment: +2. 
  Horesse worship Lorius, the Lord of the wind.  A 
  horesse priest can choose two of the domains from Air, 
  Healing or Travel. 
   
  
  Bestiary Nefarious  
  Page 226 of 478 – Stephen C. Klauk  
  Horesse Trickster 
  3HD horesse Rgr 5 (shapechanger) ;hp:  60 
  S21 D16 C16 I10 W13 Ch8;Fort +8, Ref +8, Will +3 
  Init: 
  +3 
  Move: 40 ft. 
  AC: 
  17 (+3 Dex, +4 hide armor +1), touch 13, flat 14 
  BAB/Grapple: +7/+12 
  Full Attack: 
  primary +1 shortspear +12/+7 melee 
  (1d6+6), offhand mw dagger +11 melee 
  (1d4+2) or 
   
  Composite longbow (+5 Str) +10/+5 
  ranged (1d8+5) 
  Special Att: 
  - 
  Special Qual: 
  Alternate form, favored enemy, low-light 
  vision, magic hide, scent, wild empathy 
  Skills: Climb +8, Diplomacy –1, Handle Animal +10, 
  Heal +6, Jump +12, Listen +3, Spot +8, Survival 
  +12 
  Feats: AlertnessB, Dodge, EnduranceR, Mobility, TrackR, 
  Two-weapon 
  FightingR, 
  Weapon 
  Focus 
  (shortspear) 
  CR: 
  7 
  Gear: 
  shortspear +1 (2,301 gp), mw dagger (302 gp), 
  composite longbow (Str +5) (600 gp), hide armor 
  +1 (1,150 gp), gray bag of tricks (900 gp), efficient 
  quiver (1,800 gp), x2 potion of cure light wounds 
  (100 gp) 
  Total: 7,153 gp (7,200 gp) 
  Favored Enemy (Ex):  The horesse trickster gains a +4 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks  as well as a +4 bonus on damage rolls when using 
  these skills against Monstrous humanoids.  The horesse 
  trickster gains a +2 bonus on Bluff, Listen, Sense Motive, 
  Spot, and Survival checks  as well as a +2 bonus on damage 
  rolls when using these skills against Humanoids (goblinoid). 
  Wild Empathy (Ex):  Check 1d20+4; Influence animals 
   
  Typical Ranger Spell List 
  (1; CL 2; Spell DC 12) 
  1st:  Longstrider 
   
  Light Horse Animal Companion: CR -; LA —; Large animal; 
  HD 3d8+6; hp 19; Init +1; Spd 60 ft.; AC 13 (–1 size, +1 Dex, +3 
  natural), touch 10, flat-footed 12; Base Atk +2; Grp +8; Atk Hoof 
  (as secondary attack) –2 melee (1d4+1); Full Atk 2 hooves (as 
  secondary attack) –2 melee (1d4+1); Space/Reach 10 ft./5 ft.; SA 
  —; SQ link, low–light vision, scent, share spells; AL (Always) N; 
  SV Fort +5, Ref +4, Will +2; Str 14, Dex 13, Con 15, Int 2, Wis 
  12, Cha 6. 
  Skills and Feats: Listen +4, Spot +4; Endurance, Run. 
  Carrying Capacity: A light load for a light horse is up to 150 
  pounds; a medium load, 151–300 pounds; and a heavy load, 301–
  450 pounds. A light horse can drag 2,250 pounds. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
   
  Horesse Windwalker 
  3HD horesse Rgr 10 (shapechanger) ;hp:  97 
  S24 D16 C16 I10 W13 Ch8;Fort +11, Ref +11, Will +5 
  Init: 
  +3 
  Move: 40 ft. 
  AC: 
  19 (+3 Dex, +6 hide armor +3), touch 13, flat 16 
  BAB/Grapple: +12/+19 
  Full Attack: 
  primary 
  +2 
  shortspear 
  +20/+15/+10 
  melee (1d6+9), offhand +1 dagger 
  +19/+14 melee (1d4+4) or 
   
  Composite longbow (+7 Str) +15/+10/+5 
  ranged (1d8+7) 
  Special Att: 
  - 
  Special Qual: 
  Alternate form, evasion, favored enemy, 
  low-light vision, magic hide, scent, swift 
  tracker, wild empathy, woodland stride 
  Skills: Climb +15, Diplomacy –1, Handle Animal +15, 
  Heal +6, Jump +14, Knowledge (Nature) +5, 
  Listen +8, Spot +13, Survival +17 
  Feats: AlertnessB, Dodge, EnduranceR, Improved Two-
  Weapon FightingR, Mobility, TrackR, Two-weapon 
  FightingR, Weapon Focus (shortspear) 
  CR: 
  12 
  Gear: 
  +2 shortspear (8,301 gp), +1 dagger (2,302 gp), 
  composite longbow (Str +6) (800 gp), hide armor 
  +3 (9,150 gp), gauntlets of ogre power (4,000 gp), 
  efficient quiver (1,800 gp), potion of cure moderate 
  wounds (300 gp) 
  Total: 26,653 gp (27,000 gp) 
  Favored Enemy (Ex):  The horesse windwalker gains a +6 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks  as well as a +6 bonus on damage rolls when using 
  these skills against Monstrous humanoids.  The horesse 
  windwalker gains a +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks  as well as a +2 bonus on 
  damage rolls when using these skills against Humanoids 
  (goblinoid) or Undead. 
  Wild Empathy (Ex): Check 1d20+9; Influence animals 
  Woodland Stride (Ex): A horesse windwalker may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at his normal 
  speed and without taking damage or suffering any other 
  impairment. 
  However, thorns, briars, and overgrown areas that 
  are enchanted or magically manipulated to impede motion 
  still affect him. 
  Swift Tracker (Ex): A horesse windwalker can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead of 
  the normal –20) when moving at up to twice normal speed 
  while tracking. 
  Evasion (Ex): If a horesse windwalker makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. A helpless horesse windwalker does not gain the 
  benefit of evasion. 
   
  Typical Ranger Spell List 
  (2/1; CL 5; Spell DC 11 + Spell Level) 
  1st:  Longstrider, Resist Energy 
  
  Bestiary Nefarious 
  Page 227 of 478 – Stephen C. Klauk 
  2nd:  Barkskin 
   
  Light Horse Animal Companion: CR -; LA —; Large animal; 
  HD 5d8+10; hp 19; Init +2; Spd 60 ft.; AC 16 (–1 size, +2 Dex, +5 
  natural), touch 11, flat-footed 14; Base Atk +3; Grp +9; Atk Hoof 
  (as secondary attack) +0 melee (1d4+1); Full Atk 2 hooves (as 
  secondary attack) +0 melee (1d4+1); Space/Reach 10 ft./5 ft.; SA 
  —; SQ evasion, link, low–light vision, scent, share spells; AL 
  (Always) N; SV Fort +6, Ref +6, Will +2; Str 15, Dex 14, Con 15, 
  Int 2, Wis 12, Cha 6. 
  Skills and Feats: Listen +5, Spot +5; Endurance, Run. 
  Carrying Capacity: A light load for a light horse is up to 198 
  pounds; a medium load, 199–399 pounds; and a heavy load, 400–
  600 pounds. A light horse can drag 3,000 pounds. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
   
  Horesse Skyprancer 
  3HD horesse Rgr 15 (shapechanger) ;hp:  135 
  S28 D16 C16 I10 W14 Ch8;Fort +15, Ref +15, Will +10 
  Init: 
  +3 
  Move: 40 ft. 
  AC: 
  19 (+3 Dex, +6 hide armor +3), touch 13, flat 16 
  BAB/Grapple: +17/+25 
  Full Attack: 
  primary +3 shortspear +28/+23/+18/+13 
  melee (1d6+12), offhand +2 dagger 
  +27/+22/+17 melee (1d4+6) or 
   
  Composite 
  longbow 
  (+9 
  Str) 
  +20/+15/+20/+15 ranged (1d8+9) 
  Special Att: 
  - 
  Special Qual: 
  Alternate form, camouflage, evasion, 
  favored enemy, low-light vision, magic 
  hide, scent, swift tracker, wild empathy, 
  woodland stride 
  Skills: Climb +17, Diplomacy –1, Handle Animal +20, 
  Heal +11, Hide +8, Jump +16, Knowledge 
  (Geography) +5, Knowledge (Nature) +5, Listen 
  +14, Spot +14, Survival +23 
  Feats: AlertnessB, Dodge, EnduranceR, Greater Two-
  Weapon 
  FightingR, 
  Improved 
  Two-Weapon 
  FightingR, Mobility, Power Attack, TrackR, Two-
  weapon FightingR, Weapon Focus (shortspear) 
  CR: 
  17 
  Gear: 
  +3 shortspear (18,301 gp), +2 dagger (8,302 gp), 
  composite longbow (Str +6) (800 gp), shadow hide 
  armor +5 (28,900 gp), belt of giant strength +6 
  (36,000 gp), efficient quiver (1,800 gp), cloak of 
  resistance +2 (4,000 gp), potion of cure serious 
  wounds (750 gp) 
  Total: 98,853 gp (100,000 gp) 
  Favored Enemy (Ex):  The horesse skyprancer gains a +8 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks  as well as a +8 bonus on damage rolls when using 
  these skills against Monstrous humanoids.  The horesse 
  skyprancer gains a +2 bonus on Bluff, Listen, Sense Motive, 
  Spot, and Survival checks  as well as a +2 bonus on damage 
  rolls when using these skills against Humanoids (goblinoid), 
  Humanoids (Gnoll) or Undead. 
  Wild Empathy (Ex): Check 1d20+14; Influence animals 
  Woodland Stride (Ex): A horesse skyprancer may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at his normal 
  speed and without taking damage or suffering any other 
  impairment. 
  However, thorns, briars, and overgrown areas that 
  are enchanted or magically manipulated to impede motion 
  still affect him. 
  Swift Tracker (Ex): A horesse skyprancer can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead of 
  the normal –20) when moving at up to twice normal speed 
  while tracking. 
  Evasion (Ex): If a horesse skyprancer makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. A helpless horesse skyprancer does not gain the 
  benefit of evasion. 
  
  Bestiary Nefarious  
  Page 228 of 478 – Stephen C. Klauk  
   
  Typical Ranger Spell List 
  (3/2/1/1; CL 7; Spell DC 12 + Spell Level) 
  1st:  Animal Messenger, Longstrider, Pass Without Trace 
  2nd:  Barkskin, Protection from Energy 
  3rd:  Tree Shape 
  4th:  Summon Nature’s Ally IV 
   
  Light Horse Animal Companion: CR -; LA —; Large animal; 
  HD 7d8+14; hp 45; Init +2; Spd 60 ft.; AC 18 (–1 size, +2 Dex, +7 
  natural), touch 11, flat-footed 16; Base Atk +5; Grp +12; Atk Hoof 
  (as secondary attack) +5 melee (1d4+1); Full Atk 2 hooves (as 
  secondary attack) +5 melee (1d4+1); Space/Reach 10 ft./5 ft.; SA 
  —; SQ devotion, evasion, link, low–light vision, scent, share 
  spells; AL (Always) N; SV Fort +7, Ref +7, Will +3; Str 16, Dex 
  15, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Listen +6, Spot +6; Endurance, Run, Weapon 
  Focus (Hoof). 
  Carrying Capacity: A light load for a light horse is up to 228 
  pounds; a medium load, 229–459 pounds; and a heavy load, 460–
  690 pounds. A light horse can drag 3,450 pounds. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
  Devotion (Ex): An animal companion gains a +4 morale 
  bonus on Will saves against enchantment spells and effects. 
   
  
  Bestiary Nefarious 
  Page 229 of 478 – Stephen C. Klauk 
  Hurrene   
  Medium Magical Beast 
  Hit Dice:  
  2d10+2 (13 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  15 ft. (3 squares), fly 70 ft. (average)  
  Armor Class:  
  16 (+2 Dex, +2 natural, +2 insight*), 
  touch 14, flat 12  
  BAB/Grapple:  +2/+2  
  Attack:  
  Bite +4 melee (1d4) 
  Full Attack:  
  Bite +4 melee (1d4) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. + 2d6 in. (5 ft. 7 in.) 
  Weight: 
  30 lbs. + 1d8 lbs. (34 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., foresight, low-light 
  vision, magic resistant, prophesy, SR 22, 
  telepathy  
  Saves:  
  Fort +4, Ref +7*, Will +1  
  Abilities:  
  S10 D14 C13 I17 W13 Ch11  
  Skills:  
  Knowledge (History) +11, Knowledge 
  (Nobility and Royalty) +8, Listen +8, 
  Spellcraft +11, Spot +8  
  Feats:  
  Alertness, Weapon FinesseB  
  Environment: 
  Any land  
  Organization:  Solitary, Cluster (2-5), or Nest (5-20)  
  CR:  
  2  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Medium); 5-6 HD (Large)  
  Level Adj:  
  -  
  * +2 Insight bonus for Foresight ability already calculated in. 
  This man-sized bird is long-legged with a 
  nearly equally long neck and slim, orange 
  beak. It has bright green eyes, and instead of 
  squawking like a bird, speaks in a well-learned 
  voice.  
  Hurrene are both prophets and philosophers, dishing 
  out information on ancient events and providing insightful 
  prophesies for the near future.  
  Hurrenes can often be found at various temples, cared 
  for by the clergy residing there, trading information about 
  the future or the past in return for food and shelter by the 
  residents.  
  Hurrene speak Common, Auran, Infernal, Celestial 
  and Terran. They enjoy learning new languages, and with 
  their long life spans, often learn at least two to three 
  additional languages besides the ones listed above.  
   
  Combat 
  Hurrene avoid combat at all costs, and will almost 
  universally fly away from a combat, uttering curses to 
  opponents as they do.  
  Foresight (Su):  A hurrene always acts as if under the 
  influence of a foresight spell at 18th level ability.  A hurrene 
  may touch a single individual to bestow Foresight to 
  another individual (as if the creature touched had cast it on 
  themselves), but the Hurrene loses the Foresight bonuses 
  for itself while the effect remains active on another creature.  
  A hurrene will never bestow Foresight on an individual 
  more often than once per week. 
  Prophesy (Su):  Hurrene have the uncanny ability to see a 
  limited distance into the future.  As a full-round action, a 
  hurrene can send its mind tumbling into the future, 
  attempting to discern what the future brings.  The ability 
  allows the hurrene to make broad comments about the 
  future, usually the likely turn of events for up to the next six 
  months.  For each additional round the hurrene looks 
  forward in time, it can see an additional six months, but it 
  risks the chance of going insane and must make a DC 10 
  Will save (+1 to DC for each 6 months past the first six 
  months) or it’s Intelligence is reduced to 2 permanently and 
  it looses all of its supernatural abilities, becoming a mere 
  animal. 
   
  Note that the hurrene is unable to predict the future 
  with 100% accuracy – it is only able to see the most likely 
  outcome for the next six months. 
  Magic Resistant (Su):  A hurrene has a +10 bonus to Spell 
  Resistance. 
  Telepathy (Su): All hurrene communicate telepathically 
  with any other creature within a 100 feet that has a 
  language. It is possible to address multiple creatures at once 
  telepathically, 
  although 
  maintaining 
  a 
  telepathic 
  conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to 
  multiple people at the same time.  
  Skills:  A hurrene gains a +8 racial bonus to Knowledge 
  (History) and Spellcraft 
   
  Hurrene on Amberos 
   
  Hurrene are often kept at temples in Llannhanex 
  attended by a myriad of priests.  In Llannhanex, it is 
  punishable by death to kill a Hurrene – even in self-defense.  
  Iiannhanex is also home to several nests of Hurrene, but 
  they are usually allowed to live separate from human 
  influence.  The Iiannhanex likewise frown on the killing of a 
  Hurrene, but are not as extreme in handing down 
  punishment for killing a Hurrene.  Hurrene can also be 
  found in smaller numbers in the Skienlands, Lanster and 
  Erakatuo.  There is at least one nest of Hurrene that has been 
  exported to Simera, which is kept under lock and key in a 
  temple in the northeast section of the land.  However, the 
  exact location of these Hurrene is kept a state secret. 
  
  Bestiary Nefarious  
  Page 230 of 478 – Stephen C. Klauk  
  Ichneumon   
  Tiny Animal 
  Hit Dice:  
  1d8+1 (5 hp)  
  Initiative:  
  +8 (+4 Dex, +4 Improved Initiative)  
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  17 (+2 size, +4 Dex, +1 natural), touch 16, 
  flat 13  
  BAB/Grapple:  0/-11  
  Attack:  
  Bite +6 melee (1d3-3) 
  Full Attack:  
  Bite +6 melee  (1d3-3) 
  Space/Reach:  
  2½-ft./0 ft.  
  Length: 
  9 in. + 1d4 in. (11 in.) 
  Weight: 
  1d4 lbs. (2 lbs.) 
  Special Att:  
  Foe of reptiles, Harmless consume  
  Special Qual:  
  Low-light vision, poison immunity  
  Saves:  
  Fort +3, Ref +6, Will +1  
  Abilities:  
  S5 D19 C13 I2 W13 Ch10  
  Skills:  
  Hide +12, Listen +1, Spot +5  
  Feats:  
  Improved Initiative, Weapon FinesseB  
  Environment:  Any land  
  Organization:  Solitary, or Gang (2-5)  
  CR:  
  1  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  2-4 HD (Tiny); 5-6 HD (Small)  
  Level Adj:  
  +0 (animal companion)  
  This small, shrew-like creature is covered in 
  gray fur, with black tufts of hair decorating its 
  tail.  
  Ichneumon are mongoose-like creatures often 
  found in desert areas, though they are capable of living in 
  any clime. They have an undying hatred of reptiles, and will 
  hunt down and kill snakes, crocodiles and any other 
  reptilian creature they encounter, even when such creatures 
  are much larger than they are.  
   
  Combat 
  Ichneumon rely on their speed to strike at enemies 
  quickly. They have been known to leap down the throats of 
  large reptiles and kill them from the inside. They are 
  tenacious, and will not flee battle once engaged; they always 
  fight to the death.  
  Foe of Reptiles (Ex): An Ichneumon gains a +2 bonus to 
  Listen, Spot and Survival checks when using these skills 
  against creatures with the Reptilian subtype. Likewise, the 
  Ichneumon gains a +2 bonus on damage rolls against 
  Reptilian creatures. 
  Harmless consume (Ex):  When facing a medium-sized 
  Reptilian creature or larger opponent, as a full attack that 
  provokes an Attack of Opportunity, the Ichneumon can 
  attempt to leap down the victim’s throat to kill it from the 
  inside.  If the attack is successful, the Ichneumon takes no 
  damage from being swallowed or being inside the victim 
  and can instead use its bite attack to tear the opponent apart 
  from the inside.  Unless otherwise stated, the interior AC of 
  foes is equal to 10 + ½ the natural armor value.  Dexterity 
  and size modifiers are not calculated in the AC. 
   
  If the attacker chooses to bite the Ichneumon as its 
  Attack 
  of 
  Opportunity, 
  the 
  Ichneumon’s 
  attack 
  automatically succeeds, though it may suffer bite damage 
  from the opponent’s attack, if the bite attack is successful. 
  Poison Immunity (Ex): Ichneumon are immune to all 
  natural poisons. Supernatural poisons or the Poison spell 
  can still harm them.  
   
  Training an Ichneumon 
  Ichneumon can be trained as pets or hunters, a 
  trained Ichneumon can be purchased for 75 gp, and can be 
  trained with two weeks of training (DC 17 Handle Animal 
  check).  
   
  Ichneumon on Amberos 
   
  Ichneumon are sacred in both Llannhanex and 
  Iiannhanex, and are sometimes captured and kept as exotic 
  pets by nobles or the priesthood in those two lands.  
  Ichneumon are also found in Simera, Erakatuo and the 
  Skienlands, though in some cases they are seen as pests 
  (especially in the Skienlands) and may be hunted for their 
  pelts. 
  
  Bestiary Nefarious 
  Page 231 of 478 – Stephen C. Klauk 
  Igana   
  Large Magical Beast (Fire, Reptilian) 
  Hit Dice:  
  2d10+12 (23 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  18 (-1 size, +2 Dex, +7 natural), touch 11, 
  flat 16  
  BAB/Grapple:  +2/+10  
  Attack:  
  Bite +5 melee (1d8+4) 
  Full Attack:  
  Bite +5 melee (1d8+4) 
  Space/Reach:  
  10-ft./10 ft.  
  Length: 
  10 ft. + 1d4 ft. (12 ft.) 
  Weight: 
   150 lbs + 2d4 x10 lbs (200 lbs) 
  Special Att:  
  Breath weapon, fire trail  
  Special Qual:  
  Darkvision 60 ft., low-light vision, scent 
  Saves:  
  Fort +9, Ref +5, Will +0  
  Abilities:  
  S19 D15 C23 I8 W11 Ch6  
  Skills:  
  Jump +4, Listen +2, Spot +3  
  Feats:  
  Run  
  Environment: 
  Any warm or hot land  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Large); 5-6 HD (Huge)  
  Level Adj:  
  -  
  This huge, emerald-colored lizard has blazing 
  orange spines down its back. Smoke belches 
  from its large mouth, and as it darts about, a 
  trail of fire seems to follow its wake.  
  Igana are thought to be magical crossbreeds of fire 
  salamanders and iguanas. Though they are only found on 
  the Mortal Realm, they can cause considerable damage to 
  livestock and property, and are often chased away from 
  civilized areas.  
  Igana can be sultry, and in some cases downright 
  cunning. They have been known to attack settlements after 
  dark or to dig pits or other traps across commonly used 
  trails to capture or trap travelers.  
  Igana cannot speak, but they do seem to understand 
  Common and Ignan.  
   
  Combat 
  Igana will usually attempt to run circles around 
  their opponents, trapping them in a circlet of flame. They 
  then rush into the "trap" they have created and breath on 
  opponents. They can be skittish and easily frightened off by 
  superior forces or displays of cold magic.  
  Breath Weapon (Su): An Igana can breath a line of fire 30 
  feet long that deals 3d8 damage to any creature caught in the 
  area.  A successful DC 17 Reflex save reduces the damage 
  to half.  An Igana can breathe fire once every minute.  
  Fire Trail (Su): When an Igana moves, it leaves behind it a 
  trail of fire 10 feet wide and 5 feet tall.  The burning flames 
  remain for 3 rounds, and those attempting to pass through 
  them or caught in the flames suffer 1d6 damage (Reflex DC 
  15 for half damage).  The flames will ignite combustible 
  materials. 
   
  Igana on Amberos 
   
  Igana tend to be found in badlands between Simera 
  and Erakatuo, as well as at the foothill of the Lapis 
  Mountains.  The Assassins of Khoplis sometimes trap and 
  train these creatures to use against enemy property. 
  
  Bestiary Nefarious  
  Page 232 of 478 – Stephen C. Klauk  
  Insectoid, General 
   
  Insectoids are a collection of humanoids whom 
  have strong similarities to various vermin creatures.  
  Whether these creatures evolved, were created by the gods 
  or are the result of magical experimentation is unknown.  
  They can generally be found in temperate and warm 
  climates, though they seem to be more numerous in warm 
  climates.  They are almost unheard of in arctic climes. 
   
  All insectoids have the Vermin subtype, which 
  grants them the following abilities. 
  • 
  Immune 
  to 
  mind-affecting 
  effects 
  (charms, 
  compulsions, phantasms, patterns and morale 
  effects) 
  • 
  Affected by spells or magic items that affect 
  vermin.  Rangers who have taken vermin as 
  favored enemies gain their bonuses against 
  creatures with the vermin subtype as well. 
   
  Insectoids on Amberos 
   
  While extremely rare, most insectoids can be found 
  in the lands of Simera, Iiannhanex and Llannhanex.  There 
  are legions of antfolk living in the Yaz jungle in the 
  Skienlands, and at least one clan of mantisfolk has migrated 
  to Chiamung where they have integrated themselves into the 
  human society there.  There are many tales of insectoids in 
  the Wild Wastes, but many scholars think these may instead 
  be sightings of an unusual form of fey animalfolk. 
   
  Flyfolk are the rarest of all insectoids, as it is often 
  assumed they are in league with Lepornunse, the god of 
  disease, 
  or 
  confused 
  with 
  sipchloras, 
  humanoids 
  transformed into mosquito-like creatures under the control 
  of Lepornunse, and as such are feared and hunted when 
  encountered. 
   
  Beetlefolk can be found roaming in small groups 
  east of the Crystalmire Mountains, and have on many 
  occasions run afoul of Nyrr Ryann trade houses.  In almost 
  all cases, the beetlefolk have suffered most from these 
  heated encounters. 
    
  Insect Animal Companions 
   
  Druid and Ranger insectoids can take vermin as 
  animal companions instead of animals from the normal list 
  of creatures available.  A list of vermin companions is listed 
  below. 
   
  1st Level or Higher 
  Bloodseeker Beetle 
  Giant Worker Ant 
  Giant Fire Beetle 
  Goldspinner Beetle 
  Medium Monstrous Centipede 
  Medium Monstrous Spider 
  Small Monstrous Scorpion 
  Small Monstrous Tick 
  Spider Swarm 
   
  4th Level or Higher (Level –3) 
  Giant Soldier Ant 
  Giant Bee 
  Giant Bombardier Beetle 
  Large Monstrous Centipede 
  Large Monstrous Scorpion 
  Large Monstrous Spider 
  Medium Monstrous Tick 
   
  7th Level or Higher (Level –6) 
  Adamantine Beetle 
  Centipede Swarm 
  Giant Stag Beetle 
  Giant Praying Mantis 
  Giant Wasp 
  Headhunter Beetle 
  Huge Monstrous Spider 
  Huge Monstrous Tick 
  Locust Swarm 
  Wolf Beetle 
   
  10th Level or Higher (Level –9) 
  Gargantuan Monstrous Centipede 
  Huge Monstrous Scorpion 
   
  13th Level or Higher (Level –12) 
  Colossal Monstrous Centipede 
  Gargantuan Monstrous Scorpion 
  Gargantuan Monstrous Spider 
  Gargantuan Monstrous Tick 
   
  16th Level or Higher (Level –15) 
  Colossal Monstrous Scorpion 
  Colossal Monstrous Spider 
  Colossal Monstrous Tick 
  
  Bestiary Nefarious 
  Page 233 of 478 – Stephen C. Klauk 
  Antfolk (Forthemia) 
  Medium Monstrous Humanoid (Vermin) 
  Hit Dice: 
  1d8+1 (5 hp) 
  Initiative: 
  +1 (+1 Dex) 
  Speed: 
  20 ft. (4 squares) in breastplate;. base 
  speed 30 ft 
  AC: 
  21 (+2 Dex, +3 natural, +5 breastplate, +1 
  light wooden shield), touch 11, flat 19 
  BAB/Grapple: +1/+3 
  Attack: 
  Shortsword +4 melee (1d6 +3) 
  Full Attack: 
  Primary shortsword +2 melee (1d6+3), 2 
  offhand shortswords +2 melee (1d6+1) 
  and bite -1 melee (1d4+1 +1d4 acid) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. 6 in. + 2d8 in. (6 ft. 3 in.) 
  Weight: 
  140 lbs. + 2d8 x 5 lbs (185 lbs.) 
  Special Att: 
  Formic acid 
  Special Qual: 
  Darkvision 60 ft., scent 
  Saves: 
  Fort +1, Ref +3, Will +2 
  Abilities: 
  S17 D14 C13 I9 W10 Ch6 
  Skills: 
  Listen +0, Spot +2, Swim -7 
  Feats: 
  Multiweapon Fighting 
  Environment: 
  Temperate or Warm plains and forests 
  Organization: 
  Solitary, Brood (2-5 + 0-1 soldier), Nest 
  (5-60 +1-20 soldiers + 0-1 general + 0-1 
  queen) or Colony (60+ antfolk + 12+ 
  soldiers + 1-3 generals + 2-20 nobles + 1 
  queen) 
  CR: 
  1 
  Treasure: 
  ½ coins, Normal items and magic 
  Alignment: 
  Usually Lawful neutral 
  Advancement: By Character Class 
  Level Adj: 
  +3 (+4 with wings) 
  This erect humanoid has an insectile head 
  complete with mandibles and long feeler 
  antennae. In three of its four arms it wields a 
  short sword, with the fourth arm holding a 
  wooden shield. It is covered in a black 
  exoskeleton, though it wears a chitinous 
  breastplate to further protect itself.  
  Antfolk, or the Forthemia as they call themselves, are 
  among the quickest learning of the insectoid races. They are 
  communal creatures who live and fight in swarms, and they 
  have a militaristic bend that often drives their race to 
  conquer and build.  
  While it is quite possible to trade and negotiate with 
  antfolk, these creatures have a disposition to seek to 
  subjugate their surroundings, which usually end up in ware 
  between the antfolk and their neighbors.  
  Antfolk speak Common and have their own language 
  that consists of clicks and pheromone releases that other 
  races cannot produce without magical or psionic aid.  
   
  Combat 
  Antfolk prefer to attack en masse, though they 
  generally have excellent skill as working as a coordinated 
  team and have been known to set traps and ambushes 
  against an enemy foe. Individually, an antfolk fights to the 
  best of its ability with little or no regard for its own life - the 
  goal of the group and its eventual victory is more important 
  than its own life. There are many tales of ant warriors 
  engaging and grappling opponents for antfolk fire sorcerers 
  to set ablaze, which while destroying the foe, also sacrifices 
  the life of the antfolk as well.  
  The antfolk warrior described above had the 
  following ability scores before racial modifiers.  Str 13, Dex 
  12, Con 11, Int 9, Wis 10, Cha 8. 
  Formic Acid (Ex):  An antfolk’s bite is laced with acid that 
  deals 1d4 points of acid damage. 
    
  Antfolk Society 
  Antfolk have little sense of self, and tend to act in 
  the interests of the larger group. While this can make antfolk 
  society seem hard-hearted at time, it is designed to ensure 
  that the community lives on beyond the life of any one 
  individual - that it will be around for the long term.  
  Antfolk males and females are treated as general 
  equals - fighting and working side by side at nearly every 
  stage of life. At different periods during the year, groups of 
  females lay eggs, which are quickly fertilized by able males. 
  The resulting hatchlings are cared for and fed by communal 
  “nurses”, who are surprisingly always female. An antfolk 
  has no association or knowledge of who its parents are, and 
  is put to work as soon as it is able - usually within two 
  months of birth.  
  From that point on, the young antfolk is treated as 
  any other member of the society, and will remain part of the 
  work force until it dies or becomes too old and is more of a 
  burden to the workforce than an aid. At this age, the more 
  knowledgeable (and some antfolk say selfish) leave the 
  warren and travel into the wilds to die. Other individuals 
  commit themselves to being disassembled and their parts 
  used for various work projects (or as food) around the 
  warren.  
  Despite the generally equalitarian setting in which 
  antfolk live, there is a special “noble” tier elevated from the 
  populace.  The noble tier can always be found near the 
  queen of the colony, and attend to her protection and needs, 
  even as the lesser antfolk tend to the nobles needs.  Unlike 
  the common antfolk, noble antfolk breed only among their 
  own kind and offspring are kept with their parents until they 
  mature, though they are still tended to by common antfolk 
  nurses. 
  There are some colonies in which the antfolk 
  nobles are debutantes, with no real purpose in the nest.  
  They usually only occur in those nests that are relatively 
  safe from outside threats and they tend to put a burden on 
  the nests that often causes the collapse of the entire colony. 
   
  Antfolk as Characters 
   
  Because of their communal drive, most antfolk 
  characters have either been separated from their colony or 
  have become too old to considered part of the viable 
  workforce, and left before they could be destroyed. 
   
  Antfolk characters have the following abilities 
  • 
  Base movement rate 30 feet.  Queen and noble 
  antfolk can also fly at a rate of 60 feet (average). 
  • 
  Darkvision 60 ft. 
  
  Bestiary Nefarious  
  Page 234 of 478 – Stephen C. Klauk  
  • 
  Monstrous humanoid type. 
  • 
  Vermin subtype.  This ability grants immunity to 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns and morale effects). However, 
  the antfolk is affected by spells or magic items that 
  affect vermin. 
  • 
  +4 Str, +2 Dex, +2 Con, -2 Chr.  Antfolk 
  characters are exceedingly strong and generally 
  quicker and more dexterous than other races.  
  However, their lack of individualism often makes 
  them introverted. 
  • 
  +3 Natural Armor. 
  • 
  Natural bite attack.  An antfolk has a natural bite 
  attack that 1d4 + ½ Strength bonus damage.  It is 
  considered a secondary attack and suffers a –5 
  penalty to hit. 
  • 
  Formic Acid.  An antfolk’s bite is laced with acid 
  that deals 1d4 points of acid damage. 
  • 
  Four armed.  An antfolk has two pairs of arms, 
  and may use them with equal skill, to wield 
  weapons, shields even wield two sets of missile 
  weapons.  It is possible for an antfolk to use a pair 
  of 
  arms 
  to 
  attack 
  with 
  and 
  cast 
  spells 
  simultaneously, but it must make a Concentration 
  check while doing so and cannot cast defensively.  
  Antfolk qualify for the multiweapon feat.   
  • 
  Scent. 
  • 
  Favored Class:  Fighter, Ranger (Noble) or Druid 
  (Queen). 
  • 
  Level Adjustment: +3 (+4 with wings) 
  Antfolk worship the queen of their colony as a 
  living goddess.  Antfolk do not normally produce clerics, 
  and usually only the queen or nobles are allowed to invoke 
  druidic powers.  Among antfolk, rangers are often 
  considered to fill the priestly role. 
   
  
  Bestiary Nefarious 
  Page 235 of 478 – Stephen C. Klauk 
  Antfolk Soldier 
  Antfolk Ftr 6;hp:  51 
  S22 D15 C16 I10 W12 Ch6;Fort +7, Ref +3, Will +3 
  Init: 
  +1 
  Move:  20 ft. 
  AC:  
  21 (+2 Dex, +3 natural, +6 chain mail +1), touch 
  12, flat 19 
  BAB/Grapple: +6/+12 
  Full Attack: 
  Primary +1 longsword +12/+7 melee 
  (1d8+6;19-20/x2), 3 offhand shortswords 
  +10 melee (1d6+1;19-20/x2) 
   
  Or two shortbows +6/+1 ranged (1d6;x3) 
  Special Att: 
  Formic acid 
  Special Qual: 
  Darkvision 60 ft., scent 
  Skills: Climb +11, Jump +11, Listen +3, Spot +3 
  Feats: Alertness, 
  Blind-fight, 
  Combat 
  ReflexesF, 
  Multiweapon Fighting, Two-weapon DefenseF, 
  Weapon 
  Focus 
  (Longsword)F, 
  Weapon 
  Specialization (Longsword)F 
  CR: 
  7 
  Gear: 
  +1 longsword (2,315 gp), dagger (x3) (6 gp), 
  shortbows (x2) (70 gp), chain mail +1 (350 gp), 
  gauntlets of ogre power (4,000 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  7,041 gp (7,200 gp) 
  Antfolk General 
  Antfolk Ranger 12;hp:  78 
  S18 D20 C14 I10 W13 Ch6;Fort +10, Ref +13, Will +5 
  Init: 
  +5 
  Move: 30 ft., fly 60 ft. (average) 
  AC: 
  21 (+5 Dex, +3 natural, +3 bracers of armor +3), 
  touch 15, flat 16 
  BAB/Grapple: +12/+16 
  Full Attack: 
  +2 
  composite 
  longbow 
  (Str 
  +4) 
  +18/+13+8 ranged (1d8+6;x3) and +2 
  composite longbow (Str +4) +18 ranged 
   
  (rapid shot) +2 composite longbow (Str 
  +4) 
  (x2) 
  +18/+18/+13/+8 
  ranged 
  (1d8+6;x3) 
   
  or +2 composite longbow (Str +4) 
  +18/+13+8 
  ranged 
  (1d8+6;x3) 
  and 
  offhand longsword +16 melee (1d8+4;19-
  20/x2) 
  Special Att: 
  formic acid 
  Special Qual: 
  evasion, favored enemy, swift tracker, 
  wild empathy, woodland stride 
  Skills: Diplomacy –2, Handle Animal +15, Jump +15, 
  Knowledge (Geography) +15, Listen +15, Ride 
  +15, Survival +15 
  Feats: Dodge, EnduranceR, Improved Precise ShotR, 
  Mobility, Mounted Combat, MultishotR, Point 
  Blank Shot, Rapid ShotR, Shot on the Run, TrackR 
  CR: 
  13 
  Gear: 
  +2 composite longbow (Str +4) (x2) (17,200 gp), 
  mw longsword (315 gp), bracers of armor +3 
  (9,000 gp), gloves of dexterity +2 (4,000 gp), 
  elemental gem (Earth) (2,250 gp) 
  Total:  32,765 gp (35,000 gp) 
  Evasion (Ex): If an antfolk general makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. A helpless ranger does not gain the benefit of 
  evasion. 
  Swift Tracker (Ex): An antfolk general can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead of 
  the normal –20) when moving at up to twice normal speed 
  while tracking. 
  Wild Empathy (Ex): Check 1d20+10; Influence animals 
  and vermin 
   
  Typical Ranger Spell List 
  (2/1/1;Caster Level 6;Spell DC 11 + Spell Level) 
  1st:  Entangle, Magic Fang 
  2nd:  Protection from Energy* 
  3rd:  Summon Nature’s Ally III* 
  * An antfolk general usually summons a Thoqqua to ride into 
  battle, casting protection from energy (fire) to prevent being 
  harmed 
   
  Ant, giant, soldier: CR -; LA —; Medium vermin; HD 4d8+4; hp 
  22; Init +0; Spd 50 ft., climb 20 ft.; AC 17 (+7 natural), touch 
  10, flat-footed 17; Base Atk +3; Grp +5; Atk Bite +5 melee 
  (2d4+3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA acid 
  sting, improved grab; SQ evasion, link, scent, share spells, vermin 
  traits (darkvision 60’, mindless); AL (Always) N; SV Fort +5, Ref 
  +1, Will +2; Str 15, Dex 11, Con 13, Int —, Wis 13, Cha 11. 
  Skills and Feats: Climb +10; TrackB  B = Bonus Feat. (Giant ants 
  have a +4 racial bonus on Survival checks when tracking by scent 
  and a +8 racial bonus on Climb checks. A giant ant can always 
  choose to take 10 on Climb checks, even if rushed or threatened.) 
  Acid Sting (Ex): A giant soldier ant has a stinger and an acid–
  producing gland in its abdomen. If it successfully grabs an 
  opponent, it can attempt to sting each round (+3 attack bonus). A 
  hit with the sting attack deals 1d4+1 points of piercing damage and 
  1d4 points of acid damage. 
  Improved Grab (Ex): To use this ability, a giant ant must hit with 
  its bite attack. A giant soldier ant that wins the ensuing grapple 
  check establishes a hold and can sting. 
  Mindless: No Intelligence, immunity to mind–affecting (charms, 
  compulsions, phantasms, patterns, morale) effects. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
   
  
  Bestiary Nefarious  
  Page 236 of 478 – Stephen C. Klauk  
  Antfolk Matriarch 
  Antfolk Drd 18 (Vermin);hp:  117 
  S12 D12 C14 I14 W25 Ch17;Fort +13, Ref +7, Will +18 
  Init: 
  +2 
  Move: 30 ft., fly 60 ft. 
  AC: 
  23 (+1 Dex, +3 natural, +9 dragonhide (green 
  adult) wild breastplate +3), touch 11, flat 22 
  BAB/Grapple: +13/+14 
  Full Attack: 
  primary club +12/+7/+2 melee (1d6+1), 
  3x offhand club +12/+7/+2 melee (1d6) 
  or 2x sling +12 ranged (1d4+1) 
  Special Att: 
  - 
  Special Qual: 
  A thousand faces, nature sense, resist 
  nature’s lure, resist acid 12, scent, spells, 
  timeless body, trackless step, venom 
  immunity, vermin traits, wild empathy, 
  wild shape 6/day (Large, Tiny, Plant, 
  Huge), elemental 2/day woodland stride 
  Skills: Concentration +21, Diplomacy +27, Knowledge 
  (Nature) +21, Listen +13, Spellcraft +21, Spot +14, 
  Survival +24 
  Feats: Augment Summoning, Leadership, Multi-weapon 
  Fighting, Natural Spell, Skill Focus (Diplomacy), 
  Spell Focus (Conjuration), Spell Penetration 
  CR: 
  19 
  Gear: 
  +2 club (8,300 gp), mw club (x3) (300 gp), 
  dragonhide (green adult) wild breastplate +3 
  (40,600 gp), periapt of Wisdom +6 (36,000 gp), 
  cloak of Charisma +6 (36,000 gp), staff of 
  swarming insects (50 charges) (24,750 gp), wand 
  of cure critical wounds (10 charges) (4, 200 gp), 
  rod of extend metamagic (11,000 gp), 2x pearl of 
  power (2nd) (8,000 gp) 
  Total:  169,750 gp (170,000 gp) 
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
  Wild Empathy (Ex): Check 1d20+21; Influence animals 
  and vermin 
  Woodland Stride (Ex): An antfolk Matriarch may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at her normal 
  speed and without taking damage or suffering any other 
  impairment. However, thorns, briars, and overgrown areas 
  that have been magically manipulated to impede motion still 
  affect her. 
  Trackless Step (Ex): An antfolk Matriarch leaves no trail in 
  natural surroundings and cannot be tracked. She may choose 
  to leave a trail if so desired. 
  Resist Nature’s Lure (Ex): An antfolk Matriarch gains a 
  +4 bonus on saving throws against the spell-like abilities of 
  fey three times per day. 
  Venom Immunity (Ex): An antfolk Matriarch gains 
  immunity to all poisons. 
  A Thousand Faces (Su): An antfolk Matriarch gains the 
  ability to change her appearance at will, as if using the alter 
  self spell, but only while in her normal form. 
  Timeless Body (Ex): An antfolk Matriarch no longer takes 
  ability score penalties for aging and cannot be magically 
  aged. Any penalties she may have already incurred, 
  however, remain in place. Bonuses still accrue, and the 
  druid still dies of old age when her time is up. 
   
  Typical Druid Spell List 
  (6/7/7/7/6/5/5/4/2/1; CL 18; Spell DC 14+Spell level) 
  0: Cure Minor Wounds, Flare, Guidance, Know Direction, 
  Light, Mending  
  1st: Charm Animal, Cure Light Wounds, Entangle, Faerie 
  Fire, Goodberry, Jump, Longstrider  
  2nd:  Barkskin, Chill Metal, Flaming Sphere, Hold Animal, 
  Lesser Restoration, Spider Climb, Tree Shape 
  3rd:  Call Lightning, Contagion, Dominate Animal, Greater 
  Magic Fang, Poison, Protection from Energy, Stone 
  Shape 
  4th:  Air Walk, Dispel Magic, Flame Strike, Giant Vermin, 
  Rusting Grasp 
  5th:  Awaken, Baleful Polymorph, Commune With Nature, 
  Insect Plague, Stoneskin, Wall of Fire 
  6th:  Antilife Shell, Fire Seeds, Greater Dispel Magic, Mass 
  Bull’s Strength, Move Earth 
  7th:  Control Weather, Creeping Doom, Heal, True Seeing 
  8th:  Earthquake, Word of Recall 
  9th:  Eternal Swarm 
   
  Giant Soldier Ant Companion: CR -; LA —; Medium vermin; 
  HD 12d8+12; hp 66; Init +2; Spd 50 ft., climb 20 ft.; AC 29 (+2 
  Dex, +17 natural), touch 12, flat-footed 27; Base Atk +9; Grp +13; 
  Atk Bite +13 melee (2d4+6); Full Atk (same); Space/Reach 5 ft./5 
  ft.; SA acid sting, improved grab; SQ devotion, improved evasion, 
  link, share spells, scent, vermin traits (darkvision 60’, mindless); 
  AL (Always) N; SV Fort +9, Ref +5, Will +5; Str 19, Dex 15, Con 
  13, Int —, Wis 13, Cha 11. 
  Skills and Feats: Climb +12, Survival +5; TrackB. B = Bonus 
  Feat. (Giant ants have a +4 racial bonus on Survival checks when 
  tracking by scent and a +8 racial bonus on Climb checks. A 
  giant ant can always choose to take 10 on Climb checks, 
  even if rushed or threatened.) 
  Acid Sting (Ex): A giant soldier ant has a stinger and an acid–
  producing gland in its abdomen. If it successfully grabs an 
  opponent, it can attempt to sting each round (+13 attack bonus). A 
  hit with the sting attack deals 1d4+2 points of piercing damage and 
  1d4 points of acid damage. 
  Improved Grab (Ex): To use this ability, a giant ant must hit with 
  its bite attack. A giant soldier ant that wins the ensuing grapple 
  check establishes a hold and can sting. 
  Mindless: No Intelligence, immunity to mind–affecting (charms, 
  compulsions, phantasms, patterns, morale) effects. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
  Devotion (Ex): An animal companion gains a +4 morale bonus on 
  Will saves against enchantment spells and effects. 
  Improved Evasion (Ex): When subjected to an attack that 
  normally allows a Reflex saving throw for half damage, an 
  animal companion takes no damage if it makes a successful 
  saving throw and only half damage if the saving throw fails. 
   
  Leadership Score:  22; one 15th level cohort (Antfolk Consort), 75 
  1st level followers (Antfolk Offspring), 7 2nd level followers 
  (Antfolk Princess Heir), 4 3rd level followers (Antfolk Footman), 2 
  4th level followers (Antfolk Bodyguard), 2 5th level followers 
  (Antfolk Sergeant), 1 6th level follower (Antfolk Noble). 
   
  
  Bestiary Nefarious 
  Page 237 of 478 – Stephen C. Klauk 
  Antfolk Consort (Ranger 11) CR 12; LA +4; Medium monstrous 
  humanoid (Vermin); HD 11d10+; hp; Init +3; Spd 30 ft, fly 60 ft 
  (ave); AC 20 (+3 Dex, +3 natural +4 chain shirt ), touch 13, flat 
  17; Base Atk +11; Grp +18; Atk Longsword +18 melee (1d8+7;17-
  20/x2); Full Atk Primary +2 longsword +19/+14/+9 melee 
  (1d8+9;17-20/x2), 3 offhand +1 shortswords +15 melee 
  (1d6+4;19-20/x2); Space/Reach 5 ft/5 ft.; SA -; SQ evasion, 
  favored enemy, swift tracker, wild empathy, woodland stride ; AL 
  N; SV Fort +9, Reflex +10, Will +6 ; Str 24 Dex 17 Con 15 Int 10 
  Wis 12 Cha 6 
  Skills and Feats: Heal +15, Knowledge (Nature) +14, Ride +14, 
  Search +14, Spot +14, Survival +14; Combat ReflexesR, DiehardR, 
  EnduranceR, Greater Multiweapon FightingR, Improved Critical 
  (Longsword), Improved Multiweapon FightingR, Iron Will, 
  Multiweapon 
  FightingR, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Longsword) (R) = The Antfolk Consort took a feat at 4th and 6th  
  level instead of an animal companion  
  Gear:  +2 longsword (8,315 gp), +1 shortsword (x3) (6,930 gp), 
  chain shirt +5 (25,250 gp), belt of giant strength +4 (16,000 gp), 
  potion of cure serious wounds (750 gp), diamond dust (250 gp) 
  [stoneskin] 
  Total:  57,495 gp (59,000 gp) 
  Evasion (Ex): 
  Favored Enemy (Ex): The ranger gains a +4 bonus on Bluff, 
  Listen, Sense Motive, Spot, and Survival checks and a +4 bonus to 
  weapon damage rolls against elementals.  The ranger gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks 
  and a +2 bonus to weapon damage rolls against outsiders. 
  Swift Tracker (Ex):  Move at normal speed while following 
  tracks at no penalty.  May move at twice normal speed and track at 
  –10 penalty. 
  Wild Empathy (Ex):  Check 1d20+9; Influence animals and 
  vermin. 
  Woodland Stride (Su):  Move through undergrowth at normal 
  speed without taking damage or suffering any impairment. 
   
  Typical Ranger Spell List 
  (2/1/0;Caster Level 11; Spell DC 11 + Spell Level) 
  1st:  Entangle, Longstrider 
  2nd:  Barkskin 
   
  Antfolk offspring (75): CR 1/2; LA +0; Small monstrous 
  humanoid (Vermin); HD 1d4; hp 2; Init +1; Spd 20 ft.; AC 11 (+1 
  Dex); Base Atk +0; Grp +1; Atk Claw +1 melee (1d3+1); Full Atk 
  4 claw +1 melee (1d3+1), bite –1 melee (1d3+1); Space/Reach 2½ 
  ft./5 ft. ; SA -; SQ darkvision 60 ft., scent, vermin traits; AL LN; 
  SV Fort +0, Reflex +1, Will -1 ; Str 13 Dex 12 Con 11 Int 10 Wis 
  9 Cha 8; 
  Skills and Feats:  Spot +3; Multiattack 
   
  Antfolk Princess Heir (Druid 1): CR 1; LA +1; Small monstrous 
  humanoid (Vermin); HD 1d8+ 1; hp 5; Init +1; Spd 20 ft., fly 40 ft. 
  (average); AC 13 (+1 size, +2 leather armor) touch 11, flat 13; 
  Base Atk +0; Grp -5; Atk Claw +0 melee (1d3-1); Full Atk 4 claws 
  +0 melee (1d3-1), bite –2 melee (1d3-1); Space/Reach 2½ ft. / 5 
  ft.; SA spells; SQ nature sense, wild empathy; AL LN; SV  Fort 
  +3, Reflex +0, Will +4; Str 8 Dex 10 Con 12 Int 14 Wis 15 Cha 
  13; 
  Skills and Feats:  Concentration +5, Diplomacy +5, Knowledge 
  (Nature) +8, Listen +4, Spellcraft +6, Spot +6, Survival +8; 
  Multiattack 
  Gear:  leather armor (10 gp) 
   
  Typical Druid Spell List 
  (3/2; CL 1; DC 12 + Spell level) 
  0:  Create Water, Cure Minor Wounds, Purify Food and 
  Drink 
  1st:  Obscuring Mist 
   
  Antfolk Footman: CR 1; LA +3; Medium monstrous humanoid 
  (Vermin); HD 1d8+1; hp 5; Init +1; Spd 30 ft.; AC 18 (+2 Dex, +3 
  natural +2 leather armor, +1 light wood shield), touch 12, flat 16; 
  Base Atk +0; Grp +3; Atk Claw +3 melee (1d4+3); Full Atk 4 
  claws +3 melee (1d4+3), bite +1 melee (1d4+1 + 1d4 acid); 
  Space/Reach 5 ft./5 ft.; SA formic acid; SQ darkvision 60 ft., 
  scent; AL  LN; SV Fort +1, Ref +3, Will +2; Str 17 Dex 14 Con 13 
  Int 9 Wis 10 Cha 6; 
  Skills and Feats:  Listen +0, Spot +2, Swim +3; Multiattack 
  Gear:  leather armor (10 gp), light wooden shield (3 gp) 
   
  Antfolk Bodyguard (Fighter 1): CR 2; LA +3; Medium 
  monstrous humanoid (Vermin); HD 1d10+3; hp 8; Init +2; Spd 20 
  ft.; AC 22 (+2 Dex, +3 natural, +5 breastplate, +2 heavy wooden 
  shield) touch 12, flat 20; Base Atk +1; Grp +5; Atk longsword +6 
  melee (1d8+5;19-20/x2); Full Atk primary longsword +4 melee 
  (1d8+5;19-20/x2), 2 offhand shortswords +3 melee (1d6+2;19-
  20/x2); Space/Reach; SA formic acid; SQ darkvision 60 ft., scent; 
  AL; SV ; Str 19 Dex 15 Con 16 Int 10 Wis 12 Cha 6; 
  Skills and Feats:  Climb –2, Listen +1, Spot +3; Multiweapon 
  fighting, Weapon Focus (Longsword) 
  Gear:  longsword (15 gp), 2 shortswords (20 gp), breastplate (200 
  gp), heavy wooden shield (7 gp) 
   
  Antfolk Sergeant (Fighter 2):  CR 3; LA +3; Medium monstrous 
  humanoid (Vermin); HD 2d10+6; hp 17; Init +2; Spd 20 ft.; AC 22 
  (+2 Dex, +3 natural, +5 breastplate, +2 heavy wooden shield) 
  touch 12, flat 20; Base Atk +1; Grp +5; Atk longsword +6 melee 
  (1d8+5;19-20/x2); Full Atk primary longsword +4 melee 
  (1d8+5;19-20/x2), 2 offhand shortswords +3 melee (1d6+2;19-
  20/x2); Space/Reach; SA formic acid; SQ darkvision 60 ft., scent; 
  AL; SV ; Str 19 Dex 15 Con 16 Int 10 Wis 12 Cha 6; 
  Skills and Feats:  Climb –1, Listen +1, Spot +3; Combat Reflexes, 
  Multiweapon fighting, Weapon Focus (Longsword) 
  Gear:  longsword (15 gp), 2 shortswords (20 gp), mw breastplate 
  (350 gp), potion of cure light wounds (50 gp) 
   
  Antfolk Noble (Ranger 2):  CR 3; LA +4; Medium monstrous 
  humanoid (Vermin); HD 2d8+6; hp 15; Init +2; Spd 30 ft.; AC 19 
  (+2 Dex, +3 natural, +4 studded leather +1) touch 12, flat 17; Base 
  Atk +2; Grp +6; Atk longsword +7 melee (1d8+5;19-20/x2); Full 
  Atk primary longsword +7 melee (1d8+5;19-20/x2), 3 offhand 
  shortswords +4 melee (1d6+2;19-20/x2); Space/Reach; SA formic 
  acid; SQ darkvision 60 ft., favored enemy, scent, wild empathy; 
  AL LN; SV Fort +6, Reflex +5, Will +1 ; Str 19 Dex 15 Con 16 Int 
  10 Wis 12 Cha 6; 
  Skills and Feats:  Climb +6, Heal +6, Listen +6, Spot +6, Survival 
  +6; Multiweapon fightingR, TrackR, Weapon Focus (Longsword) 
  Gear:  mw longsword (315 gp), 3 shortswords (10 gp each), 
  studded leather +1 (1,160 gp), potion of cure moderate wounds 
  (300 gp) 
  
  Bestiary Nefarious  
  Page 238 of 478 – Stephen C. Klauk  
  Beefolk (Apoidaii) 
  Medium Monstrous Humanoid (Vermin) 
  Hit Dice: 
  1d8+1 (5 hp) 
  Initiative: 
  +2 (+2 Dex) 
  Speed: 
  30 ft. (6 squares), fly 60 ft. (good) 
  AC: 
  17 (+2 Dex, +3 natural, +1 padded armor) 
  touch 12, flat 14 
  BAB/Grapple: +1/+1 
  Attack: 
  Spear +1 melee (1d6;x3) or sting +1 
  melee (1d4 + poison) 
  Full Attack: 
  Spear +1 melee (1d6;x3), sting –4 melee 
  (1d4+ poison) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. 1 in. + 2d6 in. (5 ft. 8 in.) 
  Weight: 
  150 lbs + 2d6 x 5 lbs. (185 lbs.) 
  Special Att: 
  Poison 
  Special Qual: 
  Darkvision 60 ft., scent 
  Saves: 
  Fort +1, Reflex +5, Will +2 
  Abilities: 
  S10 D14 C12 I11 W13 Ch8 
  Skills: 
  Listen +5, Spot +5 
  Feats: 
  Alertness 
  Environment: 
  Any Warm or Hot 
  Organization: 
  Solitary, Troupe (2-5), Warband (5-20 + 
  0-1 hive defender), Colony (20-50 + 0-3 
  hive defenders + 1 ruler), Hive (50+) 
  CR: 
  1 
  Treasure: 
  Standard 
  Alignment: 
  Usually Lawful Neutral 
  Advancement: By Character Class 
  Level Adj: 
  +1 
  This insectile humanoid has a yellow-and-
  black striped body.  It stands on four thick 
  black legs.  A pair of transparent wings 
  protrudes from its back, occasionally flitting 
  for a second, creating a buzzing sound.   
   
  Beefolk, who call themselves the Apoidaii, are a 
  race of noble insectoid humans who live in large 
  communities.  While not overtly aggressive, they are highly 
  protective of their kind and species, often moving to war at 
  even the threat of injury to their kind or their homeland. 
   
  Beefolk are known to work and trade with other 
  beings, often insectoids, who treat them fairly. 
   
  A Beefolk can speak common and their own 
  language, which generally varies from hive to hive. 
   
  Combat 
   
  Beefolk attack from the air, and prefer to use 
  superior numbers to bring down folks.  While they are smart 
  enough to use tactics, they usually base their tactics around 
  bringing large numbers to bear on their opponents.  They are 
  unafraid to suffer casualties in combat, so long a they fulfill 
  their goal. 
   
  Individual beefolk tend to fight nobly and 
  forthright.  They use diving attacks from on wing to strike at 
  foes, landing to melee only as the fight nears its end.  They 
  will often take prisoners of those who willingly surrender; 
  beefolk prefer to enslave foes and put them to work than to 
  kill unnecessarily. 
   
  Beefolk Society 
   
  Beefolk live in hive communities often based 
  among the lofty branches of trees or in the sides of cliffs or 
  caves.  Beefolk society is highly structured, and entire 
  lineages of beefolk are proudly bred for particular 
  professions.  Some hives even contract out their skilled 
  laborers to colonies so they can begin the process of 
  breeding their own professionals. 
   
  Surprisingly, warrior beefolk tend to looked down 
  on, though they are generally respected for the work they 
  are required to do.  Though they are bred to fight, most 
  beefolk consider them “unskilled” or so poorly skilled that 
  all they could offer was their life in defense of the hive.  In 
  fact, it is not uncommon for unhappy or incompetent 
  beefolk to quit their profession and join the warrior ranks.  
  Some seek to end their existence in death, on the battlefield 
  while others simply use joining the warrior ranks as a way 
  to “start over”, proving they are indeed skilled by surviving 
  to breed the next generation of warriors. 
   
  While professionally skilled beefolk make up the 
  majority of beefolk society, there is a noble caste consisting 
  of successive generations who have been bred to lead and 
  organize the different activities that are undertaken in the 
  hive.  Over this noble caste exists the royal class, consisting 
  of the ruling queen and king (with the queen having 
  superiority) who directs and oversees the overall welfare of 
  the hive.  Besides the king and queen, there is a small 
  contingent of royalty that holds no ruling post (nor ever 
  will), but exist for the purposes of breeding stock to prevent 
  inbreeding among royalty.   Surprisingly, most of these 
  royal members are dilatants, with no real skills or ambitions. 
   
  Each social circle breeds only within its own 
  members.  Carpenter beefolk mate only with other carpenter 
  beefolk for example, while the nobles only mate with other 
  noble families.  Likewise, the royal members only breed 
  among themselves. 
   
  On occasion, when the population of a hive grows 
  to unsustainable numbers, the currently royalty will choose 
  a royal member, assign them a small contingent of nobles 
  and common beefolk and charge them with establishing a 
  nearby colony.  The colony will generally remain under the 
  guidance of the main hive, though rarely does the main hive 
  engage in anything more than trade and acceptance of 
  tribute from the colony.  Eventually, when the colony grows 
  self-sufficient, they become autonomous.  There are cases 
  however, where colonies have remained under the rule of a 
  greater hive and splintered off colonies of their own while 
  still under another’s rule.  This is, however, a very rare and 
  unusual circumstance. 
   
  One of the quirks of beefolk society is their 
  familiar connection to bees.  Beefolk keep regular bees as 
  pets, messengers and personal protection systems.  Giant 
  bees are kept in the hive to produce honey for the hive 
  (beefolk are capable of producing honey, but generally feel 
  that doing so is beneath them). 
  Poison (Ex):  A beefolk’s stinger attack injects a paralytic 
  venom into opponents (Injury; Fort DC 11; Init: 1d4 Dex; 
  Sec: 1d6 Dex). 
   
  
  Bestiary Nefarious 
  Page 239 of 478 – Stephen C. Klauk 
  Beefolk as Characters 
   
  Most beefolk characters will be acting under the 
  orders of their home hive; perhaps acting as scouts or on a 
  quest for the main hive.  Those who have broken away from 
  the hive of their own free will – or who have been 
  excommunicated – are very rare indeed. 
   
  Beefolk have the following abilities 
  • 
  Base movement rate 30 ft., fly 60 ft. (good) 
  • 
  Medium size 
  • 
  Darkvision 60 ft.  A beefolk can see in unlit areas 
  out to a range of 60 feet.  Darkvision is black-and-
  white only. 
  • 
  Monstrous Humanoid type.  Vermin subtype. 
  • 
  +3 natural armor 
  • 
  +4 Dex, +2 Con, +2 Wis, -2 Cha.  Beefolk are 
  nimble and fairly hardy, with a good sense of their 
  surroundings.  However, their dependence on a 
  group for support tends to weaken their own self-
  confidence. 
  • 
  Natural Attack.  A beefolk has a natural attack 
  with its tail stinger.  The stinger deals 1d4 + ½ Str 
  modifier damage. 
  • 
  Poison (Ex):  A beefolk’s stinger attack injects a 
  paralytic poison into its enemy.  (Injury; Fort DC 
  10 + ½ class level + Con mod; Init: 1d4 Dex; Sec: 
  1d6 Dex) 
  • 
  Scent (Ex): This special quality allows a creature 
  to detect approaching enemies, sniff out hidden 
  foes, and track by sense of smell. Creatures with 
  the scent ability can identify familiar odors just as 
  humans do familiar sights.  The creature can detect 
  opponents within 30 feet by sense of smell. If the 
  opponent is upwind, the range increases to 60 feet; 
  if downwind, it drops to 15 feet. Strong scents, 
  such as smoke or rotting garbage, can be detected 
  at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, 
  can be detected at triple normal range.  When a 
  creature detects a scent, the exact location of the 
  source 
  is 
  not 
  revealed—only 
  its 
  presence 
  somewhere within range. The creature can take a 
  move action to note the direction of the scent.  
  Whenever the creature comes within 5 feet of the 
  source, the creature pinpoints the source’s location. 
  A creature with the Track feat and the scent ability 
  can follow tracks by smell, making a Wisdom (or 
  Survival) check to find or follow a track. The 
  typical DC for a fresh trail is 10 (no matter what 
  kind of surface holds the scent). This DC increases 
  or decreases depending on how strong the quarry’s 
  odor is, the number of creatures, and the age of the 
  trail.  For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the 
  rules for the Track feat.  Creatures tracking by 
  scent ignore the effects of surface conditions and 
  poor visibility. 
  • 
  Favored Class:  Expert or Rogue 
  • 
  Level Adjustment: +2 
  Beefolk worship Vermnia, the Witch of the Winds.  
  Clerics of Vermnia may choose two of the three domains of 
  Air, Chaos, or Travel. 
   
  
  Bestiary Nefarious  
  Page 240 of 478 – Stephen C. Klauk  
  Beefolk Slum Lord 
  Beefolk Rog 5; hp: 22 
  S13 D18 C12 I16 W14 Ch8;Fort +2, Ref +8, Will +3 
  Init: 
  +4 
  Move:  30 ft., fly 60 ft. (good) 
  AC: 
  18 (+4 Dex, +3 natural, +1 mw padded armor), 
  touch 14, flat 14 
  BAB/Grapple: +3/+4 
  Full Attack: 
  dagger 
  +4 
  melee 
  (1d4+1;19-20/x2), 
  stinger –1 melee (1d4 + poison) 
  Special Att: 
  Sneak attack +3d6, sting 
  Special Qual: 
  Darkvision 60 ft., evasion, scent, trap 
  sense +1, trapfinding, uncanny dodge 
  Skills: Bluff +12, Diplomacy –1, Escape Artist +12, 
  Gather Information +7, Knowledge (Local) +11, 
  Intimidate +1,  Listen +10, Profession (Landlord) 
  +10, Open Locks +12, Search +11, Sense Motive 
  +10, Sleight of Hand +6, Spot +10 
  Feats: Persuasive, Skill Focus (Bluff) 
  CR: 
  6 
  Gear: 
  Dagger (2 gp), mw padded armor (155 gp), Cloak 
  of Charisma +2 (4,000 gp), potion of cure light 
  wounds (50 gp) 
  Total: (4,300 gp) 
  Evasion (Ex):  If a beefolk slumlord makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, he instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Poison (Ex):  A beefolk’s stinger injects a paralytic poison. 
  (Injury; Fort DC 13; Init: 1d4 Dex; Sec: 1d6 Dex) 
  Trap Sense (Ex): A beefolk slumlord gains an intuitive 
  sense that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A beefolk slumlord retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Beefolk Hive Defender 
  Beefolk Ftr 10; hp:  65 
  S15 D18 C13 I10 W12 Ch8;Fort +8, Ref +7, Will +4 
  Init: 
  +8 
  Move:  30 ft., fly 60 ft. (good) 
  AC: 
  23 (+4 Dex, +3 natural, +6 mithral chain mail +1), 
  touch 14, flat 19 
  BAB/Grapple: +10/+12 
  Full Attack: 
  +1 
  returning 
  spear 
  +14/+9 
  melee 
  (1d8+6;x3), sting +5 melee (1d4+1 + 
  poison)   
  or +1 returning spear +20 ranged 
  (1d8+6;x3) 
  Special Att: 
  Poison 
  Special Qual: 
  Darkvision 60 ft., scent 
  Skills: Listen +7, Ride +6,  Spot +7 
  Feats: CleaveF, Combat ReflexesF, Dodge, Improved 
  Initiative, Mobility, Point Blank ShotF, Power 
  AttackF, Shot on the Run, Weapon Focus (Spear)F, 
  Weapon Specialization (Spear)F 
  CR: 
  11 
  Gear: 
  mithral chain mail +1 (6,150 gp), returning spear 
  +1 (8,302 gp), gloves of dexterity +2 (4,000 gp), cloak of 
  protection +1 (1,000 gp), potion of cure serious wounds 
  (750 gp) 
  Total:  20,202 gp (21,000 gp) 
  Poison (Ex):  A beefolk’s stinger injects a paralytic poison. 
  (Injury; Fort DC 16; Init: 1d4 Dex; Sec: 1d6 Dex) 
   
  
  Bestiary Nefarious 
  Page 241 of 478 – Stephen C. Klauk 
  Beefolk Ruler 
  Beefolk Wiz 3/Cle 3/Theurge 9;  hp: 73 
  S8 D14 C14 I21 W21 Ch11;Fort +7, Ref +5, Will +12 
  Init: 
  +2 
  Move: 30 ft., fly 60 ft. (good) 
  AC: 
  20 (+2 Dex, +3 natural, +5 bracers of armor +5), 
  touch 12, flat 18 
  BAB/Grapple: +7/+6 
  Full Attack: 
  Sting +6 melee (1d4-1 + poison) 
  Special Att: 
  Freedom of movement, poison, turn earth 
  creatures/rebuke air creatures, turn undead 
  Special Qual: 
  Spells 
  Skills: Concentration +17, Diplomacy +8, Heal +3, 
  Knowledge (Arcana) +20, Knowledge (History) 
  +8, 
  Knowledge 
  (Nobility) 
  +11, 
  Knowledge 
  (Religion) +20, Sense Motive +16, Spellcraft +23 
  Feats: Eschew 
  Materials, 
  Greater 
  Spell 
  Focus 
  (Enchantment), 
  Negotiator, 
  Skill 
  Focus 
  (Diplomacy),  Skill Focus (Spellcraft), Scribe 
  ScrollW, Spell Focus (Enchantment) 
  CR: 
  16 
  Gear: 
  bracers of armor +5 (25,000 gp), headband of 
  intellect +4 (16,000 gp), periapt of wisdom +4 
  (16,000 gp), extend metamagic rod (11,000 gp), 
  pearl of power (2nd level) (4,000 gp), elemental 
  gem (Air) (2,250 gp), silver holy symbol (50 gp), 
  diamond dust (250 gp) [stoneskin] 
  Total:  74,550 gp (77,000 gp) 
  Freedom of Movement (Su):  1x/day, as per spell; duration 
  3 rounds 
  Poison (Ex):  A beefolk’s stinger injects a paralytic poison 
  (Injury; Fort DC 19; Init: 1d4 Dex; Sec: 1d6 Dex) 
  Turn Undead (Su):  3x/day; Turn check 1d20; Turn 
  damage 2d6+3 
  Turn Earth Creature/Rebuke Air Creature (Su):  
  3x/day; Turn check 1d20; Turn damage 2d6+3 
   
  Typical Cleric Spell List 
  (6/8/6/6/5/5/3;CL 12;Spell DC 15 + Spell Level; Domain:  
  Air, Travel) 
  0:  Create Water, Detect Magic, Guidance, Light, Mending, 
  Virtue 
  1st:  Bane*, Bless*, Command*, Comprehend Languages, 
  Detect Chaos, Obscuring MistD, Sanctuary, Shield of 
  Faith 
  2nd:  Aid*, Augury, Bear’s Endurance, Eagle’s Splendor, 
  Hold Person*, Wind WallD 
  3rd:  Bestow Curse, Dispel Magic, Gaseous FormD, 
  Invisibility Purge, Protection from Energy, Searing 
  Light 
  4th:  Dimension DoorD, Dismissal, Divination, Giant 
  Vermin, Spell Immunity 
  5th:  Break Enchantment, Greater Command*, Flame Strike,  
  Slay Living, TeleportD 
  6th:  Chain Lightning, Greater Dispel Magic, Word of 
  Recall 
  * Enchantment Spell; DC +2 
   
  Typical Wizard Spell List 
  (4/6/5/5/4/4/2;CL 12; Spell DC 15 + Spell Level) 
  0:  Arcane Mark, Ghost Sound, Resistance, Touch of 
  Fatigue 
  1st:  Color Spray, Disguise Self, Grease, Hold Portal, Magic 
  Missile,  Silent Image 
  2nd:  Blur, Daze Monster*, Detect Thoughts, Glitterdust, 
  Locate Object 
  3rd:  Arcane Sight, Deep Slumber*, Fireball, Nondetection, 
  Stinking Cloud 
  4th:  Black Tentacles, Charm Monster*, Globe of 
  Invulnerability, Stoneskin 
  5th:  Feeblemind*, Hold Monster*, Mage’s Private 
  Sanctum, Mind Fog 
  6th:  True Seeing Mass Suggestion* 
  * Enchantment spell; DC +2 
  
  Bestiary Nefarious  
  Page 242 of 478 – Stephen C. Klauk  
  Beetlefolk (Skurabia) 
  Medium Monstrous Humanoid (Vermin) 
  Hit Dice:  
  1d8+2 (6 hp)  
  Initiative:  
  +0 
  Speed:  
  30 ft. (6 squares), fly 30 ft. (clumsy), 
  burrow 10 ft. (2 squares)  
  Armor Class:  
  17 (+7 natural), touch 10, flat 17 
  BAB/Grapple:  +1/+2  
  Attack:  
  Longspear +2 melee (1d8+1;x3)  
  Full Attack:  
  Longspear +2 melee (1d8+1;x3)or bite +2 
  melee (1d6) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  5 ft. 1 in. + 2d8 in. (5 ft. 10 in.) 
  Weight: 
  200 lbs. + 2d10 x 5 lbs. (255 lbs.) 
  Special Att:  
  Defensive cloud  
  Special Qual:  
  Darkvision 60 ft. 
  Saves:  
  Fort +4, Ref +2, Will +2  
  Abilities:  
  S13 D11 C15 I10 W11 Ch10  
  Skills:  
  Listen +4, Spot +4 
  Feats:  
  Great Fortitude  
  Environment:  Temperate or Warm land  
  Organization:  Solitary, Brood (2-5), or Nest (5-20)  
  CR:  
  1  
  Treasure:  
  Standard  
  Alignment:  
  Usually neutral  
  Advancement:  By Character Class 
  Level Adj:  
  +3  
  While this insectile humanoid is only as tall as 
  a human, it's colored carapace is makes it as 
  easily wide as three men. It stands on a pair of 
  stocky legs, and in a pair of powerfully built 
  arms, wields a longspear. A smaller set of 
  arms hangs between the two larger sets. The 
  creature's head seems to be that of a large 
  beetle.  
  Beetlefolk, or Skurabia as they call themselves, seem 
  to be reminiscent of scarabs, and though tribes tend to be of 
  the same color, there is an almost infinite variety to the 
  color schemes and mottling that can be found on a 
  beetlefolk's carapace.  
  Beetlefolk are generally thoughtful and peaceful, 
  though they are staunch defenders of their homelands. They 
  often make peaceful contact with surrounding civilizations 
  and often trade with them, creating items of natural beauty 
  in return for needed goods.  
  Most beetlefolk live in mobile nests that travel well-
  known routes between civilized areas, much in a manner 
  akin to gypsies. There are, however some established 
  beetlefolk communities of ancient design, leading many to 
  believe that the beetlefolk may have been more numerous 
  and technologically advanced than they are now.  
  Beetlefolk speak Common and their own language 
  that consists of clicks and buzzing noises. They often train 
  to learn the language of any civilization they have constant 
  contact with - often elves or dwarves or human subgroups.  
   
  Combat 
  Beetlefolk tend to take defensive positions, forcing 
  opponents to come after them, and rarely initiate a combat. 
  If they do seek to attack, they will often use their burrowing 
  ability to hide themselves in place the enemy is likely to 
  pass over or by, and rise from the ground in ambush.  
  Beetlefolk will rarely continue a combat that goes 
  against them, and may well fly out of range of their foes if 
  the combat goes poorly.  
  Defensive Cloud (Ex): As a standard action, a beetlefolk 
  can produce a 10 foot diameter cloud of a green, musty 
  substance that obscures sight and chokes opponents. Non-
  beetlefolk caught in the cloud must make a Fort save (DC 
  12) or be nauseated 1d4+1 rounds by the choking gas. The 
  gas also provides a 20% miss chance to attacks made in or 
  through the gas. A beetlefolk can produce the cloud once 
  per day.  
   
  Society 
  Beetlefolk usually gather in large tribes that slowly 
  travel a defined route between various civilizations.  They 
  tend to set up semi-permanent camps at the fringes of a 
  civilization’s borders, trade with the locals for a few 
  months, and then move on to the next location after a few 
  months.  Some beetlefolk routes can circumnavigated in 
  under a year, while other beetlefolk routes can take up to 
  fifty years to complete a single circuit. 
  Clans can be either matriarchal or patriarchal, and 
  the eldest and wisest beetle generally makes decisions for 
  the tribe.  The tribes themselves tend to consists of one or 
  more extended families, and it is not uncommon for passing 
  beetlefolk tribes to swap members, either through marriage 
  or by choice, upon meeting. 
  The members of most clans have skill at one or 
  more craft, which they tend to ply and create items for trade 
  to the nearby civilization. 
  Despite their constant association with other races, 
  beetlefolk are careful to keep themselves segregated and 
  aloof.  They rarely join in alliances, and do their best to 
  keep their society closed to outside influence or 
  manipulation. 
   
  Beetlefolk as Characters 
   
  Because of their constant contact with other races, 
  it is not unheard of for Beetlefolk to leave the clan to seek 
  out adventure and explore different cultures away from their 
  clan.  However, once thus “tainted”, few beetlefolk 
  adventurers find themselves welcome back in their home 
  clan. 
  • 
  Base movement rate 30 feet.  Fly speed 30 feet 
  (clumsy).  A beetlefolk in armor cannot fly unless 
  the armor is specially modified at twice normal 
  cost (any magical enhancements are normal cost). 
  • 
  Medium size 
  • 
  Monstrous humanoid type 
  • 
  Vermin subtype 
  • 
  Darkvision 60 ft.  Beetlefolk can see in complete 
  darkness out to 60 feet.  Darkvision is black-and-
  white only. 
  • 
  +7 natural armor 
  • 
  +2 Str, +4 Con.  Beetlefolk are slightly stronger 
  and much hardier that most other races. 
  
  Bestiary Nefarious 
  Page 243 of 478 – Stephen C. Klauk 
  • 
  Defensive Cloud (Ex): As a standard action, a 
  beetlefolk can produce a 10 foot diameter cloud of 
  a green, musty substance that obscures sight and 
  chokes opponents. Non-beetlefolk caught in the 
  cloud must make a Fort save (DC 10 + ½ level + 
  Con mod) or be nauseated 1d4+1 rounds by the 
  choking gas. The gas also provides a 20% miss 
  chance to attacks made in or through the gas. A 
  beetlefolk can produce the cloud once per day. 
  • 
  Racial Weapon.  A beetlefolk treats a beetlespike 
  as a martial weapon, instead of an exotic weapon 
  (see below for stats). 
  • 
  Racial Languages:  Common, Beetlefolk. Bonus 
  Languages:  Elvin, Dwarven, gnomish, draconic. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adjustment: +3 
  Beetlefolk tend to worship Jhalah, the Lord of 
  Death.  A cleric of Jhalah can choose two of the domains 
  from Death, Destruction or Evil. 
   
  Beetlefolk Brawler 
  Beetlefolk Ftr 5 ;hp: 47 
  S17 D13 C18 I10 W12 Ch8;Fort +8, Ref +2, Will +4 
  Init: 
  +1 
  Move: 20 ft. 
  AC: 
  26 (+1 Dex, +7 natural, +8 full plate), touch 11, flat 
  25 
  BAB/Grapple: +5/+8 
  Full Attack: 
  +1 greatsword +10 melee (2d6+7;19-
  20/x2)  
   
  or heavy crossbow +6 ranged (1d10;19-
  20/x2) 
  Special Att: 
  Defensive cloud 
  Special Qual: 
  Darkvision 60 ft. 
  Skills: Climb +8, Ride +8 
  Feats: Combat ReflexesF, Iron Will, Power Attack, 
  Weapon 
  Focus 
  (Greatsword)F, 
  Weapon 
  Specialization (Greatsword)F 
  CR: 
  6 
  Gear: 
  mw full plate (1,650 gp), +1 greatsword (2,350 
  gp), heavy crossbow (50 gp), 20 bolts (2 gp), potion of cure 
  serious wounds (750 gp), potion of bull’s strength (300 gp) 
  Total:  5,102 gp (5,200 gp) 
  Defensive Cloud (Ex):  Fort DC16 
   
  Beetlefolk Nomad 
  Beetlefolk Ftr 5/Rng 6 ;hp: 109 
  S20 D13 C20 I10 W12 Ch8;Fort +14, Ref +8, Will +7 
  Init: 
  +1 
  Move: 30 ft., fly 30 ft. (clumsy) 
  AC: 
  20 (+1 Dex, +7 natural, +2 bracers of armor +2), 
  touch 11, flat 20 
  BAB/Grapple: +11/+16 
  Full Attack: 
  primary +1 longsword +16/+11/+6 melee 
  (1d8+6;19-20/x2), 
  off-hand 
  +1 
  shortsword  +15/+10 (1d6+2;19-20/x2) 
   
  or composite longbow (+5 Str) +12/+7/+2 
  ranged (1d8+5;x3) 
  Special Att: 
  Defensive cloud 
  Special Qual: 
  Darkvision 60 ft., favored enemy, wild 
  empathy 
  Skills: Climb +14, Handle Animal +5, Ride +14, Survival 
  +7 
  Feats: Cleave, Combat ReflexesF, Diehard, EnduranceR, 
  Improved Two-Weapon FightingR, Iron Will, 
  Power Attack, Two-Weapon FightingR, Weapon 
  Focus 
  (Longsword)F, 
  Weapon 
  Specialization 
  (Longsword)F 
  CR: 
  6 
  Gear: 
  bracers of armor +2 (4,000 gp), +1 longsword 
  (2,315 gp), +1 shortsword (2,310 gp), composite 
  longbow (+5 Str) (600 gp), gauntlets of ogre power 
  (4,000 gp), amulet of natural health +2 (4,000 gp), 
  cloak of resistance +1 (1,000 gp), wand of 
  barkskin (10 charges) (900 gp), gray bag of tricks 
  (900 gp), potion of cure moderate wounds (300 gp) 
  Total:  20,325 gp (21,000 gp) 
  Defensive Cloud (Ex):  Fort DC19 
  Favored Enemy (Ex): The ranger gains a +4 bonus on 
  Bluff, Listen, Sense Motive, Spot, and Survival checks and 
  a +4 bonus to weapon damage rolls against humanoids 
  (goblinoids).  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and a +2 bonus to 
  weapon damage rolls against humanoid (elves). 
  Wild Empathy (Ex):  Check: 1d20+5; Influence animals 
  and vermin 
   
  Typical Ranger Spells 
  (2; CL 3;Spell DC 12) 
  1st:  Delay Poison, Resist Energy 
   
  Giant Fire Beetle companion: CR 1/3; LA —; Small vermin; HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 16 (+1 size, +5 natural), touch 
  11, flat-footed 16; Base Atk +0; Grp –4; Atk Bite +1 melee (2d4); 
  Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ vermin traits 
  (darkvision 60’, mindless); AL (Always) N; SV Fort +2, Ref +0, 
  Will +0; Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7. 
  Skills and Feats: N/A. 
  Mindless: No Intelligence, immunity to mind–affecting (charms, 
  compulsions, phantasms, patterns, morale) effects. 
  
  Bestiary Nefarious  
  Page 244 of 478 – Stephen C. Klauk  
  Beetlefolk Wanderer 
  Beetlefolk Ftr 5/Rng 12 ;hp: 166 
  S24 D13 C20 I10 W13 Ch8;Fort +17, Ref +11, Will +9 
  Init: 
  +1 
  Move: 30 ft., fly 30 ft. (clumsy) 
  AC: 
  20 (+1 Dex, +7 natural, +2 bracers of armor +2), 
  touch 11, flat 20 
  BAB/Grapple: +17/+24 
  Full Attack: 
  primary +3 longsword +26/+21/+16/+10 
  melee (1d8+12;17-20/x2), off-hand +3 
  shortsword  +26/+21/+16 (1d6+6;19-
  20/x2) 
   
  or 
  composite 
  longbow 
  (+7 
  Str) 
  +18/+13/+8/+3 ranged (1d8+7;x3) 
  Special Att: 
  Defensive cloud 
  Special Qual: 
  Darkvision 60 ft., favored enemy, evasion, 
  swift tracker, wild empathy, woodland 
  stride 
  Skills: Climb +20, Handle Animal +11, Ride +20, 
  Survival +16 
  Feats: Cleave, Combat ReflexesF, Diehard, EnduranceR, 
  Greater Two-Weapon FightingR, Improved Critical 
  (Longsword)R, Improved Two-Weapon FightingR, 
  Iron Will, Mounted Combat, Power Attack, Ride-
  by 
  Attack, 
  Spirited 
  ChargeR, 
  Two-Weapon 
  FightingR, Weapon Focus (Longsword)F, Weapon 
  Focus 
  (Shortsword)R, 
  Weapon 
  Specialization 
  (Longsword)F 
  CR: 
  18 
  Gear: 
  bracers of armor +6 (36,000 gp), +3 longsword 
  (18,315 gp), +3 shortsword (18,310 gp), composite 
  longbow (+7 Str) (800 gp), belt of giant strength 
  +4 (16,000 gp), amulet of natural health +2 (4,000 
  gp), cloak of resistance +3 (9,000 gp), wand of 
  barkskin (10 charges) (900 gp), figurines of 
  wondrous power (basalt beetles) (21,000 gp), rust 
  bag of tricks (3,000 gp), potion of cure serious 
  wounds (750 gp) 
  Total:  128,075 gp (130,000 gp) 
  The beetlefolk wanderer took a feat at 4th , 6th and 12th level instead 
  of an animal companion. 
  Defensive Cloud (Ex):  Fort DC19 
  Evasion (Ex):  If a beetlefolk wanderer makes a successful 
  Reflex save against any attack that normally deals half 
  damage on a successful save, he instead takes no damage. 
  Favored Enemy (Ex): The ranger gains a +4 bonus on 
  Bluff, Listen, Sense Motive, Spot, and Survival checks and 
  a +6 bonus to weapon damage rolls against humanoids 
  (goblinoids).  The ranger gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and a +2 bonus to 
  weapon damage rolls against humanoid (elves) and 
  humanoid (dwarves). 
  Swift Tracker (Ex):  A beetlefolk wanderer can move at 
  his normal speed while following tracks without taking the 
  normal –5 penalty.  He takes only a –10 penalty when 
  moving at up to twice normal speed while tracking. 
  Wild Empathy (Ex):  Check: 1d20+11; Influence animals 
  and vermin 
  Woodland Stride (Ex):  A beetlefolk wanderer can move 
  through any sort of undergrowth at his normal speed and 
  without taking damage or suffering any other impairment. 
   
  Typical Ranger Spells 
  (2/1/1; CL 6;Spell DC 11 + Spell Level) 
  1st:  Longstrider, Speak with Animals 
  2nd:  Protection From Energy 
  3rd:  Neutralize Poison 
   
  Beetlespike:  Made from the scything limbs of giant insects, 
  a beetlespike has a quarterstaff-like pole which ends in 
  perpendicularly pointing scything blades, giving the whole 
  an “S”-like appearance.  While it can be used to slash, it is 
  primarily used to pierce opponents with the spike-like ends. 
  A beetlespike is considered a martial double weapon for 
  beetlefolk, and an exotic double weapon for all other races. 
  Combat Stats:  Cost: 30 gp; Dmg: 1d6/1d6; Crit: x3; 
  Range: -; Weight: 4 lbs.; Type: P & S 
   
   
   
  Figurines of Wondrous Power (Basalt Beetles): These 
  figurines come in threes. Each beetle of this trio looks 
  slightly different from the others, and each has a different 
  function: 
  • The Scuttling Beetle: This statuette provides a speedy and 
  enduring mount equal to that of a heavy horse in every way 
  except appearance. The beetle can travel for a maximum of 
  one day each week— continuously or in any combination of 
  periods totaling 24 hours. At this point, or when the 
  command word is uttered, it returns to its statuette form for 
  not less than one day before it can again be used. 
  • The Stalking Beetle: This statuette becomes an enormous 
  baetle (see Bestiary Malfearous p51) it can be called to life 
  just once per month for up to 12 hours at a time. 
  • The Ankheg of Terror: When called upon with the proper 
  command word, this statuette becomes an ankheg. However, 
  its rider can employ a portion of the back armor or it’s 
  antennae (the backplate as a +5 heavy wooden shield, the 
  antennae as a +3 whip). When ridden in an attack against an 
  opponent, the ankheg of terror radiates fear as the spell in a 
  30-foot radius (Will DC 16 partial). It can be used once 
  every two weeks for up to 3 hours per use. 
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects; Price 21,000 gp. 
   
  Baetle; CR 7; LA +2; Huge Outsider (Evil, Extraplanar); 
  HD 8d8+40; hp 76; Init +0; Spd 45 ft.; AC 21 (-2 size, +13 
  natural), touch 8, flat 21; BAB +8; Gpr +25; Atk Claw +15 
  melee (2d8+9); Full Atk 2 claws +15 melee (2d8+9), 
  pincher +10 melee (1d12+4); Space/Reach 15 ft./10 ft., SA 
  Acid spittle, constrict, improved grab, poison gas, rend; SQ 
  Blindsight 120 ft., darkvision 120 ft., immune to poison, 
  acid, fire and cold, outsider traits; SV Fort +11, Ref +6, Will 
  +7; AL always LE; Str 28, Dex 10, Con 20, Int 6, Wis 13, 
  Cha 6 
  
  Bestiary Nefarious 
  Page 245 of 478 – Stephen C. Klauk 
  Skills & Feats:  Gather Information +9, Intimidate +9, Spot 
  +12, Listen +12, Search +9, Sense Motive +12; Cleave, 
  Power Attack, Track 
  Acid Spittle (Ex): The baetle can spit up to 10 feet as a 
  ranged touch attack with a +8 to hit. If the acid hits, it 
  causes 4d4 damage. Each round, for the next 10 rounds, the 
  struck victim must make a Fort DC 19 save or take an 
  additional 1d4 acid damage. The additional acid damage can 
  be stopped with a successful Heal DC 19 check or 
  immersion in water. The baetle can spit acid once a minute. 
  Constrict (Ex):  2d8+9 
  Improved Grab (Ex):  If a baetle hits an opponent with its 
  pincher, it can automatically start a grapple. 
  Poison Gas (Ex):  15 ft. radius; Inhaled; Fort DC 19; Init: 
  3d6 Con, Sec: 1d6 Con) 
  Rend (Ex):  If both claws hit, rend for 4d8+13 damage. 
   
  
  Bestiary Nefarious  
  Page 246 of 478 – Stephen C. Klauk  
  Flyfolk (Dipteraiin) 
  Medium Monstrous Humanoid (Vermin) 
  Hit Dice: 
  1d8+1 (5 hp) 
  Initiative: 
  +2 (+2 Dex) 
  Speed: 
  30 ft. (6 squares), fly 50 ft. (average) 
  AC: 
  14 (+2 Dex, +2 natural), touch 12, flat 12 
  BAB/Grapple: +1/+1 
  Attack: 
  Bite +1 melee (1d6) or short sword +1 
  melee (1d6;19-20/x2) 
  Full Attack: 
  Bite +1 melee (1d6) or short sword +1 
  melee (1d6;19-20/x2) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. + 1d12 in. (5 ft. 6 in) 
  Weight: 
  100 lbs. + 1d10 x 5 lbs. (125 lbs.) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft. 
  Saves: 
  Fort +1, Ref +4, Will +2 
  Abilities: 
  S11 D15 C13 I10 W11 Ch8 
  Skills: 
  Listen +4, Spot +4 
  Feats: 
  Flyby AttackB 
  Environment: 
  Temperate, Warm land 
  Organization: 
  Solitary, Brood (2-5), Swarm (5-20), or 
  Band (20-40)   
  CR: 
  1 
  Treasure: 
  Standard 
  Alignment: 
  Usually Chaotic neutral 
  Advancement: By character class 
  Level Adj: 
  +2 
  This humanoid insect sports the head of a fly 
  and is covered in prickly black hairs that 
  seem to rise straight up from its ebon 
  exoskeleton. A pair of large, buzzing wings 
  adorns its back, and it has second pair of 
  smaller hands just beneath a pair of much 
  muscular-looking arms.  
  Flyfolk, who call themselves the Dipteraiins, are 
  crude scavengers who generally prowl rocky wastes looking 
  for trash and edible food. They tend to categorize other 
  beings as either something to avoid or as food.  
  Flyfolk are despised by other insectoids, and the 
  flyfolk seem to know this, instinctually avoiding other 
  insectoids.  
  A Flyfolk can speak Common and their own 
  language which consists of head movements, various arm 
  positioning and wing buzzing.  
   
  Combat 
  Flyfolk generally rely on their flying ability to 
  swoop down against foes and strike with a weapon or 
  attempt to snap at their foes with a bite. They quickly flee 
  superior opponents, but have been known to swarm foes and 
  use sheer numbers to bring down opponents. Flyfolk are 
  usually quite cunning, and they often use terrain and/or 
  natural hazards to their advantage when fighting.  
   
  Society 
  Flyfolk usually congregate in small, semi-nomadic 
  bands, raiding for food and items as they feel they need 
  them. Flyfolk generally treat males and females equally, and 
  as rule won't produce what they can steal. Larger bands are 
  held together by sheer force of will of a charismatic leader, 
  and tend to quickly break apart once the leader has been 
  killed, humiliated or otherwise incapacitated.  
  Every spring, the various bands of Flyfolk tend to 
  congregate around well-known breeding grounds to 
  reproduce. Eggs resulting from these short-lived unions are 
  usually deposited in wet areas, and after about twenty days, 
  the various bands leave, sometimes vastly reorganized due 
  to death, new friendships or rivalry that stem from the 
  mating period.  
  Young usually start hatching after about ten days, 
  and it is not uncommon for the young larva to eat their 
  brethren before they molt into youngling Flyfolk, after about 
  fifteen days. The new young usually form their own bands 
  for protection and friendship, and will depart to create their 
  own tribes once they feel they have enough numbers.  
   
  Flyfolk as Characters 
  It is not unusual for a Flyfolk to strike out on its 
  own, though it usually ends up using or feeding off the skills 
  of others. 
  Flyfolk have the following abilities. 
  • 
  Base movement rate 30 feet.  Fly rate 50 feet 
  (average). 
  • 
  Monstrous humanoid type 
  • 
  Vermin subtype 
  • 
  +2 natural armor 
  • 
  +4 Dex, +2 Con, -2 Chr.  Flyfolk are quick 
  and able to withstand many rigors.  However, 
  their horrid appearance generally alienates 
  them towards others. 
  • 
  Lesser Four-armed:  A Flyfolk has four 
  arms, though two of its arms are of lesser 
  strength.  These lesser arms may only be used 
  in combat to wield light weapons, and never 
  adds Strength bonus to damage with its lesser 
  arms.  A Flyfolk cannot use the lesser arms to 
  cast a spell while fighting, but may use its 
  stronger arms to cast spells while fighting with 
  the lesser arms.   A Flyfolk cannot use the 
  lesser arms to hold or support ranged weapons.  
  However, when the lesser arms are used for 
  detailing or work requiring manual dexterity, 
  they may use 1 ½ their dexterity bonus if they 
  employ the lesser limbs in the task. 
  • 
  Racial Bonus Feat:  Flyby attack 
  • 
  Racial Languages: Common, Flyfolk. Bonus 
  Languages:  Elvin, Dwarven, gnomish, orc, 
  gnoll, bugbear, goblin. 
  • 
  Favored Class:  Rogue 
  • 
  Level Adjustment: +2 
   
  
  Bestiary Nefarious 
  Page 247 of 478 – Stephen C. Klauk 
  Flyfolk Flitter 
  Flyfolk Rog 5;hp: 27 
  S13 D20 C14 I14 W10 Ch6;Fort +4, Ref +10, Will +2 
  Init: 
  +5 
  Move: 30 ft., fly 50 ft. (ave) 
  AC: 
  18 (+2 natural, +5 Dex, +1 bracers of armor +1), 
  touch 15, flat 18 
  BAB/Grapple: +3/+4 
  Full Attack: 
  primary shortsword +6 melee (1d6+1;19-
  20/x2), 3 offhand shortswords +6 melee 
  (1d6;19-20/x2) 
   
  Or mw composite shortbow (+1 Str) +9 
  ranged (1d6+1;x3) 
  Special Att: 
  Sneak attack +3d6 
  Special Qual: 
  Evasion, trap sense +1, trapfinding, 
  uncanny dodge 
  Skills: Bluff +6, Disguise +6, Escape Artist +13, Hide 
  +13, Listen +8, Move Silently +13, Search +10, 
  Sense Motive +8,  Spot +8, Tumble +13 
  Feats: Flyby AttackB, Multiweapon fighting, Weapon 
  Finesse 
  CR: 
  6 
  Gear: 
  4 mw shortswords (1,240 gp), mw composite 
  shortbow (Str +1) (450 gp), bracers of armor +1 
  (1,000 gp), cloak of resistance +1 (1,000 gp), elixir 
  of sneaking (250 gp), potion of cure moderate 
  wounds (300 gp) 
  Total:  4,240 gp (5,200 gp) 
  Evasion (Ex): If a flyfolk flitter makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
  Trap Sense (Ex): At 3rd level, a rogue gains an intuitive 
  sense that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A flyfolk flitter retains its Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses her 
  Dexterity bonus to AC if immobilized. 
   
  Flyfolk Carrion Eater 
  Flyfolk Rog 11;hp: 60 
  S13 D23 C14 I14 W10 Ch6;Fort +7, Ref +14, Will +5 
  Init: 
  +10 
  Move: 30 ft., fly 50 ft. (ave) 
  AC: 
  21 (+2 natural, +6 Dex, +3 bracers of armor +3), 
  touch 16, flat 21 
  BAB/Grapple: +8/+9 
  Full Attack: 
  primary 
  shortsword 
  +12/+7 
  melee 
  (1d6+1;19-20/x2), 
  3 
  offhand 
  shortswords +12 melee (1d6;19-20/x2) 
   
  Or mw composite shortbow (+1 Str) 
  +14/+9 ranged (1d6+1;x3) 
  Special Att: 
  Sneak attack +6d6 
  Special Qual: 
  Defensive 
  roll, 
  evasion, 
  improved 
  uncanny dodge, trap sense +3, trapfinding, 
  uncanny dodge 
  Skills: Bluff +12, Disguise +12, Escape Artist +20, Hide 
  +20, Listen +14, Move Silently +20, Search +16, 
  Sense Motive +14, Spot +14, Tumble +20 
  Feats: Combat Reflexes, Flyby AttackB, Improved 
  Initiative, Multiweapon fighting, Weapon Finesse 
  CR: 
  12 
  Gear: 
  four +1 shortswords (9,240 gp), mw composite 
  shortbow (Str +1) (450 gp), bracers of armor +3 
  (9,000 gp), cloak of resistance +2 (4,000 gp), 
  gloves of dexterity +2 (4,000 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  26,990 gp (27,000 gp) 
  Evasion (Ex): If a flyfolk carrion eater makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, she instead takes no 
  damage. 
  Defensive Roll (Ex): The flyfolk carrion eater can roll with 
  a potentially lethal blow to take less damage from it than she 
  otherwise would. Once per day, when she would be reduced 
  to 0 or fewer hit points by damage in combat (from a 
  weapon or other blow, not a spell or special ability), the 
  rogue can attempt to roll with the damage. To use this 
  ability, the flyfolk carrion eater must attempt a Reflex 
  saving throw (DC = damage dealt). If the save succeeds, she 
  takes only half damage from the blow; if it fails, she takes 
  full damage. She must be aware of the attack and able to 
  react to it in order to execute her defensive roll—if she is 
  denied her Dexterity bonus to AC, she can’t use this ability. 
  Since this effect would not normally allow a 
  character to make a Reflex save for half damage, the rogue’s 
  evasion ability does not apply to the defensive roll. 
  Improved Uncanny Dodge (Ex): A flyfolk carrion eater 
  can no longer be flanked, unless the attacker has at least 
  four more rogue levels than the target does.  
  Trap Sense (Ex): A flyfolk carrion eater gains an intuitive 
  sense that alerts her to danger from traps, giving her a +3 
  bonus on Reflex saves made to avoid traps and a +3 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A flyfolk carrion eater retains its 
  Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  
  Bestiary Nefarious  
  Page 248 of 478 – Stephen C. Klauk  
  Flyfolk Deathmaker 
  Flyfolk Rog 11/asn 6;hp: 60 
  S13 D29 C14 I14 W10 Ch6;Fort +9, Ref +22, Will +7 
  Init: 
  +13 
  Move: 30 ft., fly 50 ft. (ave) 
  AC: 
  27 (+2 natural, +9 Dex, +6 bracers of armor +6), 
  touch 19, flat 18 
  BAB/Grapple: +12/+13 
  Full Attack: 
  primary +3 shortsword +19/+14/+9 melee 
  (1d6+1;19-20/x2), 
  3 
  offhand 
  +1 
  shortswords 
  +17/+12/+7 
  melee 
  (1d6;19-20/x2) 
   
  Or mw composite shortbow (+1 Str) 
  +22/+17/+12 ranged (1d6+1;x3) 
  Special Att: 
  Death attack, sneak attack +9d6 
  Special Qual: 
  Defensive 
  roll, 
  evasion, 
  improved 
  uncanny dodge, poison use, trap sense +3, 
  trapfinding, uncanny dodge, +3 vs. poison 
  Skills: Bluff +12, Disguise +12, Escape Artist +27, Hide 
  +27, Listen +14, Move Silently +27, Search +22, 
  Sense Motive +20, Spot +20, Tumble +27 
  Feats: Combat Reflexes, Flyby AttackB, Greater Two-
  Weapon Fighting, Improved Initiative, Improved 
  Two-Weapon Fighting, Multiweapon fighting, 
  Weapon Finesse 
  CR: 
  18 
  Gear: 
  +4 shortsword (32,310 gp), three +1 shortswords 
  (6,930 gp), mw composite shortbow (Str +1) (450 
  gp), bracers of armor +6 (36,000 gp), cloak of 
  resistance +3 (9,000 gp), gloves of dexterity +6 
  (36,000 gp), potion of cure serious wounds (750 
  gp), 4 vials Dragon bile poison (6,000 gp) 
  Total: 127,440 gp (130,000 gp) 
  Death Attack: If a flyfolk deathmaker studies his victim for 
  3 rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack has 
  the additional effect of possibly either paralyzing or killing 
  the target (flyfolk deathmaker’s choice). While studying the 
  victim, the flyfolk deathmaker can undertake other actions 
  so long as his attention stays focused on the target and the 
  target does not detect the flyfolk deathmaker or recognize 
  the flyfolk deathmaker as an enemy. If the victim of such an 
  attack fails a Fortitude save (DC 18) against the kill effect, 
  she dies. If the saving throw fails against the paralysis 
  effect, the victim is rendered helpless and unable to act for 
  1d6 rounds plus 1 round per level of the flyfolk deathmaker. 
  If the victim’s saving throw succeeds, the attack is just a 
  normal sneak attack.  
  Once the flyfolk deathmaker has completed the 3 
  rounds of study, he must make the death attack within the 
  next 3 rounds 
  Evasion (Ex): If a flyfolk deathmaker makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, she instead takes no 
  damage. 
  Defensive Roll (Ex): The flyfolk deathmaker can roll with a 
  potentially lethal blow to take less damage from it than she 
  otherwise would. Once per day, when she would be reduced 
  to 0 or fewer hit points by damage in combat (from a 
  weapon or other blow, not a spell or special ability), the 
  rogue can attempt to roll with the damage. To use this 
  ability, the flyfolk deathmaker must attempt a Reflex saving 
  throw (DC = damage dealt). If the save succeeds, she takes 
  only half damage from the blow; if it fails, she takes full 
  damage. She must be aware of the attack and able to react to 
  it in order to execute her defensive roll—if she is denied her 
  Dexterity bonus to AC, she can’t use this ability. 
  Since this effect would not normally allow a 
  character to make a Reflex save for half damage, the rogue’s 
  evasion ability does not apply to the defensive roll. 
  Improved Uncanny Dodge (Ex): A flyfolk deathmaker can 
  no longer be flanked, unless the attacker has at least four 
  more rogue levels than the target does.  
  Trap Sense (Ex): A flyfolk deathmaker gains an intuitive 
  sense that alerts her to danger from traps, giving her a +3 
  bonus on Reflex saves made to avoid traps and a +3 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A flyfolk deathmaker retains its 
  Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
   
  Typical Assassin Spells 
  (4/4/1;Caster Level 6;Spell DC 12 + Spell Level) 
  1st:  Disguise Self, Ghost Sound, Obscuring Mist, True 
  Strike 
  2nd:  Darkness, Fox’s Cunning, Invisibility, Undetectable 
  Alignment 
  3rd:  Deep Slumber, False Life, Misdirection 
  
  Bestiary Nefarious 
  Page 249 of 478 – Stephen C. Klauk 
  Mantisfolk (Prophetii) 
  Medium Monstrous Humanoid (Vermin) 
  Hit Dice:  
  1d8+2 (6 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  40 ft. (8 squares), fly 40 ft. (clumsy) (8 
  squares) 
  Armor Class:  
  17 (+2 Dex, +5 natural), touch 12, flat 15  
  BAB/Grapple:  +1/+4  
  Attack:  
  Scything claw +4 melee (1d6+3;19-20/x2)  
  Full Attack:  
  2 scything claws +4 melee (1d6+3;19-
  20/x2), bite –1 melee (1d4+1)  
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  6 ft. + 1d8 in. (6 ft. 4 in.) 
  Weight: 
  175 + 2d8 x 7 lbs. (238 lbs.) 
  Special Att:  
  Pounce, spittle  
  Special Qual:  
  Darkvision 60 ft., Scent 
  Saves:  
  Fort +2, Ref +4, Will +2  
  Abilities:  
  S17 D15 C15 I9 W11 Ch9  
  Skills:  
  Climb +3, Jump +15, Listen +0, Spot +4, 
  Tumble +4  
  Feats:  
  Acrobatic  
  Environment:  Temperate or Warm land  
  Organization:  Solitary, Pair (2), Brood (2-5), Nest (5-
  20), Tribe (20-40 + 1-20 mantisfolk 
  nymphs + 1-4 mantisfolk mother) or Spire 
  (40+ 
  mantisfolk 
  + 
  2-20 
  mantisfolk 
  nymphs + 1-3 mantisfolk scything blade + 
  2-12 mantisfolk mothers) 
  CR:  
  1  
  Treasure:  
  Standard 
  Alignment:  
  Often neutral  
  Advancement:  By character class 
  Level Adj:  
  +2 
  * Mantisfolk have a +10 racial bonus to Jump checks 
  This long creature has an insectile look to it, 
  with four of its massive legs skittering on the 
  floor and the last pair held upward like human 
  arms, with forearms like a bladed sword and 
  ending in sharp claws. Its head is wide and 
  flat, with large mandibles and multi-faceted 
  eyes. It voice consists of numerous clicks and 
  chatters, some made with the mandibles, other 
  seeming to emanate from the rattling of its 
  carapace.  
  Mantisfolk, commonly called the Prophetii, have 
  an appearance similar to that of a huge praying mantis. 
  While their forearms are bladelike, they end in human-like 
  hands with six fingers, though each finger ends with a sharp 
  nail.  
  Mantisfolk prefer wilderness areas with plenty of 
  prey to hunt, and are generally nomadic in nature. They are 
  capable of making their own tools and weapons, but prefer 
  to travel light and bring down prey with their own bare 
  hands.  
  Mantisfolk speak their own language, and some 
  have learned the Common tongue or the language of another 
  nearby race (often elves, if not the Common tongue).  
   
  Combat 
  Mantis insectoids have a love of combat, and 
  usually will strike by leaping at their opponent, then rending 
  the foe with their claws and bite. Mantis insectoids rarely 
  disengage from combat once locked, even if they are facing 
  superior opponents. However, smart opponents can often 
  avoid combat with using smoke, loud noises or large 
  numbers to frighten off Mantis warriors before they decide 
  to attack.  
  Mantisfolk have a taste for elf flesh, and have been 
  known to raid elvin communities for food. 
  Pounce (Ex): When a Mantisfolk makes a charge, it can 
  follow with a full attack. 
  Spittle (Ex): A mantisfolk can spit a glob of paralytic 
  venom with a range increment of 5 ft. as a ranged touch 
  attack (+3 to hit), affecting one target. (Contact; DC 12; Init: 
  1 Dex; Sec: Paralyze). The paralyzation lasts for 1d4+1 
  rounds.  
  Skills:  Mantisfolk have a +10 racial bonus to Jump.  They 
  have a +2 bonus to Spot checks. 
   
  Mantisfolk Society 
  Mantisfolk often congregate in family-based clans, 
  and are generally nomadic. Sometimes they will construct 
  tower-like hives, but only if the mantises numbers are too 
  vast for nomadic wandering to support the tribe.  
  A council of females generally rules clans of 
  Mantisfolk. These females have complete control of the 
  daily lives of its members, especially in the area of who can 
  and cannot breed.  Generally speaking, the ruling females 
  restrict breeding to themselves and a select few males; all 
  others are doomed to eventually die without having 
  spawned. The ruling females are also often the ones who 
  spawned all of the current generation of mantisfolk in the 
  clans, and are often referred to as “mother”. They are 
  generally pampered by the lesser members and are expected 
  to help spawn the next generation of mantis warriors. When 
  a female matriarch is no longer able to produce young, the 
  other young females often will rise to combat the matriarch 
  in a fight to the death. Eventually, the former matriarch is 
  dragged down and devoured by one of her many contenders, 
  who then take the matriarch's place of power upon the 
  former’s death.  
  Mantisfolk are egg-layers, and generally produce a 
  clutch of 2-12 eggs per female.  All mantisfolk start life as 
  hermaphrodites, then go through a phase as being male 
  when reaching adulthood.  After a variable amount of time, 
  mantisfolk males eventually molt into females, and remain 
  females for the rest of their life. However, life among the 
  mantisfolk can be difficult, and young are not protected 
  from cannibalism by the elders until after their second year 
  of life - at which time they enter the clan as members and 
  receive a life-name.  
  Males are expected to hunt for food and patrol the 
  “borders” of their land, and non-ruling females are expected 
  to build, collect materials and tend to the egg nests of the 
  tribe. Individuals who fail or rebel against the mantis way of 
  life are usually slashed and/or tortured, and repeat offenders 
  may be either be devoured by the clan or exiled (if they are 
  
  Bestiary Nefarious  
  Page 250 of 478 – Stephen C. Klauk  
  lucky). Exiled members often commit suicide shortly 
  after being cast out, but those that survive often wander into 
  the territory of other humanoids and become desperate to fit 
  in. 
  It is very rare that an individual from one clan is 
  ever accepted into another; each clan has its own general 
  mottling to its carapace and gives off different pheromones 
  that is easily detected by other mantisfolk, and differing 
  clans can rarely tolerate the “stench” of an outsider.  
  However, if an outsider mantisfolk can manage to survive 
  approximately a month in a new clan, its pheromone scent 
  usually alters to match its new brethren, making it easier to 
  blend in with its new clan.  
   
  Mantisfolk as Characters 
   
  Adventuring Mantisfolk are very rare; those that do 
  exist often try extremely hard to fit into the group they 
  attached themselves to. 
   
  A Mantisfolk has the following abilities. 
  • 
  Base Movement Rate 40 feet, fly 40 feet (clumsy) 
  • 
  Monstrous Humanoid type 
  • 
  Vermin subtype 
  • 
  Medium Size 
  • 
  +5 natural armor bonus.  A Mantis Insectoid is 
  covered with a hard, but flexible, chitinous shell 
  that protects it from damage. 
  • 
  +6 Str, +4 Dex, +4 Con, -2 Int, -2 Chr.  
  Mantisfolk are strong, agile and hardier than most 
  races.  However, they tend to have simpler minds 
  and have been bred to be servile in nature. 
  • 
  +10 racial bonus to Jump checks.  Mantisfolk 
  have powerful legs capable of covering amazing 
  distances with a single leap. 
  • 
  +2 racial bonus to Spot checks. 
  • 
  Natural attacks.   An unarmed Mantis Insectoid 
  can attack with 2 scything claws for 1d6 + Str mod 
  damage.  The claws have a critical range of 19-
  20/x2.  They may also bite for 1d4 + ½ Str mod 
  damage.  The bite attack is secondary and suffers a 
  –5 penalty to hit with. 
  • 
  Pounce (Ex): When a Mantis Insectoid makes a 
  charge, it can follow with a full attack. 
  • 
  Spittle (Ex): A mantisfolk can spit a glob of 
  paralytic venom out to a distance of 5 feet as a 
  ranged touch attack, affecting one target. (Contact; 
  DC 10 + ½ level + Con mod; Init: 1 Dex; Sec: 
  Paralyze). The paralyzation lasts for 1d4+1 rounds. 
  • 
  Racial Languages:  Common, Mantese. Bonus 
  Languages: Elvin, Dwarven, Goblin, Orc. 
  • 
  Favored Class:  Male: Barbarian, Female: Cleric 
  • 
  Level Adjustment: +2  
  Mantisfolk worship an idealized version of their kind, 
  that they simply refer to as the Goddess.  A mantisfolk 
  cleric can choose two of the three domains of 
  Knowledge, Strength, or Travel. 
   
    
  Mantisfolk Nymph 
  Mantisfolk Bar 3/Clr 3;hp:  51 
  S22 D16 C17 I8 W16 Ch6;Fort +9, Ref +5, Will +7 
  Init: 
  +3 
  Move: 50 ft., fly 40 ft. (clumsy) 
  AC: 
  18 (+3 Dex, +5 natural), touch 13, flat 18 
  BAB/Grapple: +5/+11 
  Full Attack: 
  2 claws +11 melee (1d8+6;19-20/x2), bite 
  +9 melee (1d4+3) 
  Special Att: 
  Pounce, spittle, turn undead 
  Special Qual: 
  Rage 1/day, trap sense +1, uncanny dodge 
  Skills: Climb +6, Concentration +3, Jump +10, Listen +6, 
  Spot +2 
  Feats: Improved Natural Attack, Multiattack, Weapon 
  Focus (Scything claws) 
  CR: 
  7 
  Gear: 
  Gauntlets of Ogre Power (4,000 gp), Pearl of 
  Power (1st level) (1,000 gp), Cloak of Protection 
  +1 (1,000 gp) 
  Total:  6,000 gp (7,200 gp) 
  Rage (Ex):  1x/day gain +4 Str and Con, +2 to Will saves, -
  2 AC.  Lasts for 7 rounds. 
  Spittle (Ex):  A mantisfolk nymph can spit a glob of 
  paralytic venom out to a distance of 5 ft. as a +8 range touch 
  attack, affecting one target. (Contact; Fort DC 16; Init: 1 
  Dex; Sec: Paralyze).  The paralyzation lasts for 1d4+1 
  rounds. 
  Trap Sense (Ex):  +1 bonus on Reflex saves made to avoid 
  traps a +1 dodge bonus to AC against attacks made by traps. 
  Turn Undead (Su):  1x/day; Turn Check 1d20-2; Turn 
  Damage 2d6+1. 
  Uncanny Dodge (Ex): A mantisfolk nymph retains its 
  Dexterity bonus to AC (if any) even if it is caught flat-
  footed or struck by an invisible attacker. However, it still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Typical Cleric Spells 
  (4/4/3; CL 3; Spell DC 13 + Spell Level; Domain:  
  Strength, Travel) 
  0: Cure Minor Wounds, Guidance, Resistance, Virtue  
  1st:  Cause Fear, Doom, LongstriderD, Shield of Faith 
  2nd:  Aid, Death Knell, Bull’s StrengthD 
   
  
  Bestiary Nefarious 
  Page 251 of 478 – Stephen C. Klauk 
  Mantisfolk Scything Blade 
  Mantisfolk Bar 9/Ran 3;hp:  120 
  S24 D18 C21 I10 W10 Ch6;Fort +12, Ref +10, Will +6 
  Init: 
  +8 
  Move: 50 ft., fly 40 ft. (clumsy) 
  AC: 
  22 (+4 Dex, +5 natural, +3 bracers of armor +3), 
  touch 14, flat 22 
  BAB/Grapple: +12/+19 
  Full Attack: 
  2 claws +19 melee (1d8+7;17-20/x2), bite 
  +17 melee (1d4+3) 
  Special Att: 
  Pounce, spittle 
  Special Qual: 
  DR 
  1/-, 
  favored 
  enemy, 
  improved 
  uncanny dodge, rage 3/day, trap sense +3, 
  uncanny dodge 
  Skills: Climb +19, Jump +29, Hide +10, Listen +12, Move 
  Silently +10, Spot +3, Survival +15 
  Feats: Diehard, EnduranceR, Improved Critical, Improved 
  Initiative, Improved Natural Attack, Multiattack, 
  TrackR, Two-Weapon FightingR 
  CR: 
  13 
  Gear: 
  Bracers of Armor +3 (9,000 gp), Belt of Giant 
  Strength +4 (16,000 gp), Gloves of Dexterity +2 
  (4,000 gp), Cloak of Protection +2 (4,000 gp) 
  Total:  33,000 gp (35,000 gp) 
  Favored Enemy (Ex):  +2 bonus on Bluff, Listen, Sense 
  Motive, Spot and Survival checks and +2 bonus on weapon 
  damage rolls against Humanoids (Elf). 
  Improved Uncanny Dodge (Ex): A mantisfolk scything 
  blade can no longer be flanked. This defense denies a rogue 
  the ability to sneak attack the mantisfolk by flanking him, 
  unless the attacker has at least four more rogue levels than 
  the target has barbarian levels. 
  Rage (Ex):  3x/day gain +4 Str and Con, +2 to Will saves, -
  2 AC.  Lasts for 9 rounds. 
  Spittle (Ex):  A mantisfolk scything blade can spit a glob of 
  paralytic venom out to a distance of 5 ft. as a +16 range 
  touch attack, affecting one target. (Contact; Fort DC 20; 
  Init: 1 Dex; Sec: Paralyze).  The paralyzation lasts for 
  1d4+1 rounds. 
  Trap Sense (Ex):  +3 bonus on Reflex saves made to avoid 
  traps a +3 dodge bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A mantisfolk scything retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
  Wild Empathy (Ex):  Modify attitude of animal or vermin 
  as Diplomacy check 1d20+1 
   
  Mantisfolk Mother 
  Mantisfolk Clr 18;hp:  117 
  S14 D16 C14 I11 W25 Ch12;Fort +14, Ref +9, Will +14 
  Init: 
  +3 
  Move: 40 ft., fly 40 ft. (clumsy) 
  AC: 
  26 (+3 Dex, +5 natural, +8 bracers of armor +8), 
  touch 13, flat 23 
  BAB/Grapple: +13/+15 
  Full Attack: 
  2 claws +15 melee (1d6+2;19-20/x2), bite 
  +10 melee (1d4+1) 
  Special Att: 
  Pounce, spittle, turn undead 
  Special Qual: 
  Spells 
  Skills: Jump 
  +12, 
  Concentration 
  +23, 
  Knowledge 
  (Religion) +23, Listen +4, Spot +6 
  Feats: Augment Summoning, Enlarge Spell, Extend Spell, 
  Improved Initiative, Quicken Spell, Spell Focus 
  (Conjuration), Spell Penetration 
  CR: 
  19 
  Gear: 
  Bracers of Armor +8 (64,000 gp), Cloak of 
  Protection +3 (9,000 gp), Periapt of Wisdom +6 (36,000 
  gp), Rod of Rulership (500 minutes) (60,000 gp) 
  Total:  169,000 gp (170,000 gp) 
  Turn Undead (Su):  4x/day; Turn Check 1d20+1; Turn 
  Damage 2d6+19 
   
  Typical Spell List 
  (6/8/8/8/7/6/6/5/4/3;CL 18;Spell DC 17 + Spell Level; 
  Domains:  Knowledge, Travel) 
  0:  Create Water, Detect Magic, Detect Poison, Guidance, 
  Light, Purify Food and Drink, Resistance, Virtue 
  1st:  Cause Fear, Command, LongstriderD,  Doom, Remove 
  Fear, Sanctuary, Shield of Faith, Summon Monster I 
  2nd:  Aid, Detect ThoughtsD, Enthrall, Lesser Resistance, 
  Make Whole, Remove Paralysis, Owl’s Wisdom, Status 
  3rd:  Bestow Curse, Clairaudience/ClairvoyanceD, Extended 
  Hold Person, Invisibility Purge, Locate Object, 
  Protection from Energy, Stone Shape, Wind Wall 
  4th:  Dimension DoorD, Dimensional Anchor, Discern Lies, 
  Divination, Freedom of Movement, Giant Vermin, 
  Poison 
  5th:  Insect Plague, Righteous Might, Spell Resistance, 
  Summon Monster V, TeleportD, True Seeing 
  6th:  Find the PathD, Greater Dispel Magic, Harm, Heal, 
  Planar Ally, Summon Monster VI 
  7th:  Enlarged Blade Barrier, Destruction, Dictum, Legend 
  LoreD, Regenerate 
  8th:  Extended Summon Monster VII, Discern LocationD, 
  Holy Aura, Quickened Divine Power 
  9th:  ForesightD, Implosion, Summon Monster IX 
   
  
  Bestiary Nefarious  
  Page 252 of 478 – Stephen C. Klauk  
  Mothfolk (Lepidaii) 
  Medium Monstrous Humanoid (Vermin) 
  Hit Dice: 
  1d8 
  Initiative: 
  +1 
  Speed: 
  30 ft. (6 squares), fly 50 ft. (clumsy) 
  AC: 
  14 (+1 Dex, +2 natural, +1 padded armor), 
  touch 11, flat 13 
  BAB/Grapple: +1/+1 
  Attack: 
  Spear +1 melee (1d8;x3) 
  Full Attack: 
  Spear +1 melee (1d8;x3) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. + 1d8 in. (5 ft. 4 in.) 
  Weight: 
  100 lbs. + 1d10 x 5 lbs. (125 lbs.) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft. 
  Saves: 
  Fort +2, Reflex +3, Will +2 
  Abilities: 
  S10 D12 C14 I9 W11 Ch8 
  Skills: 
  Listen +2, Spot +6 
  Feats: 
  Alertness 
  Environment: 
  Any warm or hot 
  Organization: 
  Single, pair (2), flight (3-5), gang (6-20), 
  brood (21-30), colony (30+) 
  CR: 
  1/3 
  Treasure: 
  Standard 
  Alignment: 
  Usually Chaotic Neutral 
  Advancement: By Character Class 
  Level Adj: 
  +1 
   
   
  Mothfolk, or the Lepidaii, are often described as 
  the most dreamy – or vacant – race of insectoids.  Little 
  captures their attention for long, and they have soft, 
  singsong voices that often sound as if their minds have been 
  dulled by some sort of mind-altering drug. 
   
  Despite their near-constant daydreaming, mothfolk 
  are actually quite astute.  Unlike many of the other insectoid 
  races, they retain their multifaceted eyes, allowing them to 
  see things much clearer, but in a kaleidoscopic manner.  
  Bright, colorful lights can easily entrance or befuddle them. 
   
  Mothfolk speak common and their own language – 
  a high-pitched sound that sounds almost like a buzzing 
  insect. 
   
  Combat 
   
  Mothfolk avoid combat, as they do not usually 
  have the strength or numbers to bring down foes.  They will 
  often use their flight to keep opponents at a distance with 
  ranged attacks, and prefer using reach weapons when they 
  must melee.  Mothfolk will often flee an engagement 
  against powerful adversaries, especially those utilizing 
  flashy, magical effects. 
   
  Society 
   
  Mothfolk are generally nomadic and live a large 
  part of their early life in a mindless caterpillar-like stage 
  alone.  When a mothfolk reaches maturity, they actually 
  molt, bursting out of the caterpillar form and arising as true 
  winged mothfolk. 
   
  With their new sentience, many mothfolk are 
  drawn to ancestral mothfolk gathering places, where they 
  meet others of their kind for the first time.  After learning 
  the rudiments in many subjects, the young mothfolk often 
  select a mate and begin to travel with their new spouse, 
  learning about the world around them.  As they travel, they 
  leave behind a trail of eggs to mark their passage.  The 
  female lays a single egg, and is capable of doing so once 
  every seven to ten days.  Unfortunately, the melon-sized egg 
  has a good chance of falling to predators and as little as 10% 
  of the laid eggs ever reach maturity. 
   
  After a period of 3-7 years of this type of activity, 
  the couple usually returns to the communal gathering place 
  to await the arrival of their offspring.  As the previously 
  hatched offspring matures and arrives at the communal 
  meeting place, the parents seek out their children and 
  educate them in all that they have learned in on their travels.  
  After all of the young have been  taught and accounted for 
  (a process that takes 3-5 years per young adult), the couple 
  strikes out again, and repeats the process. 
   
  Mothfolk as Characters 
   
  Most mothfolk characters will be individuals who 
  have lost their mate on their travels, or who were 
  unfortunate enough to have never acquired a mate.  Some 
  returned to their ancestral meeting place to find their elders 
  wiped from existence.   
   
  Mothfolk have the following abilities. 
  • 
  Medium Size 
  • 
  Monstrous 
  Humanoid 
  Type, 
  Vermin 
  subtype 
  • 
  Base speed 30 ft., fly 50 ft. (clumsy) 
  • 
  Darkvision 60 ft.  A mothfolk can see in the 
  absence of light out to a distance of 60 feet. 
  Darkvision is black-and-white only. 
  • 
  +2 Dex, +4 Con, -2 Int and –2 Cha.  
  Mothfolk are fairly nimble and exceptionally 
  hardy.  Their long state as a mindless creature 
  inhibits their ability to learn, and despite being 
  self-sufficient, most mothfolks are introverts 
  who do not deal with others well. 
  • 
  +2 Natural armor 
  • 
  Automatic Languages:  Common, mothfolk 
  Bonus 
  Languages: 
   
  Elvin, 
  gnomish, 
  goblinoid. 
  • 
  Favored Class:  Bard 
  • 
  Level Adjustment: +1 
  Mothfolk worship nature and not any particular 
  god.  Mothfolk tend to produce druids, not clerics. 
   
  
  Bestiary Nefarious 
  Page 253 of 478 – Stephen C. Klauk 
  Lepidilla 
  Large Vermin 
  Hit Dice: 
  3d8+6 (19 hp) 
  Initiative: 
  -1 (-1 Dex) 
  Speed: 
  20 ft. (4 squares) 
  AC: 
  14 (-1 size, +5 natural), touch 9, flat 14 
  BAB/Grapple: +2/+8 
  Attack: 
  Bite +3 melee (1d4+2 + 1d6 acid) 
  Full Attack: 
  Bite +3 melee (1d4+2 + 1d6 acid) 
  Space/Reach: 
  10-ft./5 ft. 
  Height: 
   
  Weight: 
   
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft., poison body, vermin 
  traits 
  Saves: 
  Fort +5, Reflex +0, Will +1 
  Abilities: 
  S14 D8 C14 I- W11 Ch6 
  Skills: 
  Climb +10, Listen +2, Spot +2 
  Feats: 
  Alertness* 
  Environment: 
  Any warm or hot 
  Organization: 
  Solitary 
  CR: 
  2 
  Treasure: 
  None 
  Alignment: 
  None 
  Advancement: 4-8 HD (Large), 9-12 HD (Huge) 
  Level Adj: 
  - 
  This large, writhing shape is reminiscent of a 
  caterpillar.  It has a squishy green body with 
  black, dagger-like feet.  Tufts of black hair wave 
  from its back and it has an enormous bulbous 
  head with large eyes and powerful-looking 
  mandibles.  Its front half is raised in the air and 
  twitches left and right, as if it is searching for 
  something. 
   
  Lepidillas are the larval form of mothfolk.  They 
  consist of a enormous bulk of green and yellow tubular 
  body with black, claw-like legs.  The upper portion of their 
  body is covered with silky black hairs, and at one end they 
  have a bulbous head with large eyes and powerful jaws. 
   
  A lepidilla is completely mindless and constantly 
  ravenous.  While they generally eat only vegetation in large 
  quantities, some lepidillas become carnivorous, desiring the 
  taste of flesh. 
   
  Lepidillas remain in their larval state for 
  approximately 3 years.  Normally, after this time, the 
  maturing mothfolk erupts from the head, leaving the  husk 
  of the caterpillar’s tubular body behind in a gooey mess. 
   In some cases, however – especially when the 
  caterpillar becomes carnivorous, the mothfolk body is 
  subsumed and the caterpillar does not molt – instead 
  becoming larger and more aggressive and remaining 
  mindless. 
   
  Combat 
   
  Lepidillas generally shy away from combat, relying 
  on their acid bite and poisonous taste as a last-ditch defense. 
   
  However, some caterpillars – those that have tasted 
  flesh – can be quite aggressive, seeking out easy prey and 
  risking life and limb for a tasty treat. 
  Poisonous Body (Ex):  A creature biting or swallowing a 
  lepidilla must make a Fort DC 13 save or become sickened 
  for 2d4 rounds.  If the save is failed and the lepidilla had 
  been swallowed, it is immediately regurgitated.  Besides the 
  sickening effect, the flesh is also poisonous (Ingested; Fort 
  DC 13; Init: 1d4 Con; Sec: 1d6 Con). 
  Skills:  Lepidillas have a +8 racial bonus on Climb checks.  
  They can use either their Strength or Dexterity modifier for 
  Climb checks, whichever is higher.  Lepidillas can take 10 
  on Climb checks, even if threatened or distracted. 
  * A carnivorous lepidilla has the Improved Natural Attack 
  Feat, increasing its bite damage to 1d6+2 + 1d8 acid). 
   
  Lepidillas on Amberos 
   
  Lepidillas can be found almost anywhere on 
  Amberos, except for the area of the Glacier of Seasons and 
  in the oft-snowy areas of the Crystalmire mountains. 
   
  
  Bestiary Nefarious  
  Page 254 of 478 – Stephen C. Klauk  
  Mothfolk Neophyte 
  Mothfolk bard 6;hp:  33 
  S8 D14 C14 I12 W13 Ch16;Fort +4, Ref +7, Will +6 
  Init: 
  +2 
  Move:  30 ft., fly 50 ft. (clumsy) 
  AC: 
  16 (+2 Dex, +2 natural, +2 padded armor +1), 
  touch 12, flat 14 
  BAB/Grapple: +4/+3 
  Full Attack: 
  rapier +6 melee (1d6-1;19-20/x2) 
  Special Att: 
  - 
  Special Qual: 
  Bardic 
  knowledge, 
  bardic 
  music, 
  Darkvision 60 ft. 
  Skills: Concentration +11, Diplomacy +11, Gather 
  Information +11, Knowledge (Local) +10, Listen 
  +3, Perform (Any one) +15, Sense Motive +10, 
  Spellcraft +10, Spot +3 
  Feats: Alertness, Skill Focus (Perform), Weapon Finesse 
  CR: 
  6 
  Gear: 
  Padded armor +1 (1,155 gp), cloak of charisma 
  +2 (4,000 gp), potion of cure moderate wounds 
  (300 gp), musical instrument (5 gp) 
  Total:  5,460 gp (5,600 gp) 
  Bardic Music:  6x/day; Perform check +15; Countersong, 
  Fascinate, Inspire Courage +1, Inspire Competence, 
  Suggestion 
  Bardic Knowledge (Ex):  Check +7 
   
  Typical Bard Spell List 
  (3/4/3;CL 6;Spell DC 13 + Spell Level) 
  0:  Detect Magic, Dancing Lights, Daze, Lullaby, Message, 
  Resistance 
  1st:  Comprehend Languages, Lesser Confusion, Cure Light 
  Wounds, Magic Aura 
  2nd:  Alter Self, Eagle’s Splendor, Hypnotic Pattern 
   
  Mothfolk Traveler 
  Mothfolk bard 12;hp:  66 
  S8 D14 C14 I12 W13 Ch20;Fort +6, Ref +10, Will +9 
  Init: 
  +2 
  Move:  30 ft., fly 50 ft. (clumsy) 
  AC: 
  18 (+1 Dex, +2 natural, +5 glamered studded 
  leather +2), touch 12, flat 17 
  BAB/Grapple: +9/+8 
  Full Attack: 
  +1 rapier +13/+8 melee (1d6;19-20/x2) 
  Special Att: 
  - 
  Special Qual: 
  Bardic 
  knowledge, 
  bardic 
  music, 
  Darkvision 60 ft. 
  Skills: Concentration +17, Diplomacy +18, Gather 
  Information +18, Knowledge (Local) +16, Listen 
  +3, Perform (Any one) +22, Sense Motive +16, 
  Spellcraft +16, Spot +3 
  Feats: Alertness, Skill Focus (Perform), Spell Focus 
  (Enchantment), Weapon Finesse, Weapon Focus 
  (Rapier) 
  CR: 
  12 
  Gear: 
  glamered padded armor +2 (6,875 gp), +1 rapier 
  (2,320 gp), cloak of charisma +4 (16,000 gp), 
  potion of cure moderate wounds (300 gp), mw 
  musical instrument (300 gp) 
  Total:  25,795 gp (27,000 gp) 
  Bardic Music:  12x/day; Perform check +22; Countersong, 
  Fascinate, Inspire Courage +2, Inspire Competence, 
  Inspire Greatness, Suggestion, Song of Freedom 
  Bardic Knowledge (Ex):  Check +13 
   
  Typical Bard Spell List 
  (3/5/4/4/3;CL 12;Spell DC 15 + Spell Level) 
  0:  Detect Magic, Dancing Lights, Daze*, Lullaby*, 
  Message, Resistance 
  1st:  Comprehend Languages, Lesser Confusion*, Cure 
  Light Wounds, Magic Aura 
  2nd:  Alter Self, Eagle’s Splendor, Enthrall*, Sound burst 
  3rd: Charm Monster*, Deep Slumber*, Lesser Geas*, Slow 
  4th: Hold Monster*, Modify Memory*, Rainbow Pattern, 
  Shout 
  * Enchantment Spell; +1 DC 
  
  Bestiary Nefarious 
  Page 255 of 478 – Stephen C. Klauk 
  Mothfolk Curio 
  Mothfolk bard 18;hp:  99 
  S8 D14 C14 I12 W13 Ch23;Fort +8, Ref +13, Will +12 
  Init: 
  +2 
  Move:  30 ft., fly 50 ft. (clumsy) 
  AC: 
  18 (+1 Dex, +2 natural, +5 glamered studded 
  leather +2), touch 12, flat 17 
  BAB/Grapple: +13/+12 
  Full Attack: 
  +1 rapier +17/+12/+7 melee (1d6;19-
  20/x2) 
  Special Att: 
  - 
  Special Qual: 
  Bardic 
  knowledge, 
  bardic 
  music, 
  Darkvision 60 ft. 
  Skills: Concentration +23, Diplomacy +25, Gather 
  Information +25, Knowledge (Local) +22, Listen 
  +3, Perform (Any one) +33, Sense Motive +22, 
  Spellcraft +22, Spot +3 
  Feats: Alertness, Combat Reflexes, Greater Spell Focus 
  (Enchantment), Skill Focus (Perform), Spell Focus 
  (Enchantment), Weapon Finesse, Weapon Focus 
  (Rapier) 
  CR: 
  18 
  Gear: 
  mithral glamered chain mail +5 (31,715 gp), +4 
  rapier (25,320 gp), cloak of charisma +6 (36,000 
  gp), rod of wonder (50 charges) (12,000 gp), rope 
  of entanglement (21,000 gp), potion of cure 
  moderate wounds (300 gp), maestro’s musical 
  instrument +5 (2,800 gp) 
  Total:  129,135 gp (130,000 gp) 
  Bardic Music:  12x/day; Perform check +33; Countersong, 
  Fascinate, Inspire Courage +3, Inspire Competence, 
  Inspire Greatness, Inspire Heroics, Suggestion, Song of 
  Freedom, Mass Suggestion 
  Bardic Knowledge (Ex):  Check +19 
   
  Typical Bard Spell List 
  (4/6/6/5/5/4/3;CL 18;Spell DC 15 + Spell Level) 
  0:  Detect Magic, Dancing Lights, Daze*, Lullaby*, 
  Message, Resistance 
  1st: Comprehend Languages, Lesser Confusion*, Cure Light 
  Wounds, Magic Aura, Silent Image 
  2nd:  Alter Self, Calm Emotions*, Eagle’s Splendor, 
  Enthrall*, Sound burst 
  3rd: Blink, Charm Monster*, Deep Slumber*, Lesser Geas*, 
  Slow 
  4th: Break Enchantment, Freedom of Movement, Hold 
  Monster*, Modify Memory*, Rainbow Pattern 
  5th: Greater Dispel Magic, Mass Suggestion*, Mind Fog*, 
  Shadow Evocation 
  6th: Mass Charm Monster*, Irresistible Dance*, Greater 
  Shout 
  * Enchantment spell; +2 DC 
   
  Maestro’s Musical Instrument:  This item appears to be a 
  masterwork musical instrument of its kind.  However, when 
  played the item grants a +5, +10 or +15 competence bonus 
  to the user’s appropriate Perform check. 
  Faint transmutation; CL 3rd/7th/12th; Craft Wondrous Item, 
  Summon Instrument, Ghost Sound; Caster’s level must equal 
  or exceed Perform bonus; Price 2,800 gp (+5), 10,300 gp 
  (+10), 22,800 gp (+15); Creation: 1,550 gp and 60 xp (+5), 
  5,300 gp & 400 xp (+10), 11,550 gp and 900 xp (+15); 
  Weight 3 lbs. 
   
  
  Bestiary Nefarious  
  Page 256 of 478 – Stephen C. Klauk  
  Roachfolk (Curachia) 
  Medium Monstrous Humanoid (Vermin) 
  Hit Dice:  
  1d8+1 (5 hp)  
  Initiative:  
  +0  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  13 (+3 natural), touch 10, flat 13  
  BAB/Grapple:  0/+1  
  Attack:  
  Claw +1 melee (1d4+1)  
  Full Attack:  
  2 Claw +1 melee (1d4+1), 2 lesser claws –
  4 melee (1d3) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) 
  Weight: 
  125 lbs. + 2d6 x 10 lbs. (195 lbs.) 
  Special Att:  
  - 
  Special Qual:  
  Darkvision 60 ft., limited flight 
  Saves:  
  Fort +1, Ref +2, Will +1  
  Abilities:  
  S13 D11 C12 I9 W8 Ch11  
  Skills:  
  Climb +3, Listen -1, Spot +1  
  Feats:  
  Dodge  
  Environment:  Temperate, Warm land  
  Organization:  Solitary, Brood (2-5), Nest (5-20), or 
  Drove (20-40)  
  CR:  
  1/2  
  Treasure:  
  None  
  Alignment:  
  Usually neutral evil  
  Advancement:  By character class 
  Level Adj:  
  +2 
  Roachfolk have a +8 bonus to climb 
  This creature resembles and erect-standing 
  cockroach. It is a brownish-red in color, with 
  long antennae feelers extending from its 
  beetle-like face, and its long arms end in 
  manipulative claws. It has a pair of large 
  powerful arms and a lesser pair of smaller 
  arms beneath it. It clicks and chirps as it 
  moves, and occasionally a pair of wings can 
  be seen beneath its armored carapace.  
  Roachfolk, commonly referred to as the Curachia, are 
  among the foulest of the insectoid races. They have 
  dedicated their lives to foul and despicable acts, and tend to 
  feed on the underbelly of society. Many roachfolk seek out 
  magical prowess and power - often as sorcerers or evil 
  clerics.  
  Roachfolk can speak Common and infernal.  
   
  Combat 
  Roachfolk prefer striking from positions of 
  strength or by surprise. They will often use traps and natural 
  hazards to injure or hinder their opponents. However, when 
  need be, they will attack in droves, trying to drown out 
  opponents in a sheer wave of force. At the same time, 
  roachfolk care for their own well-being, and will avoid or 
  flee combat when outnumbered or facing a superior foe.  
  Limited Flight (Ex): A Roachfolk can fly in hops of up to 
  30 feet as a move action or fly up to 60 feet as a full-attack 
  action. The roachfolk must land at the end of its movement, 
  though it may use its movement rate to land on vertical 
  surfaces or even cling to ceilings.  
   
  Society 
  Roachfolk tend to live in hereditary tribes, with 
  succeeding generations spawned by the prior generations. 
  Generally males are in positions in of power, but several 
  tribes are matriarchal. In either case, the ruling gender tends 
  to dominate those of other genders, making them slaves to 
  their rule and preventing them from having any sort of 
  political power.  
  And it is generally power that roachfolk seek. 
  Leaders tend to be powerful sorcerers who have earned their 
  position by killing opposition and keeping its lessers in their 
  place. It is not uncommon for roachfolk to plot against one 
  another to gain political power in their tribe.  
  Tribes usually seek out areas with plentiful food 
  and a place to hide. They often seek civilized areas, though 
  they may sometimes be found in out of the way places, 
  practicing their black magic and preying on passer-bys. 
   
  Roachfolk as Characters 
   
  Roachfolk adventurers usually have been exiled 
  from their clan and forced to fend for themselves. 
   
  A roachfolk has the following abilities. 
  • 
  Base Movement Rate 40 feet 
  • 
  Monstrous Humanoid type 
  • 
  Vermin subtype 
  • 
  Medium size 
  • 
  +3 natural armor bonus 
  • 
  +2 Str, +2 Con, -2 Int, -2 Wis.  A roachfolk is 
  slightly stronger and hardier than other races.  
  However, they tend to be less inclined to think 
  independently and seem slightly out of touch with 
  their surroundings. 
  • 
  +8 racial bonus to Climb checks.   A roachfolk 
  has an amazing ability to climb sheer surfaces and 
  even crawl along ceilings with relative ease. 
  • 
  Natural attacks:  A roachfolk can attack unarmed 
  with its primary and secondary claws.  The primary 
  claws deal 1d4 + Str damage each.  The secondary 
  claws deal 1d3 damage each – no strength bonus is 
  applied, and is at –5 to hit with. 
  • 
  Lesser Four-armed:  A Roachfolk has four arms, 
  though two of its arms are of lesser strength.  These 
  lesser arms may only be used in combat to wield 
  light weapons, and never adds Strength bonus to 
  damage with its lesser arms (but does apply any 
  Strength penalties).  A Roachfolk cannot use the 
  lesser arms to cast a spell while fighting, but may 
  use its stronger arms to cast spells while fighting 
  with the lesser arms.   A Roachfolk cannot use the 
  lesser arms to hold or support ranged weapons.  
  However, when the lesser arms are used for 
  detailing or work requiring manual dexterity, they 
  may use 1 ½ their dexterity bonus if they employ 
  the lesser limbs in the task. 
  • 
  Racial Languages:  Common, infernal.  Bonus 
  Languages:  Abyssal, Elvin, Dwarven, Gnomish, 
  Orc. 
  • 
  Favored Class:  Sorcerer 
  
  Bestiary Nefarious 
  Page 257 of 478 – Stephen C. Klauk 
  • 
  Level Adj: +2 
  Roachfolk actively scoff the gods, openly defying them 
  and patting themselves on the back when they harm the 
  worshippers or priests of another deity.  Some 
  roachfolk though, have become worshippers of 
  Lepornunse, the God of Disease.  A worshipper of 
  Lepornunse can choose two of the three domains of 
  Chaos, Disease and Suffering. 
   
  Disease Domain 
  Granted Power:  You gain the ability to inflict disease in 
  others by touch.  You may choose to inflict in a 
  victim you touch a disease with a save DC of up to 
  10 + spellcaster level.  This ability is usable once 
  per day. 
  Disease Domain Spells 
  1 
  Boil:  Creates a painful boil that hampers victim’s 
  ability 
  2 
  Summon Swarm : Summon swarms of bats, rats, 
  or spiders 
  3 
  Contagion:  Infects subject with chosen disease 
  4 
  Diminish Plant:  
  5 
  Insect Plague: Locust swarms attack creature 
  6 
  Mass Contagion: Infect multiple subjects with 
  chosen disease 
  7 
  Creeping Doom: Swarms of centipedes attack at 
  your command 
  8 
  Waves of Exhaustion: Several targets become 
  exhausted 
  9 
  Finger of Death:  Kills one subject 
   
  Suffering Domain 
  Granted Power:  You cast inflict spells at +1 caster level 
  Suffering Domain Spells 
  1 
  Inflict Light Wounds:  Causes 1d8 damage + 
  1/level (max +5) 
  2 
  Inflict Moderate Wounds:  Causes 2d8 
  damage +1/level (max +10) 
  3 
  Inflict Serious Wounds: Causes 3d8 damage 
  + 1/level (max +15) 
  4 
  Inflict Critical Wounds: Causes 4d8 damage 
  + 1/level (max +20) 
  5 
  Inflict Light Wounds, Mass: Causes 1d8 
  damage + 1/level (max +25) for many creatures 
  6 
  Harm:  Inflicts 10 points/level of damage 
  7 
  Wither:  desiccate opponent, causing fatigue 
  and 1d8 damage/level (max 20d8) 
  8 
  Inflict Critical Wounds, Mass:   Causes 4d8 
  damage +1/level (max +40) for many creatures 
  9 
   
  Harm, Mass:  As harm, but with several 
  subjects 
   
  Boil 
  Necromancy 
  Level: Sor/Wiz 1, Disease 1 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Short (25 + 5 ft/2 levels) 
  Duration: 1 minute/level 
  Target: one creature 
  Saving Throw: Fort negates 
  Spell Resistance: Yes 
  This spell causes painful red sores to appear on the 
  victim.  The sores cause the victim to suffer a –2 penalty to 
  all skill checks that require physical activity as well as a –1 
  penalty to hit rolls and to AC.  Those wearing medium or 
  heavy armor and or having a medium or heavier load 
  instead suffer a –2 penalty to hit rolls and to AC. 
  As a standard action, you can, at any time after the 
  first round, cause the sores to burst.  Causing the sores to 
  burst inflicts 1d4 points of nonlethal damage per 2 caster 
  levels (max 5d4) to the victim, and immediately ends the 
  spell. 
   
  Contagion, Mass 
  Necromancy [Evil] 
  Level:  Disease 6 
  Range:  0 
  Area of Effect:  20 ft. burst 
  This spell acts like contagion, except it affects multiple 
  targets. 
   
  Harm, Mass 
  Necromancy 
  Level: Clr 9, Suffering 9 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Targets: Up to 1 creature per 5 levels, no two of which can 
  be more than 15 ft. apart 
  This spell functions like Harm, except as noted 
  above.  The maximum number of hit points inflicted to each 
  creature is 250. 
   
  Wither 
  Necromancy 
  Level: Clr 7, Drd 9,  Sor/Wiz 7, Suffering 7 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living Creature Touched 
  Duration: Instantaneous 
  Saving Throw:  Fortitude half 
  Spell Resistance: Yes 
   
  The subject’s body becomes desiccated at a touch.  
  The victim takes 1d8 damage/level, up to a maximum of 
  20d8 damage and is considered exhausted.  A victim who 
  makes the save is considered fatigued, and takes half 
  damage. 
  Material Component: A bit of zombie flesh rubbed against 
  the victim. 
   
  
  Bestiary Nefarious  
  Page 258 of 478 – Stephen C. Klauk  
  Roachfolk Scavenger 
  Roachfolk Soc 6;hp:  27 
  S10 D13 C14 I12 W8 Ch18;Fort +4, Ref +3, Will +4 
  Init: 
  +1 
  Move:  40 ft. 
  AC: 
  15 (+1 Dex, +3 natural, +1 bracers of armor +1), 
  touch 11, flat 14 
  BAB/Grapple: +3/+3 
  Full Attack: 
  dagger +3 melee (1d4;19-20/x2) 
  Special Att: 
  Spells 
  Special Qual: 
  Darkvision 60 ft., limited flight, spells 
  Skills: Bluff +13, Concentration +11, Listen –1, Spellcraft 
  +10, Spot -1 
  Feats: Dodge, Mobility, Point Blank Shot 
  CR: 
  6 
  Gear: 
  bracers of armor +1 (1,000 gp), cloak of charisma 
  +2 (4,000 gp), potion of cure moderate wounds 
  (300 gp) 
  Total:  5,300 gp (5,600 gp) 
   
  Typical Sorcerer Spells 
  (6/7/6/4;CL 6;Spell DC 14 + Spell Level) 
  0:  acid splash, disrupt undead, flare, message, open/close, 
  prestidigitation, touch of fatigue 
  1st:  cause fear, expeditious retreat, ray of enfeeblement, 
  shield 
  2nd:  acid arrow, glitterdust 
  3rd:  displacement 
   
   
  Roachfolk Pestilence Bearer 
  Roachfolk Soc 10/Rog 2;hp:  66 
  S10 D15 C14 I12 W8 Ch20;Fort +5, Ref +8, Will +6 
  Init: 
  +6 
  Move:  40 ft. 
  AC: 
  19 (+2 Dex, +3 natural, +3 bracers of armor, +1 
  ring of protection), touch 12, flat 17 
  BAB/Grapple: +6/+6 
  Full Attack: 
  dagger +6/+1 melee (1d4;19-20/x2) 
  Special Att: 
  Sneak attack +1d6, spells 
  Special Qual: 
  Darkvision 60 ft., evasion, limited flight, 
  spells 
  Skills: Bluff +18, Concentration +15, Diplomacy +9, Hide 
  +6, Listen –1, Move Silently +6, Spellcraft +15, 
  Spot +3, Tumble +4 
  Feats: Dodge, Improved Initiative, Mobility, Point Blank 
  Shot, Shot on the Run 
  CR: 
  12 
  Gear: 
  bracers of armor +3 (9,000 gp), ring of protection 
  +1 (2,000 gp), cloak of charisma +2 (4,000 gp), 
  gloves of dexterity +2 (4,000 gp), staff of fire (20 
  Charges) (7,100 gp), potion of cure moderate 
  wounds (300 gp) 
  Total:  26,400 gp (27,000 gp) 
  Evasion (Ex): If a roachfolk pestilence bearer makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he instead 
  takes no damage. A helpless rogue does not gain the benefit 
  of evasion. 
   
  Typical Sorcerer Spells 
  (6/8/7/7/6/4;CL 10;Spell DC 15 + Spell Level) 
  0:  acid splash, dancing lights, disrupt undead, flare, ghost 
  sound, message, open/close, prestidigitation, touch of 
  fatigue 
  1st:  cause fear, expeditious retreat, obscuring mist, ray of 
  enfeeblement, shield 
  2nd:  acid arrow, glitterdust, scorching ray, spider climb 
  3rd:  displacement, hold person, ray of exhaustion 
  4th:  enervation, ice storm 
  5th:  baleful polymorph 
   
  
  Bestiary Nefarious 
  Page 259 of 478 – Stephen C. Klauk 
  Roachfolk Foul Prince 
  Roachfolk Soc 10/Rog 8;hp:  99 
  S10 D18 C14 I12 W8 Ch22;Fort +9, Ref +15, Will +10 
  Init: 
  +8 
  Move:  40 ft. 
  AC: 
  28 (+4 Dex, +3 natural, +6 bracers of armor, +3 
  ring of protection, +2 staff of power), touch 19, flat 
  24 
  BAB/Grapple: +11/+11 
  Full Attack: 
  staff of power +13/+8/+3 melee (1d46;19-
  20/x2) 
  Special Att: 
  Sneak attack +4d6, spells 
  Special Qual: 
  Darkvision 60 ft., evasion, limited flight, 
  improved uncanny dodge, spells, trap 
  sense +2, uncanny dodge 
  Skills: Bluff +18, Concentration +15, Diplomacy +15, 
  Hide +21, Listen +5, Move Silently +18, Spellcraft 
  +15, Spot +9, Tumble +17 
  Feats: Dodge, Improved Feint, Improved Initiative, 
  Mobility, Point Blank Shot, Shot on the Run, Skill 
  Focus (Hide) 
  CR: 
  18 
  Gear: 
  bracers of armor +6 (36,000 gp), ring of 
  protection +3 (18,000 gp), cloak of charisma +4 
  (16,000 gp), gloves of dexterity +4 (16,000 gp), 
  staff of power (5 Charges) (39,370 gp), potion of 
  cure moderate wounds (300 gp) 
  Total:  125,670 gp (130,000 gp) 
  Evasion (Ex): If a roachfolk pestilence bearer makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he instead 
  takes no damage. A helpless rogue does not gain the benefit 
  of evasion. 
  Improved Uncanny Dodge (Ex): A roachfolk foul prince 
  can no longer be flanked. This defense denies another rogue 
  the ability to sneak attack the character by flanking her, 
  unless the attacker has at least four more rogue levels than 
  the target does. 
  Trap Sense (Ex): A roachfolk foul prince gains an intuitive 
  sense that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A roachfolk foul prince retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses her Dexterity bonus to AC if immobilized. 
   
  Typical Sorcerer Spells 
  (6/8/8/7/6/4;CL 10;Spell DC 16 + Spell Level) 
  0:  acid splash, dancing lights, disrupt undead, flare, ghost 
  sound, message, open/close, prestidigitation, touch of 
  fatigue 
  1st:  cause fear, expeditious retreat, obscuring mist, ray of 
  enfeeblement, shield 
  2nd:  acid arrow, glitterdust, scorching ray, spider climb 
  3rd:  displacement, hold person, ray of exhaustion 
  4th:  enervation, ice storm 
  5th:  baleful polymorph 
   
  
  Bestiary Nefarious  
  Page 260 of 478 – Stephen C. Klauk  
  Waspfolk (Hymenopti) 
  Medium Monstrous Humanoid (Vermin) 
  Hit Dice: 
  1d8 
  Initiative: 
  +1 (+1 Dex) 
  Speed: 
  20 ft. (4 squares), fly 40 ft. (Good) (4 
  squares) in scale mail & shield; base 30 ft. 
  (6 squares), fly 60 ft (12 squares) (Good) 
  AC: 
  20 (+1 Dex, +3 natural, +6 scale mail & 
  heavy wooden shield), touch 11, flat 19 
  BAB/Grapple: +1/+2 
  Attack: 
  Spear +3 melee (1d8+1;x3) 
  Full Attack: 
  Spear +3 melee (1d8+1;x3) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. 1 in. + 2d8 in. (5 ft. 10 in.) 
  Weight: 
  100 lbs. + 2d4 x 7 lbs. (135 lbs.) 
  Special Att: 
  Poison 
  Special Qual: 
  Darkvision 60 ft. 
  Saves: 
  Fort +1, Reflex +3, Will +2 
  Abilities: 
  S13 D13 C12 I10 W11 Ch9 
  Skills: 
  Spot +2, Listen +2 
  Feats: 
  Weapon Focus (Spear) 
  Environment: 
  Any warm or hot 
  Organization: 
  Solitary, Pair (2), Scouting Party (3-5), 
  Warband 
  (6-20), 
  Battalion 
  (21-40), 
  Colony (41+) 
  CR: 
  1 
  Treasure: 
  Standard 
  Alignment: 
  Usually Lawful Evil 
  Advancement: By Character Class 
  Level Adj: 
  +2 
   
   
  Waspfolk, also known as the Hymenopti, are a 
  structured, war-like race of insectoid.  The waspfolk live to 
  conquer and fight.  They often battle against antfolk and 
  absolutely despise beefolk as passive weaklings.  In some 
  cases, waspfolk have dominated beefolk hives and enslaved 
  the populace to serve the waspfolk. 
   
  Waspfolk speak Common and Infernal. 
   
  Combat 
   
  Waspfolk are cunning warriors.  They prefer 
  striking opponents with skirmishing groups, employing 
  traps and hit-and-run tactics when possible.  In large 
  numbers they use superior maneuverability and small 
  squads to wear enemies down. 
   
  In single combat, waspfolk fight for personal 
  prestige.  They care nothing for honorable combat; winning 
  is the only concern.  At the same time, waspfolk highly 
  prize slaves, and will quickly enslave those who do not 
  oppose them in direct combat.  However, almost always to 
  oppose a waspfolk in combat means death – mercy is rarely 
  given to those who attempt to injure them, and certainly 
  never given to those who shed their blood. 
  Poison (Ex):  Waspfolk secrete a poison from their 
  mandibles that they use to coat their weapons as a move 
  action.  (Injury; Fort DC 11; Init: 1d4 Dex; Sec: Paralysis).  
  Paralysis lasts 1d4 minutes. 
   
  Waspfolk Society 
   
  Waspfolk congregate in large hives build from 
  natural materials – mud and processed wood tend to be 
  favorites.  Hives are usually built as domed structures with 
  complex, winding passages that extend as far down into the 
  ground as well as high into the rounded top of the mound. 
   
  All waspfolk are trained in the art of war and can 
  be called to fight at any time.  However, the needs of the 
  community often require waspfolk to know secondary skills 
  ranging from carpentry, butchering “cattle” to bureaucratic 
  administration.  Waspfolk see these skills as necessary evils, 
  and generally learn only enough to get by, placing greater 
  emphasis on their ability to fight. 
   
  There is a well-defined pecking order in waspfolk 
  society, based directly on the number of kills a waspfolk has 
  earned as well as the number of slaves they have acquired 
  through conquests.  However, it is not unknown for 
  waspfolk to challenge higher-ranking waspfolk in an effort 
  to kill the waspfolk and acquire their prestige, wealth and 
  slaves.  Such challenges have strict rules for when a 
  challenge may be given to prevent dissent among the ranks. 
   
  Waspfolk do not have royal families who rule over 
  successive generations.  Instead, waspfolk royalty emerges 
  from families who have managed to accrue large number of 
  combat kills and ability to bully other waspfolk into doing 
  as they bid.  When a waspfolk king or queen dies, there is 
  much internal strife as those of the lower echelons issue 
  challenges and battle one another to replace the fallen 
  royalty.  For the most part, a living monarch is immune to 
  direct 
  challenges, 
  though 
  treachery, 
  poisoning 
  and 
  backstabbing has been the downfall of more than one 
  monarch. 
   
  Waspfolk On Amberos 
   
  Waspfolk are primarily found deep in the Yaz 
  forest and among the Shafra hills.  The largest hive of 
  waspfolk Urenth’kraa is even recognized by the Skienlands 
  as a city-state separate from the rule of the Skienlands. 
   
  Waspfolk as Characters 
   
  Individual waspfolk tend to be outcasts from their 
  own hive, as waspfolk tend to believe other races are 
  inferior to their own and do not regularly associate with 
  other races. 
   
  A waspfolk has the following abilities. 
  • 
  Medium size 
  • 
  Monstrous Humanoid type, Vermin subtype 
  • 
  Base speed 30 ft., fly 60 ft. (Good) 
  • 
  Darkvision 60 ft.  A waspfolk can see in the 
  absence of light out to 60 feet.  Darkvision is 
  black-and-white only. 
  • 
  Str +2, Dex +2, Con +2, Cha –2.  Waspfolk are 
  strong, quick and hardy, but their social structure 
  tends to downplay the individual 
  • 
  +3 natural armor 
  • 
  Poison (Ex):  Waspfolk secrete a poison from their 
  mandibles that they use to coat their weapons as a 
  move action.  (Injury; Fort DC 10 + ½ character 
  
  Bestiary Nefarious 
  Page 261 of 478 – Stephen C. Klauk 
  level + Con mod; Init: 1d4 Dex; Sec: Paralysis).  
  Paralysis lasts 1d4 minutes. 
  • 
  Automatic Languages  Common, infernal Bonus 
  Languages  Dwarf, Elf, Giant, Goblinoid. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adjustment:  +2 
  Waspfolk worship Titanicus, the Lord of Battle.  A 
  cleric of Titanicus can choose two of the three domains of 
  Evil, Strength or War (Favored Weapon: Battleaxe). 
   
  Waspfolk Captain 
  Waspfolk Ftr 5;hp:  32 
  S18 D16 C12 I13 W12 Ch6;Fort +5, Ref +4, Will +4 
  Init: 
  +3 
  Move:  30 ft., fly 60 ft. (Good) 
  AC: 
  24 (+3 Dex, +4 natural, +7 scale mail +1 & mw 
  heavy wood shield), touch 13, flat 21 
  BAB/Grapple: +5/+9 
  Full Attack: 
  +1 longsword +11 melee (1d8+7 + 
  poison;19-20/x2) or sling +8 ranged 
  (1d4+4) 
  Special Att: 
  Poison 
  Special Qual: 
  Darkvision 60 ft. 
  Skills: Craft (Trapmaking) +8, Spot +3, Listen +3 
  Feats: Ability 
  Focus 
  (Poison), 
  Combat 
  ReflexesF, 
  Improved Natural Armor, Iron Will, Weapon 
  Focus 
  (Longsword)F, 
  Weapon 
  Specialization 
  (Longsword)F 
  CR: 
  6 
  Gear: 
  scale mail +1 (1,200 gp), mw heavy wooden shield 
  (157 gp), +1 longsword (2,310 gp), cloak of 
  protection +1 (1,000 gp), potion of Bull’s Strength 
  (300 gp), potion of cure moderate wounds (300 gp) 
  Total:  5,267 gp (5,600 gp) 
  Poison (Ex):  Waspfolk secrete a poison from their 
  mandibles that they use to coat their weapons as a move 
  action.  (Injury; Fort DC 15; Init: 1d4 Dex; Sec: Paralysis).  
  Paralysis lasts 1d4 minutes. 
  Waspfolk General 
  Waspfolk Ftr 11;hp:  71 
  S21 D16 C12 I13 W12 Ch6;Fort +11, Ref +8, Will +6 
  Init: 
  +3 
  Move:  30 ft., fly 60 ft. (Good) 
  AC: 
  27 (+3 Dex, +4 natural, +10 scale mail +3 & heavy 
  wood shield +1), touch 13, flat 24 
  BAB/Grapple: +11/+16 
  Full Attack: 
  +2 longsword +19/+14/+9 melee (1d8+9 
  + poison;17-20/x2) or sling +14 ranged 
  (1d4+5) 
  Special Att: 
  Poison 
  Special Qual: 
  Darkvision 60 ft. 
  Skills: Craft (Trapmaking) +8, Knowledge (Tactics) +7, 
  Spot +6, Listen +6 
  Feats: Ability Focus (Poison), Combat ReflexesF, DodgeF, 
  Fly-by Attack, Improved CriticalF, Improved 
  Natural Armor, Improved SunderF, Iron Will, 
  Weapon 
  Focus 
  (Longsword)F, 
  Weapon 
  Specialization (Longsword)F 
  CR: 
  12 
  Gear: 
  scale mail +3 (9,200 gp), heavy wooden shield +1 
  (1,157 gp), +2 longsword (8,310 gp), cloak of 
  protection +2 (4,000 gp), gauntlets of ogre power 
  (4,000 gp), potion of cure moderate wounds (300 
  gp) 
  Total:  26,967 gp (27,000 gp) 
  Poison (Ex):  Waspfolk secrete a poison from their 
  mandibles that they use to coat their weapons as a move 
  action.  (Injury; Fort DC 18; Init: 1d4 Dex; Sec: Paralysis).  
  Paralysis lasts 1d4 minutes. 
  
  Bestiary Nefarious  
  Page 262 of 478 – Stephen C. Klauk  
  Waspfolk Monarch 
  Waspfolk Ftr 17;hp:  71 
  S25 D16 C12 I13 W8 Ch14;Fort +11, Ref +8, Will +6 
  Init: 
  +3 
  Move:  30 ft., fly 60 ft. (Good) 
  AC: 
  27 (+3 Dex, +4 natural, +10 scale mail +3 & heavy 
  wood shield +1), touch 13, flat 24 
  BAB/Grapple: +17/+24 
  Full Attack: 
  sword of life stealing +28/+23/+18/+13 
  melee (1d8+11 + poison;17-20/x2) or 
  sling +20/+15/+10/+5 ranged (1d4+7) 
  Special Att: 
  Poison 
  Special Qual: 
  Darkvision 60 ft. 
  Skills: Craft (Trapmaking) +8, Knowledge (Nobility) +4, 
  Knowledge (Tactics) +7, Spot +11, Listen +11 
  Feats: Ability 
  Focus 
  (Poison), 
  Alertness, 
  Combat 
  ExpertiseF, Combat ReflexesF, DodgeF, Fly-by 
  Attack, Leadership, Improved CriticalF, Improved 
  Natural Armor, Improved SunderF, Iron Will, 
  MobilityF, 
  Spring 
  AttackF, 
  Weapon 
  Focus 
  (Longsword)F, 
  Weapon 
  Specialization 
  (Longsword)F 
  CR: 
  18 
  Gear: 
  mithral full plate of speed (26,500 gp), heavy 
  wooden shield +4 (16,157 gp), sword of life stealing 
  (25,715 gp), cloak of charisma +4 (16,000 gp), belt of giant 
  strength (16,000 gp), potion of cure serious wounds (750 
  gp) 
  Total:  26,967 gp (130,000 gp) 
  Poison (Ex):  Waspfolk secrete a poison from their 
  mandibles that they use to coat their weapons as a move 
  action.  (Injury; Fort DC 18; Init: 1d4 Dex; Sec: Paralysis).  
  Paralysis lasts 1d4 minutes. 
   
  Leadership Score: 19; one 13th level cohort (Waspfolk Co-
  Regent), Followers: 40 1st level (Waspfolk Servant), 4 2nd 
  level (Waspfolk Private), 2 3rd level (Waspfolk Sergeant), 1 
  4th level (Waspfolk Spy); 1 5th level (Waspfolk Overseer) 
   
  Waspfolk Servant; CR ½; LA +2; HD 1d4; hp 2; Init +1; 
  Spd 30 ft., fly 60 ft. (Good); AC 11 (+1 Dex), touch 11, flat 
  10; BAB +0; Grp +1; Atk Dagger +1 melee (1d4+1); Full 
  Atk (Same); Face/Reach 5 ft./5 ft.; SA: Poison; SQ 
  Darkvision 60 ft.; SV Fort +1, Reflex +1, Will +0; Str 13, 
  Dex 13, Con 12, Int 10, Wis 11, Cha 9 
  Skills and Feats:  Spot +0, Listen +4, Profession (Servant) 
  +7; Skill Focus (Profession) 
  Gear:  Dagger (2 gp) 
  Poison DC 12 
  Waspfolk Private (War 1); CR 1; LA +2; HD 1d8; hp 4; 
  Init +1; Spd 20 ft., fly 40 ft. (Good); AC 20 (+1 Dex, +3 
  natural, +6 scale mail & heavy wooden shield), touch 11, 
  flat 19; BAB +1; Grp +2; Atk Spear +3 melee (1d8+1 + 
  poison;x3); Full Atk (Same); Face/Reach 5 ft./5 ft.; SA: 
  Poison; SQ Darkvision 60 ft.; SV Fort +1, Reflex +3, Will 
  +2; Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 9 
  Skills and Feats:  Spot +2, Listen +2; Weapon Focus 
  (Spear) 
  Gear:  scale mail (50 gp), heavy wooden shield (7 gp), 
  spear (2 gp) 
  Poison DC 12 
  Waspfolk Sergeant (Ftr 1); CR 2; LA +2; HD 1d10+3; hp 
  8; Init +3; Spd 20 ft., fly 40 ft. (Good); AC 22 (+3 Dex, +3 
  natural, +6 scale mail & heavy wooden shield), touch 13, 
  flat 19; BAB +1; Grp +2; Atk Spear +5 melee (1d8+3 + 
  poison;x3); Full Atk (Same); Face/Reach 5 ft./5 ft.; SA: 
  Poison; SQ Darkvision 60 ft.; SV Fort +1, Reflex +3, Will 
  +2; Str 17, Dex 16, Con 16, Int 10, Wis 12, Cha 6 
  Skills and Feats:  Spot +2, Listen +2; Power AttackF, 
  Weapon Focus (Spear) 
  Poison DC 13 
  Gear:  scale mail (50 gp), heavy wooden shield (7 gp), 
  spear (2 gp) 
  Total:  59 gp (100 gp) 
  Waspfolk Spy (Rog 2); CR 3; LA +2; HD 2d6+4; hp 11; 
  Init +3; Spd 30 ft., fly 60 ft. (Good); AC 18 (+3 Dex, +3 
  natural, +2 mw leather), touch 13, flat 15; BAB +1; Grp +3; 
  Atk mw Rapier +4 melee (1d6+2 + poison;18-20/x2); Full 
  Atk (Same); Face/Reach 5 ft/5 ft.; SA Poison, sneak attack 
  +1d6; SQ Darkvision 60 ft., evasion, trapfinding; SV Fort 
  +2, Reflex +6, Will +0; Str 14, Dex 17, Con 15, Int 14, Wis 
  10, Cha 6 
  Skills and Feats:  Bluff +3, Craft (Trapmaking) +7, Disable 
  Device +7, Escape Artist +8, Gather Information +5, Listen 
  +5, Move Silently +8, Search +7, Sense Motive +5, Spot 
  +5; Skill Focus (Gather Information) 
  Gear:  leather +1 (1,160 gp), mw rapier (320 gp), elixir of 
  vision (300 gp), elixir of hiding (300 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  2,380 gp (2,700 gp) 
  Poison DC 13 
  Evasion (Ex):  If a waspfolk spy makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
  Waspfolk Overseer (Clr 4); CR 4; LA +2; HD 4d8+8; hp 
  26 ;Init +2; Spd 20 ft., fly 40 ft. (Good);AC 24 (+2 Dex, +3 
  natural, +9 breastplate +1 & heavy wooden shield +1), 
  touch 12, flat 22 ;BAB +3;Gpl +6;Atk +1 battleaxe +8 
  melee (1d8+3;x3) ; Full Atk (Same);Face/Reach 5 ft./5 ft.; 
  SA Poison, turn undead; SQ Darkvision 60 ft., spells; SV 
  Fort +6, Reflex +3, Will +7; Str 16, Dex 15, Con 14, Int 10, 
  Wis 16, Cha 6 
  Skills and Feats:  Concentration +9, Knowledge (Religion) 
  +7; Cleave, Power Attack, Weapon Focus (Heavy Mace)D 
  Feat of Strength (Su):  +4 Strength bonus 1x/day as a free 
  action.  Lasts 1 round. 
  Poison DC 14 
  Turn Undead (Su): 1x/day; Turn Check 1d20-2; Turn 
  Damage: 2d6+2 
   
  Typical Cleric Spells 
  (5/5/4;CL 4;DC 13 + Spell Level; Domain:  Strength, 
  War) 
  0:  Cure Minor Wounds, Detect Magic, Guidance, 
  Resistance, Virtue 
  1st:  Bane, Bless, Command, Magic WeaponD, Shield of 
  Faith 
  2nd:  Aid, Bull’s StrengthD, Cure Moderate Wounds, Death 
  Knell 
  
  Bestiary Nefarious 
  Page 263 of 478 – Stephen C. Klauk 
   
  Waspfolk Co-Regent (Ftr 11);  CR 12; LA +2; HD 
  11d10+11; hp 71; Init +3; Move 20 ft, fly 40 ft. (Good); AC 
  28 (+3 Dex, +3 natural, +12 breastplate +3 & heavy 
  wooden shield +2), touch 13, flat 25; BAB +11; Grp +16; 
  Atk +1 adamantine longsword +18 melee (1d8+8; 17-
  20/x2); Full Atk +1 adamantine longsword +18/+13/+8 
  melee (1d8+8; 17-20/x2); Face/Reach  5 ft./5 ft.; SA Poison 
  ; SQ Darkvision 60 ft.; SV Fort +9, Reflex +7, Will +5; Str 
  21, Dex 16, Con 12, Int 12, Wis 8, Cha 11 
  Skills and Feats:  Craft (Trapmaking) +9, Spot +8, Listen 
  +5, Knowledge (Nobility) +4, Knowledge (Tactics) +4; 
  Alertness, CleaveF, Combat Reflexes, Improved Critical 
  (Longsword)F, Improved SunderF, Iron Will, Power AttackF, 
  Weapon Focus (Longsword)F, Weapon Specialization 
  (Longsword)F 
  Gear:  breastplate +3 (9,350 gp), heavy wooden shield +2 
  (4,153 gp), +1 Adamantine Longsword (5,015 gp), gauntlets 
  of ogre power (4,000 gp), cloak of protection +1 (1,000 gp),  
  potion of cure serious wounds (750 gp) 
  Total:  24,268 gp (27,000 gp) 
  Poison:  DC 16 
   
  Knowledge – Tactics (INT; Trained Only) 
   
  This skill is a class skill for Fighters, Paladins and 
  Rangers. 
   
  This subskill of the Knowledge skill pertains to 
  combat tactics and effective means to entrap, capture or 
  outmaneuver foes, as well as determines the weak points of 
  a creature’s fighting style or attack methods. 
  Check:  In many cases, you can use this skill to identify the 
  full attack routine of an opponent you are facing (most 
  useful BEFORE an attack begins).  The DC of such a check 
  equals 10 + the monster’s HD/level.   
  You can also attempt to determine any combat-
  related feats a creature may possess with a check equal to 12 
  + the monster’s HD/level.  With a successful check you 
  learn the monster’s favored or most deadly combat-related 
  feat.  For every 2 points you beat the DC by, you learn of an 
  additional combat-related feat the creature has (if any).   
  Finally, you can attempt to determine any Special 
  Attacks a creature may possess with a check equal to 15 + 
  monster’s HD/level.  With a successful check you learn the 
  monster’s favored or most deadly Special Attack.  For every 
  5 points you beat the DC by, you learn of an additional 
  Special Attack the creature has (if any). 
  Action:  Usually none.  In most cases, making a Knowledge 
  check doesn’t take an action – you simply know the answer 
  or you don’t. 
  Synergy:  If you have 5 or more ranks in Knowledge for the 
  appropriate creature type you are analyzing, you gain a +2 
  synergy bonus to your Knowledge (Tactics) roll. 
  
  Bestiary Nefarious  
  Page 264 of 478 – Stephen C. Klauk  
  Ister-suul General 
   
  The Ister-suul are a race of scaly amphibians who 
  have dedicated themselves to the Old ones.  Their once-
  powerful race was corrupted by their devotions to the 
  madness of the Old ones, and their island-cities disappeared 
  beneath the waves of the oceans many eons ago. 
   
  However, the Ister-suul never gave up the desire to 
  conquer, and even now they still strive to rebuild their fallen 
  empires to conquer the watery lands they inhabit and the dry 
  lands above. 
   
  The Old ones have gifted their race with bizarre 
  and powerful abilities to fulfill their twisted missions and 
  bring the other races closer into their diabolical web. 
   
  Ister-Suul on Amberos 
   
  On Amberos, the Old Ones were cast into the 
  Realm of Madness before any of the mortal races awakened 
  in the world.  The Ister-Suul were the spawn of  the 
  subsequent sea-titans of the Ancient Ones who won the 
  battle against the Old Ones, and the Ister-Suul built a 
  thriving kingdom under the seas that traded with the early 
  titan races.  
  When the great cataclysm that broke open Tsre 
  Vestu occurred, several ancient portals to the Old One’s 
  realms were revealed as they arose from the depths of the 
  ocean.  The undersea kingdom of the Ister-Suul was nearly 
  destroyed by the rise of these portals in the form of the 
  continent of Hadjpt-Tuu.  The survivors of the Ister-Suul 
  investigated these portals, and the awakened Old Ones 
  captured their race and began to subvert it. 
   
  The Ister-Suul can be found on Amberos off the 
  east coast.  They often come into conflict with Nydonna’s 
  Sea Kingdom, and many Randu legends speak of their raids 
  of the eastern coast.  The race has even at one point made an 
  attempt to destroy the Answan Suwat, which would allow 
  them to flood into the Forna Sea. 
   
  Insane Subtype:  Creatures with the insane subtype are 
  mentally unbalanced.  They are immune to mind-affecting 
  spells and effects.  However, their insanity makes them less 
  in touch with reality, making illusions and phantasms more 
  effective against them.  An insane creature suffers a –4 
  penalty to saves against glamers, patterns and phantasms. 
   
  
  Bestiary Nefarious 
  Page 265 of 478 – Stephen C. Klauk 
  Ister-suul Chosen One 
  Medium Aberration (Amphibian, Insane) 
  Hit Dice: 
  7d8+49 (80 hp) 
  Initiative: 
  +5 (+5 Dex) 
  Speed: 
  30 ft. (6 squares), fly 70 ft. (average), 
  swim 60 ft. (12 squares) 
  AC: 
  22 (+5 Dex, +7 natural), touch 15, flat 17 
  BAB/Grapple: +5/+9 
  Attack: 
  Bite +9 melee (1d6+4) 
  Full Attack: 
  Bite +9 melee (1d6+4)and 2 claw +4 
  melee (1d4+2) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. 9 in. + 1d10 in. (6 ft. 2 in.) 
  Weight: 
  150 lbs. + 2d8 x 10 lbs. (240 lbs.) 
  Special Att: 
  Frightful presence 
  Special Qual: 
  DR 10/cold iron, darkvision  60 ft., 
  regeneration 7, SR 17, spells 
  Saves: 
  Fort +9, Ref +7, Will +7 
  Abilities: 
  S19 D21 C25 I17 W15 Ch18 
  Skills: 
  Bluff +6, Concentration +12, Diplomacy 
  +14, Disguise +6, Forgery +5, Intimidate  
  +6, 
  Knowledge 
  (religion) 
  +8, 
  Knowledge(the planes) +8, Listen +9, 
  Spot +9, Use Magic Device +9 
  Feats: 
  Alertness, Deceitful, Persuasive 
  Environment: 
  Temperate, Warm aquatic 
  Organization: 
  Solitary, Brood (2-5), Colony (5-20), or 
  Blight (20-40) 
  CR: 
  8 
  Treasure: 
  Standard  
  Alignment: 
  Always Neutral Evil 
  Advancement: By character class 
  Level Adj: 
  +7 
  The creature throws back its hood to reveal a 
  sleek, reptilian body and head that rises on a 
  thin neck. It sports three slitted eyes on its 
  wide, flat head, and seems to be covered in 
  jagged scales that are pitted and oozing a foul-
  smelling liquid. A cloud of ephemeral, 
  writhing snakes sprouts from the creature's 
  back, and a long, spiked reptilian tail unfurls 
  from under its robes.  
  Ister-suul chosen ones have taken a pilgrimage to the 
  Realm of Madness and returned as leaders for the Ister-suul 
  community.  
  Chosen ones are clearly insane in the minds of all but 
  the Ister-suul. They feast on the flesh of their own kind, or 
  that of any other race they encounter.  
  The chosen ones are exceptionally crafty, vicious and 
  power-hungry. They will use their resources (usually other 
  Ister-suul) to the best of their ability to bring them more 
  power, glory and food.  
  Chosen ones speak Common and Isterain. They 
  generally know at least three other languages of creatures 
  nearby. 
    
  Combat 
  Chosen ones relish engaging foes in one-on-one 
  combat, but are intelligent enough to realize that it is 
  generally better to soften up foes by using their minions 
  before allowing themselves to become involved in a fight. A 
  chosen one will use every advantage it has available, and 
  tends to concentrate its attacks on one opponent at a time to 
  bring foes low. Chosen ones usually strike at priests first, 
  then wizard-types, followed by warrior-types and rogues. 
  They will flee (usually via flight) a combat that is going 
  against them, though they will often later return to harass or 
  slay their opponents after they have healed and gained 
  sufficient minions to complete the task.  
  Frightful Presence (Ex): Those opponents with 6 
  HD/levels or less viewing the true form of a chosen one 
  must make a Will save (DC 17) or become panicked for 2d4 
  rounds. An opponent that succeeds on the saving throw is 
  immune to that same creature’s frightful presence for 24 
  hours. Frightful presence is a mind-affecting fear effect.  
   Regeneration (Ex): A Chosen one regains 7 hit points per 
  round except from fire or acid attacks. An Ister-suul chosen 
  one can regenerate a lost limb after a period of 1d3 hours. 
  Spells (Sp): A chosen one can cast spells as if it were a 7th 
  level cleric with the domains of Death and Destruction.  
  Spell DCs are 12 + spell level.  If the chosen one gains 
  cleric levels, it casts spells as if it had +7 levels. 
   
  Typical Cleric Spell List 
  (6/6/5/3/2; CL 7;DC 12 + spell level; Domain Death, 
  Destruction) 
  0th:  Cure Minor Wounds, Detect Poison, Guidance, Light, 
  Resistance, Virtue 
  1st:  Bane, Cause FearD, Command, Detect Good, Doom, 
  Shield of Faith 
  2nd:  Darkness, Death KnellD, Enthrall, Hold Person 
  3rd:  ContagionD, Dispel Magic,  Invisibility Purge 
  4th:  Greater Magic Weapon, Inflict Critical WoundsD 
  D = domain spell 
   
  Chosen One as Characters 
   
  Each chosen one is a powerful individual touched 
  by the Realm of Madness, and it is thus not uncommon to 
  find those with individual special abilities above and beyond 
  the “standard” entry. 
   
  All chosen ones have the following abilities 
   
  • 
  Medium size 
  • 
  Base Movement Rate 30 feet, fly 70 feet 
  (average), swim 60 feet 
  • 
  Aberration type 
  • 
  Amphibian subtype 
  • 
  7d8 Racial hit dice.  A chosen one adds 7x its 
  constitution modifier to this total (minimum 1 hit 
  point per die). 
  • 
  +7 natural armor 
  • 
  Base Attack Bonus +5 
  • 
  Str +8, Dex +10, Con +14, Int +6, Wis +4, Chr 
  +8.  A chosen one’s visit to the Realm of Madness 
  has made it inhumanly strong, quick and healthy.  
  A chosen one must be intelligent, willful and have 
  a strong personality to have survived the rigors of 
  the Realm of Madness. 
  
  Bestiary Nefarious  
  Page 266 of 478 – Stephen C. Klauk  
  • 
  Base Fort +2, Reflex +2, Will +2 
  • 
  (2 + Int modifier) x11 skill points.  A chosen 
  one’s racial skills are Bluff, Concentration, 
  Diplomacy, 
  Disguise, 
  Forgery, 
  Intimidate, 
  Knowledge (Religion), Knowledge (The Planes), 
  Listen, Spot, and Use Magic Device. 
  • 
  Natural Attacks.  A chosen one gains a bite attack 
  that deals 1d6 + Str modifier and two claw attacks 
  that deal 1d4 + ½ Str modifier.  The claw attacks 
  are secondary. 
  • 
  DR 10/Cold Iron (Su) 
  • 
  Spell Resistance (Su).  A chosen one gains spell 
  resistance of 13 + Chr modifier + level. 
  • 
  Regeneration (Su).  A chosen one regenerates 7 
  hit points per round except from fire or acid 
  attacks.  It can regrow lost limbs after a period of 
  1d3 hours. 
  • 
  Spells.  A chosen one can cast spells as if it were a 
  7th level cleric with the domains of Death and 
  Destruction.  Spell DCs are 12 + spell level.  If the 
  chosen one gains cleric levels, it casts spells as if it 
  had +7 levels. 
  • 
  Automatic Languages:  Common, Isterain Bonus 
  Languages:  Infernal, Abyssal, Aquan, Elvin. 
  • 
  Favored Class:  Cleric 
  • 
  Level Adjustment:  +7 
  All chosen one Ister-Suul are the offspring of 
  Nazgaduum, The Old One, of the Realm of Nightmares.  A 
  chosen one who takes cleric levels automatically must take 
  the domains Death and Destruction. 
   
  Becoming A Chosen One 
   
  Chosen One are elevated from the ranks of 
  common and high Ister-Suul; generally speaking, there are 
  far more common Ister-Suul who become Chosen Ones than 
  high Ister-Suul who desire to become chosen ones. 
   
  To become a Chosen One, an Ister-Suul must first 
  become a priest of Nazgaduum.  After serving as a priest for 
  at least five years and reaching at least 5th levels, a 
  deserving priest may receive a vision quest from 
  Nazgaduum himself. 
   
  The vision quest usually involves a trek of the 
  priest and a handful of retainers to an area far from the Ister-
  Suul homeland to an area somewhere on dry land.  There, 
  the recipient of the vision quest is usually tasked with the 
  destruction of some settlement, and the enslavement or 
  sacrifice of its members.  When performed properly, with a 
  sacrifice of no less than 25 individuals, the rite opens a rift 
  to the Realm of Madness, which devours the sacrifice and 
  the priest as well.  The priest is instantly consumed and spat 
  back to the Mortal Realm as a hunk of dying flesh.  The 
  retainers scatter, seemingly lost without their leader, but 
  lurking near the spot their leader dies. 
   
  However, three days after the priest is spat back to 
  the mortal realm, a worm-like creature emerges from the 
  husk of flesh, devouring it.  Within hours, the creature molts 
  and becomes a Chosen One, and the dispersed retainers 
  return to follow the new Chosen One.  The new Chosen One 
  retains the name and some of the physical characteristics of 
  the old body, but has almost none of the memories of the 
  old Ister-Suul, and is slovenly devoted to Nazgaduum, even 
  more so than in his previous incarnation. 
   
  The new chosen one normally does not return to its 
  homeland, but instead strikes out to start a new community 
  of Ister-Suul, as supposedly directed by Nazgaduum. 
   
  Become Chosen One 
  Conjuration (Calling) 
  Level:  Clr 3 
  Components:  V, S, DF,M ,XP 
  Casting Time: 1 hour 
  Range: 0 
  Target:  You 
  Duration:  Special 
  Saving Throw:  Will Negates 
  Spell Resistance:  Yes 
   
  Upon completion of this spell, you open a 10-foot 
  diameter freestanding rift to the Realm of Madness, which 
  proceeds to consume your sacrifices and yourself.  If you 
  are deemed worthy by your sacrifice (1% chance per 
  sacrificed victim + caster’s Charisma score), your remains 
  are spat back as a hunk of chewed flesh and bone onto the 
  Mortal Plane, where in 3 days you emerge as an Ister-Suul 
  Chosen One.  If you are not deemed worthy, your sacrifice 
  and essence are consumed entirely.  You cannot be brought 
  back by any means, including a Wish or Miracle. 
   
  Regardless whether you are accepted as worthy or 
  not, the rift to the Realm of Madness closes the round after 
  this spell is cast. 
  Material Component:  25 or more sentient (Int 3+) 
  creatures that are freshly slain and 1,000 gp in assorted 
  gems. 
  XP Cost:  47,000 XP 
  This spell is only known to Ister-Suul.  Other races cannot 
  normally cast this spell without discovering it somehow. 
  
  Bestiary Nefarious 
  Page 267 of 478 – Stephen C. Klauk 
  Ister-Suul Lord of Nightmares 
  Medium Outsider (Amphibian, Evil, Insane) 
  Hit Dice: 
  14d8+98 (161 hp) 
  Initiative: 
  +8 
  Speed: 
  30 ft., fly 70 ft. (average), swim 60 ft. 
  AC: 
  32 (+8 Dex, +8 natural, +6 bracers of 
  armor +6), touch 18, flat 24 
  BAB/Grapple: +14/+20 
  Attack: 
  Bite +20 melee (1d6+6 + poison) or +2 
  heavy mace of madness +23 melee (1d8+6 
  + confusion) 
  Full Attack: 
  +2 heavy mace of madness +23/+18/+13 
  melee (1d8+6 + confusion), bite +20 
  melee (1d6+6+ poison), 2 claws +15 
  melee (1d6+3) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. 9 in. + 1d10 in. (6 ft. 2 in.) 
  Weight: 
  150 lbs. + 2d8 x 10 lbs. (240 lbs.) 
  Special Att: 
  Create spawn, frightful presence, poison, 
  rend 2d6+9, smite law, transfiguration 
  Special Qual: 
  Aura of Unreality, DR 15/cold iron and 
  good, darkvision 60 ft., regeneration 10, 
  resist fire, electricity and cold 10, SR 23, 
  spells 
  Saves: 
  Fort +16, Reflex +17, Will +13 
  Abilities: 
  S22 D26 C24 I24 W19 Ch23 
  Skills: 
  Bluff +25, Concentration +24, Diplomacy 
  +23, Disguise +25, Forgery +26, Gather 
  Information +23, Hide +25, Intimidate 
  +25, 
  Knowledge 
  (History) 
  +24, 
  Knowledge (Local) +24, Knowledge 
  (Religion) +24, Knowledge (The Planes) 
  +24, Listen +23, Spot +23, Use Magic 
  Device +23 
  Feats: 
  Ability 
  Focus 
  (Poison), 
  Alertness, 
  Deceitful, 
  Improved 
  Natural 
  Attack 
  (Claw)B, 
  Persuasive, 
  Weapon 
  Focus 
  (Heavy Mace) 
  Environment: 
  Any Underwater 
  Organization: 
  Solitary, Cult (1 + 2-5 Ister-Suul Chosen 
  Ones + 20-40 Common Ister-Suul + 1-4 
  High Ister-Suul) 
  CR: 
  18 
  Treasure: 
  bracers of armor +6 (36,000 gp), +2 
  heavy mace of madness (32,312 gp) 
  Alignment: 
  Always Neutral Evil 
  Advancement: By Character Class 
  Level Adj: 
  - 
  This misshapen creature is reminiscent of an 
  armored gorilla, covered in shimmering, 
  snake-like scales.  A feeble, ropy neck extends 
  from the body, which ends in an eye-covered 
  maw filled with dagger-like fangs.  A smoking, 
  moaning sky-blue ichors drips from the fangs, 
  evaporating before it strikes the ground.  A 
  third, human-like but scale-covered arm 
  protrudes over the creature’s back, holding a 
  silver-green mace that is shaped like a vicious 
  alligator’s sneering maw.  A ruff of black hair 
  lines the creature’s midsection, extending from 
  the chest down and around the hips.  A ropy 
  set of lizard-like tails writhe behind it, and the 
  very air around the creature seems to shift and 
  shatter as you look at the creature.  The 
  ground around the foul creature likewise 
  undulates and moves, and you think you catch 
  a glimpse of your own face flicker across the 
  rippling ground, the façade screaming for you 
  to run for your life. 
   
  The Ister-Suul Lord of Nightmares is the smallest 
  sliver of the foul sentience of the Realm of Madness made 
  flesh.  A Lord of Nightmares only occurs in areas where the 
  Ister-Suul congregate and are able to open a fissure to the 
  Realm of Madness.  As part of the creation of a Lord of 
  Nightmares, an Ister-Suul Chosen One sacrifices its soul to 
  become the vessel for the Lord of Madness. 
   
  The Lord of Madness has but one goal; to bend 
  reality to suit the spawning of creatures of the Realm of 
  Madness.  Their very presence warps reality and those 
  around them, making it deadly and hostile to mortal 
  creatures not aligned with their home realm. 
   
  A Lord of Madness speaks Isterain, Abyssal and 
  Infernal and can learn any language it hears within a minute. 
   
  Combat 
  The Lord of Nightmares does not so much fight as convert 
  those it opposes to pliable matter suitable for use to expand 
  the Realm of Madness into the mortal world.  Those who 
  oppose the Lord of Nightmares are literally torn to shreds 
  either by its magical might and/or its physical fury. 
   
  The Lord of Nightmares is surprisingly cunning 
  and crafty.  While physically capable of rendering its foes 
  into pliable matter with its overly strong claws, its mad 
  mind dreams up schemes to draw unsuspecting victims to 
  their dooms in terrifying and gruesome manners.  It is not 
  uncommon for a Lord of Nightmare to kill a single 
  individual and replace them, only to later strike against the 
  original victim’s allies as they rest or sleep. 
  Aura of Unreality (Su):  The physical universe breaks 
  down around a Lord of Nightmares.  Unattended objects 
  within 30 feet of the Lord of Nightmares take a diabolical 
  twist, taking a sinister and frightening appearance.  The 
  ground around a Lord of Nightmares is always treated as 
  rough terrain as it twists and gnarls into impossible and 
  frightening shapes.  This effect moves with Lord of 
  Nightmares and objects and ground return to normal after 
  the Lord of Nightmares leaves the area.  However, an area 
  subjected to the Lord of Nightmare’s aura for a constant 
  period of 1 day or more are permanently altered. 
   
  A Lord of Nightmares may choose to suppress this 
  ability when hiding or in disguise. 
  Create Spawn (Su):  Any living creature reduced to 0 or 
  less hit points when within 30 feet of a Lord of Nightmares 
  must make a DC 24 Fort save or be transfigured into a 
  common Ister-suul (with full hit points).  Likewise, the Lord 
  of Nightmares can cause any dead creature within 30 feet to 
  suddenly rise and animate as a zombie or skeleton.  The 
  Lord of Nightmares can control up to 56 HD of undead at 
  
  Bestiary Nefarious  
  Page 268 of 478 – Stephen C. Klauk  
  any one time.  Additional undead created become 
  uncontrolled. 
  Frightful Presence (Su):  The very universe wavers and 
  changes around a Lord of Nightmares.  Any creature within 
  viewing a Lord of Nightmares with its Aura of Unreality 
  active must make a Will DC 23 save or become panicked.  
  An opponent that succeeds on the saving throw is immune 
  to same creature’s frightful presence for 24 hours.  Frightful 
  presence is a mind-affecting fear effect. 
  Poison (Su):  The fangs of a Lord of Nightmares ooze 
  liquid ichors of the Realm of Madness that drives mortal 
  creatures insane as it infects them with distilled madness. 
  (Injury; Fort DC 24; Init: 1d4 Wis; Sec: Insanity).  The 
  secondary effects mirror the spell, Insanity. 
  Regeneration (Su):  A Lord of Nightmares regains 10 hit 
  points per round except from fire, acid or law-based attacks. 
  An Lord of Nightmares can regenerate a lost limb after a 
  period of 1 minute. 
  Rend (Ex):  If a Lord of Nightmares hits a foe with both 
  claw attacks, it can rend the foe for an additional 2d6+9 
  points of damage. 
  Smite Law (Su):  Thrice per day, a Lord of Nightmares can 
  add +4 to hit with one attack and deal an extra 14 points of 
  damage against lawful targets.  It may not affect more than 
  one attack a round this way. 
  Spells:  A Lord of Nightmares, cast spells as if it were a 14th 
  level cleric with the domains of Death and Destruction.  
  Spell DCs are 14 + spell level.  If a Lord of Nightmares 
  gains spellcaster or psionic levels in any class, it loses the 
  ability to cast spells as above and instead casts 
  spells/psionics as if it had +14 levels. 
  Transfiguration (Su):  Any living creature that comes 
  within 30 feet of a Lord of Nightmares must make a Fort 
  DC 24 save or find their physical features warping to 
  become vile, frightening and disfiguring.  If the save is 
  failed, the victim is Sickened by the changes that wrack 
  their body.  If the victim fails five successive saving throws 
  against the transfiguration, they are transformed into a 
  common Ister-Suul.  This latter transformation incapacitates 
  the victim for a round as they undergo the transformation.  
  Once transformed, only a Wish or Miracle can return the 
  victim to his former self. 
   
  Typical Cleric Spell List 
  (6/7/7/6/6/4/4/3; CL 14;DC 14 + spell level; Domain 
  Death, Destruction) 
  0th:  Cure Minor Wounds, Detect Poison, Guidance, Light, 
  Resistance, Virtue 
  1st:  Bane, Cause FearD, Command, Detect Good, Doom, 
  Sanctuary, Shield of Faith 
  2nd:  Bull’s Strength, Darkness, Death KnellD, Enthrall, 
  Hold Person, Owl’s Wisdom, Resist Energy 
  3rd:  ContagionD, Deeper Darkness, Dispel Magic, 
  Invisibility Purge, Meld into Stone 
  4th:  Dimensional Anchor, Greater Magic Weapon, Inflict 
  Critical WoundsD, Poison, Restoration, Spell 
  Immunity 
  5th:  Greater Command, Plane Shift, Slay LivingD, True 
  Seeing 
  6th:  Animate Objects, Create UndeadD, Greater Dispel 
  Magic, Word of Recall 
  7th:  DestructionD, Summon Monster VII, Word of Chaos 
  D = domain spell 
   
  Ister-Suul Lord of Nightmares on Amberos 
   
  There is no known permanent Lord of Nightmares 
  on Amberos or in the deep Ister-Suul empire to the north.  
  Nydonna’s Sea Kingdom has recorded three great wars 
  against Lord of Nightmares in the past, but only with great 
  sacrifice has the Nydonnans stopped and destroyed each 
  incarnation to date.   
  However, the rising and sinking of the continent of 
  Hadjpt-Tuu is rumored to be controlled by the sole 
  imprisoned Lord of Nightmares who commands that foul 
  realm from watery caverns far below the continent’s 
  surface. 
   
   
  
  Bestiary Nefarious 
  Page 269 of 478 – Stephen C. Klauk 
  Common Ister-suul 
  Medium Aberration (Amphibian, Insane) 
  Hit Dice:  
  2d8+5 (14 hp) 
  Initiative:  
  +1 (+1 Dex) 
  Speed:  
  30 ft. (6 squares), swim 60 ft. (12 squares) 
  Armor Class:  
  21 (+1 Dex, +5 natural, +4 chain shirt, +1 
  light wooden shield), touch 11, flat 20 
  BAB/Grapple:  +1/+3 
  Attack:  
  Bite +3 melee (1d6+2) or scimitar +3 
  melee (1d6+1;18-20/x2) 
  Full Attack:  
  Bite +3 melee (1d6+2) and 2 claw -2 
  melee (1d4+1) or scimitar +3 melee 
  (1d6+1;18-20/x2) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  5 ft. 3 in. + 2d4 in. (5 ft. 8 in.) 
  Weight: 
  100 lbs. + 2d4 x 5 lbs. (125 lbs.) 
  Special Att:  
  - 
  Special Qual:  
  Darkvision 60 ft., SR 12, spell-like 
  abilities 
  Saves:  
  Fort +1, Ref +1, Will +4 
  Abilities:  
  Str 15, Dex 13, Con 12, Int 13, Wis 13, 
  Cha 11 
  Skills:  
  Balance -2, Climb +4, Escape Artist -2, 
  Hide -2, Jump +4, Listen +1, Move 
  Silently -2, Sleight of Hand -2, Spot +6, 
  Swim -8, Tumble -2 
  Feats:  
  Weapon Focus (Bite) 
  Environment:  Temperate or Warm aquatic  
  Organization:  Solitary, Pair, Brood (2-5), Quest ( 1 Ister-
  Suul Acolyte + 2-12 common Ister-Suul), 
  Cult (1 Ister-Suul Apprentice + 5-20 
  common Ister-Suul) Colony (1-3 High 
  Ister-Suul + 5-20 Common Ister-Suul + 
  10+ Low Ister-Suul), Mob (20-40), or 
  nation (1 Chosen One Ister-Suul + 2-5 
  High Ister-Suul + 40+ Common Ister-Suul 
  + 20+ Low Ister-Suul) 
  CR:  
  2 
  Treasure:  
  Standard  
  Alignment:  
  Usually neutral evil 
  Advancement:  By character class 
  Level Adj:  
  +3 
  This reptilian humanoid is covered in 
  glistening red scales with black tips. Its yellow 
  eyes seem to burn with madness and its open 
  maw is filled with long, needle-like teeth. A 
  stubby tail projects from its back.  
  Common Ister-suul are the rank and file of the Ister-
  suul war machine. Part sorcerer and part warrior, they are 
  bred to fight for their otherworldly masters and bring this 
  world under their rule.  
  Common Ister-suul speak Common and Isterain. 
  They generally consider any being that does not know 
  Isterain to be unworthy to speaking to, and will only speak 
  in Common if pressed.  
   
  Combat 
  Common Ister-suul tend to bring down their 
  opponents with sheer numbers and intense fighting drive. 
  They will generally use their spells in closing, then charge 
  into melee to hack down their foes. Generally speaking, they 
  are fearless in combat, but can be forced to flee a superior 
  foe or made to retreat by their commanders.  
  Spell-like Abilities (Sp): A Common Ister-suul can use the 
  following spell-like abilities.  Caster level 2.  Spell DCs are 
  Charisma based. 
  Cause Fear (DC 11) – 3x/day, Detect Magic – at will, 
  Ghost Sound (DC 10) – at will, Dancing Lights – at will. 
   
  Society 
  From the time they hatch in their undersea caves, 
  Common Ister-suul are bathed in the bloody and subservient 
  society of their kind. Hatchlings are forced to fight for the 
  right to survive, and those that excel are quickly inducted 
  into the local warrior house and trained in Ister-suul fighting 
  arts and their demented theology.  
  Many Common Ister-suul bear scars or mutations 
  from their association with the beings of the Realm of 
  Madness, and nearly all are insanely "enlightened" about 
  their dark purpose through contact with the Realm of 
  Madness itself.  
  Males and females are generally treated equally, 
  and Ister-suul seem only to care that an individual is tough 
  enough to survive and aid in bringing dominion to the lands 
  around them. A sense of family does not exist among the 
  Ister-suul, each Ister-suul is a cog in bringing the rule of the 
  Old ones to the lands, and they are only valuable when they 
  can contribute to this end.  
  Ister-suul tend to have horribly short lives, almost 
  always either dying at the hands of an enemy or by coming 
  into contact with the Realm of Madness itself - the latter 
  being a highly prized death among the Ister-suul, reserved 
  for the greatest of heroes. However, there are some among 
  the Ister-suul who survive the contact with the Realm of 
  Madness and become something even greater - a Chosen 
  one - which is considered a heartbeat's step away from the 
  Old Ones themselves. 
   
  Common Ister-Suul as Characters 
   
  Sometimes ister-suul become separated from their 
  brethren and seek to strike out a life of their own.  In 
  extremely rare cases, some ister-suul seek to flee the 
  madness of their society before it consumes them. 
   
  Common ister-suul have the following abilities. 
   
  • 
  Medium size 
  • 
  Base Movement Rate 30 ft, swim 60 ft. 
  • 
  Aberration type 
  • 
  Amphibian subtype 
  • 
  Darkvision 60 ft. 
  • 
  +5 natural armor 
  • 
  2d8 Racial hit dice.  To this total the Common 
  ister-suul adds 2x his Constitution modifier 
  (minimum 1 hit point per HD). 
  • 
  Base Attack Bonus +1 
  • 
  Str +4, Dex +2, Con +2, Int +2, Wis +2.  An ister-
  suul is raised for war but is intelligent enough to 
  understand the ways of the Realm of Madness. 
  
  Bestiary Nefarious  
  Page 270 of 478 – Stephen C. Klauk  
  • 
  (2 + Int modifier) x 5 skill points.  A 
  Common ister-suul’s racial skills are Jump, Spot, 
  and Swim. 
  • 
  Natural Attack.  A Common ister-suul has a bite 
  attack that deals 1d6 + Str modifier damage and 
  two claw attacks that deal 1d4 + ½ Str modifier 
  damage.  The claws are considered secondary 
  attacks. 
  • 
  Spell Resistance (Su):  A Common ister-suul 
  gains spell resistance 11 + Chr modifier + class 
  levels. 
  • 
  Spell-like Abilities:  A Common Ister-suul can use 
  the following spell-like abilities.  Caster level 
  equals character level.  Spell DCs are Charisma 
  based.  Cause Fear – 3x/day, Detect Magic – at 
  will, Ghost Sound – at will, Dancing Lights – at 
  will. 
  • 
  Automatic Languages:  Common, Isterain Bonus 
  Languages:  Abyssal, Infernal, Elvin. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adjustment:  +3 
  Ister-suul worship Nazgaduum, The Old One from 
  the Realm of Madness.  Priests of Nazgaduum may choose 
  two of the three domains of Death, Destruction or Madness. 
   
  Ister-Suul Acolyte 
  2HD Common Ister-Suul Clr 5;hp:  45 
  S14 D14 C15 I10 W18 Ch14;Fort +6, Ref +3, Will +11 
  Init: 
  +6 
  Move: 20 ft., swim 40 ft. 
  AC: 
  22 (+2 Dex, +5 natural, +5 scale mail +1), touch 
  12, flat 20 
  BAB/Grapple: +4/+6 
  Full Attack: 
  Bite +6 melee (1d6+2), 2 claws +1 melee 
  (1d4+1) 
  Special Att: 
  Death touch, smite, turn undead 
  Special Qual: 
  Darkvision 60 ft., SR 17, spell-like 
  abilities 
  Skills: Concentration +7, Knowledge (The Planes) +5, 
  Spot +9, Swim +6 
  Feats: Improved Initiative, Weapon Focus (Bite) 
  CR: 
  7 
  Gear: 
  scale mail +1 (1,200 gp), pearl of power (2nd level) 
  (4,000 gp), wand of cure moderate wounds (10 charges) 
  (900 gp) 
  Total: 7,100 gp (7,200 gp) 
  Death Touch (Su):  1x/day melee touch attack.  Roll 5d6; if 
  total exceeds creature’s hit points, it dies.  This is a death 
  effect. 
  Smite (Su): 1x/day may add +4 to hit, +5 to damage. 
  Turn Undead (Su):  5x/day; Turn Check 1d20+2; Turn 
  Damage 2d6+7 
  Spell-Like Abilities (Sp):  Caster level 7; Cause Fear (DC 
  13) – 3x/day, Detect Magic – at will, Ghost Sound (DC 12) 
  – at will, Dancing Lights – at will. 
   
  Typical Cleric Spell List 
  (5/5/4/3;CL 5; DC 14 + Spell Level; Domain:  Death, 
  Destruction) 
  0:  Detect Magic, Guidance, Light, Read Magic, Resistance 
  1st:  Bane, Cause FearD, Doom, Entropic Shield, Shield of 
  Faith 
  2nd:  Bull’s Strength, Death KnellD, Hold Person, Owl’s 
  Wisdom 
  3rd:  Blindness/Deafness, ContagionD, Protection from 
  Energy 
  D = Domain Spell 
  The Ister-Suul Acolyte is prepared to begin his vision quest 
  to become a Chosen One. 
  
  Bestiary Nefarious 
  Page 271 of 478 – Stephen C. Klauk 
  Ister-Suul Apprentice 
  2HD Common Ister-Suul Clr 3/Rog 4/Ftr 5;hp:  78 
  S16 D15 C13 I10 W14 Ch13;Fort +9, Ref +8, Will +10 
  Init: 
  +2 
  Move: 30 ft., swim 60 ft. 
  AC: 
  25 (+2 Dex, +5 natural, +8 mithral breastplate +3), 
  touch 12, flat 23 
  BAB/Grapple: +11/+14 
  Full Attack: 
  +2 
  Greatsword 
  +17/+12/+7 
  melee 
  (2d6+8;17-20/x2) 
  Special Att: 
  Death touch, sneak attack +2d6, smite, 
  turn undead 
  Special Qual: 
  Darkvision 60 ft., evasion, SR 24, spell-
  like abilities, trap sense +1, uncanny 
  dodge 
  Skills: Bluff +5, Concentration +4, Diplomacy +7, 
  Disguise +5, Escape Artist +6, Gather Information 
  +5, Intimidate +9, Knowledge (Local) +4, 
  Knowledge (The Planes) +3, Listen +4, Sense 
  Motive +9, Spot +13, Swim +13 
  Feats: Alertness, 
  Improved 
  Critical 
  (Greatsword)F, 
  Leadership, Negotiator, Persuasive, Skill Focus 
  (Intimidate), 
  Weapon 
  Focus 
  (Greatsword)F, 
  Weapon Specialization (Greatsword)F 
  CR: 
  14 
  Gear: 
  mithral breastplate +3 (13,200 gp), +2 greatsword 
  (8,350 gp), belt of giant strength +4 (16,000 gp), 
  cloak of charisma +2 (4,000 gp), wand of cure 
  light wounds (50 charges) (750 gp), wand of cure 
  serious wounds (10 charges) (2,250 gp) 
  Total:  40,550 gp (45,000 gp) 
  Death Touch (Su):  1x/day melee touch attack.  Roll 5d6; if 
  total exceeds creature’s hit points, it dies.  This is a death 
  effect. 
  Smite (Su): 1x/day may add +4 to hit, +3 to damage. 
  Turn Undead (Su):  3x/day; Turn Check 1d20; Turn 
  Damage 2d6+3 
  Spell-Like Abilities (Sp):  Caster level 12; Cause Fear (DC 
  11) – 3x/day, Detect Magic – at will, Ghost Sound (DC 10) 
  – at will, Dancing Lights – at will. 
   
  Typical Cleric Spell List 
  (4/4/3;CL 3; DC 12 + Spell Level; Domain:  Death, 
  Destruction) 
  0:  Detect Magic, Guidance, Read Magic, Resistance 
  1st:  Bane, Cause FearD, Entropic Shield, Shield of Faith 
  2nd:  Death KnellD, Hold Person, Owl’s Wisdom 
  D = Domain Spell 
  Leadership Score: 12; Cohort: 9th level (Ister-Suul 
  Acolyte) ; Followers: 10 1st level (Proto-Ister-Suul), 1 2nd 
  level (Ister-Suul Initiate) 
   
  Proto-Ister-Suul; CR 1/3; LA +0; Medium Aberration; HD 
  1d8; hp 4; Init +0; Move 30 ft.; AC 12 (+1 natural, +1 
  padded), touch 11, flat 11; BAB +0; Grp +0; Atk Claw +0 
  melee (1d3); Full Atk 2 claws +0 melee (1d3), bite –5 melee 
  (1d4); Face/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; SV 
  Fort +2, Reflex +0, Will +2; Str 12, Dex 10, Con 10, Int 8, 
  Wis 10, Cha 8 
  Skills & Feats:  Spot +4, Swim +4; Great Fortitude 
  Gear:  padded armor (5 gp) 
   
  Ister-Suul Initiate; CR 1; LA +0; Medium Aberration; HD 
  2d8; hp 4; Init +0; Move 30 ft.; AC 13 (+1 natural, +2 
  leather), touch 11, flat 12; BAB +1; Grp +1; Atk Claw +1 
  melee (1d3); Full Atk 2 claws +1 melee (1d3), bite –4 melee 
  (1d4); Face/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; SV 
  Fort +2, Reflex +0, Will +3; Str 12, Dex 10, Con 10, Int 8, 
  Wis 10, Cha 8 
  Skills & Feats:  Spot +5, Swim +5; Great Fortitude 
  Gear:  leather armor(10 gp) 
   
  
  Bestiary Nefarious  
  Page 272 of 478 – Stephen C. Klauk  
  Ister-Suul Devout Warrior 
  2 HD Common Ister-Suul (amphibian, extraplanar) Rog 
  1/Ftr 4/Bgd 10;hp: 106 
  S27 D14 C12 I10 W15 Ch14;Fort +11, Ref +6, Will +4 
  Init: 
  +2 
  Move: 20 ft., swim 40 ft. 
  AC: 
  29 (+2 Dex, +5 natural, +9 mithral half-plate +1, 
  +3 heavy wooden shield +1), touch 12, flat 27 
  BAB/Grapple: +15/+23 
  Full Attack: 
  +1 vicious keen lance +25/+20/+15 melee 
  (1d8+8 + 2d6 [1d6 to self] ;19-20/x3) or 
   
  (charge) +1 vicious keen lance +27 melee 
  (3d8+24 + 2d6 [1d6 to self];19-20/x3) 
  +1 unholy scimitar +22/+17/+12 melee 
  (1d6+11 + 2d6 unholy;15-20/x2) or 
  +1 composite longbow of shock (+8 Str) 
  +18/+13/+8 
  melee 
  (1d8+8 
  +1d6 
  electricity; x3) 
  (rapid shot) +1 composite longbow of 
  shock (+8 Str) +16/+16/+11/+6 (1d8+8 + 
  1d6 electricity;x3) 
  Special Att: 
  Smite good 4x/day, sneak attack +4d6 
  Special Qual: 
  Aura of despair, aura of evil, command 
  undead, dark blessing, darkvision 60 ft., 
  detect good, poison use, resist cold and 
  fire 5,  spell-like abilities, SR 22, 
  trapfinding 
  Skills: Bluff +6, Diplomacy +6, Disguise +6, Gather 
  Information +6, Hide +2, Knowledge (Religion) 
  +2, Move Silently +2, Ride +16, Sense Motive +6, 
  Swim +9 
  Feats: Cleave, Improved Sunder, Mounted Archery, 
  Mounted Combat, Power AttackF, Rapid Shot, 
  Weapon Focus (Scimitar)F, Weapon Specialization 
  (Scimitar)F 
  CR: 
  16 
  Gear: 
  mithral full plate +1 (11,500 gp), heavy wooden 
  shield +1 (1,157 gp), +1 unholy scimitar (18,315 
  gp), +1 vicious keen lance (18,310 gp), +1 
  composite longbow of shock (9,200 gp), belt of 
  giant strength +4 (16,000 gp) 
  Total:  74,482 gp (77,000 gp) 
  Aura of Despair (Su):  The Ister-Suul devout warrior 
  radiates a malign aura that causes enemies within 10 ft. of 
  him to take a –2 penalty on all saving throws. 
  Command Undead (Su):  5x/day; Rebuke Check: 1d20 +2; 
  Command: 2d6+10 
  Smite Good (Su):  Four times a day, an Ister-Suul devout 
  warrior adds +2 to his attack roll and deals +10 damage to 
  good creatures. 
   
  Typical Blackguard Spell List 
  (3/3/2/1; CL 10; DC 12 + Spell level) 
  1st:  Corrupt Weapon, Doom, Summon Monster I 
  2nd:  Cure Moderate Wounds, Death Knell, Eagle’s 
  Splendor 
  3rd:  Contagion, Protection From Energy 
  4th:  Poison 
   
  Black Drake Mount; CR -; LA +3; Huge Dragon; HD 
  6d12+6; hp 45; Init +0; Move 40 ft., fly 150 ft (poor); AC 
  17 (-2 size, +9 natural), touch 8, flat 17; BAB +6; Grp +16; 
  Atk bite +7 melee (1d10+2); Full Atk Bite +7 melee 
  (1d10+2), 2 claws +1 melee (1d8+1), tail slap +1 melee 
  (2d4+1); SA Acid breath, magic strike; SQ blindsight 30 ft., 
  acid immunity, darkvision 60 ft., frightful presence ; SV 
  Fort +5, Reflex +5, Will +5; Str 15, Dex 10, Con 12, Int 10, 
  Wis 15, Cha 12 
  Skills & Feats:  Hide +1*, Listen +11, Move Silently +9, 
  Search +11, Sense Motive +11, Spot +11; Flyby Attack, 
  Snatch, Weapon Focus (Bite); *A black drake gains a +8 
  hide bonus in natural surroundings. 
  Acid Breath (Ex):  A black drake can breathe a line of acid 
  5 feet wide and 60 feet long once every three rounds.  The 
  acid deals 6d4 damage to targets.  A successful Reflex save 
  DC 14 halves the damage from the attack.  A black drake 
  can breathe its breath weapon once every four rounds. 
  Frightful Presence (Ex):  Creatures with 6 HD/levels or 
  less within 30 feet must make a Will save DC 14 or be 
  shaken. 
  Magic Strike (Su):  A black drake’s natural attacks are 
  treated as magic for the purposes of bypassing DR. 
  
  Bestiary Nefarious 
  Page 273 of 478 – Stephen C. Klauk 
  High Ister-suul 
  Medium Aberration (Amphibian, Insane) 
  Hit Dice: 
  5d8+10 (32 hp) 
  Initiative: 
  +2 (+2 Dex) 
  Speed: 
  30 ft. (6 squares), swim 60 ft. (12 squares) 
  AC: 
  18 (+2 Dex, +6 natural), touch 12, flat 16 
  BAB/Grapple: +3/+5 
  Attack: 
  Bite +5 melee (1d6+2) 
  Full Attack: 
  Bite +5 melee and 2 claw +0 melee 
  (1d4+1) 
  Space/Reach: 
  5-ft./5 ft. 
  Height: 
  5 ft. 6 in. + 1d8 in. (5 ft. 10 in.) 
  Weight: 
  125 lbs + 2d8 x 5 lbs. (170 lbs.) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60ft., fast healing 3, spell 
  resistance 15, spells-like abilities 
  Saves: 
  Fort +3, Ref +3, Will +5 
  Abilities: 
  S15 D15 C15 I15 W13 Ch17 
  Skills: 
  Bluff +9, Disguise +7, Gather Information 
  +7, Intimidate +9, Knowledge (nobility) 
  +6, Listen +1, Sense Motive +5, Spot +9 
  Feats: 
  Persuasive, Spell Penetration 
  Environment: 
  Temperate, Warm aquatic   
  Organization: 
  Solitary, Pair, Covey (2-5), House (1 
  Patriarch/Matriarch + 2-12 High Ister-
  Suul + 1-5 common Ister-Suul + 1-10 low 
  Ister-Suul), Tribe (1 Progenitor + 1-
  Patriarch + 1 Matriarch + 2-12 High Ister-
  Suul + 5-20 common Ister-Suul + 6-30 
  low Ister-Suul + 0-1  
  CR: 
  6 
  Treasure: 
  Double coins, standard items, Double 
  magic 
  Alignment: 
  Always neutral evil 
  Advancement: By character class 
  Level Adj: 
  +4 
  This lizard-like humanoid is covered in black 
  scales that glisten in the light. Its head is flat 
  and wide, with glowing yellow eyes. It is 
  dressed in robes that seem to be made of hair, 
  which has been decorated with all sorts of 
  grisly trophies from creatures slain by the 
  wearer.  
  The high Ister-suul are the nobility of their bizarre 
  race. Each is born insane, with knowledge of many 
  generations before it, and a perverse understanding of the 
  Realm of Madness and the desires of the races masters.  
  The high Ister-suul cruelly drive their race to conquer 
  others, while at the same time feeding on their own race. 
  They engage in the most horrific practices - cannibalism, 
  blood sacrifices and the wearing of robes made of the hair of 
  their humanoid victims - along with skulls, ribs and other 
  bones of those they have conquered.  
  High Ister-suul speak Common, Isterain and infernal. 
  They generally regard those who cannot speak Isterain as 
  unworthy of their notice.  
   
  Combat 
  High Ister-suul generally depend on Common 
  Ister-suul to fight to protect them, while they hang back and 
  either observe the combat or toss spells into the fray. They 
  have no compunction about tossing area effect spells into 
  the middle of their own kind, nor do they hold forces back 
  in an attack or are likely to grant mercy to a foe. High Ister-
  suul will defer to the will of a Chosen one, and have been 
  known to be forced into combat by their kind. If a combat 
  goes against a high one, they will often retreat, to later 
  regroup or otherwise seek revenge against their assailants.  
  Fast Healing (Ex): A high one regains hit points at an 
  exceptionally fast rate. Except where noted here, fast 
  healing is just like natural healing. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts.  
  Spells: High Ister-suul can cast spells as if they were a 5th 
  level sorcerer.  They prefer necromantic, divination and 
  summoning magics.  Their spell DCs are 12 + spell level.  If 
  they take levels in sorcerer, they act as if they were 5 levels 
  higher. 
  Spell-like Abilities (Sp):  Due to their misbegotten 
  heritage, high Ister-Suul can draw on a wide variety of 
  innate magics.  However, the actual innate magical abilities 
  they possess are often random.  A high Ister-Suul has the 
  ability to use two 0-level spells as an innate spell-like 
  ability, useable at will, and one 1st-level spell as an innate 
  spell-like ability once a day. 
   
  Typical Sorcerer Spell List 
  (6/7/5;CL5;DC 12 + spell level) 
  0th: Dancing Lights, Detect Poison, Flare, Ray of Frost, 
  Resistance, Touch of Fatigue 
  1st: Cause Fear, Mage Armor, Ray of Enfeeblement, True 
  Strike 
  2nd:  Detect Thought, Summon Monster II 
   
  Society 
  It is the high Ister-suul who conducts the day-to-
  day ruling of an Ister-suul community. Many high ones are 
  drunk with power, and they generally engage themselves in 
  watching common Ister-suul fight for their benefit or 
  conduct petty raids against nearby settlements for pleasure.   
  The high Ister-Suul actually fear their mad gods, and 
  secretly curse their existence.  Most Ister-Suul are proud and 
  insane enough to believe themselves better than the deities 
  who watch over their race, and will even take opportunities 
  to interfere with or discredit their deities or the Chosen Ones 
  who have allied themselves with the deities. 
  Most high ones are in direct competition with each 
  other as well, and there tends to be an unspoken hierarchy 
  among them, based on how much individual power each 
  wields. It is not uncommon for the various high ones to test 
  each other's power and resolve, and the weak are quickly 
  removed and their bones turned into trophies for the 
  winners.  
  Unlike the common Ister-suul, high ones generally 
  congregate in family-like groups along blood relations. Each 
  family is horribly inbred due to their fear of other family 
  
  Bestiary Nefarious  
  Page 274 of 478 – Stephen C. Klauk  
  groups, and mutations abound among their kind. After 
  their death, a high Ister-suul is reincarnated in the next 
  family birth back into the same family group, creating an 
  odd familiarity and deference among the groups. Generally, 
  any family member disposed by others within its group are 
  not reborn into the same family, and may, in fact, be reborn 
  into a family inimical to the former family. Family groups 
  tend to stick together and support each other to a point; 
  however, any high Ister-suul that is perceived as weak or as 
  a liability is quickly removed from the group, and a special 
  rite is conducted that removes the offender from the 
  reincarnation pool. 
  The rarest of all high Ister-Suul is the legendary 
  progenitors – said to be the first Ister-Suul of the race who 
  contacted the Realm of Madness and spawned the first 
  highborn families.  According to Ister-Suul legend, there are 
  13 such progenitors, one for each of the great families found 
  among all Ister-Suul clans.  In rare instances, these 
  progenitors manifest on the Mortal plane and direct their 
  children to some mad scheme of their mad gods.  While 
  they can be slain on the Mortal plane, such death only 
  returns the progenitor howling back to the Realm of 
  Madness until they can gather enough strength to return 
  again – usually a process that takes no less than one hundred 
  years. 
   
  High Ister-suul as Characters 
   
  Some high ister-suul delve into dark studies to 
  become stronger than their brethren.  In other cases, a high 
  ister-suul may seek release from the insane community it 
  has been bound to and strike out on its own. 
   
  High ister-suul have the following abilities. 
  • 
  Medium size 
  • 
  Aberration type 
  • 
  Amphibian and Insane subtype 
  • 
  Base move 30 ft., swim 60 ft. 
  • 
  Darkvision 60 ft. 
  • 
  5d8 racial Hit Dice.  To this total, the high ister-
  suul adds 5x his Constitution modifier (minimum 1 
  hit point per HD) 
  • 
  Base Attack Bonus +3 
  • 
  +6 Natural armor 
  • 
  Str +4, Dex +4, Con +4, Int +4, Wis +2, Chr +6.  
  High ister-suul are physically superior specimens, 
  though their wisdom is slightly hampered by their 
  inbreeding.  They are superior leaders of their 
  brethren, however. 
  • 
  Base Fort +1, Reflex +1, Will +4 
  • 
  (2 + Int modifier) x 8 skill points.  A high ister-
  suul’s racial skills are Bluff, Disguise, Gather 
  Information, Intimidate, Knowledge (Nobility), 
  Sense Motive, Spot and Swim. 
  • 
  Fast Healing (Su): A high one regains hit points at 
  an exceptionally fast rate of 3 hit points per round. 
  Except where noted here, fast healing is just like 
  natural healing. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body 
  parts. 
  • 
  Spell Resistance (Su):  A high ister-suul gains 
  spell resistance of 12 + Chr modifier + class levels. 
  • 
  Spells: A high ister-suul can cast spells as if they 
  were 5th level sorcerers.  Their spell DC’s are 10 + 
  Chr modifier + spell level.  If they take levels in 
  sorcerer, they act as if they were 5 levels higher. 
  • 
  Spell-like Abilities (Sp):  Due to their misbegotten 
  heritage, high Ister-Suul can draw on a wide 
  variety of innate magics.  However, the actual 
  innate magical abilities they possess are often 
  random.  A high Ister-Suul has the ability to use 
  two 0-level spells as an innate spell-like ability, 
  useable at will, and one 1st-level spell as an innate 
  spell-like ability once a day.  The player may pick 
  the abilities or randomly determine them, as the 
  GM desires. 
  • 
  Natural Attacks. A high Ister-suul has a bite 
  attack that deals 1d6 + Str modifier damage and 
  two claws attacks that deal 1d4+ ½ Str modifier 
  damage.  The claws are secondary attacks. 
  • 
  Automatic Languages:  Common, Isterain  Bonus 
  Languages:  Abyssal, Aquan, Infernal and Elvin. 
  • 
  Favored Class:  Sorcerer 
  • 
  Level Adjustment:  +4 
  High Ister-Suul worship/fear Nazgaduum, The Old 
  One, of the Realm of Madness.  High Ister-Suul fear 
  Nazgaduum greatly and never willingly become clerics for 
  fear of being consumed by the mad god. 
   
  
  Bestiary Nefarious 
  Page 275 of 478 – Stephen C. Klauk 
  High Ister-Suul Noble 
  5HD high Ister-Suul (amphibian, insane) Sor 5;hp:  55 
  S12 D16 C14 I18 W15 Ch25;Fort +4, Ref +5, Will +10 
  Init: 
  +3 
  Move: 30 ft., swim 60 ft. 
  AC: 
  24 (+3 Dex, +7 natural, +3 bracers of armor +3, 
  +1 dusty rose ioun stone), touch 14, flat 21 
  BAB/Grapple: +5/+6 
  Full Attack: 
  Bite +6 melee (1d6+1), 2 claws +1 melee 
  (1d4) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft., fast healing 3, spell 
  resistance 23, spells-like abilities 
  Skills: Bluff +17, Concentration +7, Disguise +15, Gather 
  Information +15, Intimidate +17, Knowledge 
  (Nobility) +12, Listen +2, Sense Motive +10, 
  Spellcraft +9, Swim +1 
  Feats: Greater Spell Focus (Enchantment), Persuasive, 
  Spell Focus (Enchantment), Spell Penetration 
  CR: 
  11 
  Gear: 
  bracers of armor +3 (9,000 gp), cloak of charisma 
  +2 (4,000 gp), hat of disguise (1,800 gp), dusty 
  rose ioun stone (5,000 gp), potion of cure moderate 
  wounds (300 gp) 
  Total:  20,100 gp (21,000 gp) 
  Spell-like Abilities (Sp):  Detect Magic – at will, Ghost 
  Sound – at will, Sleep (DC 18) – 1x/day 
  Typical Sorcerer Spell List 
  (6/8/8/7/6/4; CL 10; DC 16 + Spell level) 
  0:  Acid Splash, Arcane Mark, Daze*, Dancing Lights, 
  Disrupt 
  Undead, 
  Light, 
  Message, 
  Open/Close, 
  Prestidigitation 
  1st:  Hypnotism*, Obscuring Mist, Reduce Person, Silent 
  Image, Ventriloquism 
  2nd:  Acid Arrow, Detect Thoughts, Hideous Laughter*, 
  Resist Energy 
  3rd:  Displacement, Lightning Bolt, Ray of Exhaustion, 
  Suggestion* 
  4th:  Confusion*, Shadow Conjuration 
  5th:  Feeblemind* 
  * Enchantment spell; +2 DC 
   
   
  High Ister-Suul Patriarch 
  5HD high Ister-Suul (amphibian, insane) Sor 11;hp:  82 
  S12 D16 C14 I18 W15 Ch31;Fort +6, Ref +7, Will +13 
  Init: 
  +3 
  Move: 30 ft., swim 60 ft. 
  AC: 
  24 (+3 Dex, +7 natural, +3 bracers of armor +3, 
  +1 dusty rose ioun stone), touch 14, flat 21 
  BAB/Grapple: +8/+9 
  Full Attack: 
  Bite +9 melee (1d6+1), 2 claws +4 melee 
  (1d4) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft., fast healing 3, spell 
  resistance 31, spells-like abilities 
  Skills: Bluff +19, Concentration +13, Disguise +17, 
  Gather Information +17, Listen +2, Intimidate +19, 
  Knowledge (Nobility) +12, Sense Motive +10, 
  Spellcraft +15, Swim +1 
  Feats: Greater Spell Focus (Enchantment), Improved 
  Natural Armor, Leadership, Persuasive, Spell 
  Focus (Enchantment), Spell Penetration 
  CR: 
  17 
  Gear: 
  bracers of armor +6 (36,000 gp), cloak of 
  charisma +6 (36,000 gp), hat of disguise (1,800 
  gp), dusty rose ioun stone (5,000 gp), potion of 
  cure moderate wounds (300 gp) 
  Total:  20,100 gp (100,000 gp) 
  Spell-like Abilities (Sp):  Detect Magic – at will, Ghost 
  Sound – at will, Sleep (DC 21) – 1x/day 
  Typical Sorcerer Spell List 
  (6/8/8/7/6/4; CL 10; DC 20 + Spell level) 
  0:  Acid Splash, Arcane Mark, Daze*, Dancing Lights, 
  Disrupt 
  Undead, 
  Light, 
  Message, 
  Open/Close, 
  Prestidigitation 
  1st:  Hypnotism*, Obscuring Mist, Reduce Person, Silent 
  Image, Ventriloquism 
  2nd:  Acid Arrow, Detect Thoughts, Hideous Laughter*, 
  Resist Energy 
  3rd:  Displacement, Lightning Bolt, Ray of Exhaustion, 
  Suggestion* 
  4th:  Confusion*, Shadow Conjuration 
  5th:  Feeblemind* 
  * Enchantment spell; +2 DC 
   
  Leadership Score:  26; Cohort: 17th level (Ister-Suul 
  Highlord); Followers: 135 1st level (Proto Ister-Suul), 13 2nd 
  level (Ister-Suul Initiate), 7 3rd level (High Ister-Suul 
  Youngling), 4 4th level (Low Ister-Suul), 2 5th level 
  (Common Ister-Suul), 2 6th level (Common Ister-Suul 
  Warrior) 
   
  
  Bestiary Nefarious  
  Page 276 of 478 – Stephen C. Klauk  
  Ister-Suul Highborn;  CR 6; LA +3; Medium 
  Aberration (Amphibious, Insane);HD 4d8+8; hp 26; Init +3; 
  Mv 30 ft, swim 60 ft; AC 22 (+3 Dex, +6 natural, +2 
  bracers of armor +2, +1 ring of protection +1), touch 14, 
  flat 19; BAB +3; Grp +4; Atk Bite +4 melee (1d6+1); Full 
  Atk Bite +4 melee (1d6+1), 2 claws –1 melee (1d4); 
  Face/Reach 5 ft./5 ft. ; SA -; SQ Darkvision 60 ft., SR 17; 
  SV ; Str 12, Dex 16, Con 14, Int 18, Wis 15, Cha 21 
  Skills & Feats:  Bluff +12, Disguise +15, Gather 
  Information +12, Knowledge (Nobility) +11, Sense Motive 
  +9, Spot +9; Extend Spell, Skill Focus (Disguise) 
  Gear:  bracers of armor+2 (4,000 gp), wand of magic 
  missiles (CL 5; 10 charges) (750 gp), cloak of resistance +1 
  (1,000 gp), ring of protection +1 (2,000 gp), potion of cure 
  moderate wounds (300 gp), potion of eagle’s splendor (300 
  gp), potion of protection from arrows 10/magic (300 gp) 
  Total: 8,650 gp (9,400 gp) 
   
  Typical Spell List 
  (6/6/3; CL 4; DC 15 + Spell Level) 
  0:   Dancing Lights, Flare, Open/Close, Prestidigitation, 
  Ray of Frost, Touch of Fatigue 
  1st   Animate Rope, Disguise Self, Summon Monster I 
  2nd:  Minor Image 
  Proto-Ister-Suul; CR 1/3; LA +0; Medium Aberration; HD 
  1d8; hp 4; Init +0; Move 30 ft.; AC 12 (+1 natural, +1 
  padded), touch 11, flat 11; BAB +0; Grp +0; Atk Claw +0 
  melee (1d3); Full Atk 2 claws +0 melee (1d3), bite –5 melee 
  (1d4); Face/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; SV 
  Fort +2, Reflex +0, Will +2; Str 12, Dex 10, Con 10, Int 8, 
  Wis 10, Cha 8 
  Skills & Feats:  Spot +4, Swim +4; Great Fortitude 
  Gear:  padded armor (5 gp) 
  Ister-Suul Initiate; CR 1; LA +0; Medium Aberration; HD 
  2d8; hp 4; Init +0; Move 30 ft.; AC 13 (+1 natural, +2 
  leather), touch 11, flat 12; BAB +1; Grp +1; Atk Claw +1 
  melee (1d3); Full Atk 2 claws +1 melee (1d3), bite –4 melee 
  (1d4); Face/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; SV 
  Fort +2, Reflex +0, Will +3; Str 12, Dex 10, Con 10, Int 8, 
  Wis 10, Cha 8 
  Skills & Feats:  Spot +5, Swim +5; Great Fortitude 
  Gear:  leather armor(10 gp) 
  High Ister-Suul Youngling; CR 1; LA +1; Small 
  Aberration (Amphibious, Insane); HD 2d8; hp 4; Init +0; 
  Move 30 ft.; AC 13 (+1 natural, +2 leather), touch 11, flat 
  12; BAB +1; Gpl +2; Atk Bite +2 melee (1d4+1); Full Atk 
  Bite +2 melee (1d4+1), 2 claws –3 melee (1d3); Face/Reach 
  5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; SV Fort +2, Reflex 
  +0, Will +3; Str 12, Dex 10, Con 10, Int 11, Wis 10, Cha 11 
  Skills & Feats:  Spot +5, Swim +5; Great Fortitude 
  Gear:  leather armor(10 gp) 
  Common Ister-Suul Warrior (Ftr 1);  CR 3; LA +3; 
  Medium Aberration (Amphibian, Insane); HD 2d8 + 1d10 + 
  6; hp: 20; Init +3; Spd 20 ft., swim 40 ft; AC 25 (+3 Dex, 
  +5 natural, +7 scale mail +1 + mw heavy wooden shield), 
  touch 13, flat 22; BAB +2; Gpl +6; Atk mw Scimitar +9 
  melee (1d6+4;18-20/x2); Full Atk (same); Face/Reach 5 
  ft./5 ft.; SA -; SQ Darkvision 60 ft., SR 10, spell-like 
  abilities; SV Fort +5, Ref +4, Will +6; Str 19, Dex 16, Con 
  15, Int 12, Wis 14, Cha 8 
  Skills & Feats:  Balance –2, Climb +1, Listen +2, Ride +4, 
  Spot +7, Swim -4; Dodge, Power AttackF, Weapon Focus 
  (Bite) 
  Gear:  scale mail +1 (1,200 gp), mw heavy wooden shield 
  (157 gp), mw scimitar (320 gp), potion of cure moderate 
  wounds (300 gp), potion of bull’s strength (300 gp) 
  Total:  2,277 gp (2,500 gp) 
   
  
  Bestiary Nefarious 
  Page 277 of 478 – Stephen C. Klauk 
  High Ister-Suul Progenitor 
  10HD Large high Ister-Suul (amphibian, extraplanar, 
  insane) Sor 11;hp:  174 
  S24 D18 C20 I22 W15 Ch34;Fort +13, Ref +10, Will +16 
  Init: 
  +3 
  Move: 30 ft., fly 30 ft. (average), swim 
  60 ft. 
  AC: 
  36 (-1 size, +3 Dex, +10 natural, +5 amulet of 
  natural armor +5, +8 bracers of armor +8, +1 
  dusty rose ioun stone), touch 13, flat 33 
  BAB/Grapple: +13/+24 
  Full Attack: 
  Bite +19 melee (1d8+1), 2 claws +14 
  melee (1d6) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft., fast healing 7, spell 
  resistance 38, spells-like abilities 
  Skills: Bluff +38, Concentration +16, Diplomacy +23, 
  Disguise +25, Gather Information +25, Intimidate 
  +25, 
  Knowledge 
  (Arcana) 
  +17, Knowledge 
  (Nobility) +19, Listen +13, Profession (Bureaucrat) 
  +13, Sense Motive +17, Spellcraft +15, Spot +25, 
  Swim +20 
  Feats: Awesome Blow, Great Fortitude, Greater Spell 
  Focus (Enchantment), Improved Natural Armor, 
  Persuasive, Quicken Spell-Like Ability (Sleep), 
  Spell Focus (Enchantment), Spell Penetration 
  CR: 
  22 
  Gear: 
  bracers of armor +8 (64,000 gp), amulet of natural 
  armor +5 (50,000 gp), cloak of charisma +6 
  (36,000 gp), hat of disguise (1,800 gp), dusty rose 
  ioun stone (5,000 gp), staff of illusion (50 charges) 
  (65,000 gp), potion of cure moderate wounds (300 
  gp) 
  Total:  222,100 gp (265,000 gp) 
  Spell-like Abilities (Sp):  Detect Magic – at will, Ghost 
  Sound – at will,  Quickened Sleep (DC 23) – 1x/day, 
  Darkness – 3x/day, Desecrate – 1x/day, Unholy Blight – 
  1x/day, Poison – 3x/day, Contagion – 1x/day 
   
  Typical Sorcerer Spell List 
  (6/9/9/9/9/8/8/8/8/7; CL 21; DC 22 + Spell level) 
  0:  Acid Splash, Arcane Mark, Daze*, Dancing Lights, 
  Disrupt 
  Undead, 
  Light, 
  Message, 
  Open/Close, 
  Prestidigitation 
  1st:  Hypnotism*, Obscuring Mist, Reduce Person, Silent 
  Image, Ventriloquism 
  2nd:  Acid Arrow, Detect Thoughts, Hideous Laughter*, 
  Resist Energy 
  3rd:  Displacement, Lightning Bolt, Ray of Exhaustion, 
  Suggestion* 
  4th:  Black Tentacles, Confusion*, Phantasmal Killer, 
  Shadow Conjuration 
  5th:  Cone of Cold, Feeblemind*, Lesser Planar Binding,  
  Mind Fog* 
  6th:  Greater Dispel Magic, Mass Suggestion, Permanent 
  Image 
  7th:  Greater Teleport, Insanity*, Vision 
  8th:  Clenched Fist, Demand*, Polymorph Any Object 
  9th:  Mass Hold Monster*, Time Stop, Weird 
  * Enchantment spell; +2 DC 
  
  Bestiary Nefarious  
  Page 278 of 478 – Stephen C. Klauk  
  Low Ister-suul 
  Medium Aberration (Amphibian) 
  Hit Dice:  
  1d8+1 (5 hp) 
  Initiative:  
  +0 
  Speed:  
  30 ft. (6 squares), swim 60 ft. (12 squares) 
  Armor Class:  
  15 (+5 natural), touch 10, flat 15 
  BAB/Grapple:  0/+3 
  Attack:  
  Claw +3 melee (1d4+3) 
  Full Attack:  
  2 Claw +3 melee (1d4+3) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  5 ft. + 1d4 in. (5 ft. 2 in.) 
  Weight: 
  75 lbs. + 1d8 x 5 lbs. (95 lbs.) 
  Special Att:  
  - 
  Special Qual:  
  Darkvision 60 ft., spell-like abilities 
  Saves:  
  Fort +3, Ref +0, Will +2 
  Abilities:  
  S17 D10 C13 I11 W10 Ch10 
  Skills:  
  Craft (any one) +4, Listen 0, Profession 
  (any one) +2, +2 
  Feats:  
  Great Fortitude 
  Environment:  Temperate, Warm aquatic 
  Organization:  Solitary, Pair, Crew (2-5), Squad (5-20), 
  or Mob (20-40) 
  CR:  
  1 
  Treasure:  
  ½ coins, no items or magic 
  Alignment:  
  Usually neutral evil 
  Advancement:  2-6 HD (medium), 7-14 HD (large) 
  Level Adj:  
  +3 
  This green-scaled humanoid has a lizard-like 
  face with bright yellow eyes. It skin glistens 
  with moisture, and its body seems to bulge 
  with muscles.  
  Low Ister-Suul are the workforce of the Ister 
  empires. They rarely exhibit the mutations of the other 
  classes, and tend to be less insane than their brethren. 
  However, they fear the ruler of the other Ister, and cower 
  before their masters, and are often the prey of the 
  cannibalistic desires of the high ones.  
  Ister-Suul are not trained to fight like the other 
  groups of Ister, though they may be pressed into combat if 
  the need for warm bodies is great enough. Outside of war, 
  low ones are often skilled workers who are forced to keep 
  the Ister society working.  
  Low Ister-Suul can speak Isterain. Many can also 
  speak haltingly in Common, but will never do so around 
  their betters.  
   
  Combat 
  Low Ister-suul are have few combat skills or 
  training, and only fight because they are pressed to do so. If 
  badly outmatched, they tend to quickly flee unless their 
  leader can somehow press them on to fight. Also, while they 
  possess human-level intelligence, they rarely apply this 
  knowledge to combat and thus it is unlikely they will 
  attempt to lure opponents into traps, plan ambushes or show 
  great creativity in combat. They are intelligent enough 
  however, to recognize the greatest threat to their person, and 
  will attempt to neutralize such threats as quickly as possible, 
  usually by engaging in melee.  
  Spells-like Abilities (Sp): Low Ister-suul are able to 
  perform a handful of cantrips per day, as follows. 
   
  Daze 1x/day, Touch of Fatigue 1x/day, Ghost 
  Sound 1x/day.  Each of these abilities is at 1st level ability.  
  Spell DCs are 10. 
   
  Society 
  Low Ister-suul are on the bottommost rung of Ister-
  suul society. Without their work, the Ister empire would 
  surely collapse, but because of the social stigma attached to 
  their caste, the Ister would never admit this.  
  Perhaps one of the most curious aspects about the Low 
  Ister-suul is the fact that their kind does not reincarnate back 
  into their race upon death. Thus, when a low Ister-suul dies, 
  it is dead to the race, and will not return. This is part of the 
  reason for the social stigma attached to them, and why they 
  do not reincarnate like the others is not known.  
  It is possible, though rare, for a low Ister-suul to be 
  elevated to a higher caste. This only occurs when a high one 
  eats the heart of one of the low ones in a special ceremony 
  that occurs once a year. Though a dreadful death, many low 
  Ister-suul compete for the honor to rise in the ranks thusly.  
  The low Ister-suul replenish their number through 
  normal means, and low females are encouraged to produce 
  clusters of eggs to keep the Ister-suul machine working - 
  without new clutches, the Ister-suul would simply eat their 
  society from the inside out. In lean times, sometimes the 
  low ones will be allowed to raid local settlements, and 
  breeding with the women of those settlements. The resulting 
  child is always a low Ister-suul, which will be driven by 
  instinct to launch itself into the sea and seek out the 
  community it was bred from. In most cases, the Ister-suul 
  keep close eyes on these communities until the young return 
  to the community. 
   
  
  Bestiary Nefarious 
  Page 279 of 478 – Stephen C. Klauk 
  Jakken 
  Large Outsider (Air, Extraplanar, Shapechanger) 
  Hit Dice: 
  10d8+60 (105 hp) 
  Initiative: 
  +3 
  Speed: 
  50 ft. (10 squares), fly 50 ft. (perfect) (10 
  squares) 
  AC: 
  19 (-1 size, +3 Dex, +5 natural, +2 
  insight), touch 14, flat 16 
  BAB/Grapple: +10/+18 
  Attack: 
  Tiger claw +14 melee (1d6+4) 
  Full Attack: 
  primary 
  tiger 
  claws 
  +12/+7 
  melee 
  (1d6+4), off-hand tiger claw +12 melee 
  (1d6+2), bite +9 melee (1d8+2) 
  Space/Reach: 
  10-ft./10 ft. 
  Height: 
  9 ft. + 2d4 in. (9 ft. 5 in.) 
  Weight: 
  250 lbs. + 2d8 x 10 lbs. (340 lbs.) 
  Special Att: 
  Cold iron strike, whirlwind strike 
  Special Qual: 
  Darkvision 60 ft., DR 5/cold iron, flight, 
  magic resistant, spell-like abilities, SR 28 
  Saves: 
  Fort +13, Reflex +10, Will +10 
  Abilities: 
  S19 D17 C22 I14 W17 Ch16 
  Skills: 
  Appraise 
  +15, 
  Bluff 
  +16, 
  Craft 
  (Armorsmith) +15, Craft (Weaponsmith) 
  +15, Diplomacy +16, Hide +12, Listen 
  +3, 
  Move 
  Silently 
  +16, 
  Profession 
  (Mercenary) +16, Spot +16, Tumble +16  
  Feats: 
  Combat 
  Reflexes, 
  Skill 
  Focus 
  (Weaponsmith), Two-weapon fighting 
  Environment: 
  Any 
  Organization: 
  Solitary or Pair (2) 
  CR: 
  8 
  Treasure: 
  Double Standard 
  Alignment: 
  Always Chaotic Neutral 
  Advancement: 11-20 HD (Large), 21-30 HD (Huge) or 
  By Character Level 
  Level Adj: 
  - 
  This humanoid stands nearly twice the height of a 
  man and is covered in the soft fur of a leopard.  Its 
  clawed hands are covered over by iron bands from 
  which protrude long, metal blades.  It wears a 
  sheer cloth robe made of a myriad of colors, and 
  its leopard-like face is partial obscured by a cloth 
  turban.  A soft breeze seems to flicker through its 
  clothing, and its feet barely seem to touch the 
  ground as it seems to glide on the air as it moves. 
   
  Jakken are a race of fierce genies that have the 
  appearance of a humanoid leopard.  There are fierce 
  warriors and craftsmen, as well as skilled mercenaries and 
  arms traders.  They normally engage themselves in the wars 
  between the genie races, both working for and against the 
  other genies for their own profit. 
   
  Jakken are untrustworthy, and will always attempt 
  to manipulate events to their profits.  They are not beneath 
  setting up raids to steal from an individual while 
  masquerading as another being or race, only to show up to 
  sell replacements back to the former owner and negotiate to 
  act as bodyguards against future attacks or thefts. 
   
  Jakken speak Aquan, Auran, Ignan, Terran, 
  Infernal and Common.  They often only use Infernal when 
  conducting raids, often masquerading as demonic creatures 
  when they do so. 
   
  Combat 
   
  Jakken are fierce fighters who bravely leap into a 
  combat.  However, when losing, they have been know to 
  flee, regardless of how their employers might object. 
   
  Normally, a Jakken will wade into the thick of a 
  group of opponents and unleash with their whirlwind strike.  
  Against a singular opponent, jakken will use their 
  shapechanging ability to take the form of a frightening and 
  powerful creature and overwhelm their foe. 
   
  Jakken are fond of taking slaves, and will usually 
  spare any individual who begs for mercy or attempts to flee 
  a combat.  Jakken normally keep an enslaved individual for 
  one year of service, then release them with the promise they 
  will not turn upon their master for a like amount of time (1 
  year). 
  Cold Iron Strike (Su):  A jakken’s natural attacks are 
  treated as cold iron for the purposes of bypassing damage 
  reduction. 
  Flight (Su):  A jakken can move on the air as if it were 
  solid ground.  When using any ability that increases it 
  ground speed, it can likewise use that ability to increase its 
  air speed. 
  Spell-like Abilities (Sp):  As a true genie, a jakken has 
  access to several spell-like abilities.  Caster level 10.  All 
  abilities are Charisma-based. 
  Baleful Polymorph (DC 17) – 1x/day, Call Lightning (DC 
  16)  - 2x/day, Longstrider – at will, Meld Into Stone – 
  1x/day, Polymorph – 3x/day, Pass without Trace – at will, 
  Protection from Energy – 3x/day 
  Whirlwind Strike (Su):  As a full-attack action, a jakken 
  can make a full attack against all opponents within reach. 
   
  Jakken on Amberos 
   
  Jakken are very rarely encountered on Amberos, 
  though the Wa-Atari have in the past used Jakken 
  mercenaries to protect during the Randu Wars.  Some Wa-
  Atari still keep the unreliable genies as bodyguards, often 
  strengthening the jakken’s loyalty through magic coercion 
  or threat. 
  
  Bestiary Nefarious  
  Page 280 of 478 – Stephen C. Klauk  
  Javelin Snake   
  Small Animal (Reptilian) 
  Hit Dice:  
  2d8+6 (15 hp)  
  Initiative:  
  +5 (+5 Dex)  
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  18 (+1 size, +5 Dex, +2 natural), touch 16, 
  flat 13  
  BAB/Grapple:  +1/-3  
  Attack:  
  Bite +2 melee (1d4+ poison) 
  Full Attack:  
  Bite +2 melee (1d4+ poison 
  Space/Reach:  
  5-ft./5 ft.  
  Length: 
  2 ft. + 1d6 in. (2 ft. 3 in.) 
  Weight: 
  1d4 lbs. (2 lbs.) 
  Special Att:  
  Death strike, poison  
  Special Qual:  
  Low-light vision, scent  
  Saves:  
  Fort +6, Ref +8, Will +2  
  Abilities:  
  S11 D21 C17 I2 W15 Ch13  
  Skills:  
  Hide +14, Listen +2, Move Silently +10, 
  Spot +4  
  Feats:  
  Stealthy  
  Environment:  Temperate, Warm forests  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Small); 5-6 HD (Medium)  
  Level Adj:  
  -  
  Amid the trees you spot a snake as green as 
  the leafy canopy that surrounds it. It has 
  gleaming yellow eyes, and its fangs drip with a 
  foul venom. It makes practically no sound as it 
  glides among the tree limbs.  
  Javelin snakes are deadly predators that prefer to 
  strike from the canopy of trees. Their head is long and sharp 
  like a spearhead, and their body has the amazing ability to 
  become rigid like a shaft of a spear. Coupled with their 
  ability to leap great distances they have a deadly attack that 
  grants them their name.  
  Oddly, javelin snakes have a love of wine, and will 
  often attack those bearing wine in preference to all others. 
  Once they have dispatched with their foes, the snakes often 
  indulge themselves in a drink of the victim's wine.  
   
  Combat 
  Javelin snakes strike by first hiding among tree 
  limbs above an opponent and waiting for the opponent to 
  close. As the opponent nears, the snake coils up then springs 
  out of the branches, becoming as strait and rigid as a spear 
  shaft. They aim for the heart or other vital organs of their 
  foe, and the force with which they hit usually pierces deep 
  into the victim, where the snake injects its venom into the 
  wound before pulling out. The effect is usually an almost 
  instantaneous kill.  
  Death Strike (Ex):  As a special charge action that only 
  works against flat-footed opponents, a Javelin snake can 
  attempt to take an opponent out with a single spear-like 
  strike to the victim’s heart or other vital organs.  If the 
  javelin snake hits with the death strike, the victim must 
  make a Fort save DC 11 + damage caused or be dropped to 
  –1 hit points instantly.  The javelin snake deals 1d8 damage 
  when it strikes in this manner.  Note that effects of the 
  Javelin snake’s poison takes effect before the save is made.  
  This is a death effect. 
  Poison (Ex): The bite of a javelin snake contains a deadly, 
  fast-acting venom.  Type: Injected; Fort save DC 14; Init: 
  1d8 Con; Sec: 2d8 Con. 
   
  Javelin Snakes on Amberos 
   
  These deadly snakes seem to thrive in the 
  wilderness around Nyrr Ryann and in larger forests such as 
  Kennestone woods and the Yaz forest.  They seem to be 
  rarer in the west than the east. 
   
  Some of the more evil druids have learned how to 
  use Animal Trance to make the javelin snake become rigid 
  and use them as thrown javelins or as arrows for a longbow 
  (the latter requires the use of feat, Shoot snake arrow, 
  below, or is treated as a non-proficient attack). 
   
  Shoot Snake Arrow 
  You have trained how to fire javelin snakes from a longbow 
  as if they were an arrow. 
  Prerequisites:  Proficiency with bow, BAB 4+ 
  Benefit:  You suffer no minus to hit when employing a 
  javelin snake as an arrow.  A javelin snake arrow deals 1d8 
  damage (plus any applicable Strength bonus if the bow is a 
  mighty bow), plus its poison attack with a critical range of 
  20/x2 (instead of a bow’s normal critical range).  The 
  javelin snake is not harmed when used in this manner. 
  Special:  Only a javelin snake that has been charmed or 
  otherwise rendered friendly will allow itself to used in this 
  manner.  After being used as an arrow, a charmed javelin 
  snake receives a new save at a +4 bonus to break the charm. 
  
  Bestiary Nefarious 
  Page 281 of 478 – Stephen C. Klauk 
  Jaqai   
  Tiny Magical Beast 
  Hit Dice:  
  6d10+12 (45 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), climb 20 ft. (4 squares)  
  Armor Class:  
  17 (+2 size, +3 Dex, +2 natural), touch 15, 
  flat 14  
  BAB/Grapple:  +6/-6  
  Attack:  
  Bite +4 melee (1d3-4) 
  Full Attack:  
  Bite +4 melee (1d3-4) 
  Space/Reach:  
  2-1/2 ft./0 ft.  
  Height: 
  8 in. + 1d4 in. (10 in.) 
  Weight: 
  1 lb. 
  Special Att:  
  Steal Magic  
  Special Qual:  
  DR 20/magic +5, darkvision 60 ft., low-
  light vision, spell resistance 22, spells, XP 
  reserve  
  Saves:  
  Fort +7, Ref +8, Will +3  
  Abilities:  
  S3 D17 C15 I19 W13 Ch16  
  Skills:  
  Climb +13, Concentration +15, Hide +21, 
  Jump +5, Knowledge (arcana) +9, Listen 
  +5, Sense Motive +10, Spellcraft +8, Spot 
  +6, Use Magic Device +12  
  Feats:  
  Brew Potion, Combat CastingB, Craft 
  Wand, Craft Wondrous Item, Eschew 
  MaterialsB, Improved CounterspellB  
  Environment: 
  Warm land  
  Organization:  Solitary, or Cluster (2-5)  
  CR:  
  12  
  Treasure:  
  Standard coins and art, double magic 
  Alignment:  
  Always neutral  
  Advancement:  7-12 HD (Tiny); 13-18 HD (Small)  
  Level Adj:  
  -  
  This small green lizard resembles an oversized 
  gecko. However, its green body is covered by 
  strange glowing blue sigils and its body seems 
  to crackle with magical energy.  
  Jaqai are magical lizards who are master spellcasters. 
  They are often found in deep deserts or in the canopy of 
  wild jungles, watching for spellcasters. When they discover 
  the presence of a spellcaster, they will watch and observe 
  the individual for some time.  
  If the individual proves to be one who appears civil 
  and that talking to the spellcaster would not prove fatal, the 
  Jaqai will generally approach and offer an exchange of 
  magic items or spells.  
  If the individual proves himself or herself to be 
  destructive (regardless of being good or evil), the Jaqai will 
  wait until an opportunity to ambush the individual presents 
  itself, and then it will attempt to use its Steal Magic ability 
  to render the individual harmless.  
  Jaqai speak Common, druidic and draconic. 
   
  Combat 
  If Jaqai are forced to fight, they attempt to stay out 
  of the range of melee combat and use their magical ability to 
  goad and suck up magic from an opponent. Once it has 
  drained a foe dry of spells or other forms of magical attacks, 
  it will slink away and hide.  
  Spells: A Jaqai can cast spells as if it were a 12th level 
  wizard.  The spell DC is 14 + spell level.   A Jaqai’s 
  “spellbook” is it’s own skin.  When it learns a new spell, the 
  spell appears on the Jaqai’s skin. 
   
  Typical Wizard Spell List 
  (4/5/5/5/4/3/2; CL 12;DC 14 + spell level) 
  0th:  Acid Splash, Dancing Lights, Detect Magic, Resistance 
  1st:  Color Spray, Identify, Obscuring Mist, Magic Missile, 
  Unseen Servant 
  2nd:  Blur, Invisibility, Resist Energy, Rope Trick, Web 
  3rd:  Dispel Magic (x2), Deep Slumber, Fireball, Suggestion 
  4th: Black Tentacles, Dimension Door, Mnemonic Enhancer, 
  Reduce Person 
  5th:  Cone of Cold, False Vision, Hold Monster 
  6th:  Greater Dispel Magic, Repulsion  
   
  Steal Magic (Su):  As a touch attack, or if the Jaqai has a 
  readied action, it can attempt to absorb spells from 
  spellcasters.  If touching a spellcaster, the victim must make 
  a DC 16 Will save or lose their highest level spell slot 
  permanently.  A lost spell slot can only be regained by use 
  of a Greater Restoration, Limited Wish, Wish or Miracle 
  spell. 
  If the Jaqai had readied an action to absorb a spell, it makes 
  a level check as if attempting to dispel the spell (+9 to its 
  roll).  If the Jaqai succeeds, the spell is harmlessly dispelled.  
  Note that this check is made after any spell resistance has 
  been checked first. 
  XP Reserve (Ex):  For the purposes of magic item creation, 
  a Jaqai is assumed to have an extra 3,000 XP.  This XP may 
  only be used to spend on magic item creation.   
  Skills: A Jaqai gains a +10 racial bonus to its climb and hide 
  skill, and uses its dexterity instead of its strength to climb. 
   
  Jaqai on Amberos 
   
  These creatures often make themselves home in the 
  Yaz Jungle or can be found in the wilderness areas of 
  Llannhanex or Iiannhanex.  However, at least one colony of 
  Jaqai is known to also inhabit Arocnek. 
  
  Bestiary Nefarious  
  Page 282 of 478 – Stephen C. Klauk  
  Kafurii   
  Large Elemental (Extraplanar, Fire) 
  Hit Dice:  
  7d8+21 (52 hp)  
  Initiative:  
  +5 (+1 Dex, +4 Improved Initiative)  
  Speed:  
  30 ft. (6 squares), fly 30 ft. (average)*  
  Armor Class:  
  21 (-1 size, +1 Dex, +11 natural), touch 
  10, flat 20  
  BAB/Grapple:  +5/+14  
  Attack:  
  Slam +9 melee (1d6+5 + 1d6 fire) or 
  Scimitar +9 melee (1d6+5 + 1d6 fire; 18-
  20/x2) or composite longbow (+5 Str) +6 
  ranged (1d10+5 + 1d6 fire; x3) 
  Full Attack:  
  2 Slams +9 melee (1d6+5 + 1d6 fire) or 
  Scimitar +9 melee (1d6+5 + 1d6 fire; 18-
  20/x2) or composite longbow +6 ranged 
  (1d10+5 + 1d6 fire;x3) 
  Space/Reach:  
  10-ft./10 ft.  
  Height: 
  9 ft. + 1d4 ft. (11 ft.) 
  Weight: 
  30 lbs. + 1d10 x 100 lbs. (530 lbs.) 
  Special Att:  
  Breath weapon, fire burst  
  Special Qual:  
  Alternate 
  form, 
  DR 
  10/magic 
  +2, 
  darkvision 60 ft., elemental traits  
  Saves:  
  Fort +5, Ref +6, Will +2  
  Abilities:  
  S21 D12 C17 I11 W11 Ch13  
  Skills:  
  Hide +9*, Intimidate +6, Listen +5, Move 
  Silently +3, Spot +5  
  Feats:  
  Blind 
  Fighting, 
  Improved 
  Initiative, 
  Stealthy  
  Environment:  Any land  
  Organization:  Solitary, Cluster (2-5), or Swarm (5-20) 
  CR:  
  6  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  8-14 HD (Large); 15-21 HD (Huge)  
  Level Adj:  
  -  
  A sudden bonfire seems to roar to life as a 
  humanoid form boils to life. It is vaguely ogre-
  like, with fiery, butterfly-like wings and long 
  arms that end in fiery claws.  
  Vengeful fire spirits that are the enemies of all 
  things combustible, kafurii roam the world looking for items 
  to set ablaze and for living things to torture and kill.  
  Kafurii, in their natural form, appear to be ogre-
  like creatures of flames with butterfly-like wings. However, 
  they are able to slow this combustion to the point they look 
  like an ashen, smoking husk with the barest frame for 
  wings. They often use this latter form to hide from 
  opponents and take them by surprise.  
  While kafurii are extraplanar beings, they are 
  almost never found on their home plane, instead preferring 
  to cause havoc on the Mortal Realm.  If encountered in their 
  birth plane, they can be found in the City of Brass on the 
  Elemental Plane of Fire. 
  Kafurii speak Common, Ignan and Infernal.  
   
  Combat 
  When a kafurii makes itself known, it will 
  generally attack with a flame burst first, then close to melee.  
  It may attack with claws, or use an obsidian scimitar 
  covered in its own body flames.  If an opponent stays at 
  range, it will fight with its mighty longbow (made of steel), 
  utilizing arrows whose tips are covered in its own fiery 
  saliva. As it fights, it often jeers and taunts its opponent, 
  attempting to lull them into overextending himself or herself 
  in a fit of rage.  
  However, kafurii fear ice, and will flee if subjected 
  to cold attacks or effects. Once they flee an opponent, they 
  rarely return to settle the score, instead seeking easier prey 
  elsewhere.  
  Alternate Form (Su):  A kafurii’s natural form is that of a 
  humanoid-shaped pillar of flame.  As a move action, a 
  kafurii can douse its flames, becoming a humanoid 
  seemingly shaped from ash.  When in ashen form a kafurii 
  cannot fly, nor can it use its breath weapon or fire burst 
  abilities. 
  Breath Weapon (Su): Once a minute, a kafurii can breathe 
  a searing cone of flame out to 20 feet.  Those in the area of 
  effect take 6d6 fire damage (DC 16 Reflex save  for half). 
  Fire Burst (Su):  Once per day, as a standard action, a 
  kafurii can unleash a wave of flame in a 20 foot burst.  
  Those in the area of effect suffer 14d6 damage (DC 16 
  Reflex save for half).  Kafurii normally use this ability at the 
  start of a combat. 
  Skills:  A kafurii gains a +10 Hide bonus when in ashen 
  form, but it cannot fly in ashen form.  A kafurii in fiery form 
  cannot attempt to hide. 
   
  Kafurii on Amberos 
   
  For many years just prior to the Dark Age, the 
  kafurii were a plague on the east of Amberos, ruling the 
  lands from what is now Jsarath east and north to the border 
  of Simera.  Ghan and his warriors battled with the kafurii 
  for many years, and Ghan eventually bested their ruler and 
  toppled their empire, taking the lands as his own.  Most 
  kafurii now encountered are loners traveling from the 
  elemental plane of fire to the lands of their old empire.  
  They tend to attack Ghan on sight. 
  
  Bestiary Nefarious 
  Page 283 of 478 – Stephen C. Klauk 
  Kali-born   
  Medium Outsider (Evil, Extraplanar) 
  Hit Dice:  
  6d8+24 (51 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  20 ft. (4 squares)in scale mail armor; base 
  speed 30 ft.  
  Armor Class:  
  23 (+3 Dex, +6 natural, +4 scale mail 
  armor), touch 13, flat 20  
  BAB/Grapple:  +6/+10  
  Attack:  
  claw +10 melee (1d4+4 + 1 Str)  
  or scimitar +10 melee (1d6+4;18-20/x2) 
  or composite longbow (+4 Str) +10 
  ranged (1d8+4 + poison;x3) 
  Full Attack:  
  6 claws +10 melee (1d4+4 + 1 Str) and 
  bite +8 melee (1d6+2 + level drain)  
  or 3 scimitars +10/+5 melee (1d6+4;18-
  20/x2), 3 off-hand scimitars +8 melee 
  (1d6+2;18-20/x2) and bite +8 melee 
  (1d6+2 + level drain)  
  or composite longbow +10/+5 ranged 
  (1d8+4 + poison;x3) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 3 in. + 2d4 in. (5 ft. 8 in.) 
  Weight: 
  100 lbs. + 1d8 x 10 lbs. (140 lbs.) 
  Special Att:  
  Energy drain, poison arrows, Strength 
  drain 
  Special Qual:  
  DR 15/good, darkvision 60 ft., fast 
  healing 4, multitask, outsider traits, SR 18  
  Saves:  
  Fort +11, Ref +8, Will +7  
  Abilities:  
  S19 D19 C19 I11 W14 Ch15  
  Skills:  
  Balance +8, Climb +9, Escape Artist -1, 
  Hide +8, Jump +9, Listen +11, Move 
  Silently +8, Ride +12, Sleight of Hand -1, 
  Spot +11, Swim -4, Tumble -1  
  Feats:  
  Combat 
  Reflexes, 
  Great 
  Fortitude, 
  MultiattackB, Multiweapon Fighting  
  Environment:  Agennomar  
  Organization:  Solitary, or Company (2-5)  
  CR:  
  9  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil  
  Advancement:  7-12 HD (Medium); 13-18 HD (Large)  
  Level Adj:  
  -  
  This black-skinned humanoid sports six arms, 
  each holding a wicked scimitar. It has long, 
  white hair, and tusk-like teeth protrude from 
  its mouth. The creature's eyes are milk white. 
  It wears little more than a worn hide loincloth, 
  though it sports many arcane tattoos across its 
  body.  
  Kali-born are horrible outsiders that are the children 
  of a god of death and the earth. They are very mercenary in 
  nature, and often employed as assassins or shock troops in 
  an army. Kali-born can be male or female, though females 
  tend to be more predominant. The tattoos a Kali-born are 
  often marks of rank and skill, with more successful Kali-
  born having bodies that are almost literally covered from 
  head to toe in gruesome tattoos. Kali-born can usually be 
  found battling on Grammar, though they are sometimes 
  summoned or find their own way to the prime material 
  plane, spreading war as they wade across various 
  battlefields. Kali-born can speak Celestial, Infernal, 
  Common and Terran.  
   
  Combat 
  Kali-born enjoy wading into melee combat, but 
  usually will soften up masses of foes by peppering them 
  with poison arrows first. Kali-born have been known to ride 
  nightmares or other dire beasts into battle, though this 
  prevents their fast healing ability from working properly.  
  Energy Drain (Su): The bite of a Kali-born drains 2 levels 
  from a victim. If the bite scores a critical hit, it drains 4 
  levels. In return, the Kali-born gains 5 temporary hit points 
  (10 on a critical hit) for each negative level it bestows on an 
  opponent. These temporary hit points last for a maximum of 
  1 hour. 
  Fast Healing (Ex): A Kali-born regains 4 hit points per 
  round while in contact with solid earth. Except where noted 
  here, fast healing is just like natural healing. Fast healing 
  does not restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a creature to regrow lost 
  body parts. 
  Multitask (Ex):  A Kali-born is skilled enough that each of 
  its three sets of hands may perform different tasks.  For 
  example, it may use one pair of hands to fire a bow, the 
  second set to attack with a pair of scimitars and the third set 
  of hands to strike with claws.  If the Kali-born is able to cast 
  spells, it may use two free hands to cast a spell while its 
  other hands perform different tasks, but in so doing, it 
  cannot make a bite attack.  A Kali-born attacking with a 
  ranged attack or spell while it is fighting with at least one 
  scimitar in another hand does not provoke an attack of 
  opportunity. 
  Poison Arrows (Ex):  A Kali-born generally carries arrows 
  treated with bloodroot poison for its longbow (Injury 12: 
  DC 12; Init: 0; Sec: 1d4 Con + 1d3 Wis).  A Kali-born 
  usually carries 20 such arrows.  Kali-born have no chance of 
  accidentally poisoning themselves when using the arrows. 
  Strength Drain (Su):  The claw attack of a Kali-born drains 
  1 point of Strength per hit (DC 17 Fort to negate).  For 
  every 2 points of Strength the Kali-born drains, it gains a 
  temporary +1 to hit and damage that lasts for 1 minute. 
   
  Kali-Born on Amberos 
   
  On Amberos, Titanicus has apparently discovered 
  the way to create these creatures, and often uses them to 
  head those armies of Randu that he personally favors.  They 
  also have appeared in several places across the Skienlands, 
  acting as assassins for the various Rajahs and Rhuks of the 
  lands who are foul enough to deal with them. 
  
  Bestiary Nefarious  
  Page 284 of 478 – Stephen C. Klauk  
  Koskie   
  Medium Outsider (Chaos, Evil, Extraplanar, Fire) 
  Hit Dice: 
   6d8+6 (33 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  40 ft. (8 squares), fly 60 ft. (average)  
  Armor Class:  
  19 (+4 Dex, +5 natural), touch 14, flat 15  
  BAB/Grapple:  +6/+7  
  Attack:  
  Claw +7 melee (1d4+1)  
  Full Attack:  
  2 Claw +7 melee (1d4+1) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  6 ft. + 2d8 in. (6 ft. 9 in.) 
  Weight: 
  100 lbs + 1d10 x 10 lbs. (150 lbs.) 
  Special Att:  
  -  
  Special Qual: 
  Blindsense, DR 10/magic +2, darkvision 
  60 ft., fast healing 4, outsider traits, SR 18  
  Saves:  
  Fort +6, Ref +9, Will +6  
  Abilities:  
  S13 D19 C13 I17 W13 Ch15  
  Skills:  
  Concentration +5, Craft +12, Disguise 
  +11, Hide +13, Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Listen +1, 
  Perform (Dance) +11, Sense Motive +10, 
  Spellcraft +12, Spot +10, Tumble +13, 
  Use Magic Device +11  
  Feats:  
  Combat Casting, Enlarge Spell, Extend 
  Spell  
  Environment:  Abyss  
  Organization:  Solitary, Duo (2), Canter (3-5), Troupe (6-
  10)  
  CR:  
  7  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  7-12 HD (Medium); 13-18 HD (Large)  
  Level Adj:  
  -  
  This capering red humanoid has scaled skin 
  and a pair of tiny ivory horns protruding from 
  its head. Its eyes glow with an unholy light, 
  and its orange hair seems made of flames. Its 
  legs have backward-bending knees, and its feet 
  end in black coven hooves. It even has a long, 
  barbed tail.  
  Koskies are demon sorcerers who often cavort with 
  powerful spellcasters from the Mortal Realm. They seem to 
  be attracted to those with great magical power, and seem 
  somehow able to make their presence known in the dreams 
  of those they wish to summon them. Over a period of 1-3 
  weeks, these beings will reveal a spell to their target, 
  allowing them to be summoned to the Mortal Realm. Once 
  summoned, koskies attempt to engage their target in magical 
  dance, encouraging the spellcaster to use his magic as part 
  of the dance. If the individual performs well, the koskies 
  will, as part of the dance, reveal new spells to the caster. 
  koskies generally reveal one spell per day of dancing. 
   
  Koskies speak Abyssal and Common.  
   
  Combat 
  Koskies caper and dance about their opponent, 
  weaving spells into their odd dance. They rarely strike in 
  melee combat, and if they do engage in melee, they almost 
  always do so fighting defensively to make it much harder 
  for them to be hit, while slowly whittling away at their foe.  
  Fast Healing (Ex): A koskie regains 4 hit points per round, 
  starting the round after it is damaged. Except where noted 
  here, fast healing is just like natural healing. Fast healing 
  does not restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a creature to regrow lost 
  body parts.  
  Witchcraft Dance (Su):  A koskie can attempt to compel a 
  spellcaster to dance with it (Will DC 15 negates).  Keeping 
  up with the koskie’s dance requires a DC 15 Perform 
  (Dance) check per minute.  At the end of the dance (which 
  usually lasts 2d4+1 minutes), if the spellcaster made all of 
  the dance rolls successfully, the spellcaster makes a 
  Spellcraft roll (DC 10 + the length of the dance, in minutes).  
  If the spellcraft roll is successful, the spellcaster learns a 
  spell of the koskie’s choice equal to length of the dance in 
  minutes.  This new spell may be added to a wizard’s 
  spellbook immediately, or a sorcerer may choose to replace 
  one spell he already knows with the new spell.  Koskies 
  prefer to teach spells of the Evocation, Enchantment or 
  Necromancy school, and prefer spells with the Evil or 
  Darkness descriptor.  They will NEVER teach a spell with 
  the Good or Light descriptor.  They may teach other spells 
  even if they themselves cannot cast them. 
  Spells (Su):  A koskie can cast spells as a 6th level sorcerer.  
  Spell DCs are 13 + spell level.  They may not choose spells 
  with the Good or Light descriptor.  Given 15 minutes, a 
  koskie can switch out any known spell on its spell list with 
  another spell. 
   
  Typical Sorcerer Spell List 
  (6/7/6/3; CL 6; DC 13 + Spell Level) 
  0:  Arcane Mark, Daze, Detect Magic, Ghost Sound, 
  Prestidigitation, Touch of Fatigue 
  1st:  Cause Fear, Disguise Self, Ray of Enfeeblement, Silent 
  Image 
  2nd:  Ghoul Touch, Invisibility 
  3rd:  Major Image 
   
  Koskie on Amberos 
   
  Koskies are primarily found in Nauwflouwd, 
  usually dwelling in so called “witches circles” in the high 
  mountains during the summer months and moving down 
  into the forested areas during winter. 
  
  Bestiary Nefarious 
  Page 285 of 478 – Stephen C. Klauk 
  Kren’an’thor 
  Large Outsider (Extraplanar, Shapechanger, Shadow) 
  Hit Dice:  
  7d8+35 (66 hp) 
  Initiative:  
  +2 (+2 Dex) 
  Speed:  
  50 ft. (10 squares), fly 50 ft. (average) 
  Armor Class:  
  17 (-1 size, +2 Dex, +6 natural), touch 11, 
  flat 15 
  BAB/Grapple:  +7/+16 
  Attack:  
  Bite +11 melee (1d8+5) 
  Full Attack:  
  Bite +11 melee (1d8+5) and 2 claws +9 
  melee (1d6+2 + poison) and gore +9 
  melee (1d8+2) 
  Space/Reach:  
  10-ft./10 ft. 
  Height: 
  8 ft. + 2d8 in. (8 ft. 9 in.) 
  Weight: 
  250 lbs + 1d10 x 10 lbs (300 lbs) 
  Special Att:  
  Frightful presence, gaze, poison, summon 
  Special Qual:  
  DR 10/cold iron, darkvision 60 ft., invade 
  dream, lesser magic resistance, outsider 
  traits, plane shift, shapeshifting, SR 20 
  Saves:  
  Fort +10, Ref +7, Will +6 
  Abilities:  
  S21 D14 C21 I14 W13 Ch15 
  Skills:  
  Bluff +12, Control Shape +11, Diplomacy 
  +7, Disguise +12, Escape Artist +12, Hide 
  +10, Intimidate +7, Knowledge (arcana) 
  +7, Listen +6, Move Silently +14, Search 
  +12, Sense Motive +6, Spot +6 
  Feats:  
  Combat Expertise, Multiattack, Stealthy 
  Environment:  Plane of Shadows or Any 
  Organization:  Solitary, Pair, or Crew (2-5) 
  CR:  
  8 
  Treasure:  
  Standard 
  Alignment:  
  Always neutral evil 
  Advancement:  8-14 HD (Large); 15-21 HD (Huge) 
  Level Adj:  
  - 
  Dancing in the darkness before you are a pair 
  of red, malignant eyes framed by the outline of 
  a beastly humanoid covered in curling hair 
  and from which a pair of ram-like horns 
  extending upward from its shoulders. White 
  canines shine in its black maw, and inhumanly 
  long fingers drip with a wispy black vapor. 
  Kren’an’thor, or the “Devil in the Dark” are 
  creatures from the plane of shadow. It is whispered that they 
  were masters of shadow magic and taught its secret to 
  mortals in dark dreams and portents. It has been claimed by 
  certain Kren’an’thor, for example, that they are ones 
  summoned to the minds of victims when the spell 
  Phantasmal Killer is used. 
  Kren’an’thor mostly keep to themselves and 
  normally remain on the Plane of Shadow. However, during 
  certain nights of the new moon, these creatures can step 
  from dark corners into the Mortal Realm. Following their 
  own desire to torment others, these fiends stalk the dark 
  stretches of the world seeking victims until slain or forced 
  back to their dark home. 
  Kren’an’thor speak Common, Shadow, Auran and 
  Ignan. Many learn either Abyssal or Infernal phrases with 
  which to frighten prey. 
   
  Combat 
  Kren’an’thor delight in ambush and striking from 
  unprotected quarters. They prefer to overwhelm the sense of 
  their 
  opponent, 
  preventing 
  them 
  from 
  properly 
  counterattacking or defending themselves. If faced with 
  determined or prepared foes, most Kren’an’thor quickly slip 
  away to plot another avenue to attack their prey from. 
  Fighting fair simply does not enter into the mind of a 
  Kren’an’thor, and any cause is rarely worth their own 
  deaths. 
  Kren’an’thor slain on the Mortal Realm are not 
  truly dead. Their essence slips back to the plane of shadow, 
  where over the next 30 days they reform. Most 
  Kren’an’thor, once reformed, seek elaborate revenge against 
  those who thwarted them in the first place. 
  Frightful Presence (Ex): The mere presence of a 
  Kren’an’thor is disturbing, as its shadowy body seems to 
  move, twitch and reshape from moment to moment. Anyone 
  within 60 feet of a Kren’an’thor with 7 HD or levels or less 
  is automatically Shaken (-2 to attacks, saves, skill checks 
  and ability checks). Creatures within 30 feet with 7 HD or 
  levels or less must make a DC 15 Will check or become 
  Panicked. Creatures of 7HD or levels or more within 30 feet 
  must make the same check or become Shaken. 
  Gaze (Su): The red, glowing eyes of a Kren’an’thor drain 
  the will of a victim. Those viewing the creature must make a 
  DC 15 Will save or suffer 1d4 temporary Wisdom damage. 
  Each opponent within range of a gaze attack must attempt a 
  saving throw each round at the beginning of his or her turn 
  in the initiative order. Only looking directly at a creature 
  with a gaze attack leaves an opponent vulnerable. 
  Invade Dream (Su): When on the plane of shadow, a 
  Kren’an’thor can use the equivalent of a Nightmare spell on 
  a single victim at 7th level casting ability once per day. 
  Plane Shift (Su): Once per month during the new moon, a 
  Kren’an’thor can use plane shift to travel to the Mortal 
  Realm or back to the plane of shadow. If traveling to the 
  Mortal Realm, the Kren’an’thor must have successfully 
  used its invade dream ability on an individual on the Mortal 
  Realm, and must plane shift while the victim sleeps. When 
  the shift occurs, the Kren’an’thor steps from the victim of 
  the Invade Dream ability as a fog breathed from the victim's 
  sleeping mouth & nose. This ability is at 7th level caster 
  level. 
  Poison (Su): The claws of a Kren’an’thor drip with Shadow 
  essence poison (Injury DC 17; Init: 1 Str*; Sec: 2d6 Str) * 
  Drain is permanent. 
  Summon (Sp): A Kren’an’thor can summon a shadow as a 
  full-round action at will. The summoned shadow remains 
  for 1 hour or until destroyed. This is treated as a 7th level 
  ability.  A Kren’an’thor cannot have more than one shadow 
  summoned at a time. 
  Shapeshifting (Su): A Kren’an’thor can assume the shape 
  of any creature up to Large size. It will often assume the 
  shape of something it believes to be terrifying to the 
  individual. A Kren’an’thor always reverts to its natural form 
  before attacking. Changing shape is a move-equivalent 
  action. 
   
  
  Bestiary Nefarious  
  Page 286 of 478 – Stephen C. Klauk  
  Kren’an’thor on Amberos 
   
  Kren’an’thor cannot survive for long on the Mortal 
  Realm.  They are most commonly found deep in the plane 
  of shadow, or sometimes leak into the dream realm of 
  Aurora during its dark night period. 
  
  Bestiary Nefarious 
  Page 287 of 478 – Stephen C. Klauk 
  Kraken-Li   
  Large Magical Beast (Aquatic) 
  Hit Dice:  
  10d10+60 (115 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  20 ft. (4 squares), swim 20 ft. (4 squares)  
  Armor Class:  
  19 (-1 size, +3 Dex, +7 natural), touch 12, 
  flat 16  
  BAB/Grapple:  +10/+22  
  Attack:  
  Slam +17 melee 
  Full Attack:  
  On Land:  6 Slams +17 melee (1d6+8;19-
  20/x2) and bite +12 melee (1d8+4) 
  In Water:  12 slams +17 melee (1d6+8;19-
  20/x2) and bite +12 melee in water 
  (1d8+4) 
  Space/Reach:  
  10 ft./10 ft. with bite, 20 ft. with slam 
  Length: 
  12 ft. + 1d4 ft. (14 ft.) 
  Weight: 
  600 lbs + 1d10 x 25 lbs (725 lbs.) 
  Special Att:  
  Ability drain, constrict, improved grab  
  Special Qual:  
  DR 10/silver, darkvision 60 ft., low-light 
  vision, SR 20  
  Saves:  
  Fort +13, Ref +10, Will +7  
  Abilities:  
  S27 D17 C23 I13 W15 Ch21  
  Skills:  
  Climb +21, Hide -1, Listen +4, Spot +4, 
  Survival +9, Swim +8, Use Magic Device 
  +11  
  Feats:  
  Alertness, Combat Reflexes, Improved 
  Critical (slam), Iron Will  
  Environment:  Any aquatic  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  9  
  Treasure:  
  None  
  Alignment:  
  Always lawful evil  
  Advancement:  11-20 HD (Large); 21-30 HD (Huge)  
  Level Adj:  
  -  
  This blood-red squid-like creature stands on a 
  mass of flowing tentacles and towers nearly 
  eight feet high.  Its tentacles are covered in 
  wicked barbs and it watches its surrounding 
  with 
  malevolent, 
  intelligent 
  eyes. 
  From 
  somewhere within the mass of tentacles, a 
  clicking beak can be heard. 
  Kraken-Li are dangerous, intelligent and malevolent 
  cousins to Kraken. Though much smaller than their larger 
  brethren, they can be, in many ways, much more dangerous.  
  These creatures live in the ocean, but often foray onto 
  land seeking prey to devour and demanding tribute from 
  coastal villages lest they destroy said villages.  Worst of all, 
  Kraken-Li often travel in pods of 2-5 members apiece. 
   Kraken-Li speak infernal and Common.  They 
  prefer to use infernal when speaking to one another, and 
  Common when speaking to other races. 
   
  Combat 
  Kraken-Li tend to sweep down on foes, snatching 
  them up in their barbed tentacles and crushing them, 
  draining the victim's blood as they do so.  
  On land, a Kraken-Li moves about by using six of 
  its twelve tentacles to maintain its balance.  In water, it is 
  capable of fighting with all twelve of its appendages. 
  Blood Drain (Su): A Kraken-Li who has successfully 
  grappled an opponent with its tentacles can drain the blood 
  of its victims in following rounds.  Each tentacle attached to 
  a foe drains 1 point of Constitution per round. In return, the 
  Kraken-Li gains 5 temporary hit points (10 on a critical hit) 
  whenever it drains an ability score no matter how many 
  points it drains. Temporary hit points gained in this fashion 
  last for a maximum of 1 hour.   
  Constrict (Ex): A Kraken-Li can crush an opponent, 
  dealing 1d6+12 bludgeoning damage with each tentacle it 
  grips an opponent with, after making a successful grapple 
  check.  
  Improved Grab (Ex): If a Kraken-Li strikes a medium-size 
  or smaller foe with a tentacle, it deals normal damage and 
  attempts to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is required. 
  The creature has the option to conduct the grapple normally, 
  or simply use the part of its body it used in the improved 
  grab to hold the opponent. If it chooses to do the latter, it 
  takes a –20 penalty on grapple checks, but is not considered 
  grappled itself; the creature does not lose its Dexterity bonus 
  to AC, still threatens an area, and can use its remaining 
  attacks against other opponents.  
   
  Kraken-Li on Amberos 
   
  Most Kraken-Li started their lives out as 
  wereoctopus priests to M’kree Malka.  When the priest 
  proves himself to be ruthless and powerful within the 
  hierarchy of M’kree’s priesthood, the god blesses the priest 
  with a transformation into a Kraken-Li.  If the priest does 
  well in his new form (i.e., survives), he will eventually be 
  transformed into a full-blown Kraken.  The latter process 
  usually takes a hundred years or more. 
   
  While extremely rare, Kraken-Li have been 
  reported appearing in the western sea, including making 
  landfall on Arocnek and the Shovnov Coast. 
  
  Bestiary Nefarious  
  Page 288 of 478 – Stephen C. Klauk  
  Lamentor   
  Medium Undead (Incorporeal)  
  Hit Dice:  
  5d12 (32 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  17 (+4 Dex, +3 deflection), touch 17, flat 
  13  
  BAB/Grapple:  +2/--  
  Attack:  
  Claw +6 touch (1 Str) 
  Full Attack:  
  2 Claw +6 touch (1 Str) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 6 in. + 2d4 in. (5 ft. 11 in.) 
  Weight: 
  - 
  Special Att:  
  Strength damage, Wisdom drain 
  Special Qual:  
  Darkvision 60ft., manifest, turn resistance 
  3, undead traits  
  Saves:  
  Fort +1, Ref +5, Will +7  
  Abilities:  
  S- D19 C-- I11 W13 Ch17  
  Skills:  
  Bluff +7, Disguise +7, Gather Information 
  +7, Hide +6, Listen +5, Move Silently +6, 
  Search +8, Spot +9  
  Feats:  
  Iron Will, Stealthy  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement:  6-10 HD (Medium); 11-15 HD (Large) 
  Level Adj:  
  -  
  This ghostly humanoid seems half-starved, 
  with strands of wispy hair that stand on end. 
  Its eyes seem to bulge from its sockets, and a 
  low moan seems to fill the air around the 
  spirit.  
  Lamentors are individuals who died alone with 
  feelings of self-loathing and worthlessness. They return to 
  the land of the living to spread woe and drain the life of 
  others, hoping to make them join the lamentor in death as 
  some sort of companion.  
  While lamentors are spirits, they often attempt to 
  disguise their true nature to lure victims close enough to 
  begin draining the vitality from them. There are tales of 
  lamentors talking with individuals for hours before 
  revealing their true nature.  
  Lamentors speak Common.  
   
  Combat 
  Lamentors generally use their mere presence to 
  drain the vitality from those they are nearby. However, if a 
  victim manages to fend them off, they will rush forward to 
  claw their victim as they attempt to forcibly drain the life 
  from the victim.  
  Strength Damage (Su):  A lamentor’s touch causes 1 point 
  of Strength damage.  Lost Strength returns at a rate of 1 
  point per day. 
  Wisdom Drain (Su):  A lamentor’s primary form of attack 
  is to drain the will of a victim.  As a standard action, the 
  lamentor can cause all individuals within 15 feet to be 
  drained of 1d4 points of Wisdom (Fort DC 15 negates).  In 
  return, the Lamentor gains 5 temporary hit points  whenever 
  it drains an ability score no matter how many points it 
  drains. Temporary hit points gained in this fashion last for a 
  maximum of 1 hour.  Lost Wisdom can be regained at a rate 
  of 1 point per day. 
  Manifest (Su):  As a move-equivalent action, a Lamentor 
  may become semi-corporeal or become incorporeal.  While 
  semi-corporeal, a Lamentor gains a Str 19 and may attack 
  with its claws for 1d4+4 + 1 Str damage with a 20% miss 
  chance, whilst having a 50% miss chance against attacks 
  directed at it.  In semi-corporeal form, a Lamentor cannot 
  pass through objects and does not ignore opponent’s armor 
  with its attacks.  However, while semi-corporeal, it can 
  interact with objects as if it had a 19 strength. 
   
  Lamentors on Amberos 
   
  Lamentors can be found almost anywhere on 
  Amberos, but tend to congregate near areas razed during 
  wars, such as the haunted hills of Shovnov Coast or the 
  wastes near the Black Hill in Misake, where many villages 
  and towns were destroyed by Black Marentail’s undead 
  legions. 
  
  Bestiary Nefarious 
  Page 289 of 478 – Stephen C. Klauk 
  Leperskin 
  Medium Outsider (Extraplanar) 
  Hit Dice:  
  7d8+17 (48 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares), fly 60 ft. (average) (12 
  squares)  
  Armor Class:  
  12 (+2 natural), touch 10, flat 12  
  BAB/Grapple:  +7/+11  
  Attack:  
  Slam +11 melee (1d4+4 + disease) 
  Full Attack:  
  2 slams +11 melee  (1d4+4 + disease) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 1 in. + 2d6 in. (5 ft. 8 in.) 
  Weight: 
  100 lbs + 1d10 x 10 lbs. (150 lbs) 
  Special Att:  
  Breath of disease, constrict, disease, 
  frightful presence, improved grab  
  Special Qual:  
  Blindsense 30 ft., carrier, darkvision 60 
  ft., flight, immune to disease, outsider 
  traits  
  Saves:  
  Fort +9, Ref +5, Will +9  
  Abilities:  
  S19 D10 C14 I13 W15 Ch19  
  Skills:  
  Craft 
  (Alchemy) 
  +11, 
  Craft 
  (Poisonmaking) +11, Craft (Trapmaking) 
  +11, Escape Artist +10, Heal +12, 
  Intimidate +14, Listen +12, Spot +12  
  Feats:  
  Great Fortitude, Iron Will, Toughness  
  Environment:  Hades or Any land  
  Organization:  Solitary, Cluster (2-5), or Plague (5-20)  
  CR:  
  8  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil  
  Advancement:  8-14 HD (Medium); 15-21 HD (Large)  
  Level Adj:  
  -  
  The humanoid throws back its hood to 
  reveal a face scarred beyond recognition by 
  ulcers, boils and peeling flesh. The rest of its 
  exposed skin show similar features, to the 
  point it seems to be missing a finger or two 
  on its hands.  
  Leperskins are the minions of the god of disease on 
  the mortal plane. It is their duty to spread the "word" of their 
  god through fear and the spread of disease.  
  While 
  leperskins 
  generally 
  prefer 
  to 
  fight 
  opponents, they can sometimes be bribed with substantial 
  wealth to stay their awesome touch.  
  Sometimes, leperskins are doled out to pious 
  priests of the god of disease as aides to the priest's 
  endeavors. While they will defer to the will of the priest 
  they have been assigned to, they always seek to inspire 
  terror and spread disease among those they meet. In rare 
  cases, leperskins have been known to rebel against priests 
  they consider "soft".  
  Leperskins speak celestial, infernal, abyssal and 
  Common. 
   
  Combat 
  A leperskin normally attempts to close and make 
  contact with a foe, attempting to infect its victims with 
  disease. If unable to close, they will use their disease breath 
  to strike opponents.  
  Leperskins rarely retreat from combat, except to 
  gather reinforcements for a more powerful counterattack. 
  However, when faced with paladins, leperskins tend to fly 
  into a berserk frenzy, attempting to down the individual as 
  quickly and as mercilessly as possible.  
  Breath of Disease (Su): Once per round, as a standard 
  action that provokes an attack of opportunity, a leperskin 
  can breathe a cloud of noxious fumes that causes disease in 
  all who breath it.  The cloud is 15 feet in diameter and can 
  be spewed up to 30 feet distant.  The leperskin can imbue 
  the cloud with any disease of his choice, with a DC of up to 
  15. 
  Carrier (Ex):  While immune to the effects of a disease, a 
  leperskin can still choose to be a carrier for a disease and 
  can, under the right circumstances, infect others. 
  Constrict (Ex): A leperskin can crush an opponent, dealing 
  bludgeoning damage, after making a successful grapple 
  check, dealing an additional 2d4 + 6 damage.  The victim 
  must also save against the leperskin’s disease attack, at a –4 
  penalty to their save. 
  Disease (Ex):  The touch of a leperskin inflicts any disease 
  the leperskin chooses with a DC of 15 or less.  A leperskin’s 
  favored disease is wasting sickness (Infection DC 15; Incub: 
  1d3 days; Damage: 1d4 Con*, 1d2 Dex, causes fatigue)  
  *When damaged, the victim must succeed on another saving 
  throw or 1 point of damage is permanent drain instead. 
  Flight (Ex): A creature with this ability can cease or resume 
  flight as a free action. 
  Frightful Presence (Ex): The mere appearance of a 
  leperskin is enough to cause panic in an opponent.  
  Creatures of 7 HD/levels or less must make a Will DC 17 
  save or become panicked.  Creatures with more than 7 
  HD/levels make the same save, but are merely shaken on a 
  failed save.   An opponent that succeeds on the saving throw 
  is immune to that same creature’s frightful presence for 24 
  hours. Frightful presence is a mind-affecting fear effect.  
  Improved Grab (Ex): If a leperskin successfully hits with a 
  slam, it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of opportunity. 
  No initial touch attack is required. When a leperskin gets a 
  hold after an improved grab attack, it pulls the opponent into 
  its space. This act does not provoke attacks of opportunity. 
  It can even move (possibly carrying away the opponent), 
  provided it can drag the opponent’s weight.  
  Immune to Disease (Ex): Leperskins do not suffer ill 
  effects from any disease. 
   
  Leperskins on Amberos 
   
  Leperskins generally are former priests of 
  Lepornunse, the god of disease, who passed on into Hades 
  after dying of a terminal illness.  Often referred to as his 
  “children” and gifted with but a fragment of his own 
  essence, Lepornunse tends to send these creatures back to 
  the mortal realm, to continue the spread of disease in the 
  living world. 
  
  Bestiary Nefarious  
  Page 290 of 478 – Stephen C. Klauk  
  Lull   
  Medium Magical Beast (Air) 
  Hit Dice:  
  5d10+10 (37 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  30 ft. (6 squares), fly 70 ft. (good)  
  Armor Class:  
  19 (+4 Dex, +5 natural), touch 14, flat 15  
  BAB/Grapple:  +5/+5  
  Attack:  
  Claw +5 melee (1d4) 
  Full Attack:  
  2 Claws +5 melee (1d4) and bite +0 melee 
  (1d6) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  4 ft. + 2d6 in. (4 ft. 7 in.) 
  Weight: 
  20 lbs. + 2d6 x 2 lbs. (34 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., low-light vision, 
  suppress magic  
  Saves:  
  Fort +6, Ref +10, Will +2  
  Abilities:  
  S11 D19 C15 I6 W12 Ch11  
  Skills:  
  Listen +5, Spot +5  
  Feats:  
  Flyby Attack, HoverB, Lightning Reflexes  
  Environment:  Any land  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Medium); 11-15 HD (Large)  
  Level Adj:  
  -  
  This large heron-like bird has a pitch-black 
  beak and stone grey claws. Its eyes seem to 
  shine with intelligence.  
  Lulls are strange avians that have the natural ability 
  to suppress magic around them. They seem to have an 
  instinctive dislike of spellcasters, and sometimes congregate 
  in areas where magic is strong, nesting in the area and 
  suppressing the magical presence around them.  
  Lulls speak a halting version of Common.  
   
  Combat 
  Lulls are not aggressive creatures and generally 
  only attack prey they intend to eat - which is usually vermin. 
  If threatened, most lull will flee, except if they are nesting or 
  if they face a spellcaster. In such cases, the lull will usually 
  use its fly-by attack to peck and claw at an opponent while 
  minimizing the danger to itself from weapon attacks.  
  Suppress Magic (Ex): A lull generates a field that acts like 
  dispel magic against all magic items and spell effects in a 
  30-foot diameter around the lull.  Instead of rolling for the 
  dispel effect, treat the lull as automatically dispelling magic 
  whose caster level is 15th or lower. 
   
  Lull on Amberos 
   
  Thankfully, lulls are extremely rare on Amberos.  
  They seem to congregate in the Hold of Severn, but are 
  hunted down and killed in all other areas they encountered. 
   
  
  Bestiary Nefarious 
  Page 291 of 478 – Stephen C. Klauk 
  Lycanthrope, General 
  Lycanthropes are humanoids or giants who can 
  transform themselves into animals. In its natural form, a 
  lycanthrope looks like any other members of its kind, 
  though natural lycanthropes and those who have been 
  afflicted for a long time tend to have or acquire features 
  reminiscent of their animal forms. In animal form, a 
  lycanthrope resembles a powerful version of the normal 
  animal, but on close inspection, its eyes (which often glow 
  red in the dark) show a faint spark of unnatural intelligence. 
  Lycanthropy can be spread like a disease. 
  Sometimes a lycanthrope begins life as a normal humanoid 
  or giant who subsequently contracts lycanthropy after being 
  wounded by a lycanthrope. Such a creature is called an 
  afflicted lycanthrope.  
  Other lycanthropes are born as lycanthropes, and 
  are known as natural lycanthropes. 
   
  Lycanthropy on Amberos 
   
  On Amberos, lycanthropy is the result of a curse 
  laid on the god Urdeus, Twin of Night and the eternally 
  good vigilant guardian of the nighttime hours, and his 
  followers.  
   
  Lycanthropes had existed since before the Age of 
  Technology, and had been a gift by the nature god Belli to 
  Urdeus, the Twin of Night, as a wedding gift for Urdeus’s 
  marriage to the goddess Luna, the Moon Maiden.  
  Originally, the lycanthropes, who at this time were always 
  human, could draw on the power of  nature, as a means to 
  balance the elves ability to draw on the power of the Aunn  
  (see Sslaunn in Bestiary Malfearous and Yyaunn in this 
  book for more information on the Aunn). 
  In the time between the fall of the Elvin Golden 
  Age and the Dark Age, the evil goddess Ziga and her 
  minions became hunted across Amberos.  The most vigilant 
  against her were Opheus and Urdeus, twin sons of  the head 
  god Dhorian and her adopted brothers.  During the height of 
  her alliance with the evil gods Lepornunse, Tuma and Teeth, 
  she hoped to turn the races of Amberos against Urdeus’s 
  zealotry and worked with the god of disease, Lepornunse, to 
  create a dread curse that did its work to corrupt Urdeus’s 
  minions.  To ensure the curse affected Urdeus as well, the 
  two bound the curse into a golden apple and tricked 
  Urdeus’s wife, Luna, the Moon Maiden, to bake it into a pie 
  and feed it to him. 
  When Urdeus unwittingly ate the pie, it drove him 
  to the brink of insanity, and made him like a wild animal, 
  and he fled to the Mortal Realm and became like a ravening 
  beast, hunting down and infecting his own minions with his 
  curse.  With few exceptions, the lycanthropes turned to evil 
  and wicked ways, and the races of Amberos quickly began 
  to hunt down the different lycanthropes races and destroy 
  them.  However, Opheus, the twin of light and the brother of 
  Urdeus learned of the true nature of the curse and sent 
  visions to Urdeus’s cursed brethren.  Eventually three 
  werebears, led by Urdeus’s vision, acquired an artifact that 
  could purge those who touched it of the evil demeanor that 
  afflicted them.  By merely touching it, all werebears were 
  instantly purged of evil and returned to the side of Urdeus.    
  They brought the artifact to Opheus, who, with the aid of 
  their trickster sister Discoff, were able to capture and bring 
  Urdeus back to the heavens to be cured.  Following a special 
  ceremony, Urdeus was purged of his evil blight as well, but 
  the Curse of Lycanthropy remained in his blood due to the 
  acts he had committed while under the evil influence of 
  Ziga’s curse. 
  Once cured of evil, Urdeus and Opheus managed to 
  use the power of the artifact to release the other 
  lycanthropes from mindless evil – though they could still 
  choose evil, if that were their wont.  They were also unable 
  to remove the Curse of Lycanthropy that would pass on 
  through the races progeny and all they injured. 
  Because the Curse of Lycanthropy remained, many 
  folk were unwilling to forgive the evil the lycanthropes had 
  spread, even though many shunned the ways of evil.  Spells, 
  magic and superstitions about the lycanthropes remain 
  potent to this day and was not even until after the fall of the 
  Empire of Swordfall that lycanthropes were allowed to be 
  treated as more than evil beasts to be captured, caged and/or 
  killed. 
  The greatest of lycanthropes on Amberos is Sarve 
  of the Wilderlands, a powerful werewolf and sorcerer who 
  overcame the prejudices against his race and carved out a 
  kingdom where his kind could live in peace away from the 
  petty hatreds and fears of the other races.  While many 
  claim Sarve to be wicked and evil, among the lycanthropes 
  he is considered to be a great hero and saint for the acts he 
  has performed and trials he has endured all because he is a 
  lycanthrope. 
   
  Natural Spell [GENERAL] 
  Prerequisites: Wis 13, wild shape ability. 
  Benefit: You can complete the verbal and somatic 
  components of spells while in a wild shape. You substitute 
  various noises and gestures for the normal verbal and 
  somatic components of a spell. 
  You can also use any material components or 
  focuses you possess, even if such items are melded within 
  your current form. This feat does not permit the use of 
  magic items while you are in a form that could not 
  ordinarily use them, and you do not gain the ability to speak 
  while in a wild shape. 
  Special:  A creature with the alternate form ability may 
  qualify for this feat, using its Alternate form ability in the 
  place of the Wild Shape ability. 
   
   
   
  Amberos Lycanthropy:  Unlike other campaign worlds, Amberos lycanthropes are not rigidly bound to alignments.  Rather than
  rewrite all the lycanthropes, this note serves to indicate that the alignment line of all the lycanthropes should read “Alignment: Often
  alignment listed”.  The lycanthrope alignments listed in this book follow the trend set down by the SRD for those who want to use the
  lycanthropes found here in other worlds, but should be ignored for Dark Summit campaigns. 
  
  Bestiary Nefarious  
  Page 292 of 478 – Stephen C. Klauk  
  Werebee 
   
   
  Werebee (Human Form) 
   
  Werebee (Hybrid Form) 
   
  Werebee (Bee Form) 
   
   
  Medium Humanoid  
   
  Medium Humanoid   
   
  Medium Humanoid 
   
   
  (Human, Shapechanger) 
   
  (Human, Shapechanger) 
   
  (Human, Shapechanger) 
  Hit Dice:  
  1d10+2 + 3d8+6 (27 hp) 
   
  1d10+2 + 3d8+6 (27 hp) 
   
  1d10+2 + 3d8+6 (27 hp) 
  Initiative:  
  +1 (+1 Dex) 
   
   
  +3 (+3 Dex) 
   
   
  +3 (+3 Dex) 
  Speed: 
   
  30 ft. base; 20 ft. in chain shirt 
   
  20 ft. (4 squares), fly 80 ft. (good) 
  20 ft. (4 squares), fly 80 ft. (good) 
  Armor Class: 
  15 (+1 Dex, +4 chain shirt, +2 
   
  17 (+3 Dex, +4 natural), 
   
  17 (+3 Dex, +4 natural), 
   
   
  Wooden shield), touch 11, flat 16  
  touch 13, flat 14 
   
   
  touch 13, flat 14 
  BAB/Grapple: 
  +2/+4 
   
   
   
  +2/+4 
   
   
   
  +2/+4 
  Attack: 
   
  Rapier +4 melee (1d6+2;18-20/x2) 
  Rapier +4 melee (1d6+2;18-20/x2) or 
  Sting +4 melee (1d4+2 + poison) 
   
   
   
   
   
   
  Sting +4 melee (1d4+2 + poison) 
  Full Attack: 
  Rapier +2 melee (1d6+2;18-20/x2), 
  Rapier +2 melee, off-hand 
   
  Sting +4 melee (1d4+2 + poison) 
   
   
  off-hand Rapier +2 melee (1d6+1;18-20/x2) rapier +2 melee (1d6+1;18-20/x2),  
  sting –1 melee (1d4+2 + poison) 
   
   
   
   
   
   
  Or Sting +4 melee (1d4+2 + poison) 
  Space/Reach: 
  5-ft./5 ft.  
   
   
  5-ft./5 ft.  
   
   
  5-ft./5 ft. 
  Height: 
   
  5 ft. 3 in. + 2d6 in. (5 ft. 10 in.)  
  same 
   
   
   
  same 
  Weight: 
   
  120 lbs + 2d6 x 7 lbs (169 lbs) 
   
  ¾ humanoid weight  
   
  ½ humanoid weight 
  Special Att: 
  -- 
   
   
   
  poison 
   
   
   
  poison 
  Special Qual: 
  Alternate Form, bee empathy,  
   
  Alternate form, bee empathy, 
  Alternate form, bee empathy, 
  Darkvision 60 ft., scent 
   
  Curse of Lycanthropy, 
   
  Curse of Lycanthropy 
  Darkvision 60 ft., Damage  
   
  Darkvision 60 ft., Damage 
   
   
   
   
  Reduction 10/silver, Scent, 
   
  Reduction 10/silver, Scent, 
   
   
   
   
  Vermin Traits 
   
   
  Vermin Traits 
  Saves: 
   
  Fort +7, Ref +2, Will +1 
   
  Fort +7, Ref +4, Will +1 
   
  Fort +7, Ref +4, Will +1  
  Abilities:  
  S15 D13 C14 I10 W10 Ch10 
   
  S15 D17 C14 I10 W10 Ch10 
   
  S15 D17 C14 I10 W10 Ch10 
  Skills: 
   
  Craft (Brew) +4, Craft (Carpentry)  
  Craft (Brew) +4, Craft (Carpentry) 
  Craft (Brew) +4, Craft (Carpentry) 
  +3, Handle Animal +4,  Intimidate  
  +3, Handle Animal +4,  Intimidate 
  +3, Handle Animal +4,  Intimidate 
  +3, Listen +0, Spot +4*,  
   
  +3, Listen +0, Spot +4*, 
   
  +3, Listen +0, Spot +4*, 
  Survival +0* 
   
   
  Survival +0* 
   
   
  Survival +0* 
  Feats: 
   
  Dodge, Two-weapon fightingF,  
  Dodge, Two-weapon fightingF,  
  Dodge, Two-weapon fightingF, 
   
   
  Weapon Focus (Rapier)B 
   
  Weapon Focus (Rapier)B 
   
  Weapon Focus (Rapier)B 
  Environment: 
  Any temperate or warm land 
   
  Any temperate or warm land 
   
  Any temperate or warm land 
  Organization: 
  Solitary, Buzz (2-5), Hive (11-20) 
  Solitary, Buzz (2-5), Hive (11-20) 
  Solitary, Buzz (2-5), Hive (11-20) 
  CR: 
   
  4 
   
   
   
  4 
   
   
   
  4 
  Treasure:  
  Standard  
   
   
  Standard  
   
   
  Standard 
  Alignment: 
  Always neutral good  
   
  Always neutral good  
   
  Always neutral good 
  Advancement: 
  By character class 
   
   
  By character class 
   
   
  By character class 
  Level Adj: 
  +3 
   
   
   
  +3 
   
   
   
  +3 
  * A werebee gains a +4 racial bonus to spot and a +4 bonus to Survival checks to orient themselves 
   
  Werebees are in actuality, guardians created by 
  celestial beings whom perform their good works on the 
  prime material plane. 
   
  Werebees are staunch foes of evil, and constantly 
  patrol for miles around their hives for creatures or 
  individuals of evil alignment.  When such beings are found, 
  the werebees either quickly dispatch the foe (if so able) or 
  return to the hive to gather a larger foe to decimate the evil 
  being. 
   
  Werebees often trade with creatures of good or 
  neutral alignment, trading goods, honey or other items for 
  whatever the hive may need to wage its war against evil. 
   
  Werebees speak Common. 
   
  Combat 
   
  Werebees usually patrol in hybrid form, and will 
  swoop down and melee with foes.  While in hybrid form, a 
  werebee has six limbs, but can only use two to fight with, 
  though they may also employ their poisonous stinger against 
  foes. 
   
  Some werebees are equipped with shortbows (+3 to 
  hit in human form, +5 to hit in hybrid form) instead of twin 
  rapiers, acting as fire support for the meleeing werebees.  
  Werebee archers have been known to coat their arrows in 
  poison from their stingers, and will have from 2-5 such 
  arrows available (damage 1d6+poison). 
  Curse of Lycanthropy (Su):  The poison sting of a 
  werebee forces small, medium or large humanoids or giants 
  to make a DC 15 Fort save or contract lycanthropy. 
  Poison (Ex):  The sting of  werebee injects a deadly 
  neurotoxin (Inject; Fort DC 14; Init: 1d4 Dex; Sec: 1d6 
  Dex) 
   
  Werebees on Amberos 
  Werebees are the servants of Shurdeua, the sun 
  goddess, and under her directive search out evil and destroy 
  it in those areas that they nest in.  Most werebees can be 
  found in enormous hives build upon the ground in the Lands 
  of Sarve.  Since most of that land is swampland, the bees 
  often use their engineering skills to drain the surrounding 
  swampland and turn a mile-wide swath around the hive into 
  fertile grassland. 
   
  
  Bestiary Nefarious 
  Page 293 of 478 – Stephen C. Klauk 
  Werebee Warrior 
  Human Form 
  3HD Werebee Ftr 5;hp: 57 
  S18 D13 C14 I10 W10 Ch10;Fort +9, Ref +5, Will +2 
  Init: 
  +1 
  Move:  30 ft. 
  AC: 
  17 (+1 Dex, +5 chain shirt +1, +1 Two-weapon 
  defense), touch 11, flat 16 
  BAB/Grapple: +6/+10 
  Full Attack: 
  +1 rapier +10/+5 melee (1d6+7;18-20/x2) 
   
  Offhand 
  mw 
  rapier 
  +10/+5 
  melee 
  (1d6+4;18-20/x2) 
  Special Att: 
  -- 
  Special Qual: 
  Alternate form, bee empathy, darkvision 
  60 ft., scent 
  Skills: Craft (Brew) +4, Craft (Carpentry) +3, Handle 
  Animal +4, Intimidate +6, Listen +0, Spot +7 
  Feats: Ability 
  Focus 
  (Poison), 
  Dodge, 
  Improved 
  Initiative, Two-weapon DefenseF, Two-weapon 
  FightingF, Weapon Focus (Rapier)B, Weapon 
  SpecializationF 
  CR: 
  8 
  Gear: 
  chain shirt +1 (1,250 gp), +1 rapier (2,320 gp), 
  mw rapier (320 gp), gauntlets of ogre power (4,000 
  gp), potion of cure serious wounds (750 gp) 
  Total:  8,640 gp (9,400 gp) 
  Hybrid Form 
  3HD Werebee Ftr 5;hp: 57 
  S18 D17 C14 I10 W10 Ch10;Fort +9, Ref +5, Will +2 
  Init: 
  +3 
  Move:  30 ft. 
  AC: 
  18 (+3 Dex, +4 natural, +1 Two-weapon Defense), 
  touch 13, flat 15 
  BAB/Grapple: +6/+9 
  Full Attack: 
  +1 rapier +10/+5 melee (1d6+7;18-20/x2) 
   
  Offhand 
  mw 
  rapier 
  +10/+5 
  melee 
  (1d6+4;18-20/x2) 
  Special Att: 
  -- 
  Special Qual: 
  Alternate form, bee empathy, darkvision 
  60 ft., DR 10/silver, scent 
  Skills: Craft (Brew) +4, Craft (Carpentry) +3, Handle 
  Animal +4, Intimidate +6, Listen +0, Spot +7 
  Feats: Ability 
  Focus 
  (Poison), 
  Dodge, 
  Improved 
  Initiative, Two-weapon DefenseF, Two-weapon 
  FightingF, Weapon Focus (Rapier)B, Weapon 
  SpecializationF 
  CR: 
  8 
  Gear: 
  +1 rapier (2,320 gp), mw rapier (320 gp), 
  gauntlets of ogre power (4,000 gp), potion of cure 
  serious wounds (750 gp) 
  Total:  8,640 gp (9,400 gp) 
  Poison (Ex):  The sting of  werebee warrior injects a deadly 
  neurotoxin (Inject; Fort DC 18; Init: 1d4 Dex; Sec: 1d6 
  Dex) 
   
  Bee Form 
  3HD Werebee Ftr 5;hp: 57 
  S16 D17 C14 I10 W10 Ch10;Fort +9, Ref +7, Will +2 
  Init: 
  +3 
  Move:  30 ft. 
  AC: 
  17 (+3 Dex, +4 natural), touch 13, flat 14 
  BAB/Grapple: +6/+9 
  Full Attack: 
  stinger +9 melee (1d4+4 + poison) 
  Special Att: 
  -- 
  Special Qual: 
  Alternate form, bee empathy, darkvision 
  60 ft., scent 
  Skills: Craft (Brew) +4, Craft (Carpentry) +3, Handle 
  Animal +4, Intimidate +6, Listen +0, Spot +7 
  Feats: Ability 
  Focus 
  (Poison), 
  Dodge, 
  Improved 
  Initiative, Two-weapon DefenseF, Two-weapon 
  FightingF, Weapon Focus (Rapier)B, Weapon 
  SpecializationF 
  CR: 
  8 
  Gear: 
  not used 
  Total:  8,640 gp (9,400 gp) 
  Poison (Ex):  The sting of  werebee warrior injects a deadly 
  neurotoxin (Inject; Fort DC 18; Init: 1d4 Dex; Sec: 1d6 
  Dex) 
   
   
  Equipment and Werecreatures 
  Each entry only lists the owned gear of they lycanthrope that will work in the appropriate forms.  Generally, this means
  that armor is removed/falls off upon assuming hybrid form, and rarely can be carried or manipulated to be of use in animal 
  form. 
  
  Bestiary Nefarious  
  Page 294 of 478 – Stephen C. Klauk  
  Werebee Monarch 
  Human Form 
  3HD Werebee Clr 10;hp: 71 
  S8 D10 C12 I13 W19 Ch14;Fort +13, Ref +8, Will +13 
  Init: 
  +0 
  Move: 20 ft. 
  AC: 
  21 (+11 chain mail +3 & heavy steel shield +1), 
  touch 10, flat 21 
  BAB/Grapple: +9/+8 
  Full Attack: 
  +2 heavy mace +11/+6 melee (1d8+1) 
  Special Att: 
  Poison, turn undead 
  Special Qual: 
  Alternate form, bee empathy, darkvision 
  60 ft., scent, spells 
  Skills: Concentration +11, Craft (Brew) +4, Handle 
  Animal +4, Heal +14, Knowledge (Religion) +11, 
  Listen +7, Spellcraft +11, Spot +7 
  Feats: Ability Focus (Poison), Brew Potion, Improved 
  Natural 
  Armor, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Enchantment)B, Weapon Focus (Heavy Mace) 
  CR: 
  13 
  Gear: 
  chain mail +3 (9,300 gp), heavy steel shield +1 
  (1,159 gp), +2 heavy mace (8,312 gp), periapt of 
  wisdom +2 (4,000 gp), cloak of resistance +2 
  (4,000 gp), pearl of power (2nd level) (4,000 gp), 
  wand of cure serious wounds (15 charges) (3,375 
  gp) 
  Total:  34,146 gp (35,000 gp) 
  Turn Undead (Su):  5x/day; Turn Check 1d20+2; Turn 
  Damage 2d6+12 
   
  Typical Cleric Spell List 
  (6/6/6/5/5/3; CL 10; DC 14 + Spell level; Domains:  
  Protection, Good) 
  0:  Detect Magic, Detect Poison, Guidance, Light, Read 
  Magic, Resistance 
  1st:  Bless, Command*, Divine Favor, Obscuring Mist, 
  SanctuaryD 
  2nd:  Aid, Augury, Darkness, Lesser Restoration, Silence, 
  Shield OtherD 
  3rd:  Dispel Magic, Protection From EnergyD, Searing 
  Light, Wind Wall 
  4th:  Death Ward, Dismissal, Divine Power, Poison, Spell 
  ImmunityD 
  5th: Flame Strike, Greater Command*, Insect Plague, Slay 
  Living, Spell ResistanceD 
  * = Enchantment spell; +1 DC 
  D= Domain Spell 
  Hybrid Form 
  3HD Werebee Clr 10;hp: 71 
  S8 D14 C12 I13 W19 Ch14;Fort +13, Ref +10, Will +13 
  Init: 
  +0 
  Move: 20 ft., fly 80 ft. (good) 
  AC: 
  20 (+2 Dex, +5 natural, +3 heavy steel shield +1), 
  touch 12, flat 18 
  BAB/Grapple: +9/+8 
  Full Attack: 
  +2 heavy mace +11/+6 melee (1d8+1) or 
  sting +8 melee (1d4-1 + poison) 
  Special Att: 
  Poison, turn undead 
  Special Qual: 
  Alternate form, bee empathy, darkvision 
  60 ft., DR 10/silver, scent, spells 
  Skills: Concentration +11, Craft (Brew) +4, Handle 
  Animal +4, Heal +14, Knowledge (Religion) +11, 
  Listen +7, Spellcraft +11, Spot +7 
  Feats: Ability Focus (Poison), Brew Potion, Improved 
  Natural 
  Armor, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Enchantment)B, Weapon Focus (Heavy Mace) 
  CR: 
  13 
  Gear: 
  heavy steel shield +1 (1,159 gp), +2 heavy mace 
  (8,312 gp), periapt of wisdom +2 (4,000 gp), cloak 
  of resistance +2 (4,000 gp), pearl of power (2nd 
  level) (4,000 gp), wand of cure serious wounds (15 
  charges) (3,375 gp) 
  Total:  34,146 gp (35,000 gp) 
  Poison (Ex):  The sting of  werebee monarch injects a 
  deadly neurotoxin (Inject; Fort DC 19; Init: 1d4 Dex; Sec: 
  1d6 Dex) 
  Turn Undead (Su):  5x/day; Turn Check 1d20+2; Turn 
  Damage 2d6+12 
  See human form for spells 
  Animal Form 
  3HD Werebee Clr 10;hp: 71 
  S8 D14 C12 I13 W17 Ch14;Fort +11, Ref +8, Will +10 
  Init: 
  +0 
  Move: 20 ft., fly 80 ft. (good) 
  AC: 
  17 (+2 Dex, +5 natural), touch 12, flat 15 
  BAB/Grapple: +9/+8 
  Full Attack: 
  sting +8 melee (1d4-1 + poison) 
  Special Att: 
  Poison, turn undead 
  Special Qual: 
  Alternate form, bee empathy, darkvision 
  60 ft., DR 10/silver, scent, spells 
  Skills: Concentration +11, Craft (Brew) +4, Handle 
  Animal +4, Heal +13, Knowledge (Religion) +11, 
  Listen +6, Spellcraft +11, Spot +6 
  Feats: Ability Focus (Poison), Brew Potion, Improved 
  Natural 
  Armor, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Enchantment)B, Weapon Focus (Heavy Mace) 
  CR: 
  13 
  Gear: 
  not used 
  Total:  34,146 gp (35,000 gp) 
  Poison (Ex):  The sting of  werebee monarch injects a 
  deadly neurotoxin (Inject; Fort DC 19; Init: 1d4 Dex; Sec: 
  1d6 Dex) 
   
   
  
  Bestiary Nefarious 
  Page 295 of 478 – Stephen C. Klauk 
  Werelion 
   
   
  Werelion (Human Form) 
   
  Werelion (Hybrid Form) 
   
  Werelion (Lion Form) 
   
   
  Medium Humanoid  
   
  Large Humanoid  
   
   
  Large Humanoid 
   
   
  (Human, Shapechanger) 
   
  (Human, Shapechanger) 
   
  (Human, Shapechanger) 
  Hit Dice:  
  1d10+2 + 5d8+20 (49 hp) 
   
  1d10+2 + 5d8+20 (49 hp) 
   
  1d10+2 + 5d8+20 (49 hp) 
  Initiative:  
  +1 (+1 Dex) 
   
   
  +3 (+3 Dex) 
   
   
  +4 (+4 Dex) 
  Speed: 
   
  30 ft. (6 squares) 
   
   
  40 ft. (8 squares) 
   
   
  40 ft. (8 squares) 
  Armor Class: 
  17 (+1 Dex, +4 chain shirt, +2 
   
  16 (-1 size,+4 Dex, +3 natural),  
  16 (-1 size, +4 Dex, +3 natural), 
   
   
  Large wooden shield), touch 11,  
  touch 13, flat 12 
   
   
  touch 12, flat 12 
   
   
  flat 16 
  BAB/Grapple: 
  +4/+6 
   
   
   
  +4/+16 
   
   
   
  +4/+16 
  Attack: 
   
  Bastard sword +7 melee 
   
  Bastard sword +7 melee 
   
  Claw +12 melee (1d4+8) 
   
   
  (1d10+3;19-20/x2) 
   
   
  (1d10+3;19-20/x2) 
   
   
  Full Attack: 
  Bastard sword +8 melee 
   
  Bastard sword +13 melee  
   
  2 claws +12 melee (1d4+8) and bite  
  (1d10+3;19-20/x2) 
   
   
  (1d10+8;19-20/x2) and 
   
  +7 melee (1d8+4) 
   
   
   
   
   
   
  Bite +7 melee (1d8+4) 
  Space/Reach: 
  5-ft./5 ft.  
   
   
  10-ft./10 ft. 
   
   
   
  10-ft./5 ft. 
  Height/Length: 
  5 ft. 3 in + 2d6 in. (5 ft. 10 in.) 
   
  (H) as lion  
   
   
  (L) 7 ft. + 4d8 in. (8 ft. 6 in.) 
  Weight: 
   
  150 lbs + 2d6 x 5 lbs. (185 lbs)  
  as lion 
   
   
   
  425 lbs. + 2d6 x 5 lbs. (460 lbs.) 
  Special Att: 
  -- 
   
   
   
  Pounce, improved grab, rake 1d4  
  Pounce, improved grab, rake 1d4 
  Special Qual: 
  Alternate Form, lion empathy,  
   
  Alternate form, lion empathy, 
   
  Alternate form, lion empathy, 
  Darkvision 60 ft., scent 
   
  Curse of lycanthropy,  
   
  Curse of lycanthropy 
  Darkvision 60 ft., DR 10/silver 
   
  Darkvision 60 ft., DR 10/silver 
   
   
   
   
  scent 
   
   
   
  scent 
  Saves: 
   
  Fort +8, Ref +5, Will +1 
   
  Fort +10, Ref +8, Will +1 
   
  Fort +10, Ref +8, Will +1  
  Abilities:  
  S16 D13 C14 I10 W10 Ch10 
   
  S26 D19 C18 I10 W10 Ch10 
   
  S26 D19 C18 I10 W10 Ch10 
  Skills: 
   
  Balance –2, Craft 
   
   
  Balance +8, Craft 
   
   
  Balance +8, Craft (Weaponsmith) +4, 
   
   
  (Weaponsmith) +4, Jump +2, 
   
  (Weaponsmith) +4, Hide +4*, 
   
  Hide +4*, Jump +12, Listen +2, 
   
   
  Listen +2, Hide –3, Move 
   
  Jump +12, Listen +2, Move 
   
  Move Silently +8, Spot +7 
   
   
  Silently +2, Spot +7 
  Feats: 
   
  Alertness, Exotic Weapon  
   
  Alertness, Exotic Weapon 
   
  Alertness, Exotic Weapon 
   
   
  Proficiency (Bastard Sword), Iron  
  Proficiency (Bastard Sword), Iron 
  Proficiency (Bastard Sword), Iron 
  Will, Run, Weapon  Focus  
   
  Will, Run, Weapon  Focus 
   
  Will, Run, Weapon  Focus 
  (Bastard Sword)B 
   
   
  (Bastard Sword)B 
   
   
  (Bastard Sword)B 
  Environment: 
  Any temperate or warm land 
   
  Any temperate or warm land 
   
  Any temperate or warm land 
  Organization: 
  Solitary, Buzz (2-5), Hive (11-20) 
  Solitary, Buzz (2-5), Hive (11-20) 
  Solitary, Buzz (2-5), Hive (11-20) 
  CR: 
   
  4 
   
   
   
  4 
   
   
   
  4 
  Treasure:  
  Standard  
   
   
  Standard  
   
   
  Standard 
  Alignment: 
  Always neutral good  
   
  Always neutral good  
  Always neutral good 
  Advancement: 
  By character class 
   
   
  By character class 
   
  By character class 
  Level Adj: 
  +3 
   
   
   
  +3 
   
   
   
  +3 
   
  Werelions are noble creatures who constantly seek 
  out evils to right and hunt down creatures of avarice and evil 
  to bring to justice. 
   
  A werelion in humanoid form tends to have a noble 
  quality to them and often has a warrior’s training and 
  instincts.  They are often unafraid of even the staunchest 
  opponent, and do not take insults lightly or kindly. 
   
  A werelion speaks common. 
   
  Combat 
   
  Werelions are skilled and powerful predators, 
  striking with every advantage available to them.  They strike 
  with determination and fury.  They prefer to quickly close 
  and chop an opponent down in melee, usually transforming 
  into hybrid form to rip an opponent apart while striking fear 
  into any ally the opponent may have. 
   
  Despite their righteous fury against evil, werelions 
  are careful to avoid harming innocents, and will often accept 
  the surrender of a foe in the hopes of redeeming the 
  individual.  Against foes they consider irredeemable, 
  however, a werelion is utterly merciless. 
  Curse of Lycanthropy (Su):  The bite of a werelion forces 
  small, medium or large humanoids or giants to make a DC 
  15 Fort save or contract lycanthropy. 
  Skills:  Werelions in hybrid and animal form have a +4 
  racial bonus on Balance, Hide, and Move Silently checks. 
  *In areas of tall grass or heavy undergrowth, the Hide bonus 
  improves to +12. 
   
  Werelions on Amberos 
  Like most lycanthropes, the werelions are 
  descendants of those who were loyal to Urdeus, the Night 
  Watchman.  Werelions are most commonly found in 
  Chiamung, where they live in tribes separate, but protective 
  of, the natives of that land. 
   
  
  Bestiary Nefarious  
  Page 296 of 478 – Stephen C. Klauk  
  Werelion Tracker 
  Human Form 
  5HD werelion Rgr 6;hp: 70 
  S14 D18 C13 I10 W14 Ch8;Fort +11, Ref +14, Will +8 
  Init: 
  +4 
  Move: 30 ft. 
  AC: 
  20 (+4 Dex, + 5 chain shirt +1, +1 Two-weapon 
  defense), touch 14, flat 16 
  BAB/Grapple: +9/+11 
  Full Attack: 
  primary +1 longsword +10/+5 melee 
  (1d8+3;19-20/x2), off-hand +1 shortsword +10 melee 
  (1d6+2;19-20/x2) 
  Special Att: 
  -- 
  Special Qual: 
  alternate form, darkvision 60 ft., favored 
  enemy, lion empathy, scent 
  Skills: Handle Animal +8, Hide +17, Knowledge (Nature) 
  +9, Listen +4, Move Silently +17, Search +9, Spot 
  +20, Survival +11 
  Feats: Alertness, DodgeB, EnduranceR, Iron Will, Run, 
  TrackR, Two-Weapon Defense, Two-Weapon 
  FightingR  
  CR: 
  9 
  Gear: 
  +1 chain shirt (1,250 gp), +1 longsword (2,315 
  gp), +1 shortsword (2,310 gp), cloak of resistance 
  +1 (1,000 gp), gloves of dexterity +2 (4,000 gp),  
  potion of cure serious wounds (750 gp) 
  Total:  11,625 gp (12,000 gp) 
  Favored Enemy (Ex):  The werelion tracker gains a +4 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against Undead. Likewise, he 
  gets a +4 bonus on weapon damage rolls against such 
  creatures.  The werelion tracker gains a +2 bonus on Bluff, 
  Listen, Sense Motive, Spot, and Survival checks when using 
  these skills against Magical Beasts. Likewise, he gets a +2 
  bonus on weapon damage rolls against such creatures. 
  Hybrid Form 
  5HD Large werelion Rgr 6;hp: 70 
  S24 D24 C17 I10 W14 Ch8;Fort +13, Ref +17, Will +8 
  Init: 
  +4 
  Move: 30 ft. 
  AC: 
  20 (-1 size, +7 Dex, +3 natural, +1 Two-weapon 
  defense), touch 16, flat 13 
  BAB/Grapple: +9/+20 
  Full Attack: 
  primary +1 longsword +14/+9 melee 
  (1d8+3;19-20/x2), off-hand +1 shortsword +14 melee 
  (1d6+2;19-20/x2), bite +10 melee (1d8+3) 
  Special Att: 
  -- 
  Special Qual: 
  alternate form, darkvision 60 ft., DR 
  10/silver, favored enemy, lion empathy, 
  scent 
  Skills: Handle Animal +8, Hide +24*, Knowledge 
  (Nature) +9, Listen +4, Move Silently +24, Search 
  +9, Spot +17, Survival +10 
  Feats: Alertness, DodgeB, EnduranceR, Iron Will, Run, 
  TrackR, Two-Weapon Defense, Two-Weapon 
  FightingR  
  CR: 
  9 
  Gear: 
  +1 longsword (2,315 gp), +1 shortsword (2,310 
  gp), cloak of resistance +1 (1,000 gp), gloves of 
  dexterity +2 (4,000 gp),  potion of cure serious 
  wounds (750 gp) 
  Total:  11,625 gp (12,000 gp) 
  Favored Enemy (Ex):  The werelion tracker gains a +4 
  bonus on Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against Undead. Likewise, he 
  gets a +4 bonus on weapon damage rolls against such 
  creatures.  The werelion tracker gains a +2 bonus on Bluff, 
  Listen, Sense Motive, Spot, and Survival checks when using 
  these skills against Magical Beasts. Likewise, he gets a +2 
  bonus on weapon damage rolls against such creatures. 
  Animal Form 
  5HD Large werelion Rgr 6;hp:  70 
  S24 D22 C17 I10 W14 Ch8;Fort +12, Ref +15, Will +7 
  Init: 
  +6 
  Move: 30 ft. 
  AC: 
  18 (-1 size, +6 Dex, +3 natural), touch 15, flat 12 
  BAB/Grapple: +9/+20 
  Full Attack: 
  bite +10 melee (1d8+3) 
  Special Att: 
  -- 
  Special Qual: 
  alternate form, darkvision 60 ft., DR 
  10/silver, favored enemy, lion empathy, 
  scent 
  Skills: Handle Animal +8, Hide +24*, Knowledge 
  (Nature) +9, Listen +4, Move Silently +24, Search 
  +9, Spot +17, Survival +10 
  Feats: Alertness, DodgeB, EnduranceR, Iron Will, Run, 
  TrackR, Two-Weapon Defense, Two-Weapon 
  FightingR  
  CR: 
  9 
  Gear: 
  not used 
  Total:  
  11,625 gp (12,000 gp) 
  
  Bestiary Nefarious 
  Page 297 of 478 – Stephen C. Klauk 
  Werelion Plainslord 
  Human Form 
  5HD werelion Bar 12;hp: 144 
  S22 D13 C14 I10 W14 Ch8;Fort +14, Ref +10, Will +8 
  Init: 
  +1 
  Move:  40 ft. 
  AC: 
  19 (+1 Dex, +8 hide +4), touch 11, flat 18 
  BAB/Grapple: +15/+21 
  Full Attack: 
  +3 
  greataxe 
  +24/+19/+14 
  melee 
  (1d12+12;x3) 
  Special Att: 
  -- 
  Special Qual: 
  Alternate form, darkvision 60 ft., DR 2/-, 
  fast movement, greater rage 4x/day, 
  improved uncanny dodge, lion empathy, 
  scent, trap sense +4, uncanny dodge 
  Skills: Climb +17, Handle Animal +14, Hide +4, 
  Intimidate +14, Listen +19, Move Silently +4, Spot 
  +9, Survival +17 
  Feats: Alertness, DodgeB, Mobility, Power Attack, Run, 
  Spring Attack 
  CR: 
  15 
  Gear: 
  hide +4 (16,165 gp), greataxe +3 (18,320 gp), belt 
  of giant strength +4 (16,000 gp), cloak of 
  resistance +2 (4,000 gp), potion of cure serious 
  wounds (750 gp) 
  Total:  55,235 gp (59,000 gp) 
  Greater Rage (Ex):  8 rounds;+6 to Strength and 
  Constitution, +3 to Will, -2 to AC.  Gains +51 hp.  Can’t use 
  skills that require patience or concentration.  Fatigued at end 
  of rage. 
  Improved Uncanny Dodge (Ex):  The werelion plainslord 
  can no longer be flanked.  This defense denies a rogue the 
  ability to sneak attack the werelion plainslord by flanking 
  him, unless the attacker has at least four more rogue levels 
  than the target has barbarian levels. 
  Trap Sense:  +4 bonus on Reflex saves made to avoid traps 
  and +4 dodge bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex):  A werelion plainslord retains his 
  Dexterity bonus to AC, even if he is caught flat-footed or 
  struck by an invisible attacker. 
  Hybrid Form 
  5HD werelion Bar 12;hp: 144 
  S32 D19 C18 I10 W14 Ch8;Fort +16, Ref +13, Will +8 
  Init: 
  +4 
  Move:  50 ft. 
  AC: 
  17 (+4 Dex, +3 natural), touch 14, flat 13 
  BAB/Grapple: +15/+26 
  Full Attack: 
  +3 
  greataxe 
  +29/+24/+19 
  melee 
  (1d12+19;x3), bite +21 melee (1d8+11) 
  Special Att: 
  Curse of lycanthropy 
  Special Qual: 
  Alternate form, darkvision 60 ft., DR 2/-, 
  DR 10/silver, fast movement, greater rage 
  4x/day, improved uncanny dodge, lion 
  empathy, scent, trap sense +4, uncanny 
  dodge 
  Skills: Balance +8, Climb +24, Handle Animal +14, Hide 
  +13*, Intimidate +14, Listen +19, Move Silently 
  +13, Spot +9, Survival +17 
  Feats: Alertness, DodgeB, Mobility, Power Attack, Run, 
  Spring Attack 
  CR: 
  15 
  Gear: 
  greataxe +3 (18,320 gp), belt of giant strength +4 
  (16,000 gp), cloak of resistance +2 (4,000 gp), 
  potion of cure serious wounds (750 gp) 
  Total:  55,235 gp (59,000 gp) 
  Animal Form 
  5HD werelion Bar 12;hp: 144 
  S28 D19 C18 I10 W14 Ch8;Fort +14, Ref +11, Will +6 
  Init: 
  +4 
  Move:  50 ft. 
  AC: 
  17 (+4 Dex, +3 natural), touch 14, flat 13 
  BAB/Grapple: +15/+24 
  Full Attack: 
  2 claws +24 melee (1d4+9), bite +19 
  melee (1d8+11) 
  Special Att: 
  Curse of lycanthropy 
  Special Qual: 
  Alternate form, darkvision 60 ft., DR 2/-, 
  DR 10/silver, fast movement, greater rage 
  4x/day, improved uncanny dodge, lion 
  empathy, scent, trap sense +4, uncanny 
  dodge 
  Skills: Balance +8, Climb +22, Handle Animal +14, Hide 
  +13*, Intimidate +14, Listen +19, Move Silently 
  +13, Spot +9, Survival +17 
  Feats: Alertness, DodgeB, Mobility, Power Attack, Run, 
  Spring Attack 
  CR: 
  15 
  Gear: 
  not used 
  Total:  55,235 gp (59,000 gp) 
   
  
  Bestiary Nefarious  
  Page 298 of 478 – Stephen C. Klauk  
  Wereoctopus 
   
   
  Medium Human Cleric 4 
   
  Large Human Cleric 4 
   
  Large Human Cleric 4 
   
   
  WereOctopus (Human Form)  
  WereOctopus (Octopus Form)  
  WereOctopus (Hybrid Form) 
   
   
  (Human, Shapechanger) 
   
  (Aquatic, Human, Shapechanger) 
  (Aquatic, Human, Shapechanger) 
  Hit Dice:   
  4d8+4 + 8d8+19 (77 hp) 
   
  4d8+4 + 8d8+19 (77 hp) 
   
  4d8+4 + 8d8+19 (77 hp) 
  Initiative:   
  -1 (-1 Dex)  
   
   
  +1 (+1 Dex) 
   
   
  +1 (+1 Dex) 
  Speed:  
   
  20 ft. (4 squares) in chain mail,  
  20 ft. (4 squares), swim 30 ft. 
   
  20 ft. (4 squares), swim 30 ft. 
   
   
  30 ft. (6 squares) base 
  Armor Class:  
  16 (-1 Dex, +7 chain mail & heavy  
  19 (–1 size, +1 Dex, +9 natural),   
  19 (–1 size, +1 Dex, +9 natural), 
  Wooden shield), touch 9, flat 16  
  touch 10, flat 18 
   
   
  touch 10, flat 18 
  BAB/Grapple:  
  +9/+10 
   
   
   
  +9/+16 
   
   
   
  +9/+16 
  Attack:  
   
  +1 heavy mace +11 melee (1d6+2) 
  Tentacle +15 melee (1d4+6) 
   
  Tentacle +15 melee (1d4+6) or  
  +1 heavy mace +16 melee (1d8+7) 
  Full Attack:  
  +1 heavy mace +11/+6 melee (1d6+2) 
  8 tentacles +15 melee (1d4+6) and  
  6 tentacles +15 melee (1d4+6) and 
  bite +10 melee (1d8+3) 
   
  bite +10 melee (1d8+3), 
   
   
   
   
  +1 heavy  mace +16/+11 melee (1d8+7) 
  Space/Reach:  
  5-ft./5 ft.  
   
   
  10-ft./10 ft. (20 ft. with tentacle)  
  10-ft./10 ft. (20 ft. with tentacle) 
  Height/Diameter 
  5 ft. 3 in. + 2d6 in. (5 ft. 10 in.)  
  (D) 6 ft. + 1d4 ft. (8 ft.) 
   
  as octopus form 
  Weight: 
   
  150 + 2d6 x 5 lbs. (185 lbs.) 
   
  500 + 1d4 x 100 lbs. (700 lbs.) 
   
  as octopus form 
  Special Att:  
  Spells, Turn Undead  
   
  Constrict, Curse of Lycanthropy,  
  Constrict, Curse of Lycanthropy,  
  Improved grab  
   
   
  improved grab, spells, turn undead 
  Special Qual:  
  Alternate form, octopus empathy,  
  Alternate form, DR 10/silver 
   
  Alternate form, DR 10/silver, 
   
   
  low-light vision, scent  
   
  ink cloud, jet, low-light vision 
    
  ink cloud, jet, low-light vision 
  octopus empathy, scent 
   
  octopus empathy, scent 
  Saves:  
   
  Fort +11, Ref +8, Will +9 
   
  Fort +12, Ref +10, Will +9 
   
  Fort +12, Ref +10, Will +9 
  Abilities:   
  S13 D8 C12 I10 W16 Ch 14 
   
  S23 D12 C14 I10 W18 Ch14 
   
  S23 D12 C14 I10 W18 Ch14 
  Skills:  
   
  Balance -4, Concentration +5,  
   
  Balance +3, Concentration +5, 
   
  Balance +3, Concentration +5, 
  Escape Artist +4, Hide +4,  
   
  Escape Artist +21, Hide +11, 
   
  Escape Artist +21, Hide +11, 
  Listen +5, Spot +5, Swim +6 
   
  Listen +5, Spot +5, Swim +14 
   
  Listen +5, Spot +5, Swim +14 
  Feats:  
   
  Agile, Alertness, Lightning Reflexes,  
  Agile, Alertness, Lightning Reflexes, 
  Agile, Alertness, Lightning Reflexes, 
  Natural SpellB, Skill Focus  
   
  Natural SpellB, Skill Focus 
   
  Natural SpellB, Skill Focus 
  (Hide), Toughness 
   
   
  (Hide), Toughness 
   
   
  (Hide), Toughness 
  Environment:  
  Any 
   
   
   
  Any 
   
   
   
  Any 
  Organization:  
  Solitary 
   
   
   
  Solitary 
   
   
   
  Solitary 
  CR:  
   
  8 
   
   
   
  8 
   
   
   
  8 
  Treasure:  
  Standard  
   
   
  Standard  
   
   
  Standard 
  Alignment: 
  Always neutral evil 
   
   
  Always neutral evil 
   
   
  Always neutral evil 
  Advancement:  
  By character class 
   
   
  By character class 
   
   
  By character class 
  Level Adj: 
   
  +3 
   
   
   
  +3 
   
   
   
  +3 
   
  In its humanoid form, wereoctopuses seem to gain 
  a rubbery skin and tend to be incredibly flexible, to the point 
  of being double-jointed.  Many also develop dark splotches 
  on their skin, somewhat akin of an octopus’s natural 
  coloration. 
  In hybrid form, a wereoctopus’s limbs stretch to 
  become tentacles, and the creature moves about in an 
  upright fashion, it’s thrashing tentacles doubling as legs to 
  move it about. 
  Wereoctopuses in their natural form often take a 
  liking to living near coastal areas tend to be canny creatures.  
  They are prone to worshipping sea deities, and many attract 
  “flocks” of followers who sooner or later become prey for 
  the wereoctopus. 
  The 
  most 
  common 
  races 
  who 
  become 
  wereoctopuses are humans, locathah, sea elves and mermen.  
  Sahuagin occasionally produce wereoctopuses, but they are 
  generally seen as aberrations among the sahuagin who are 
  hunted down and/or drive out as an abominination. 
   
  Combat 
  Wereoctopuses prefer to fight in hybrid form, 
  where they can fight on land or in water without penalty.  
  They tend to enjoy grappling and crushing multiple prey at 
  one time.  They will often attempt to lure victims to watery 
  areas where they can be easily drowned or are isolated from 
  summoning help. 
  Alternate Form (Su): A wereoctopus can assume a 
  humanoid form, a bipedal hybrid form or the form of giant 
  octopus. 
  Curse of Lycanthropy (Su): Any humanoid or giant hit by 
  a wereoctopus’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract lycanthropy. 
  Constrict (Ex): A wereoctopus deals 2d8+6 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, a wereoctopus 
  must hit an opponent of any size with a tentacle attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Ink Cloud (Ex): A wereoctopus can emit a cloud of jet-
  black ink 20 feet high by 20 feet wide by 20 feet long once 
  per minute as a free action. The cloud provides total 
  
  Bestiary Nefarious 
  Page 299 of 478 – Stephen C. Klauk 
  concealment, which the wereoctopus normally uses to 
  escape a losing fight. All vision within the cloud is 
  obscured. 
  Jet (Ex): A wereoctopus can jet backward once per round 
  as a full-round action, at a speed of 200 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Octopus Empathy (Ex): Communicate with octopuses and 
  giant octopuses, and +4 racial bonus on Charisma-based 
  checks against octopuses and giant octopuses. 
  Spells (Sp): The example wereoctopus is able to cast spells 
  as a 4th level cleric, with access to the Animal (Aquatic 
  only) and Water domains. 
  Skills:  A wereoctopus in animal or hybrid form can change 
  colors, giving it a +4 racial bonus on Hide checks. A 
  wereoctopus in animal or hybrid form also can squeeze and 
  contort its body, giving it a +10 racial bonus on Escape 
  Artist checks. A wereoctopus has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Wereoctopuses on Amberos 
   
  Wereoctopuses are a “divine gift” to many priests 
  who have devoted themselves to M’kree Malka, who stole 
  the secret of lycanthrope transformation from Urdeus.  
  Where becoming a wereshark is something M’kree often 
  afflicts non-worshippers with to “spread the faith”, 
  becoming a wereoctopus is generally only bestowed upon 
  those who willingly become priests of Malka.  It is well-
  known that the high priest of Malka is granted natural 
  wereoctopus lycanthropy when he obtains his station, and 
  Malka is fickle to sometimes gift families with “natural” 
  wereoctopus offspring when he desires the young one to 
  grow up as a priest.  As for infected wereoctopuses, Malka 
  sees them as pawns to “spread his gospel”, and has been 
  known to make the infected wereoctopus into a natural 
  lycanthrope if they please him. 
   
  Also of note is the fact that while most 
  lycanthropes have their changes bound to the phases of the  
  moon Luna, a wereoctopus’s changes are tied to the moon 
  of Triton, due to its association with the sea. 
   
  
  Bestiary Nefarious  
  Page 300 of 478 – Stephen C. Klauk  
  Wereoctopus High Priest 
  Human Form 
  8HD wereoctopus Cleric 10;hp: 107 
  S14 D13 C12 I10 W19 Ch8;Fort +14, Ref +9, Will +13 
  Init: 
  +1 
  Move: 20 ft. 
  AC: 
  23 (+1 Dex, +12 chain mail +3 & heavy wooden 
  shield +2), touch 11, flat 22 
  BAB/Grapple: +13/+15 
  Full Attack: 
  +3 
  heavy 
  mace 
  +18/+13/+8 
  melee 
  (1d8+5) 
  Special Att: 
  Rebuke undead, spells 
  Special Qual: 
  Alternate form, low-light vision, octopus 
  empathy, scent 
  Skills: Balance +3, Concentration +14, Escape Artist +11, 
  Hide +5, Knowledge (Religion) +13, Listen +6, 
  Spellcraft +13, Spot +10, Swim +10 
  Feats: Agile, Alertness, Augment Summoning, Lightning 
  Reflexes, Natural SpellB, Skill Focus (Hide), Spell 
  Focus (Conjuration), Toughness 
  CR: 
  14 
  Gear: 
  chain mail +3 (9,300 gp), heavy wooden shield +2 
  (4,157 gp), +3 heavy mace (18,312 gp), periapt of 
  Wisdom +2 (4,000 gp), cloak of resistance +3 
  (9,000 gp) 
  Total:  44,769 gp (45,000 gp) 
  Rebuke Undead (Su):  2x/day; Turn Check 1d20-1; Turn 
  Damage 2d6+9 
  Animal Domain:  speak with animals 1x/day. 
  Water Domain:  2x/day.  Turn or destroy fire creatures as 
  turn undead.  Rebuke, command or bolster water creatures 
  as rebuke undead. 
  Typical Cleric Spell List 
  (6/6/6/5/5/3; CL 10; DC 14 + Spell Level; Domains:  
  Animal, Water) 
  0:  Create Water, Detect Magic, Guidance, Light, Read 
  Magic, Resistance 
  1st:  Bane, Command, Obscuring MistD, Protection from 
  Good, Shield of Faith 
  2nd:  Aid, Desecrate, Hold AnimalD, Hold Person, Sound 
  Burst, Undetectable Alignment 
  3rd:  Animate Dead, Bestow Curse, Dispel Magic, Dominate 
  AnimalD, Protection from Energy 
  4th:  Control WaterD, Divination, Freedom of Movement, 
  Spell Immunity, Summon Monster IV* 
  5th:  Commune With NatureD, Righteous Might, Summon  
  Monster V* 
  *= Summon spell; creature gains +4 Str and Con 
  Hybrid Form 
  8HD Large wereoctopus Cleric 10;hp: 107 
  S24 D17 C14 I10 W19 Ch8;Fort +15, Ref +11, Will +13 
  Init: 
  +1 
  Move: 20 ft., swim 30 ft. 
  AC: 
  23 (-1 size, +3 Dex, +7 natural, +4 heavy wooden 
  shield +2), touch 12, flat 20 
  BAB/Grapple: +13/+24 
  Full Attack: 
  +3 heavy mace +22/+17/+12 melee 
  (1d8+10), 6 tentacles +19 melee (1d4+7), 
  bite +15 melee (1d8+3) 
  Special Att: 
  Curse of lycanthropy, rebuke undead, 
  spells 
  Special Qual: 
  Alternate form, DR 10/silver, ink cloud, 
  low-light vision, jet, octopus empathy, 
  scent 
  Skills: Balance +5, Concentration +14, Escape Artist +23, 
  Hide +11, Knowledge (Religion) +13, Listen +6, 
  Spellcraft +13, Spot +10, Swim +25 
  Feats: Agile, Alertness, Augment Summoning, Lightning 
  Reflexes, Natural SpellB, Skill Focus (Hide), Spell 
  Focus (Conjuration), Toughness 
  CR: 
  14 
  Gear: 
  heavy wooden shield +2 (4,157 gp), +3 heavy 
  mace (18,312 gp), periapt of Wisdom +2 (4,000 
  gp), cloak of resistance +3 (9,000 gp) 
  Total:  44,769 gp (45,000 gp) 
  See human form for spells and abilities 
  Animal Form 
  8HD Large wereoctopus Cleric 10;hp: 107 
  S24 D17 C14 I10 W19 Ch8;Fort +15, Ref +11, Will +13 
  Init: 
  +1 
  Move: 20 ft., swim 30 ft. 
  AC: 
  20 (-1 size, +3 Dex, +7 natural), touch 13, flat 17 
  BAB/Grapple: +13/+24 
  Full Attack: 
  8 tentacles +19 melee (1d4+7), bite +14 
  melee (1d8+3) 
  Special Att: 
  Curse of lycanthropy, rebuke undead, 
  spells 
  Special Qual: 
  Alternate form, DR 10/silver, ink cloud, 
  low-light vision, jet, octopus empathy, 
  scent 
  Skills: Balance +5, Concentration +14, Escape Artist +23, 
  Hide +11, Knowledge (Religion) +13, Listen +6, 
  Spellcraft +13, Spot +10, Swim +25 
  Feats: Agile, Alertness, Augment Summoning, Lightning 
  Reflexes, Natural SpellB, Skill Focus (Hide), Spell 
  Focus (Conjuration), Toughness 
  CR: 
  14 
  Gear: 
  not used 
  Total:  44,769 gp (45,000 gp) 
  
  Bestiary Nefarious 
  Page 301 of 478 – Stephen C. Klauk 
  Wereoctopus Krakentau 
  Human Form 
  8HD fiendish wereoctopus Clr 18;hp: 154 
  S14 D13 C12 I10 W25 Ch8;Fort +23, Ref +18, Will +26 
  Init: 
  +1 
  Move: 20 ft. 
  AC: 
  28 (+1 Dex, +17 chain mail +5 & heavy wooden 
  shield +5 ), touch 11, flat 27 
  BAB/Grapple: +19/+21 
  Full Attack: 
  +4 unholy aquatic humanoid bane heavy 
  mace +25/+20/+15/+10 melee (1d8+6 + 
  2d6 vs. good + 2d6 vs. humanoids 
  (aquatic)) 
  Special Att: 
  Magic strike, rebuke undead, smite good 
  1x/day,  
  Special Qual: 
  Alternate form, DR 10/magic, octopus 
  empathy, low-light vision, resist cold 20, 
  resist fire 10 scent, SR 31 
  Skills: Concentration +22, Escape Artist +4, Hide +0, 
  Knowledge (Religion) +21, Spellcraft +21, Spot 
  +8, Swim +0 
  Feats: Agile, Alertness, Augment Summoning, Energy 
  Resistance (Cold)E, Great SmitingE. Lightning 
  Reflexes, Natural SpellB, Skill Focus (Hide), Spell 
  Focus (Conjuration), Toughness 
  CR: 
  24 
  Gear: 
  shapeshifter’s chain mail +5 (100,300 gp), heavy 
  wooden shield +5 (25,157 gp), +4 unholy aquatic 
  humanoid bane heavy mace (128,312 gp), periapt 
  of Wisdom +6 (36,000 gp), cloak of resistance +5 
  (25,000 gp) 
  Total:  314,769 gp (320,000 gp) 
  Smite Good (Su):  Once per day, the wereoctopus 
  krakentau can make a normal melee attack to add +40 
  damage. 
  Rebuke Undead (Su):  2x/day; Turn Check 1d20-1; Turn 
  Damage 2d6+17 
  Animal Domain:  speak with animals 1x/day. 
  Water Domain:  2x/day.  Turn or destroy fire creatures as 
  turn undead.  Rebuke, command or bolster water creatures 
  as rebuke undead. 
   
  Typical Cleric Spell List 
  (6/8/8/8/7/6/6/5/4/2; CL 10; DC 17 + Spell Level; 
  Domains:  Animal, Water) 
  0:  Create Water, Detect Magic, Guidance, Light, Read 
  Magic, Resistance 
  1st:  Bane, Bless Water, Command, Doom, Obscuring MistD, 
  Magic Stone, Protection from Good, Shield of Faith 
  2nd:  Aid, Darkness, Desecrate, Hold AnimalD, Hold Person, 
  Shatter, Sound Burst, Undetectable Alignment 
  3rd:  Animate Dead, Bestow Curse, Blindness/Deafness, 
  Dispel Magic, Dominate AnimalD, Invisibility Purge, Meld 
  Into Stone, Protection from Energy 
  4th:  Control WaterD, Dismissal, Divination, Freedom of 
  Movement, Poison, Spell Immunity, Summon Monster IV* 
  5th:  Commune With NatureD, Flame Strike, Greater 
  Command, Righteous Might, Slay Living, Summon Monster 
  V* 
  6th:  Blade Barrier, Greater Dispel Magic, Harm, Heal, 
  Word of Recall 
  7th:  Blasphemy, Destruction, Repulsion, Summon Monster 
  VII* 
  8th:  Dimensional Lock, Earthquake, Summon Monster VIII* 
  9th:  Implosion 
  *= Summon spell; creature gains +4 Str and Con 
  
  Bestiary Nefarious  
  Page 302 of 478 – Stephen C. Klauk  
  Hybrid Form 
  8HD Large fiendish wereoctopus Clr 18;hp: 154 
  S24 D17 C14 I10 W25 Ch8;Fort +24, Ref +20, Will +26 
  Init: 
  +3 
  Move: 20 ft. 
  AC: 
  38 (-1 size, +3 Dex, +9 natural, +17 shapeshifter’s 
  chain mail +5 & heavy wooden shield +5 ), touch 
  12, flat 35 
  BAB/Grapple: +19/+30 
  Full Attack: 
  +4 unholy aquatic humanoid bane heavy 
  mace +31/+26/+21/+16 melee (1d8+13 + 
  2d6 vs. good + 2d6 vs. humanoids 
  (aquatic)), 6 tentacles +25 melee (1d4+7), 
  bite +20 melee (1d8+3) 
  Special Att: 
  Constrict, curse of lycanthropy, magic 
  strike, improved grab, rebuke undead, 
  smite good 1x/day,  
  Special Qual: 
  Alternate 
  form, 
  DR 
  10/magic, 
  DR 
  10/silver, ink cloud, jet, low-light vision, 
  octopus empathy, resist cold 20, resist fire 
  10, SR 31 
  Skills: Concentration +22, Escape Artist +16, Hide +6, 
  Knowledge (Religion) +21, Spellcraft +21, Spot 
  +8, Swim +13 
  Feats: Agile, Alertness, Augment Summoning, Energy 
  Resistance (Cold)E, Great SmitingE. Lightning 
  Reflexes, Natural SpellB, Skill Focus (Hide), Spell 
  Focus (Conjuration), Toughness 
  CR: 
  24 
  Gear: 
  shapeshifter’s chain mail +5 (100,300 gp), heavy 
  wooden shield +5 (25,157 gp), +4 unholy aquatic 
  humanoid bane heavy mace (128,312 gp), periapt 
  of Wisdom +6 (36,000 gp), cloak of resistance +5 
  (25,000 gp) 
  Total:  314,769 gp (320,000 gp) 
  See human form for abilities and spells 
  Animal Form 
  8HD Large fiendish wereoctopus Clr 18;hp: 154 
  S24 D17 C14 I10 W25 Ch8;Fort +19, Ref +15, Will +21 
  Init: 
  +3 
  Move: 20 ft. 
  AC: 
  31 (-1 size, +3 Dex, +9 natural, +10 shapeshifter’s 
  chain mail +5 ), touch 12, flat 28 
  BAB/Grapple: +19/+30 
  Full Attack: 
  8 tentacles +25 melee (1d4+7), bite +20 
  melee (1d8+3) 
  Special Att: 
  Constrict, curse of lycanthropy, magic 
  strike, improved grab, rebuke undead, 
  smite good 1x/day,  
  Special Qual: 
  Alternate 
  form, 
  DR 
  10/magic, 
  DR 
  10/silver, ink cloud, jet, low-light vision, 
  octopus empathy, resist cold 20, resist fire 
  10, SR 31 
  Skills: Concentration +22, Escape Artist +18, Hide +8, 
  Knowledge (Religion) +21, Spellcraft +21, Spot 
  +8, Swim +17 
  Feats: Agile, Alertness, Augment Summoning, Energy 
  Resistance (Cold)E, Great SmitingE. Lightning 
  Reflexes, Natural SpellB, Skill Focus (Hide), Spell 
  Focus (Conjuration), Toughness 
  CR: 
  24 
  Gear: 
  shapeshifter’s chain mail +5 (100,300 gp) 
  Total:  314,769 gp (320,000 gp) 
  See human form for abilities and spells 
   
  Shapeshifter Armor:  This armor enhancement grants its 
  full Armor Class bonus regardless of any form the wearer 
  takes (with polymorph, shapeshift, wild shape, or similar 
  abilities). 
  CL: 10th; Prerequisites:  Craft Magic Arms and Armor, 
  alter form or wild shape ability; Market Price: +5 bonus 
   
   
  
  Bestiary Nefarious 
  Page 303 of 478 – Stephen C. Klauk 
  Weresnake, Giant Constrictor 
   
   
  Medium Human Sorcerer 3 
   
  Large Human Sorcerer 3 
   
  Large Human Sorcerer 3 
   
   
  Weresnake (Human Form) 
   
  Weresnake (Snake Form) 
   
  Weresnake (Hybrid Form) 
   
   
  (Human, Shapechanger) 
   
  (Human, Shapechanger) 
   
  (Human, Shapechanger) 
  Hit Dice: 
   
  3d4+3 + 7d8+14 (55 hp) 
   
  3d4+3 + 7d8+14 (55 hp) 
   
  3d4+3 + 7d8+14 (55 hp) 
  Initiative: 
   
  +5 
   
   
   
  +8 
   
   
   
  +8 
  Speed: 
   
  30 ft. (6 squares) 
   
   
  20 ft. (4 squares), climb 20 ft., swim 20 ft. 
  20 ft. (4 squares), climb 20 ft.,  
  swim 20 ft. 
  AC: 
   
  11 (+1 Dex), touch 11, flat 10 
   
  16 (-1 size, +4 Dex, +3 natural), touch 13, 
  16 (-1 size, +4 Dex, +3 natural) 
   
   
   
   
   
   
  Flat 12 
   
   
   
  Flat 12 
  BAB/Grapple: 
   
  +6/+6 
   
   
   
  +6/+15 
   
   
   
  +6/+15 
  Attack: 
   
  Dagger +6 melee (1d4;19-20/x2)  
  Bite +10 melee (1d6+5) 
   
  Bite +10 melee (1d6+5) 
  Full Attack: 
   
  Dagger +6/+1 melee (1d4;19-20/x2) 
  Bite +10 melee (1d6+5) 
   
  Bite +10 melee (1d6+5), 2 claws +5  
  melee (1d4+2) 
  Space/Reach: 
   
  5-ft./5 ft.  
   
   
  10-ft./5 ft.  
   
   
  10-ft/10 ft. 
  Height/Length: 
   
  5 ft. 3 in. + 2d6 in. (5 ft. 10 in.)  
  (L) 10 ft. + 1d6 ft. (13 ft.) 
   
  8 ft. + 2d8 in. (8 ft. 9 in.) 
  Weight: 
   
  150 lbs + 2d6 x 5 lbs. (185 lbs.)  
  250 lbs. + 1d4 x 50 lbs. (350 lbs.)  
  as snake form 
  Special Att: 
   
  Spells 
   
   
   
  Constrict 1d6+7, improved grab  
  Constrict 1d6+7, improved grab, spells 
  Special Qual: 
   
  Alternate form, snake empathy,  
  Alternate form, DR 10/silver, 
   
  Alternate form, DR 10/silver, 
   
   
  Low-light vision, scent 
   
  low-light vision, scent, snake 
   
  low-light vision, scent, snake 
   
   
   
   
   
   
  Empathy  
   
   
  empathy 
  Saves: 
   
  Fort +7, Ref +7, Will +5 
   
  Fort +8, Ref +10, Will +5 
   
  Fort +8, Ref +10, Will +5 
  Abilities: 
   
  S10 D12 C13 I14 W10 Ch18 
   
  S20 D18 C15 I14 W10 Ch18 
   
  S20 D18 C15 I14 W10 Ch18 
  Skills: 
   
  Balance +5, Climb +6, Concentration,  
  Balance +5, Climb +6, Concentration +6, 
  Balance +5, Climb +6,  
  +6, Hide +14, Knowledge (Arcana) +6,  
  +6, Hide +14, Knowledge (Arcana) +6, 
  Concentration +6,Hide +14,  
  Listen +5, Spellcraft +6, Spot +6,  
  Listen +5, Spellcraft +6, Spot +6,  
  Knowledge (Arcana) +6, Listen +5,  
  Swim +11  
   
   
  Swim +11  
   
   
  Spellcraft +6, Spot +6, Swim +11 
  Feats: 
   
  Alertness, Endurance, Improved Initiative, Toughness 
  Environment: 
   
  Warm forests 
   
   
  Warm forests 
   
   
  Warm forests 
  Organization: 
   
  Solitary, Brace (2), Nest (3-5) 
   
  Solitary, Brace (2), Nest (3-5) 
   
  Solitary, Brace (2), Nest (3-5) 
  CR: 
   
  7 
   
   
   
  7 
   
   
   
  7 
  Treasure: 
   
  Standard  
   
   
  Standard  
   
   
  Standard 
  Alignment: 
   
  Always Neutral Evil  
   
  Always Neutral Evil  
   
  Always Neutral Evil 
  Advancement: 
   
  By Character Class 
   
   
  By Character Class 
   
   
  By Character Class 
  Level Adj: 
   
  +3 
   
   
   
  +3 
   
   
   
  +3 
   
  Giant constrictor weresnakes are cautious and 
  calculating predators.  They have a taste for the flesh of 
  sentient beings, and tend to be greedy and ever hungry. 
   
  In humanoid form, weresnakes tend to be 
  muscular, but with an oily slickness to their skin.  They 
  often have dark colored splotches on their skin, especially 
  on the back. 
   
  In hybrid form, a weresnake has the lower half of a 
  great boa constrictor and appears humanoid from the torso 
  up, except for the head, which is serpentine.  They have 
  yellow, slitted eyes. 
   
  Combat 
   
  Giant constrictor weresnakes prefer to attack from 
  ambush, using their strength to quickly overcome and crush 
  an opponent.  They often hide above or beneath an 
  opponent’s line of sight, whether dropping down from 
  above or striking from a hidden position underfoot. 
   
  If badly injured, most weresnakes will retreat and 
  seek easier prey; only if starving will a weresnake usually 
  continue fighting when the odds are against it. 
  Skills:  Weresnakes have a +4 racial bonus on Hide, Listen, 
  and Spot checks and a +8 racial bonus on Balance and 
  Climb checks. A weresnake can always choose to take 10 on 
  a Climb check, even if rushed or threatened. Weresnakes 
  use either their Strength modifier or Dexterity modifier for 
  Climb checks, whichever is higher. A weresnake has a +8 
  racial bonus on any Swim check to perform some special 
  action or avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  Giant Constrictor Weresnakes on Amberos 
   
  While lycanthropy is normally associated with 
  Urdeus, the Night watchman, giant constrictor and viper 
  weresnakes are the creation of Aspus as a boon to his human 
  worshippers and those he wishes to make thralls.  Afflicted 
  weresnakes who have offspring always generate natural 
  weresnake offspring.  Generally speaking when natural 
  weresnakes mate, there are no second or successive 
  generations of weresnakes – instead, such offspring are 
  aspii. 
   
  Giant constrictor weresnakes seem to be more 
  common in mountainous southern lands as well as forests, 
  such as the Yaz. 
   
  
  Bestiary Nefarious  
  Page 304 of 478 – Stephen C. Klauk  
  Constrictor Weresnake Ambusher 
  Human Form 
  7HD weresnake Sor 8;hp: 76 
  S10 D13 C12 I14 W10 Ch19;Fort +8, Ref +8, Will +8 
  Init: 
  +5 
  Move: 30 ft. 
  AC: 
  16 (+1 Dex, +3 bracers of armor +3, +2 ring of 
  protection +2), touch 13, flat 15 
  BAB/Grapple: +9/+9 
  Full Attack: 
  Dagger +9/+4 melee (1d4;19-20/x2) 
  Special Att: 
  Spells 
  Special Qual: 
  Alternate form, low-light vision, snake 
  empathy, scent 
  Skills: Balance +16, Bluff +15, Climb +15, Concentration 
  +12, Craft (Alchemy) +13, Hide +12, Knowledge 
  (Arcana) +13, Listen +9, Spellcraft +13, Spot +10 
  Feats: Alertness, Endurance, Eschew Materials, Greater 
  Spell Focus (Enchantment), Improved InitiativeB, 
  Spell Focus (Enchantment), Toughness 
  CR: 
  12 
  Gear: 
  bracers of armor +3 (9,000 gp), ring of protection 
  +2 (8.000 gp), cloak of Charisma +2 (4,000 gp), 
  necklace of fireballs type I (1,650 gp), wand of 
  charm monster (5 charges) (2,100 gp), scroll of 
  modify memory (1,000 gp), potion of cure serious 
  wounds (750 gp) 
  Total:  26,500 gp (27,000 gp) 
   
  Typical Sorcerer Spells 
  (6/7/7/6/4;CL 8;DC 14 + Spell Level) 
  0:  Arcane Mark, Daze*, Detect Magic, Ghost Sound, Read 
  Magic, Open/Close, Prestidigitation, Touch of Fatigue 
  1st:  Color Spray, Comprehend Languages, Disguise Self, 
  Hypnotism*, Silent Image 
  2nd:  Detect Thoughts, Invisibility, Touch of Idiocy* 
  3rd:  Deep Slumber*, Suggestion* 
  4th:  Charm Monster* 
  * = Enchantment Spell; DC +2 
  Hybrid Form 
  7HD Large weresnake Sor 8;hp: 76 
  S20 D19 C14 I14 W10 Ch19;Fort +9, Ref +11, Will +8 
  Init: 
  +8 
  Move: 20 ft., climb 20 ft., swim 20 ft. 
  AC: 
  21 (-1 size, +4 Dex, +3 natural, +3 bracers of 
  armor +3, +2 ring of protection +2), touch 15, flat 
  18 
  BAB/Grapple: +9/+18 
  Full Attack: 
  Bite +13 melee (1d6+5), 2 claws +8 melee 
  (1d4+2) 
  Special Att: 
  Constrict 1d6+7, curse of lycanthropy, 
  spells 
  Special Qual: 
  Alternate form, DR 10/silver, low-light 
  vision, snake empathy, scent 
  Skills: Balance +19, Bluff +15, Climb +20, Concentration 
  +12, Craft (Alchemy) +13, Hide +11, Knowledge 
  (Arcana) +13, Listen +9, Spellcraft +13, Spot +10 
  Feats: Alertness, Endurance, Eschew Materials, Greater 
  Spell Focus (Enchantment), Improved InitiativeB, 
  Spell Focus (Enchantment), Toughness 
  CR: 
  12 
  Gear: 
  bracers of armor +3 (9,000 gp), ring of protection 
  +2 (8.000 gp), cloak of Charisma +2 (4,000 gp), 
  necklace of fireballs type I (1,650 gp), wand of 
  charm monster (5 charges) (2,100 gp), scroll of 
  modify memory (1,000 gp), potion of cure serious 
  wounds (750 gp) 
  Total:  26,500 gp (27,000 gp) 
  See human form for spells and abilities 
  Animal Form 
  7HD Large weresnake Sor 8;hp: 76 
  S20 D19 C14 I14 W10 Ch19;Fort +9, Ref +11, Will +8 
  Init: 
  +8 
  Move: 20 ft., climb 20 ft., swim 20 ft. 
  AC: 
  16 (-1 size, +4 Dex, +3 natural), touch 13, flat 12 
  BAB/Grapple: +9/+18 
  Full Attack: 
  Bite +13 melee (1d6+5) 
  Special Att: 
  Constrict 1d6+7, curse of lycanthropy, 
  spells 
  Special Qual: 
  Alternate form, DR 10/silver, low-light 
  vision, snake empathy, scent 
  Skills: Balance +19, Bluff +15, Climb +20, Concentration 
  +12, Craft (Alchemy) +13, Hide +11, Knowledge 
  (Arcana) +13, Listen +9, Spellcraft +13, Spot +10 
  Feats: Alertness, Endurance, Eschew Materials, Greater 
  Spell Focus (Enchantment), Improved InitiativeB, 
  Spell Focus (Enchantment), Toughness 
  CR: 
  12 
  Gear: 
  not used 
  Total:  26,500 gp (27,000 gp) 
  See human form for spells and abilities 
  
  Bestiary Nefarious 
  Page 305 of 478 – Stephen C. Klauk 
  Constrictor Weresnake Deathgrip 
  Human Form 
  7HD weresnake Sor 8/Rog 5;hp: 98 
  S10 D17 C12 I14 W10 Ch22;Fort +9, Ref +12, Will +9 
  Init: 
  +7 
  Move: 30 ft. 
  AC: 
  22 (+3 Dex, +5 bracers of armor +5, +2 ring of 
  protection +2, +2 ring of force shield), touch 15, 
  flat 19 
  BAB/Grapple: +12/+12 
  Full Attack: 
  Dagger +9/+4 melee (1d4;19-20/x2) 
  Special Att: 
  Sneak attack +3d6, spells 
  Special Qual: 
  Alternate form, evasion, low-light vision, 
  snake empathy, scent, spell absorption, trapfinding, 
  trap sense +1, uncanny dodge 
  Skills: Balance +16, Bluff +21, Climb +20, Concentration 
  +12, Craft (Alchemy) +13, Hide +17, Knowledge 
  (Arcana) +13, Listen +14, Move Silently +11, 
  Sense Motive +10, Spellcraft +13, Spot +15, 
  Tumble +11 
  Feats: Alertness, Endurance, Eschew Materials, Greater 
  Spell Focus (Enchantment), Improved InitiativeB, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Enchantment), 
  Toughness 
  CR: 
  17 
  Gear: 
  bracers of armor +5 (25,000 gp), ring of 
  protection +2 (8.000 gp), ring of force shield 
  (8,500 gp), cloak of Charisma +4 (16,000 gp), 
  gloves of Dexterity +4 (16,000 gp), necklace of 
  fireballs type I (1,650 gp), wand of crushing 
  despair (5 charges) (2,100 gp), scroll of modify 
  memory (1,000 gp), pale lavender ellipsoid ioun 
  stone (20,000 gp), potion of cure serious wounds 
  (750 gp) 
  Total:  99,000 gp (100,000 gp) 
   
  Typical Sorcerer Spells 
  (6/7/7/6/4;CL 8;DC 15 + Spell Level) 
  0:  Arcane Mark, Daze*, Detect Magic, Ghost Sound, Read 
  Magic, Open/Close, Prestidigitation, Touch of 
  Fatigue 
  1st:  Color Spray, Comprehend Languages, Disguise Self, 
  Hypnotism*, Silent Image 
  2nd:  Detect Thoughts, Invisibility, Touch of Idiocy* 
  3rd:  Deep Slumber*, Suggestion* 
  4th:  Charm Monster* 
  * = Enchantment Spell; DC +2 
   
  Evasion (Ex): If a weresnake deathgripper makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, she 
  instead takes no damage. A helpless rogue does not gain the 
  benefit of evasion. 
  Spell Absorption (It):  As a readied action, can absorb 20 
  spell levels of 4th level or lower spells due to ioun stone. 
  Trap Sense (Ex): A weresnake deathgripper gains a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A weresnake deathgripper retains 
  her Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized.  
  
  Bestiary Nefarious  
  Page 306 of 478 – Stephen C. Klauk  
  Hybrid Form 
  7HD Large weresnake Sor 8/Rog 5;hp: 98 
  S20 D23 C14 I14 W10 Ch22;Fort +10, Ref +15, Will +9 
  Init: 
  +10 
  Move: 20 ft., climb 20 ft., swim 20 ft. 
  AC: 
  27 (-1 size, +6 Dex, +3 natural, +5 bracers of 
  armor +5, +2 ring of protection +2, +2 ring of 
  force shield), touch 17, flat 21 
  BAB/Grapple: +12/+21 
  Full Attack: 
  Bite +16 melee (1d6+5), 2 claws +11 
  melee (1d4+2) 
  Special Att: 
  Sneak attack +3d6, spells 
  Special Qual: 
  Alternate form, DR 10/silver evasion, 
  low-light vision, snake empathy, scent, spell 
  absorption, trapfinding, trap sense +1, uncanny 
  dodge 
  Skills: Balance +19, Bluff +21, Climb +25, Concentration 
  +12, Craft (Alchemy) +13, Hide +16, Knowledge 
  (Arcana) +13, Listen +14, Move Silently +14, 
  Sense Motive +10, Spellcraft +13, Spot +15, 
  Tumble +14 
  Feats: Alertness, Endurance, Eschew Materials, Greater 
  Spell Focus (Enchantment), Improved InitiativeB, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Enchantment), 
  Toughness 
  CR: 
  17 
  Gear: 
  bracers of armor +5 (25,000 gp), ring of 
  protection +2 (8.000 gp), ring of force shield 
  (8,500 gp), cloak of Charisma +4 (16,000 gp), 
  gloves of Dexterity +4 (16,000 gp), necklace of 
  fireballs type I (1,650 gp), wand of crushing 
  despair (5 charges) (2,100 gp), scroll of modify 
  memory (1,000 gp), pale lavender ellipsoid ioun 
  stone (20,000 gp), potion of cure serious wounds 
  (750 gp) 
  Total:  99,000 gp (100,000 gp) 
  See human form for spells and special abilities 
  Animal Form 
  7HD Large weresnake Sor 8/Rog 5;hp: 98 
  S20 D19 C14 I14 W10 Ch18;Fort +10, Ref +13, Will +9 
  Init: 
  +8 
  Move: 20 ft., climb 20 ft., swim 20 ft. 
  AC: 
  16 (-1 size, +4 Dex, +3 natural), touch 13, flat 12 
  BAB/Grapple: +12/+21 
  Full Attack: 
  Bite +16 melee (1d6+5), 2 claws +11 
  melee (1d4+2) 
  Special Att: 
  Sneak attack +3d6, spells 
  Special Qual: 
  Alternate form, DR 10/silver evasion, 
  low-light vision, snake empathy, scent, spell 
  absorption, trapfinding, trap sense +1, uncanny 
  dodge 
  Skills: Balance +17, Bluff +19, Climb +25, Concentration 
  +12, Craft (Alchemy) +13, Hide +14, Knowledge 
  (Arcana) +13, Listen +14, Move Silently +12, 
  Sense Motive +10, Spellcraft +13, Spot +15, 
  Tumble +12 
  Feats: Alertness, Endurance, Eschew Materials, Greater 
  Spell Focus (Enchantment), Improved InitiativeB, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Enchantment), 
  Toughness 
  CR: 
  17 
  Gear: 
  pale lavender ellipsoid ioun stone (20,000 gp) 
  Total:  99,000 gp (100,000 gp) 
   
  
  Bestiary Nefarious 
  Page 307 of 478 – Stephen C. Klauk 
  Weresnake, Viper 
   
  Medium Human Rogue 1 
   
  Medium Human Rogue 1 
   
  Medium Human Rogue 1 
   
  Weresnake (Human Form) 
   
  Weresnake (Snake Form) 
   
  Weresnake (Hybrid Form) 
   
  (Human, Shapechanger) 
   
  (Human, Shapechanger) 
   
  (Human, Shapechanger) 
  Hit Dice: 
  1d6+1 + 2d8+2 (15 hp) 
   
  1d6+1 + 2d8+2 (15 hp) 
   
  1d6+1 + 2d8+2 (15 hp) 
  Initiative: 
  +2 
   
   
   
  +5 
   
   
   
  +5 
  Speed: 
  30 ft. 
   
   
   
  20 ft. (4 squares), climb 20 ft., 
   
  20 ft. (4 squares), climb 20 ft., swim 20 ft. 
   
   
   
   
   
  Swim 20 ft. 
  AC: 
  14 (+2 Dex, +2 leather), touch 12, flat 12 
  18 (+5 Dex, +3 natural), touch 15, 
  18 (+5 Dex, +3 natural), touch 15, flat 13 
  BAB/Grapple: 
  +1/+2 
   
   
   
  +1/+0 
   
   
   
  +1/+0 
  Attack: 
  rapier +3 melee (1d6+1;18-20/x2) 
  bite +6 melee (1d4 + poison) 
   
  bite +6 melee (1d4+poison) 
  Full Attack: 
  rapier +3 melee (1d6+1;18-20/x2) 
  bite +6 melee (1d4 + poison) 
   
  bite +6 melee (1d4 + poison) 
  Space/Reach: 
  5-ft./5 ft.  
   
   
  5-ft./5 ft.  
   
   
  5-ft./5 ft. 
  Height: 
  5 ft. 3 in. + 2d6 in. (5 ft. 10 in.)  
  as human form 
   
   
  as human form 
  Weight: 
  150 lbs. + 2d6 x 5 lbs. (185 lbs.)  
  1/3 human form (50 lbs.) 
   
  as human form 
  Special Att: 
  Sneak attack +1d6 
   
   
  poison, sneak attack +1d6 
   
  poison, sneak attack +1d6 
  Special Qual: 
  Alternate form, low-light vision,  
  Alternate form, DR 10/silver, 
   
  Alternate form, DR 10/silver, low-light vision, 
   
  Scent, snake empathy  
   
  low-light vision, scent, snake 
   
  scent, snake empathy 
   
   
   
   
   
  empathy 
  Saves: 
  Fort +4 , Reflex +7, Will +1 
   
  Fort +4 , Reflex +10, Will +1 
   
  Fort +4 , Reflex +10, Will +1 
  Abilities: 
  S12 D15 C13 I14 W12 Ch8 
   
  S10 D21 C13 I14 W12 Ch8 
   
  S10 D21 C13 I14 W12 Ch8 
  Skills: 
  Appraise +6, Balance +8, Bluff +3,  
  Appraise +6, Balance +11, Bluff +3, 
  Appraise +6, Balance +11, Bluff +3, 
  Climb +7, Disable Device +6, Hide +8,  
  Climb +11, Disable Device +6, Hide +15, 
  Climb +11, Disable Device +6, Hide +15, 
  Listen +7, Search +6, Sense Motive +5,  
  Listen +11, Search +6, Sense Motive +5, 
  Listen +11, Search +6, Sense Motive +5, 
  Spot +7, Swim +5 
   
   
  Spot +11, Swim +12  
   
  Spot +11, Swim +12 
  Feats: 
  Improved InitiativeB, Combat Expertise,  
  Improved InitiativeB, Combat Expertise, 
  Improved InitiativeB, Combat Expertise, 
  Weapon Finesse 
   
   
  Weapon Finesse 
   
   
  Weapon Finesse 
  Environment: 
  Any temperate or hot  
   
  Any temperate or hot  
   
  Any temperate or hot 
  Organization: 
  Solitary, Pair (2), Nest (3-5) 
   
  Solitary, Pair (2), Nest (3-5) 
   
  Solitary, Pair (2), Nest (3-5) 
  CR: 
  3 
   
   
   
  3 
   
   
   
  3 
  Treasure: 
  Standard  
   
   
  Standard  
   
   
  Standard 
  Alignment: 
  Always Lawful Evil  
   
  Always Lawful Evil  
   
  Always Lawful Evil 
  Advancement: 
  By character class 
   
   
  By character class 
   
   
  By character class 
  Level Adj: 
  +3 
   
   
   
  +3 
   
   
   
  +3 
   
   
  Deadly and conniving, viper weresnakes hide their 
  true intentions until they have cornered or otherwise placed 
  their victim in a position with no escape.  They often are con 
  artists or other slick-tongued individuals willing to part a 
  fool and his money.  A weresnake tends to abhor outright 
  thuggery, and uses implied threats and cunning social 
  maneuvering to take down prey, only striking with a hidden, 
  envenomed dagger when all else fails. 
   
  In humanoid form, a viper weresnake often sports a 
  widow’s peak and is very lithe – almost double-jointed.  In 
  hybrid form, a viper weresnake has the lower half a sinuous 
  serpent, and the upper torso of a humanoid, though covered 
  in glistening scales.  The head is always serpentine and 
  often sports a cobra-like hood.  In some cases, instead of a 
  hood, the viper weresnake may sport a loud rattle at the tip 
  of its tail.  A small number of viper weresnakes sport neither 
  a cobra’s hood nor a rattle, tending to have bright-colored 
  scales that are almost hypnotic in nature. 
   
  Combat 
   
  Unless forced into direct confrontation, weresnakes 
  prefer to overpower others through social manipulation.  
  However, on nights of the full moon a viper weresnake is 
  often overcome with the desire to kill, and they will seek out 
  gullible prey to isolate and kill, using their snake form to 
  strike. 
   
  Viper weresnakes often milk and store their own 
  poison for use on their weapons, either using cunningly 
  crafted sheathes to keep weapons envenomed or keeping the 
  poison in vials that they then use upon their weapons. 
  Poison (Ex):  A weresnake’s bite injects a neurotoxin into 
  its victim (Type: Injected; Fort DC 12;Init: 1d6 Con; Sec: 
  1d6 Con). 
  Skills: Weresnakes have a +4 racial bonus on Hide, Listen, 
  and Spot checks and a +8 racial bonus on Balance and 
  Climb checks. A weresnake can always choose to take 10 on 
  a Climb check, even if rushed or threatened. Weresnakes 
  use either their Strength modifier or Dexterity modifier for 
  Climb checks, whichever is higher. A weresnake has a +8 
  racial bonus on any Swim check to perform some special 
  action or avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
  Viper Weresnake Poison 
   
  Strictly going by the rules, the viper weresnake’s poison should remain at a DC of 11 + Con modifier. However, for 
  the CR adjustment that is applied to the base creature, this doesn’t fit well.  So we’ve modified the DC slightly so it is ½
  HD/levels and the poison gets stronger as the weresnake advances, keeping it a deadly foe. 
  
  Bestiary Nefarious  
  Page 308 of 478 – Stephen C. Klauk  
  Viper Weresnake Venomtooth 
  Human Form 
  2HD weresnake Rog 6;hp: 38 
  S12 D16 C13 I14 W12 Ch8;Fort +8, Ref +13, Will +5 
  Init: 
  +7 
  Move:  30 ft. 
  AC: 
  17 (+3 Dex, +4 leather +2), touch 13, flat 14 
  BAB/Grapple: +5/+6 
  Full Attack: 
  +1 rapier +9 melee (1d6+2 + poison;18-
  20/x2) 
  Special Att: 
  Sneak attack +3d6 
  Special Qual: 
  Alternate form, evasion, low-light vision, 
  scent, snake empathy, trapfinding, trap 
  sense +2, uncanny dodge 
  Skills: Appraise +11, Balance +14, Bluff +8, Climb +12, 
  Disable Device +11, Hide +14, Listen +12, Search 
  +11, Sense Motive +10, Spot +12, Swim +10 
  Feats: Improved InitiativeB,, Combat Expertise, Dodge, 
  Weapon Finesse 
  CR: 
  8 
  Gear: 
  leather +2 (4,155 gp), +1 rapier (2,320 gp), cloak 
  of resistance +1 (1,000 gp), potion of Cat’s Grace 
  (300 gp), potion of cure serious wounds (750 gp) 
  Total:  8,525 gp (9,400 gp) 
  Evasion (Ex): If a weresnake venomtooth makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, she 
  instead takes no damage. A helpless rogue does not gain the 
  benefit of evasion. 
  Poison (Ex):  A weresnake venomtooth’s bite injects a 
  neurotoxin into its victim (Type: Injected; Fort DC 15;Init: 
  1d6 Con; Sec: 1d6 Con).  The weresnake venomtooth also 
  uses the poison to coat his blade. 
  Trap Sense (Ex): A weresnake venomtooth gains a +1 
  bonus on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A weresnake venomtooth retains her 
  Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  Hybrid Form 
  2HD weresnake Rog 6;hp: 38 
  S10 D22 C13 I14 W12 Ch8;Fort +8, Ref +13, Will +5 
  Init: 
  +10 
  Move:  30 ft. 
  AC: 
  19 (+6 Dex, +3 natural), touch 16, flat 13 
  BAB/Grapple: +5/+5 
  Full Attack: 
  Bite +11 melee (1d4 + poison), rapier +1 
  +12 melee (1d6 + poison) 
  Special Att: 
  Sneak attack +3d6 
  Special Qual: 
  Alternate form, evasion, low-light vision, 
  scent, snake empathy, trapfinding, trap 
  sense +2, uncanny dodge 
  Skills: Appraise +11, Balance +17, Bluff +8, Climb +11, 
  Disable Device +11, Hide +17, Listen +12, Search 
  +11, Sense Motive +10, Spot +12, Swim +9 
  Feats: Improved InitiativeB,, Combat Expertise, Dodge, 
  Weapon Finesse 
  CR: 
  8 
  Gear: 
  +1 rapier (2,320 gp), cloak of resistance +1 (1,000 
  gp), potion of Cat’s Grace (300 gp), potion of cure 
  serious wounds (750 gp) 
  Total:  8,525 gp (9,400 gp) 
  Animal Form 
  2HD weresnake Rog 6;hp: 38 
  S10 D22 C13 I14 W12 Ch8;Fort +6, Ref +11, Will +3 
  Init: 
  +10 
  Move:  30 ft. 
  AC: 
  19 (+6 Dex, +3 natural), touch 16, flat 13 
  BAB/Grapple: +5/+5 
  Full Attack: 
  Bite +11 melee (1d4 + poison) 
  Special Att: 
  Sneak attack +3d6 
  Special Qual: 
  Alternate form, evasion, low-light vision, 
  scent, snake empathy, trapfinding, trap 
  sense +2, uncanny dodge 
  Skills: Appraise +11, Balance +17, Bluff +8, Climb +11, 
  Disable Device +11, Hide +17, Listen +12, Search 
  +11, Sense Motive +10, Spot +12, Swim +9 
  Feats: Improved InitiativeB,, Combat Expertise, Dodge, 
  Weapon Finesse 
  CR: 
  8 
  Gear: 
  not used 
  Total:  8,525 gp (9,400 gp) 
  
  Bestiary Nefarious 
  Page 309 of 478 – Stephen C. Klauk 
  Viper Weresnake Slinker 
  Human Form 
  2HD weresnake Rog 8/Asn 4;hp: 65 
  S12 D18 C13 I16 W12 Ch8;Fort +9, Ref +20, Will +7 
  Init: 
  +8 
  Move: 30 ft. 
  AC: 
  17 (+4 Dex, +4 bracers of armor +4), touch 13, 
  flat 14 
  BAB/Grapple: +9/+10 
  Full Attack: 
  +2 rapier +14/+9 melee (1d6+3 + 
  poison;18-20/x2) 
  Special Att: 
  Death attack, sneak attack +6d6 
  Special Qual: 
  Alternate 
  form, 
  evasion, 
  improved 
  uncanny dodge, low-light vision, poison 
  use, 
  scent, 
  snake 
  empathy, 
  spells, 
  trapfinding, trap sense +2, uncanny dodge, 
  +2 save against poison 
  Skills: Balance +16, Bluff +12, Climb +14, Disable 
  Device +13, Disguise +11, Hide +20, Listen +14, 
  Move Silently +18, Search +17, Sense Motive +16, 
  Spot +18, Swim +1 
  Feats: Combat Expertise, Improved Feint, Improved 
  InitiativeB,, Combat Expertise, Dodge, Weapon 
  Finesse 
  CR: 
  14 
  Gear: 
  bracers of armor +4 (16,000 gp), rapier +2 (8,320 
  gp), cloak of resistance +3 (9,000 gp), gloves of 
  Dexterity +2 (4,000 gp), potion of cure serious 
  wounds (750 gp), 4 vials of viper weresnake poison 
  (0 gp) 
  Total:  38,070 gp (45,000 gp) 
  Evasion (Ex): If a weresnake slinker makes a successful 
  Reflex saving throw against an attack that normally deals 
  half damage on a successful save, she instead takes no 
  damage. A helpless rogue does not gain the benefit of 
  evasion. 
  Improved Uncanny Dodge (Ex): A weresnake slinker can 
  no longer be flanked, since he can react to opponents on 
  opposite sides of him as easily as he can react to a single 
  attacker. This defense denies rogues the ability to use flank 
  attacks to sneak attack the assassin. The exception to this 
  defense is that a rogue at least four levels higher than the 
  assassin can flank him (and thus sneak attack him). 
  Poison (Ex):  A weresnake slinker’s bite injects a 
  neurotoxin into its victim (Type: Injected; Fort DC 18;Init: 
  1d6 Con; Sec: 1d6 Con).  The weresnake slinker also uses 
  this poison to coat his blade. 
  Trap Sense (Ex): A weresnake slinker gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
  Uncanny Dodge (Ex): A weresnake slinker retains her 
  Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
   
  Typical Assassin Spell List 
  (4/2;CL 4;DC 13 + spell level) 
  1st:  Disguise Self, Jump, Obscuring Mist, True Strike 
  2nd:  Invisibility, Pass without Trace, Spider Climb 
  Hybrid Form 
  2HD weresnake Rog 8/Asn 4;hp: 65 
  S10 D24 C13 I16 W12 Ch8;Fort +9, Ref +23, Will +7 
  Init: 
  +11 
  Move: 30 ft. 
  AC: 
  24 (+7 Dex, +3 natural, +4 bracers of armor +4), 
  touch 17, flat 17 
  BAB/Grapple: +9/+9 
  Full Attack: 
  +2 rapier +17/+12 melee (1d6+2 + 
  poison;18-20/x2), bite +16 melee (1d4 + 
  poison) 
  Special Att: 
  Death attack, sneak attack +6d6 
  Special Qual: 
  Alternate 
  form, 
  evasion, 
  improved 
  uncanny dodge, low-light vision, poison 
  use, 
  scent, 
  snake 
  empathy, 
  spells, 
  trapfinding, trap sense +2, uncanny dodge, 
  +2 save against poison 
  Skills: Balance +19, Bluff +12, Climb +13, Disable 
  Device +13, Disguise +14, Hide +20, Listen +14, 
  Move Silently +21, Search +17, Sense Motive +16, 
  Spot +18, Swim +8 
  Feats: Combat Expertise, Improved Feint, Improved 
  InitiativeB,, Combat Expertise, Dodge, Weapon 
  Finesse 
  CR: 
  14 
  Gear: 
  bracers of armor +4 (16,000 gp), rapier +2 (8,320 
  gp), cloak of resistance +3 (9,000 gp), gloves of 
  Dexterity +2 (4,000 gp), potion of cure serious 
  wounds (750 gp), 4 vials of viper weresnake poison 
  (0 gp) 
  Total:  38,070 gp (45,000 gp) 
  
  Bestiary Nefarious  
  Page 310 of 478 – Stephen C. Klauk  
  Animal Form 
  2HD weresnake Rog 8/Asn 4;hp: 65 
  S10 D24 C13 I16 W12 Ch8;Fort +9, Ref +23, Will +7 
  Init: 
  +11 
  Move: 30 ft. 
  AC: 
  24 (+7 Dex, +3 natural, +4 bracers of armor +4), 
  touch 17, flat 17 
  BAB/Grapple: +9/+9 
  Full Attack: 
  +2 rapier +17/+12 melee (1d6+2 + 
  poison;18-20/x2), bite +16 melee (1d4 + 
  poison) 
  Special Att: 
  Death attack, sneak attack +6d6 
  Special Qual: 
  Alternate 
  form, 
  evasion, 
  improved 
  uncanny dodge, low-light vision, poison 
  use, 
  scent, 
  snake 
  empathy, 
  spells, 
  trapfinding, trap sense +2, uncanny dodge, 
  +2 save against poison 
  Skills: Balance +19, Bluff +12, Climb +13, Disable 
  Device +13, Disguise +14, Hide +20, Listen +14, 
  Move Silently +21, Search +17, Sense Motive +16, 
  Spot +18, Swim +8 
  Feats: Combat Expertise, Improved Feint, Improved 
  InitiativeB,, Combat Expertise, Dodge, Weapon 
  Finesse 
  CR: 
  14 
  Gear: 
  not used 
  Total:  38,070 gp (45,000 gp) 
  
  Bestiary Nefarious 
  Page 311 of 478 – Stephen C. Klauk 
  Viper Weresnake Black Mamba 
  Human Form 
  4 HD corrupted soul weresnake (Evil, Shapechanger) Rog 
  8/Asn 10;hp: 103 
  S12 D25 C13 I16 W10 Ch8;Fort +14, Ref +22, Will +11 
  Init: 
  +11 
  Move: 30 ft., fly 40 ft. (average) 
  AC: 
  28 (+7 Dex, +3 natural, +8 armor), touch 17, flat 
  21 
  BAB/Grapple: +16/+17 
  Full Attack: 
  +5 acid rapier +28/+23/+18/+13 melee 
  (1d6+6 + 1d6 acid + poison; 15-20/x2) 
  Special Att: 
  Death attack, sneak attack +9d6, touch of 
  rot 
  Special Qual: 
  Alternate form, evasion, hide in plain 
  sight, improved uncanny dodge, poison 
  use, snake empathy, shield against the 
  eye, spells, trap sense + 2, uncanny dodge, 
  +5 save vs. poison, twisted soul 
  Skills: Balance +21, Bluff +18, Climb +15, Disable 
  Device +19, Disguise +22, Escape Artist +6, 
  Forgery +5, Hide +26, Listen +16, Move Silently 
  +27, Search +23, Sense Motive +16, Spot +20, 
  Swim +8 
  Feats: Combat Expertise, Deceitful, Dodge, Extend Spell, 
  Improved Critical (Rapier), Improved Feint, 
  Improved InitiativeB,, Mobility, Spring Attack, 
  Weapon Finesse 
  CR: 
  21 
  Gear: 
  bracers of armor +8 (64,000 gp), amulet of natural 
  armor +3 (18,000 gp), +5 acid rapier (72,320 gp), 
  gloves of dexterity +6 (36,000 gp), cloak of 
  resistance +5 (25,000 gp), potion of cure serious 
  wounds (750 gp), carpet of flying (5 ft.) (20,000 
  gp), 4 vials of viper weresnake poison (0 gp) 
  Total:  236,070 gp (240,000 gp) 
  Evasion (Ex): If a weresnake black mamba makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, she 
  instead takes no damage. A helpless rogue does not gain the 
  benefit of evasion. 
  Hide in Plain Sight (Su): A weresnake black mamba can 
  use the Hide skill even while being observed. As long as he 
  is within 10 feet of some sort of shadow, a weresnake black 
  mamba can hide himself from view in the open without 
  having anything to actually hide behind. 
  He cannot, however, hide in his own shadow. 
  Improved Uncanny Dodge (Ex): A weresnake black 
  mamba can no longer be flanked, since he can react to 
  opponents on opposite sides of him as easily as he can react 
  to a single attacker. This defense denies rogues the ability to 
  use flank attacks to sneak attack the assassin. The exception 
  to this defense is that a rogue at least four levels higher than 
  the assassin can flank him (and thus sneak attack him). 
  Poison (Ex):  A weresnake black mamba’s bite injects a 
  neurotoxin into its victim (Type: Injected; Fort DC 22;Init: 
  1d6 Con; Sec: 1d6 Con).  The weresnake black mamba also 
  uses this poison to coat his blade. 
  Shield Against the Eye:  The creature can use invisibility at 
  will. 
  Trap Sense (Ex): A weresnake black mamba gains a +2 
  bonus on Reflex saves made to avoid traps and a +2 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A weresnake black mamba retains 
  her Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  Touch of Rot:  The claw or slam attacks of the creature 
  infect the victim with mummy rot. 
  Twisted Soul:  The creature limbs become like rubber; it 
  gains a +8 bonus to Escape Artist skill checks and can use 
  the equivalent of the Freedom of Movement spell as if cast 
  at a level equal to its Hit dice/level. 
   
  Typical Assassin Spell List 
  (4/4/4/3;CL 10;DC 13 + spell level) 
  1st:  Disguise Self, Jump, Obscuring Mist, True Strike 
  2nd:  Alter Self, Invisibility, Pass without Trace, Spider 
  Climb 
  3rd:  Deep slumber, False Life, Misdirection, Nondetection 
  4th:  Dimension Door, Glibness, Greater Invisibility, Locate 
  Creature 
  
  Bestiary Nefarious  
  Page 312 of 478 – Stephen C. Klauk  
  Hybrid Form 
  4 HD corrupted soul weresnake (Evil, Shapechanger) Rog 
  8/Asn 10;hp: 103 
  S10 D30 C13 I16 W10 Ch8;Fort +14, Ref +25, Will +11 
  Init: 
  +14 
  Move: 30 ft., fly 40 ft. (average) 
  AC: 
  34 (+10 Dex, +6 natural, +8 armor), touch 20, flat 
  24 
  BAB/Grapple: +16/+17 
  Full Attack: 
  +5 acid rapier +28/+23/+18/+13 melee 
  (1d6+6 + 1d6 acid + poison; 15-20/x2), 
  bite +18 melee (1d4 + poison) 
  Special Att: 
  Death attack, sneak attack +9d6, touch of 
  rot 
  Special Qual: 
  Alternate form, evasion, hide in plain 
  sight, improved uncanny dodge, poison 
  use, snake empathy, shield against the 
  eye, spells, trap sense + 2, uncanny dodge, 
  +5 save vs. poison, twisted soul 
  Skills: Balance +32, Bluff +18, Climb +32, Disable 
  Device +19, Disguise +22, Escape Artist +6, 
  Forgery +5, Hide +33, Listen +20, Move Silently 
  +30, Search +23, Sense Motive +16, Spot +20, 
  Swim +16 
  Feats: Combat Expertise, Deceitful, Dodge, Extend Spell, 
  Improved Critical (Rapier), Improved Feint, 
  Improved InitiativeB,, Mobility, Spring Attack, 
  Weapon Finesse 
  CR: 
  21 
  Gear: 
  bracers of armor +8 (64,000 gp), amulet of natural 
  armor +3 (18,000 gp), +5 acid rapier (72,320 gp), 
  gloves of dexterity +6 (36,000 gp), cloak of 
  resistance +5 (25,000 gp), potion of cure serious 
  wounds (750 gp), carpet of flying (5 ft.) (20,000 
  gp), 4 vials of viper weresnake poison (0 gp) 
  Total:  236,070 gp (240,000 gp) 
  Animal Form 
  4 HD corrupted soul weresnake (Evil, Shapechanger) Rog 
  8/Asn 10;hp: 103 
  S10 D24 C13 I16 W10 Ch8;Fort +9, Ref +17, Will +6 
  Init: 
  +14 
  Move: 30 ft., fly 40 ft. (average) 
  AC: 
  34 (+10 Dex, +6 natural, +8 armor), touch 20, flat 
  24 
  BAB/Grapple: +16/+17 
  Full Attack: 
  bite +23 melee (1d4 + poison) 
  Special Att: 
  Death attack, sneak attack +9d6, touch of 
  rot 
  Special Qual: 
  Alternate form, evasion, hide in plain 
  sight, improved uncanny dodge, poison 
  use, snake empathy, shield against the 
  eye, spells, trap sense + 2, uncanny dodge, 
  +5 save vs. poison, twisted soul 
  Skills: Balance +29, Bluff +18, Climb +32, Disable 
  Device +19, Disguise +22, Escape Artist +6, 
  Forgery +5, Hide +30, Listen +20, Move Silently 
  +27, Search +23, Sense Motive +16, Spot +20, 
  Swim +16 
  Feats: Combat Expertise, Deceitful, Dodge, Extend Spell, 
  Improved Critical (Rapier), Improved Feint, 
  Improved InitiativeB,, Mobility, Spring Attack, 
  Weapon Finesse 
  CR: 
  21 
  Gear: 
  not used 
  Total:  236,070 gp (240,000 gp) 
   
  
  Bestiary Nefarious 
  Page 313 of 478 – Stephen C. Klauk 
  Wereshark, Large 
   
   
  Medium Human Fighter 1 
   
  Large Human Fighter 1 
   
  Large Human Fighter 1 
   
   
  Wereshark (Human Form) 
   
  Wereshark (Shark Form) 
   
  Wereshark (Hybrid Form) 
   
   
  (Human, Shapechanger) 
   
  (Aquatic, Human, Shapechanger) 
  (Aquatic, Human, Shapechanger) 
  Hit Dice:   
  1d10+2 + 7d8+21 (59 hp) 
   
  1d10+2 + 7d8+21 (59 hp) 
   
  1d10+2 + 7d8+21 (59 hp) 
  Initiative:   
  +1 (+1 Dex) 
   
   
  +3 (+3 Dex) 
   
   
  +3 (+3 Dex) 
  Speed:  
   
  30 ft (6 squares) 
   
   
  Swim 60 ft. (12 squares) 
   
  30 ft. (6 squares), swim 60 ft. (12 squares) 
  Armor Class:  
  17 (+1 Dex, +6chain shirt & 
   
  18 (-1 size, +3 Dex, +6 natural),  
  20 (-1 size, +3 Dex, +6 natural, +2 light wooden 
  light wooden shield),  
   
  touch 12, flat 15 
   
   
  shield), touch 12, flat 15 
  touch 11, flat 16 
  BAB/Grapple:  
  +5/+7 
   
   
   
  +5/+14 
   
   
   
  +5/+14 
  Attack:  
   
  Bastard Sword +7 melee 
   
  Bite +10 melee (1d8+7) 
   
  Bite +10 melee (1d8+7), Bastard Sword +10  
  (1d10+2;19-20/x2) 
   
   
   
   
   
   
  Melee (1d10+7;19-20/x2) 
  Full Attack:  
   Bastard Sword +7 melee 
   
  Bite +10 melee (1d8+7) 
   
  Bite +10 melee (1d8+7), bastard sword +10 
  (1d10+2;19-20/x2) 
   
   
   
   
   
   
  Melee (1d10+7;19-20/x2) 
  Space/Reach:  
  5-ft./5 ft.  
   
   
  10-ft./5 ft.  
   
   
  10-ft./10 ft. 
  Height/Length: 
  5 ft. 3 in. + 2d6 in. (5 ft. 9 in.) 
   
  8 ft. + 1d8 ft. (12 ft.)  
   
  8 ft. + 1d4 ft. (10 ft.) 
  Weight: 
   
  150 lbs. + 2d6 x 5 lbs. (185 lbs.)  
  1,250 lbs. + 1d10 x 100 lbs. (1,850 lbs.) 
  500 lbs. + 1d8 x 50 lbs. (700 lbs.) 
  Special Att:  
  -- 
   
   
   
  Curse of lycanthropy  
   
  Curse of lycanthropy 
  Special Qual:  
  Alternate Form, Blindsense, Keen 
  Alternate Form, blindsense, DR 10/silver, 
  Alternate Form, DR 10/silver,  
   
   
  scent, shark empathy  
   
  keen scent,  shark empathy 
   
  keen scent, shark empathy 
  Saves:  
   
  Fort +11, Reflex +6, Will +4 
   
  Fort +12, Reflex +8, Will +4 
   
  Fort +12, Reflex +8, Will +4 
  Abilities:   
  S15 D13 C14 I10 W14 Ch8 
   
  S21 D17 C16 I10 W14 Ch8 
   
  S21 D17 C16 I10 W14 Ch8 
  Skills:  
   
  Intimidate +3, Listen +7, Spot +10,  
  Intimidate +3, Listen +7, Spot +10, 
  Intimidate +3, Listen +7, Spot +10, 
  Swim +3  
   
   
  Swim +20  
   
   
  Swim +18 
  Feats:  
   
  Alertness, Great Fortitude,  
   
  Alertness, Great Fortitude, 
   
  Alertness, Great Fortitude, 
  Improved Initiative, ToughnessB,   
  Improved Initiative, ToughnessB,  
  Improved Initiative, ToughnessB, 
  Weapon Focus (Bastard Sword)F  
  Weapon Focus (Bastard Sword)F  
  Weapon Focus (Bastard Sword)F 
  Environment:  
  Any 
   
   
   
  Any 
   
   
   
  Any 
  Organization:  
  Solitary 
   
   
   
  Solitary 
   
   
   
  Solitary 
  CR:  
   
  5 
   
   
   
  5 
   
   
   
  5 
  Treasure:  
  Standard  
   
   
  Standard  
   
   
  Standard 
  Alignment: 
  Always Chaotic Evil  
   
  Always Chaotic Evil  
   
  Always Chaotic Evil 
  Advancement:  
  By character class 
   
   
  By character class 
   
   
  By character class 
  Level Adj: 
   
  +3 
   
   
   
  +3 
   
   
   
  +3
   
  Weresharks tend to be vicious predators preying on 
  anything they can get their mouth wrapped around.  Luckily, 
  both their bipedal form and shark form require them to be in 
  the water, so those far from a large body of water tend to be 
  relatively safe. 
  In humanoid form, weresharks tend have a sharp, 
  long nose and watery-looking eyes.  They often have a 
  streak of white hair along their sideburns and have thuggish 
  dispositions.  A wereshark in bipedal form has the body of a 
  humanoid covered in sharkskin, with the head of a shark, 
  gill-like slits in the neck, a prominent dorsal fin and webbed 
  hands and feet that allow it to move swiftly in water.  It can 
  remain out of the water for one minute + Con modifier in 
  minutes.  Beyond this time they suffer the effects of 
  drowning and must either return to water or shift to 
  humanoid form. 
   
  Combat 
  Weresharks rush to bite their opponent, tearing 
  huge chunks out of their foe as they swim.  Only when on 
  land will a wereshark resort to using weaponry, but so 
  vicious is their bite they often forego the use of anything 
  that does not cause as much damage as their bite. 
  Alternate Form (Su):  A wereshark can assume a 
  humanoid, bipedal shark form or shark form as a standard 
  action. 
  Curse of Lycanthropy (Su):  The bite of a wereshark in 
  bipedal or shark form requires medium, large or huge 
  humanoids or giants to make a DC 15 Fort save or contract 
  lycanthropy. 
  Blindsense (Ex): A wereshark can locate creatures 
  underwater within a 30-foot radius. This ability works only 
  when the shark is underwater. 
  Keen Scent (Ex): A wereshark can notice creatures by scent 
  in a 180-foot radius and detect blood in the water at ranges 
  of up to a mile. 
  Skills: A shark has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, 
  provided it swims in a straight line. 
   
  Weresharks on Amberos 
  Weresharks are the divine minions of M’kree, 
  chosen by his “touch” to do his bidding on Amberos.  
  Whether willing or unwilling, weresharks exist to do the 
  will of M’kree.  Generally speaking, even unwilling 
  weresharks eventually turn to worships M’kree as their 
  chaotic and evil side slowly takes over. 
  M’kree prefers strong, combat-capable individuals 
  for the transformation, and has been known to cause those 
  he deems weak that contract wereshark lycanthropy to be 
  
  Bestiary Nefarious  
  Page 314 of 478 – Stephen C. Klauk  
  feasted upon by other weresharks directed by M’kree to kill 
  the weakling. 
   
  Like wereoctopuses, the change a wereshark 
  undergoes is tied to the lunar cycle of the moon Triton, 
  instead of Luna. 
  
  Bestiary Nefarious 
  Page 315 of 478 – Stephen C. Klauk 
  Wereshark Devourer 
  Human Form 
  7HD wereshark fighter 6;hp: 97 
  S20 D13 C14 I10 W14 Ch8;Fort +15, Ref +9, Will +7 
  Init: 
  +5 
  Move:  30 ft. 
  AC: 
  21 (+1 Dex, +1 amulet of natural armor, +9 chain 
  shirt +2 & light wooden shield +1), touch 11, flat 
  20 
  BAB/Grapple: +10/+15 
  Full Attack: 
  +1 
  bastard 
  sword 
  +17/+12 
  melee 
  (1d10+8;19-20/x2) 
  Special Att: 
  - 
  Special Qual: 
  Alternate form, blindsense, shark empathy 
  Skills: Intimidate +8, Listen +7, Spot +12, Swim +8 
  Feats: Alertness, CleaveF, Great Fortitude, Improved 
  Initiative, Improved Natural Attack, Improved 
  Sunder, Power AttackF, ToughnessB, Weapon 
  Focus (Bastard Sword)F, Weapon Specialization 
  (Bastard Sword)F 
  CR: 
  10 
  Gear: 
  chain shirt +2 (4,350 gp), light wooden shield +1 
  (1,153 gp), +1 bastard sword (2,335 gp), gauntlets 
  of ogre power (4,000 gp), amulet of natural armor 
  +1 (2,000 gp), potion of cure serious wounds (750 
  gp), cloak of resistance +1 (1,000 gp) 
  Total:  15,588 gp (16,000 gp) 
  Hybrid Form 
  7HD Large wereshark fighter 6;hp: 97 
  S26 D17 C16 I10 W14 Ch8;Fort +16, Ref +11, Will +7 
  Init: 
  +7 
  Move:  30 ft., swim 60 ft. 
  AC: 
  23 (+3 Dex, +6 natural, +1 amulet of natural 
  armor, +3 light wooden shield +1), touch 13, flat 
  20 
  BAB/Grapple: +10/+18 
  Full Attack: 
  +1 
  bastard 
  sword 
  +20/+15 
  melee 
  (1d10+11;19-20/x2), 
  bite 
  +13 
  melee 
  (2d6+12) 
  Special Att: 
  Curse of lycanthropy 
  Special Qual: 
  Alternate form, blindsense, DR 10/silver, 
  shark empathy 
  Skills: Intimidate +8, Listen +7, Spot +12, Swim +21 
  Feats: Alertness, CleaveF, Great Fortitude, Improved 
  Initiative, Improved Natural Attack, Improved 
  Sunder, Power AttackF, ToughnessB, Weapon 
  Focus (Bastard Sword)F, Weapon Specialization 
  (Bastard Sword)F 
  CR: 
  10 
  Gear: 
  light wooden shield +1 (1,153 gp), +1 bastard 
  sword (2,335 gp), gauntlets of ogre power (4,000 
  gp), amulet of natural armor +1 (2,000 gp), potion 
  of cure serious wounds (750 gp), cloak of 
  resistance +1 (1,000 gp) 
  Total:  15,588 gp (16,000 gp) 
  Animal Form 
  7HD Large wereshark fighter 6;hp: 97 
  S24 D17 C16 I10 W14 Ch8;Fort +15, Ref +10, Will +6 
  Init: 
  +7 
  Move:  30 ft., swim 60 ft. 
  AC: 
  19 (+3 Dex, +6 natural), touch 13, flat 16 
  BAB/Grapple: +10/+17 
  Full Attack: 
  bite +17 melee (2d6+10) 
  Special Att: 
  Curse of lycanthropy 
  Special Qual: 
  Alternate form, blindsense, DR 10/silver, 
  shark empathy 
  Skills: Intimidate +8, Listen +7, Spot +12, Swim +19 
  Feats: Alertness, CleaveF, Great Fortitude, Improved 
  Initiative, Improved Natural Attack, Improved 
  Sunder, Power AttackF, ToughnessB, Weapon 
  Focus (Bastard Sword)F, Weapon Specialization 
  (Bastard Sword)F 
  CR: 
  10 
  Gear: 
  not used 
  Total:  15,588 gp (16,000 gp) 
  
  Bestiary Nefarious  
  Page 316 of 478 – Stephen C. Klauk  
  Wereshark Terror of the Deep 
  Human Form 
  7HD wereshark fighter 12;hp: 145 
  S23 D13 C14 I10 W14 Ch8;Fort +19, Ref +12, Will +12 
  Init: 
  +5 
  Move: 30 ft. 
  AC: 
  26 (+1 Dex, +2 amulet of natural armor, +13 chain 
  shirt +4 & light wooden shield +3), touch 11, flat 
  25 
  BAB/Grapple: +17/+23 
  Full Attack: 
  +3 
  bastard 
  sword 
  +27/+22/+17/+12 
  melee (1d10+11;17-20/x2) 
  Special Att: 
  - 
  Special Qual: 
  Alternate form, blindsense, shark empathy 
  Skills: Intimidate +14, Listen +7, Spot +15, Swim +9 
  Feats: Alertness, CleaveF, Great Fortitude, Improved 
  Critical (Bite), Improved Critical (Bastard Sword)F, 
  Improved Initiative, Improved Natural Attack, 
  Improved Sunder, Iron Will, Power AttackF, 
  ToughnessB, Weapon Focus (Bite)F, Weapon Focus 
  (Bastard Sword)F, Weapon Specialization (Bastard 
  Sword)F, Weapon Specialization (Bite)F 
  CR: 
  16 
  Gear: 
  chain shirt +4 (16,250 gp), light wooden shield +3 
  (9, 153 gp), +3 bastard sword (18,335 gp), belt of 
  giant strength +4 (16,000 gp), amulet of natural 
  armor +2 (8,000 gp), cloak of resistance +2 (8,000 
  gp), potion of cure serious wounds (750 gp) 
  Total:  76,488 gp (77,000 gp) 
  Hybrid Form 
  7HD Large wereshark fighter 12;hp: 145 
  S27 D17 C16 I10 W14 Ch8;Fort +19, Ref +12, Will +12 
  Init: 
  +7 
  Move: 30 ft., swim 60 ft. 
  AC: 
  27 (-1 size, +3 Dex, +6 natural, +2 amulet of 
  natural armor, +7 light wooden shield +3), touch 
  12, flat 24 
  BAB/Grapple: +17/+29 
  Full Attack: 
  +3 
  bastard 
  sword 
  +28/+23/+18/+13 
  melee 
  (1d10+13;17-20/x2), 
  bite 
  +20 
  melee (2d6+14) 
  Special Att: 
  Curse of lycanthrope 
  Special Qual: 
  Alternate form, blindsense, DR 10/silver, 
  shark empathy 
  Skills: Intimidate +14, Listen +7, Spot +15, Swim +20 
  Feats: Alertness, CleaveF, Great Fortitude, Improved 
  Critical (Bite), Improved Critical (Bastard Sword)F, 
  Improved Initiative, Improved Natural Attack, 
  Improved Sunder, Iron Will, Power AttackF, 
  ToughnessB, Weapon Focus (Bite)F, Weapon Focus 
  (Bastard Sword)F, Weapon Specialization (Bastard 
  Sword)F, Weapon Specialization (Bite)F 
  CR: 
  16 
  Gear: 
  light wooden shield +3 (9, 153 gp), +3 bastard 
  sword (18,335 gp), belt of giant strength +4 
  (16,000 gp), amulet of natural armor +2 (8,000 
  gp), cloak of resistance +2 (8,000 gp), potion of 
  cure serious wounds (750 gp) 
  Total:  76,488 gp (77,000 gp) 
  Animal Form 
  7HD Large wereshark fighter 12;hp: 145 
  S23 D17 C16 I10 W14 Ch8;Fort +17, Ref +10, Will +10 
  Init: 
  +7 
  Move: 30 ft., swim 60 ft. 
  AC: 
  18 (-1 size, +3 Dex, +6 natural), touch 12, flat 15 
  BAB/Grapple: +17/+29 
  Full Attack: 
  bite +25 melee (2d6+14) 
  Special Att: 
  Curse of lycanthrope 
  Special Qual: 
  Alternate form, blindsense, DR 10/silver, 
  shark empathy 
  Skills: Intimidate +14, Listen +7, Spot +15, Swim +18 
  Feats: Alertness, CleaveF, Great Fortitude, Improved 
  Critical (Bite), Improved Critical (Bastard Sword)F, 
  Improved Initiative, Improved Natural Attack, 
  Improved Sunder, Iron Will, Power AttackF, 
  ToughnessB, Weapon Focus (Bite)F, Weapon Focus 
  (Bastard Sword)F, Weapon Specialization (Bastard 
  Sword)F, Weapon Specialization (Bite)F 
  CR: 
  16 
  Gear: 
  not used 
  Total:  76,488 gp (77,000 gp) 
  
  Bestiary Nefarious 
  Page 317 of 478 – Stephen C. Klauk 
  Maiden of Nature 
   
  A maiden of nature is a female humanoid being 
  infused with a powerful connection to the Beastlands.  Their 
  connection to the plane grants them the ability to 
  communicate with wild animals, to transform into an animal 
  with which they have a strong bond, and they even have the 
  ability to transform other humanoids into the animal to 
  which they have their unusual connection. 
  It is not known exactly what causes a maiden of 
  nature to be “created”, but there are several qualities 
  associated with all maidens of nature.  First and foremost, 
  maidens have a strong bond of friendship to a particular 
  animal type, and often grow up treating or keeping many 
  wild animals as friends or companions.  Most maidens are 
  charismatic individuals, and while they may not make many 
  friends among others of their own type, they seem to be well 
  liked by animals.  At some point, usually just as the female 
  reaches puberty, the plane reaches out and invests the 
  maiden with magical powers. 
  Three sample maidens of nature are described 
  below.  There are many, many more types, though most 
  maidens are linked to animals that are naturally inoffensive 
  or harmless.  That is not to say that there cannot be maidens 
  of wolves, lions or other aggressive creatures, only that they 
  are much more rare, as the maiden must have been able to 
  spend many hours with such creatures unharmed before they 
  gain their special abilities. 
  A maiden of nature is a template that can be 
  applied to a female humanoid or female fey creature. 
  Size and Type:  The maiden of nature’s size does not 
  change.  However, the maiden of nature’s type changes to 
  Fey and gains the shapechanger subtype. 
  Hit Dice and Hit Points:  If the base creature’s hit dice is 
  less than five, increase to five HD.  The maiden also 
  receives hit points for the animal form she has affinity to.  
  To calculate total hit points, apply constitution modifiers 
  according to the score the maiden has in each form. 
  Speed:  Same as the base creature or animal form, 
  according to the maiden’s current shape. 
  Armor Class:  Same as the base creature or animal form, 
  according to the maiden’s current shape. 
  Base Attack/Grapple:  Add the base attack bonus from the 
  humanoid form and animal form.  The grapple bonus 
  applies the strength modifier according to the maiden’s 
  current shape. 
  Attacks:  Same as the base creature or base animal, 
  depending on current form. 
  Special Attacks:  The maiden retains the special attacks of 
  the base creature or base animal, depending on current form.   
  Transforming Touch (Su):  By touch, a maiden of nature can 
  transform another being into an animal form she 
  has empathy with.  This otherwise acts like a 
  Baleful Polymorph spell cast by a 5th level sorcerer.  
  The DC is 13 + Chr modifier.  The attack is 
  Charisma based. 
  Special Qualities: The maiden retains the special qualities 
  of the base creature or base animal, depending on current 
  form. 
  Animal Empathy (Ex):  In humanoid or animal form, the 
  maiden can communicate with normal and dire 
  versions of the animal she can transform into, as if 
  she using the speak with animals spell.  The 
  maiden also gains a +10 bonus when attempting to 
  determine or alter the animal’s attitude. 
  Summon Animal (Su):In humanoid or animal form, the 
  maiden can summon twice her hit dice in animals 
  that she has empathy with.  In the case of tiny or 
  smaller creatures, the maiden can summon swarms 
  of the creatures she has empathy with.  If the 
  maiden abuses this ability or needlessly endangers 
  the summoned creatures, she may lose her abilities 
  (see ex-maidens of nature). 
  Unearthly Grace (Su):  A maiden of nature adds her 
  Charisma modifier as a bonus on all her saving 
  throws, and as a deflection bonus to her Armor 
  Class (The stat block already reflects these 
  bonuses). 
  Base Save Bonuses:  Add the base save bonuses for the 
  base creature and animal form, modified by the maiden’s 
  current shape. 
  Abilities:  The creature retains its base ability scores in 
  humanoid form.  In animal form, the maiden uses the 
  physical scores (Strength, Dexterity, Constitution) of the 
  animal form, but retains her mental ability scores 
  (Intelligence, Wisdom, Charisma). 
  Skills:  The maiden gains skills points equal to (2 + Int 
  modifier, minimum 1) per Hit Die of its animal form.  If the 
  maiden’s base HD were changed, she gains (6 + Int 
  modifier, minimum 1) per hit die gained. 
  Feats:  Add the animal’s feats to the base creatures.  If this 
  results in the maiden having the same feat twice, the maiden 
  gains no additional benefit unless the feat normally can be 
  taken more than once, in which case the duplicated feat 
  works as noted in the feat description.  If this process grants 
  the maiden more feats that a character of its total Hit Dice 
  would normally have, the extra feats are noted as bonus 
  feats.  If the maiden’s base Hit Dice was increased and she 
  would normally be entitled to more feats after adding in the 
  animal feats, the maiden may take extra feats to fill up the 
  open slots as normal. 
  Environment:  Maidens tend to avoid civilized areas, but it 
  is otherwise equal to the base creature’s. 
  Organization:  Solitary or troupe (maiden plus related 
  animals) 
  Challenge Rating: By class level + 2/3 HD, modified 
  according to the HD of the base animal: less than 1 HD +1; 
  1 HD or 2 HD, +2, 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 
  11 HD to 20 HD, +5; 21 or more HD +6 
  Treasure:  Standard 
  Alignment: Usually Neutral (good or evil tendencies) 
  Advancement:  By character class 
  
  Bestiary Nefarious  
  Page 318 of 478 – Stephen C. Klauk  
  Level Adjustment: +2.  In addition, the maiden’s level is 
  increased by the racial Hit Dice of the animal the maiden 
  can transform into. 
   
  Popular Maiden Types 
   
  Besides the three types of maidens listed in this 
  book, the following types of maidens are most commonly 
  found.  Other maiden types are possible, but tend to be rarer. 
   
  Mouse Maiden 
  Horse Maiden 
  Cat Maiden 
  Snake Maiden* 
  Frog Maiden* 
  Rat Maiden 
  Dog Maiden 
  Wolf Maiden 
  Camel Maiden 
  Elephant Maiden 
  Hawk Maiden 
  Leopard Maiden** 
  Porpoise Maiden 
  Owl Maiden 
   
  * Popular among native/barbaric communities 
  ** Usually of well-to-do or noble birth 
   
  Maidens of Nature on Amberos 
   
  Maidens of nature are lesser wielders of the Aunn 
  power of Amberos.  While a rarity, the mantle of maiden of 
  nature seems to fall most easily on elvin, halfling and 
  human females of virtue, grace and gentleness, though the 
  latter is not an absolute requirement, for there are some 
  portions of the Aunn drawn to the darker tendencies of the 
  maidens, such as the bat maidens. 
   
  Ex-Maidens of Nature 
   
  It is possible for a Maiden of Nature to lose her 
  granted abilities by at least two know methods. 
   
  First, if a maiden ever marries, she loses all of her 
  special abilities and those transformed to animal by her 
  touch are released from the transformation to return to their 
  natural form.  Any animals she has attracted revert to their 
  natural instincts, though they generally leave the maiden in 
  peace. 
   
  If a maiden ever purposely causes harm or abuses 
  an animal to which she can transform into, she immediately 
  loses all of her abilities and those transformed to animal 
  form by her touch are release from their transformation.  
  Furthermore, any future encounter with animals of the type 
  she could transform into is automatically hostile, including 
  any such animals present at the time of her being stripped of 
  abilities. 
   
  Once a Maiden of Nature has lost her abilities, she 
  can never again regain them.  If she has gained the enmity 
  of an animal type, the enmity can only be negated by 
  performing an atonement. 
   
  Using Maidens of Nature 
   
  Maidens of nature are not designed to be used as primarily combat encounters.  Maidens of Nature work best ast
  helpful NPCs or a taunting/seductive assistant to a mastermind behind a bigger problem.  They can also make an 
  interesting plot:  For example, a maiden may have transformed an important NPC or PC into an animal, and the fastest (or
  only) way to get the person back to normal is to marry the maiden off… 
  
  Bestiary Nefarious 
  Page 319 of 478 – Stephen C. Klauk 
  Bat Maiden 
   
   
  Medium Fey (Shapechanger, Dwarf) 
   
  Diminutive Fey (Shapechanger, Dwarf) 
   
   
  Humanoid Form 
   
   
   
  Bat Form 
  Hit Dice:  
  5d8+5 + ¼d8+1 (29 hp) 
   
   
   
  5d8+5 + ¼d8+1 (29 hp)  
  Initiative:  
  +0 
   
   
   
   
   
  +2 (+2 Dex) 
  Speed:   
  20 ft. (4 squares)  
   
   
   
  5 ft (1 square), fly 40 ft. (good) 
  Armor Class:  
  10, touch 10, flat 10 
   
   
   
  16 (+4 size, +2 Dex), touch 16, flat 14 
  BAB/Grapple:  +3/+3 
   
   
   
   
   
  +3/-14 
  Attack:   
  dagger +3 melee (1d4;19-20/x2) 
   
   
  nil  
  Full Attack:  
  dagger +3 melee (1d4;19-20/x2 
   
   
  nil 
  Space/Reach:  
  5-ft./5 ft. 
   
   
   
   
  1 ft./0 ft. 
  Height:  
  4 ft. + 1d4 in. (4 ft. 2 in.)   
   
   
  4 in. 
  Weight:  
  80 lbs. + 2d4 x 5 lbs. (105 lbs.) 
   
   
  1 lb. 
  Special Att:  
  Dwarf traits, transforming touch 
   
   
  -  
  Special Qual:  
  Alternate form, bat empathy, dwarf traits, 
   
  Alternate for, bat empathy, blindsense 20 ft., dwarf traits, 
  Darkvision 60 ft., summon bats, unearthly grace 
  darkvision 60 ft., low-light vision, summon bats,  
  unearthly grace 
  Saves:   
  Fort +7, Ref +6, Will +1  
   
   
  Fort +5, Ref +6, Will +1 
  Abilities:  
  S10 D11 C12 I10 W11 Ch9 
   
   
  S1 D15 C12 I10 W11 Ch9 
  Skills:   
  Diplomacy –1*, Handle Animal +6,  
   
  Diplomacy –1*, Handle Animal +6, Hide +14,  
  Knowledge (Nature) +7, Listen +11, Move Silently Listen +15*, Move Silently +11, Spot +15*, Survival +7 
  +11, Spot +11, Survival  +7 
  Feats:   
  Ability Focus (Transforming Touch), Alertness  
  Ability Focus (Transforming Touch), Alertness 
  Environment:  Any 
   
   
   
   
   
  Any 
  Organization:  Solitary or Troupe (1 Bat maiden and 1-4  
   
  Solitary or Troupe (1 Bat maiden and 1-4 
  bats swarms) 
   
   
   
   
  bats swarms) 
  CR:  
   
  4 
   
   
   
   
   
  4 
  Treasure: 
  Standard  
   
   
   
   
  Standard 
  Alignment: 
  Usually Neutral (Evil tendencies)  
   
  Usually Neutral (Evil tendencies) 
  Advancement:  By character class 
   
   
   
  By character class 
  Level Adj: 
  +2 
   
   
   
   
   
  +2 
   
  Bat maidens are usually attracted to the darker side 
  of nature, and it is not unknown for them to use their powers 
  for evil means.  It is not unknown for them to associate with 
  necromancers, vampires and other evil beings.  At the same 
  time dwarven, gnomish and dark halfling bat maidens tend 
  to more often be of good or neutral bend, as their 
  communities do not have the negative connotations often 
  associated with bats. 
     
  Bat maidens speak Common in humanoid form and 
  can communicate with any bat. 
   
  Combat 
   
  Bat maidens are not powerful fighters and 
  generally instead attempt to seduce or trick enemies into 
  lowering their guard, and then striking them with their 
  transforming touch ability.  
   
  If forced to defend themselves, they often call their 
  bat allies to form a bat swarm around opponents, allowing 
  the bat maiden the opportunity to escape combat. 
   
  Due to the companions a bat maiden keeps, many 
  bat maidens also have class levels as either sorcerers or 
  rogues, which allows them to put their abilities to much 
  more potent use. 
  Transforming Touch (Su):  By touch, a bat maiden can 
  transform another being into a bat.  This otherwise acts like 
  a Baleful Polymorph spell cast by a 5th level sorcerer.  The 
  DC is 14.  The attack is Charisma based. 
  Animal Empathy (Ex):  In humanoid or animal form, the 
  maiden can communicate with normal and dire versions of 
  the animal she can transform into, as if she using the speak 
  with animals spell.  The maiden also gains a +10 bonus 
  when attempting to determine or alter the animal’s attitude. 
  Dwarf Traits (Ex): Dwarves possess the following racial 
  traits. 
  � +2 Constitution, –2 Charisma. 
  � Medium size. 
  � A dwarf ’s base land speed is 20 feet. However, 
  dwarves can move at this speed even when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
  � Darkvision out to 60 feet. 
  � Stonecunning: This ability grants a dwarf a +2 racial 
  bonus on Search checks to notice unusual stonework, 
  such as sliding walls, stonework traps, new construction 
  (even when built to match the old), unsafe stone 
  surfaces, shaky stone ceilings, and the like. 
  � Something that isn’t stone but that is disguised as stone 
  also counts as unusual stonework. A dwarf who merely 
  
  Bestiary Nefarious  
  Page 320 of 478 – Stephen C. Klauk  
  comes within 10 feet of 
  unusual stonework can 
  make a Search check as if he were actively searching, 
  and a dwarf can use the Search skill to find stonework 
  traps as a rogue can. A dwarf can also intuit depth, 
  sensing his approximate depth underground as naturally 
  as a human can sense which way is up. Dwarves have a 
  sixth sense about stonework, an innate ability that they 
  get plenty of opportunity to practice and hone in their 
  underground homes. 
  � Weapon Familiarity: Dwarves treat dwarven waraxes 
  and dwarven urgroshes as martial weapons, rather than 
  exotic weapons. 
  � Stability: Dwarves are exceptionally stable on their 
  feet. A dwarf has a +4 bonus on ability checks made to 
  resist being bull rushed or tripped when standing on the 
  ground (but not when climbing, flying, riding, or 
  otherwise not standing firmly on the ground). 
  � +2 racial bonus on saving throws against poison. *Not 
  reflected in the saving throw numbers given here. 
  � +2 racial bonus on saving throws against spells and 
  spell-like effects. *Not reflected in the saving throw 
  numbers given here. 
  � +1 racial bonus on attack rolls against orcs (including 
  half-orcs) 
  and 
  goblinoids 
  (including 
  goblins, 
  hobgoblins, and bugbears). 
  � +4 dodge bonus to Armor Class against creatures of the 
  giant type (such as ogres, trolls, and hill giants). 
  � +2 racial bonus on Appraise checks that are related to 
  stone or metal items. 
  � +2 racial bonus on Craft checks that are related to stone 
  or metal. 
  Summon Animal (Su):  In humanoid or animal form, the 
  maiden can summon twice her hit dice (10 HD) in bat 
  swarms. If the maiden abuses this ability or needlessly 
  endangers the summoned creatures, she may lose her 
  abilities (see ex-maidens of nature). 
  Unearthly Grace (Su):  A maiden of nature adds her 
  Charisma modifier as a bonus on all her saving throws, and 
  as a deflection bonus to her Armor Class (The stat block 
  already reflects these bonuses). 
  Skills: *A bat maiden in bat form has a +4 racial bonus on 
  Spot and Listen checks. These bonuses are lost if its 
  blindsense is negated. 
   
  Bat Maidens on Amberos 
   
  Bat maidens are exceptionally rare, and usually 
  only found in caverns within mountainous areas such as in 
  the Crystalmire mountains.  There is, however, a fairly well 
  known half-elvin bat maiden who is known to dwell in a 
  enormous cavern of bats in the valley of Vall Vega.  
  According to tales, this cavern guards the entrance to 
  Centerworld, and she is some sort of guardian of the 
  doorway. 
  
  Bestiary Nefarious 
  Page 321 of 478 – Stephen C. Klauk 
  Bat Maiden Nightchilde 
  Humanoid Form 
  5¼HD dwarf Rog 6 ;hp: 
  S8 D15 C15 I10 W12 Ch16;Fort +8, Ref +11, Will +3 
  Init: 
  +2 
  Move: 20 ft. 
  AC: 
  20 (+2 Dex, +3 grace, +1 amulet of natural armor, 
  +4 leather armor +2), touch 15, flat 18 
  BAB/Grapple: +7/+6 
  Full Attack: 
  +1 dagger +10/+5 melee (1d4;19-20/x2) 
  Special Att: 
  Dwarf 
  traits, 
  sneak 
  attack 
  +3d6, 
  transforming touch 
  Special Qual: 
  Alternate form, bat empathy, evasion,  
  darkvision 60 ft., dwarf traits, summon 
  bats, trap sense +2, trapfinding, uncanny 
  dodge, unearthly grace 
  Skills: Diplomacy +9*, Escape Artist +8, Handle Animal 
  +14, Hide +2, Knowledge (Nature) +11, Listen 
  +17, Move Silently +19, Spot +17, Survival +12 
  Feats: Ability Focus (Transforming Touch), Alertness, 
  Skill Focus (Move Silently), Weapon Finesse 
  CR: 
  10 
  Gear: 
  leather +2 (4,160 gp), amulet of natural armor +1 
  (2,000 gp),  dagger +1 (2,302 gp), cloak of 
  charisma +2 (4,000 gp), potion of cure serious 
  wounds (750 gp) 
  Total:  13,212 gp (16,000 gp) 
  Evasion (Ex): If a bat maiden nightchilde makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, she 
  instead takes no damage. Evasion can be used only if the 
  rogue is wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Transforming Touch (Su): By touch, a bat maiden 
  nightchilde can transform another being into a bat.  This 
  otherwise acts like a Baleful Polymorph spell cast by a 5th 
  level sorcerer.  The DC is 18.  The attack is Charisma based. 
  Trap Sense (Ex): A bat maiden nightchilde gains a +2 
  bonus on Reflex saves made to avoid traps and a +2 dodge 
  bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex): A bat maiden nightchilde retains her 
  Dexterity bonus to AC (if any) even if she is caught flat-
  footed or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  Bat Form 
  5¼HD diminutive dwarf Rog 6 ;hp: 
  S1 D15 C12 I10 W12 Ch14;Fort +7, Ref +11, Will +3 
  Init: 
  +2 
  Move: 20 ft. 
  AC: 
  14 (+4 size, +2 Dex, +2 grace), touch 14, flat 18 
  BAB/Grapple: +7/-6 
  Full Attack: 
  - 
  Special Att: 
  Dwarf 
  traits, 
  sneak 
  attack 
  +3d6, 
  transforming touch 
  Special Qual: 
  Alternate form, bat empathy, evasion,  
  darkvision 60 ft., dwarf traits, summon 
  bats, trap sense +2, trapfinding, uncanny 
  dodge, unearthly grace 
  Skills: Diplomacy +8*, Escape Artist +8, Handle Animal 
  +14, Hide +14, Knowledge (Nature) +11, Listen 
  +21*, Move Silently +19, Spot +21*, Survival +12 
  Feats: Ability Focus (Transforming Touch), Alertness, 
  Skill Focus (Move Silently), Weapon Finesse 
  CR: 
  10 
  Gear: 
  not used 
  Total:  15,212 gp (16,000 gp) 
   
   
   
   
   
  
  Bestiary Nefarious  
  Page 322 of 478 – Stephen C. Klauk  
  Bird Maiden 
   
   
  Medium Fey (Shapechanger, Human) 
   
  Diminutive Fey (Shapechanger, Human) 
   
   
  Humanoid Form 
   
   
   
  Bird (Robin) Form 
  Hit Dice:  
  5d8 + ¼d8 (23 hp) 
   
   
   
  5d8 + ¼d8 (23 hp)  
  Initiative:  
  +0 
   
   
   
   
   
  +2 (+2 Dex) 
  Speed:   
  30 ft. (6 squares)  
   
   
   
  5 ft (1 square), fly 40 ft. (good) 
  Armor Class:  
  10  
   
   
   
   
   
  16 (+4 size, +2 Dex), touch 16, flat 14 
  BAB/Grapple:  +3/+3 
   
   
   
   
   
  +3/-14 
  Attack:   
  dagger +3 melee (1d4;19-20/x2) 
   
   
  nil  
  Full Attack:  
  dagger +3 melee (1d4;19-20/x2) 
   
   
  nil 
  Space/Reach:  
  5-ft./5 ft. 
   
   
   
   
  1 ft./0 ft. 
  Height:  
  5 ft. 1 in. + 2d4 in. (5 ft. 6 in.) 
   
   
  3 in. 
  Weight:  
  100 lbs. + 2d4 x 5 lbs. (125 lbs.) 
   
   
  1 lb. 
  Special Att:  
  Transforming touch 
   
   
   
  nil  
  Special Qual:  
  Alternate form, bird empathy, summon bird,  
  Alternate form, bird empathy, low-light vision, summon 
   
   
  Unearthly grace  
   
   
   
  birds, unearthly grace 
  Saves:   
  Fort +4, Ref +4, Will +2  
   
   
  Fort +4, Ref +6, Will +2 
  Abilities:  
  S10 D11 C10 I10 W11 Ch11 
   
   
  S1 D15 C10 I10 W11 Ch11 
  Skills:   
  Diplomacy +8,Handle Animal +8,  
   
  Diplomacy +8, Handle Animal +8, Hide +14, Listen +11,  
  Knowledge (Nature) +8, Listen +11, Perform (Sing) Knowledge (Nature) +8, Listen +11, Perform (Sing) +11, 
  +11, Spot +11, Survival +8 
   
   
  Spot +11, Survival +8 
  Feats:  
  Ability Focus (Transforming Touch), Alertness,  
  Alertness, Skill Focus (Perform - Sing) 
  Skill Focus (Perform - Sing)  
  Environment:  Any 
   
   
   
   
   
  Any 
  Organization:   
   
  Solitary or Troupe (1 bird maiden and 1-2 bird swarms) 
  CR:  
  4 
   
   
   
   
   
  4 
  Treasure: 
  Standard  
   
   
   
   
  Standard 
  Alignment: 
  Usually Neutral (Good tendencies)  
   
  Usually Neutral (Good tendencies) 
  Advancement:  By character class 
   
   
   
  By character class 
  Level Adj: 
  +2 
   
   
   
   
   
  +2 
   
  Bird Maidens tend to be charming females of 
  superior voice.  They are often surrounded by a throng of 
  songbirds, and usually singing some tune or song. 
   
  A Bird maiden speaks Common an Auran. 
   
  Combat 
  Most bird maidens are kind hearted and would not fight, 
  even if pressed.  However, the throng of birds that usually 
  surrounds such females will often defend her from attack, 
  swarming an enemy  to drive them away from their 
  companion. 
  Transforming Touch (Su):  By touch, a bird maiden can 
  transform another being into a small robin.  This otherwise 
  acts like a Baleful Polymorph spell cast by a 5th level 
  sorcerer.  The DC is 13.  The attack is Charisma based. 
  Animal Empathy (Ex):  In humanoid or animal form, the 
  maiden can communicate with normal and dire versions of  
  any bird she can transform into, as if she using the speak 
  with animals spell.  The maiden also gains a +10 bonus 
  when attempting to determine or alter the animal’s attitude. 
  Summon Animal (Su):In humanoid or animal form, the 
  maiden can summon twice her hit dice in small songbirds.   
  Treat the summoned songbirds as bat swarms. If the maiden 
  abuses this ability or needlessly endangers the summoned 
  creatures, she may lose her abilities (see ex-maidens of 
  nature). 
   
  Bird Maidens on Amberos 
   
  Bird maidens are usually found in places such as 
  the small communities near Kennestone Forest and in both 
  Alusti and Alusti Sath Tusko.  In a manner of speaking, 
  being a bird maiden in Alusti is akin to a death sentence, for 
  the druids of Alusti sacrifice a single unmarried maiden over 
  the age of 18 on Maiden Day, and maidens of nature are 
  always at the top of the list, for they are assumed to be 
  blessed for the sacred sacrifice. 
  
  Bestiary Nefarious 
  Page 323 of 478 – Stephen C. Klauk 
  Bird Maiden Songbird 
  Humanoid Form 
  5¼HD human Soc 6;hp: 45 
  S8 D14 C13 I10 W12 Ch19;Fort +14, Ref +15, Will +11 
  Init: 
  +2 
  Move:  30 ft. 
  AC: 
  19 (+4 deflection +2 Dex, +1 amulet of natural 
  armor, +2 bracers of armor), touch 15, flat 17 
  BAB/Grapple: +6/+5 
  Full Attack: 
  mw dagger +6/+1 melee (1d4-1;19-20/x2) 
  Special Att: 
  Spells, transforming touch 
  Special Qual: 
  Alternate form, bird empathy, spells, 
  summon birds, unearthly grace 
  Skills: Diplomacy +11, Handle Animal +11, Knowledge 
  (Nature) +8, Listen +11, Perform (Sing) +14, Spot 
  +11, Survival +9 
  Feats: Ability Focus (Transforming Touch), Alertness, 
  Natural Spell, Skill Focus (Perform – Sing)B, Spell 
  Focus (Enchantment) 
  CR: 
  10 
  Gear: 
  bracers of armor +2 (4,000 gp), amulet of natural 
  armor +1 (2,000 gp), mw dagger (302 gp), cloak of 
  charisma +2 (4,000 gp), figurine of wondrous 
  power (silver raven) (3,800 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  12,402 gp (16,000 gp) 
  Summon Animal (Su): Summon 4 bird swarms (treat as 
  bat swarm). 
  Transforming Touch (Su):  By touch, a bird maiden can 
  transform another being into a small robin.  This otherwise 
  acts like a Baleful Polymorph spell cast by a 5th level 
  sorcerer.  The DC is 17.  The attack is Charisma based. 
   
  Typical Sorcerer Spells 
  (6/7/6/4; CL 6; DC 13 + Spell Level) 
  0:  Arcane Mark, Dancing Lights, Daze, Detect Magic, 
  Ghost Sound, Message, Prestidigitation 
  1st: Charm Person, Disguise Self, Hypnotism, Ventriloquism 
  2nd: Minor Image, Touch of Idiocy 
  3rd: Suggestion 
  Animal Form 
  5¼HD human Soc 6;hp: 45 
  S8 D14 C13 I10 W12 Ch19;Fort +9, Ref +9, Will +6 
  Init: 
  +2 
  Move:  30 ft. 
  AC: 
  19 (+4 deflection +2 Dex, +1 amulet of natural 
  armor, +2 bracers of armor), touch 15, flat 17 
  BAB/Grapple: +6/+5 
  Full Attack: 
  mw dagger +6/+1 melee (1d4-1;19-20/x2) 
  Special Att: 
  Spells, transforming touch 
  Special Qual: 
  Alternate form, bird empathy, spells, 
  summon birds, unearthly grace 
  Skills: Diplomacy +3, Handle Animal +11, Hide +14, 
  Knowledge (Nature) +8, Listen +11, Perform 
  (Sing) +14, Spot +11, Survival +9 
  Feats: Ability Focus (Transforming Touch), Alertness, 
  Natural Spell, Skill Focus (Perform – Sing)B, Spell 
  Focus (Enchantment) 
  CR: 
  10 
  Gear: 
  not used 
  Total:  12,402 gp (16,000 gp) 
   
   
   
   
   
   
   
   
   
   
  Natural Spell [GENERAL] 
  Prerequisites: Wis 13, wild shape ability. 
  Benefit: You can complete the verbal and somatic 
  components of spells while in a wild shape. You substitute 
  various noises and gestures for the normal verbal and 
  somatic components of a spell. 
  You can also use any material components or 
  focuses you possess, even if such items are melded within 
  your current form. This feat does not permit the use of 
  magic items while you are in a form that could not 
  ordinarily use them, and you do not gain the ability to speak 
  while in a wild shape. 
  Special:  A creature with the alternate form ability may 
  qualify for this feat, using its Alternate form ability in the 
  place of the Wild Shape ability. 
   
  
  Bestiary Nefarious  
  Page 324 of 478 – Stephen C. Klauk  
  Fish Maiden 
   
   
  Medium Fey (Shapechanger, Human) 
   
  Tiny Fey (Aquatic, Shapechanger, Human) 
   
   
  Humanoid Form 
   
   
   
  Fish (Carp) Form 
  Hit Dice:  
  5d8 + ¼d8 (23 hp) 
   
   
   
  5d8 + ½d8 (24 hp)  
  Initiative:  
  +0 
   
   
   
   
   
  +2 (+2 Dex) 
  Speed:   
  30 ft. (6 squares)  
   
   
   
  5 ft (1 square), swim 20 ft. (4 squares) 
  Armor Class:  
  10  
   
   
   
   
   
  13 (+2 size, +1 Dex), touch 13, flat 12 
  BAB/Grapple:  +3/+3 
   
   
   
   
   
  +3/-10 
  Attack:   
  dagger +3 melee (1d4;19-20/x2) 
   
   
  nil  
  Full Attack:  
  dagger +3 melee (1d4;19-20/x2) 
   
   
  nil 
  Space/Reach:  
  5-ft./5 ft. 
   
   
   
   
  1 ft./0 ft. 
  Height:  
  5 ft. 1 in. + 2d4 in. (5 ft. 6 in.) 
   
   
  1 ft. + 2d6 in. (1 ft. 7 in.) 
  Weight:  
  100 lbs. + 2d4 x 5 lbs. (125 lbs.) 
   
   
  1 lb. + 1d6 lbs. (4 lbs.) 
  Special Att:  
  Transforming touch 
   
   
   
  nil  
  Special Qual:  
  Alternate form, fish empathy, summon fish,  
  Alternate form, fish empathy, low-light vision, summon 
   
   
  Unearthly grace  
   
   
   
  fish, unearthly grace 
  Saves:   
  Fort +4, Ref +4, Will +2  
   
   
  Fort +4, Ref +6, Will +2 
  Abilities:  
  S10 D11 C10 I10 W11 Ch11 
   
   
  S1 D13 C10 I10 W11 Ch11 
  Skills:   
  Diplomacy +8, Handle Animal +8,  
   
  Diplomacy +8, Handle Animal +7, Hide +14, Knowledge  
  Knowledge (Nature) +8, Listen +10, Spot +10, 
  (Nature) +8, Listen +10, Spot +10, Swim +11*,  
  Swim +11, Survival +8 
   
   
   
  Survival +8 
  Feats:   
  Ability Focus (Transforming Touch), Alertness,  
  Ability Focus (Transforming Touch), Alertness,  
  Skill Focus (Swim)B  
   
   
   
  Skill Focus (Swim)B 
  Environment:  Any 
   
   
   
   
   
  Any 
  Organization:   
  Solitary or Troupe (1 fish maiden and 1-2 fish schools) 
  CR:  
   
  4 
   
   
   
   
   
  4 
  Treasure: 
  Standard  
   
   
   
   
  Standard 
  Alignment: 
  Usually Neutral (Good tendencies)  
   
  Usually Neutral (Good tendencies) 
  Advancement:  By character class 
   
   
   
  By character class 
  Level Adj: 
  +2 
   
   
   
   
   
  +2 
  Fish Maidens are always found near rivers or seas.  
  While they will never eat of those animals they have an 
  empathy to, many delight in seafood such as clams, lobsters, 
  seaweed or other such fare. 
  A fish maiden speaks Common and Aquan. 
   
  Combat 
  Most bird maidens are kind hearted and would not fight, 
  even if pressed.  However, the throng of birds that usually 
  surrounds such females will often defend her from attack, 
  swarming an enemy  to drive them away from their 
  companion. 
  Transforming Touch (Su):  By touch, a fish maiden can 
  transform another being into a small carp.  This otherwise 
  acts like a Baleful Polymorph spell cast by a 5th level 
  sorcerer.  The DC is 13.  The attack is Charisma based. 
  Animal Empathy (Ex):  In humanoid or animal form, the 
  maiden can communicate with normal and dire versions of  
  any fish, as if she using the speak with animals spell.  The 
  maiden also gains a +10 bonus when attempting to 
  determine or alter the animal’s attitude. 
  Summon Animal (Su):  In humanoid or animal form, the 
  maiden can summon twice her hit dice in animals that she 
  has empathy with.  In the case of tiny or smaller creatures, 
  the maiden can summon swarms of the creatures she has 
  empathy with.  If the maiden abuses this ability or 
  needlessly endangers the summoned creatures, she may lose 
  her abilities (see ex-maidens of nature). 
   
  Fish Maidens on Amberos 
   
  Fish maidens seem most populous among the 
  baquada in areas of the Skienlands and Randu.  There, they 
  are greatly respected, and may become speakers or wise 
  women for their community. 
   
  
  Bestiary Nefarious 
  Page 325 of 478 – Stephen C. Klauk 
  Fish Maiden Princess of the Sea 
  Humanoid Form 
  5¼HD human Clr 6;hp: 50 
  S8 D12 C10 I13 W17 Ch16;Fort +9, Ref +12, Will +12 
  Init: 
  +1 
  Move:  30 ft. 
  AC: 
  17 (+1 Dex, +3 grace, +1 amulet of natural armor, 
  +2 bracers of armor), touch 14, flat 16 
  BAB/Grapple: +7/+6 
  Full Attack: 
  mw dagger +7/+2 melee (1d4-1;19-20/x2) 
  Special Att: 
  Transforming 
  touch, 
  turn 
  undead, 
  turn/destroy fire creatures 
  Special Qual: 
  Alternate form, fish empathy, speak with 
  animals 1x/day, summon fish, unearthly 
  grace 
  Skills: Diplomacy +17, Handle Animal +11, Heal +11, 
  Knowledge (Nature) +15, Listen +13, Spot +13, 
  Swim +21, Survival +13 
  Feats: Ability Focus (Transforming Touch), Alertness,  
  Self-Sufficient, Skill Focus (Swim)B 
  CR: 
  10 
  Gear: 
  bracers of armor +2 (4,000 gp), amulet of natural 
  armor +1 (2,000 gp), mw dagger (302 gp), cloak of 
  charisma +2 (4,000 gp), wand of cure moderate 
  wounds (10 charges) (900 gp) 
  Total:  11,202 gp (16,000 gp) 
  Transforming Touch (Su):  By touch, a fish maiden can 
  transform another being into a small carp.  This otherwise 
  acts like a Baleful Polymorph spell cast by a 5th level 
  sorcerer.  The DC is 16.  The attack is Charisma based. 
  Turn Fire Creature (Su):  6x/day; Turn Check 1d20+3; 
  Turn Damage 2d6+9 
  Turn Undead (Su):  6x/day; Turn Check 1d20+3; Turn 
  Damage: 2d6+9 
   
  Typical Cleric Spells 
  (5/5/5/4; CL 6; DC 13 + Spell Level; Domains:  Animal, 
  Water) 
  0:  Create Water, Guidance, Purify Food and Drink, 
  Resistance, Virtue 
  1st:  Bless, Calm AnimalsD, Command, Sanctuary, Shield of 
  Faith 
  2nd:  Augury, Fog CloudD, Hold Person, Owl’s Wisdom, 
  Resist Energy 
  3rd:  Dispel Magic, Dominate Animal, Prayer, Water 
  BreathingD 
  Animal Form 
  5¼HD human Clr 6;hp: 50 
  S1 D13 C10 I13 W17 Ch16;Fort +9, Ref +12, Will +12 
  Init: 
  +1 
  Move:  5 ft., swim 20 ft. 
  AC: 
  17 (+1 Dex, +3 grace, +1 amulet of natural armor, 
  +2 bracers of armor), touch 14, flat 16 
  BAB/Grapple: +7/+6 
  Full Attack: 
  mw dagger +7/+2 melee (1d4-1;19-20/x2) 
  Special Att: 
  Transforming 
  touch, 
  turn 
  undead, 
  turn/destroy fire creatures 
  Special Qual: 
  Alternate form, fish empathy, speak with 
  animals 1x/day, summon fish, unearthly 
  grace 
  Skills: Diplomacy +17, Handle Animal +11, Heal +11, 
  Knowledge (Nature) +15, Listen +13, Spot +13, 
  Swim +21, Survival +13 
  Feats: Ability Focus (Transforming Touch), Alertness,  
  Self-Sufficient, Skill Focus (Swim)B 
  CR: 
  10 
  Gear: 
  bracers of armor +2 (4,000 gp), amulet of natural 
  armor +1 (2,000 gp), mw dagger (302 gp), cloak of 
  charisma +2 (4,000 gp), wand of cure moderate 
  wounds (10 charges) (900 gp) 
  Total:  11,202 gp (16,000 gp) 
  
  Bestiary Nefarious  
  Page 326 of 478 – Stephen C. Klauk  
  Mamaluke 
  Medium Humanoid (Canine)  
  Hit Dice:  
  2d8+2 (11 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  17 (+4 natural, +2 leather armor, +1 light 
  wooden shield), touch 10, flat 17  
  BAB/Grapple:  +1/+3  
  Attack:  
  Bite +3 melee (1d6+2) or khopesh +3 
  melee (2d4+2;18-20/x2) 
  Full Attack:  
  Bite +3 melee  (1d6+2) and 2 claws -2 
  melee (1d4+1)  
   
  or khopesh +3 melee (2d4+2;18-20/x2) 
  and bite –2 melee (1d6+2) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. + 2d8 in. (5 ft. 7 in.) 
  Weight: 
  100 lbs. + 2d4 x 5 lbs. (125 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Low-light vision, scent  
  Saves:  
  Fort +1, Ref +0, Will +1  
  Abilities:  
  S14 D11 C12 I10 W13 Ch8  
  Skills:  
  Balance -1, Climb +1, Escape Artist -1, 
  Hide -1, Intimidate +4, Jump +6, Listen 
  +1, Move Silently -1, Sleight of Hand -1, 
  Spot +1, Survival +1, Swim 0, Tumble -1  
  Feats:  
  AlertnessB, Run, TrackB  
  Environment:  Temperate, Warm land  
  Organization:  Solitary, Pair, Hunt (2-5), or Pack (5-20) 
  CR:  
  2  
  Treasure:  
  Standard  
  Alignment:  
  Usually neutral good 
  Advancement:  By Character Class 
  Level Adj:  
  +2 
  This powerfully built human is covered in 
  short, shiny black fur. It has the head of a dog, 
  much like a Doberman, with its ears standing 
  erect 
  Mamalukes are a dog-like people created to defend 
  their human masters. The mamalukes generally contend that 
  they were at one time, mere dogs and guardians for 
  humanity. However, after many centuries of their 
  outstanding work defending humanity, they were given 
  human shape and intelligence as gift for fulfilling their 
  duties so well.  
  Mamalukes speak Common.  
   
  Combat 
  Most mamalukes fight with khopesh and shield, 
  and do so with the skill of a trained warrior. A mamaluke is 
  trained to fight as a pack, and will often coordinate its attack 
  with other members to take down a single opponent. 
    
  Society 
  Initially, Mamalukes dwelt in human society, 
  though they were often considered outsiders. As centuries 
  passed, the Mamalukes formed their own communities, 
  though usually at the outskirts of human cities or towns.  
  The structure of Mamaluke society often mimics that of the 
  human community to which they are attached. Rarely do 
  they have any leaders with true political power; most at 
  general have a spokesperson for their kind or some sort of 
  "wise one" who is deferred to in times of need.  
   
  Mamalukes on Amberos 
   
  Mamalukes can be found in Llannhanex and 
  portions of Iiannhanex.  There are rumors of tribes that 
  dwell in Ulanst, Simera and Lanster and dread tales among 
  the mamalukes of the Randese taking their kind as prisoner 
  to train to become vicious, human-killing berserkers.  Most 
  of these rumors unknowingly speak of annikan, not 
  mamalukes. 
   
  Mamaluke as Characters 
   
  Mamalukes 
  often 
  venture 
  out 
  from 
  their 
  communities in the aid of humans and other humanoids.  
  However, they tend to be followers, not leaders in non-
  Mamaluke groups. 
   
  A Mamaluke gains the following abilities 
  • 
  Medium Size 
  • 
  Base Speed 30 feet 
  • 
  Low-light vision.  A mamaluke can see in twilight 
  or dim conditions twice as far as a human. 
  • 
  2d8 Racial Hit Dice.  The mamaluke adds twice 
  his constitution modifier (minimum 1 per hit die) 
  to this total.  This grants the mamaluke a +1 BAB, 
  and base saves of Fort +2, Reflex +2 and Will +0. 
  • 
  (2 + Int modifier) x 5 skill points.  A Mamaluke’s 
  class skills are considered to be Climb, Listen, 
  Jump, Spot, and Survival. 
  • 
  +4 Str, +2 Con, +2 Wis, -2 Chr.  Mamalukes are 
  strong and healthy, and in tune with their 
  surroundings.  However, they tend to be natural 
  followers instead of leaders, and their odd and 
  fierce appearance often makes other uneasy. 
  • 
  Natural attack routine.  A Mamaluke has a 
  natural attack routine of a Bite for 1d6 damage and 
  2 claw attacks for 1d4 damage each.  The bite 
  attack is the primary attack.  If a Mamaluke is 
  employing a weapon, it may use its bite attack as 
  well at a –5 penalty to hit. 
  • 
  Scent (Ex): This special quality allows a 
  Mamaluke to detect approaching enemies, sniff out 
  hidden foes, and track by sense of smell. 
  Mamalukes can identify familiar odors just as 
  humans do familiar sights. 
  Mamalukes can detect opponents within 
  30 feet by sense of smell. If the opponent is 
  upwind, the range increases to 60 feet; if 
  downwind, it drops to 15 feet. Strong scents, such 
  as smoke or rotting garbage, can be detected at 
  
  Bestiary Nefarious 
  Page 327 of 478 – Stephen C. Klauk 
  twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, 
  can be detected at triple normal range. 
  When a Mamaluke detects a scent, the exact 
  location of the source is not revealed—only its 
  presence somewhere within range. The creature 
  can take a move action to note the direction of the 
  scent. 
  Whenever the Mamaluke comes within 5 
  feet of the source, the creature pinpoints the 
  source’s location.  A Mamaluke with the Track feat 
  and the scent ability can follow tracks by smell, 
  making a Wisdom (or Survival) check to find or 
  follow a track. The typical DC for a fresh trail is 10 
  (no matter what kind of surface holds the scent). 
  This DC increases or decreases depending on how 
  strong the quarry’s odor is, the number of 
  creatures, and the age of the trail. For each hour 
  that the trail is cold, the DC increases by 2. The 
  ability otherwise follows the rules for the Track 
  feat. Mamalukes tracking by scent ignore the 
  effects of surface conditions and poor visibility. 
  • 
  Bonus feats: Alertness and Track. 
  • 
  Starting 
  Languages: 
  Common. 
  Bonus 
  Languages: Celestial, Dwarf, Elf, Giant, Goblin, 
  and Orc. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adj: +2 
  Mamalukes worship Shame, the goddess of the Aegyptian 
  people.  Priests of Shame may choose two of the three 
  domains of Law, Good or Protection. 
   
  Mamaluke Hunter 
  2HD mamaluke Ftr 6;hp: 66 
  S21 D13 C16 I10 W14 Ch6;Fort +10, Ref +5, Will +4 
  Init: 
  +1 
  Move: 30 ft. 
  AC:  
  20 (+1 Dex, +9 chain shirt +2 & light wooden 
  shield +1), touch 11, flat 19 
  BAB/Grapple: +7/+12 
  Full Attack: 
  +1 khopesh +14/+9 melee (2d4+8;18-
  20/x2), bite +7 melee (1d6+5) or 
   
  Bite +12 melee (1d6+5), 2 claws +7 melee 
  (1d4+2) or 
   
  Composite longbow (+5 Str) +8/+3 
  ranged (1d8+5;x3) 
   
  (Rapid shot) Composite longbow (+5 Str) 
  +6/+6/+1 ranged (1d8+5;x3) 
  Special Att: 
  - 
  Special Qual: 
  Low-light vision, scent 
  Skills: Balance +0, Climb +10, Escape Artist +0, Jump 
  +9, Listen +4, Spot +7, Survival +7, Swim +3 
  Feats: AlertnessB, Improved Sunder, Point Blank ShotF, 
  Power Attack, Rapid ShotF, Run, TrackB, Weapon 
  Focus 
  (Khopesh)F, 
  Weapon 
  Specialization 
  (Khopesh)F 
  CR: 
  8 
  Gear: 
  chain shirt +2 (4,250 gp), light wooden shield +1 
  (1,153 gp), +1 khopesh (2,317 gp), composite 
  longbow (+5 Str) (600 gp), 20 arrows (1 gp), 
  potion of bull’s strength (300 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  8,921 gp (9,400 gp) 
  
  Bestiary Nefarious  
  Page 328 of 478 – Stephen C. Klauk  
  Mamaluke Howler 
  2HD mamaluke Ftr 12;hp: 117 
  S26 D13 C16 I10 W14 Ch6;Fort +13, Ref +7, Will +8 
  Init: 
  +5 
  Move: 30 ft. 
  AC:  
  22 (+1 Dex, +11 chain shirt +3 & light wooden 
  shield +2), touch 11, flat 21 
  BAB/Grapple: +13/+21 
  Full Attack: 
  +2 
  khopesh 
  +25/+20/+15 
  melee 
  (2d4+11;15-20/x2), 
  bite 
  +16 
  melee 
  (1d6+8) or 
   
  Bite +21 melee (1d6+8), 2 claws +16 
  melee (1d4+4) or 
   
  +1 
  Composite 
  longbow 
  (+8 
  Str) 
  +14/+9/+4 ranged (1d8+9;x3) 
   
  (Rapid shot) +1 Composite longbow (+8 
  Str) +12/+12/+7/+2 ranged (1d8+9;x3) 
  Special Att: 
  - 
  Special Qual: 
  Low-light vision, scent 
  Skills: Balance +0, Climb +12, Escape Artist +0, Jump 
  +9, Listen +4, Spot +10, Survival +10, Swim +5 
  Feats: AlertnessB, Combat ReflexesF, Greater Weapon 
  Focus (Khopesh)F, Improved Critical (Khopesh), 
  Improved InitiativeF, Improved Sunder, Iron Will, 
  Point Blank ShotF, Power Attack, Rapid ShotF, 
  Run, TrackB, Weapon Focus (Khopesh)F, Weapon 
  Specialization (Khopesh)F 
  CR: 
  14 
  Gear: 
  chain shirt +3 (9,250 gp), light wooden shield +2 
  (4,153 gp), +2 khopesh (9,317 gp), +1 composite 
  longbow (+8 Str) (3,200 gp), 20 arrows (1 gp), belt 
  of giant strength +4 (16,000 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  42,221 gp (45,000 gp) 
   
  Mamaluke Scion 
  2HD mamaluke Ftr 18;hp: 168 
  S30 D19 C16 I10 W14 Ch6;Fort +16, Ref +12, Will +10 
  Init: 
  +9 
  Move: 30 ft. 
  AC:  
  30 (+4 Dex, +16 chain shirt of light fortification 
  +5 & light wooden shield +5), touch 11, flat 21 
  BAB/Grapple: +19/+29 
  Full Attack: 
  +5 khopesh +36/+31/+26/+21 melee 
  (2d4+17;15-20/x2), 
  bite 
  +24 
  melee 
  (1d6+10) or 
   
  Bite +29 melee (1d6+10), 2 claws +24 
  melee (1d4+10) or 
   
  +4 
  Composite 
  longbow 
  (+10 
  Str) 
  +28/+23/+18/+13 ranged (1d8+14;x3) 
   
  (Rapid shot) +1 Composite longbow (+10 
  Str) 
  +26/+26/+21/+16/+11 
  ranged 
  (1d8+14;x3) 
  Special Att: 
  - 
  Special Qual: 
  Low-light vision, scent 
  Skills: Balance +3, Climb +12, Escape Artist +3, Jump 
  +9, Listen +4, Spot +13, Survival +13, Swim +5 
  Feats: AlertnessB, Combat ReflexesF, Dodge, Greater 
  Weapon Focus (Khopesh)F, Improved Critical 
  (Khopesh), Improved InitiativeF, Improved Sunder, 
  Iron Will, Mobility, Point Blank ShotF, Power 
  Attack, Rapid ShotF, Run, Shot on the RunF, 
  TrackB, Weapon Focus (Composite Longbow)F, 
  Weapon Focus (Khopesh)F, Weapon Specialization 
  (Composite Longbow)F, Weapon Specialization 
  (Khopesh)F 
  CR: 
  20 
  Gear: 
  chain shirt of light fortification +5 (36,250 gp), 
  light wooden shield +5 (25,153 gp), +5 khopesh 
  (50,317 gp), +4 composite longbow (+10 Str) 
  (33,400 gp), 20 arrows (1 gp), belt of giant strength 
  +6 (36,000 gp), gloves of dexterity +6 (36,000 gp) 
  potion of cure serious wounds (750 gp) 
  Total:  217,871 gp (220,000 gp) 
  
  Bestiary Nefarious 
  Page 329 of 478 – Stephen C. Klauk 
  Manti   
  Large Magical Beast (Aquatic) 
  Hit Dice:  
  5d10+15 (42 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  40 ft. (8 squares), fly 70 ft. (average), 
  swim 60 ft. (12 squares)  
  Armor Class:  
  15 (-1 size, +1 Dex, +5 natural), touch 10, 
  flat 14  
  BAB/Grapple:  +5/+11  
  Attack:  
  Bite +6 melee (1d8+2) 
  Full Attack:  
  Bite +6 melee (1d8+2) and tail +1 melee 
  (1d8+1 + poison) 
  Space/Reach:  
  10-ft./10 ft.  
  Length: 
  8 ft. + 1d6 ft. (11 ft.) 
  Weight: 
  100 lbs. + 2d6 x 10 lbs. (170 lbs.) 
  Special Att:  
  Poison, sonic scream  
  Special Qual:  
  Amphibious, darkvision 60 ft., low-light 
  vision  
  Saves:  
  Fort +7, Ref +5, Will +2  
  Abilities:  
  S15 D13 C16 I4 W13 Ch10  
  Skills:  
  Hide -3, Listen +5, Spot +5  
  Feats:  
  Flyby Attack, Hover  
  Environment:  Temperate or Warm land and aquatic  
  Organization:  Solitary, or String (2-5)  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Large); 11-15 HD (Huge)  
  Level Adj:  
  -  
  This creature has the body of a great blue 
  manta ray, with a long, barbed tail. However, 
  six insectile legs protrude from its underside 
  and a pair of powerful mandibles and bug-like 
  eyes flanks its wide maw.  
  Manti are magical crossbreeds created as an all-
  purpose sort of steed. They are hardy and quick, capable of 
  moving equally well underwater, on land or in the sky.  
  Manti cannot speak, but can learn to understand one 
  language; usually the language of its owner or rider.  
   
  Combat 
  Manti attack by stinging and biting opponents. 
  They prefer to use their poison to weaken foes before 
  moving in to bite. They can be trained to coordinate their 
  attack with their rider or owner, but they have little 
  understanding of tactics beyond gaining higher ground or 
  flanking opponents. They certainly cannot grasp following 
  complex plans or orders.  
   
  Poison (Ex): The tail attack of manti injects a paralytic 
  poison into the victim.  Type: Injected; Fort DC 15; Init: 
  1d4 Dex; Sec: 2d4 Dex. 
  Sonic Scream (Su): As a full-round action, a manti can 
  emit a 15 foot cone sonic scream that deals 3d8 sonic 
  damage (Fort save half). 
   
  Training A Manti 
   
  Manti can be easily trained if taken in while young.  
  Most trainers of good alignment remove the poison stinger 
  from the Manti, as the creature has been known to lash out 
  with the attack against riders, trainers or others if agitated or 
  bothered.  Training a Manti for combat riding requires a DC 
  25 Handle Animal check and 6 weeks of training if the 
  creature retains it poison attack.  A Manti that has had its 
  poison stinger remove can be trained in 5 weeks (DC 22 
  Handle Animal).  A trained Manti with poison attack can 
  usually be purchased for 2,500 gp.  Without the poison 
  attack, a trained Manti usually sells for 2,000 gp. 
   
  A manti can carry up to 99 lbs. as a light load, 100-
  399 lbs. as a medium load, and 400-600 lbs as a heavy load.  
  A manti can drag up to 3,000 lbs. 
   
  Manti On Amberos 
   
  Manti are actually creations of the sorcerers of 
  Nydonna’s Sea Kingdom, used by the merfolk of that realm 
  as battle mounts for the army.  The manti’s ability to also 
  travel on land and in air has not been used in a large scale as 
  of yet, but the ability was inbred in case of danger from 
  either the sky realms above or from the war-like folk of the 
  land should they decide to attack the Sea Kingdom. 
  
  Bestiary Nefarious  
  Page 330 of 478 – Stephen C. Klauk  
  Manticora   
  Large Magical Beast  
  Hit Dice:  
  7d10+21 (59 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (clumsy) 
  Armor Class:  
  16 (-1 size, +7 natural), touch 9, flat 16  
  BAB/Grapple:  +7/+17  
  Attack:  
  Bite +12 melee (1d8+6)  
  Full Attack:  
  Bite +12 melee (1d8+6), 2 claws +7 melee 
  (1d6+3), gore +7 melee (1d8+3;x3), and 
  sting +7 melee   (1d6+3 + poison) 
  Space/Reach:  
  10-ft./10 ft.  
  Length: 
  8 ft. + 1d4 ft. (10 ft. 
  Weight: 
  300 lbs. + 2d4 x 50 lbs. (550 lbs.) 
  Special Att:  
  Poison, pounce  
  Special Qual:  
  DR 10/cold iron, darkvision 60 ft., fast 
  healing 4, low-light vision  
  Saves:  
  Fort +8, Ref +5, Will +4  
  Abilities:  
  S23 D10 C17 I13 W15 Ch12  
  Skills:  
  Bluff +6, Hide -4, Listen +12, Spot +12, 
  Survival +7  
  Feats:  
  Flyby Attack, Hover, Wingover  
  Environment:  Temperate or Warm mountains  
  Organization:  Solitary, Pair, or Pride (2-5)  
  CR:  
  6  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic evil  
  Advancement:  8-14 HD (Large); 15-21 HD (Huge)  
  Level Adj:  
  -  
  This large creature has the body of a lion 
  covered in blood-red fur and a scorpion-like 
  tail that drips with green venom. A pair of bat-
  like wings extends from its side, and it has the 
  head of a bearded man with a wide maw filled 
  with a triple row of shark-like teeth.  
  Manticora are cousins to manticores, but far more 
  evil and ruthless. They prey on the weak and loners, and 
  have an unusual appetite for knowledge as well as glittering 
  treasure. They have been known to torture prey by 
  attempting to force them to answer laborious riddles or 
  attempt to glean unusual information from prey before 
  killing them.  
  Manticora speak Common and one other language of 
  their choice; usually one popular to the area they live in.  
   
  Combat 
  Manticora usually swoop down on foes, attempting 
  to bowl them over before landing to melee their wide array 
  of deadly natural weapons and poison. Since they lack the 
  ability to fling tail spikes, they will often pounce on prey 
  that attempts to keep their distance or use ranged magic 
  against them. Manticora will quickly break off attacks 
  against opponents that have escaped beyond their reach, but 
  while meleeing, tend to go into a blood rage from which 
  they rarely attempt to break off until one side or the other is 
  dead.  
  Poison (Ex): The tail attack of a Manticora injects a 
  strength-draining poison.  Type: Injected; Fort DC 16; Init: 
  1d6 Str; Sec: 1d6 Str. 
  Fast Healing (Ex): A manticora heals 4 hit points per round 
  except from fire or acid attacks. Except where noted here, 
  fast healing is just like natural healing. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts.  
   
  Manticora on Amberos 
   
  Natives of the mountains of the Skienlands, 
  manticora often demand tribute and sacrifices from 
  settlements near to their lair.  manticora who find food 
  scarce or depleted of wealth often will move to more 
  plentiful areas of their own accord.  This has sometimes 
  sparked war among different prides, which in turn has 
  sometimes allowed intrepid Skierians to finish the creatures 
  off. 
  
  Bestiary Nefarious 
  Page 331 of 478 – Stephen C. Klauk 
  Melusinae   
  Humanoid Form 
   
   
  Dragon Form 
  Medium Humanoid  
   
   
  Large Dragon 
  (Aquatic, Shapechanger)  
   
  (Aquatic, Shapechanger) 
   
  Hit Dice:  
   
  1d8+2 + 5d12+20 (56 hp)   
   
  1d8+2 + 5d12+20 (56 hp) 
  Initiative:  
   
  +2 (+2 Dex) 
   
   
   
  +1 (+1 Dex)  
  Speed:   
   
  20 ft. (4 squares), swim 30 ft. (6 squares)  
  20 ft. (4 squares), swim 50 ft. (10 squares) 
  Armor Class:  
   
  13 (+2 Dex, +1 natural), touch 12,   
  20 (+1 Dex, -1 Size, +10 natural), touch 10, flat 19 
  flat 11  
  BAB/Grapple:   
  +5/+6 
   
   
   
   
  +5/+14  
  Attack:   
   
  Trident +1 melee (1d6 +1)  
   
  Bite +10 melee (1d10+7) 
  Full Attack:  
   
  Trident +1 melee (1d6 +1)  
   
  Bite +10 melee (1d10+7), 4 claws +5 melee (1d8+2),  
  tail +5 melee (1d8+5) 
  Space/Reach:  
   
  5-ft./5 ft.  
   
   
   
  10-ft./10 ft., 15 ft. with bite 
  Height:  
   
  5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) 
   
  9 ft. + 1d6 ft. (12 ft.) 
  Weight:  
   
  150 lbs. + 2d6 x 5 lbs. (185 lbs.) 
   
  700 lbs. + 2d6 x 100 lbs. (1,400 lbs.) 
  Special Attacks:   
  nil 
   
   
   
   
  Breath weapon  
  Special Qualities:  
  Alternate form, blindsight, scent, SR 15  
  Alternate form, blindsight, dragon traits, scent, SR 15 
  Saves:   
   
  Fort +6, Ref +6, Will +6  
   
  Fort +8, Ref +5, Will +6  
  Abilities:  
   
  S12 D15 C14 I13 W15 Ch14 
   
  S21 D12 C19 I13 W15 Ch14  
  Skills:   
   
  Disguise +9, Forgery +9, Listen +11,  
  Disguise +9, Forgery +9, Listen +11, 
  Spot +11, Survival +6, Swim +6  
   
  Spot +11, Survival +6, Swim +10 
  Feats:   
   
  Deceitful, Power Attack, Cleave 
   
  Deceitful, Power Attack, Cleave  
  Environment:   
  Temperate or Warm aquatic  
   
  Temperate or Warm aquatic 
  Organization:   
  Solitary, Family (2-5), or Pod (5-20)  
  Solitary, Family (2-5), or Pod (5-20) 
  Challenge Rating:  
  4 
   
   
   
   
  4  
  Treasure:  
   
  Double coins, normal gems and goods 
  Double coins, normal gems and goods 
  Alignment:  
   
  Usually neutral evil  
  Advancement:   
  By Character Class 
  Level Adjustment:  
  - 
   
  This creature has the upper body of a human and 
  the lower half of a fish. As it undulates in the 
  water before you, its form shifts and shimmers, 
  becoming that of a sleek reptilian beast with a 
  great maw full of steam, clawed fins and a 
  powerful, barbed tail.  
  Melusinae are predators of the seas that take the 
  shape of merfolk to lure prey to them. They devour all sorts of 
  intelligent sea races ranging from merfolk, sea elves, triton 
  and even locathah and sahuagin.  
  Melusinae speak Common and Aquan. 
    
  Combat 
  Melusinae usually approach in their humanoid form, 
  acting in a manner to attract prey and lower their guard. If 
  attempting to attract sahuagin, for example, they may feign 
  weakness, fright or injury to draw the sahuagin close.  
  One the enemy is within charge range, the Melusinae 
  transforms to its powerful draconic form and attacks.  
  Breath Weapon (Su): A Melusinae in draconic form can 
  breath a cloud of steam 20 feet in diameter that deals 3d8 fire 
  damage to those in the area of effect (Reflex DC 17 for half).   
  A Melusinae can use this attack any number of times a day it 
  wishes. 
  Alternate Form (Su): A Melusinae’s natural form is that of a 
  half-human, half-fish humanoid.  As a standard action, it can 
  transform into a monstrous draconic form.  If slain, a 
  Melusinae transform back to humanoid form. 
   
  Society 
  While melusinae were once humanoids, they have 
  long ago distanced themselves from their humanoid form and 
  embraced their draconic shape as their "preferred" form.  
  At birth, a melusinae is trapped in its humanoid form 
  until it learns to control its shape, which usually occurs within 
  the first year following birth. Following that, the melusinae 
  generally remains in dragon form, except when attempting to 
  bait prey toward itself.  
  Young melusinae are kept hidden by their parents 
  until they reach an age that they begin to take draconic form.  
  It is not uncommon for young melusinae to be abused, ignored 
  or mistreated by their parents until they start developing the 
  ability to transform, at which time, they gain acceptance in 
  melusinae society.  This is usually done to drive any 
  
  Bestiary Nefarious  
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  compassion for true humanoids from the developing 
  melusinae. 
  Melusinae live in small hunting packs roaming the 
  sea lanes for food. They have been known to establish their 
  own communities, but often take up dwelling in sunken ruins 
  rather than build or craft their own residences.  
   
  Melusinae on Amberos 
   
  It is not known how melusinae came to be; many 
  sages believe they may be some sort of result of Ziga’s 
  attempted corruption of a clan of mermen. 
   
  Most melusinae plague the area around Nydonna’s 
  Sea Kingdom, though there have been reports of the creatures 
  around the Ksiki Colonies in the south. 
  
  Bestiary Nefarious 
  Page 333 of 478 – Stephen C. Klauk 
  Mir’jalla   
  Medium Fey  
  Hit Dice:  
  4d6+4 (18 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  30 ft. (6 squares), burrow 30 ft. (6 squares)  
  Armor Class:  
  17 (+4 Dex, +3 natural), touch 14, flat 13  
  BAB/Grapple:  +2/+3  
  Attack:  
  Claw +3 melee (1d4+1)  
  Full Attack:  
  2 claws +3 melee (1d4+1), bite –2 melee 
  (1d6 + poison) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. + 1d10 in. (5 ft. 5 in.) 
  Weight: 
  80 lbs. + 2d6 x 2 lbs. (94 lbs.) 
  Special Att:  
  Poison  
  Special Qual:  
  DR 5/cold iron, low-light vision, SR 14  
  Saves:  
  Fort +2, Ref +8, Will +6  
  Abilities:  
  S12 D19 C13 I14 W15 Ch16  
  Skills:  
  Disable Device +9, Handle Animal +10, 
  Knowledge (geography) +9, Listen +11, 
  Search +9, Sleight of Hand +11, Spot +11, 
  Swim +8  
  Feats:  
  Alertness, Run  
  Environment: 
  Warm deserts  
  Organization:  Solitary, Crew (2-5 mir’jalla + 0-3 giant 
  scorpions or large vipers)  
  CR:  
  3  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic neutral  
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  -  
  This thin humanoid has skin the color of burnt 
  parchment and a mop of sandy hair. It has thick 
  eyebrows and long, slim eyes with green pupils. 
  It has long, elf-like ears pierced with all sorts of 
  jewelry, which is oddly out of placed with the 
  ragged clothes it wears.  The odd smile on its 
  face reveals long, viper-like canines among its 
  teeth. 
  The mir'jalla is a mischievous desert fey that enjoys 
  playing pranks on travelers. It both has the ability to create 
  oasises out of thin air and to create mirages and other desert 
  images to play its pranks on travelers.  
  The attitude of a mir'jalla is difficult to predict; it might 
  openly welcome travelers to a mirage it has created and drink 
  and dine with them; or it might lure them into the same setting 
  to rob them; or it engage the travelers to drink too much and 
  while the travelers sleep off the drink, disappear into the night 
  with all of their supplies and making the oasis disappear, 
  stranding the travelers in the middle of the desert. Also, a 
  mir'jalla may attack travelers to its oasis for seemingly no 
  good reason, or at least play cruel pranks. Finally, a mir'jalla 
  might attempt to lure travelers deeper into the desert with 
  illusions meant to confuse and confound travelers.  
  Mir'jalla can speak Common, fey, elf and the 
  language of vermin.  
   
  Combat 
  mir'jalla rarely enter into physical combat, preferring 
  to use their illusions to lure foes into traps or other dangers. If 
  caught unprepared and enraged however, they often fly in a 
  rage at their opponents, clawing and biting until beaten off or 
  slain. Most mir'jalla are cowards, and if faced with the real 
  possibility of being seriously harmed or killed will surrender, 
  if such is feasible, or run away.  
  Create Oasis (Su):  Once every three days, a mir’jalla can 
  create an area up to 100 ft. X 100 ft. of drinkable water and a 
  15 ft. wide ring of vegetation, which may contain edible plants 
  and fruit-bearing trees.  The created oasis is permanent unless 
  the Mir’jalla who created it chooses to dispel it.  Creating an 
  oasis or destroying it requires 10 minutes. 
  Poison (Ex): The bite of a mir’jalla is poisonous.  Type: 
  Injected. Fort DC 13; Init: 1d4 Str; Sec: 1d8 Str. 
  Mirages (Sp):  A mir’jalla can create illusions at will as 
  follows:  At will - Disguise Self, Silent Image (DC 14), 
  Hypnotic Pattern (DC 15). 3x/day – Misdirection (DC 15), 
  Mirror Image (DC 15), Invisibility. 1x/day – Hallucinatory 
  Terrain (DC 17).  All effects are at 4th level ability and DCs 
  are Charisma-based.  
   
  Mir’jalla Society 
   
  Mir’jalla are often found in small family groups, 
  leading a nomadic life in the desert.  It is common for the 
  mir’jalla to create an oasis  and stay at the location for 3 days 
  before unmaking the oasis and moving on again to a new 
  location.  About once a month, mir’jalla will leave an oasis 
  they create and not destroy it; this oasis tends to last for about 
  a year before drying out and being reabsorbed by the desert 
  completely. 
   
  Among their own kind, mir’jalla tend to stay with 
  their family until they reach adolescence, at which time they 
  are encouraged to strike out on their own.  Most mir’jalla 
  teens remain alone for only a couple of years before finding a 
  mate of their own and starting their own family.  In some 
  cases, the mir’jalla might return to live with its original 
  family, and in other cases, some mir’jalla prefer to remain 
  alone in the desert. 
   
  When traveling long distances, mir’jalla usually do 
  so by burrowing under the sand.  They leave no trace when 
  doing this, and have been known to use their hallucinatory 
  terrain ability and burrowing ability to fool onlookers into 
  thinking they are “swimming” in some vast body of water. 
   
  Mir’jalla have the seemingly innate ability to attract 
  and train both large versions of desert vermin and unusually 
  large specimens of venomous snakes, which they keep as pets 
  and companions.  However, these creatures are still wild and 
  untamed, and though they are unlikely to hurt mir’jalla, they 
  might attack travelers or visitors of the mir’jalla – sometimes 
  without provocation. 
   
  The mir’jalla, though mischievous, are a social race 
  for the most part, and enjoy company – even if it is to make 
  fun of them or pull lavish pranks on them.  mir’jalla often will 
  
  Bestiary Nefarious  
  Page 334 of 478 – Stephen C. Klauk  
  be quite respectful of those who can turn the tables on the 
  mir’jalla and catch them in some sort of non-harmful prank, 
  and have been known to reward such insightful individuals 
  with some small trinket of magic or of monetary value. 
   
  Travelers who can get on the good side of a mir’jalla 
  can enjoy the benefits of good food, fresh water and 
  information about the desert around them and the dangers 
  within.  Those who injure a mir’jalla or otherwise upset these 
  finicky fey creatures can expect a rough – if not deadly – trip 
  through the desert. 
   
  Mir’jalla on Amberos 
   
  The mir’jalla were one of the few fey races that 
  refused to join the Evanthium Coridium of the Elvin Golden 
  Age.  They remained in the desert lands near Llannhanex and 
  Iiannhanex.  They have been blamed for the creation of the 
  Blue Desert by the Llannians, but the mir’jalla are silent on 
  whether or not they had a hand in the creation of the deadly 
  desert, but do not seem to be immune to its transforming 
  abilities. 
  
  Bestiary Nefarious 
  Page 335 of 478 – Stephen C. Klauk 
  Mockery   
  Medium Aberration (Chaos) 
  Hit Dice:  
  5d8+13 (35 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  30 ft. (6 squares), fly 75 ft. (average)  
  Armor Class:  
  19 (+4 Dex, +5 natural), touch 14, flat 15  
  BAB/Grapple:  +3/+8  
  Attack:  
  Claw +8 melee (1d4+5) 
  Full Attack:  
  2 Claws +8 melee (1d4+5), bite +6 melee 
  (1d6+2) and tail +6 melee (1d4+2) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. + 2d12 in. (6 ft. 1 in.) 
  Weight: 
  50 lbs. + 2d100 lbs. (150 lbs.) 
  Special Att:  
  Disease  
  Special Qual:  
  Darkvision 60 ft., fast healing 1, resist cold 
  5, scent  
  Saves:  
  Fort +3, Ref +5, Will +5  
  Abilities:  
  S21 D19 C15 I9 W13 Ch15  
  Skills:  
  Climb +5, Hide +4, Listen +5, Move 
  Silently +4, Spot +5  
  Feats:  
  Multiattack, Toughness  
  Environment:  Any land  
  Organization:  Solitary, Brood (2-5), or Pack (5-20)  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  6-10 HD (Medium); 11-15 HD (Large)  
  Level Adj:  
  -  
  This hooded figure casts back the cloth covering 
  its face to reveal a twisted face of melted flesh 
  and exposed bone. Hallow sockets glimmer with 
  faint red flame and a pig-like nose sniffs at the 
  air. Hair covers the remaining twisted shape of 
  the creature and terrible yellow claws spring 
  from the malformed hands of the beast.  
  Mockeries are the demented spawn of humanoids who 
  have spent too much time in the presence of creatures of the 
  Realm of Madness. While the presence of a Realm of Madness 
  creature might not twist the shape of the parent, the weird laws 
  of the Realm of Madness’s intrusion into the mortal plane can 
  twist the shape and mind of the unborn, bringing hideous 
  progeny to life even years later.  
  Mockeries are savage creatures, with little thought for 
  more than causing misery. They are destructive, evil and 
  delight in causing fear and torturing those they meet. They 
  have an unnatural sense of the presence of creatures from the 
  Realm of Madness, and will often seek them out to serve or be 
  near.  
  Mockeries speak Common and the language of the 
  Realm of Madness. 
    
  Combat 
  Mockeries are deadly opponents, but prefer to play 
  and torture opponents. They are generally fearless, but will 
  avoid large or powerful groups they do not believe they can 
  beat. Mockeries often attack in packs, but rarely use group 
  tactics, fighting as individuals. They will occasionally gang on 
  up on an opponent or lay primitive traps to capture foes for 
  later torture.  
  Disease (Ex):  The bite of a mockery inflicts its victims with 
  Throes of Madness. (Type: injected; Fort DC 14; Incubation: 1 
  day; Dam: 1d4 Wis).  For each point of Wisdom lost, the 
  victim acts as if under the effects of a Confusion spell for 4 
  hours. 
  Fast Healing (Ex): A mockery regains hit points at an 
  exceptionally fast rate, regaining 1 hit point per turn. Except 
  where noted here, fast healing is just like natural healing. Fast 
  healing does not restore hit points lost from starvation, thirst, 
  or suffocation, and it does not allow a creature to regrow lost 
  body parts. Unless otherwise stated, it does not allow lost 
  body parts to be reattached. 
   
  Mockeries on Amberos 
   
  In many of the dark corners of Amberos, handfuls of 
  mockeries exist, hiding from society and unleashing 
  unspeakable horrors on lone or foolish humanoids wherever 
  they might.  Surprisingly, there are few to be found in the 
  Glacier of Seasons, and there seems to be more in the eastern 
  half of Amberos than in the western half. 
  
  Bestiary Nefarious  
  Page 336 of 478 – Stephen C. Klauk  
  Murderwort   
  Huge Plant 
  Hit Dice:  
  16d8+131 (203 hp)  
  Initiative:  
  +0  
  Speed:  
  10 ft. (2 squares) (can’t run) 
  Armor Class:  
  15 (-2 size, +7 natural), touch 8, flat 15  
  BAB/Grapple:  +12/+29  
  Attack:  
  Bite +19 melee (2d6 +9)  
  Full Attack:  
  Bite +19 melee (2d6 +9) and 6 slam +14 
  melee (1d8 +4)  
  Space/Reach:  
  15-ft./15 ft.  
  Height: 
  18 ft. + 1d6 ft. (21 ft.) 
  Weight: 
  800 lbs. + 2d6 x 50 lbs. (1,150 lbs.) 
  Special Att:  
  Summon swarm  
  Special Qual:  
  Low-light vision, plant traits  
  Saves:  
  Fort +20, Ref +5, Will +6  
  Abilities:  
  S28 D10 C27 I3 W8 Ch5  
  Skills:  
  Hide -8, Listen +9, Spot +8  
  Feats:  
  Great Fortitude, Iron Will, Toughness  
  Environment:  Temperate plains, forests  
  Organization:  Solitary  
  CR:  
  15  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement:  17-32 HD (Huge); 33-48 HD (Gargantuan)  
  Level Adj:  
  -  
  This huge, oaken tree is decked in rust-colored 
  leaves and sports many branches covered in 
  cruel barbs. With a groan of twisting bark, a 
  human-like face appears in the tree's trunk as the 
  massive branches begin to twist and sway. From 
  the branches of the tree erupt the chirps of many 
  birds, moments before a flight of the screeching 
  things swoops out of the many branches.  
  Murderworts are magical trees that mentally enslave 
  birds to their will - which is to kill other beings and bring them 
  the carcass to devour. For the most part, until it is threatened, a 
  murderwort masquerades as a tree the best it can. However, 
  those who know what to look for (rust-colored leaves, even 
  appearing in winter and barbed tree limbs) can usually identify 
  it quickly.  
  Murderworts cannot speak and do not understand the 
  language of other creatures.  
   
  Combat 
  Murderworts attack by releasing their mentally 
  enslaved bird flock onto opponents, who attack until they have 
  slain enough food for the murderwort. If physically attacked, a 
  Murderwort responds by using its barbed limbs to strike foes, 
  or biting them.  
  Murderworts are intelligent enough that if foes escape them, 
  they will generally move to a new location a mile or two 
  distant from their current location to avoid being hunted down 
  and destroyed.  
  Dominate Avian (Su):  A murderwort is able to attract and 
  mentally dominate small birds that near the tree or land on its 
  branches.  Avians coming within 30 feet of the murderwort 
  must make a DC 15 Will save or become a thrall to the 
  murderwort.  This is a mind-affecting ability and lasts for 1 
  week before it must renewed.  A murderwort can only attempt 
  to dominate a given avian once per day, but may attempt on 
  any number of avians per day.  A randomly encountered 
  Murderwort usually has a flock of 40-80 birds (1d4+4 x 10) at 
  its call. 
  Summon Swarm (Ex): A murderwort can cause the avians it 
  has dominated to take to the sky  as a swarm (see below for 
  swarm details).  A murderwort can control the swarm as a 
  move-equivalent action. 
   
  A plant creature possesses the following traits (unless 
  otherwise noted in a creature's entry).  
  • Immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale 
  effects).  
  • Immunity to poison, sleep effects, paralysis, 
  polymorph, and stunning.  
  •  Not subject to critical hits.  
  • Plants breathe and eat, but do not sleep. 
   
  Murderwort on Amberos 
   
  Yet another manifestation of the curse of the Living 
  Forest in the Kingdom of Vall Vega, these trees are primarily 
  encountered in the Living Forest, but seem to have actually 
  managed to migrate out into the lands of Misake. There are 
  also versions of the tree that dwell in Kennestone forest and 
  the Yaz forest, though these species dwelled in these lands 
  long before the Living Forest came to be. 
   
  
  Bestiary Nefarious 
  Page 337 of 478 – Stephen C. Klauk 
  Murderwort Bird Swarm 
  Diminutive Animal (Swarm) 
  Hit Dice:  
  3d8 (13 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  5 ft (1 square), fly 40 ft. (good)  
  Armor Class:  
  16 (+4 size, +2 Dex), touch 16, flat 14  
  BAB/Grapple:  +2/-15  
  Attack:  
  Swarm (1d6) 
  Full Attack:  
  Swarm  (1d6) 
  Space/Reach:  
  10-ft./0 ft.  
  Special Att:  
  Distraction, Wounding  
  Special Qual:  
  Half damage from slashing & piercing, low-
  light vision, swarm traits  
  Saves:  
  Fort +3, Ref +7, Will +2  
  Abilities:  
  S1 D15 C10 I2 W13 Ch4  
  Skills:  
  Hide +14, Listen +6, Spot +6  
  Feats:  
  Alertness, Lightning Reflexes  
  Environment:  Temperate plains or forests  
  Organization:  Solitary  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  None  
  Level Adj: 
   -  
  The sky darkens as the chirping sound of 
  hundreds of small birds races towards you, and 
  you realize the air is full of songbirds on the 
  wing.  
  Mentally controlled by a murderwort, the bird swarm's 
  only goal is to descend on larger creatures and peck the 
  opponent to death. Once it has done so, it carries the carcass 
  back to the murderwort to devour.  
   
  Combat 
  A bird swarm attacks by pecking foes until they stop moving.  
  Distraction (Ex): Any living creature that begins its turn with 
  a swarm in its space must succeed on a DC 11 Fortitude save 
  or be nauseated for 1 round. The save DC is Constitution-
  based. 
  Wounding (Ex): Any living creature damaged by a bird 
  swarm continues to bleed, losing 1 hit point per round 
  thereafter.  Multiple wounds do not result in cumulative 
  bleeding loss. 
  
  Bestiary Nefarious  
  Page 338 of 478 – Stephen C. Klauk  
  Naga, general 
   
  Sometimes referred to as the Children of Aspus, the 
  naga of Amberos hold a position similar to that of the archons 
  and angels of the upper planes.  Most reptilian creatures – 
  including the Aspii, various snakes and even creatures such as 
  crocdads, tend to defer to these creatures as divine or sacred 
  beings. 
   
  The naga of Amberos of are immortal beings and will 
  not die of natural causes, much like dragons and elves.  If 
  slain, however, they return to the cave of Aspus, where he 
  creates a new naga from the remains and sends them out into 
  the world again. 
   
  Naga of Amberos tend to be reclusive creatures, 
  preferring their own company and disdaining that of others.  
  The exception to this seem to be the Haneru Naga and the 
  Sumii Naga, who often find themselves sought out by the 
  humanoid races.  The Haneru are generally venerated as 
  masters of the art of the katana, and the Sumii are often sought 
  out by those desiring to seek the self-enlightenment so many 
  Sumii are reputed to reached.  While the Haneru tend to 
  openly welcome those who come to train with them, the Sumii 
  seem merely to tolerate those who seek their advice. 
  
  Bestiary Nefarious 
  Page 339 of 478 – Stephen C. Klauk 
  Balii Naga   
  Large Aberration (Earth) 
  Hit Dice:  
  12d8+24 (78 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  40 ft. (8 squares), swim 20 ft. (4 squares)  
  Armor Class:  
  15 (-1 size, +3 Dex, +3 natural), touch 12, 
  flat 12  
  BAB/Grapple:  +9/+15  
  Attack:  
  Bite +10 melee (1d8+2 + poison)  
  Full Attack:  
  Bite +10 melee (1d8+2 + poison)  
  Space/Reach:  
  10-ft./10 ft. 
  Length: 
  10 ft. + 1d6 ft. (13 ft.) 
  Weight:  
  700 lbs. + 2d4 x 25 lbs. (825 lbs.) 
  Special Att:  
  Charm gaze  
  Special Qual:  
  Darkvision 60 ft., necromantic immunity, 
  scent, spell resistance 22, spell-like abilities  
  Saves:  
  Fort +6, Ref +7, Will +10  
  Abilities:  
  S14 D17 C15 I17 W15 Ch19  
  Skills:  
  Concentration +21, Hide -1, Listen +19, 
  Spellcraft +18, Spot +19, Swim +17  
  Feats:  
  Alertness, 
  Combat 
  Casting, 
  Eschew 
  Materials, 
  Greater 
  Spell 
  Focus 
  (Necromancy), Spell Focus (Necromancy)  
  Environment:  Temperate, Warm land  
  Organization:  Solitary, or Cabal (2-5)  
  CR:  
  11  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil  
  Advancement:  13-24 HD (Large); 25-36 HD (Huge)  
  Level Adj:  
  -  
  This elongated, black snake has a golden 
  underbody and a human-like face with whitened 
  hair. Its eyes are piercing and blood red, with 
  slitted pupil like that of a snake. It has a bit of a 
  hood like a cobra, on the back of which is a 
  skull-like pattern in white scales.  
  The Balii naga is a dangerous, necromantic spell-
  casting naga. They are usually found near graves or other ruins 
  where ample bodies can be raised or summoned.  
  Balii nagas mostly keep to themselves and while 
  away the hours speaking with the dead, determined to learn 
  secrets for which they can gain more power over others. They 
  rarely venture into civilized areas, and prefer to be left alone. 
  They take interruptions of their communions poorly, and are 
  more than willing to add others to the dead around them.  
  Balii nagas speak Common, infernal and abyssal. 
  They can communicate with other serpents and snakes as if 
  utilizing speak with animals.  
   
  Combat 
  Balii nagas disdain physical combat and prefer to 
  summon undead to fight for them. If caught unprepared, they 
  will strike with their venomed fangs hoping to kill prey and 
  then animate it to fight any other opponents it is facing.  
  Charm Gaze (Su): A Balii naga can charm an opponent who 
  gazes into the Balii’s eyes.  The gaze has a range of 30 feet 
  and a DC 20 Will save.  It otherwise works as a charm 
  monster spell with a caster level of 12.  The save is Charisma 
  based.  
  Necromantic Immunity (Su):  A Balii naga is immune to 
  spells of the necromantic school, as well as any spell with a 
  death effect as if it had unbeatable spell resistance.  This 
  immunity remains even after death, so it is not possible to 
  animate or speak with dead on a Balii naga. 
  Poison (Ex):  The bite of a Balii naga is exceptionally deadly.  
  Type: Injected; Fort Save DC 18; Init: Unconsciousness for 
  2d4 rounds as the victim thrashes and foams at the mouth + 
  1d4 Con; Sec: 1d12 Con. 
  Spells-like Abilities (Sp): A Balii naga can cast spells as if it 
  were a 12th level sorcerer, and can also cast spells from the 
  cleric spell lists and the Death and Evil domains as if they 
  were arcane spells.  It’s spell DCs are 14 + spell level.  The 
  Balii naga does not need a divine focus to cast clerical spells.  
  The saves are Charisma based. 
   
  Typical Sorcerer Spells known  
  (6/7/7/7/7/5/3; CL 12;DC 14 + Spell Level) 
   
  0th: Arcane Mark, Cure Minor Wounds, Dancing Lights, Daze, 
  Detect Magic, Inflict Minor Wounds, Mage Hand, 
  Read Magic, Resistance   
  1st:  Bane, Cause Fear*, Deathwatch*, Doom*, Ray of 
  Enfeeblement* 
  2nd:  Command Undead*, Death Knell*, Desecrate, False 
  Life*, Scare* 
  3rd:  Animate Dead*, Deeper Darkness, Speak With Dead*, 
  Vampiric Touch*   
  4th:  Cure Critical Wounds, Enervation*, Unholy Blight 
  5th:  Slay Living*, Waves of Fatigue* 
  6th:  Circle of Death*, Create Undead* 
  * DC +2 
   
  Balii Naga on Amberos 
   
  The Balii Naga are feared creatures of the Skienlands 
  and Ulanst.  They are sometimes found in Simera and Lanster, 
  and there are rumors of the Balii Naga haunting ancient 
  battlefields in Randu. 
  
  Bestiary Nefarious  
  Page 340 of 478 – Stephen C. Klauk  
  Haneru Naga   
  Medium Aberration (Earth) 
  Hit Dice:  
  5d8+10 (32 hp)  
  Initiative:  
  +2 (+2 Dex) 
  Speed:  
  20 ft. (4 squares), swim 15 ft. (3 squares)  
  Armor Class:  
  15 (+2 Dex, +3 natural), touch 12, flat 13  
  BAB/Grapple:  +3/+7 (+11 with tail) 
  Attack:  
  Bite +7 melee (1d6+4 + poison)  or katana 
  +7 melee (1d10+2;18-20/x2) or composite 
  longbow (+4 Str) +5 ranged (1d8+4;x3) 
  Full Attack:  
  Bite +7 melee (1d6+4), 4 claw +2 melee 
  (1d4+2) and tail +2 melee (1d6+2) or  
  4 katanas +5 melee (1d10+2;18-20/x2) or 
  composite longbow (+4 Str) +5 ranged 
  (1d8+4;x3) 
  Space/Reach:  
  5-ft./5 ft. (10 ft. with tail when grappling) 
  Length: 
  5 ft. + 1d4 ft. (7 ft.) 
  Weight: 
  100 lbs. + 2d4 x 25 lbs. (225 lbs.) 
  Special Att:  
  Constrict, poison  
  Special Qual:  
  Charm Immunity, constrictor tail, darkvision 
  60 ft., SR 15, spells-like abilities  
  Saves:  
  Fort +3, Ref +3, Will +5  
  Abilities:  
  S19 D15 C14 I15 W13 Ch15  
  Skills:  
  Climb +8, Concentration +10, Listen +11, 
  Spellcraft +6, Spot +11, Swim +8  
  Feats:  
  Alertness, Combat Casting, Exotic Weapon 
  Proficiency 
  (Katana)b, 
  Multiweapon 
  FightingB  
  Environment:  Any land  
  Organization:  Solitary or Guard (1 naga + 1d4 Haneru 
  Naga)  
  CR:  
  4  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Medium); 11-15 HD (Large)  
  Level Adj:  
  -  
  This ivory creature has the body of a snake, with 
  a humanoid head. A pattern of red diamonds 
  spots its back, and its tail ends in what appears 
  to be a spiked club. Around its head are 
  arranged four three-fingered arms, each hand 
  ending in long, black nails.  
  Haneru naga are powerful warriors of the naga race, 
  often found defending other nagas from harm. Sometimes they 
  are pressed into service by magical means to protect treasures 
  or other places of value either for the naga or by arcane casters 
  powerful enough to summon and bind them to service.  
  Haneru naga speak trade, celestial and infernal.  
   
  Combat 
  Haneru naga are physical combatants, and prefer to 
  melee their opponents. Any spells they possess are generally 
  to augment their ability to melee opponents. Haneru are 
  fearless in combat and generally once they are engaged, they 
  will fight to the death. They are, however, intelligent 
  opponents, and will use their wits to gain as much as an 
  advantage against opponents as they can.  
  Charm immunity (Su):  Haneru Naga are immune to spells 
  with the Charm descriptor and other mind-affecting magic. 
  Constrict (Ex): If a Haneru naga successfully grapples an 
  opponent with its tail, it may constrict that opponent for 1d6+2 
  points of damage per round. 
  Constrictor Tail (Ex):  The tail of a Haneru is exceptionally 
  long, though it normally keeps it coiled up.  When attempting 
  to grapple with it’s tail, the Haneru gains a +4 bonus to its 
  grapple check and has a 10-foot reach. 
  Poison (Ex): The bite of a Haneru naga injects a numbing 
  poison into a victim.  Type: Injected; Fort save DC 14; Init: 
  1d4 Dex; Sec: 1d4 Dex.   
  Spell-like Abilities (Sp): A Haneru naga can cast spells as a 
  5th level sorcerer.  
    
  Typical Spells Known  
  (6/7/5; CL 5; Spell DC 12 + Spell Level) 
  0th: Daze, Detect Magic, Message, Open/Close, Resistance, 
  Touch of Fatigue 
  1st: Mage Armor, Obscuring Mist,  Shield, True Strike 
  2nd: Blur, Web 
   
  Haneru Naga on Amberos 
   
  The Haneru nagas seem only to be found in 
  Chiamung, where several have been sought out to train 
  samurai in the martial arts.  However, samurai are careful 
  never to pledge their allegiance to these naga masters, who 
  themselves are pawns to the other nagas and not the samurai’s 
  daimyo. 
  
  Bestiary Nefarious 
  Page 341 of 478 – Stephen C. Klauk 
  Suuma Naga  
  Medium Aberration (Earth) 
  Hit Dice:  
  6d8+24 (51 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  40 ft. (8 squares), climb 20 ft. (4 squares), 
  swim 20 ft. (4 squares)  
  Armor Class:  
  17 (+2 Dex, +5 natural), touch 12, flat 15  
  BAB/Grapple:  +4/+6  
  Attack:  
  Bite +6 melee (1d6+2 + poison) 
  Full Attack:  
  Bite +6 melee (1d6+2 + poison) and 2 tails 
  +1 melee (1d6+1) 
  Space/Reach:  
  5-ft./5 ft. (10 ft. with tail when grappling) 
  Length: 
  4 ft. + 1d4 ft. (6 ft.) 
  Weight: 
  100 lbs. + 2d4 x 10 lbs. (150 lbs.) 
  Special Att:  
  Constrict, improved grab, ki strike, poison  
  Special Qual:  
  Charm immunity, constrictor tail, darkvision 
  60 ft., fast healing 4, spell resistance 16  
  Saves:  
  Fort +6, Ref +6, Will +7  
  Abilities:  
  S15 D15 C19 I15 W14 Ch16  
  Skills:  
  Balance +4, Escape Artist +4, Knowledge 
  (arcana) +11, Listen +13, Spot +13, Use 
  Magic Device +12  
  Feats:  
  Agile, Alertness, Lightning Reflexes  
  Environment:  Temperate or Warm land  
  Organization:  Solitary, or Cloister (2-5)  
  CR:  
  5  
  Treasure:  
  None  
  Alignment:  
  Always lawful neutral  
  Advancement:  7-12 HD (Medium); 13-18 HD (Large) 
  Level Adj:  
  -  
  This dun colored creature has the long, slim 
  body of a snake and a bald human head. It 
  slightly sways and darts as it moves, with an 
  odd grace you have not seen before.  
  Suuma nagas have devoted themselves to the 
  perfection of their forms at the cost of the ability to cast spells. 
  They possess amazing abilities and are powerful fighters. 
  Luckily, they are contemplative creatures who generally 
  disdain fighting and rarely interfere in the matters of another 
  race.  
  Suuma nagas speak trade, Common and celestial. 
    
  Combat 
  A Suuma naga generally refrains from combat, and 
  will generally seek to turn an opponents advantages against 
  itself. If forced to fight, they are agile melee opponents and 
  their bevy of abilities can allow them to avoid most harm 
  directed towards them. Suuma naga often use their venom 
  when they do not wish to kill a foe, but merely impair them.  
  Once engaged in combat, a Suuma naga will 
  generally fight as long and as hard as its opponent; many 
  Suuma nagas will break off hostilities as quickly as an 
  opponent tires of the fight. However, if forced to fight to the 
  death, the Suuma naga will oblige to deliver death to its 
  opponent.  
  Constrict (Ex): A Suuma naga that has successfully grappled 
  a foe with its tail can constrict that opponent for 1d6 
  bludgeoning damage, plus the 1d6+1 tail attack damage. 
  Charm immunity (Su):  A Suuma naga is unaffected by 
  charm spells or other mind-affecting magic. 
  Constrictor Tail (Ex):  The tail of a Haneru is exceptionally 
  long, though it normally keeps it coiled up.  When attempting 
  to grapple with it’s tail, the Haneru gains a +4 bonus to its 
  grapple check and has a 10-foot reach. 
   Fast Healing (Ex): A Suuma naga regains 4 hit points per 
  round except from fire, cold or acid attacks. Except where 
  noted here, fast healing is just like natural healing. Fast 
  healing does not restore hit points lost from starvation, thirst, 
  or suffocation, and it does not allow a creature to regrow lost 
  body parts.  
  Freedom of Movement (Su):  A Suuma naga acts as if under 
  the constant influence of a Freedom of Movement spell with a 
  caster level of 6. 
  Improved Grab (Ex): If a Suuma naga successfully hits a 
  medium-sized or smaller opponent with its tail, it may start a 
  free grapple. The creature has the option to conduct the 
  grapple normally, or simply use the part of its body it used in 
  the improved grab to hold the opponent. If it chooses to do the 
  latter, it takes a –20 penalty on grapple checks, but is not 
  considered grappled itself; the creature does not lose its 
  Dexterity bonus to AC, still threatens an area, and can use its 
  remaining attacks against other opponents. 
  Ki strike (Su):  A Suuma naga’s attacks are considered to be 
  lawful for the purposes of defeating DR. 
   Poison (Ex): The bite of a Suuma naga injects a paralytic 
  poison.  Type: Injected; Fort Save DC 17; Init: paralysis for 
  2d4 rounds; Sec: 1d4 Dex 
   
  Suuma Nagas on Amberos 
   
  Suuma nagas are primarily found in ancient 
  Chiamung, Dishnu, the Skienlands and Spi Dak Su.  There are 
  ancient tales of encounters with Suuma nagas among the 
  Randese, but these are very rare occurrences. 
  
  Bestiary Nefarious  
  Page 342 of 478 – Stephen C. Klauk  
  Nemmick   
  Large Dragon (Earth) 
  Hit Dice:  
  10d12+40 (105 hp)  
  Initiative:  
  +0  
  Speed:  
  40 ft. (8 squares), burrow 30 ft. (6 squares)  
  Armor Class:  
  16 (-1 size, +7 natural), touch 9, flat 16  
  BAB/Grapple:  +10/+20  
  Attack:  
  Bite +15 melee (1d8+9)  
  Full Attack:  
  Bite +15 melee (1d8+9) and 4 claw +10 
  melee (1d6+3) and tail +10 melee (1d8+3) 
  Space/Reach:  
  10-ft./5 ft.  
  Length: 
  10 ft. + 2d4 ft. (15 ft.) 
  Weight: 
  700 lbs. + 2d4 x 50 lbs. (950 lbs.) 
  Special Att:  
  Breath weapon, improved grab, rake, 
  swallow whole  
  Special Qual:  
  Blindsense, darkvision 60 ft., dragon traits, 
  lesser magic resistant, low-light vision, 
  regeneration, resistance to energy 20, SR 23  
  Saves:  
  Fort +11, Ref +7, Will +9  
  Abilities:  
  S22 D11 C18 I11 W15 Ch17  
  Skills:  
  Climb +19, Escape Artist +13, Hide +9, 
  Listen +17, Spot +17, Survival +15  
  Feats:  
  Alertness, Power Attack, Run, Track  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  9  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  11-20 HD (Large); 21-30 HD (Huge)  
  Level Adj:  
  -  
  This six-legged, reptilian beast is covered in 
  black, mud-stained scales. Each scale is the size 
  of a man's open hand, and has a wickedly sharp 
  edge. A line of bladed scales runs along the 
  creature's back and its long neck is topped with a 
  sharp-snouted head that breath puffs of acrid 
  black smoke from its nostrils. Its eyes glow a 
  hellish red, and a ripple of contempt shudders 
  down its scales, causing them to clatter like dry 
  bones.  
  The Nemmick is a feral dragon that subsists on 
  necromantic energy and dead flesh. It cannot fly, but generally 
  lives by burrowing underground in graveyards or other areas 
  thick with dead bodies or necromantic or negative energy.  
  Nemmick can speak Common and infernal.  
   
  Combat 
  A Nemmick often attempts to strike from ambush, 
  hiding in the ground under opponents and attempting to drag 
  foes under the earth where it can devour them at leisure. 
  Against weak or isolated foes, it will usually burst from the 
  ground, breath on the foe, and then melee with opponents until 
  they are slain.  
  If faced with a superior foe, a Nemmick usually 
  breathes its putrid breath weapon, then flees underground. 
  Some Nemmick have been known to lead foes into the hands 
  of other undead, and then later turn on the undead to feed once 
  healed.  
  Breath Weapon (Su): A Nemmick breathes a cloud of acidic 
  soot that deals acid and fire damage.  The cloud can be 
  expelled out to 60 feet distant and covers a 20-foot diameter, 
  and remains for 1d4+1 rounds.  Those caught in the area of 
  effect suffer 5d6 fire and acid damage (Fort DC 19 for half 
  damage).  A Nemmick can breath once every 5 rounds. 
  Improved Grab (Ex): If a Nemmick bites a small creature or 
  smaller it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of opportunity. 
  No initial touch attack is required.  
  Lesser Magic Resistant (Su):  A Nemmick gains a +5 bonus 
  to spell resistance (already calculated into its SR). 
  Rake (Ex): If a Nemmick manages to successfully grapple a 
  foe, it can rake with its claws as well.  Rake attacks are not 
  subject to the usual –4 penalty for attacking with a natural 
  weapon in a grapple.  The Nemmick must begin its turn 
  grappling to use its rake 
  Swallow Whole (Ex): If a Nemmick starts with a small-sized 
  or smaller opponent in its mouth,  it can attempt a new grapple 
  check (as though attempting to pin the opponent). If it 
  succeeds, it swallows its prey, and the opponent takes bite 
  damage.  Swallowed victims suffer 1d6 bludgeoning damage 
  and 1d6 acid damage from the creature’s gizzard each round.  
  Swallowed opponents can attempt to cut themselves free by 
  attacking the AC 13 interior and dealing 15 points of damage 
  to escape. If the swallowed creature escapes the grapple, 
  success puts it back in the attacker’s mouth, where it may be 
  bitten or swallowed again. 
  Regeneration (Ex): A Nemmick takes normal damage from 
  cold or sonic attacks. Nemmick can regenerate lost limbs in 
  one minute, though they cannot reattach lost limbs.  If a 
  Nemmick is beheaded, it will die after one minute passes. 
  Resistance to Energy (Ex): A Nemmick has Fire and Acid 
  resistance 20. 
  A dragon possesses the following traits.  
  •  Immunity to magic sleep effects and paralysis effects.  
   
  Nemmick on Amberos 
   
  These fearsome beasts can be found practically 
  anywhere in Amberos.  They often take up residences beneath 
  ancient cemeteries or forgotten battlefields, feasting on the old 
  corpses buried there. 
  
  Bestiary Nefarious 
  Page 343 of 478 – Stephen C. Klauk 
  Nippon-Urdu   
  Small Outsider (Chaos, Evil) 
  Hit Dice:  
  3d8 (13 hp)  
  Initiative:  
  +2 (+2 Dex) 
   Speed:  
  30 ft. (6 squares), fly 40 ft. (average)  
  Armor Class:  
  17 (+1 size, +2 Dex, +4 natural), touch 13, 
  flat 15  
  BAB/Grapple:  +3/0  
  Attack:  
  Bite +5 melee (1d4+1 + poison)  
  Full Attack:  
  Bite +5 melee (1d4+1 + poison) and 3 claw 
  +0 melee (1d3 + paralysis) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  3 ft. 1 in. + 2d4 in. (3 ft. 5 in.) 
  Weight:  
  25 lbs. + 2d6 x 2 lbs. (39 lbs.) 
  Special Att:  
  Paralysis, poison, sneak attack +2d6 
  Special Qual:  
  DR 5/good, darkvision 60 ft., haste, outsider 
  traits, SR 12  
  Saves:  
  Fort +3, Ref +5, Will +4  
  Abilities:  
  S13 D15 C10 I11 W13 Ch13  
  Skills:  
  Bluff +7, Disable Device +6, Disguise +7, 
  Hide +14, Listen +9, Move Silently +10, 
  Search +6, Spot +9  
  Feats:  
  Alertness, Stealthy  
  Environment:  Hades  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  4  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic evil  
  Advancement:  4-6 HD (Small); 7-9 HD (Medium)  
  Level Adj:  
  -  
  This small humanoid has ebony skin and is bone-
  thin. The creature moves in an ape-like fashion, 
  with powerful knuckles scraping the ground as it 
  darts about. Wisps of scraggly black hair stand 
  on end about the crown of its horn-covered head, 
  and red, malevolent eyes stare at you as it breaks 
  into a hideous grin.  
  Nippon-urdu are the souls of the dead who betrayed 
  their family in one fashion or another. Having escaped the 
  afterlife to return to the mortal world, they seek to wreak 
  havoc on the lives of their former family members, or failing 
  to find them, wreak havoc on whomever they can find.  These 
  creatures are not undead; they are instead planar petitioners 
  that have fled the realm of Hades. They will often sabotage 
  items to cause them to fail at a critical moment, and seem to 
  take great delight in setting up gruesome strings of 
  malfunctions that cause no end of trouble or danger for others.  
  Nippon-urdu speak the trade language, and often cannot 
  seem to be quieted once engaged in speaking.  
   
  Combat 
  Nippon-urdu never fight fair, and prefer to strike 
  from ambush or when opponents are least capable of 
  defending themselves. They are masters of hit and run attacks, 
  and take great joy in leading infuriated opponents into traps 
  and other pitfalls.  
  Paralysis (Su):  The claw attacks of a nippon-urdu cause 
  temporary paralysis for 1 round unless the victim succeeds a 
  DC 11 Fort save. 
  Poison (Ex):  The bite of a nippon-urdu injects a strength-
  robbing poison (Type: injected; Fort DC 11; Init: 1d4 Str, Sec: 
  1d4 Str) 
  Sneak attack (Ex): A nippon-urdu can make a sneak attack 
  for 2d6 damage. This works like the rogue ability of the same 
  name, and stacks with any sneak attack gained from levels or 
  other abilities. 
  Haste (Su): As per the arcane spell, lasting for 5 rounds, self 
  only. Caster level 3.  
   
  Nippon-Urdu on Amberos 
   
  Primarily nippon-urdu comprise the souls of Nippon 
  humans.  While Nippon-urdu composed of those of another 
  race have been encountered, they are far more rare.  It is 
  believed part of the reason that most nippon-urdu are Nippon 
  is attributed to the first nippon-urdu, who wrote a rather 
  infamous treatise on how he managed to escape Hades in the 
  first place.  Many Nippon are familiar with the crimes 
  contained within the book, and those fearing they may face 
  similar punishments for their crimes have been known to study 
  the book in an effort to prepare to return as nippon-urdu 
  should they die or be slain. 
  
  Bestiary Nefarious  
  Page 344 of 478 – Stephen C. Klauk  
  Nissus   
  Large Ooze (Extraplanar, Fire)  
  Hit Dice:  
  6d10+36 (69 hp)  
  Initiative:  
  -5 (-5 Dex)  
  Speed:  
  30 ft. (6 squares), fly 30 ft. (clumsy)  
  Armor Class:  
  4 (-1 size, -5 Dex), touch 4, flat 4  
  BAB/Grapple:  +4/+16  
  Attack:  
  Slam +11 melee (1d6 +8 + 2d6 fire)  
  Full Attack:  
  Slam +11 melee (1d6 +8 + 2d6 fire)  
  Space/Reach:  
  10-ft./10 ft.  
  Diameter: 
  10 ft + 1d4 ft. 
  Weight: 
  350 lbs. + 1d4 x 50 lbs. (450 lbs.) 
  Special Att:  
  Hurl self, improved grab, swallow whole  
  Special Qual:  
  Blindsight 60 ft., DR 10/good and silver, 
  ooze traits, spell resistance 16  
  Saves:  
  Fort +10, Ref -1, Will -3  
  Abilities:  
  S27 D1 C23 I- W1 Ch1  
  Skills:  
  Hide -9, Listen -5, Spot -5  
  Feats:  
  Great Fortitude, Lightning Reflexes, Power 
  Attack  
  Environment:  Hell  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  5  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  7-12 HD (Large); 13-18 HD (Huge)  
  Level Adj:  
  -  
  This blood red, opaque mass of sulphuric 
  smelling ooze quickly pulls itself along in your 
  direction. What seem to be two fiendish points of 
  light glow from within the oddly pulsating mass.  
  Nissus are dreadful oozes found in the hells. They 
  delight in devouring the flesh of devils and petitioners, and are 
  often used to torture petitioners, though they can get unruly 
  and have been known to attack the devilish torturers with 
  equal glee. They are a constant plague on the 7th circle of hell, 
  where the oozes constantly threaten to overwhelm the 
  inhabitants there.  
  Nissus do not speak or understand languages.  
   
  Combat 
  Nissus are simple combatants - they quickly flow 
  towards an opponent and simply overwhelm them, attempting 
  to swallow their foes as quickly as possible. Many a devil has 
  been surprised when the ooze leaps into the air after its prey, 
  and the ooze will continue attacking until its opponent is 
  engulfed or the ooze is destroyed.  
  Hurl Self (Ex): A nissus can elicit a jet of its own body, 
  spraying foes up to 60 feet away. Those in the area of effect 
  suffer 3d6 acid damage (DC 19 Reflex save for half). The 
  attack disperses the nissus over the target area, and it takes the 
  ooze a full-round action to coalesce before it can move and 
  attack again. While dispersed, a nissus can be attacked and 
  damaged only by area effect attacks, but cannot be prevented 
  from reforming short of a wish or miracle spell or the 
  depletion of its hit points. 
  Improved Grab (Ex): If a Nissus strikes a medium-sized or 
  smaller opponent with its slam, it deals normal damage and 
  attempts to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is required.  
  Swallow Whole (Ex): If a Nissus starts the round while 
  grappling an opponent, it can attempt a new grapple check (as 
  though attempting to pin the opponent). If it succeeds, it 
  swallows its prey.  Swallowed opponents suffer 3d6 acid 
  damage per round and cannot breathe. A swallowed creature 
  cannot cut its way free, but can just try to escape the grapple 
  with an escape artist check. If the swallowed creature escapes 
  the grapple, success allows the victim to squirm free of the 
  Nissus’s grip. 
   
  A nissus that has swallowed prey cannot use its Hurl 
  Self ability without releasing its victim. 
   
  Nissus on Amberos 
   
  Nissus are creatures of hell, where they are 
  sometimes used by devils to torture prisoners of the plane.  
  Devils enjoy dipping prisoners into pits filled with a nissus.  
  Even if fire resistant, the nissus squeezes and otherwise 
  attempts to drown such victims. 
    
  
  Bestiary Nefarious 
  Page 345 of 478 – Stephen C. Klauk 
  Orev   
  Medium Humanoid (Elf, Goblinoid)  
  Hit Dice:  
  1d8+1 (5 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  14 (+4 chain shirt), touch 10, flat 14  
  BAB/Grapple:  0/+2  
  Attack:  
  Falchion +2 melee (2d4+3;18-20/x2) 
  Full Attack:  
  Falchion +2 melee (2d6+3;18-20/x2) or 
  longbow +0 ranged (1d8+2;x3) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 3 in. + 2d8 in. (6 ft.) 
  Weight: 
  120 lbs. + 2d8 x 5 lbs. (165 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision  
  Saves:  
  Fort +3, Ref +0, Will -2  
  Abilities:  
  S15 D11 C12 I10 W7 Ch6  
  Skills:  
  Balance -2, Climb 0, Escape Artist -2, 
  Handle Animal +2, Hide -2, Intimidate +2, 
  Jump 0, Listen -2, Move Silently -2, Sleight 
  of Hand -2, Spot -2, Swim -2, Tumble -2  
  Feats:  
  Power Attack  
  Environment:  Any plains or mountains  
  Organization:  Solitary, Gang (2-5 + 0-1 scouts + 0-2 
  warriors), Colony (5-20 + 1-2 scouts + 1-4 
  warriors + 0-1 champion), or Band (20-40 + 
  1-4 scouts + 2-8 warriors + 0-1 champion) 
  or Tribe (40+ plus 2-4 scouts plus 3-12 
  warriors plus 1-3 champions)  
  CR:  
  ½  
  Treasure:  
  Standard 
  Alignment:  
  Always chaotic neutral  
  Advancement:  2 HD (Medium); 3 HD (Large) or By 
  Character Class 
  Level Adj:  
  +0 
  This thin, gangly humanoid has grayish, wart-
  covered skin and matted black hair. A pair of 
  tusks protrudes from its lower jaw, and it has 
  an overall feral look, despite the sword held in 
  its massive hands and the ill-kept armor it 
  wears.  
  Orevs are the offspring of orc and elves. They have 
  bred as a true race for centuries, as elves and orcs no longer 
  associate with each other and it has become impossible for 
  modern orcs and elves to mate to produce young.  
  Orevs are individualists, scorned by both elf and orc 
  society. They prefer to be left alone and are willing to fight to 
  be left undisturbed.  
  Orevs speak Common and orc.  
   
  Combat 
  Orevs fight as individuals for their own glory. 
  Though they may travel in bands, orevs rarely employ group 
  tactics and fight as individuals, often competing with one 
  another for the most kills. They are intelligent enough to 
  spring ambushes and lead foes into traps, but generally prefer 
  a face-to-face fight.  
  The orev warrior presented here had the following 
  ability scores before racial adjustments: Str 13, Dex 11, Con 
  12, Int 10, Wis 9, Cha 8. 
   
  Society 
  Orevs live in small clans in wilderness areas away 
  from civilized lands. They often raid humanoid settlements - 
  including other orc clans for goods and their own glory. Some 
  clans prefer isolation and shun contact - either peaceful or by 
  war - other races.  
  Orevs are independent spirits, and often require a 
  wide range of skills to successfully survive on their own. Orev 
  bands usually congregate for company, goods or mutual 
  protection, though most bands are led either by the wisest, 
  strongest and/or the most devout among their kind. Orevs 
  rarely follow one leader for long, and as the Orevs mood 
  change, so often does their allegiance.  
  Mated orevs rarely stay together longer than required 
  to have children and raise them to an age that they can begin 
  to care for themselves - a situation rarely lasting longer than 
  15 years at a stretch. There are orev tales of mated orevs 
  staying together until their deaths in old age, but these legends 
  rarely ever match the reality of changing orev social groups. 
   
   Orevs on Amberos 
   
  Before and during the elvin golden age, it was not 
  uncommon for goblinoids and elves to mingle together, and 
  many marriages were arranged between the races to solidify 
  power between the Evanthium Coridium and the Golgoloth 
  Empire.  After the transformation of the goblinoids by Ziga,  
  Greensbeech Earthlayer – the Great Ymin of the elves – used 
  powerful magic to ensure that elves and goblins could never 
  again consort with one another to produce offspring.   
  Ziga cursed the orev offspring to become their own 
  race, hoping she could convince the orev it was the work of 
  the elves, and trick them into joining her against the elves.  
  The orev however, retreated out of elvin lands into the 
  wilderness to seek their own path.  As the ages passed, the 
  orev have continued to follow their own path, rather than fall 
  in with Ziga and her accursed goblinoids. 
   
  Orev as Characters 
   
  Orevs are independent and adventurous spirits, and it 
  is not uncommon for them to strike out for a bit of travel and 
  adventure before settling back down. 
   
  Orev characters have the following abilities: 
   
  • 
  Base Speed 30 feet 
  • 
  Darkvision 60 feet.  An orev can see as well in the 
  dark as it can in lighted conditions.  Darkvision is 
  black-and-white only, however. 
  • 
  +2 Strength, -2 Wisdom, -2 Charisma.  Orevs are 
  fairly strong, but lack concentration to follow through 
  
  Bestiary Nefarious  
  Page 346 of 478 – Stephen C. Klauk  
  on many tasks.  There general disdain for societies 
  conventions often adversely affects them in social 
  settings. 
  • 
  Immunity to sleep spells and similar magical 
  effects, and a +2 racial bonus on saving throws 
  against enchantment spells. 
  • 
  +1 racial bonus on Listen, Search, and Spot 
  checks. An Orev does not have the elf’s ability to 
  notice secret doors simply by passing near them. 
  • 
  Elvin Blood: For all effects related to race, an Orev 
  is considered an elf. Orevs, for example, are just as 
  vulnerable to special effects that affect elves as their 
  elf ancestors are, and they can use magic items that 
  are only usable by elves. 
  • 
  Orc Blood:  As above, a Orev is considered to be an 
  elf for effects that they are vulnerable to, and can use 
  magic items only useable by orcs. 
  • 
  Automatic Languages: Common, goblinoid. Bonus 
  Languages: Any (other than secret languages, such 
  as Druidic). 
  • 
  Favored Class: Barbarian.   
  • 
  Level Adjustment:  +0 
   
  Orevs have taken to worshipping Belli, the Lord of 
  the Earth.  Clerics of Belli may choose two of the three 
  domains from Plant, Animal or Earth. 
   
  Orev Scout 
  Orev Bar 6;hp: 51 (62 raged) 
  S16 D13 C14 I10 W12 Ch8;Fort +7 (+9 raged), Ref +3, Will 
  +3 (+5 raged) 
  Init: 
  +1 
  Move: 40 ft. 
  AC: 
  19 (17 raged) (+1 Dex, +8 chain shirt +1 & small 
  wooden shield +1), touch 11, flat 18 
  BAB/Grapple: +6/+9 
  Full Attack: 
  +1 falchion +10/+5 melee (2d4+4;18-20/x2) 
   
  (raged) 
  +1 
  falchion 
  +12/+7 
  melee 
  (2d4+6;18-20/x2) 
  Special Att:  
  Rage 2x/day 
  Special Qual: 
  Trap sense +2, improved uncanny dodge, 
  uncanny dodge 
  Skills: Climb +11, Hide +0, Listen +10, Move Silently +0, 
  Ride +10, Spot +5, Survival +1 
  Feats: Cleave, Exotic Weapon Proficiency (Falchion), 
  Power Attack 
  CR: 
  6 
  Gear: 
  chain shirt +1 (1,250 gp), small wooden shield +1 
  (1,153 gp), +1 falchion (2,345 gp), potion of bull’s strength 
  (300 gp), potion of cat’s grace (300 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  5,648 gp (5,600 gp) 
  Rage (Ex): 7 rounds; +4 Str, +4 Con, +2 morale bonus to 
  Will, -2 AC.  Cannot use skills or abilities that require 
  patience or concentration. 
  Improved Uncanny Dodge (Ex): An orev scout can no 
  longer be flanked. This defense denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless the attacker 
  has at least four more rogue levels than the target has 
  barbarian levels. 
  Trap Sense (Ex): An orev scout gains a +2 bonus on Reflex 
  saves made to avoid traps and a +2 dodge bonus to AC against 
  attacks made by traps. 
  Uncanny Dodge (Ex): An orev scout retains his Dexterity 
  bonus to AC (if any) even if he is caught flat-footed or struck 
  by an invisible attacker. However, he still loses his Dexterity 
  bonus to AC if immobilized. 
   
  
  Bestiary Nefarious 
  Page 347 of 478 – Stephen C. Klauk 
  Orev Warrior 
  Orev Bar 12;hp: 102 (138 raged) 
  S20 D13 C14 I10 W12 Ch8;Fort +10 (+13 raged), Ref +5, 
  Will +5 (+8 raged) 
  Init: 
  +5 
  Move: 30 ft. 
  AC: 
  23 (21 raged) (+1 Dex, +12 breastplate +3 & small 
  wooden shield +2), touch 11, flat 22 
  BAB/Grapple: +12/+17 
  Full Attack: 
  +2 falchion +19/+14 melee (2d4+7;15-
  20/x2) 
   
  (raged) 
  +2 
  falchion 
  +22/+17 
  melee 
  (2d4+10;15-20/x2) 
  Special Att:  
  Greater rage 4x/day 
  Special Qual: 
  DR 2/-, trap sense +4, improved uncanny 
  dodge, uncanny dodge 
  Skills: Climb +17, Hide –2, Listen +16, Move Silently –2, 
  Ride +16, Spot +8, Survival +1 
  Feats: Cleave, Exotic Weapon Proficiency (Falchion), 
  Improved Critical (Falchion), Improved Initiative, 
  Power Attack 
  CR: 
  12 
  Gear: 
  breastplate +3 (9,350 gp), small wooden shield +2 
  (4,153 gp), +2 falchion (8,345 gp), gauntlets of ogre 
  power (4,000 gp), potion of cure serious wounds (750 
  gp) 
  Total:  26,598 gp (27,000 gp) 
  Greater Rage (Ex): 8 rounds; +6 Str, +6 Con, +3 morale 
  bonus to Will, -2 AC.  Cannot use skills or abilities that 
  require patience or concentration. 
  Improved Uncanny Dodge (Ex): An orev warrior can no 
  longer be flanked. This defense denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless the attacker 
  has at least four more rogue levels than the target has 
  barbarian levels. 
  Trap Sense (Ex): An orev warrior gains a +4 bonus on Reflex 
  saves made to avoid traps and a +4 dodge bonus to AC against 
  attacks made by traps. 
  Uncanny Dodge (Ex): An orev warrior retains his Dexterity 
  bonus to AC (if any) even if he is caught flat-footed or struck 
  by an invisible attacker. However, he still loses his Dexterity 
  bonus to AC if immobilized. 
   
  Orev Champion 
  Orev Bar 18;hp: 189 (243 raged) 
  S25 D13 C18 I10 W12 Ch8;Fort +15 (+18 raged), Ref +7, 
  Will +7* (+10* raged) 
  Init: 
  +5 
  Move: 30 ft. (60 ft. hasted) 
  AC: 
  28 (26 raged) (+1 Dex, +17 breastplate +5 & small 
  wooden shield +5), touch 11, flat 27 
  BAB/Grapple: +18/+25 
  Full Attack: 
  +4 
  falchion 
  +30/+25/+20/+15 
  melee 
  (2d4+11;15-20/x2) 
   
  (hasted) +4 falchion +31/+31/+25/+20/+15 
  melee (2d4+11;15-20/x2) 
   
  (raged) +4 falchion +33/+28/+23/+18 melee 
  (2d4+14;15-20/x2) 
   
  (hasted 
  & 
  raged) 
  +4 
  falchion 
  +34/+34/+28/+23/+18 melee (2d4+14;15-
  20/x2) 
  Special Att:  
  Greater rage 5x/day, tireless rage 
  Special Qual: 
  DR 4/-, indomitable will, trap sense +6, 
  improved uncanny dodge, uncanny dodge 
  Skills: Climb +25, Hide –2, Listen +22, Move Silently –2, 
  Ride +22, Spot +11, Survival +2 
  Feats: Cleave, Exotic Weapon Proficiency (Falchion), 
  Improved Critical (Falchion), Improved Initiative, 
  Power Attack, Weapon Focus (Falchion) 
  CR: 
  18 
  Gear: 
  breastplate +5 (25,350 gp), small wooden shield +5 
  (25,153 gp), +4 falchion (32,345 gp), belt of giant 
  strength +6 (16,000 gp), amulet of health +4 (16,000 
  gp), boots of speed (12,000 gp), potion of cure 
  serious wounds (750 gp) 
  Total:  127,598 gp (130,000 gp) 
  Greater Rage (Ex): 8 rounds; +6 Str, +6 Con, +3 morale 
  bonus to Will, -2 AC.  Cannot use skills or abilities that 
  require patience or concentration. 
  Improved Uncanny Dodge (Ex): An orev scout can no 
  longer be flanked. This defense denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless the attacker 
  has at least four more rogue levels than the target has 
  barbarian levels. 
  Indomitable Will (Ex): While in a rage, an orev champion 
  gains a +4 bonus on Will saves to resist enchantment spells. 
  This bonus stacks with all other modifiers, including the 
  morale bonus on Will saves he also receives during his rage. 
  Tireless Rage (Ex): An orev champion no longer becomes 
  fatigued at the end of his rage. 
  Trap Sense (Ex): An orev champion gains a +4 bonus on 
  Reflex saves made to avoid traps and a +4 dodge bonus to AC 
  against attacks made by traps. 
  Uncanny Dodge (Ex): An orev champion retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-footed 
  or struck by an invisible attacker. However, he still loses his 
  Dexterity bonus to AC if immobilized. 
  
  Bestiary Nefarious  
  Page 348 of 478 – Stephen C. Klauk  
  Paddler   
  Large Aberration 
  Hit Dice:  
  5d8+10 (32 hp)  
  Initiative:  
  +0  
  Speed:  
  60 ft. (12 squares), burrow 60 ft. (12 
  squares)  
  Armor Class:  
  16 (-1 size, +7 natural), touch 9, flat 16  
  BAB/Grapple:  +3/+12  
  Attack:  
  Bite +7 melee (1d8+5) 
  Full Attack:  
  Bite +7 melee (1d8+5) 
  Space/Reach:  
  10-ft./10 ft.  
  Length: 
  6 ft. + 1d6 ft. (9 ft.) 
  Weight: 
  400 lbs. + 2d6 x 25 lbs. (575 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  DR 5/cold iron, darkvision 60 ft., fire 
  immunity, tremorsense 30 ft.  
  Saves:  
  Fort +3, Ref +1, Will +5  
  Abilities:  
  S21 D11 C15 I13 W13 Ch 9  
  Skills:  
  Climb +8, Hide -4, Jump +10, Listen +9, 
  Spot +9  
  Feats:  
  Endurance, Run  
  Environment:  Warm deserts  
  Organization:  Solitary, or Family (2-5)  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Large); 11-15 HD (Huge)  
  Level Adj:  
  -  
  This horse-sized turtle has blade-like fins which 
  it uses to propel itself across the ground at an 
  amazing rate.  
  Paddlers are intelligent dwellers of the desert, who 
  travel to and fro across the sands at lightning speed. They are 
  peaceful creatures who will often take travelers across the 
  desert for little or no payment at all. Paddlers have an amazing 
  knowledge of practically any area in a given desert, and 
  though they do not speak about their travels, will willingly 
  take anyone to any place they know of - if asked to go there.  
  Paddlers speak their own language, and can understand 
  Common, though they refuse to speak it.  
   
  Combat 
  Paddlers are generally too quick to be caught up in 
  combat, but if forced into a corner will use their beak-like 
  maws to snap at opponents.  
   
  Paddlers on Amberos 
   
  Most paddlers are found in the desert areas of 
  Llannhanex and the surrounding area.  There are herds of 
  roaming paddlers reputed to have been seen in the deep 
  deserts of Randu, but these paddlers avoid outsiders, often 
  diving into the deep sands if approached. 
  
  Bestiary Nefarious 
  Page 349 of 478 – Stephen C. Klauk 
  Perii   
  Medium Giant (Demon) 
  Hit Dice:  
  3d8+9 (22 hp)  
  Initiative:  
  +6 (+2 Dex, +4 Improved Initiative)  
  Speed:  
  20 ft. (4 squares), fly 40 ft. (average) in hide 
  armor; base speed 30 ft. fly 50 ft.  
  Armor Class:  
  20 (+2 Dex, +3 natural, +3 hide armor, +2 
  heavy wooden shield), touch 12, flat 18  
  BAB/Grapple:  +2/+4  
  Attack:  
  Claw +4 melee (1d6+2) or longsword +4 
  melee (2d6+2;19-20/x2) or javelin +4 
  ranged (1d8+2) 
  Full Attack:  
  2 Claw +4 melee (1d6+2) and gore -1 melee 
  (1d8+1) and tail –1 melee (1d8+1) or  
   
  longsword +4 melee (2d6+2;19-20/x2) and 
  claw –1 melee (1d6+2), gore –1 melee 
  (1d8+1) and tail –1 melee (1d8+1) or 
   
  javelin +4 ranged (1d8+2) 
  Space/Reach:  
  5-ft./5 ft.  
  Height: 
  5 ft. 4 in. + 2d8 in. (6 ft. 1 in.) 
  Weight: 
  165 lbs. + 2d8 x 5 lbs. (210 lbs.) 
  Special Att:  
  Frightful presence, sonic attacks  
  Special Qual:  
  DR 5/magic +1, fast healing 2, improved 
  size, SR 12 
  Saves:  
  Fort +3, Ref +3, Will +1  
  Abilities:  
  S15 D14 C15 I13 W11 Ch 10  
  Skills:  
  Balance -3, Climb -3, Escape Artist -3, Hide 
  -3, Jump -3, Knowledge (the planes) +7, 
  Listen +6, Move Silently -3, Sleight of Hand 
  -3, Spot +6, Swim -14, Tumble -3  
  Feats:  
  Improved Initiative, Toughness  
  Environment:  Any land  
  Organization:  Solitary, or Gang (2-5)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Usually chaotic evil  
  Advancement:  By Character Class  
  Level Adj:  
  +5 
  This humanoid is at least a head taller than a 
  human and bears a pair of fiery red eagle's 
  wings on its back. It hair is curly and brazen red, 
  and its skin seems well tanned. Goat's horns 
  sprout from the creature's forehead, and it bears 
  a serpent's tail. Its feet end in what look like 
  goat's hooves and it wields a longsword and 
  carries a heavy shield. Strung over its shoulder 
  is a quiver filled with black javelins, and it is 
  wearing what appears to be armor made from 
  humanoid skin and bones knitted together.  
  Perii are the foul offspring of demons from the abyss 
  and hill giants. Though they are only slightly taller than a 
  human, they possess many demonic abilities that make them 
  difficult to defeat.  
  Perii take great delight in fighting and spreading 
  mischief or woe wherever they pass. Some Perii hire 
  themselves out as mercenaries to evil humanoid bands in 
  return for treasure or the thrill of killing.  
  Perii speak Giant, Common and goblinoid.  
   
  Combat 
  Perii will attack individuals in melee, often throwing 
  a javelin first and charging singular foes and hoping for a fast 
  kill. Against multiple enemies, most Perii will take to the sky 
  and rain down javelins or rocks on their foes before engaging 
  in melee. Once engaged, Perii usually become so driven by 
  bloodlust that they will not cease fighting until they have 
  killed everything within reach - even if doing so might cause 
  their own death.  
  Frightful Presence (Ex): If a Perii charges an opponent of 2 
  HD or less in combat, the victim of the charge must make a 
  Will save (DC 11) or be shaken for the combat. An opponent 
  that succeeds on the saving throw is immune to that same 
  creature’s frightful presence for 24 hours. Frightful presence is 
  a mind-affecting fear effect.  
  Sonic Scream (Su): As a standard action, a Perii can let out 
  an unearthly scream that covers a 30 ft. cone.  Those caught in 
  the cone suffer 3d6 damage (Fort save for half).  The Perii can 
  use the sonic scream once per minute.  
  Fast Healing (Ex): A Perii regains 2 hit points per round, as 
  given in the creature’s entry. Except where noted here, fast 
  healing is just like natural healing. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts. 
  Improved Size (Ex):  Although medium-sized, a Perii can use 
  large-sized weapons and gear at no penalty, as if they were 
  large-sized creatures.  They do not gain the benefits or suffer 
  the penalties of large size, however.  
   
  Perii on Amberos 
   
  Perii are found mostly in the wilderness of Randu and 
  the Skienlands.  They often have relations with the Shafra, but 
  tend to fight with all other races. 
   
  Perii as Characters 
   
  Perii are powerful individuals, often looking for a 
  means to challenge themselves.  They sometimes fall in with 
  others that they can thug and use as fodder to accomplish 
  whatever goal they may have in mind. 
   
  Perii characters have the following abilities. 
   
  • 
  Str +4, Dex +4, Con +4, Int +2.  Perii are 
  exceptionally strong, hardy and quick.  They have a 
  devilish intelligence from their infernal parentage. 
  • 
  Giant racial type and Demon subtype. 
  • 
  Medium Size. 
  • 
  Base Movement Rate 30 feet.  Fly 40 feet 
  (Average). 
  • 
  Darkvision 60 feet.  A Perii can see in darkness as if 
  it were daylight out to 60 feet.  Darkvision is black 
  and white only. 
  
  Bestiary Nefarious  
  Page 350 of 478 – Stephen C. Klauk  
  • 
  3d8 racial hit dice.  To this total, the Perii adds triple 
  his Constitution modifier (minimum 1 hit point per 
  hit die).  The perii also gains a Base Attack Bonus of 
  +2 and base saving throws of Fort +3, Reflex +1 and 
  Will +1. 
  • 
  (2 + Int modifier) x 5 Skill Points.  A perii’s class 
  skills are Climb, Knowledge (Arcana), Knowledge 
  (The Planes), Listen, Spot, Survival 
  • 
  +3 natural armor. 
  • 
  Natural attack routine.  A Perii has an natural 
  attack routine of 2 claws for 1d6 + Str mod, a gore 
  attack for 1d8 + ½ Str mod and a tail attack for 1d8 + 
  ½ Str mod.  The gore and tail attacks are considered 
  secondary attacks. 
  • 
  DR 5/magic +1. 
  • 
  Frightful Presence: If a Perii charges an opponent of 
  it’s level or lower or less in combat, the victim of the 
  charge must make a Will save.  The Will DC is 11 + 
  ½ level + Chr modifier. Failure indicates the foe is 
  shaken for the combat. An opponent that succeeds on 
  the saving throw is immune to that same creature’s 
  frightful presence for 24 hours. Frightful presence is 
  a mind-affecting fear effect. 
  • 
  Sonic Scream (Su): As a standard action, a Perii can 
  let out an unearthly scream that covers a 30 ft. cone.  
  Those caught in the cone suffer 3d6 damage.  A 
  successful Fort save halves the damage.  The Fort 
  save is 11 + ½ level + Con modifier.  The Perii can 
  use the sonic scream once per minute.  
  • 
  Fast Healing (Ex): A Perii regains 2 hit points per 
  round, as given in the creature’s entry. Except where 
  noted here, fast healing is just like natural healing. 
  Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not allow 
  a creature to regrow lost body parts.  
  • 
  Improved Size (Ex):  Although medium-sized, a 
  Perii can use large-sized weapons and gear at no 
  penalty, as if they were large-sized creatures.  They 
  do not gain the benefits or suffer the penalties of 
  large size, however. 
  • 
  Spell Resistance 12 + ½ Character levels + Cha 
  modifier.  A perii does not count its racial hit dice or 
  level adjustment into the character level totals. 
  • 
  Languages:  Giant, Common.  Bonus Languages:  
  Abyssal, Elvin, Dwarven, Gnomish, Goblinoid, and 
  Draconic. 
  • 
  Favored Class:  Barbarian 
  • 
  Level Adjustment: +5 
  As demonspawn, most Perii worship Ziga, the 
  Mistress of Corruption.  Clerics of Ziga can choose two of the 
  three following domains from Chaos, Evil and Destruction. 
   
  Perii Screecher 
  3HD Perii Bar 6;hp:  91 
  S23 D17 C18 I12 W12 Ch8;Fort +12, Ref +6, Will +4 
  Init: 
  +7 
  Move: 30 ft., fly 40 ft. (Average) 
  AC: 
  22 (+3 Dex, +3 natural, +6 breastplate +1), touch 13, 
  flat 19 
  BAB/Grapple: +8/+14 
  Full Attack: 
  +1 falchion +16/+11 melee (2d6+9;18-
  20/x2) or 
   
  2 claws +14 melee (1d6+6), gore +9 melee 
  (1d8+3), and tail +9 melee (1d8+3) or 
   
  Composite shortbow (+6 Str) +11/+6 ranged 
  (1d8+6;x3)  
  Special Att: 
  Frightful presence, rage 2x/day, sonic 
  attacks 
  Special Qual: 
  Darkvision 60 ft., DR 5/magic +1, fast 
  healing 2, fast movement, improved size, 
  improved uncanny dodge, SR 14, trap sense 
  +2, uncanny dodge 
  Skills: Craft (Weaponsmith) +7, Handle Animal +5, 
  Intimidate +5, Knowledge (The Planes) +6, Listen 
  +12, Spot +6, Survival +7 
  Feats: Combat Reflexes, Improved Initiative, Toughness, 
  Weapon Focus (Falchion) 
  CR: 
  9 
  Gear: 
  +1 falchion (2,450 gp), composite shortbow  (+6 Str) 
  (1,050 gp), 20 arrows (2 gp), breastplate +1 (2,550 
  gp), gauntlets of ogre power (4,000 gp), potion of 
  cure serious wounds (750 gp) 
  Total:  10,802 gp (12,000 gp) 
  Frightful Presence:  Will DC 13 
  Improved Uncanny Dodge (Ex): A perii screecher can no 
  longer be flanked. This defense denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless the attacker 
  has at least four more rogue levels than the target has 
  barbarian levels. 
  Rage (Ex):  2x/day for 7 rounds, a perii screecher gains a +4 
  Str and Con and +2 to Will saves, but suffers a –2 AC penalty. 
  A perii screecher is fatigued at the end of the rage. 
  Sonic Scream: 30 ft. cone 3d6 damage; Fort DC 16 for half 
  Trap Sense (Ex): A perii screecher gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to AC 
  against attacks made by traps. 
  Uncanny Dodge (Ex): a perii screecher retains his Dexterity 
  bonus to AC (if any) even if he is caught flat-footed or struck 
  by an invisible attacker. However, he still loses his Dexterity 
  bonus to AC if immobilized. 
   
  
  Bestiary Nefarious 
  Page 351 of 478 – Stephen C. Klauk 
  Perii Screaming Devilkin 
  3HD Perii Bar 12;hp:  91 
  S26 D17 C18 I12 W12 Ch8;Fort +13, Ref +10, Will +8 
  Init: 
  +7 
  Move: 30 ft., fly 40 ft. (Average) 
  AC: 
  26 (+3 Dex, +3 natural, +9 breastplate +4, +1 amulet 
  of natural armor +1), touch 13, flat 23 
  BAB/Grapple: +14/+22 
  Full Attack: 
  +2 flaming falchion +25/+20/+15 melee 
  (2d6+14 + 2d6 fire;18-20/x2) or 
   
  2 claws +22 melee (1d6+8), gore +17 melee 
  (1d8+4), and tail +17 melee (1d8+4) or 
   
  Composite shortbow (+8 Str) +11/+6 ranged 
  (1d8+6;x3)  
  Special Att: 
  Frightful presence, greater rage 4x/day, 
  sonic attacks 
  Special Qual: 
  Darkvision 60 ft., DR 2/-, DR 5/magic +1, 
  fast healing 2, fast movement, improved 
  size, improved uncanny dodge, SR 17, trap 
  sense +4, uncanny dodge 
  Skills: Craft (Weaponsmith) +7, Handle Animal +5, 
  Intimidate +5, Knowledge (The Planes) +6, Listen 
  +12, Spot +6, Survival +7 
  Feats: Combat Reflexes, Improved Initiative, Toughness, 
  Weapon Focus (Falchion) 
  CR: 
  15 
  Gear: 
  breastplate +4 (16,550 gp), amulet of natural armor 
  +1 (2,000 gp), +2 flaming falchion (18,450 gp), 
  composite shortbow  (+8 Str) (1,350 gp), 20 arrows 
  (2 gp), belt of giant strength +4 (16,000 gp), +2 
  cloak of resistance (4,000 gp), potion of cure 
  moderate wounds (300 gp) 
  Total:  58,802 gp (59,000 gp) 
  Frightful Presence:  Will DC 16 
  Greater Rage (Ex):  4x/day for 10 rounds, a perii screaming 
  devilkin gains a +6 Str and Con and +3 to Will saves, but 
  suffers a –2 AC penalty.  A perii screaming devilkin is 
  fatigued at the end of the rage. 
  Improved Uncanny Dodge (Ex): A perii screaming devilkin 
  can no longer be flanked. This defense denies a rogue the 
  ability to sneak attack the barbarian by flanking him, unless 
  the attacker has at least four more rogue levels than the target 
  has barbarian levels. 
  Sonic Scream: 30 ft. cone 3d6 damage; Fort DC 19 for half 
  Trap Sense (Ex): A perii screaming devilkin gains a +4 bonus 
  on Reflex saves made to avoid traps and a +4 dodge bonus to 
  AC against attacks made by traps. 
  Uncanny Dodge (Ex): A perii screaming devilkin retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-footed 
  or struck by an invisible attacker. However, he still loses his 
  Dexterity bonus to AC if immobilized. 
  
  Bestiary Nefarious  
  Page 352 of 478 – Stephen C. Klauk  
  Peridoom   
  Gargantuan Magical Beast 
  Hit Dice:  
  20d10+160 (270 hp)  
  Initiative:  
  +1 (+1 Dex) 
   Speed:  
  20 ft. (4 squares), fly 100 ft. (poor)  
  Armor Class:  
  17 (-4 size, +1 Dex, +10 natural), touch 7, 
  flat 16  
  BAB/Grapple:  +20/+42  
  Attack:  
  Claw +26 melee (2d6+10 + energy drain;19-
  20/x2)  
  Full Attack:  
  2 Claw +26 melee (2d6+10 + energy 
  drain;19-20/x2) and bite +24 melee (2d8+5 
  + energy drain) 
  Space/Reach:  
  20-ft./10 ft.  
  Length: 
  19 ft. + 1d8 ft. (23 ft.) 
  Weight: 
  400 lbs. + 1d8 x 100 lbs. (800 lbs.) 
  Special Att:  
  Energy drain, improved grab  
  Special Qual:  
  Darkvision 60 ft., low-light vision, immune 
  to negative energy, SR 22  
  Saves:  
  Fort +20, Ref +13, Will +8  
  Abilities:  
  S30 D12 C27 I8 W15 Ch13  
  Skills:  
  Hide -11, Listen +12, Spot +15  
  Feats:  
  Flyby Attack, Hover, Improved Bull Rush, 
  Improved Critical (claw), Improved Sunder, 
  Multiattack, Power Attack  
  Environment:  Any mountains  
  Organization:  Solitary or Pair  
  CR:  
  19  
  Treasure:  
  ½ Coins, Standard Art, No magic  
  Alignment:  
  Always neutral evil  
  Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)  
  Level Adj:  
  -  
  This enormous black crow blots out the sky 
  above you. It seems to be covered in a crackling 
  black energy that sheathes its body in a strange 
  glow.  
  Peridooms are thankfully rare carrion creatures that live 
  in mountainous reaches. They have sharp vision and will often 
  swoop down from their perches to attack foes below.  
  While they only eat dead animals, their negative energy 
  sheath allows them to speed the process by grasping live 
  opponents and holding them until they expire.  
  Unmated peridooms can sometimes be dealt with 
  peacefully if the negotiators offer garish and shiny trinkets to 
  the bird, and the bird is in the mood to trade.  
  Peridooms speak their own language and most 
  understand Common to one form or another, though they 
  cannot speak the language.  
   
  Combat 
  A Peridoom usually swoops down on opponents with 
  a shrill screech, attempting to grasp up victims and hold them 
  until they expire from its energy-draining attack. Held 
  opponents who fight back are often bashed against rocks or 
  dropped from considerable heights to take the fight out of 
  them.  
  Most peridooms reduced to half hit points or less by a 
  foe will generally flee to find easier pickings elsewhere, 
  especially if the foe is much smaller than themselves. 
  However, peridooms defending their nests will generally fight 
  to the death rather than flee.  
  Energy Drain (Su): If a peridoom hits an opponent with its 
  claw or bite attack, or if the victim makes physical, unarmed 
  contact with a Peridoom, they suffer a negative level, and the 
  Peridoom gains 5 temporary hit points per negative level it 
  bestows. If an attack that includes an energy drain scores a 
  critical hit, it drains twice the given amount. These temporary 
  hit points last for a maximum of 1 hour. If a negative level is 
  not removed before 24 hours have passed, the affected 
  creature must attempt a Fortitude save (DC 21). On a success, 
  the negative level goes away with no harm to the creature. On 
  a failure, the negative level goes away, but the creature’s level 
  is also reduced by one. A separate saving throw is required for 
  each negative level. 
  Improved Grab (Ex): If a peridoom hits a Large-sized or 
  smaller opponent with a claw attack, it deals normal damage 
  and attempts to start a grapple as a free action without 
  provoking an attack of opportunity. No initial touch attack is 
  required.  
  Immune to Negative Energy (Ex): A peridoom ignores 
  negative energy attacks (including level drain) to itself. 
   
  Peridoom on Amberos 
   
  Peridooms can be found in nearly any mountain 
  range on Amberos, though they seem to have the largest 
  concentrations in the Skataski mountains in the Skienlands.  
  There are tales of sorcerous versions of these birds dwelling in 
  the Twilight Mountains, though these reports remained 
  unconfirmed.  
   
  
  Bestiary Nefarious 
  Page 353 of 478 – Stephen C. Klauk 
  Persi Bull   
  Large Magical Beast (Air) 
  Hit Dice:  
  5d10+20 (47 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (average)  
  Armor Class:  
  14 (-1 size, +2 Dex, +3 natural), touch 11, 
  flat 12  
  BAB/Grapple:  +5/+14  
  Attack:  
  Gore +9 melee (1d8+5)  
  Full Attack:  
  Gore +9 melee (1d8+5) 
  Space/Reach:  
  10-ft./5 ft. 
  Length: 
  8 ft. + 1d4 ft. (10 ft.) 
  Weight:  
  1000 lbs. + 1d4 x 250 lbs. (1,500 lbs.) 
  Special Att:  
  Breath weapon, powerful charge, trample  
  Special Qual:  
  DR 5/magic +1, darkvision 60 ft., low-light 
  vision  
  Saves:  
  Fort +8, Ref +6, Will +2  
  Abilities:  
  S20 D15 C18 I10 W13 Ch12 
   Skills:  
  Hide -2, Listen +11, Spot +11  
  Feats:  
  Alertness, Run  
  Environment:  Temperate land  
  Organization:  Solitary, or Gang (2-5)  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Large); 11-15 HD (Huge)  
  Level Adj:  
  -  
  This large bull has upward curving horns and is 
  pure blue in color. Across its back are two stark 
  white-feathered wings.  
  Persi Bulls are powerful champions send by the divine 
  for various missions. They are creatures of destruction, but 
  care for neither law no chaos, good nor evil. Persi Bull are as 
  intelligent as humans - a fact that often surprises their 
  attackers. They are canny as well, and have been know to 
  outmaneuver or outwit opponents when attempting to fulfill 
  their goal.  
  Persi Bulls can speak Common, celestial and infernal. 
   
  Combat 
  Persi bull usually engage an opponent by charging an 
  opponent, goring them, and then trodden them underfoot. With 
  its ability to fly, there are few opponents that are out of their 
  reach.  
  Persi bull are usually on a mission to attack a specific 
  person, and they will reserve their breath weapon to use 
  against such foes. 
  While Persi bull cannot employ tools or weapons, 
  they have been known to use their ability to fly and the natural 
  hazards around them to their advantage. They have been 
  known to "spring" traps on opponents, collapse walls or other 
  structural features to bury or get at opponents and similar 
  tactics.  
  Breath Weapon (Su): As a standard action, Persi Bull can 
  breathe a cone of violent wind out to a distance of 30 ft. that 
  deals 3d6 bludgeoning damage (Reflex DC 16 for half).  
  Creatures with Air Mastery or immune  to air-based effects are 
  unharmed by the attack. 
  Powerful Charge (Ex): When a Persi Bull makes a charge, its 
  attack deals an extra 2d8 +7 in addition to the normal benefits 
  and hazards of a charge. 
  Trample (Ex): As a full-round action, a Persi Bull can move 
  up to twice its speed and literally run over any opponents at 
  least one size category smaller than itself.  It may do this as 
  part of a Powerful charge. The trample attack deals 1d6 + 7 
  bludgeoning damage A trampling creature can only deal 
  trampling damage to each target once per round, no matter 
  how many times its movement takes it over a target creature. 
   
  Persi Bull on Amberos 
   
  Once, the Hapi and Persi Bull were of the same race, 
  but an argument between the Egyptian and Babylonian 
  pantheon over the race ended in the race being split in two.   
   
  While the Ancients gods now sleep, the Persi Bull 
  follow dream visions they attribute to the will of the sleeping 
  Babylonian gods.   The greatest of the Persi Bull – the Bull of 
  Heaven – arbitrates any matters of discontent for the Persi 
  Bull. 
   
  Most Persi Bull on Amberos can be found in hidden 
  enclaves near the mountainous border between Simera and 
  Llannhanex.  The Persi Bull tend to despise Iiannians, and the 
  Bull of Heaven often plots against that nation. 
    
  
  Bestiary Nefarious  
  Page 354 of 478 – Stephen C. Klauk  
  Bull of Heaven 
  Huge Magical Beast (Lawful) 
  Hit Dice: 
  15d10 + 12d8 + 243 (379 hp) 
  Initiative: 
  +4 
  Speed: 
  80 ft., fly 100 ft. (Good) 
  AC: 
  (-1 size, +6 natural, +8 bracers of armor +8, 
  +5 nosering of protection +5) 
  BAB/Grapple: +24/+42 
  Attack: 
  Gore +33 melee (2d6+10 + 2d6 fire + 2d6 
  vs. Chaotic) 
  Full Attack: 
  gore (2d6+ 
  Space/Reach: 
  15-ft./10 ft. 
  Length: 
  17 ft. 
  Weight: 
  22,750 lbs. (11 tons) 
  Special Att: 
  Adamantine strike, breath weapon, lawful 
  strike, powerful charge, spells, trample 
  Special Qual: 
  DR 15/epic +6, darkvision 60 ft., low-light 
  vision, spells 
  Saves: 
  Fort +26, Ref +13 , Will +16 
  Abilities: 
  S30 D11 C28 I13 W17 Ch20 
  Skills: 
  Concentration +30, Jump +30, Knowledge 
  (Religion) +30, Spellcraft +30, Survival +6 
  Feats: 
  Alertness, 
  Awesome 
  Blow, 
  Improved 
  Initiative, Improved Overrun, Improved 
  Sunder, Power Attack, Run, Skill Focus 
  (Survival), Track 
  Environment: 
  Olympus 
  Organization: 
  Solitary, Council (1 bull of heaven + 2-5 
  advanced [15 HD] persi bull) 
  CR: 
  22 
  Treasure: 
  bracers of armor +8 (64,000 gp), collar of 
  heavy fortification (25,000 gp), nosering of 
  protection +5 (50,000 gp), tailwrap of giant 
  strength +6 (36,000 gp), amulet of health 
  +6 (36,000 gp), shoddings of speed (3,000 
  gp) 
  Alignment: 
  Always Lawful Neutral 
  Advancement: - 
  Level Adj: 
  - 
   
   
  The Bull of Heaven is a creature that is the manifest 
  wrath of the upper planes.  It is usually sent out from the 
  celestial realms to pronounce judgment on a society that has 
  grievously broken the commandments of the gods it serves.  In 
  this role, the Bull of Heaven tramples all in its path, knocking 
  down buildings and seeking out citizens of the offending 
  community and trampling them underfoot.  It saves its gore 
  attack against the leaders of the community and has been 
  known to strike such leaders first, carrying the bloody, gored 
  bodies of  the community leaders upon its horns to let all the 
  citizenry know that the failure of their leaders to follow the 
  tenets of the celestial realms has brought their doom upon 
  them. 
   
  On extremely rare occasions, the Bull of Heaven is 
  sent to temples of the faithful to bless those who have 
  followed the will of the gods. 
   
  In even more rare occasions, those who have been 
  faithful to the gods of good and are facing imminent attack 
  may draw the attention of the Bull of Heaven to their side.  
  The Bull of Heaven only remains for the length of a given 
  battle against evil, though it will use its abilities to the fullest 
  extent to defeat whatever evil it faces while not harming the 
  faithful. 
   
  The Bull of Heaven understands all languages, and 
  can speak Common and Celestial.  However, when rampaging 
  against the unlawful acts of a community, it never speaks to 
  those it has come to slay. 
   
  Combat 
   
  A Bull of Heaven usually starts combat from within 
  the concealment of obscuring mist, making its initial charge 
  especially shocking. 
   
  Usually before engaging combat, the Bull of Heaven 
  will cast Righteous Might, Shield of Faith, Freedom of 
  Movement and Bless on itself beforehand. 
   
  If assisting the faithful, the Bull of Heaven will often 
  cast spells on those whom it is assisting before engaging in 
  combat. 
  Adamantine strike (Ex):  A Bull of Heaven’s gore attack is 
  treated as an adamantine weapon for the purposes of 
  bypassing damage reduction and hardness. 
  Breath Weapon (Su):  As a standard action, the Bull of 
  Heaven can snort fire in a 30 ft. cone that deals 7d6 fire 
  damage.  Half of this damage is divine power and is not 
  therefore subject to being reduced by resistance to fire-based 
  attacks.  A successful Fort DC 26 save halves the damage. 
  Feat of Strength (Su): Once per day, the Bull of Heaven 
  gains a +12 enhancement bonus to Strength. Activating the 
  power is a free action, the power lasts 1 round, and it is usable 
  once per day. 
  Lawful Strike (Su):  A Bull of Heaven’s attacks are treated as 
  Lawful weapons for the purposes of bypassing damage 
  reduction.  They likewise deal an extra 2d6 damage to Chaotic 
  opponents. 
  Powerful Charge (Ex):  When the Bull of Heaven makes a 
  charge, its attack deals an extra 4d6 + 15 + 2d6 fire + 2d6 vs. 
  Chaotic opponents in addition to the normal benefits and 
  hazards of a charge. 
  Trample (Ex): As a full-round action, the Bull of Heaven can 
  move up to twice its speed and literally run over any 
  opponents at least one size category smaller than itself.  It may 
  do this as part of a Powerful charge. The trample attack deals 
  1d8 + 10 + 2d6 fire + 2d6 vs. Chaotic opponents in  
  bludgeoning damage A trampling creature can only deal 
  trampling damage to each target once per round, no matter 
  how many times its movement takes it over a target creature.   
   
   
   
   
   
   
  
  Bestiary Nefarious 
  Page 355 of 478 – Stephen C. Klauk 
  Typical Cleric Spells 
  (6/7/6/6/4/4/3;CL 12; DC 13 + Spell Level; Domain: 
  Strength, Law) 
  0:  Detect Magic, Detect Poison, Guidance, Light, Read 
  Magic, Resistance, Virtue 
  1st:  Bless, Cause Fear, Divine Favor, Doom, Obscuring Mist, 
  Protection from ChaosDL, Shield of Faith 
  2nd:  Calm EmotionsDL, Consecrate, Hold Person, Owl’s 
  Wisdom, Shatter, Zone of Truth 
  3rd:  Contagion, Dispel Magic, Locate Object, Magic Circle 
  Against ChaosDL, Protection from Energy, Wind Wall 
  4th:  Dismissal, Freedom of Movement, Poison, Restoration, 
  Spell ImmunityD 
  5th:  Greater Command, Mark of Justice, Plane Shift, 
  Righteous MightD 
  6th:  Harm, Heal, StoneskinD 
  D:  Domain spell 
  L:  Law spell, +1 caster level 
   
  Bull of Heaven on Amberos 
   
  The Bull of Heaven is a titan of the Babylonian 
  pantheon, and works in the sleeping god’s steed.  The Bull of 
  Heaven has not been seen on Amberos since the Dark Age, 
  when it aided the Circle of Good against the Skyland Hold in 
  the final battle against the Dark One. 
   
  There are tales that the Bull of Heaven has appeared 
  briefly in courts of Ran Da Khan and Lacosis to try tricky 
  cases.  The Randu have a legend that the Bull of Heaven 
  preceded the hero Rand in his final battle to unite the Ghan 
  clans under his banner, but most scholars think the story no 
  more than a fable. 
   
  Beyond these sightings, there are many legends of the 
  Bull of Heaven appearing on Amberos, either to destroy an 
  aberrant community that had scorned the gods or to assist a 
  singular, devoted servant of good escape those who sought to 
  do harm to the individual merely because of his faith.  The 
  credibility of these tales varies widely, as does the location of 
  the incident – though they seem more common in the East 
  than West. 
   
  Collar of Heavy Fortification:  This thick golden collar 
  produces a magical force that protects vital areas of the wearer 
  more effectively.  When a critical hit or sneak attack is scored 
  on the wearer, the critical hit or sneak attack is automatically 
  negated. 
  Strong abjuration; CL 13th; Craft Wondrous Item, limited wish 
  or miracle; Price 25,000 gp. 
   
  Nosering of Protection: This nose ring offers continual 
  magical protection in the form of a deflection bonus of +1 to 
  +5 to AC.  
  Faint abjuration; CL 5th; Forge Ring, shield of faith, caster 
  must be of a level at least three times greater than the bonus of 
  the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 
  gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5). 
   
  Shoddings of Speed: These brass shoddings come in sets of 
  four. When affixed to an animal’s hooves, they increase the 
  animal’s base land speed by 30 feet; this counts as an 
  enhancement bonus. 
  As with other effects that increase speed, jumping 
  distances increase proportionally. All four shoes must be worn 
  by the same animal for the magic to be effective. 
  Faint transmutation; CL 3rd; Craft Wondrous Item, haste; 
  Price 3,000 gp; Weight 12 lb. (for four). 
   
  Tailwrap of Giant Strength: This braid of cloth is made of a 
  golden fabric with brass studs. When wrapped about the tail, it 
  adds to the wearer’s Strength score in the form of an 
  enhancement bonus of +4 or +6. 
  Moderate transmutation; CL 10th; Craft Wondrous Item, 
  bull’s strength; Price 16,000 gp (+4), 36,000 gp (+6);Weight 1 
  lb. 
   
  
  Bestiary Nefarious  
  Page 356 of 478 – Stephen C. Klauk  
  Pisci   
  Small Magical Beast (Aquatic) 
  Hit Dice:  
  ½d10 (2 hp)  
  Initiative:  
  +2 
  Speed:  
  Swim 40 ft. (8 squares)  
  Armor Class:  
  14 (+1 size, +2 Dex, +1 natural), touch 13, 
  flat 12  
  BAB/Grapple:  +0/-8  
  Attack:  
  Bite +3 melee (1d4-2)  
  Full Attack:  
  Bite +3 melee (1d4-4) and slam -2 melee 
  (1d3-2) 
  Space/Reach:  
  5-ft./0 ft.  
  Length: 
  3 ft. + 2d8 in. (3 ft. 9 in.) 
  Weight: 
  2 lbs. + 2d4 lbs. (7 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., fast healing 2, low-light 
  vision  
  Saves:  
  Fort +2, Ref +4, Will +0  
  Abilities:  
  S6 D15 C10 I3 W10 Ch5  
  Skills:  
  Listen 0, Spot +4, Swim +18  
  Feats:  
  Dodge, MobilityB, Spring AttackB, Weapon 
  FinesseB 
  Environment:  Warm Ocean  
  Organization:  Solitary, Cluster (2-5),  School (5-20), 
  Colony (21-50), Swarm (51+) 
  CR:  
  1/6  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  1-2 HD (Small); 3-5 HD (Medium)  
  Level Adj:  
  -  
  This silver fish is the size of a halfling and has a 
  wide maw filled with razor-sharp teeth and eyes 
  as black as an abyss.  
  Pisci are salt-water creatures that are mix of barracuda, 
  piranha and a bit of magic. They are normally encountered in 
  large groups, and their ability to strip flesh off victims in a 
  matter of seconds is legendary. They have been known to hunt 
  large sea animals, and there are even tales of swarms of the 
  beasts taking on leviathans.  
   
  Combat 
  Pisci swim at their opponent, tear off a hunk of flesh 
  or brush foes with their abrasive scales and move away. 
  Individually, they can be easily frightened, but in droves, they 
  are utterly fearless and ruthless.  
  Fast healing (Su):  Pisci can heal 2 hit points of damage a 
  round from all sources except acid.  Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts.  A 
  Pisci can regenerate from –9 hit points or fewer.  If a pisci 
  reaches –10 hit points, it dies. 
  Skills:  A Pisci has a +10 bonus to swim checks.  It may 
  choose to take 10 when swimming, even if rushed or in 
  combat.  It may take the run action while swimming, as long 
  as it moves in a straight line. 
   
  Pisci on Amberos 
   
  These fish plague the Alusti Ocean of northern 
  Amberos.  They are rarely found less than 25 miles from the 
  coast, and some unknown force of the depths has apparently 
  kept the population of this fish in check – by devouring them 
  in the droves.  Rumors are that the culprit is a leviathan, who 
  has taken it upon itself to avenge the death of its mate by these 
  creatures. 
   
  
  Bestiary Nefarious 
  Page 357 of 478 – Stephen C. Klauk 
  Pisci Swarm 
  Hit Dice: 
  5d10 (27 hp) 
  Initiative: 
  +2 
  Speed: 
  Swim 40 ft. (8 squares) 
  AC: 
  14 (+1 size, +2 Dex, +1 natural), touch 13, 
  flat 12 
  BAB/Grapple: +0/-8 
  Attack: 
  Swarm (3d6) 
  Full Attack: 
  Swarm (3d6) 
  Space/Reach: 
  10-ft/0 ft. 
  Special Att: 
  Distraction, wounding 
  Special Qual: 
  Darkvision 60 ft., fast healing 2, half 
  damage from slashing and piercing, low-
  light vision, swarm traits 
  Saves: 
  Fort +4, Ref +6, Will +1 
  Abilities: 
  S3 D15 C10 I3 W10 Ch5 
  Skills: 
  Listen +0, Spot +4, Swim +18 
  Feats: 
  Dodge, MobilityB, Spring AttackB 
  Environment: 
  Warm Ocean 
  Organization: 
  Solitary, harvest (2-5 swarms) 
  CR: 
  5 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: - 
  Level Adj: 
  - 
   
  A pisci swarm consists of a school of approximately 
  60 pisci.  They will attack any swimming target they 
  encounter, attempting to tear it to shreds. 
   
  Combat 
   
  Unlike most swarms, a pisci’s ability to perform a 
  Spring Attack allows it to injure enemies simply by entering 
  their square (it cannot injure an opponent more than once per 
  round, regardless of the number of times it passes through a 
  square). 
  Distraction (Ex):  Any living creature that begins it turn with 
  a swarm in its space must succeed on a DC 11 Fortitude save 
  or be nauseated for 1 round.  The save DC is Constitution-
  based. 
  Wounding (Ex):  Any living creature damaged by a pisci 
  swarm continues to bleed, losing 1 hit point per round 
  thereafter.  Multiple wounds do not result in cumulative 
  bleeding loss.  The bleeding can be stopped by a DC 10 Heal 
  check or the application of a cure spell or some other healing 
  magic. 
  Skills:  A Pisci has a +10 bonus to swim checks.  It may 
  choose to take 10 when swimming, even if rushed or in 
  combat. 
  
  Bestiary Nefarious  
  Page 358 of 478 – Stephen C. Klauk  
  Phaergrinn   
  Tiny Outsider (Chaos, Evil, Native)  
  Hit Dice:  
  6d8+12 (39 hp)  
  Initiative:  
  +6 (+6 Dex)  
  Speed:  
  50 ft. (10 squares), fly 100 ft. (good)  
  Armor Class:  
  21 (+2 size, +6 Dex, +3 natural), touch 18, 
  flat 15  
  BAB/Grapple:  +6/-1  
  Attack:  
  Slam +9 melee (1d6+1) 
  Full Attack:  
  Slam +9 melee (1d6+1) 
  Space/Reach:  
  2-1/2 ft./0 ft.  
  Height: 
  1 ft. + 1d4 in. (1 ft. 2 in.) 
  Weight: 
  20 lbs. + 1d10 lbs. (25 lbs.) 
  Special Att:  
  Ability drain, improved grab  
  Special Qual:  
  DR 15/magic +1 or lawful, darkvision 60 ft., 
  outsider 
  traits, 
  regeneration 
  3, 
  spell 
  resistance 18  
  Saves:  
  Fort +7, Ref +11, Will +9  
  Abilities:  
  S12 D23 C15 I19 W15 Ch25  
  Skills:  
  Bluff +16, Diplomacy +16, Disable Device 
  +13, Disguise +9, Escape Artist +15, 
  Forgery +6, Gather Information +16, Hide 
  +16, Intimidate +7, Knowledge (arcana) 
  +13, Knowledge (religion) +13, Knowledge 
  (the planes) +13, Listen +11, Move Silently 
  +8, Spot +11, Use Magic Device +16  
  Feats:  
  Deceitful, Iron Will, Stealthy  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  7  
  Treasure:  
  Double Standard  
  Alignment:  
  Always neutral evil  
  Advancement:  7-12 HD (Tiny); 13-18 HD (Small)  
  Level Adj:  
  -  
  This tiny, frog-like creature has a pot belly and 
  spindly arms and legs that end in suckered-
  tipped fingers. The lower half of its round head 
  is nearly split in half with a fearsome grin, and 
  its eyes are black, inky bulbous circles with a 
  skull-like nose wedged between them. Worm-like 
  tendrils of green hair sprout stiffly from its head, 
  and it has no visible ears. From its back 
  protrude a pair of slime-covered greenish-black 
  bat's wings, whose gossamer membranes are thin 
  enough to be opaque.  
  Phaergrinn are the evil manifestations of the powerful 
  entities of the Realm of Madness. They seek out mortals to 
  bend to their will in the hopes of tricking these beings into 
  opening the doorway between their own bizarre realms and the 
  mortal realms.  
  These creatures do their best to appear unassuming to 
  potential allies, sharing their bizarre and vast knowledge in 
  arcane rituals that will allow mortals to open the gulfs between 
  their own realm and the Realm of Madness. They promise, 
  cajole, lie, cheat and will even steal to gain a victim's trust, but 
  in truth care nothing for any being they associate with; they 
  are merely tools by which the Phaergrinn can allow itself to 
  gain full access to the mortal realm to wreck its evil.  
  Though they are not themselves chaotic of alignment, 
  the mere nature of their existence requires the creatures of the 
  Realm of Madness to draw on the power of chaos to create 
  these tiny, yet powerful entities. Thus, charms against chaos, 
  and spells that affect chaotic matter can manipulate the tiny 
  forms that these beings have taken.  
  It should be noted that the Phaergrinn only represents 
  the smallest sliver of the power of the Realm of Madness 
  creature it represents. It is, in many ways, nothing more than a 
  mere puppet manipulated by the invisible strings of the Realm 
  of Madness master that controls it. If the Realm of Madness 
  creature that controls a Phaergrinn ever manifests itself on the 
  mortal plane, it will discard the Phaergrinn “puppet”, killing it. 
  A slain Phaergrinn dissolves into a puddle of greenish goo.  
  Phaergrinn speak the language of the Realm of 
  Madness, Common and up to six other languages of their 
  choice.  
   
  Combat 
  Phaergrinn prefer to keep a low presence and avoid 
  fighting whenever possible. If they can take out a lone foe, 
  they may strike, but will avoid large groups unless their final 
  manifestation on the mortal plane is in jeopardy. A phaergrinn 
  can fight with surprising ferocity, and will do whatever it takes 
  to protect and ensure the arrival of its true form on the mortal 
  realm.  
  Ability Drain (Su): A phaergrinn that has successfully 
  grappled an opponent can permanently drain 1 point of 
  Wisdom per round from its foe.  A victim drained to 0 
  Wisdom or less is slain and rises in 1d3 days as an allip. 
  Improved Grab (Ex): If a phaergrinn hits with its slam 
  attack, it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of opportunity. 
  No initial touch attack is required.  A phaergrinn can grapple 
  with an opponent of any size, though it cannot restrict the 
  movement of an opponent of medium size or larger, and will 
  be dragged along wherever such a larger creature moves. 
   Regeneration (Ex): A phaergrinn takes normal damage from 
  magical or good sources.  A phaergrinn can regrow lost limbs 
  in 1 round and reattach lost limbs by holding them to the 
  stump as a move action.  
   
  Phaergrinn on Amberos 
   
  Extremely rare, only one or two accounts of 
  phaergrinn have ever been recorded in Amberos’s history.  
  The first occurred just after the fall of the Elvin Golden Age, 
  and the death of the king of the elves seemed to have stirred 
  some wakefulness in the Realm of Madness.  Another record 
  of a phaergrinn occurred at the tail end of the Dark Age, after 
  the defeat of the Dark One by the Circle of Good.  Again, the 
  stirrings on the continent seemed to have drawn the eyes of the 
  Realm of Madness to the mortal lands.  Since then, there has 
  
  Bestiary Nefarious 
  Page 359 of 478 – Stephen C. Klauk 
  been no tales of phaergrinn on Amberos, but considering their 
  secretive nature, this is not surprising. 
  
  Bestiary Nefarious  
  Page 360 of 478 – Stephen C. Klauk  
  Po-pei   
  Medium Humanoid (Simian) 
  Hit Dice:  
  2d8 (9 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares), climb 25 ft. (5 squares)  
  Armor Class:  
  13 (+1 Dex, +2 leather armor), touch 11, flat 
  12  
  BAB/Grapple:  +1/+4  
  Attack:  
  Bite +4 melee (1d6+3) 
  Full Attack:  
  2 Bite +4 melee (1d6+3) and 4 claw +2 
  melee (1d4+1) 
  Space/Reach:  
  5-ft./5 ft. 
  Height: 
  4 ft. 6 in. + 2d4 in. (4 ft. 11 in.) 
  Weight:  
  75 lbs. + 2d4 x 5 lbs. (100 lbs.) 
  Special Att:  
  Rake, rend  
  Special Qual:  
  Low-light vision, scent  
  Saves:  
  Fort +3, Ref +4, Will +0  
  Abilities:  
  S17 D12 C11 I9 W11 Ch7  
  Skills:  
  Climb +11, Hide +1, Jump +7, Listen +2, 
  Move Silently +1, Spot +3, Survival +0, 
  Swim +7  
  Feats:  
  MultiattackB, Track  
  Environment:  Temperate mountains, marshes  
  Organization:  Solitary, Pair, Brood (2-5), or Nest (5-20)  
  CR:  
  1  
  Treasure:  
  None  
  Alignment:  
  Usually chaotic evil  
  Advancement:  By Character Class 
  Level Adj:  
  +2  
  This hairy humanoid sports two ape-like heads 
  and has six arms, two of which it is using as legs 
  to move about. The thing smells of rotten meat, 
  and bits of blood and other gore mats in fur in 
  several places. The creature wears no clothes 
  other than a few trinkets of bone and a vest made 
  of some tanned creature's hide.  
  Po-pei are foul flesh-eating creatures who feast on the 
  flesh of others. They seem to be driven by a never-ending 
  hunger and while intelligent, rarely see others as more than a 
  source of food.  
  Po-pei speak their own language of grunts, hoots and 
  animal-like calls.  
   
  Combat 
  Po-pei savagely attack foes, concentrating on rending 
  one foe apart before even considering moving on to another. 
  Usually, Po-pei strike take down a lone individual, and then 
  drag them off to a quiet spot to devour. They often employ hit 
  and run tactics when doing so, and greatly enjoy inspiring fear 
  in their victims before striking.  
  Rake (Ex): A Po-pei gains extra natural attacks when it 
  grapples its foe. Normally, a monster can attack with only one 
  of its natural weapons while grappling, but a monster with the 
  rake ability usually gains two additional claw attacks that it 
  can use only against a grappled foe. Rake attacks are not 
  subject to the usual –4 penalty for attacking with a natural 
  weapon in a grapple. A Po-pei must begin its turn grappling to 
  use its rake. 
  Rend (Ex):  If a Po-pei hits the same opponent with two or 
  more claw attacks, it rends the victim for automatically for an 
  additional 2d4+3 damage. 
  Skills:  A po-pei has a +8 racial bonus to climb skills and may 
  use his Dexterity modifier or Strength modifier when 
  climbing.  A po-pei may take 10 on a climb check, even if 
  rushed or under duress.  A po-pei also has a +4 racial bonus to 
  Jump and Swim checks. 
    
  Society 
  Po-Pei have a stone age culture, often living in huts 
  or other crude shelters in small tribes. They disdain using 
  weapons in combat, though they have mastered how to create 
  fire as well as simple structures. The Po-pei have also 
  mastered the art of preserving meat, as well as the concept of 
  keeping prisoners for lean times to feed on.  
  The strongest individual, who generally leads the Po-
  pei in raids for food, rules a tribe of Po-Pei. A leader who us 
  unable to fend off attacks from other Po-pei usually finds itself 
  dethroned quite quickly - as well as part of their rival's lunch 
  as well.  
   
  Po-pei on Amberos 
   
  Native to the marshy Golens, Po-pei have also been 
  encountered in the Skienlands at the feet of the Skataski 
  mountains. 
   
  Po-pei as Characters 
   
  It is rare for Po-pei to successfully travel in groups 
  not consisting of their own kind; many such individuals 
  foolish enough to take in a Po-pei later find themselves food 
  for the foul creatures.  However, some Po-pei adventurers 
  have learned to curb their carnivorous habits for the benefit of 
  companionship. 
   
  Po-pei characters have the following abilities. 
   
  • 
  Medium size. 
  • 
  2d8 racial hit dice.  To this total, a po-pei adds twice 
  its Constitution modifier (minimum 1 hit point per hit 
  die).  This also grants the po-pei a +1 Base Attack 
  Bonus and base saves of  Fort +3, Reflex +3 and Will 
  +0. 
  • 
  Low-light vision.  A Po-pei can see twice as far as a 
  human in low light or twilight conditions. 
  • 
  Base movement rate 30 feet.  Climb speed 25 feet.   
  A Po-pei can take 10 when climbing, even when 
  rushed or in combat. 
  • 
  +6 Str, +2 Dex, -2 Int, -4 Chr.  Po-pei are 
  terrifyingly strong and quick, but are slow to learn.  
  Their predatory habits negatively affects their 
  interactions with others. 
  • 
  Base Attack Bonus +1 
  
  Bestiary Nefarious 
  Page 361 of 478 – Stephen C. Klauk 
  • 
  Natural Attack routine.  An unarmed Po-pei can 
  attack with four claw attacks and two bites.  The bite 
  deals 1d6 + Str modifier damage.  The claws deal 1d4 
  + ½ Str modifier damage each.  The claw attacks are 
  considered secondary attacks 
  • 
  Rake (Ex): A Po-pei gains extra natural attacks when 
  it grapples its foe. Normally, a monster can attack 
  with only one of its natural weapons while grappling, 
  but a monster with the rake ability usually gains two 
  additional claw attacks that it can use only against a 
  grappled foe. Rake attacks are not subject to the usual 
  –4 penalty for attacking with a natural weapon in a 
  grapple. A Po-pei must begin its turn grappling to use 
  its rake. 
  • 
  Rend (Ex):  If a Po-pei hits the same opponent with 
  two or more claw attacks, it rends the victim for 
  automatically for an additional 2d4 + Str modifier 
  damage. 
  • 
  Scent.  
  • 
  Weapon and Armor Aversion.  Regardless of class, 
  a Po-pei does not automatically gain proficiencies 
  with any weapons or armor heavier than neither light 
  armor nor shields.  A Po-pei must spend feats to 
  acquire any weapon, armor or shield proficiencies it 
  wishes to acquire.  
  • 
  (2 + Int modifier) x 5 skill points.  The Po-pei’s 
  racial skills are Climb, Spot, Listen, Hide, Move 
  Silently and Swim. 
  • 
  Skills:  A po-pei has a +8 racial bonus to climb skills 
  and may use his Dexterity modifier or Strength 
  modifier when climbing.  A po-pei may take 10 on a 
  climb check, even if rushed or under duress.  A po-
  pei also has a +4 racial bonus to Jump and Swim 
  checks. 
  • 
  Automatic Languages:  Po-Pei.  Bonus Languages:  
  Common, Elvin, Dwarven, Gnomish, Goblinoid. 
  • 
  Favored Class:  Ranger 
  • 
  Level Adj: +2 
   
  Po-pei Marauder 
  2HD Po-pei Rng 6;hp: 44 
  S22 D16 C13 I10 W11 Ch4;Fort +9, Ref +11, Will +2 
  Init: 
  +3 
  Move:  30 ft., climb 25 ft. 
  AC: 
  18 (+3 Dex, +4 studded leather +1, +1 Two-Weapon 
  Defense), touch 13, flat 15 
  BAB/Grapple: +7/+13 
  Full Attack: 
  bite +13 melee (1d8+6), primary +1 club 
  +12/+7 melee (1d6+7), offhand mw club 
  +12/+7 melee (1d6+3), 2 claws +11 melee 
  (1d4+3) 
  Special Att: 
  Favored enemy, rake, rend 
  Special Qual: 
  Low-light vision, scent, wild empathy 
  Skills: Climb +20, Hide +9, Jump +17, Listen +2, Move 
  Silently +6, Spot +2, Survival +6, Swim +11 
  Feats: Alertness, DiehardR, Dodge, EnduranceR, Improved 
  Natural Attack (Bite), Improved Two-Weapon 
  FightingR, 
  MultiattackB, 
  TrackR, 
  Two-Weapon 
  DefenseR, Two-Weapon FightingR 
  CR: 
  7 
  Gear: 
  studded leather +1 (1,175 gp), amulet of natural 
  armor +1 (2,000 gp), +1 club (2,300 gp), mw club 
  (300 gp), cloak of resistance +1 (1,000 gp), potion of 
  cure light wounds (50 gp), potion of bull’s strength 
  (300 gp) 
  Total:  7,125 gp (7,200 gp) 
  The Po-pei Marauder took two extra feats instead of an animal 
  companion 
  Favored Enemy (Ex):  +4 bonus on Bluff, Listen, Sense 
  Motive, Spot and Survival checks and +4 bonus on weapon 
  damage rolls against Humanoid (Human).  +2 bonus on Bluff, 
  Listen, Sense Motive, Spot and Survival checks and +2 bonus 
  on weapon damage rolls against Humanoid (Elf). 
   
  Typical Ranger Spells 
  (1;CL 3;DC 10 + Spell Level) 
  1:  Pass Without Trace 
   
  
  Bestiary Nefarious  
  Page 362 of 478 – Stephen C. Klauk  
  Po-pei Guerilla 
  2HD Po-pei Rng 12;hp: 44 
  S24 D16 C13 I10 W13 Ch4;Fort +12, Ref +14, Will +5 
  Init: 
  +3 
  Move:  30 ft., climb 25 ft. 
  AC: 
  18 (+3 Dex, +4 studded leather +1, +1 Two-Weapon 
  Defense), touch 13, flat 15 
  BAB/Grapple: +13/+20 
  Full Attack: 
  bite +20 melee (1d8+7), primary +1 club 
  +18/+13/+8 melee (1d6+8), offhand mw 
  club +18/+13/+8 melee (1d6+4), 2 claws 
  +18 melee (1d4+3) or 
   
  Composite Shortbow (+7 Str) +16/+11/+6 
  ranged (1d6+7;x3) 
  Special Att: 
  Favored enemy, rake, rend 
  Special Qual: 
  Evasion, low-light vision, scent, swift 
  tracker, wild empathy, woodland stride  
  Skills: Climb +20, Hide +15, Jump +17, Listen +8, Move 
  Silently +17, Spot +14, Survival +12, Swim +11 
  Feats: Alertness, DiehardR, DodgeR, EnduranceR, Greater 
  Two-Weapon FightingR, Improved Critical (Bite), 
  Improved Natural Attack (Bite), Improved Two-
  Weapon FightingR,  Martial Weapon Proficiency 
  (Composite 
  Shortbow), 
  MultiattackB, 
   
  Simple 
  Weapon 
  Proficiency, 
  TrackR, 
  Two-Weapon 
  DefenseR, Two-Weapon FightingR 
  CR: 
  13 
  Gear: 
  studded leather +3 (9,175 gp), amulet of natural 
  armor +1 (2,000 gp), +2 club (8,300 gp), +1 club 
  (2,300 gp), composite shortbow (+7 Str) (600 gp), 20 
  arrows (1 gp), gloves of dexterity +2 (4,000 gp), 
  boots of elvinkind (2,500 gp), cloak of resistance +2 
  (4,000 gp), potion of cure light wounds (50 gp), 
  potion of bull’s strength (300 gp) 
  Total:  33,226 gp (35,000 gp) 
  The Po-pei Guerilla took three extra feats instead of an animal 
  companion 
  Favored Enemy (Ex):  +4 bonus on Bluff, Listen, Sense 
  Motive, Spot and Survival checks and +4 bonus on weapon 
  damage rolls against Humanoid (Human).  +2 bonus on Bluff, 
  Listen, Sense Motive, Spot and Survival checks and +2 bonus 
  on weapon damage rolls against Humanoid (Elf). 
  Woodland Stride (Ex): A po-pei guerilla may move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at his normal speed and 
  without taking damage or suffering any other impairment. 
  However, thorns, briars, and overgrown areas that are 
  enchanted or magically manipulated to impede motion still 
  affect him. 
  Swift Tracker (Ex): A po-pei guerilla can move at his normal 
  speed while following tracks without taking the normal –5 
  penalty. He takes only a –10 penalty (instead of the normal –
  20) when moving at up to twice normal speed while tracking. 
  Evasion (Ex): If a po-pei guerilla makes a successful Reflex 
  saving throw against an attack that normally deals half damage 
  on a successful save, he instead takes no damage. A helpless 
  po-pei guerilla does not gain the benefit of evasion. 
   
  Typical Ranger Spells 
  (2/1/1;CL 6;DC 11 + Spell Level) 
  1st:  Magic Fang, Resist Energy 
  2nd:  Barkskin 
  3rd:  Tree Shape 
   
  
  Bestiary Nefarious 
  Page 363 of 478 – Stephen C. Klauk 
  Ptasha 
  Medium-size Outsider (Evil) 
  Hit Dice:  
  7d8+7 (38 hp)  
  Initiative:  
  +8 
  Speed:   
  90 ft. (18 squares) 
  Armor Class:  
  21 (+4 Dex, +5 natural, +3 deflection), 
  touch 17, flat 18 
  BAB/Grapple: +7/+8 
  Attack:  
  claw +11 melee (1d4+1) 
  Full Attack:  
  2 claw +11 melee (1d4+1), bite +6 melee 
  (1d6)  
  Space/Reach:  
  5 ft./5 ft.  
  Height:  
  5 ft. 6 in. + 2d4 inches (5 ft. 11 in.) 
  Weight:  
  150 lbs. + 1d10 x 10 lbs. (205 lbs.) 
  Special Att:  
  Life drain, roar, spells  
  Special Qual:  
  Alternate 
  form, 
  DR 
  5/silver, 
  unholy 
  presence 
  Saves:   
  Fort +6, Ref +11, Will +7  
  Abilities:  
  S13 D19 C13 I13 W15 Ch17  
  Skills:  
  Balance +12, Climb +9, Escape Artist +12, 
  Hide +12, Jump +9, Knowledge (Religion) 
  +11, Move Silently +12, Spot +10  
  Feats:  
  Improved Initiative, Lightning Reflexes, 
  Weapon Finesse 
  Environment:  Warm desert or mountain  
  Organization:  Solitary  
  CR:  
   
  8 
  Treasure:  
  Standard 
  Alignment:  
  Always neutral evil  
  Advancement:  8-14 HD (Medium-size); 15-21 HD (Large)  
  Standing before you is a slim, well-built 
  humanoid with dark, almost black skin.  Its 
  equally black hair hangs just below its 
  shoulders, and you can see patches of body hair 
  down its arms, legs and on its chest.  Its cat-like 
  eyes gleam in the surrounding darkness and its 
  wicked smile reveals a set of animal-like fangs. 
  The ptasha (TAA-shaw) are particularly evil spirits 
  who have returned to torment the living.  They are not undead, 
  but instead inhabit a living, breathing body that can be killed.  
  They are, in fact, on the run from the punishments of the 
  afterlife, seeking to fulfill their base desires while they still 
  live.  Killing them sends them back to the afterlife to endure 
  the punishments they escaped, so they are very careful and 
  fearful of any situation that puts their bodies at risk. 
   
  A ptasha appears as a thin humanoid with dark, skin 
  that appears to be well-tanned.  They usually have long, black 
  hair and have quite a bit of body hair.  Their teeth are slightly 
  elongated and they move with an unnatural swiftness.  They 
  are capable of assuming a panther form at nighttime. 
   
  A ptasha can speak Common and abysmal. 
   
  Combat   
  A ptasha often attempts to catch a victim by surprise, 
  making it much easier to grapple an opponent and drain their 
  life.  They often use their roar ability to stun then grapple 
  opponents.  If forced into extended combat, they will use their 
  spells to enhance their physical form and attack.  Because they 
  fear death so, they will often flee an opponent when combat 
  does not go their way. 
  Alternate Form (Su):  At night, a ptasha may assume the 
  form of a black panther as a move-equivalent action.  A 
  ptasha’s ability scores and attack routines do not change, but it 
  cannot cast spells in panther form.  In panther form, the ptasha 
  gains a +8 racial bonus to hide, jump, listen, move silently, 
  spot and climb checks. 
  Life Drain (Su):  If a ptasha successfully grapples and 
  opponent, they may drain 1d4 points of Dexterity, 
  Constitution or Strength per round (Fort DC 16 for half).  A 
  victim drained to 0 Strength or Dexterity cannot move.  A 
  victim drained to 0 or less Constitution is slain. 
  Roar (Su):  As a standard action, a ptasha may unleash a 
  deafening and terrifying roar that stuns opponents within 10 ft 
  .(Fort DC 16 to negate).  Stunned opponents are considered 
  flat-footed and unable to take any action for 1d4+1 rounds. 
  Spells:  A ptasha brings back with it several secrets of the 
  dead.  They may cast spells as a 7th level sorcerer.  They prefer 
  necromantic and enchantment spells.  
  Unholy Presence (Su):  A ptasha adds its Charisma modifier 
  as a deflection bonus to AC. 
   
  Typical Sorcerer Spell List 
  (6/7/7/5;Caster Level 7;Spell DC 13 + Spell Level) 
  0: 
   
  Daze, 
  Detect 
  Magic, 
  Message, 
  Open/Close, 
  Prestidigitation, Resistance, Touch of Fatigue 
  1st:  Cause Fear, Chill Touch, Disguise Self, Hold Portal, 
  Sleep 
  2nd:  Command Undead, Invisibility, Minor Image 
  3rd:  Rage, Vampiric Touch 
   
  Ptasha on Amberos 
   
  Ptasha seem to be more numerous in Llannhanex and 
  Iiannhanex, with some spillover into surrounding countries.  
  They are exceptionally rare, and usually only encountered at 
  night.  Many sages believe that Ptasha spawn from a secret 
  shrine hidden in the Pandemonium that the dead manage to 
  reach, and perform the necessary rituals to return to life. 
   
  Of note, the most powerful Ptasha known on 
  Amberos 
  is 
  the 
  former 
  first 
  pharaoh 
  of 
  Llannhanex/Iiannhanex, known as Atosha.  Sages believe it 
  was Atosha who may have erected the shrine in the 
  Pandemonium and created the process by which ptasha are 
  spawned – with the aid of Set of the Egyptian pantheon. 
  
  Bestiary Nefarious  
  Page 364 of 478 – Stephen C. Klauk  
  Qadi   
  Large Outsider (Lawful) 
  Hit Dice:  
  12d8+48 (102 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  40 ft. (8 squares), fly 120 ft. (good)  
  Armor Class:  
  27 (-1 size, +3 Dex, +5 natural, +5 insight, 
  +5 divine), touch 22, flat 24  
  BAB/Grapple:  +12/+20  
  Attack:  
  Claw +15 melee (1d6+4 + Wis drain) or +2 
  Flaming Longsword +17 melee (2d6+4 + 
  1d6 fire;19-20/x2) 
  Full Attack:  
  2 Claw +15 melee (1d6+4 + Wis drain) or 
  +2 Flaming Longsword +17/+12/+7 melee 
  (2d6+4 + 1d6 fire) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  9 ft. 
  Weight: 
  350 lbs. 
  Special Att:  
  Fear aura, summon, wisdom drain  
  Special Qual:  
  DR 10/chaos & cold iron, darkvision 60 ft., 
  outsider traits, resistance to energy 30, spell 
  immunity, symbol, zone of truth  
  Saves:  
  Fort +12, Ref +11, Will +15  
  Abilities:  
  S19 D17 C18 I19 W25 Ch19  
  Skills:  
  Appraise +19, Bluff +6, Diplomacy +21, 
  Forgery +19, Gather Information +21, Hide 
  -1, Intimidate +6, Knowledge (history) +19, 
  Knowledge (nobility) +19, Listen +24, 
  Search +21, Sense Motive +24, Spellcraft 
  +19, Spot +24  
  Feats:  
  Alertness, 
  Endurance, 
  Investigator, 
  Negotiator, Persuasive  
  Environment:  Nirvana  
  Organization:  Solitary, Quorum (2-5), or Jury (5-20)  
  CR:  
  13  
  Treasure:  
  +2 Flaming Longsword (18,325 gp) 
  Alignment:  
  Always lawful neutral  
  Advancement:  13-24 HD (Large); 25-36 HD (Huge)  
  Level Adj:  
  -  
  This tall, slim humanoid is a full foot taller 
  than a human and has platinum-colored skin 
  and a headdress made of fire. It is dressed in 
  white judge's robes, bedecked with the 
  adornments of office. At its side is a longsword 
  kept in a sheath engraved with what seem to 
  be the laws of the land. In one outstretched 
  hand, it holds a golden balance, and in the 
  other it holds a stack of books.  
  Qadi (KAA-dee) are extraplanar judges whom are 
  sometimes summoned to arbitrate cases lesser individuals 
  cannot seem to resolve. Qadi appear of their own free will and 
  leave of their own free will; however, they always seem to 
  appear where most needed to resolve cases of great import 
  when justice is required.  
  Qadi are incorruptible and inscrutable. They know 
  even the minutest laws of the land they arrive in, and always 
  interpret to the letter of the law. They seem to have intimate 
  knowledge of the case and its details, even without the need 
  for witnesses, though they will allow such individuals testify - 
  even if to just to debunk their tales. Luckily for many, a Qadi 
  never accuses an individual of a crime; they only arrive to 
  resolve the guilt or innocence of those already accused of a 
  crime.  
  Qadi can speak any language it chooses, and does so 
  with the fluidity of a learned, native speaker.  
   
  Combat 
  Qadi are not executioners; they only fight to restrain 
  loosed prisoners or to defend themselves. However, they have 
  a mighty arsenal at their disposal to tend to disruptive 
  prisoners or mobs if the need arises.  
  In most cases, Qadi use their symbol ability to restrain 
  prisoners out of control or mobs intent on descending on them. 
  If attacked personally despite this initial defense, they tend to 
  draw their long sword and attack in their own defense. A Qadi 
  however, will never quit a case even if it should cost it its life; 
  however, if the case has been resolved and the penalty of the 
  law applied to the prisoner, it may choose to simply plane shift 
  and avoid further confrontations.  
  Fear Aura (Su): The use of this ability is a free action. The 
  aura causes all within 30 feet of the Qadi to be struck as if by a 
  fear spell.  Caster level 12. 
  Resistance to Energy (Ex): A Qadi has fire, cold, acid, 
  electricity and sonic resistance 30. 
  Spell Immunity (Ex): A Qadi avoids the effects of spells and 
  spell-like abilities that directly affect it of 6th level or less, 
  except spells with Chaos descriptor.  Spells that do not allow 
  spell resistance are not affected by spell immunity. 
  Summon (Sp):  Once per day, as a full round action, a Qadi 
  can summon an inevitable (Kolyarut, Marut or Zelehut).  The 
  inevitable remains until whatever mission it is given by the 
  Qadi is completed.  A Qadi cannot summon another inevitable 
  until the first completes its task or is destroyed.  Qadi use this 
  ability very rarely; usually only to recapture an escaped 
  prisoner or when a prisoner has been condemned to death.  
  Some Qadi have been known to use the ability to have the 
  inevitable on-hand as a sort of bailiff for legal proceedings. 
  Symbol (Sp):  As a standard action, a Qadi can activate a 
  Symbol of Fear, Symbol of Pain, Symbol of Sleep or Symbol of 
  Stunning as a 12th level caster.  Spell DC 14 + spell level. 
  Wisdom Drain (Su):  The claw attack of a Qadi permanently 
  drains 1d4 Wisdom. 
  Zone of Truth (Sp): As a free action, a Qadi can activate a 
  Zone of Truth, as if cast at 22nd level ability with a save DC of 
  20. 
   
  Summoning a Qadi 
   
  A Qadi can be summoned with Summon Monster IX 
  spell.  If summoned by a Planar Ally spell, a Qadi always 
  demands payment for its services as a judge. 
   
  
  Bestiary Nefarious 
  Page 365 of 478 – Stephen C. Klauk 
  Qadi on Amberos 
   
  The judges of Ran Da Khan have all been secretly 
  instructed in a incantation that allows them to summon a Qadi 
  at will, though they tend to reserve its use for matters of 
  treason or tricky cases where the penalty is death.  Randu is 
  reputed to invoke Qadi from time to time, but do not seem to 
  have a reliable incantation from which to summon Qadi to 
  serve like the judges of Ran Da Khan.  Qadi can appear in any 
  other nation when they so choose, though they are not usually 
  purposely invoked outside of the lands of Randu, Ran Da 
  Khan, Simera and the Skienlands. 
   
  Qadi are the servants of Zzadasa, the Lawyer, and 
  there are legends of a cabal of Qadi who defected with Tuma 
  following the elvin golden age. These rogue Qadi supposedly 
  set themselves up as accuser, judge and jury over Amberos.  
  According to legend, those brought into the court of these 
  rogue Qadi are never seen again, for the Qadi can find even 
  the most innocent being guilty of some violation of a law.  
  
  Bestiary Nefarious  
  Page 366 of 478 – Stephen C. Klauk  
  Quintarran 
  Huge Giant (Earth)  
  Hit Dice:  
  8d8+32 (68 hp)  
  Initiative:  
  +0  
  Speed:  
  50 feet (10 squares), Burrow 30 feet (6 
  squares) 
  Armor Class:  
  14 (-2 size, +6 natural), touch 8, flat 14 
  BAB/Grapple: +6/+13  
  Attack:  
  Slam +11 melee (1d6+7) 
  Full Attack:  
  5 slam +11 melee (1d6+7) 
  Space/Reach:  
  10 ft./10 ft.  
  Height:  
  21 ft + 2d4 ft. (26 ft.) 
  Weight:  
  8,000 lbs + 2d6x250 lbs. (9,750 lbs.) 
  Special Att:  
  Constrict  
  Special Qual:  
  DR 10/magic +2, darkvision 90 ft. 
  Saves:   
  Fort +6, Ref +6, Will +7  
  Abilities:  
  S25 D11 C19 I13 W3 Ch13  
  Skills:   
  Bluff +14, Climb +18, Spot +7  
  Feats:   
  Multidexterity, Power Attack  
  Environment:  Any land  
  Organization:  Solitary, Pair, or Family (2-5)  
  CR:  
   
  5  
  Treasure:  
  Standard 
  Alignment:  
  Always neutral  
  Advancement:  9-16 HD (Huge); 17-24 HD (Gargantuan)  
  A battle-ready humanoid that towers to the 
  height of a small mountain stands before you, a 
  hairless brute with two arms on each side and a 
  single arm extending from the center of its chest.  
  Each of the overly long arms end in a wicked set 
  of claws.  The creature is a drab brown in color, 
  as it were carved from a piece of stone.  A pair 
  of great tusks protrude from the bottom of its 
  mouth ,and its body bedecked with rings, hoops 
  and other pieces of jewelry. 
  The quintarran is a hairless five-armed humanoid that 
  appears to be made of a brownish slab of solid rock.  It has 
  two pairs of arms on each side, with a single arm protruding 
  from the center of the chest.  Two huge tusks that rise up to 
  just below the eyes, and are often adorned with rings, hoops or 
  other jewelry punctuate its mouth.  The quintarran’s hands end 
  in overly long sharp claws, as does its toes. 
   
  Quintarran speak their own language and a guttural 
  version of Common. 
   
  Combat   
  A quintarran attacks by slamming opponents with its 
  fists.  It rarely attacks with its claws, but is capable of  tearing 
  huge gouges out of the earth with the sharp nails.  Quintarrans 
  will often use victims to shield themselves from opponent’s 
  attacks. 
  Constrict (Ex):  If a quintarran hits a single opponent with 
  two or more claws, it may perform a grapple.  If the grapple is 
  successful, the quintarran can automatically inflict 2d6+11 
  crushing damage to the victim per round. 
   
  Quintarran Society 
   
  Living in small families in the wilderness, the 
  Quintarran make homes in caves and have a rudimentary 
  culture.  They engage in herding animals, but gather wild 
  plants for food instead of growing their own gardens.   
   
  Quintarran on Amberos 
   
  Found in Erakatuo, Simera and Ulanst, most 
  quintarran have been driven to the hills or mountains by 
  humans who fear them.  Most quintarran have retreated 
  willingly, not wishing to reduce their own numbers through 
  needless war. 
   
  
  Bestiary Nefarious 
  Page 367 of 478 – Stephen C. Klauk 
  Quizzit 
  Medium-size Aberration  
  Hit Dice:  
  4d8+4 (22 hp)  
  Initiative:  
  +7 (+3 Dex, +4 Improved Initiative)  
  Speed:  
  30 feet (6 squares),fly 70 feet (14 
  squares),(good)  
  Armor Class:  
  19 (+3 Dex, +6 natural), touch 13, flat 16  
  BAB/Grapple: +3/+4 
  Attack: 
  Claw +4 melee (1d4) 
  Full Attack:  
  3 claws +4 melee (1d4),  bite +1 melee 
  (2d4+1),  tail +1 melee (1d6) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. + 1d4 in. (5 ft. 2 in.) 
  Weight: 
  250 lbs + 1d10x10 lbs. (305 lbs.) 
  Special Att:  
  Confusing gaze, fear 
  Special Qual:  
  Fast healing 1 
  Saves:  
  Fort +2, Ref +4, Will +6  
  Abilities:  
  S13 D17 C13 I21 W15 Ch15  
  Skills:  
  Balance +7, Climb +5, Escape Artist +7, 
  Intimidate +6, Knowledge (All) +10, Jump 
  +5, Listen +5, Search +5, Spot +5  
  Feats:  
  Improved Initiative, Multiattack  
  Environment:  Temperate plains, forest, hills, underground  
  Organization:  Solitary, Pair, Bunch (2-5), or Pack (5-20)  
  CR:  
  3 
    
  Treasure:  
  Standard 
  Alignment:  
  Always neutral evil  
  Advancement:  5-8 HD (Medium-size); 9-12 HD (Large)  
  This bizarre-looking creature has a barrel-like 
  body with three legs, three arms and three faces 
  spaced radially around the body. Its skin is 
  smooth, but has a rigid look to it.  A smooth, 
  tentacle-like tail extrudes from beneath the 
  creature. 
  A quizzit is an odd creature with three legs, three 
  faces and three arms spaced radially about the body.  A long, 
  tentacle-like tail extends from the creature’s underside, which 
  it can use like a fourth arm.   
   
  A quizzit has darkvision with a range of 60 feet.  It 
  speaks all known languages and can learn new languages 
  within just a few minutes. 
   
  Combat   
  Despite their knowledge and sage-like skills, the 
  quizzit enjoys combat or other tests of arms.  Those who 
  sometimes seek a quizzit out for its knowledge find 
  themselves challenged to a duel for the information.  If the 
  quizzit wins, it generally demands some form of significant 
  information from the loser (this can be RP’ed or if the 
  character makes a Knowledge skill check that beats an 
  opposed Knowledge skill check by the quizzit by 5 or more).  
  Losers who are unable to supply new knowledge to the quizzit 
  generally are slain as “worthless” beings. 
  Confusing Gaze (Su):  Those who meet the eyes of a quizzit 
  must make a DC 14 Will save or become Confused as if struck 
  by the spell cast by a 4th level caster.  
  Fear (Su):   At will as a free action, the quizzit can exude a 
  magical aura that cause those of 4 HD or less within 10 feet 
  who fail a Will DC 14 save to become panicked for 1d4+1 
  rounds.  If a creature makes the Will save, it cannot be 
  affected again for 24 hours. 
  Fast Healing (Ex):  A quizzit heals 1 hit point per round 
  except from fire and acid attacks. 
  Skills:  Quizzit are storehouses of information.  The gain a +5 
  bonus and are considered trained in all Knowledge skills. 
   
  Quizzit on Amberos 
   
  Quizzits can be found primarily in Riddlekill, 
  Vilalance and the Kirranays.  There are tales of them in Ran 
  Da Khan, but no known quizzit has been encountered there for 
  at least a hundred years. 
  
  Bestiary Nefarious  
  Page 368 of 478 – Stephen C. Klauk  
  Quuran 
  Medium-size Monstrous Humanoid (Shapechanger)  
  Hit Dice:  
  16d8 (72 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  60 ft.  
  Armor Class:  
  14 (+4 Dex), touch 14, flat 10  
  BAB/Grapple: +16/+20 
  Attack:  
  Scimitar +21 melee (1d6+6;15-20/x2) 
  Full Attack:  
  Scimitar +21/+16/+11/+6 melee (1d6+6;15-
  20/x2) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  6 ft + 1d8 in. (6 ft. 4 in.) 
  Weight: 
  – 
  Special Att:  
  Charm Gaze  
  Special Qual:  
  Friendly Face, Weightless, Silver Tongue  
  Saves:  
  Fort +5, Ref +16, Will +13  
  Abilities:  
  S19 D19 C11 I19 W17 Ch21  
  Skills:  
  Bluff +35, Decipher Script +4, Diplomacy 
  +23, Escape Artist +14, Gather Information 
  +24, Knowledge (Religion) +23, Intimidate 
  +25, Sense Motive +12 
  Feats:  
  Dodge, Combat Expertise, Improved Critical 
  (Scimitar), Improved Disarm, Lightning 
  ReflexesB, PersuasiveB, Weapon Focus 
  (Scimitar), 
  Weapon 
  Specialization 
  (Scimitar) 
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  7  
  Treasure:  
  Double Standard 
  Alignment:  
  Always neutral evil  
  Advancement:  17-32 HD (Medium-size); 33-48 HD 
  (Large)  
  A quuran (KOO-ran) is a curious Randese creature 
  known also as a false prophet.  They are capable of 
  masquerading as nearly any humanoid race with their magical 
  powers.  Likewise, they use their magical powers to fool 
  others into believing they are the messengers of gods, goading 
  people into vile and evil acts.  A quuran is not defenseless 
  though; it is also a cunning swordsman with a blade as quick 
  as its wit. 
   
  Quuran have darkvision to 60 feet.  They can speak 
  Common, elf, dwarf, gnome and at least three other tongues. 
   
  Combat   
  It is not common for a quuran to enter combat, as 
  they generally allow their minions to fight for them.  If forced 
  to fight however, they are surprisingly capable foes.  
  However, if at all possible they prefer to disable an opponent 
  and subject them to their charm abilities. 
  Charm Gaze (Su):  Those meeting the eyes of the quuran 
  must make a Will DC 23 save or be charmed.  A quuran may 
  only attempt to charm a victim once a day. 
  Friendly Face (Ex):  A quuran always appears to its victims 
  to be a perfect specimen of the victim’s type.  If there are 
  multiple species, the quuran must decide which vision to 
  emulate.   The quuran can alter its shape to take on this 
  “desirable” appearance, so it is not considered a disguise or 
  illusion. Even a True Seeing spell is incapable of breaking the 
  altered appearance; for all intents and purposes, the quuran is 
  the desired shape. 
  Silver Tongue (Su):  A quuran gains a +10 bonus to bluff 
  rolls and is unaffected by a Zone of Truth spell. 
  Weightless (Su):  A quuran has no weight. 
   
  Quuran on Amberos 
   
  Found almost exclusively in Randu and the 
  Skienlands, quuran are such a danger to these people that both 
  countries have a special requirement of their priests and judges 
  – in the Skienlands, any preaching priest or judge on a pulpit 
  must remain seated in a specially made scale to prove they are 
  not weightless – and thus quuran.  In Randu, priests 
  performing sermons normally place their finger in a 
  merchant’s scale during their sermon, proving they are not 
  weightless.  Randese judges wear an ornamental warhammer 
  around their necks, proving that they have “weight”.  In both 
  countries, a common insult is to state that one’s argument 
  “carries no weight” – thus insinuating that the person is lying 
  like a quuran. 
  
  Bestiary Nefarious 
  Page 369 of 478 – Stephen C. Klauk 
  Raatori   
  Humanoid Form  
   
   
   
  Bird Form 
  Large Humanoid   
   
   
   
  Large Humanoid  
  (Psionic, Shapechanger) 
   
   
   
  (Psionic, Shapechanger) 
  Hit Dice:  
  12d8+27 (81 hp)   
   
   
   
  12d8+27 (81 hp) 
  Initiative:  
  +0  
   
   
   
   
   
  +0 
  Speed:   
  30 ft. (6 squares)   
   
   
   
  15 ft. (3 squares), fly 100 ft. (good) 
  Armor Class:  
  19 (-1 size, +6 natural, +4 chain shirt), touch 9, flat 19 
  15(-1 size, +6 natural), touch 9, flat 15 
  BAB/Grapple:  
  +9/+18   
   
   
   
   
  +9/+18 
  Attack:   
  Gore +13 melee (1d8+5) or glaive +13 melee (1d8+2) 
  Claw +13 melee (1d8+5) 
  Full Attack:  
  Gore +13 melee (1d8+5), 2 claws +8 melee (1d8+2) or 
  2 claws +13 melee (1d8+5), bite +8 melee (1d6+2) 
  glaive +13 melee (2d6+7) 
  Space/Reach:  
  10 ft./10 ft.  
   
   
   
   
  10 ft./10 ft. 
  Height:  
  7 ft. 6 in. +2d8 in. (8 ft. 3 in.)  
   
   
  same as humanoid 
  Weight:  
  150 + 2d8 x 5 lbs (195 lbs.)  
   
   
  same as humanoid 
  Special Att:  
  -  
   
   
   
   
   
  - 
  Special Qual:  
  Alternate form, DR 10/psionic,  
   
   
  Alternate form, DR 10/psionic, psionics, 
  psionics, scent, PR 22  
   
   
   
  scent, PR 22 
  Saves:   
  Fort +6, Ref +4, Will +7  
   
   
   
  Fort +6, Ref +4, Will +7 
  Abilities:  
  S21 D10 C15 I12 W13 Ch13  
   
   
  S21 D10 C15 I12 W13 Ch13  
  Skills:  
   
  Balance -2, Climb +3, Concentration +9,  
   
  Concentration +9, Hide –6, Listen +9, Psicraft +16,  
  Escape Artist -2, Hide -6, Jump +3, Listen +9,  
   
  Spot +16 
  Move Silently -2, Psicraft +16, Sleight of Hand -2,  
  Spot +16, Swim +1, Tumble -2  
  Feats:  
   
  Aligned attack (Lawful), Deep impact, Iron Will,  
  Aligned attack (Lawful), Deep impact, Iron Will, 
  Psionic weapon, Toughness   
   
   
  Psionic weapon, Toughness 
  Environment:  
  Warm plains or forests  
   
   
   
  Warm plains or forests 
  Organization:  
  Solitary, Gang (2-5), or Pod (5-20)  
   
   
  Solitary, Gang (2-5), or Pod (5-20) 
  CR:  
   
  11 
   
   
   
   
   
  11  
  Treasure:  
  Standard  
   
   
   
   
  Standard 
  Alignment:  
  Usually Lawful neutral  
   
   
   
  Usually Lawful neutral 
  Advancement:  
  13-24 HD (Large); 25-36 HD (Huge)   
   
  13-24 HD (Large); 25-36 HD (Huge) 
  Level Adj:  
  - 
   
   
   
   
   
  -
  This humanoid towers nearly eight feet tall and 
  has the head of a powerful elephant. Its body is 
  covered in muscles and its arms end in stubby 
  hands with the claws of an eagle.  
  Raatori are a psionic race of shapechangers, capable of 
  assuming the form of a giant bird. They are a warrior race, 
  though they have a philosophical bend; they seek the means to 
  become the ultimate fighting machines, and to be the very best 
  at what they do.  
  Raatori are not mindless fighters, however. They 
  choose their opponents wisely, and only pick fight against 
  those they feel would challenge their abilities. Even then, they 
  are prone not to start a fight unless their opponent is itching 
  for a confrontation as well.  
  Raatori speak their own language, as well as Common.  
   
  Combat 
  A Raatori prefers ritualized combat, which generally 
  allows them a round or two to set up their psionic focus and 
  prepare their attack. If forced into fighting without time to 
  prepare ahead of time, they will usually attempt to beat the 
  opponent back to give them a moment or two to psionically 
  focus for an attack. Failing that, they fight to the best of their 
  skill and ability. If the fight was spontaneous and they are 
  losing, Raatori will often shift to bird form and attempt to 
  escape. If the Raatori willingly initiated a ritualistic combat, 
  they will abide by the rules set down for the fight.  
  Alternate Form (Su): A raatori’s natural form is that of an 
  elephant-headed humanoid.  As a move-equivalent action, a 
  raatori can shift into the shape of a large, eagle-like bird. 
  Psionics (Ps):  A raatori can use the following abilities, at 12th 
  level ability:  Biofeedback – 1x/day, Body Adjustment – 
  3x/day, Call Weaponry 3x/day, Conceal Thoughts – At will, 
  Empathic Feedback 1x/day, Immovability 1x/day, Strength of 
  My Enemy – 1x/day, Vampiric Weapon – 1x/day. 
   
  Raatori on Amberos 
   
  Raatori are natives of Ulanst, Lanster and Erakatuo.  
  They can be found sometimes in Simera, but are unknown in 
  other nearby areas such as Kennestone. 
  
  Bestiary Nefarious  
  Page 370 of 478 – Stephen C. Klauk  
  Radiant Hawk   
  Medium Elemental (Air, Extraplanar, Fire) 
  Hit Dice:  
  2d8+4 (13 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  15 ft. (3 squares), fly 50 ft. (average)  
  Armor Class:  
  15 (+3 Dex, +2 natural), touch 13, flat 12  
  BAB/Grapple:  +1/0  
  Attack:  
  Claw +0 melee (1d4-1 + 1d6 fire) 
  Full Attack:  
  Claw +0 melee (1d4-1 + 1d6 fire) and bite -
  5 melee (1d6-1 + 1d6 fire) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  5 ft. + 2d6 in. (5 ft. 7 in.) 
  Weight: 
  15 lbs + 2d4 lbs. (20 lbs.) 
  Special Att:  
  Turn undead  
  Special Qual:  
  Darkvision 60 ft., elemental traits, healing 
  aura, plane shift  
  Saves:  
  Fort +2, Ref +6, Will +2  
  Abilities:  
  S9 D16 C15 I2 W15 Ch12  
  Skills:  
  Listen +4, Spot +5  
  Feats:  
  Extra Turning  
  Environment:  Quasi-elemental Plane of Radiance  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Medium); 5-6 HD (Large)  
  Level Adj:  
  -  
  This large red hawk is bedazzling to look upon. 
  Motes of blinding light swirl about the creature, 
  making it difficult to look at directly.  
  Radiant hawks are creatures from the quasi-elemental 
  plane of radiance. They are caring creatures that often visit the 
  prime material plane, seeking to heal the injured and to disrupt 
  undead.  
  Radiant hawks often are drawn to healing temples or to 
  battle in areas where negative energy accumulates - often 
  crypts housing powerful undead.  
   
  Combat 
  A radiant hawk generally only attacks evil creatures 
  or beings using negative energy. If their opponent is not 
  undead, they will often swoop at a foe and attack with claws 
  and beak. Against undead opponents, a radiant hawk will 
  pause in the air to use its turning ability to scatter the evil 
  creatures, forcing them to flee before it.  
  Healing Aura (Su): By giving up one of its turn attempts for 
  the day, the radiant hawk can produce an effect equivalent to a 
  mass cure light wounds spell, at 4th level ability. 
  Plane Shift (Su):  Once per day, as a move-equivalent action, 
  a radiant hawk can travel to or from the Quasi-elemental plane 
  of radiance.  Radiant hawks normally use this ability to travel 
  to the plane of radiance once they have exhausted their turning 
  attempts, and then return to the Mortal Realm the next day. 
  Turn Undead (Sp): As per the cleric ability at 2nd level 
  ability. 8x/day; Turn Check 1d20+1; Turn Damage 2d6+3 
    
  Radiant Hawks on Amberos 
   
  Created by Urdeus, the Twin of Light, these creatures 
  constantly travel back and forth between the Prime Material 
  plane and the Seven Heavens (there is no plane of radiance in 
  the Amberos cosmology).  It is common to see flocks of these 
  birds nesting on the rooftops of temples and shrines to Urdeus.  
  The birds seem to have an uncanny knack for recognizing 
  worshippers of Urdeus, and most likely accompany any 
  individual making an offering to the god to heal them or to 
  help them fight the next group of undead they encounter. 
  
  Bestiary Nefarious 
  Page 371 of 478 – Stephen C. Klauk 
  Ramudi   
  Medium Magical Beast (Air)  
  Hit Dice:  
  6d10+27 (60 hp)  
  Initiative:  
  +8 (+4 Dex, +4 Improved Initiative)  
  Speed:  
  60 ft. (12 squares), dimension hop 240 ft. 
  (48 squares)  
  Armor Class:  
  16 (+4 Dex, +2 natural), touch 14, flat 12  
  BAB/Grapple:  +6/+10  
  Attack:  
  Gore +10 melee (1d6+4)  
  Full Attack:  
  Gore +10 melee (1d6+4) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  6 ft. + 2d8 in. (6 ft. 9 in.) 
  Weight: 
  200 lbs. + 2d8 x 10 lbs. (290 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Blink, darkvision 60 ft., dimension hop, 
  low-light vision  
  Saves:  
  Fort +9, Ref +9, Will +6  
  Abilities:  
  S19 D19 C19 I6 W19 Ch19  
  Skills:  
  Climb +14, Escape Artist +14, Jump +14, 
  Listen +8, Spot +9  
  Feats:  
  DodgeB, Improved Initiative, MobilityB, 
  Run, Toughness  
  Environment:  Any forest 
  Organization:  Solitary, or Pair  
  CR:  
  5  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  7-12 HD (Medium); 13-18 HD (Large)  
  Level Adj:  
  -  
  Darting between the trees, you catch the glimpse 
  of what appears to be a red caribou with an 
  enormous set of antlers. Entwined within the 
  antlers is an assortment of twigs, leaves and 
  other bits of natural material. As it passes 
  between two trees, it disappears for a moment, 
  before bound out from behind another tree 
  several yards in the opposite direction.  
  Sometimes referred to as the Hunter's Bane, ramudi 
  are strange beasts that seem to haunt the thickest of forests. 
  Swift and nearly impossible to catch, they are prized by 
  hunters as one of the most elusive and exotic animals that tests 
  a hunter's ability to bag.  
  However, as elusive as ramudi are, they can be very 
  dangerous - more than one hunter who has gone out to seek 
  this elusive prey has instead ended up gored on the creature's 
  horns.  
  Ramudi can speak fey, but rarely remain in one place 
  long enough to start a conversation.  
   
  Combat 
  Ramudi use their ability to move effortlessly from 
  one place to another to evade or close with an opponent. They 
  generally prefer to avoid combat, but in the rutting season 
  (usually the summertime), Ramudi can become quite 
  aggressive and have been known to turn on hunters.  
  A Ramudi reduced to 1/4 of its total hit points (15 hp 
  average) will usually break off from any combat and attempt 
  to flee as fast as it can away from its attackers. 
  Blink (Su):  As a free action, a Ramudi can blink as per the 
  spell.  Caster Level 6.  
  Dimension Hop (Su):  As a move action, a ramudi can 
  dimension door as the spell for a distance of 240 feet.  Caster 
  Level 6. 
  Skills:  A Ramudi has a +10 bonus to climb, escape artist, 
  hide and jump checks. 
   
  Ramudi on Amberos 
   
  Ramudi haunt the forests of Kennestone and areas 
  east, even into the Demon Jungle in Lanster.  Randese nobles 
  often organize large hunting groups to attempt to bag a single 
  ramudi; only a handful through the centuries has managed to 
  succeed without resorting to magical means to capture the 
  elusive beast. 
  
  Bestiary Nefarious  
  Page 372 of 478 – Stephen C. Klauk  
  Razorthorn Assassin   
  Medium Plant 
  Hit Dice:  
  5d8+5 (27 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), climb 25 ft. (5 squares)  
  Armor Class:  
  20 (+3 Dex, +7 natural), touch 13, flat 17  
  BAB/Grapple:  +3/+5  
  Attack:  
  Barbed vines +6 melee (2d4+3 + 1d6 
  piercing;19-20/x2)  
  Full Attack:  
  Barbed vines +6/+1 melee (2d4+3 + 1d6 
  piercing;19-20/x2) 
  Space/Reach:  
  5 ft./15 ft. 
  Height: 
  5 ft. + 1d4 ft. (7 ft.) 
  Weight:  
  100 lbs. + 1d10 x 10 lbs. (150 lbs.) 
  Special Att:  
  Constrict, improved grab  
  Special Qual:  
  Blindsense, DR 5/slashing, low-light vision, 
  plant traits, way of the woods, vulnerability 
  to fire and cold  
  Saves:  
  Fort +5, Ref +4, Will +2  
  Abilities:  
  S15 D17 C13 I12 W13 Ch13  
  Skills:  
  Craft (Trapmaking) +11, Hide +11*, Listen 
  +1, Move Silently +11*, Spot +1  
  Feats:  
  Improved Critical (Barbed vines), Weapon 
  Focus (Barbed vines)  
  Environment:  Any land  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement:  6-10 HD (Medium); 11-15 HD (Large)  
  Level Adj:  
  - 
  Suddenly, the vines to your side lash out, 
  revealing the plant-like humanoid they are 
  attached to. Coils of the same thorn-covered 
  vines it swings in your direction hide the 
  creature’s face and features.  
  Razorthorn assassins are foul plants with one purpose in 
  mind: the death of sentient creatures that intrude into its 
  domain. They have an utter disdain for any form of bipedal 
  creature, and attack it without mercy or provocation. This 
  includes even fey creatures such as dryads, nixies and other 
  denizens of the forest.  
  Razorthorn assassins have their own subtle non-verbal 
  language of hand signals, body movements and scents.  
   
  Combat 
  Razorthorn assassins prefer to strike from ambush, 
  using their ability to blend into their surroundings to attack 
  foes. If they meet strong resistance, they usually slink back 
  into the woods and attempt to find another spot to ambush 
  from.  
  Razorthorn assassins are cunning enough to create 
  and use traps made from natural materials, and seem to prefer 
  ones that sever limbs, perforate foes or crush their prey.  
   
  Constrict (Ex): A razorthorn assassin that has successfully 
  grappled a foe with its vines can deal an automatic 2d4+3 + 
  1d6 piercing damage per round. 
  Improved Grab (Ex): If a razorthorn assassin hits a large or 
  small opponent with its barbed vines, it deals normal damage 
  and attempts to start a grapple as a free action without 
  provoking an attack of opportunity. No initial touch attack is 
  required.  
  Way of the Woods (Su):  A razorthorn assassin leaves no trail 
  to follow while in forested areas and cannot be tracked.  It also 
  cannot be entangled or impeded by other plants or plant-based 
  spells (such as entangle).  Finally, a razorthorn assassin can 
  reproduce the effects of a plant door spell once per hour at 5th 
  level caster ability. 
  Vulnerability to Fire and Cold (Ex): A razorthorn assassin 
  takes 50% more damage from fire or cold attacks if it fails its 
  saving throw against the attack 
  Skills:  A razorthorn assassin gains a +10 bonus to Hide and 
  Move Silently rolls in natural surroundings. 
   
  Razorthorn Assassins on Amberos 
   
  These deadly creatures are found primarily in the 
  Living Forest of the Kingdom of Vall Vega.  Occasionally, 
  they have been encountered in the Kennestone Forest, but 
  their origin in those woods is unknown.  
  
  Bestiary Nefarious 
  Page 373 of 478 – Stephen C. Klauk 
  Remnant Defender 
   
  Remnant Defenders are undead creatures that are the 
  remains of those who were entrusted to protect or defend a 
  specific area, and failed.  Haunted by their need to defend an 
  area beyond death, they rise from the grave to continue 
  protecting the area they guarded in life. 
   
  While many remnant defenders were good beings in 
  life, in unlife they are hateful towards others – especially those 
  of a similar race and/or profession as their own.  They often 
  blame others for their own failures, and will attack such 
  individuals as traitors of the worst sort. 
   
  Remnant defender is not a template; defenders tend 
  to have unique racial qualities (and sometimes abilities tied to 
  the area they defend).  Sample remnant defenders are given 
  here, but they can be encountered for any race that would the 
  courage and willpower to defend something beyond the 
  bounds of life. 
  
  Bestiary Nefarious  
  Page 374 of 478 – Stephen C. Klauk  
  Elvin Remnant Defender 
  Medium Undead (Elf) 
  Hit Dice:  
  3d12 (19 hp)  
  Initiative:  
  +2 
  Speed:  
  20 ft. (4 squares) in chain mail armor; base 
  speed 30 ft.  
  Armor Class:  
  18 (+1 Dex, +2 natural, +5 chain mail 
  armor), touch 11, flat 17  
  BAB/Grapple:  +1/+3  
  Attack:  
  Longsword +4 melee (1d8+2;19-20/x2) or 
  longbow +3 ranged (1d8;x3)  
  Full Attack:  
  Longsword +4 melee (1d8+2;19-20/x2) or 
  longbow +3 ranged (1d8;x3) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. + 1d8 in. (5 ft. 4 in.) 
  Weight: 
  30 lbs. + 1d8 x 5 lbs. (50 lbs.) 
  Special Att:  
  Spells  
  Special Qual:  
  DR 5/bludgeoning, darkvision 60 ft., 
  immune to cold, SR 11, undead traits  
  Saves:  
  Fort +1, Ref +3, Will +3  
  Abilities:  
  S14 D15 C- I15 W10 Ch10 
  Skills:  
  Balance -3, Climb -3, Concentration +6, 
  Escape Artist -3, Hide -3, Jump -3, Listen 
  +8*, Move Silently -3, Search +8, Sleight of 
  Hand -3, Spot +8, Swim -8 
  Feats:  
  Armored 
  Casting, 
  Weapon 
  Focus 
  (Longsword)  
  Environment:  Any land  
  Organization:  Solitary, Team (2-5), or Squad (5-20)  
  CR:  
  3  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil  
  Advancement:  By Character Level 
  Level Adj:  
  -  
  This collection of bones is dressed in what 
  appears to once have been elvin finery. It wields 
  a long sword in one hand, and a bow is strapped 
  across its back.  
  Remnant Defenders are the remains of warriors slain in 
  battle while defending some location or item. So strong is their 
  determination to defend the lost location that after death, their 
  remains arise in a futile effort to defend what they could not in 
  life.  
  Remnant elf defenders can speak Common and elvin. 
    
  Combat 
  Remnant defenders use their weapons and skills to 
  the best of their ability. Enhanced by their own undeath, 
  remnant defenders will never willingly flee and always fight to 
  the death. Often remnant defenders will scorn members of 
  their own race or former organization, feeling that they were 
  betrayed or let down in their time of need by these beings - 
  who now have the audacity to show up.  
  Spells (Sp): An elvin remnant defender can cast spells as a 3rd 
  level wizard. They often have only attack spells memorized. 
  However, remnant defenders do not need to retain spellbooks 
  or rest to rememorize spells. They regain their spells 
  automatically after 24 hours. The DC for spells is 12 + spell 
  level.  A remnant defender elf has a 15% spell failure chance 
  due to armor. 
  Skills:  Remnant defender elves have a +2 racial bonus to Spot 
  and Listen checks 
   
  Typical Spell List 
  (4/3/2;CL 3;DC 12 + Spell Level; 15% chance of failure) 
  0th: Daze, Flare, Touch of Fatigue, Ray of Frost 
  1st: Magic Missile x2*, True Strike 
  2nd: Acid Arrow, Scorching Ray 
  *Replace with Magic Bolt in Amberos Campaigns 
   
  Remnant Defenders on Amberos 
   
  When Ziga turned to evil, she embarked on a 
  campaign of terror against the elves of Amberos, and her 
  various races and demons slew many elves before the tide was 
  turned against her.  There are many numerous lost and hidden 
  enclaves across Amberos that once belonged to the elves that 
  were plundered during or shortly after Ziga’s betrayal.  
  Several of these lost enclaves hold remnant defenders, still 
  waiting after centuries for the elves to come and relieve them 
  of their duties. 
  
  Bestiary Nefarious 
  Page 375 of 478 – Stephen C. Klauk 
  Elvin Remnant Defender Warlord 
  3HD Elvin Remnant Defender Wiz 2/EldK 4 ;hp: 46 
  S14 D15 C- I16 W12 Ch10;Fort +5, Ref +4, Will +7 
  Init: 
  +2 
  Move: 30 ft. 
  AC: 
  20 (+2 Dex, +3 natural, +6 mithral chain mail +1), 
  touch 12, flat 18 
  BAB/Grapple: +6/+8 
  Full Attack: 
  +1 longsword +10/+5 melee (1d8+3;19-
  20/x2) or 
   
  Composite longbow (+2 Str) +8/+3 ranged 
  (1d8+2;x3) 
  Special Att: 
  Spells 
  Special Qual: 
  DR 5/bludgeoning, darkvision 60 ft., 
  immune to cold, SR 14, undead traits 
  Skills: Concentration +12, Decipher Script +6, Knowledge 
  (Arcana) +14, Knowledge (Religion) +5, Listen +9, 
  Search +10, Sense Motive , Spellcraft +12, Spot +10 
  Feats: Armored Casting, Combat ExpertiseB, Improved 
  Disarm, Lightning Reflexes, Scribe ScrollW, Weapon 
  Focus (Longsword) 
  CR: 
  9 
  Gear: 
  mithral chain mail +1 (5,150 gp), +1 longsword 
  (2,325 gp), composite longbow (+2 Str) (300 gp), 
  cloak of resistance +2 (4,000 gp) 
  Total:  11,775 gp (12,000 gp) 
   
  Typical Spell List 
  (4/5/4/4/2;CL 8;DC 13 + Spell Level 
  0th: Daze, Flare, Touch of Fatigue, Ray of Frost 
  1st: Burning Hands, Magic Missile x2*, True Strike 
  2nd: Acid Arrow x2, Bull’s Strength, Scorching Ray 
  3rd:  Fireball, Haste, Lightning Bolt, Vampiric Touch 
  4th:  Ice Storm, Phantasmal Killer 
  *Replace with Magic Bolt in Amberos Campaigns 
  
  Bestiary Nefarious  
  Page 376 of 478 – Stephen C. Klauk  
  Dwarven Remnant Defender 
  Medium Undead (Dwarf) 
  Hit Dice: 
  4d12 (26 hp) 
  Initiative: 
  +1 
  Speed: 
  20 ft. (4 squares) 
  AC: 
  22 (+1 Dex, +4 natural, +5 breastplate, +2 
  heavy steel shield), touch 11, flat 21 
  BAB/Grapple: +4/+6 
  Attack: 
  dwarven war axe +7 melee (1d10+2;x3) 
  Full Attack: 
  dwarven war axe +7 melee (1d10+2;x3) 
  Space/Reach: 
  5 ft./5 ft. 
  Height: 
  4 ft. + 1d6 in. (4 ft. 3 in.) 
  Weight: 
  80 lbs. + 2d6 x 5 lbs. (115 lbs.) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 90 ft., DR 3/-, immune to cold, 
  fighter’s heart,  SR 10, undead traits 
  Saves: 
  Fort +1, Reflex +2, Will +5 
  Abilities: 
  S15 D13 C- I10 W12 Ch6 
  Skills: 
  Listen +1, Sense Motive +8, Spot +8 
  Feats: 
  Dodge, 
  Exotic 
  Weapon 
  Proficiency 
  (Dwarven War Axe)B, Weapon Focus 
  (Dwarven War Axe) 
  Environment: 
  Any subterranean 
  Organization: 
  Solitary, Pair, Patrol (2-5), Post (5-20) 
  CR: 
  2 
  Treasure: 
  Standard 
  Alignment: 
  Always Lawful Evil 
  Advancement: By Character Class 
  Level Adj: 
  - 
  A taut, almost parchment-like skin covers this 
  collection of bones.  It appears to be a 
  desiccated dwarven warrior dressed in heavy 
  armor and wielding an axe and shield.  Its eyes 
  burn with a hellish, hateful light. 
   
  Dwarven remnant defenders are often the remains of 
  defensive positions that were overrun and slaughtered.  In 
  death, they have become highly aggressive, moving forward 
  from their defensive positions to meet the enemy on the field 
  of battle.  Once engaged against a foe, usually only their own 
  destruction will cause them cease pursuing a foe. 
   
  Dwarven remnant defenders speak Dwarven and 
  Common. 
   
  Combat 
   
  Dwarven remnant defenders attempt to close with 
  their enemy quickly and hack them down.  They fight without 
  giving or expecting quarter from their enemies. 
  Fighter’s Heart (Ex):  A dwarven remnant fighter uses a Full 
  Base Attack Bonus and can take fighter-only feats. 
  Immune to Cold (Ex):  A dwarven remnant fighter takes no 
  damage from cold attacks. 
   
  Dwarven Remnant Defenders on Amberos 
   
  Most dwarven remnant defenders are from the titanic 
  battles between the Dwarven Dur-Wundar Empire and the 
  Devilhands of Gehenna during the Dark Age.  The dwarves 
  were driven from their underground strongholds by the 
  Devilhands, and now many of the ancient and abandoned 
  underground structures have become the sole residents of 
  contingents of dwarven defenders, returned to unholy life to 
  defend the ancient halls of their despoiled ancestors. 
  
  Bestiary Nefarious 
  Page 377 of 478 – Stephen C. Klauk 
  Dwarven Remnant Defender Captain 
  4HD Dwarven Remnant Defender Ftr 3/DwDef 6;hp: 78 
  S19 D13 C- I10 W12 Ch6;Fort +9, Ref +7, Will +11 
  Init: 
  +1 
  Move: 15 ft. 
  AC: 
  30 (+1 Dex, +4 natural, +13 full plate +2 & heavy 
  steel shield +1, +2 dodge), touch 13, flat 29 
  BAB/Grapple: +13/+17 
  Full Attack: 
  +2 dwarven war axe +20/+15/+10 melee 
  (1d10+6;x3) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 90 ft., Defensive stance 3x/day, 
  DR 6/-, fighter’s heart, immune to cold, 
  improved uncanny dodge, SR 14,  trap sense 
  +1, uncanny dodge, undead traits 
  Skills: Craft (Weaponsmith) +6, Listen +7, Sense Motive 
  +8, Spot +14 
  Feats: CleaveF, 
  Dodge, 
  Endurance, 
  Exotic 
  Weapon 
  Proficiency 
  (Dwarven 
  War 
  Axe)B, 
  Lightning 
  Reflexes, Power AttackF, Toughness, Weapon Focus 
  (Dwarven War Axe) 
  CR: 
  11 
  Gear: 
  full plate +2 (5,650 gp), heavy steel shield +1 (1,170 
  gp), +2 dwarven war axe (8,330 gp), gauntlets of 
  ogre power (4,000 gp), cloak of resistance +1 (1,000 
  gp) 
  Total:  20,150 gp (21,000 gp) 
  Defensive Stance: When a dwarven remnant defender captain 
  adopts a defensive stance, he gains phenomenal strength and 
  durability, but he cannot move from the spot he is defending. 
  He gains +2 to Strength, a +2 resistance bonus on all saves, 
  and a +4 dodge bonus to AC. While in a defensive stance, a 
  defender cannot use skills or abilities that would require him 
  to shift his position. A defensive stance lasts for 3 rounds. A 
  defender may end his defensive stance voluntarily prior to this 
  limit. At the end of the defensive stance, the defender is 
  winded and takes a –2 penalty to Strength for the duration of 
  that encounter. Using the defensive stance takes no time itself, 
  but a defender can only do so during his action. 
  Improved Uncanny Dodge (Ex): A dwarven remnant 
  defender captain can no longer be flanked. This defense denies 
  rogues the ability to use flank attacks to sneak attack the 
  dwarven defender. 
  The exception to this defense is that a rogue at least 
  four levels higher than the dwarven defender can flank him 
  (and thus sneak attack him). 
  Trap Sense (Ex): A dwarven remnant defender captain gains 
  a +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks by traps. 
  Uncanny Dodge (Ex): A dwarven remnant defender captain 
  retains his Dexterity bonus to AC (if any) regardless of being 
  caught flat-footed or struck by an invisible attacker. (He still 
  loses any Dexterity bonus to AC if immobilized.) 
   
  
  Bestiary Nefarious  
  Page 378 of 478 – Stephen C. Klauk  
  Rhudee   
  Small Vermin 
  Hit Dice:  
  1d8+1 (5 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  40 ft. (8 squares), fly 60 ft. (good) (12 
  squares), burrow 20 ft. (4 squares)  
  Armor Class:  
  16 (+1 size, +1 Dex, +4 natural), touch 12, 
  flat 15  
  BAB/Grapple:  0/-5  
  Attack:  
  Whip frond +0 melee (1d3-1) or Bite +0 
  melee (1d4-1 + poison 
  Full Attack:  
  Whip frond +0 melee (1d3-1)  
  or Bite +0 melee (1d4-1 + poison), 4 claws -
  5 melee (1d4-1) 
  Space/Reach:  
  5 ft./5 ft., 10 ft. with Whip frond  
  Length: 
  2 ft. 6 in. + 3d8 in. (3 ft. 7 in.) 
  Weight: 
  40 lbs + 3d8 x 2 lbs. (66 lbs.) 
  Special Att:  
  Improved grab, poison  
  Special Qual:  
  Blindsense 20 ft., darkvision 60 ft.  
  Saves:  
  Fort +5, Ref +1, Will +0  
  Abilities:  
  S9 D13 C12 I0 W11 Ch7  
  Skills:  
  Listen +4, Spot +4  
  Feats:  
  Great Fortitude  
  Environment:  Warm deserts  
  Organization:  Solitary, Crew (2-5), or Swarm (5-20)  
  CR:  
  1  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  2 HD (Small); 3 HD (Medium)  
  Level Adj:  
  -  
  This emerald green insect is about the size of a 
  large dog. It has a segmented body with a long 
  whip-like stinger and six long legs ending in 
  blade-like cleavers. A pair of opaque wings 
  buzz on the creature's back, and it watches you 
  with large red compound eyes. Venom drips 
  from the creature's large fangs protruding 
  from its insectile mouth.  
  Rhudee are large vermin that dwell in desert areas in 
  towering mounds made from hardened mud.  The mounds 
  extend down into the earth, through mud-hardened tunnels 
  with the rhudee queen at the very bottom of the nest. Though 
  mindless, they are social creatures, using numbers to defend, 
  cultivate and otherwise manage areas their domain.  
  Rhudee swarms have been known to attack each 
  other on occasion - especially if small group of Rhudees with 
  their own new queen splinters off from the main swarm.  
   
  Combat 
  Rhudees attack by lashing their victim and drawing 
  them in closer, where they use their blade-like feet and poison 
  mandibles to disassemble prey. Worse, rhudees tend to work 
  in packs; one rhudee snares an opponent, while the others 
  pounce on the victim to slash and bite at the prey.  
  Once engaged, rhudees rarely break off the attack 
  until victorious or dead.  
  Improved Grab (Ex):  A rhudee that strikes a medium-sized 
  or smaller opponent with its whip frond may start a grapple as 
  a free action without provoking an attack of opportunity. 
  Poison (Ex): The bite of a rhudee injects a poison that slowly 
  dissolves the victims innards.  Type: Injected; Fort DC: 11; 
  Init: 1d2 Con; Sec: 1d4 Con. 
   
  Rhudee on Amberos 
   
  Rhudees can usually be found in the wastes of 
  Randu, though they are sometimes encountered in Llannhanex 
  and Iiannhanex.  In Llannhanex, it is Common to mark an area 
  known to be infested with Rhudee with red banners set atop 
  man-sized poles. 
   
   
  
  Bestiary Nefarious 
  Page 379 of 478 – Stephen C. Klauk 
  Ridulya   
  Small Outsider (Chaos, Demon, Evil, Extraplanar) 
  Hit Dice:  
  7d8+21 (52 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  20 ft. (4 squares), climb 20 ft. (4 squares)  
  Armor Class:  
  17 (+1 size, +1 Dex, +5 natural), touch 12, 
  flat 16  
  BAB/Grapple:  +7/+7  
  Attack:  
  Claw +12 melee (1d3+4) 
  Full Attack:  
  2 Claw +12 melee (1d3+4) and bite +7 
  melee (1d4+2) and tail +7 melee (1d4+2) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  3 ft. 6 in. + 2d4 in. (3 ft. 11 in.) 
  Weight: 
  60 lbs. + 2d4 x 3 lbs. (75 lbs.) 
  Special Att:  
  Ability damage, constrict, improved grab  
  Special Qual:  
  DR 10/good, darkvision 60ft., invisibility, 
  outsider traits, regeneration 3, ride foe, 
  shoulder leap, spell resistance 19  
  Saves:  
  Fort +8, Ref +8, Will +7  
  Abilities:  
  S19 D12 C17 I13 W15 Ch16  
  Skills:  
  Balance +11, Bluff +15, Disguise +13, Hide 
  +5, Intimidate +15, Jump +14, Knowledge 
  (the planes) +11, Listen +14, Ride +11, Spot 
  +14  
  Feats:  
  Alertness, Lightning Reflexes, Persuasive  
  Environment:  Any land  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  8  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic evil  
  Advancement:  8-14 HD (Small); 15-21 HD (Medium)  
  Level Adj:  
  -  
  This wizened and decrepit old man can hardly 
  stand.  His thin legs are bowed and too feeble to 
  stand on. He holds out his bone-thin and 
  trembling hand, asking you to pick him up and 
  carry him. He has a beard stained with filth, and 
  his teeth are yellow and rotting. His eyes seem to 
  bulge from his sockets, and his white hair is 
  tucked under a dirty turban.  
  Ridulyas are foul demons that use their pitiful 
  appearance to lure humanoids into carrying them on their 
  shoulders. Once astride the shoulders of a victim a Ridulya 
  latches on with terrible strength and uses its wicked abilities to 
  force the victim to perform all sorts of twisted deeds or suffer 
  the wrath of its ability-draining touch.  
  Those whom are not fooled by the ridulyas pleas often 
  find themselves under attack by the deceptively power demon, 
  again with it attempting to leap atop the shoulders of its 
  victims where it can attempt to "ride" the victim and force 
  them to commit foul acts.  
  Ridulya rarely carry treasure on them; doing so would 
  often spoil their disguise.  However, a ridulya is rarely 
  encountered far from its hoard, and enjoys adding new trinkets 
  to its trove once it has dispatched a victim. 
  Ridulyas speak Common, abyssal and draconic.  
   
  Combat 
  A ridulya feigns weakness in an attempt to trick its 
  opponent to pick it up and carry it - preferably on its 
  shoulders. Once astride an opponent's shoulders, the ridulya 
  seizes the victim with its powerful grip and administers a 
  couple of ability-draining attacks in an effort to terrorize its 
  victim and attempt to force them to comply. It then uses the 
  threat of more ability damage to attempt to persuade its victim 
  to perform all manner of foul and evil acts for the creature's 
  own amusement.  
  If an opponent resists picking up the ridulya, the 
  creature flies into a maddened rage and attempts to grapple 
  with the opponent and crawl up to the shoulders, or leap onto 
  the opponent's shoulder and gain a firm grasp. Once it has a 
  hold of an opponent it attempts to act as above, forcing the 
  victim to perform all manner of vile acts until it tires of the 
  victim (and drains the last of the victim's abilities) or is 
  somehow removed.  
  Ability Damage (Su): A ridulya who is riding an opponent 
  (see Ride Foe below)  can choose to cause 1d4 points of 
  ability damage to any one ability score they choose to a foe as 
  a move-equivalent action.  Ridulya often use this to coerce 
  victims to do as the Ridulya commands.  
  Constrict (Ex): A ridulya who is riding an opponent (see Ride 
  Foe below) can crush an opponent for 2d3+8 damage, dealing 
  bludgeoning damage, after making a successful grapple check.  
  Improved Grab (Ex): If a ridulya hits a foe of medium size 
  or larger with this special attack, it deals normal damage and 
  attempts to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is required.   If 
  a Ridulya succeeds in the grapple check, it may immediately 
  begin to ride the victim (see Ride Foe below). 
  Invisibility (Ex):  As a free action, a ridulya may turn 
  invisible, as per the spell with a caster level of 7.  A ridulya 
  usually waits to use this ability once it is riding a foe or to help 
  its escape. 
  Regeneration (Ex): A ridulya takes normal damage from acid 
  and sonic attacks. Regenerating ridulyas can regrow lost 
  portions of their bodies and can reattach severed limbs or body 
  parts; however, beheading a Ridulya instantly kills it. Severed 
  parts that are not reattached wither and die normally.  
  Ride Foe (Ex):  Ridulya excel at riding an opponent much as 
  if they were a mount, without the victim’s choice.  If a ridulya 
  manages to successfully grapple a foe or otherwise get on a 
  foe’s shoulders, it may add its Ride skill to the grapple check 
  to remain on the opponent.  Also, should the victim take 
  damage while the Ridulya is riding a foe, the ridulya must 
  make a ride check to remain on the back of the foe (as per the 
  Ride rules for staying on a mount in combat).  The ridulya is 
  considered to be grappling the victim, but the victim may act 
  unhindered – except the victim cannot directly attack the 
  ridulya. 
  Shoulder Leap (Ex):  This is special form of a charge attack.  
  As part of the charge, the ridulya must make a high jump 
  
  Bestiary Nefarious  
  Page 380 of 478 – Stephen C. Klauk  
  check followed with a claw attack.  If the jump check is 
  successful in reaching the opponent’s height, and the claw 
  attack hits, the ridulya is considered to have landed astride the 
  victim’s shoulders and may ride the foe (see Ride Foe above). 
   
  Ridulya on Amberos 
   
  While 
  not 
  common, 
  ridulya 
  are 
  primarily 
  encountered in the Skienlands and the surrounding vicinity.  
  They are virtually unknown on western Amberos. 
   
  These creatures can also be found in the Abyss, 
  where they use their deceptive appearance to trick charitable 
  visitors into “helping” them. 
  
  Bestiary Nefarious 
  Page 381 of 478 – Stephen C. Klauk 
  Serpenti   
  Medium Aberration (Reptilian) 
  Hit Dice:  
  2d8 (7 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  15 (+2 Dex, +3 natural), touch 12, flat 13  
  BAB/Grapple:  +1/+2  
  Attack:  
  Bite +3 melee (1d6+1 + poison) or  
  longsword +2 melee (1d8+1;19-20/x2) or  
  longbow +3 ranged  (1d8;x3) 
  Full Attack:  
  Bite +3 melee (1d6+1 + poison), 2 claw -3 
  melee (1d4), tail –3 melee (1d6) or  
  Longsword +2 melee (1d8+1;19-20/x2) or 
  Longbow +3 ranged (1d8/x3) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  6 ft. + 3d8 in. (7 ft. 1 in.) 
  Weight: 
  200 lbs. + 2d8 x 5 lbs. (245 lbs.) 
  Special Att:  
  Constrict, poison  
  Special Qual:  
  Darkvision 60 ft.  
  Saves:  
  Fort -1, Ref +2, Will +3  
  Abilities:  
  S13 D14 C9 I10 W11 Ch6  
  Skills:  
  Listen 0, Spot +5,  Survival +5  
  Feats:  
  Weapon Focus (Bite)  
  Environment:  Warm land  
  Organization:  Solitary, Brood (2-5), or Colony (5-20)  
  CR:  
  2  
  Treasure:  
  Standard  
  Alignment:  
  Usually chaotic neutral  
  Advancement:  3-4 HD (Medium); 5-6 HD (Large)  
  Level Adj:  
  +3  
  This snake-headed creature has a humanoid, 
  scale-covered torso and human-like arms. It's 
  lower body trails into that of a sinuous snake. It 
  holds a sword and shield in hand, and a bow is 
  strapped across its back  
  Serpenti are a race of snake-like creatures that dwell in 
  a variety of warm climates. They are fierce warriors who fight 
  for personal honor and glory. Though not evil, they often 
  become engaged in petty battles to test their skills or prove 
  their superiority to others.  
  Serpenti move by undulating their lower bodies, 
  allowing them to move forward at a somewhat slow pace but 
  remain upright and able to fight.  
  Serpenti speak their own language and Common. 
  Many learned serpenti enjoy learning to speak draconic or 
  elvin.  
   
  Combat 
  Serpenti usually rush an opponent and fight with 
  weapons and bite. Often they attempt to grapple and constrict 
  a foe if they are able; some serpenti have been known to keep 
  one foe out of the fight via constriction while they battle 
  against other opponents.  
  Constrict (Ex): A serpenti can crush a small-sized opponent 
  or smaller, dealing bludgeoning damage, after making a 
  successful grapple check with its tail.  The constrict deals 
  1d6+1 damage. 
  Poison (Ex): The bite of a serpenti injects a mildly venomous 
  poison.  Type: Injected; Fort DC 10; Init: 1d2 Con; Sec: 1d4 
  Con.  
   
  Society 
  Serpenti live in clans, usually with members who 
  have similar features. A serpenti's skin colors and scale 
  patterns differ according to their surroundings; serpenti found 
  in jungles usually have green scales and yellow stripes, for 
  example, while desert-dwelling serpenti tend to have tan 
  scales and diamond-shaped patterns on their back. Also, the 
  head and build of many serpenti vary from clan to clan - some 
  have cobra-like heads while other may have flat, wide heads 
  similar to rattlesnakes, and others have slim, elongated or 
  pointed characteristics to their head.  
  Serpenti clans tend to be made up of extended 
  families, and usually headed by the most capable warrior in 
  the group. However, this does not tend to be a position earned 
  by battling other serpenti for it; instead serpenti value their 
  warriors by the number of external enemies defeated and the 
  lack of wounds received in said battles. In many serpenti eyes, 
  surviving a battle with grievous wounds shows incompetence, 
  not strength or skill. As such, most serpenti clan leaders tend 
  to lack any sort of permanent, visible or crippling wound.  
   
  Serpenti On Amberos 
   
  Serpenti are usually encountered in eastern Amberos, 
  in lands such as Simera, Iiannhanex, Llannhanex and across 
  Randu.  Individual Serpenti have been  seen as far west as 
  Barbed March, though there tends to be an unnatural fear of 
  them in the west due to their similar appearance to the Aspii. 
   
  Most ancient serpenti clans worship the ancient 
  Egyptian gods.  However, several clans have switched their 
  worship to Titanicus, the Lord of Battle. 
  
  Bestiary Nefarious  
  Page 382 of 478 – Stephen C. Klauk  
  Sesenti   
  Medium Aberration (Aquatic) 
  Hit Dice:  
  2d8+3 (12 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  20 ft. (4 squares), swim 40 ft. (8 squares)  
  Armor Class:  
  12 (+1 Dex, +1 natural), touch 11, flat 11  
  BAB/Grapple:  +1/+3  
  Attack:  
  Bite +3 melee (1d6 +2)  
  Full Attack:  
  Bite +3 melee (1d6 +2), 2 claw -2 melee 
  (1d4 +1)  
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  5 ft. + 1d12 in. (5 ft. 6 in.) 
  Weight: 
  70 lbs. + 1d12 x 3 lbs. (88 lbs.) 
  Special Att:  
  Shock  
  Special Qual:  
  Darkvision 60 ft.  
  Saves:  
  Fort +0, Ref +1, Will +3  
  Abilities:  
  S15 D13 C11 I10 W11 Ch10  
  Skills:  
  Hide +1*, Listen 0, Search +5, Spot +5, 
  Swim +12 
  Feats:  
  Toughness  
  Environment:  Temperate and Warm Aquatic 
  Organization:  Solitary, Cluster (2-5), or Nest (5-20)  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Medium); 5-6 HD (Large)  
  Level Adj:  
  +2 (Aquatic only)  
  This undulating creature has the head of a eel, 
  the torso and arms of a human, long legs that 
  end in webbed claws and a sinuous, fleshy tail - 
  like that on a an eel.  
  Sesenti are strange creatures of the deep who prey on 
  creatures that stray too close their hunting grounds. They 
  avoid contact with other races, though they often live in fringe 
  areas outside of undersea communities, preying on those 
  unlucky enough to wander into their clutches.  
  Sesenti have a disdain for weapons and tools, preferring 
  their own natural skills and talents for taking down prey and 
  otherwise surviving in the deep. They have almost no contact 
  with surface races, and despise air-breathing creatures with a 
  passion.  
  Sesenti speak their own language, though they 
  sometimes pick up the language of intelligent creatures in their 
  area.  
   
  Combat 
  Sesenti prefer to hide from prey until they are close 
  enough to strike. A sesenti will then usually rush from cover, 
  attempting to bowl over the opponent before pouncing on 
  them and grappling. Once grappling a foe, a sesenti then 
  attempts to tear said foe apart, using its vicious teeth. In 
  groups, sesenti tend target their own prey, and rarely help 
  another sesenti with its prey until it has finished its own meal.  
  Shock (Ex):   As a standard action, a sesenti can release an 
  electrical jolt from their own bodies that will deal 1d6 
  electrical damage to those within 5 feet of the Sesenti (Reflex 
  save DC 11 for half).  A sesenti can only use this ability 
  underwater, and only once every hour. 
  Skills: A sesenti gains a +4 bonus to hide when in its natural 
  surroundings at the ocean floor.  A sesenti has a +10 bonus to 
  swim checks, and can take 10 even if rushed or in combat. 
   
  Sesenti Society 
   
  While sesenti sometimes hunt in packs, they do not 
  form social bonds nor build lasting social structures or 
  edifices.  They tend to rest in areas that naturally protect them, 
  but do not call any particular place home. 
   
  Sesenti on Amberos 
   
  Sesenti can be found in any of the four great oceans 
  surrounding Amberos.  They tend to have larger numbers in 
  the east, thanks to the presence of prey available from 
  Nydonna’s Sea Kingdom. 
  
  Bestiary Nefarious 
  Page 383 of 478 – Stephen C. Klauk 
  Sesenti Devourer 
  Large Aberration (Aquatic, Evil) 
  Hit Dice: 
  6d8 + 6d4 +60 (102) 
  Initiative: 
  +3 
  Speed: 
  20 ft. (4 squares), swim 40 ft. (8 squares) 
  AC: 
  18 (-1 size, +3 Dex, +3 natural, +3 
  deflection), touch 15, flat 15 
  BAB/Grapple: +7/+20 
  Attack: 
  Bite +16 melee (1d8+9) 
  Full Attack: 
  Bite +16 melee (1d8+9), 2 claws +14 melee 
  (1d6+4) 
  Space/Reach: 
  10 ft./10 ft. 
  Length: 
  7 ft. + 2d12 in. (8 ft. 1 in.) 
  Weight: 
  170 lbs. + 2d12 x 10 lbs. (240 lbs.) 
  Special Att: 
  Shock, spells, water mastery, vortex 
  Special Qual: 
  DR 5/-, darkvision 60 ft., electric aura, 
  spells 
  Saves: 
  Fort +9, Reflex +7, Will +10 
  Abilities: 
  S28 D16 C21 I10 W8 Ch16 
  Skills: 
  Hide -1*, Listen +0, Search +5, Spot +5, 
  Swim +19 
  Feats: 
  Ability Focus (Shock), Silent Spell, Spell 
  Focus 
  (Illusion), 
  Toughness, 
  Weapon 
  Finesse, 
  Environment: 
  Warm Aquatic 
  Organization: 
  Solitary, Cluster (1 + 2-5 Sesenti), Nest (1 + 
  5-20 Sesenti) 
  CR: 
  10 
  Treasure: 
  None 
  Alignment: 
  Always Neutral Evil 
  Advancement: By Character Class 
  Level Adj: 
  - 
  This large, undulating creature has the head of a 
  eel, the torso and arms of a powerful human, 
  long legs that end in webbed claws and a 
  sinuous, fleshy tail - like that on a an eel. Its 
  steel-gray body is sheathed in electricity and its 
  solid black eyes seem to have bottomless depths. 
   
  Sesenti devourers are ancient creatures that 
  have lived for centuries in the dark depths of abysses 
  and trenches deep in the ocean.  Their many years in the 
  dark depths twists their minds towards evil in a realm 
  where only the strongest and smartest survive. 
   
  The sesenti devourer’s long life and isolated 
  existence has led it to learn to master the skill of magic, 
  which it uses to hunt for prey. 
   
  Like normal sesenti, sesenti devourers have a 
  disdain for weapons and tools, preferring their natural 
  skills and abilities over the use of artificial devices for 
  survival. 
   
  Sesenti 
  devourers 
  sometimes 
  attract 
  “apprentices” – other sesenti who seek to learn their 
  master’s secrets for survival as well as tap into his 
  magical skill.  However, sesenti devourers must always 
  prepare for the possibility that their apprentices may 
  turn on the them in seeking magical power, and it is not 
  uncommon for the sesenti devourer to strike first, 
  devouring apprentices it feels may betray it. 
   
  Sesenti devourers speak the language of the 
  sesenti and Abyssal. 
   
  Combat 
   
  Sesenti devourers usually attempt to baffle opponents 
  with their illusions before moving in for the kill.  They also 
  often use their illusions to draw prey to their chasm, where 
  they can be easily devoured.  If facing a superior foe, sesenti 
  will often flee the engagement – their long years of survival 
  have taught them that it is better to run and live than to make a 
  foolish last stand against a superior foe. 
  Electric Aura (Su):  A sesenti devourer is shrouded in a 
  wreath of electrical power.  Any creature meleeing with a 
  sesenti devourer must make a Reflex DC 21 save or take 1d6 
  electrical damage. 
  Shock (Su):  As a standard action, a sesenti devourer can 
  focus the static electricity in its body to release a bolt of 
  lightning in a 60 foot line that deals 6d6 electrical damage.  A 
  Reflex DC 21 save halves the damage.  Non-aquatic creatures 
  receive no saving throw against this attack. 
  Spells:  A sesenti devourer can cast spells as a 6th level 
  sorcerer.  Spell DCs are 13 + spell level.  Sesenti favor illusion 
  and enchantment spells that impair an enemies ability to 
  defend itself. 
  Water Mastery (Ex): A sesenti devourer gains a +1 bonus on 
  attack and damage rolls if both it and its opponent are 
  touching water. If the opponent or the sesenti devourer is 
  touching the ground, the sesenti devourer takes a –4 penalty 
  on attack and damage rolls. (These modifiers are not included 
  in the statistics block.) 
  Vortex (Su): The sesenti devourer can transform itself into a 
  whirlpool once every 10 minutes, provided it is underwater, 
  and remain in that form for up to 1 round for every 2 HD it 
  has. In vortex form, the sesenti devourer can move through the 
  water or along the bottom at its swim speed. The vortex is 5 
  feet wide at the base, up to 30 feet wide at the top, and 10 feet 
  or taller, depending on the sesenti devourer’s size. 
  The sesenti devourer controls the exact height, but it 
  must be at least 10 feet.  The sesenti devourer’s movement 
  while in vortex form does not provoke attacks of opportunity, 
  even if the sesenti devourer enters the space another creature 
  occupies. Another creature might be caught in the vortex if it 
  touches or enters the vortex, or if the sesenti devourer moves 
  into or through the creature’s space. 
  Creatures one or more size categories smaller than 
  the sesenti devourer might take damage when caught in the 
  vortex and may be swept up by it. An affected creature must 
  succeed on a Reflex save when it comes into contact with the 
  vortex or take the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held suspended 
  in the powerful currents, automatically taking damage each 
  round. An affected creature is allowed a Reflex save each 
  round to escape the vortex. The creature still takes damage, 
  but can leave if the save is successful. The DC for saves 
  
  Bestiary Nefarious  
  Page 384 of 478 – Stephen C. Klauk  
  against the vortex’s effects varies with the sesenti devourer’s 
  size. The save DC is Strength-based. 
  Creatures trapped in the vortex cannot move except 
  to go where the sesenti devourer carries them or to escape the 
  whirlwind. Creatures caught in the whirlwind can otherwise 
  act normally, but must make a Concentration check (DC 10 + 
  spell level) to cast a spell. 
  Creatures caught in the whirlwind take a –4 penalty 
  to Dexterity and a –2 penalty on attack rolls. The sesenti 
  devourer can have only as many creatures trapped inside the 
  vortex at one time as will fit inside the vortex’s volume. 
  The sesenti devourer can eject any carried creatures 
  whenever it wishes, depositing them wherever the vortex 
  happens to be. A summoned sesenti devourer always ejects 
  trapped creatures before returning to its home plane. 
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris. This cloud is centered on the sesenti 
  devourer and has a diameter equal to half the vortex’s height. 
  The cloud obscures all vision, including darkvision, beyond 5 
  feet. Creatures 5 feet away have concealment, while those 
  farther away have total concealment. 
  Those caught in the cloud must make a Concentration 
  check (DC 15 + spell level) to cast a spell. 
  An sesenti devourer in vortex form cannot make slam 
  attacks and does not threaten the area around it. 
   
  Typical Sorcerer Spells 
  (6/6/5/3;CL 6;DC 13 + Spell Level) 
  0:  Arcane Mark, Daze, Detect Magic, Flare, Ghost Sound*, 
  Mage Hand, Prestidigitation 
  1st:  Color Spray*, Disguise Self, Ray of Enfeeblement,  Sleep 
  2nd: Daze Monster, Hypnotic Pattern*  
  3rd: Major Image* 
  * = Illusion spell, +1 DC 
   
  Sesenti Devourers on Amberos 
   
  Sesenti devourers are known to inhabit the Gate-
  caves of the Wyvern Sea and are also a menace found in deep 
  trenches only a short distance from Nydonna’s Sea Kingdom.  
  Luckily for the sea kingdom, sesenti devourers are as likely to 
  attack sahuagin and Ister-suul as they are to attempt to entrap 
  the merfolk and aquatic elves of the Sea Kingdom. 
  
  Bestiary Nefarious 
  Page 385 of 478 – Stephen C. Klauk 
  Shaakasti   
  Medium Monstrous Humanoid (Aquatic) 
  Hit Dice:  
  1d8+2 (6 hp) 
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  10 ft. (2 squares), Swim 60 ft. (6 squares)  
  Armor Class:  
  13 (+1 Dex, +2 natural), touch 11, flat 12  
  BAB/Grapple:  +1/+4  
  Attack:  
  Bite +3 melee (1d8+2) or longspear +3 
  melee (1d8;x3) 
  Full Attack:  
  Bite +3 melee (1d8+2), 2 claw -2 melee 
  (1d6) or  
  Longspear –2 melee (1d8/x3) 
  Space/Reach:  
  5 ft./5 ft. (10 ft. with longspear) 
  Length: 
  6 ft. 6 in. + 2d8 in. (7 ft. 3 in.) 
  Weight: 
  200 lbs. + 2d10 x 10 lbs. (310 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., scent, spell-like abilities  
  Saves:  
  Fort +2, Ref +3, Will +3  
  Abilities:  
  S15 D12 C15 I9 W12 Ch10  
  Skills:  
  Listen +1, Spot +5, Swim +12 
  Feats:  
  Improved Natural Attack (Bite) 
  Environment:  Any aquatic  
  Organization:  Solitary, Brood (2-5), Nest (5-20 plus 1 3rd 
  level lieutenant and 2-4 sharks), Drove (20-
  40 plus 1 shaakasti hunter plus 1 4th level 
  sorcerer and 1 5th level clan leader per 20 
  adults plus 2-4 sharks), or Plague (40-60 
  plus 1 shaakasti hunter per 20 adults plus 1 
  shaakasti lieutenant plus 1 shaakasti warlord 
  per 20 adults plus 1 priest of 4th – 6th level 
  plus 1 baron of 7th-9th level plus 5-8 sharks)  
  CR:  
  ½  
  Treasure:  
  Standard  
  Alignment:  
  Usually lawful evil  
  Advancement:  By character class  
  Level Adj:  
  +1 (Aquatic only) 
  This humanoid is covered in rough, gray skin 
  and sports the head of shark. Its humanoid arms 
  end in sharp claws. A shark-like tail sprouts 
  from the creature instead of legs, aiding it as it 
  speeds along in the water.  
  Shaakasti are a race of shark men that tend to live in the 
  deep seas. Evil and carnivorous, they tend to hunt and enslave 
  other races to keep for work and food stock. They are greatly 
  feared by the many sea races, including the sea devils with 
  which whom they often battle. They have been known to raid 
  the surface worlds, sometimes just to spite their sea devil 
  enemies.  
  Shaakasti speak their own language and Common.  
   
  Combat 
  Shaakasti are intelligent and often use weapons and 
  ambush tactics against foes. They prefer to strike with 
  overwhelming force, and try to instill terror in their opponents 
  to reduce their effectiveness in resisting.  
  Shaakasti, when fighting in groups, often lead the 
  attack with runners holding wide nets to trap prey in. Once the 
  prey is entangled, the other warriors rush to stab the entrapped 
  victims. Shaakasti are quiet adept at working in tandem, often 
  using the aid another action to bring down powerful foes.  
  The Shaakasti above has the base stats of 13, 12, 11, 
  9, 10, 8. 
  Spell-like Abilities (Sp):  Shaakasti have innate casting 
  ability and can use the following abilities one per day if they 
  have a Charisma of 10 or better.  Detect Magic, Flare, 
  Resistance.  Spell save DC 10, caster level 1.  The save is 
  Charisma-based. 
  Skills:  A Shaakasti has a +8 racial bonus to swim, and can 
  take 10 on a swim check even if rushed or in combat. 
   
  Society 
  Shaakasti live in warrior clans, and when not fighting an 
  enemy, these warrior clans are often ritualistically testing 
  themselves against one another. Shaakasti clans can be simple 
  affairs, but established Shaakasti communities and even cities 
  are not unheard of.  
  Because Shaakasti are so constantly involved in 
  keeping fit for battle, they have need for slaves to handle most 
  of their other matters - from building homes to tending food 
  and even making the Shaakasti's weapons. Yet while the 
  number of slaves in a Shaakasti community often outnumbers 
  the Shaakasti themselves, the Shaakasti use terror tactics to 
  keep the slaves in line - one such method is to threaten death 
  not to just any slaves who misbehaves, but death to their 
  companions as well - which are often family members or 
  friends.  
  Shaakasti make no distinction between male or 
  female; both sexes are expected to fight when the time arises, 
  and both sexes fight with the same ferocity and skill.  
  Shaakasti young are generally looked after by the slave 
  populations Shaakasti keep. The young are taught and 
  encouraged to look down upon and terrorized the slaves who 
  raise them; in fact slaying one's caretaker when the Shaakasti 
  comes of age is seen as a rite of passage into adulthood.  
   
  While Shaakasti do not have the natural ability to 
  communicate with sharks as their sea devil enemies, they have 
  a propensity to train and keep sharks near their communities.  
  In any given community, there is generally at least one 
  individual charged with this duty; the revered position is 
  usually given to the eldest still-living warrior in the clan; 
  usually the alternative to accepting the position is to “retire” – 
  as food to younger and more capable Shaakasti. 
   
  Shaakasti on Amberos 
   
  Shaakasti are a huge threat to Nydonna’s Sea 
  Kingdom, matched only by the danger of the sea devil’s 
  empire.  Luckily for the Sea Kingdom, the Shaakasti empire 
  and the sahuagin empire seem more intent on wiping each 
  other out first before turning on the Sea Kingdom. 
   
  
  Bestiary Nefarious  
  Page 386 of 478 – Stephen C. Klauk  
  Shaakasti as Characters 
   
  Shaakasti often employ scouts to test the defense of 
  enemies and to hunt for slaves to bring back to the 
  community.  Sometimes Shaakasti who are away from their 
  community come to resent returning, and instead embark on a 
  life far away from their original community. 
   
  According to legend, Shaakasti were once the 
  humans of Zarame Kull.  When the former capital of Randu 
  sank into the sea, the humans made a bargain with M’kree 
  Malka to survive the cataclysm, and he transformed a portion 
  of the population into Shaakasti, and fed the remainder to his 
  sharks. 
   
  Shaakasti characters have the following abilities. 
   
  • 
  Monstrous Humanoid type 
  • 
  Aquatic subtype. Shaakasti always have swim 
  speeds and thus can move in water without making 
  Swim checks.  A Shaakasti gains a +10 bonus to any 
  swim check it must make, and can take 10 even if 
  rushed or fighting.  An Shaakasti can breathe 
  underwater. It cannot also breathe air and must hold 
  its breath to operate on land. 
  • 
  Base Movement Rate 10 feet, swim speed 60 ft. 
  • 
  +2 Con,  +2 Wis, and +2 Chr.  Shaakasti are quite 
  robust.  They have a good sense of their surroundings 
  and are taught to have a formidable presence. 
  • 
  +2 natural armor 
  • 
  Natural attack routine.  A Shaakasti has a bite 
  attack that deals 1d6 + Str modifier damage, and 2 
  claw attacks for 1d4 + ½ Str modifier damage.  The 
  claw attacks are considered secondary attacks.  A 
  Shaakasti can make a bite attack while also wielding 
  a weapon, albeit the weapon attacks a –5 attack 
  penalty as if it were a secondary attack.  A Shaakasti 
  attacking with two weapons cannot use its bite in 
  combat. 
  • 
  Spell-like Abilities (Sp):  Shaakasti have innate 
  casting ability and can use the following abilities one 
  per day if they have a Charisma of 10 or better.  
  Detect Magic, Flare, Resistance.  Spell save DC 10 + 
  Chr modifier with a caster level equal to their 
  character level.  The save is Charisma-based. 
  • 
  +1 caster level.  A Shaakasti who gains levels in a 
  spellcasting class treats his caster level as one higher 
  than normal.  This does not affect spells known or 
  spells per day. 
  • 
  Scent. 
  • 
  Automatic Languages: Common, Shaakasti Bonus 
  Languages:  Aquan, Ister-suul, Merman, Sahuagin, 
  Sesenti, and Triton. 
  • 
  Favored Class:  Sorcerer 
  • 
  Level Adjustment: +1 
   
  Shaakasti worship M’kree Malka, the shark god.  Shaakasti 
  priests can choose two of the three domains from Animal 
  (aquatic only), Evil and Water. 
  
  Bestiary Nefarious 
  Page 387 of 478 – Stephen C. Klauk 
  Shaakasti Hunter 
  Shaakasti Ftr 4/Soc 2;hp: 39 
  S15 D13 C14 I10 W10 Ch16;Fort +6, Ref +2, Will +4 
  Init: 
  +1 
  Move: 10 ft., swim 60 ft. 
  AC: 
  18 (+1 Dex, +2 natural, +5 chain shirt +1), touch 11, 
  flat 17 
  BAB/Grapple: +5/+7 
  Full Attack: 
  +1 trident +6 melee (1d8+4), bite +6 melee 
  (1d8+4) 
  Special Att: 
  Spells 
  Special Qual: 
  Darkvision 60 ft., scent, spells, spell-like 
  abilities 
  Skills: Concentration +2, Listen +0, Ride +7, Spellcraft +2, 
  Spot +0, Swim +7 
  Feats: Dodge, Improved Natural Attack (Bite), Swim-by 
  Attack, Two-weapon FightingF, Weapon Focus 
  (Bite)F, Weapon Specialization (Bite)F 
  CR: 
  6 
  Gear: 
  chain shirt +1 (1,400 gp), +1 trident (2,315 gp), 
  potion of cure serious wounds (750 gp) 
  Total:  4,465 gp (5,600 gp) 
  Spell-like Abilities (Sp):  1x/day.  Detect Magic, Flare, 
  Resistance.  Spell save DC 13, caster level 3.  The save is 
  Charisma-based. 
   
  Typical Sorcerer Spells 
  (6/5;CL 3;DC 13 + Spell Level) 
  0:  Detect Magic, Disrupt Undead, Light, Ray of Frost, Touch 
  of Fatigue 
  1st:  Bull’s Strength, False Life 
   
  Shaakasti Lieutenant 
  Shaakasti Sor 12;hp: 54 
  S8 D14 C14 I13 W12 Ch20;Fort +6, Ref +6, Will +9 
  Init: 
  +2 
  Move: 10 ft., swim 60 ft. 
  AC: 
  18 (+2 Dex, +2 natural, +4 bracers of armor ), touch 
  12, flat 16 
  BAB/Grapple: +6/+5 
  Full Attack: 
  bite +5 melee (1d6-1), 2 claws +0 melee 
  (1d4-1) 
  Special Att: 
  Spells 
  Special Qual: 
  Darkvision 60 ft., scent, spells, spell-like 
  abilities 
  Skills: Bluff +20, Concentration +17, Listen +1, Spellcraft 
  +16, Spot +1, Swim +7 
  Feats: Empower Spell, Enlarge Spell, Spell Enhancement 
  (Evocation), Spell Focus (Evocation) 
  CR: 
  12 
  Gear: 
  bracers of armor +4 (16,000 gp), pearl of power (3rd 
  level) (9,000 gp) 
  Total:  25,000 gp (27,000 gp) 
   
  Typical Sorcerer Spells 
  (6/8/7/7/7/6/3;CL 13;DC 15 + Spell Level) 
  0:  Acid Splash, Daze, Detect Magic, Flare*, Light, Message, 
  Prestidigitation, Ray of Frost, Touch of Fatigue 
  1st:  Cause Fear, Enlarge Person, Magic Missile*!, Ray of 
  Enfeeblement, Shield 
  2nd: Blindness/Deafness, Glitterdust, Locate Object, Shatter*, 
  Touch of Idiocy 
  3rd:  Deep Slumber, Dispel Magic, Invisibility Sphere, 
  Lightning Bolt* 
  4th:  Black Tentacles, Fire Shield*, Globe of Invulnerability 
  5th:  Cone of Cone*, Hold Monster 
  6th:  Chain Lightning* 
  *= Evocation spell; +1 DC, +1 CL 
  1 In an Amberos campaign, replace Magic Missile with Magic 
  Bolt 
  
  Bestiary Nefarious  
  Page 388 of 478 – Stephen C. Klauk  
  Shaakasti Warlord 
  Shaakasti Sor 14/Ftr 4;hp: 93 
  S18 D14 C14 I13 W8 Ch27;Fort +10, Ref +7, Will +9 
  Init: 
  +2 
  Move: 10 ft., swim 60 ft. 
  AC: 
  21 (+2 Dex, +2 natural, +7 bracers of armor ), touch 
  12, flat 19 
  BAB/Grapple: +11/+12 
  Full Attack: 
  bite +13 melee (1d8+6), 2 claws +11 melee 
  (1d4+2) 
  Special Att: 
  Spells 
  Special Qual: 
  Darkvision 60 ft., scent, spells, spell-like 
  abilities 
  Skills: Bluff +22, Concentration +19, Listen +1, Spellcraft 
  +18, Spot +1, Swim +16 
  Feats: Empower Spell, Enlarge Spell, Improved Natural 
  Attack (Bite), Multiattack, Spell Enhancement 
  (Evocation), Spell Focus (Evocation), Weapon 
  FinesseF, 
  Weapon 
  Focus 
  (Bite)F, 
  Weapon 
  Specialization (Bite)F 
  CR: 
  18 
  Gear: 
  bracers of armor +7 (49,000 gp), pearl of power (3rd 
  level) (9,000 gp), belt of giant strength +6 (36,000 
  gp), cloak of charisma +6 (36,000 gp) 
  Total:  130,000 gp (130,000 gp) 
   
  Typical Sorcerer Spells 
  (6/8/8/8/8/7/7/7/6/4;CL 19;DC 18 + Spell Level) 
  0:  Acid Splash, Daze, Detect Magic, Flare*, Light, Message, 
  Prestidigitation, Ray of Frost, Touch of Fatigue 
  1st:  Cause Fear, Enlarge Person, Magic Missile*!, Ray of 
  Enfeeblement, Shield 
  2nd: Blindness/Deafness, Glitterdust, Locate Object, Obscure 
  Object, Shatter*, Touch of Idiocy 
  3rd:  Deep Slumber, Dispel Magic, Hold Person, Invisibility 
  Sphere, Lightning Bolt*, Nondetection 
  4th:  Bestow Curse, Black Tentacles, Fire Shield*, Globe of 
  Invulnerability, Ice Storm, Stoneskin 
  5th:  Animal Growth, Baleful Polymorph, Cone of Cone*, 
  Feeblemind, Hold Monster, Teleport 
  6th:  Chain Lightning*, Freezing Sphere*, Greater Dispel 
  Magic, Greater Heroism, True Seeing 
  7th:  (5)Finger of Death, Forcecage*, Mage’s Sword*, 
  Prismatic Spray*, Waves of Exhaustion 
  8th:  (3)Polar Ray*, Polymorph Any Object, Greater Shout* 
  *= Evocation spell; +1 DC, +1 CL 
  1 In an Amberos campaign, replace Magic Missile with Magic 
  Bolt 
   
  
  Bestiary Nefarious 
  Page 389 of 478 – Stephen C. Klauk 
  Shafra-li   
  Large Outsider (Good, Native) 
  Hit Dice:  
  11d8+47 (96 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), fly 60 ft. (good)  
  Armor Class:  
  19 (-1 size, +3 Dex, +7 natural), touch 12, 
  flat 16  
  BAB/Grapple:  +11/+20  
  Attack:  
  Slam +15 melee (1d6+5) or +1 anarchic 
  scimitar +15 melee (1d8+5;18-20/x2) 
  Full Attack:  
  2 Slams +15 melee (1d6+5) or +1 anarchic 
  scimitar +15/+10/+5 melee (1d8+5;18-
  20/x2( 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  11 ft. + 1d4 in. (11 ft. 2 in.) 
  Weight: 
  1,200 lbs + 1d4 x 25 lbs. (1,250 lbs.) 
  Special Att:  
  Divine ray, summon  
  Special Qual:  
  Change shape, DR 10/evil, darkvision 60 ft., 
  detect evil, lesser magic resistant, gifts of 
  Nirvana, outsider traits, SR 25  
  Saves:  
  Fort +13, Ref +10, Will +10  
  Abilities:  
  S21 D17 C19 I17 W17 Ch19  
  Skills:  
  Bluff +6, Craft +17, Diplomacy +18, Hide -
  1, Intimidate +6, Knowledge (arcana) +17, 
  Knowledge 
  (history) 
  +17, 
  Knowledge 
  (local) +17, Knowledge (religion) +17, 
  Listen +17, Sense Motive +17, Spellcraft 
  +17, Spot +17, Use Magic Device +18  
  Feats:  
  Endurance, Great Fortitude, Persuasive, 
  Toughness  
  Environment:  Warm mountains  
  Organization:  Solitary, or Covey (2-5)  
  CR:  
  12  
  Treasure:  
  Double standard  
  Alignment:  
  Often chaotic good  
  Advancement:  12-22 HD (Large); 23-33 HD (Huge)  
  Level Adj:  
  -  
  This tall being looks like a perfect specimen of a 
  human, though a good foot taller than an 
  average human. It is dressed in fine clothing and 
  bedecked in dazzling jewelry. At its side is a 
  gold-hilted scimitar, covered in arcane-looking 
  symbols.  
  Shafra-li are the result of the gods consorting with 
  mortals. Born with the spark of divinity in them, they are more 
  than human, but not quite divine beings. Many are forced to 
  live among mortals, yet apart from them.  
  Shafra-li are generally amiable and caring, though their 
  personalities differ as much as humanity's from which it came. 
  Most Shafra-li find themselves isolated from human society 
  even as many strive to become part of it.  
  Shafra-li speak Common, celestial, draconic and elvin. 
  They generally know at least two additional languages as well, 
  usually an ancient language Common to the area.  
   
  Combat 
  While shafra-li are generally not aggressive, they 
  often have had enough of a lifespan to have trained and 
  mastered all sorts of weapons and forms of unarmed combat. 
  They fight with all the intelligence and knowledge their long 
  years have granted them, and they prefer not to strike with 
  deadly force against other good beings, if they can help it.  
  When battling evil or undead, shafra-li can call on the 
  divine energy of their deific parentage, allowing them blast 
  said creatures with a holy ray of pure power.  
  If beset by opponents they cannot defeat, it is not 
  uncommon for shafra-li to call on aid from their deific 
  parentage, which usually arrives in the form of one or more 
  celestials to defend the shafra-li.  
  Change Shape (Su): A shafra-li has the ability to assume the 
  appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of its own physical qualities. A 
  creature cannot change shape to a form more than one size 
  category smaller or larger than its original form. This acts as 
  the Shapechange spell, lasting for 1 hour before the shafra-li 
  must return to its original shape for an equal amount of time.  
  This ability has a caster level of 11.  shafra-li prefer the shapes 
  of humanoids and predatory birds. 
  Detect Evil (Sp): This special ability duplicates the effects of 
  a detect good spell. It can be cast at will.  
  Divine Ray (Su):  As a standard action, a shafra-li can 
  unleash a ray of blinding divine energy.  This is a ranged 
  touch attack with a range of 60 feet.  It deals 4d6 fire and 4d6 
  holy damage to anything it contacts.  A shafra-li can unleash 
  this strike once per minute (10 rounds).   
  Gifts of Nirvana (Varies):  Shafra-li choose one of the 
  abilities listed below. 
   
  Master of the Body (Ex): The shafra-li gains 
  open hand attacks that deal damage like a monk 
  equal to its hit dice.  Thus, it slam attack is 
  replaced with an unarmed attack that deals 2d6 
  damage per hit, and its full attack with the 
  unarmed attack is +15/+10/+5.  The shafra-li can 
  flurry of blows for +15/+15/+15/+10/+5. 
  Master of the Mind (Ex):  The shafra-li  gains a 
  +10 bonus to all knowledge skills and is 
  considered trained in all knowledge skills. 
  Master of the Unknown (Sp):  The shafra-li can 
  cast spells as an 11th level sorcerer. 
  Master of the Divine Aspect (Sp):  The shafra-li 
  can cast spells and turn undead as a 11th level 
  cleric. 
  Master of the Third Eye (Ps):  The shafra-li can 
  use psionics as if it were an 11th level psion. 
  Master of the Psychic Sword (Ps):  The shafra-li 
  gains the abilities of a 11th level soulknife. 
  Master of the Undying (Su):  The shafra-li gains 
  regeneration 6. 
  Master of the Enlightened Grace (Su):  The 
  shafra-li, as a move action, can become 
  
  Bestiary Nefarious  
  Page 390 of 478 – Stephen C. Klauk  
  incandescent like a bright flame.  This effect 
  dispels all forms of darkness in a 60 ft. radius.  
  Evil creatures or undead viewing the shafra-li 
  must make a Reflex save (DC 19) or be blinded 
  for 2d4 rounds.  Creatures of good alignment in 
  the area of effect receive the benefit of a Cure 
  Light Wounds.  
  Lesser Magic Resistant (Su):  A shafra-li gains a +5 bonus to 
  Spell Resistance (already calculated). 
  Summon (Sp): Once per day, as a full-round action, a shafra-
  li can summon a Branlani (eladrin) with a 50% chance of 
  success or two Hound Archons with a 75% chance of success. 
   
  Shafra-li on Amberos 
   
  Shafra-li, and their cousins, the shafra-loa, can be 
  found in the Shafra mountains of Skienland.  There, in the 
  mountains, secreted away from humanity, the ancient Vedic 
  gods built a city for the Shafra to dwell in.  To this day, both 
  the shafra-li and shafra-loa coexist in the city. 
    
  
  Bestiary Nefarious 
  Page 391 of 478 – Stephen C. Klauk 
  Shafra-loa  
  Large Outsider (Evil, Native) 
  Hit Dice:  
  11d8+47 (96 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), fly 60 ft. (good)  
  Armor Class:  
  19 (-1 size, +3 Dex, +7 natural), touch 12, 
  flat 16  
  BAB/Grapple:  +11/+20  
  Attack:  
  Slam +15 melee (1d6+5) or +1 axiomatic 
  scimitar +16 melee (1d8+5;18-20/x2) or 
  composite longbow (+5 Str) +14 ranged 
  (2d6+5;x3) 
  Full Attack:  
  2 Slams +15 melee (1d6+5) or +1 axiomatic 
  scimitar +16/+11/+6 melee (1d8+5) or 
  composite longbow (+5 Str) +14/+9 ranged 
  (2d6+5;x3) 
  Space/Reach:  
  10 ft./10 ft. 
  Height: 
  11 ft. + 1d4 in. (11 ft. 2 in.) 
  Weight: 
  1,200 lbs + 1d4 x 25 lbs. (1,250 lbs.) 
  Special Att:  
  Divine ray, summon  
  Special Qual:  
  Change shape, DR 10/evil, darkvision 60 ft., 
  detect evil, gifts of Nirvana, lesser magic 
  resistance, outsider traits, SR 25  
  Saves:  
  Fort +13, Ref +10, Will +10  
  Abilities:  
  S21 D17 C19 I17 W17 Ch19  
  Skills:  
  Bluff +18, Disguise +19, Hide +13, 
  Intimidate +18, Knowledge (arcana) +17,   
  Knowledge (religion) +17, Listen +17, 
  Move Silently +17,  Spellcraft +17, Spot 
  +17, Use Magic Device +18  
  Feats:  
  Endurance, Great Fortitude, Toughness, 
  Weapon Focus (Scimitar)  
  Environment:  Warm mountains  
  Organization:  Solitary, or Covey (2-5)  
  CR:  
  12  
  Treasure:  
  Double standard  
  Alignment:  
  Often Lawful Evil  
  Advancement:  12-22 HD (Large); 23-33 HD (Huge)  
  Level Adj:  
  -  
  This tall being appears to be human, though it is 
  somewhat difficult to tell due to the number of 
  warts, boils and general deformity to its shape.  
  Its eyes glow a hellish red and its body seems to 
  be covered in a reptilian skin and a pair of bat-
  like wings sprout from its back. At its side is a 
  gold-hilted scimitar, covered in arcane-looking 
  symbols.  
  Shafra-loa are the result of archfiends consorting with 
  mortals. Born with the spark of infernal in them, they are more 
  than human, but not quite divine beings. Many are forced to 
  live among mortals, yet apart from them.  
  Shafra-loa are generally conniving and twisted, though 
  their personalities differ as much as humanity's from which it 
  came. Most shafra-loa find themselves isolated from human 
  society and become spiteful of humanity as a whole.  
  Shafra-loa speak Common, infernal, draconic and 
  dwarven. They generally know at least two additional 
  languages as well, usually an ancient language Common to the 
  area.  
   
  Combat 
  Shafra-loa are aggressive and prone to cruelty.  At 
  the same time, they dislike risking their own lives for petty 
  reasons, and will often ignore enemies they can simply 
  outlive. They fight with all the intelligence and knowledge 
  their long years have granted them, and they seem to gain a 
  perverse pleasure inflicting torment on creatures of good 
  alignment.  
  When battling powerful beings of good, shafra-loa 
  tend to blast first with their infernal ray before closing to 
  attack.  
  If beset by opponents they cannot defeat, it is not 
  uncommon for shafra-li to call on aid from their infernal 
  parentage, which usually arrives in the form of one or more 
  devils to defend the shafra-li.  
  Change Shape (Su): A shafra-loa has the ability to assume 
  the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of its own physical 
  qualities. A creature cannot change shape to a form more than 
  one size category smaller or larger than its original form. This 
  acts as the Shapechange spell, lasting for 1 hour before the 
  shafra-loa must return to its original shape for an equal 
  amount of time.  This ability has a caster level of 11.  shafra-
  loa prefer the shapes of reptilian creatures, bats and carrion 
  birds. 
  Detect Good (Sp): This special ability duplicates the effects 
  of a detect good spell. It can be cast at will.  
  Infernal Ray (Su):  As a standard action, a shafra-loa can 
  unleash a ray of black infernal energy.  This is a ranged touch 
  attack with a range of 60 feet.  It deals 6d6 acid and 6d6 
  unholy damage to anything it contacts.  A shafra-li can 
  unleash this strike once per minute (10 rounds).   
  Lesser Magic Resistance (Su):  A shafra-loa has a +5 bonus 
  to Spell Resistance (already calculated into stats). 
  Gifts of Nirvana (Varies):  shafra-loa choose one of the 
  abilities listed below. 
   
  Master of the Body (Ex): The shafra-loa has six 
  arms that end in wicked claws.  The claws deal 
  1d8+5 damage each.  The shafra-li also gains the 
  Multi-attack and may replicate its scimitar to all 
  6 hands as a free action. 
  Master of the Mind (Ex):  The shafra-loa  gains 
  the frightful presence ability.  Whenever the 
  shafra-loa attacks or makes a terrifying display, 
  those in 30 feet must make a Will save (DC 19).  
  Those with hit dice equal to or greater than the 
  shafra-loa who fail the save are shaken.  Those 
  with 6-10 HD who fail the save are frightened, 
  and those with up to 5 HD or levels are panicked 
  if they fail the saving throw. 
  
  Bestiary Nefarious  
  Page 392 of 478 – Stephen C. Klauk  
  Master of the Pit (Sp):  The shafra-loa can cast 
  spells as an 11th level sorcerer. 
  Master of the Infernal Aspect (Sp):  The shafra-
  loa can cast spells and rebuke undead as an 11th 
  level cleric. 
  Master of the Mind’s Edge (Ps):  The shafra-loa 
  can use psionics as if it were an 11th level 
  psychic warrior.  It also gains the feat Deep 
  Impact. 
  Master of the Venomed Blade (Ps):  The shafra-
  loa gains the abilities of a 8th level soulknife and 
  3rd level assassin. 
  Master of Death Spurned (Su):  The shafra-loa 
  gains the ability to Animate Dead as per the 
  arcane spell.  Caster level 11, no material 
  component is required. 
  Master of the Infernal Shade (Su):  The shafra-
  loa, as a move action, can become cloaked in 
  impenetrable darkness.  This effect dispels all 
  forms of light in a 60 ft. radius.  Good creatures 
  or undead in the area  must make a Fort save 
  (DC 19) or be blinded for 2d4 rounds.  Creatures 
  of evil alignment or undead in the area of effect 
  receive the benefit of a Desecrate spell.  
  Summon (Sp): Once per day, as a full-round action, a Shafra-
  loa can summon a chain devil with a 50% chance of success or 
  two bearded devils with a 75% chance of success. 
   
  Shafra-loa on Amberos 
   
  While the shafra-loa live with their cousins, the 
  shafra-li in the mountains of the Skienlands, the truce between 
  the two is uneasy at best.  While the shafra-li tend to hold the 
  positions of power in the city, the shafra-loa make it clear that 
  they can dispense with anyone whom consistently displeases 
  them. 
  
  Bestiary Nefarious 
  Page 393 of 478 – Stephen C. Klauk 
  Shrieken   
  Huge Dragon (Air) 
   
   
  Medium Dragon (Air) 
  Hit Dice:  
  19d12+114 (237 hp)  
   
   
  19d12+114 (237 hp) 
  Initiative:  
  +6 
   
   
   
   
  +6 
  Speed:  
  30 ft. (6 squares), fly 130 ft. (average)   
  20 ft. (6 squares), fly 100 ft. (average) 
  (26 squares) in scale mail armor;  
   
  (20 squares) in scale mail;  
  base speed 50 ft. (10 squares) fly 200 ft. (good) base 30 ft. (6 squares), fly 150 ft. (average)  
  (40 squares) 
   
   
   
  (30 squares) 
  Armor Class:  
  26 (-2 size, +2 Dex, +10 natural, +4 scale  
  28 (+2 Dex, +10 natural, +4 scale mail,  
  mail armor, +2 heavy steel shield), touch 10,  
  +2 heavy steel shield), touch 12, flat 26 
  flat 24  
  BAB/Grapple:  
  +19/+38   
   
   
   
  +19/+30 
  Attack:  
  Bite +29 melee (2d6 +11)  
   
   
  Bite +31 melee (1d6+11) 
  Full Attack:  
  Bite +29 melee (2d6 +11), longsword   
  Bite +31 melee (1d6+11), longsword  
  +28/+23/+18/+13 melee (2d6 +11;19-20/x2),  
  +30/+25/+20/+15 melee (1d8+11;19-20/x2),  
  sting +23 melee (1d8 +5 + poison)  
   
  sting +25 melee (1d4+5 + poison) 
  Space/Reach:  
  15 ft./15 ft.  
   
   
   
  5 ft./5 ft. 
  Length: 
  17 ft. + 1d4 ft. (19 ft.) 
   
   
  6 ft. + 2d8 in. (6 ft. 9 in.) 
  Weight: 
  2,000 lbs + 2d4 x 100 lbs. (2,200 lbs.)  
  300 lbs. + 2d8x10 lbs. (390 lbs.) 
  Special Att:  
  Breath weapon, fear aura, spells  
   
  Breath weapon, fear aura, spells 
  Special Qual:  
  Blindsight, DR 10/-, darkvision 60 ft.,   
  Blindsight, DR 10/-, darkvision 60 ft.,  
  dragon traits, low-light vision, size change,  
  dragon traits, low-light vision, size change, 
  SR 23, spells 
   
   
   
  SR 23, spells 
  Saves:  
  Fort +17, Ref +15, Will +13   
   
  Fort +17, Ref +15, Will +13 
  Abilities:  
  S33 D15 C23 I15 W15 Ch16   
   
  S33 D15 C23 I15 W15 Ch16 
  Skills:  
  Balance -4, Bluff +25, Climb +16,  
   
  Balance –4, Bluff +25, Climb +16, 
  Diplomacy +14, Escape Artist -4, Hide -12,  
  Diplomacy +14,Escape Artist –4, Hide 4,  
  Intimidate +14, Jump +16, Knowledge (arcana)  Intimidate +14, Jump –1, Knowledge (Arcana)  
  +24, Listen +24, Move Silently -4,  
   
  +24, Listen +24, Move Silently –4,  
  Sense Motive +24, Spellcraft +24, Spot +24,  
  Sense Motive +24, Spellcraft +24, Spot +24,  
  Swim +3  
   
   
   
  Swim +3 
  Feats:  
  Armor Proficiency (Light)B, Armor  
   
  Armor Proficiency (Light)B, Armor 
  Proficiency (Medium)B, Cleave, Improved  
  Proficiency (Medium)B, Cleave, Improved 
  Critical (Bite), Improved Initiative, Lightning  
  Critical (Bite), Improved Initiative, Lightning 
  Reflexes, Power Attack, Shield ProficiencyB,  
  Reflexes, Power Attack, Shield ProficiencyB, 
  Weapon Focus (Bite), Weapon Specialization  
  Weapon Focus (Bite), Weapon Specialization 
  (Bite)  
   
   
   
   
  (Bite) 
  Environment:  
  Any land   
   
   
   
  Any land 
  Organization:  
  Solitary, or Family (2-5)  
   
   
  Solitary, or Family (2-5) 
  CR:  
  18  
   
   
   
   
  18 
  Treasure:  
  Standard   
   
   
   
  Standard 
  Alignment:  
  Always neutral evil  
   
   
  Always neutral evil 
  Advancement:  
  20-38 HD (Huge); 39-57 HD (Gargantuan) or By Character class  
  Level Adj:  
  -  
   
   
   
   
  - 
   
  This massive reptile, despite being covered in 
  scales, is likewise dressed in chain mail armor. It 
  stands on its hind feet, wielding a massive long 
  sword in one hand and a shield in the other. As it 
  watches you with its snake-like head, it opens its 
  mouth and utters a terrifying roar before 
  advancing forward.  
  Shrieken are draconic aberrations that behave like 
  humanoids. They forge their own weapons and wear armor,  
  For reasons unknown, shrieken wage a constant war against 
  dragons. They follow rumors and tales that lead them to 
  dragon's lair, where they confront and fight these massive 
  beasts, then take off with the dragon's hoard to add it to their 
  own. Once they have done this, they then start a search for the 
  next dragon they can find.  
  Shrieken have no regard for the alignment or 
  disposition of the dragon they are stalking; they are as happy 
  to strike down a red dragon as hunt a silver dragon. They have 
  been known to seek the aid of humanoids in their quests to kill 
  dragons, and are often willing to share the spoils in return for 
  capable companions.  
  Shrieken speak Common, Draconic, Dwarven and 
  Elvin. It is not uncommon for them to speak different 
  languages, usually swapping out one of the humanoid racial 
  languages for a language of the species they are “fond” of 
  recruiting for aid.  
   
  
  Bestiary Nefarious  
  Page 394 of 478 – Stephen C. Klauk  
  Combat 
  Shrieken are powerful and intelligent opponents. 
  They prefer to know their enemies capabilities and tactics 
  before launching into a determined assault. They will often 
  test an opponents resolve with feints and hit and run tactics. 
  Once they feel confident they can predict an opponent's skill 
  level and abilities, they will launch their real attack, 
  employing tactics and equipment intended to minimize the 
  opponent's strength and capitalizing on their weakness.  
  Breath Weapon (Su): A Shrieken has a natural sonic breath 
  weapon attack.  However, after a Shrieken bites a dragon, it 
  can breathe a breath weapon (acid, cold, electricity, fire, or 
  sonic) that the dragon is not immune to and will cause the 
  most damage to the dragon.  The shrieken’s breath weapon is 
  always a 5 wide line 60 feet long of the appropriate energy 
  type that deals 9d10 energy damage (Reflex DC 25 for half).  
  A Shrieken can breath the breath weapon once every 5 rounds, 
  and retains the ability to breath its altered breath weapon for 
  10 minutes. 
  Fear Aura (Su): The use of this ability is a free action. 
  Anyone entering within 30 feet of the Shrieken must make a 
  Will save (DC 22).  Those with HD less than the Shrieken 
  who fail the save are frightened.  Those with HD equal to or 
  greater than the Shrieken are shaken.  This fear aura works 
  even against dragons. 
  Poison (Ex):  The tail of a shrieken is tipped with a venomous 
  barb that contains a virulent poison.  Type: Injected; Fort DC 
  25; Init: 1d10 Con ; Sec: 2d8 Con.  This poison affects 
  dragons, including those normally immune to poison.  Its own 
  poison can even kill a Shrieken. 
  Size Change (Su):  As a move action, a shrieken can 
  compress itself  and its gear down to medium size.  It 
  generally uses this ability when dealing with humanoids. 
  Spells: A shrieken can cast spells as an 8th level sorcerer.  
  They generally prefer attack and divination spells. 
   
  Typical Sorcerer Spell List 
  (6/7/7/6/3;CL 8;DC 13 + Spell Level) 
  0:  Arcane Mark, Daze, Detect Magic, Flare, Ghost Sound, 
  Mage Hand, Prestidigitation, Ray of Frost 
  1st:  Disguise Self, Expeditious Retreat, Magic Missile*, 
  Magic Weapon, True Strike 
  2nd:  Blur, Detect Thoughts, Glitterdust,  
  3rd:  )Dispel Magic, Wind Wall 
  4th:  Locate Creature 
   
  Shrieken on Amberos 
   
  There are legends of Shrieken from the Elvin Golden 
  Age, but no documented Shrieken appearances have occurred 
  since the fall of Gwieze’s Shadow Empire until just after the 
  economic upheaval on Amberos.  Following the great 
  upheaval, the first recorded appearance of a Shrieken occurred 
  when one came to Castle Vega of the Kingdom of Vall Vega 
  seeking heroes to aid it in slaying a nearby dragon in the 
  Crystalmire mountains.  The Shrieken claimed to have 
  traveled from Aurora, and has not been seen since it left with 
  several knights for the Crystalmire mountains. 
   
  Other tales have surfaced since this case, but many 
  come from unreliable sources, including tales that the noted 
  Assassin Savage Avenger has acquired one into his clan of 
  assassins in the Golens to tackle the black dragons there. 
   
  Several sages believe that Shrieken may be the 
  creations of the mysterious Lord of Shadows, Gwieze.  
  However, there has been little more than circumstantial 
  evidence to link the dragon hunters to the Lord of Shadows. 
  
  Bestiary Nefarious 
  Page 395 of 478 – Stephen C. Klauk 
  Singing Maiden   
  Huge Magical Beast (Aquatic) 
  Hit Dice:  
  5d10+20 (47 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  20 ft. (4 squares), swim 20 ft. (4 squares)  
  Armor Class:  
  12 (-2 size, +1 Dex, +3 natural), touch 9, flat 
  11  
  BAB/Grapple:  +5/+20  
  Attack:  
  Slam +10 melee (1d8 +7)  
  Full Attack:  
  10 Slam +10 melee (1d8 +7) and bite +5 
  melee (2d6 +3) 
  Space/Reach:  
  15 ft./15 ft. , 20 ft. with tentacles 
  Height: 
  14 ft. + 1d6 ft. (17 ft.) 
  Weight: 
  4,000 lbs. + 2d10 x 100 lbs. (5,100 lbs. / 2 ½ 
  tons) 
  Special Att:  
  Charm song  
  Special Qual:  
  DR 5/magic +1, darkvision 60 ft., low-light 
  vision, mask of innocence  
  Saves:  
  Fort +8, Ref +5, Will +3  
  Abilities:  
  S25 D13 C19 I13 W15 Ch19  
  Skills:  
  Disguise +6, Forgery +3, Hide -7, Listen +4, 
  Perform +12, Spot +4, Swim +15*  
  Feats:  
  Alertness, Deceitful  
  Environment:  Any land  
  Organization:  Solitary, or Covey (2-5)  
  CR:  
  4  
  Treasure: 
  Standard  
  Alignment:  
  Always neutral evil  
  Advancement:  6-10 HD (Huge); 11-15 HD (Gargantuan)  
  Level Adj:  
  -  
  The visage of singing maidens dissolves to 
  reveal a mass of writhing tentacles that has a 
  pulpy, central mass. A single, great eye looks 
  out from the pulpy mass, and a huge mouth 
  filled with rows of razor-sharp teeth is set just 
  below it.  
  Singing maidens are the plagues of the seas, using 
  their melodic, charming voice to lure sailors to them, where 
  they then kill and devour the crew.  
   
  Combat 
  Singing maidens use their charming song to draw 
  prey to them, then drop the illusion when prey approaches so 
  it can readily devour them and savor the fear it causes. Though 
  animals, the creatures are intelligent enough to keep prey alive 
  for lean times, and cunning enough to learn tactics and set 
  traps and ambushes for prey.  
  Charm Song (Su):  As a standard action, a singing maiden 
  can produce a haunting melody capable of acting as a Charm 
  Person spell on individuals within a 120 feet radius.  The Will 
  save DC is 16.  It is otherwise identical to the spell Charm 
  Person. 
  Mask of Innocence (Su):   As a free action, a singing maiden 
  can create the illusion that it is a beautiful female humanoid of 
  any race it chooses.  This is a mind-affecting effect, caster 
  level 5.  The Will DC to disbelieve is 16. 
  Skills:  A singing maiden has a +8 racial bonus to Swim 
  checks and can take 10 on a swim check even if rushed or in 
  combat. 
   
  Singing Maidens on Amberos 
   
  Found primarily in the seas of the south and east of 
  the continent, singing maidens are fairly static hazards that are 
  marked on most nautical maps as areas to avoid.  Of course, as 
  the population of singing maiden grows and changes, so too 
  do the areas of danger, and there are always new abodes of 
  these creatures springing up as old ones are overtaken or 
  abandoned in favor of more prey. 
  
  Bestiary Nefarious  
  Page 396 of 478 – Stephen C. Klauk  
  Sinister, General 
   
  Sinisters are a unique race of lower plane outsiders 
  that act as spies and agents for the other lower planes.  They 
  are front men sent to worlds to probe and recruit for invasions 
  from demons, devils or daemons.  They are mercenaries, and 
  officially they are not aligned with any of the three major 
  factions of the lower planes.  However, more often than not, 
  particular sinisters develop profitable business relationships 
  with certain underworld figures, and tend to act in a light more 
  favoring their patron. 
   
  Sinisters have varying missions depending on their 
  type; some are agents sent to foment evil acts, while others act 
  as spies, observing organizations or structures for weaknesses 
  their masters may exploit when the time for invasion comes.  
  Others are secret assassins or warriors, tasking with taking out 
  key figures before the invasion begins. 
   
  Generally speaking, once the invasion begins, most 
  sinisters disappear from sight, moving on to new worlds to 
  start the process all over again.  Sometimes, certain sinisters 
  are left behind on worlds following a demonic invasions as 
  enforcers of their master’s will. 
  Sinister Traits:  Unless otherwise noted, sinisters have the 
  following traits. 
  • 
  Immunity to fire and poison 
  • 
  Resistance to acid 10, cold 10, and electricity 10. 
  • 
  Summon (Sp):  A sinister has the ability to summon 
  demons, devils or daemons (the success chance and 
  number of creatures summoned is noted in each 
  monster description).  However, summoned demons, 
  devils and daemons are not bound to do as the 
  sinister directs, and often require a boon or service to 
  be paid before they will aid the sinister. 
   
  Sinisters on Amberos 
   
  Originally, the Sinisters were agents to the Dark One, 
  and helped the Lord of Evil to bring his minions to Amberos 
  to spawn the Skyland Hold. 
   
  When the Dark One was defeated and retreated back 
  to Hell, many sinisters remained behind in secret, hoping to 
  one day help their master regain a foothold on Amberos.  
  Those sinisters that fled with the Dark One became the 
  daemons who took up residence in Gehenna. 
   
  However, both the Dark One’s sealing off of Hell and 
  the enticements that Ziga offered the sinisters remaining on 
  Amberos caused them to become mercenary forces selling 
  their services to the highest bidder.   
  By the time the portal to Hell finally reopened, the 
  forces of Hell, the Abyss and Gehenna found themselves 
  unable to freely travel to Amberos.  Short of mortal 
  summoning, the only way these evil outsiders could reach 
  Amberos was through the callings of the Sinisters – who 
  quickly learned to take advantage of their unique abilities. 
  
  Bestiary Nefarious 
  Page 397 of 478 – Stephen C. Klauk 
  Sinister, Akasta   
  Large Outsider (Evil, Native, Sinister)  
  Hit Dice:  
  15d8+60 (127 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), fly 70 ft. (average)  
  Armor Class:  
  20 (-1 size, +3 Dex, +8 natural), touch 12, 
  flat 17  
  BAB/Grapple:  +15/+26  
  Attack:  
  Bite +21 melee (1d8+7) or +2 unholy dire 
  flail (1d8+9 + 2d6 vs. good) 
  Full Attack:  
  Bite +21 melee (1d8+7) and 2 claws +16 
  melee (1d8+3) and tail +16 melee (1d8+3) 
  or +2 unholy dire flail +19/+19/+14 melee 
  (1d8+9 + 2d6 vs. good/1d8+5 2d6 vs. good) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  8 ft. 3 in. + 2d8 in. (9 ft.) 
  Weight: 
  310 lbs. + 2d8 x 10 lbs. (400 lbs.) 
  Special Att:  
  Gaze, summon, twist shape  
  Special Qual:  
  DR 15/good, darkvision 60 ft., immunity to 
  fire and poison, outsider traits, regeneration 
  6, resistance to acid 10, cold 10, and 
  electricity 10, sinister traits, spell resistance 
  27, spells-like abilities  
  Saves:  
  Fort +13, Ref +12, Will +14  
  Abilities:  
  S25 D17 C19 I19 W17 Ch17  
  Skills:  
  Appraise +13, Bluff +23, Diplomacy +21, 
  Disguise +12, Escape Artist +12, Gather 
  Information +12, Hide -1, Intimidate +23, 
  Knowledge (nobility) +22, Knowledge (the 
  planes) +22, Listen +12, Search +22, Sense 
  Motive +21, Spellcraft +22, Spot +12, Use 
  Magic Device +21  
  Feats:  
  Improved Two-Weapon Fighting, Iron Will, 
  Persuasive, 
  Skill 
  Focus, 
  Two-Weapon 
  Defense, Two-Weapon Fighting  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  16  
  Treasure:  
  +2 unholy dire flail (37,380 gp) and 
  Standard  
  Alignment:  
  Always neutral  
  Advancement:  16-30 HD (Large); 31-45 HD (Huge)  
  Level Adj:  
  -  
  This massive, red-scaled humanoid has the head 
  of a handsome female elf, tipped with bone-white 
  horns. Its six-fingered hands grasp a black pitted 
  iron dire flail.  It is dressed in beautiful robes 
  and bedecked with an assortment of jewelry.  
  Akasta are the rulers of the Sinisters. They demand 
  absolute loyalty from their subordinates, threatening them 
  with the twisting or destruction of their own forms if they fail 
  to bend to the Akasta's will.  
  Akasta rarely deal directly with mortals. They prefer to 
  work through their agents and deal primarily with the forces of 
  the underworld in collaborating sending information to their 
  business partners in the lower planes and sending orders to 
  various sinister in preparation for invasions.  
  Akasta speak abyssal, Common, infernal, celestial and 
  Undercommon. Each akasta knows at least three other 
  languages, which they usually have learned because they like 
  the sound of said language.  
   
  Combat 
  Akasta loathe being forced into combat, and strike to 
  destroy enemies as quickly and painfully as possible. They 
  tend to use their shape soul ability to end most fights before 
  they start, and failing that, rely on blasting an enemy with their 
  spell-like abilities. If a foe is foolish enough to melee them, 
  they will do their best to clobber the offender in the most 
  callous manner they can afford.  
  Gaze (Su): Those within 60 feet who gaze into the eyes of an 
  Akasta must make a Fort save DC 20 or be instantly slain.  
  Though akasta have the ability to suppress the effect if they 
  choose, they generally prefer to leave the ability active so that 
  others are forced to avoid eye-to-eye contact with them. 
  Summon (Sp): An akasta can summon a Pit Fiend or Balor 
  with a 25% chance of success; a horned devil or maralith with 
  a 50% chance of success; a ice devil or vrock with a 75% 
  chance of success, or summon 1d4 chain devils or 1d4 babau 
  with 100% success.  This ability can be used once per day.  
  This ability is the equivalent of a 7th level spell with a caster 
  level of 15. The sinister can choose to allow the summoned 
  creature to remain on the prime material plane permanently by 
  taking 1d6 temporary Constitution damage. 
  Twist Shape (Su):  As a full-round action, an akasta can 
  change the shape of another being as if using Polymorph Any 
  Object.  The spell save is DC 20.  The change is permanent.  
  Akasta generally reserve this ability as a punishment for those 
  who fail them or to use on opponents immune to their death 
  gaze.  Akasta have been known to use this ability to transform 
  demons into devils or daemons or vice versa as it suits their 
  purpose. 
  Regeneration (Ex): An akasta takes normal damage from 
  good sources. Regenerating akasta can regrow lost portions of 
  their bodies and can reattach severed limbs or body parts by 
  merely holding the limb to the stump for one round.  
  Spells-like Abilities (Sp): An akasta can use the following 
  abilities at 15th level ability.  Chain Lightning – 2x/day, 
  Contact Other Plane 1x/day,  Dream – 1x/day, Detect good – 
  at will, Greater Teleport – at will, Vision – 1x/week. 
   
  
  Bestiary Nefarious  
  Page 398 of 478 – Stephen C. Klauk  
  Sinister, Barrash   
  Medium Outsider (Evil, Native, Sinister) 
  Hit Dice:  
  7d8+28 (59 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  40 ft. (8 squares), fly 50 ft. (average)  
  Armor Class:  
  12 (+2 Dex), touch 12, flat 10  
  BAB/Grapple:  +7/+11  
  Attack:  
  Bite +11 melee (1d6+4) or mwk two-bladed 
  longsword +11 melee (1d8+4;19-20/x2)  
  Full Attack:  
  Bite +11 melee (1d6+4) and 2 claws +9 
  melee (1d4+2) or Bite +11 melee (1d6+4) 
  and mwk two-bladed long sword +7/+7/+2 
  melee (1d8+4/1d8+2;19-20/x2) 
  Space/Reach:  
  5 ft./5 ft. 
  Height: 
  5 ft. 7 in. + 2d4 in. (6 ft.) 
  Weight:  
  150 lbs. + 2d10 x 5 lbs. (205 lbs.) 
  Special Att:  
  Improved grab, rake  
  Special Qual:  
  DR 10/good, darkvision 60 ft., immune to 
  fire and poison, outsider traits, resistance to 
  acid 10, cold 10, and electricity 10, sinister 
  traits, SR 14 
  Saves:  
  Fort +9, Ref +7, Will +6  
  Abilities:  
  S19 D15 C19 I13 W13 Ch12  
  Skills:  
  Bluff +11, Climb +14, Diplomacy +11, 
  Escape Artist +12, Hide +12, Jump +14, 
  Listen +11, Sense Motive +11, Spot +11  
  Feats:  
  Cleave, Combat ExpertiseB, MultiattackB, 
  Power Attack, Two-weapon fighting  
  Environment:  Any land  
  Organization:  Solitary, Unit (2-5), or Squad (5-20)  
  CR:  
  8  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil 
  Advancement:  8-14 HD (Medium); 15-21 HD (Large)  
  Level Adjust:  
  -  
  This man-sized humanoid ripples with muscles. 
  It is covered in a tough, leathery hide and has 
  the head of bulldog, although sporting a pair of 
  horns protruding from its forehead. Its pupils 
  dance with a green flame, and it wears the 
  trappings of a warrior. In its hands it holds a 
  two-bladed sword.  
  Barrash are bodyguards and warriors for the sinister. 
  They are often tasked with the defense of important sinisters, 
  headquarters for the sinisters or other places of interest to the 
  sinister.  
  They are sometimes “hired” as muscle by demons or 
  devils, but their loyalty to anything other to the sinisters goes 
  only as far as the gold flowing through their hands.  
  Barrash speak abysmal, Common, infernal and sinister.  
   
  Combat 
  Barrash are usually defensive creatures, not initiating 
  a fight but hastily rushing to the defense of their charge. They 
  generally fight using their combat mastery to maximize their 
  own AC. If they sense a weak opponent, they will generally 
  use a full power attack to bring that foe crashing down.  
  Barrash never retreat from a fight unless ordered to 
  by a superior or their charge.  
  Improved Grab (Ex): If a barrash with this special attack hits 
  a large size opponent or smaller with a bite, it deals normal 
  damage and attempts to start a grapple as a free action without 
  provoking an attack of opportunity.  
  Rake (Ex): A barrash gains extra natural attacks when it 
  grapples its foe. Normally, a monster can attack with only one 
  of its natural weapons while grappling, but a monster with the 
  rake ability usually gains two additional claw attacks that it 
  can use only against a grappled foe. Rake attacks are not 
  subject to the usual –4 penalty for attacking with a natural 
  weapon in a grapple.  A monster with the rake ability must 
  begin its turn grappling to use its rake. 
  Summon (Su):  As a full-round action, a barrash has a 50% 
  chance to summon a bearded devil or babau; or a 75% chance 
  to summon 1d4 lemures or 1d4 dretch.  A barrash cannot 
  make the summons permanent. 
  
  Bestiary Nefarious 
  Page 399 of 478 – Stephen C. Klauk 
   
  Sinister, Magdaga   
  Medium Outsider (Evil, Native, Sinister) 
  Hit Dice:  
  10d8+20 (65 hp)  
  Initiative:  
  +5 (+5 Dex)  
  Speed:  
  30 ft. (6 squares), fly 70 ft. (average)  
  Armor Class:  
  20 (+5 Dex, +5 natural), touch 15, flat 15  
  BAB/Grapple:  +10/+13  
  Attack:  
  Claw +13 melee (1d4 +3) or longsword +13 
  melee (1d8+3;19-20/x2)  
  Full Attack:  
  2 Claw +13 melee (1d4 +3) or longsword 
  +13/+8 melee (1d8 +3;19-20/x2)  
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  6 ft. 1 in. + 2d4 in. (6 ft. 6 in.) 
  Weight: 
  170 lbs + 2d10 x 5 lbs. (225 lbs.) 
  Special Att:  
  Song of insanity  
  Special Qual:  
  DR 10/good and silver, darkvision 60 ft., 
  fast healing 5, immunity to fire and poison, 
  outsider traits, resistance to acid 10, cold 10, 
  and electricity 10, sinister traits, SR 21, 
  spell-like abilities, summon  
  Saves:  
  Fort +9, Ref +12, Will +10  
  Abilities:  
  S17 D21 C15 I17 W17 Ch21  
  Skills:  
  Bluff +21, Concentration +15, Diplomacy 
  +18, Escape Artist +18, Jump +16, 
  Knowledge (arcana) +16, Listen +16, 
  Perform (sing or musical instrument) +18, 
  Sense Motive +16, Spellcraft +16, Spot +16  
  Feats:  
  Ability Focus (Song of Insanity), Combat 
  Expertise, Skill Focus (Bluff), Skill Focus 
  (Perform) 
  Environment:  Any land  
  Organization:  Solitary, Band (2-5), or Cacophony (5-20)  
  CR:  
  11  
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil  
  Advancement:  11-20 HD (Medium); 21-30 HD (Large) 
  Level Adj:  
  -  
  This cat-headed humanoid is covered in red and 
  white striped fur, with a pair of short horns 
  protruding from its forehead. A pair of feathered 
  wings sprout from its back and its knees are bent 
  backward, like a cat's. It is dressed in fine robes, 
  and carries a lute in its hands, and has a sword 
  at its side.  
  Magdaga are spies for the Sinisters. They have a gift for 
  song and often travel as wandering minstrels, seeking to 
  gather information as they travel. They sometimes teach other 
  mortals the finer arts of dance, song and other art, mixing it 
  with their own brand of twisted evil in the process.  
  However, if revealed for what they truly are, Magdaga 
  can be implacable foes. They will not hesitate to slaughter 
  individuals to keep their identity secret or to return to their 
  masters with any information they have uncovered.  
  Magdaga can speak all known languages, and can learn 
  new ones they encounter by simply listening to it for a few 
  minutes.  
   
  Combat 
  Magdaga usually attempt to use their Song of 
  Insanity to bereft a victim of their mind before engaging in 
  other forms of combat. If beguiling their opponent fails to 
  work, Magdaga generally revert to fighting with sword, and 
  will use all the dirty tricks available to them to ensure their 
  victory. If badly injured, Magdaga will surrender (if they 
  know the opponent will not kill them) or flee (if they suspect 
  their opponent intends to kill them if they surrender).  
  Song of Insanity (Su):  As a standard action, the magdaga can 
  use its musical skill to produce a song that permanently drains 
  the wisdom of those whom hear it.  Those within 120 feet of 
  the Magdaga must make a Will save (DC 30) or be drained of 
  1d4 points of Wisdom.  Those being drained of Wisdom are 
  considered stunned for the round.  This is a mind-affecting 
  effect.  The save is based on the Magdaga’s Perform Skill. 
  Fast Healing (Ex): A magdaga heals 5 hit points per round. 
  Except where noted here, fast healing is just like natural 
  healing. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts.  
  Spell-like Abilities (Sp):  The magdaga can use the following 
  abilities.  Alter Self – at will, Ghost Sound (DC 15) – at will, 
  Silent Image (DC 16) – at will, Detect Thoughts (DC 17) – 
  3x/day, Suggestion (DC 19) – 3x/day, Mind Fog (DC 20) – 
  1x/day.  Caster level 10.  Spell DCs are Charisma based 
   Summon (Su): A magdaga has a 50% chance to summon a 
  glabrezu or 1d4 erinyes or a 75% chance to summon 2d4 
  dretch or 2d4 lemure.  By taking 1d6 Constitution damage, it 
  can choose to make the summoning permanent. 
  
  Bestiary Nefarious  
  Page 400 of 478 – Stephen C. Klauk  
  Sinister, Shadaar   
  Medium Outsider (Evil, Native, Sinister) 
  Hit Dice:  
  5d8+20 (42 hp)  
  Initiative:  
  +6 (+6 Dex)  
  Speed:  
  40 ft. (8 squares), fly 70 ft. (average)  
  Armor Class:  
  21 (+6 Dex, +5 natural), touch 16, flat 15  
  BAB/Grapple:  +5/+7  
  Attack:  
  Claw +11 melee (1d4+2) or tail +11 melee 
  (2d4+1 + poison) 
  Full Attack:  
  2 Claw +9 melee (1d4+2) and bite +7 melee 
  (1d6+1)  and 2 dagger +9 melee (1d4+2;19-
  20/x2) and tail +7 melee (2d4+1 + poison) 
  Space/Reach:  
  5 ft./5 ft. , 10 ft. with tail 
  Height: 
  5 ft. 3 in. + 2d4 in. (5 ft. 8 in.) 
  Weight: 
  200 lbs. + 1d10 x 25 lbs. (325 lbs.) 
  Special Att:  
  Death attack, poison, pounce, sneak attack 
  +2d6, tail whip  
  Special Qual:  
  Darkvision 60 ft., detect good, outsider 
  traits, scent, spell immunity, spells-like 
  abilities  
  Saves:  
  Fort +8, Ref +10, Will +6  
  Abilities:  
  S15 D23 C19 I14 W15 Ch16  
  Skills:  
  Bluff +11, Disguise +11, Hide +14, Listen 
  +10, Move Silently +14, Search +10, Sense 
  Motive +10, Spot +10, Survival +2  
  Feats:  
  Alertness, 
  Combat 
  ReflexesB, 
  Dodge, 
  MultiattackB, 
  Multiweapon 
  FightingB, 
  Weapon FinesseB  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  6  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Medium); 11-15 HD (Large)  
  Level Adj:  
  –  
  This hunched, red-skinned humanoid seems to be 
  covered in gravely scales. It eyes glow a 
  menacing yellow, and it pull back the cloak it 
  wears made of freshly flayed skin to reveal its 
  four arms, each ending in deadly claws, two of 
  which hold snaking black daggers. Likewise, a 
  long, barbed, whip-like tail snakes out from 
  behind it. 
  Shadaar are the assassins of the Sinister. They used to 
  rid the sinisters of troublesome opponents or obstacles - 
  including celestial creatures and paladins.  
  Shadaar are cold and ruthless; they have no sense of 
  honor and will gleefully turn on any promise or agreement that 
  furthers their cause or mission. They revel in the hunt and 
  destruction of their prey; once put on the hunt they absolutely 
  refuse to give up their prey, even if ordered otherwise.  
  Shadaar speak abysmal, Common, draconic and 
  infernal.  
   
  Combat 
  Shadaar prefer to strike from the shadows, and rarely 
  remain in a stand-up fighting, preferring hit-and-run or 
  guerrilla tactics. They will sometimes purposely disable or 
  kidnap the companions of their target, using them to draw the 
  target into situations it might not otherwise allow itself to be 
  vulnerable to.  
  Death attack (Ex):  Once per day, if a Shadaar catches an 
  opponent flat or while it is helpless, it may attempt a death 
  attack against the opponent.  The attack deals normal damage, 
  but the victim must make a Fort Save (DC 12 + damage 
  inflicted) or be instantly dropped to –1 hit points.  This is a 
  death effect. 
  Poison (Ex): The tail of a Shadaar is covered in a poison that 
  induces hallucinations.  Type: injected; Fort save DC 16; Init: 
  1d2 Wis; Sec: confusion.  The confusion effects acts like the 
  Minor Confusion spell, but its effects cannot be dispelled by 
  magic.  The confusion lasts for 2d4 rounds. 
  Pounce (Ex): When a shadaar makes a charge, it can follow 
  with a full attack. 
  Sneak attack (Ex):  A shadaar can sneak attack as a rogue, 
  inflicting an extra 2d6 damage with each successful attack. 
  Detect Good (Sp): This special ability duplicates the effects 
  of a detect good spell. It can be cast at will. 
  Spell Immunity (Ex): A shadaar is immune to spells of 3rd 
  level or less as if it had unbeatable spell resistance.  The spell 
  immunity does not apply to any spell with the good descriptor. 
  Spells-like Abilities (Sp): As a standard action, a shadaar can 
  create the following effects as noted.  Alter self – at will, Flare 
  (DC 13)– at will, Invisibility – 2x/day, Silent Image (DC 14)– 
  at will.  Caster level 5.  The spell DCs are Charisma-related. 
  Summon (Su):  Once per day, a Shadaar has a 25% chance to 
  summon a Bebilith or a chain devil or can summon 1d4 
  quasits or 1d4 imps.  A shadaar cannot make the summons 
  permanent.  
  Tail Whip (Ex):  A shadaar can employ its tail as if it were a 
  natural spiked chain.  It gains a +2 bonus to trip attempts with 
  the tail and has a 10 foot reach, and is considered to have the 
  Improved Trip feat for free.  A shadaar cannot “drop” its tail 
  to prevent a counter trip attempt. 
    
  
  Bestiary Nefarious 
  Page 401 of 478 – Stephen C. Klauk 
  Sinister, Thoqandra   
  Large Outsider (Evil, Native, Sinister) 
  Hit Dice:  
  12d8+48 (102 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (average)  
  Armor Class:  
  19 (-1 size, +3 Dex, +7 natural), touch 12, 
  flat 16  
  BAB/Grapple:  +12/+19  
  Attack:  
  Longspear +15 melee (2d6+4;19-20/x3) 
  Full Attack:  
  Longspear +15/+10/+5 melee (2d6+4;19-
  20/x3) 
  Space/Reach:  
  10 ft./10 ft., 15 ft. with longspear  
  Height: 
  10 ft. + 1d4 ft. (12 ft.) 
  Weight: 
  200 lbs. + 2d4 x 25 lbs. (325 lbs.) 
  Special Att:  
  Summon  
  Special Qual:  
  DR 10/good, darkvision 60 ft., fast healing 
  5, outsider traits, spell resistance 24  
  Saves:  
  Fort +12, Ref +11, Will +11  
  Abilities:  
  S16 D17 C18 I22 W17 Ch25  
  Skills:  
  Appraise +21, Bluff +22, Concentration 
  +19, Craft +21, Diplomacy +22, Forgery 
  +21, Gather Information +22, Hide -1, 
  Knowledge (Arcana) +21, Knowledge (the 
  planes) +21, Listen +18, Sense Motive +18, 
  Spellcraft +21, Spot +18, Use Magic Device 
  +22  
  Feats:  
  Combat 
  Expertise, 
  Improved 
  Critical 
  (Longspear),  Improved Disarm, Weapon 
  Focus (Longspear), Weapon Specialization 
  (Longspear) 
  Environment:  Any land  
  Organization:  Solitary, or Covey (2-5)  
  CR:  
  13 
  Treasure:  
  Standard  
  Alignment:  
  Always neutral evil  
  Advancement:  13-24 HD (Large); 25-36 HD (Huge)  
  Level Adj:  
  -  
  This tall humanoid is dressed in rich robes 
  covered in arcane symbols. It has the head of 
  bird with a long, tapering beak and its long, thin 
  hands are covered in soft feathers. Rainbow-
  hued wings rise from the creature's back, and it 
  has an intelligent, malicious glint of intelligence 
  in its eye.  
  Thoqandra are the planners and poisoners of the 
  Sinisters. They tend to work the rings of political intrigue, 
  gathering information, blackmailing and poisoning those they 
  come across. They revel in the secret machinations of power, 
  and are only beholden to themselves and their sinister masters. 
  Of all the sinisters, the Akasta trust the Thoqandra the least, 
  but grant them the most leeway.  
  Thoqandra often use their non-threatening appearance 
  and celestial likeness to gather the trust of mortals, yet slowly 
  and surely poison both the minds and bodies of those they deal 
  with, eventually ensuring they kill their acquaintances even as 
  they help to deal with said acquaintances foes.  
  A Thoqandra speaks abysmal, celestial, Common, 
  elvin, draconic, dwarven, giant and goblinoid.  
   
  Combat 
  Thoqandra find hand-to-hand combat disgusting, and 
  prefer to allow minions to fight for them while they cast spells 
  into the fray. If using mortal pawns to fight for it, they tend to 
  augment the fighting abilities of their pawns, often trading 
  intelligence for power. They have no qualms in sacrificing a 
  pawn in combat; often they enjoy watching a pawn go down 
  as they take their opponent with them.  
  If forced to fight alone, a thoqandra is much more 
  likely to surrender rather than attack. If it seems likely its 
  opponents will not take prisoners, the Thoqandra will likely 
  attempt to escape.  
  If pressed to fight, a thoqandra generally goes fully 
  defensive until it can find a way to escape. However, if faced 
  with an easily perceived inferior foe, it may attempt to skewer 
  such foes on its longspear rather than flee.  
  Summon (Sp): A thoqandra, once per day, has a 50% chance 
  to summon a glabrezu or 1d4 erinyes.  It has a 75% chance to 
  summon a babau or a barbed devil.  The thoqandra can take 
  1d6 Constitution damage to make the summoning permanent. 
  Fast Healing (Ex): A thoqandra with the fast healing special 
  quality regains 5 hit points per round. Except where noted 
  here, fast healing is just like natural healing. Fast healing does 
  not restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a creature to regrow lost 
  body parts.  
  Spell-like abilities (Sp):  A Thoqandra can use the following 
  abilities.  Hold Person (DC 20) – At will, Nondetection – 
  1x/day, Black Tentacles (Gpl +20) – 1x/day, Wall of Fire – 
  1x/day, Magic Jar (DC 22) – 1x/week, Circle of Death (DC 
  23) – 1x/day, Eyebite (DC 23) – 1x/day.  Caster level 12.  
  Spells are Charisma-based. 
  
  Bestiary Nefarious  
  Page 402 of 478 – Stephen C. Klauk  
  Sinister, Velundria   
  Large Outsider (Evil, Native, Sinister) 
  Hit Dice:  
  13d8+78 (136 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  50 ft. (10 squares), fly 100 ft. (average)  
  Armor Class:  
  17 (-1 size, +3 Dex, +5 natural), touch 12, 
  flat 14  
  BAB/Grapple:  +13/+25  
  Attack:  
  Claw +21 melee (1d6 +8)  
  Full Attack:  
  2 Claw +21 melee (1d6 +8) and gore +18 
  melee (1d8 +4) and 2 hoof +18 melee (1d6 
  +4) and tail +18 melee (1d8 +4)  
  Space/Reach:  
  10 ft./5 ft. 
  Height: 
  9 ft. + 2d4 ft. (14 ft.) 
  Weight: 
  700 lbs + 2d6 x 100 lbs. (1,400 lbs.) 
  Special Att:  
  Trample  
  Special Qual:  
  DR 20/good and silver, darkvision 60 ft., 
  fast healing 5, immunity to fire and poison, 
  outsider traits, possess, resistance to acid 10, 
  cold 10, and electricity 10, sinister traits, SR 
  21  
  Saves:  
  Fort +14, Ref +11, Will +11  
  Abilities:  
  S27 D17 C23 I19 W17 Ch18  
  Skills:  
  Bluff 
  +20, 
  Diplomacy 
  +20, 
  Gather 
  Information +20, Hide +15, Intimidate +20, 
  Knowledge 
  (Dungeoneering) 
  +20, 
  Knowledge (history) +20, Knowledge (the 
  planes) +20, Listen +19, Spot +19, Tumble 
  +19  
  Feats:  
  Cleave, Dodge, Mobility, MultiattackB, 
  Power Attack, Spring Attack, Weapon 
  Focus (Claw)B 
  Environment:  Any land  
  Organization:  Solitary, or Covey (2-5)  
  CR:  
  14  
  Treasure:  
  Double standard  
  Alignment:  
  Always neutral evil  
  Advancement:  14-26 HD (Large); 27-39 HD (Huge)  
  Level Adj:  
  -  
  This creature has the lower body of a monitor 
  lizard, with crimson scales and back spines. Its 
  upper body is that of a likewise scale-covered 
  humanoid, nearly covered in coarse, red fur. 
  It's massive arms end in long-fingered hands 
  with black talons. Its face is human-like, with 
  thick sideburns and a eloquent goatee. From 
  its forehead sprout a pair of ram-like horns, 
  and a pair of bat-like wings sprout from its 
  back. Its smile reveals long canines, and its 
  yellow eyes glimmer with foul intelligence.  
  Velundria are the connivers and con artists of the 
  Sinisters. They seek out mortals who desire power, wealth or 
  knowledge, and tempt them with gifts of whatever they desire, 
  in return for increasingly wicked deeds. They are the masters 
  of fabricating a self-fulfilling prophecy, and greatly enjoy 
  wrenching the proverbial rug out from under those they help 
  obtain their greatest lusts.  
  While Velundria tend to work openly with those they 
  are corrupting, they prefer to stay out of sight of others, or to 
  appear harmless and/or weak when forced to venture out 
  among others.  
  Velundria usually reserve the use of their possession 
  ability for when the victim they have been goading finally 
  achieves a position of prominence from which the velundria 
  can take the victim’s place and work to further the goals of the 
  sinister.  This is usually precluded by the giving of a gemstone 
  to the victim (worth at least 100 gp, of course). 
  Velundria 
  speak 
  abysmal, 
  celestial, 
  Common, 
  draconic and infernal.  
   
  Combat 
  Velundria prefer to remain mobile when fighting, 
  often attempting to draw enemies to their own doom in traps 
  or other obstacles. Because they prefer to appear defenseless 
  when encountered, most Velundria do not carry weapons or 
  wear armor, though they will certainly defer to such items if 
  expecting combat. A Velundria who fights with weapons can 
  use their head butt as a secondary attack. They tend to prefer 
  light armor (especially mithral armor) and weapons with a 
  large critical range.  
  Trample (Ex): As a full-round action, a creature with this 
  special attack can move up to twice its speed and literally run 
  over any opponents at least one size category smaller than 
  itself. A velundria’s trample attack deals 1d8 + 12 
  bludgeoning damage. Trampled opponents can attempt attacks 
  of opportunity, but these take a –4 penalty. If they do not 
  make attacks of opportunity, trampled opponents can attempt a 
  Reflex save DC 24 to take half damage.  
  Fast Healing (Ex): A velundria regains 5 hit points per round, 
  except from acid and good-aligned attacks. Except where 
  noted here, fast healing is just like natural healing. Fast 
  healing does not restore hit points lost from starvation, thirst, 
  or suffocation, and it does not allow a creature to regrow lost 
  body parts. 
  Possess (Su):  As a full-round action, a velundria can possess 
  the body of an opponent.  This is treated as a magic jar spell 
  (Will save DC 20), except the velundria physically becomes 
  one with the victim (no body is left behind).  The victim must 
  have on their possession a gem worth at least 100 gp, which 
  the victim’s soul is displaced into. This effect is at caster level 
  13.  A velundria can choose to extent the possession after 13 
  hours, but the victim gains a new saving throw to attempt to 
  shake off the effects.  
  Summon (Sp):  As a full-round action, a velundria has a 25% 
  chance to summon a nalfeshnee or an ice devil or a 50% 
  chance to summon a vrock or a bone devil or a 75% chance to 
  summon a succubus or a hellcat.  They can make the 
  summoning permanent by taking 1d6 Constitution damage or 
  by destroying a gem which controls a magic jarred soul.  In 
  this latter case, the destruction of the gem kills the imprisoned 
  
  Bestiary Nefarious 
  Page 403 of 478 – Stephen C. Klauk 
  soul (and the velundria gains permanent control of the 
  remaining body). 
  
  Bestiary Nefarious  
  Page 404 of 478 – Stephen C. Klauk  
  Sinister, Walundria   
  Huge Outsider (Evil, Native, Sinister) 
  Hit Dice:  
  17d8+136 (212 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares), fly 30 ft. (perfect) (6 
  squares), burrow 30 ft. (6 squares), swim 30 
  ft. (6 squares) 
  Armor Class:  
  20 (-2 size, +12 natural), touch 8, flat 20  
  BAB/Grapple:  +17/+40  
  Attack:  
  Bite +30 melee (2d6+22;15-20/x2) 
  Full Attack:  
  Bite +30 melee (2d6+22;15-20/x2) and 2 
  claws +28 melee (3d6+15) 
  Space/Reach:  
  15 ft./15 ft.  
  Height: 
  18 ft. + 2d4 ft. (23 ft.) 
  Weight: 
  2,000 lbs + 2d8 x 250 lbs. (4,250 lbs.) 
  Special Att:  
  Behold the madness, constrict, improved 
  grab  
  Special Qual:  
  DR 15/good and silver, darkvision 60  ft., 
  immune to fire, poison and death effects, 
  outsider traits, regeneration 10, resistance to 
  acid 10, cold 10, and electricity 10, sinister 
  traits, SR 21, unphased 
  Saves:  
  Fort +18, Ref +10, Will +15  
  Abilities:  
  S40 D10 C27 I13 W21 Ch16  
  Skills:  
  Bluff +15, Climb +27, Diplomacy +15, Hide 
  -8, Intimidate +15, Jump +27, Knowledge 
  (arcana) +13, Listen +17, Search +13, Sense 
  Motive +17, Spellcraft +13, Spot +17, Swim 
  +27  
  Feats:  
  Cleave, Great Cleave, Improved Critical 
  (Bite), Improved Natural Attack (Claw), 
  Improved Sunder, MultiattackB, Power 
  Attack  
  Environment:  Any land  
  Organization:  Solitary, or Gang (2-5)  
  CR:  
  18  
  Treasure:  
  ½ coins, no art, ½ magic  
  Alignment:  
  Always neutral evil  
  Advancement:  18-34 HD (Huge); 35-51 HD (Gargantuan)  
  Level Adj:  
  –  
  This massive, blubbery humanoid is a mass of 
  red, festering flesh that crawls with flies and 
  oozing boils. It has the head of a demonic 
  walrus, with cruel, curved tusk projecting like 
  great fangs from its mouth, and curved horns 
  rising from its forehead. Its massive, three-
  fingered pudgy hands in black talons smeared 
  with a viscous fluid similar to blood. Its eyes 
  seem to be glazed over with cataracts, and in 
  them you catch glimpses of yourself - being 
  flayed to the bone as you scream in pain.  
  Walundria are creatures of utter madness. They exist in 
  dark and secluded areas, awaiting the call of the Sinisters to 
  come forth and wreck havoc across the land. Though they are 
  intelligent, they are pure engines of destruction who desire 
  nothing more than to crush their enemies underfoot and gnaw 
  on their still-bleeding corpses.  
  Walundria speak abysmal, Common and infernal.  
   
  Combat 
  A walundria simply moves towards a target and 
  begins disassembling it with claws and fangs. They show no 
  mercy and do not slow for any reason, though they move with 
  a stony purpose in their attacks.  
  Behold the Madness (Su): Those who look at the walundria 
  must make a will save (DC 21) or suffer 1d6 wisdom drain.  
  This drain is permanent, and is a mind-affecting effect. 
  Constrict (Ex): A walundria can crush an opponent, dealing 
  2d6 + 22 bludgeoning damage, after making a successful 
  grapple check. 
  Improved Grab (Ex): If a walundria hits a large-sized or 
  smaller opponent with a claw, it deals normal damage and 
  attempts to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is required. 
  Regeneration (Ex): A walundria takes normal damage from 
  acid attacks. Regenerating walundria can regrow lost portions 
  of their bodies in a single round. 
  Unphased (Su):  A walundria can pass through any obstacle 
  that would hinder its movement (walls, spheres, obstructions, 
  even other creatures) as if it were clear terrain.  It is unaffected 
  by any magical effects (such as a prismatic wall) when 
  moving through such obstacles. 
   
  
  Bestiary Nefarious 
  Page 405 of 478 – Stephen C. Klauk 
  Sinister, Yakuria   
  Large Outsider (Evil, Native) 
  Hit Dice:  
  20d8+120 (210 hp)  
  Initiative:  
  +6 (+2 Dex, +4 Improved Initiative)  
  Speed:  
  20 ft. (4 squares), fly 60 ft. (average) in 
  chain mail armor; base speed 30 ft. fly 70 ft.  
  Armor Class:  
  23 (-1 size, +2 Dex, +7 natural, +5 chain 
  mail armor), touch 11, flat 21  
  BAB/Grapple:  +20/+32  
  Attack:  
  Bite +27 melee (1d8 + 1d6 acid) or +3 
  wounding vorpal bastard sword +30 melee 
  (2d8+12;19-20/x2) or composite longbow 
  (+8 Str) +23 ranged (2d6+8;x3) 
  Full Attack:  
  Bite +27 melee (1d8 + 1d6 acid) and +3 
  wounding 
  vorpal 
  bastard 
  sword 
  +30/+25/+20/+15 melee (2d8+12;19-
  20/x2) or  
   
  Bite +27 melee (1d8 +1d6 acid) and 2 claws 
  +22 melee (1d6+4 + Con drain) and 
  gore +22 melee (1d8+4) and tail +22 
  melee (1d8+4 + poison)  
   
  or 
  composite 
  longbow 
  (+8 
  Str) 
  +23/+18/+13/+8 ranged (2d6+8;x3) 
  Space/Reach:  
  10 ft./10 ft. 
  Height: 
  15 ft. 6 in. + 1d6 in. (15 ft. 9 in.) 
  Weight:  
  1,400 lbs. + 1d6 x 150 lbs. (1,850 lbs.) 
  Special Att:  
  Ability drain, improved grab, poison  
  Special Qual:  
  DR 20/good and silver, darkvision 60 ft., 
  fast healing 5, immune to fire and poison, 
  outsider traits, master of armies, resistance 
  to acid 10, cold 10, and electricity 10,  scent, 
  spell-like abilities, SR 28  
  Saves:  
  Fort +18, Ref +14, Will +21  
  Abilities:  
  S27 D17 C23 I25 W25 Ch25  
  Skills:  
  Appraise +19, Balance -3, Bluff +30, Climb 
  +3, 
  Concentration 
  +29, 
  Craft 
  +18, 
  Diplomacy +30, Escape Artist -3, Forgery 
  +30, Hide +4, Intimidate +30, Jump +3, 
  Knowledge 
  (arcana) 
  +30, 
  Knowledge 
  (history) +30, Knowledge (nobility) +18, 
  Knowledge (the planes) +30, Listen +19, 
  Move Silently +9, Sense Motive +30, 
  Sleight of Hand -3, Spellcraft +30, Spot 
  +30, Swim -2, Tumble -3, Use Magic 
  Device +30  
  Feats:  
  Awesome Blow, Cleave, Improved Bull 
  Rush, 
  Improved 
  Initiative, 
  Improved 
  Sunder, Iron Will, Power Attack  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  21  
  Treasure:  
  Standard and +3 wounding vorpal bastard 
  sword  
  Alignment:  
  Always neutral evil  
  Advancement:  21-40 HD (Large); 41-60 HD (Huge)  
  Level Adjustment: -  
  This humanoid's shoulder alone are the height of 
  a man. Its arms are long and have large palms 
  ending with black-taloned fingers and lamprey-
  like mouths on the palms of its hands. The 
  creature has no head - instead a lone eye stares 
  out from each shoulder blade and long, cruel 
  arm extends where there should be neck. The 
  hand's open palm bears a maw filled with razor-
  like teeth. The entire creature is covered in a red, 
  reptilian skin and it wears a suit of glistening 
  chain mail armor. Strapped to the creature's side 
  is an enormous sword, and from its back sprout 
  a pair of bat-like wings and a barbed tail 
  covered in black, greasy slime.  
  Yakuria are the generals of the great armies of the 
  sinisters. They are prideful creatures who constantly plot wars 
  and battles. They coordinate the activities of various sinisters, 
  preparing for the inevitable invasion of demons and devils. 
  They often secretly employ humanoids through their sinister 
  aides in raids designed to test defenses in preparation for 
  assaults from the underworld. However, they are not above 
  coordinating a raid or skirmish for the mere sake of 
  bloodletting.  
  Yakuria rarely involve themselves with mortals. They 
  lack the ability to disguise their odd shape, and thus prefer to 
  act through intermediaries.  
  Though Yakuria are often stronger singularly and militarily 
  than the akasta, these beings defer to the akasta’s leadership 
  both out of respect and fear of their soul-twisting ability. 
  Yakuria speak abysmal, celestial, Common, and 
  infernal. They also know at least five additional languages, 
  often chosen from races known for their tactical and fighting 
  skills.  
   
  Combat 
  Yakuria can usually depend on a score of lieutenants 
  and other lesser beings to rush to their defense, and often do 
  not need to enter combat themselves. However, they do enjoy 
  being challenged in combat and getting the chance to prove 
  their superior fighting skills. When so challenged Yakuria tend 
  to fight honorably - at least until it looks like they will lose - at 
  which time the rules of engagement go out the window and the 
  Yakuria fights with every dirty trick in the book - even 
  bringing any allies it has into the combat to destroy the 
  opponent.  
  Outside of the personal battlefield, Yakuria are 
  deadliest due to the fact their cunning minds can devise all 
  sorts of deadly battle plans and tactics to bring down a foe. On 
  a battlefield of armies, Yakuria are skilled and cunning 
  enough they are rarely defeated by anyone other than another 
  Yakuria.  
  Ability Drain (Su): The claw attacks of a yakuria drain 1 
  point of Constitution per hit.  This drain is permanent. 
  Improved Grab (Ex): If a yakuria hits with a gore attack, it 
  deals normal damage and attempts to start a grapple as a free 
  
  Bestiary Nefarious  
  Page 406 of 478 – Stephen C. Klauk  
  action without provoking an attack of opportunity. No initial 
  touch attack is required. 
  Poison (Ex): The barbed tail of a yakuria injects a numbing 
  poison into its victim.  Type: Injected; Fort save DC 26; Init: 
  1d6 Dex; Sec: 1d6 Dex. 
  Fast Healing (Ex): A yakuria heals 5 hit points per round 
  except from good-aligned attacks. Except where noted here, 
  fast healing is just like natural healing. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts.  
  Master of Armies (Ex):  When commanding a force of 10 or 
  more creatures whom are within 200 feet of the yakuria, all 
  such creatures gain the following benefits: +15 temporary hit 
  points, +4 morale bonus to hit, AC and saves, +4 morale 
  bonus against Fear effects and a +2 bonus to damage.  
  Spell-like Abilities (Sp):  A yakuria can use the following 
  spell-like abilities at 20th caster level.  Spell DCs are 13 + spell 
  level.  Animate Dead – 2x/day, Cause Fear – at will,  
  Dimensional Anchor – 1x/day, Gate – 1x/month, Greater 
  Teleport – 1x/week, Hallucinatory Terrain – 1x/day, Heroism 
  – 3x/day, Invisibility Sphere – 1x/day, Magic Circle against 
  Good – 3x/day, Rage – 3x/day, Stoneskin – 1x/day, True 
  Seeing 1x/day, True Strike – at will. 
  Summon (Sp):  Once per day, a yakuria can summon 3d12 
  dretches or 3d12 lemures or a 50% chance to summon any 
  other one demon or devil.  It can make the summoning 
  permanent by taking 2d4 Constitution damage. 
  
  Bestiary Nefarious 
  Page 407 of 478 – Stephen C. Klauk 
  Skurrier   
  Small Vermin 
  Hit Dice:  
  3d8+3 (16 hp)  
  Initiative:  
  +5 (+5 Dex)  
  Speed:  
  60 ft. (12 squares)  
  Armor Class:  
  19 (+1 size, +5 Dex, +3 natural), touch 16, 
  flat 14  
  BAB/Grapple:  +2/-2  
  Attack:  
  Bite +3 melee (1d4 + poison)  
  Full Attack:  
  Bite +3 melee (1d4 + poison) 
  Space/Reach:  
  5 ft./5 ft. 
  Diameter: 
  3 ft. + 2d6 in. (3 ft. 7 in.) 
  Weight:  
  35 lbs. + 2d6 x 5 lbs. (70 lbs.) 
  Special Att:  
  Poison  
  Special Qual:  
  Blindsight 30 feet, darkvision 60 ft.  
  Saves:  
  Fort +4, Ref +6, Will +2  
  Abilities:  
  S11 D21 C13 I0 W13 Ch9  
  Skills: 
  Climb +13, Hide +9*, Jump +4, Listen +7, 
  Spot +7  
  Feats:  
  Dodge, Mobility  
  Environment:  Warm deserts  
  Organization:  Solitary, Gang (2-5), or Swarm (5-20)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  4-6 HD (Small); 7-9 HD (Medium)  
  Level Adj:  
  –  
  This circular creature is covered in an orange 
  chitinous shell. Spread radially about its body 
  are six spider-like legs. A single eyestalk 
  protrudes upward from the center of the body, 
  and the tip is covered with a globular multi-
  faceted eye. A tube-like organ extends from 
  underneath the creature, ending with a small 
  fanged mouth. The creature darts to and fro as it 
  quickly spins on its multiple legs.  
  Skurriers are bizarre, desert-dwelling creatures that 
  seem to aimlessly race across the desert sands. They tend to 
  eat smaller creatures they encounter such as desert hares, 
  snakes and the occasional bird. They will rarely bother prey 
  larger than tiny size, but starving skurriers have been known to 
  attack larger prey when desperate for food.  
  When resting, skurriers tend to completely bury 
  themselves under the sand, retracting their eyestalk into their 
  armored body.  Creatures passing over them often end up with 
  a nasty bite as the creature rises from its hiding spot to defend 
  itself.  Skurriers do not bury themselves as a hunting tactic; 
  they only bury themselves to rest. 
  While it is not possible to train these creatures for 
  combat or riding, certain desert dwellers have learned that it is 
  possible to raise the creatures to be aggressive.  However, an 
  aggressive skurrier does not distinguish between prey or 
  trainer. 
   
  Combat 
  A skurrier usually darts towards its prey and attempts 
  to bite it, injecting it with venom. It then backs off and lets the 
  poison run its course before returning to devour its prey or to 
  bite again to finish it off.  
  Poison (Ex): The bite of a skurrier injects a mild venom into 
  the victim.  Type: Injected; Fort save DC 12; Init: 1d6 Con; 
  Sec: 1d6 Con. 
  Skills:  A skurrier gains a +8 racial bonus to climb checks and 
  a +4 racial bonus to jump checks.   When climbing, a skurrier 
  may use its dexterity score instead of its strength score for 
  skill checks.  When buried, a skurrier gains a +20 bonus to 
  hide checks. 
   
  Skurriers on Amberos 
   
  Skurriers are often found in the lands of Iiannhanex 
  and Llannhanex, far from civilized areas.  They are considered 
  pests, but rarely invade humanoid inhabited regions. 
  
  Bestiary Nefarious  
  Page 408 of 478 – Stephen C. Klauk  
  Slashleaf   
  Large Plant 
  Hit Dice:  
  5d8+5 (27 hp)  
  Initiative:  
  +5 (+1 Dex, +4 Improved Initiative)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  14 (-1 size, +1 Dex, +4 natural), touch 10, 
  flat 13  
  BAB/Grapple:  +3/+9  
  Attack:  
  Bladed slam +6 melee (1d12+2;x3) 
  Full Attack:  
  Bladed slam +6 melee (1d12+2;x3) 
  Space/Reach:  
  10 ft./15 ft.  
  Height: 
  7 ft. + 1d4 ft. (9 ft.) 
  Weight: 
  200 lbs. + 1d4 x 25 lbs. (250 lbs.) 
  Special Att:  
  Slashing defense  
  Special Qual:  
  Low-light vision, plant traits, tremorsense 
  60 feet, vulnerability to energy  
  Saves:  
  Fort +5, Ref +2, Will +2  
  Abilities:  
  S15 D13 C12 I1 W13 Ch6  
  Skills:  
  Disguise -2, Hide -3, Listen +5, Spot +5  
  Feats:  
  Improved Initiative, Weapon Focus (Bladed 
  slam)  
  Environment:  Temperate plains or forests  
  Organization:  Solitary, or Pair  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Large); 11-15 HD (Huge)  
  Level Adj:  
  –  
  Suddenly the large-leafed plant comes to life, 
  swinging its tendrils like a barrage of chopping 
  axes.  
  Slashleafs are carnivorous plants that use their 
  unusually sharp, wide leaves to attack prey. They have no 
  discernable visual organs, and hunt by sensing nearby prey by 
  their tremorsense.  
  Slashleafs fear fire, and will avoid confronting 
  opponents who brandish open flame.  
   
  Combat 
  Slashleafs attempt to hide their presence and strike as 
  victims move with reach of the plant. They swing wildly at 
  opponents, hoping the barrage of scything leaves will take 
  down opponents. A slashleaf is straightforward in while 
  fighting, and will not flee from combat unless it is set aflame.  
  Slashing Defense (Ex):  Anyone attempting to grapple a 
  slashleaf automatically takes 2d6 points of slashing damage 
  from the wildly flailing tendrils of the slashleaf.  
  Vulnerability to Fire (Ex): Slashleaves are vulnerable to fire.  
  They take half again as much (+50%) damage as normal from 
  the effect, regardless of whether a saving throw is allowed, or 
  if the save is a success or failure. 
   
  Slashleaves on Amberos 
   
  Slashleaves are found primarily in the Living Forest 
  of Vall Vega, though the druids of Kennestone have procured 
  samples that they have bred as defenders of sacred sites in the 
  Kennestone Forest and surrounding areas.  The druids of 
  Kennestone have somehow modified the plants so that they 
  will not spread out of control, but how they managed to do this 
  is unknown.  Vall Vega has been attempting to learn the secret 
  in the hope they might be able to use the knowledge to stem 
  the tide of evil plants growing in the Living Forest, or to 
  destroy them outright.  
  
  Bestiary Nefarious 
  Page 409 of 478 – Stephen C. Klauk 
  Snake, Tialang Viper   
  Tiny Animal (Reptilian) 
  Hit Dice:  
  ½d8+1 (3 hp)  
  Initiative:  
  +7 
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  16 (+2 size, +3 Dex, +1 natural), touch 15, 
  flat 13  
  BAB/Grapple:  0/-13  
  Attack:  
  Bite +3 melee (1d3-5 + poison) 
  Full Attack:  
  Bite +3 melee (1d3-5 + poison) 
  Space/Reach:  
  2½ ft./0 ft. 
  Length: 
  1 ft. + 1d12 in. (1 ft. 6 in.) 
  Weight:  
  1 lb. + 1d3 lbs. (2 lbs.) 
  Special Att:  
  Poison  
  Special Qual:  
  Blindsight 30 ft., deadly venom, low-light 
  vision  
  Saves:  
  Fort +4, Ref +5, Will +1  
  Abilities:  
  S1 D16 C15 I2 W13 Ch7  
  Skills:  
  Climb +7, Escape Artist +7, Hide +11, 
  Listen +3, Spot +4  
  Feats:  
  Ability 
  Focus 
  (Poison)B, 
  Improved 
  Initiative, Weapon FinesseB  
  Environment:  Temperate forests or mountains  
  Organization:  Solitary, or Brood (2-5)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  1-2 HD (Tiny); 3 HD (Small)  
  Level Adj:  
  +3 (cohort)  
  This foot-long snake is bone white with two long 
  red stripes down its back. Its yellow eyes are 
  accented by a black mark that sweeps back 
  towards it neck.  
  The Tialang Viper is one of the deadliest snakes whose 
  fast-acting venom can kill even giants in mere seconds. Even 
  assassins are wary of attempting to milk these snakes, for they 
  are aggressive, cunning and slippery. Not only that, but their 
  venom works not only from a bite, but from mere contact as 
  well.  
   
  Combat 
  Tialang vipers are aggressive, and will attack any 
  creature they encounter, regardless of size. They give no 
  warning before striking, and are quick enough that all but the 
  quickest of reflexes can avoid them.  
  Deadly Venom (Ex):  Tialang poison is so difficult to handle 
  properly that creatures do not gain the benefit of the poison 
  use ability when handling Tialang viper poison. 
  Poison (Ex): Tialang poison is one of the deadliest venoms in 
  existence.  Type: Injected or contact ; Fort Save DC 14; Init 
  Dam: 10+1d10 Con; Sec: 1d4 permanent Con and 2d6 Dex.  
  Victims who fail the initial saving throw become paralyzed by 
  the poison 1d4+1 rounds after it takes effect.  The paralysis 
  lasts for 2d6 hours. 
  Skills:  A Tialang viper has a +4 bonus to Climb and Escape 
  Artist checks.  It may use its Dexterity modifier instead of its 
  strength modifier for Climb checks. 
   
  Tialang Vipers on Amberos 
   
  These deadly snakes are only found in the Tuan hills 
  that hide Chiamung from the outside world.  Legend is that the 
  vipers were placed there as a deterrent for travelers to enter or 
  leave Chiamung. 
  
  Bestiary Nefarious  
  Page 410 of 478 – Stephen C. Klauk  
  Somat   
  Large Elemental (Air, Earth, Fire, Water) 
  Hit Dice:  
  6d8+12 (39 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  40 ft. (8 squares), fly 100 ft. (perfect), 
  burrow 20 ft. (4 squares)  
  Armor Class:  
  12 (-1 size, +1 Dex, +2 natural), touch 10, 
  flat 11  
  BAB/Grapple:  +4/+11  
  Attack:  
  Hoof +6 melee (1d4 +3)  
  Full Attack:  
  Hoof +6 melee (1d4 +3) and bite +1 melee 
  (1d8 +1)  
  Space/Reach:  
  10 ft./10 ft. 
  Length: 
  8 ft. + 1d4 ft. (10 ft.) 
  Weight:  
  600 lbs. + 1d4 x 150 lbs. (900 lbs.) 
  Special Att:  
  Elemental aura  
  Special Qual:  
  Darkvision 60ft., elemental traits, plane 
  shift, transform rider  
  Saves:  
  Fort +4, Ref +6, Will +3  
  Abilities:  
  Str 17, Dex 13, Con 15, Int 6, Wis 13, Cha 
  11  
  Skills:  
  Hide -3, Jump +3, Listen +7, Spot +7  
  Feats:  
  Alertness, Endurance, Run  
  Environment:  Any land  
  Organization:  Solitary, Crew (2-5), or Herd (5-20)  
  CR:  
  5  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  7-12 HD (Large); 13-18 HD (Huge)  
  Level Adj:  
  +5 (Cohort only)  
  This unusual horse has a body made of stone, a 
  mane made of flowing mist, hooves of fire and 
  floats a few inches from the ground.  
  Somat are horses composed of elemental matter. They 
  are powerful steeds, swift, resilient and intelligent. They can 
  easily travel from one elemental plane to another, and can take 
  riders and their gear with them unharmed.  
  While it is difficult to capture and train a somat, they 
  are highly prized as steeds; there are even paladins who prefer 
  somat as mounts.  
  Somat speak Auran, Aquan, Common, Ignan, and 
  Terran.  
   
  Combat 
  A somat usually flees from combat, but battle-trained 
  somat will engage foes by kicking foes with their hooves or 
  biting them with their fire-shrouded iron teeth. Somat are 
  surprisingly intelligent, and if given the chance, can prepare 
  ambushes or traps to catch unwary opponents.  
   
  Elemental Aura (Su): A somat can choose to shroud itself in 
  an energy of one of the four elements - acid, fire, ice or sonic 
  energy. Those attempting to melee or grapple the somat must 
  make a Reflex save (DC X) or suffer 1d6 points of energy 
  damage.  Riders and equipment that are on the somat are 
  immune to this aura. 
  Transform Rider (Su): A somat can alter the physical state 
  of a willing rider so as to protect them from elemental 
  damage. As a standard action, the somat can grant itself and its 
  rider one of the following abilities. Immunity to fire, Gaseous 
  Form (as spell), Earth glide (see below), Water breathing (as 
  spell).   A somat can only have one ability active at a time.  
  Each ability functions at caster level 6. 
  Earth Glide (Su):  A somat can glide through stone, dirt, or 
  almost any other sort of earth except metal as easily as a fish 
  swims through water. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other signs of its 
  presence. A move earth spell cast on an area containing a 
  burrowing somat flings the somat back 30 feet, stunning the 
  creature for 1 round unless it succeeds on a DC 15 Fortitude 
  save. 
  Plane Shift (Su):  At will, up to once per hour, as a move-
  equivalent action, a somat can shift from the elemental plane 
  of Air, Earth, Fire or Water, or back to the prime material 
  plane.  When shifting, it can transport a rider and all gear or up 
  to its maximum load to the plane as well.  The somat can 
  choose to arrive at any destination of its choice upon shifting.   
   
  Training a Somat 
   
  Somat are intelligent beasts, and can only be forcibly 
  trained if captured as a youngling.  Adult somats can only be 
  trained for riding or combat riding with their consent, which 
  they rarely give.  Training a young somat for riding requires a 
  DC 22 Handle Animal check and 3 weeks.  Training a young 
  somat for combat riding requires a DC 27 Handle Animal 
  check and 6 weeks.  Training an adult somat for riding is a DC 
  27 Handle Animal check and takes 5 weeks, whereas training 
  an adult somat for combat riding is a DC 33 Handle Animal 
  check and takes 8 weeks.  A somat trained for riding costs 
  12,000 gp , while one trained for combat riding costs 13,000 
  gp. 
   
  A somat can carry up to 254 lbs as a light load, 255 – 
  519 lbs as a medium load and 520 – 780 lbs as a heavy load.  
  A somat can drag  3,900 lbs. 
   
  Somat on Amberos 
   
  For reasons unknown, the Somat seem to favor 
  appearing in the lands of Randu.  The Saracens of Randu 
  occasionally procure somat for their leaders and lieutenants, 
  but their capture is so difficult that they are extremely rare – 
  and considered a badge of honor for a leader to captured and 
  train one themselves. 
   
  Lately, the Red Cabal has been attempting to aid the 
  March Riders in procuring some somat as breeding stock for 
  the March Riders stables.  It is said that Red Dengal himself is 
  interested in gaining a somat stallion for his own use. 
  
  Bestiary Nefarious 
  Page 411 of 478 – Stephen C. Klauk 
  Spider Serpent   
  Small Animal  
  Hit Dice:  
  2d8+6 (15 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares), climb 20 ft. (4 squares)  
  Armor Class:  
  17 (+1 size, +2 Dex, +4 natural), touch 13, 
  flat 15  
  BAB/Grapple:  +1/-4  
  Attack:  
  Bite +1 melee (1d4-1 + poison) 
  Full Attack:  
  Bite +1 melee (1d4-1 + poison) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  1 ft. 3 in. + 1d8 in. (1 ft. 7 in.) 
  Weight: 
  3 lbs. + 1d4 lbs. (5 lbs.) 
  Special Att:  
  Blood drain, poison, web  
  Special Qual:  
  Low-light vision, tremorsense 30 ft. 
  Saves:  
  Fort +6, Ref +7, Will +1  
  Abilities:  
  S9 D15 C17 I1 W12 Ch8  
  Skills:  
  Climb +7, Hide +6, Listen +3, Spot +4  
  Feats:  
  Lightning Reflexes  
  Environment:  Temperate or Warm underground  
  Organization:  Solitary, Brood (2-5), or Nest (5-20)  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Small); 5-6 HD (Medium)  
  Level Adj:  
  -  
  This creature has a snake-like body about two 
  feet long. However, just behind the head of the 
  creature are eight spindly legs, like that of a 
  spider. It glides along a spider-like web, its 
  compound eyes staring at you and glinting in the 
  light.  
  The spider serpent has aspects of both a snake and a 
  tarantella. It has a long body covered in tiny scales like a 
  serpent, but its hairy, spider-like legs allow it to sense foes by 
  vibration. They have a poisonous bite and can spin webs like a 
  spider.  
  Spider serpents tend to feed on small animals of the 
  underdark, and rarely attempt to engage anything as large or 
  larger than themselves. However, they are nearly mindless and 
  won't think twice about attacking prey that makes itself an 
  easy target.  
   
  Combat 
  Spider serpents weave webs with which to catch 
  prey. Once prey has been caught firmly in a web, the spider 
  serpent rushes to deliver a venomous bite before retreating 
  back to wait for the venom to take effect. Once the victim has 
  been totally incapacitated, the spider serpent will then wrap 
  the victim to preserve them, and slowly drain the victim of 
  vital fluids over a period of a few days. It is not uncommon for 
  spider serpents to keep a stock of prey on hand in case of lean 
  times; usually no more than two or three victims at a time.  
  Blood Drain (Ex):  As a special attack, a spider serpent can 
  grapple an opponent and use its bite to drain the blood of a 
  victim.  The spider serpent must first succeed a grapple check 
  with the opponent, and then makes a bite attack on following 
  rounds.  Each successful bite deals 1 point of temporary 
  Constitution damage.  Spider serpents tend to only use this 
  attack against immobilized foes, and rarely drain more than 4 
  Constitution from a victim in a given day. 
  Poison (Ex): The bite of a spider serpent delivers a neurotoxin 
  to the victim.  Type: Injected; Fort save DC 14; Init: 1d6 Dex ; 
  Sec: 1d4 Str. 
  Web (Ex): A single strand of serpent spider webbing is strong 
  enough to support the spider and one creature of the same size. 
  Serpent spiders can throw a web eight times per day. This is 
  similar to an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective against 
  targets up to one size category larger than the spider (up to 
  Medium). An entangled creature can escape with a successful 
  Escape Artist check (DC 10) or burst it with a Strength check 
  (DC 18). The check DCs are Constitution-based, and the 
  Strength check DC includes a +4 racial bonus. Serpent spiders 
  often create sheets of sticky webbing from 5 to 60 feet square. 
  They usually position these sheets to snare flying creatures but 
  can also try to trap prey on the ground. Approaching creatures 
  must succeed on a DC 20 Spot check to notice a web; 
  otherwise they stumble into it and become trapped as though 
  by a successful web attack. Attempts to escape or burst the 
  webbing gain a +5 bonus if the trapped creature has something 
  to walk on or grab while pulling free. Each 5-foot section has 
  2 hit points, and sheet webs have DR 5/—. 
  A spider serpent can move across its own web at its 
  climb speed and can pinpoint the location of any creature 
  touching its web. 
  Skills:  A spider serpent has a +8 racial bonus to climb checks, 
  and can take 10 even when running or otherwise distracted. 
   
  Spider Serpent on Amberos 
   
  Spider serpents can be found throughout Amberos in 
  the dark underworld of the deepearth.  Most intelligent 
  creatures consider them pests, including the drow, who 
  consider them to be abominations. 
  
  Bestiary Nefarious  
  Page 412 of 478 – Stephen C. Klauk  
  Spiderwolf 
  Huge Aberration 
  Hit Dice:  
  3d8+15 (28 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  50 feet (10 squares), web 50 feet (10 
  squares)  
  Armor Class:  
  17 (-2 size, +1 Dex, +8 natural)  
  BAB/Grapple: +2/+16 
  Attack:   
  Bite +8 melee (2d8+8 + poison)  
  Full Attack: 
  Bite +8 melee (2d8+8 + poison) 
  Space/Reach:  
  5 ft./10 ft. 
  Length:  
  10 ft. + 1d6 ft. (13 ft.) 
  Weight:  
  400 lbs. + 1d6 x 50 lbs. (550 lbs.) 
  Special Att:  
  Web 
  Special Qual: 
  Darkvision 60 ft., Tremorsense 30 ft.  
  Saves:   
  Fort +6, Ref +2, Will +4  
  Abilities:  
  S27 D13 C21 I6 W12 Ch8  
  Skills:  
  Climb +16, Balance +6, Jump +16, Listen 
  +1, Spot +2  
  Environment:  Temperate or Warm desert, plains, forest, 
  hills, mountains  
  Organization:  Solitary, Pair, Brood (2-5), or Nest (5-20)  
  CR:  
   
  2 
  Treasure:  
  No coins, standard art & magic 
  Alignment:  
  Always neutral evil  
  Advancement:  4-6 HD (Huge); 7-9 HD (Gargantuan)  
  This monstrous creature appears to be a huge, 
  fur-covered spider with the head of a snarling 
  wolf.  On each side of the wolf’s jaw is a great 
  black mandible, dripping with a greenish venom.  
  The creature makes wolf-like growls and clicks 
  like an infernal insect as it moves with a spider’s 
  grace.   
  A spiderwolf is a huge creature with the body of a 
  spider and the head of a wolf, with eight spider-like eyes.  Its 
  wolfish mouth is supplemented with the fanged maw of a 
  spider.  It has an evil and temperamental disposition, and it is 
  not unknown for pack members to fight among themselves to 
  the death over prey. 
   
  A spiderwolf speaks its own language and a 
  smattering of Common, usually using the latter to draw 
  victims into its webs.   
   
  Combat   
  A spiderwolf generally lures prey into its web and 
  then attacks them once they are near helpless.  If it is unable to 
  draw victims into its web, it will sometimes chase them down 
  on foot. 
  Poison (Ex):  A spiderwolf’s bite is poisonous. Type: 
  Injected.  Fort DC 17; init: 1d4 Con; sec: 2d8 Con. 
  Web (Ex):  The web of a spiderwolf is very sticky and 
  difficult to escape.  A spiderwolf often builds webbed tunnels 
  in which to catch prey.  They can also shoot a stream of 
  webbing up to 30 feet as a +3 ranged touch attack.  Those 
  caught in webbing must make a DC 20 Strength check or a 
  DC 25 Escape Artist check to free themselves.  Fire causes the 
  webs to quickly burn away, but those in contact with the web 
  as it burns will take 1d4 fire damage. 
  Skills:  A spiderwolf gains a +8 bonus to climb and jump 
  checks. 
   
  Spiderwolves on Amberos 
   
  Most spiderwolves can be found around the Demon 
  jungle, where they tend to live in nests that trap and prey on 
  those who wander too close to their homes.  
  
  Bestiary Nefarious 
  Page 413 of 478 – Stephen C. Klauk 
  Stoneroot   
  Large Plant 
  Hit Dice:  
  5d8+20 (42 hp)  
  Initiative:  
  +0  
  Speed:  
  10 ft. (2 squares)  
  Armor Class:  
  11 (-1 size, +2 natural), touch 9, flat 11  
  BAB/Grapple:  +3/+12  
  Attack:  
  Slam +7 melee (1d6+5) 
  Full Attack:  
  Slam +7 melee (1d6+5) 
  Space/Reach:  
  10 ft./10 ft.  
  Diameter: 
  7 ft. + 1d3 ft. (8 ft.) 
  Weight: 
  50 lbs. + 1d6 x 10 lbs. (80 lbs.) 
  Special Att:  
  Absorb, area attack, constrict, improved 
  grab  
  Special Qual:  
  DR 5/-, fast healing 1, low-light vision, plant 
  traits, resistance to fire 15, tremorsense  
  Saves:  
  Fort +10, Ref +1, Will +2  
  Abilities:  
  S21 D10 C19 I1 W13 Ch5  
  Skills:  
  Hide +4*, Listen +1, Move Silently +4, Spot 
  +1  
  Feats:  
  Die Hard, Great Fortitude  
  Environment:  Temperate, Warm land  
  Organization:  Solitary  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Large); 11-15 HD (Huge)  
  Level Adj: 
  –  
  The gray root-like tendrils that dangle around 
  you suddenly rustle and come to life, grasping 
  at you like hundreds of strong hands  
  Stoneroot is an unusual vine that grows low to the 
  ground and penetrates the earth. It seeks to burrow into the 
  roof of caverns and other underground areas, dangling its 
  sensory tendrils into the cavern beneath it, and waiting for 
  prey to step under it. It then lashes out to capture and devour 
  prey.  
  While normally the main body of the plant is exposed 
  to the surface to gain supplemental nourishment from the sun, 
  some species can be found in the deepearth living on cavern 
  walls. Unless these versions of the plant feed off 
  bioluminescent plants found in these caverns, their diet is 
  singularly carnivorous.  
   
  Combat 
  Stoneroot lower their sensory tendrils in caverns. 
  These sensory tendrils are similar in appearance to plant roots, 
  and may extend only a few inches below the roof or drag all 
  the way to the floor. Once a stoneroot senses prey, it lashes 
  out at it with its stronger vines, attempting to grab, constrict, 
  then absorb prey into itself. They will attack just about any 
  living or moving creature who comes into reach, though they 
  instinctively avoid undead. Though they can't absorb 
  constructs, they will attempt to disable and dismantle them - 
  apparently believe the "real meal" must be somewhere inside.  
  Absorb (Su): A stone root that has managed to successfully 
  pin an opponent may drive invasive capillaries into the victim 
  and start draining vital fluids even as it transforms the victim 
  to lifeless stone. Each round, the victim suffers 2 points of 
  Constitution damage.  A victim reduced to 0 Con or less is 
  transformed into stone.  
  Area Attack (Ex):  As a full attack action, a stoneroot can 
  attack each and every opponent once within its reach. 
  Constrict (Ex): A stoneroot with this special attack can crush 
  an opponent, dealing 1d6+7 bludgeoning damage, after 
  making a successful grapple check.  
  Improved Grab (Ex): If a stoneroot hits a large-sized or 
  smaller opponent with a slam attack, it deals normal damage 
  and attempts to start a grapple as a free action without 
  provoking an attack of opportunity. No initial touch attack is 
  required.  
  Fast Healing (Ex): A stoneroot heals 1 hit point per round 
  except from acid attacks. Except where noted here, fast 
  healing is just like natural healing. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts.  
  Skills:  A stoneroot gains a +8 racial bonus to hide checks in 
  natural surroundings, and a +4 racial bonus to move silently 
  checks. 
   
  Stoneroot on Amberos 
   
  Stoneroot can be found across most of Amberos, 
  though it seems to be adverse to the cold clime near the 
  Glacier of Seasons in the far west.  The largest concentrations 
  of stoneroot can be found in the Yaz forest, and there is a 
  legend of a Skienland city from the Dark Ages that was 
  dragged into the earth by a colossal-sized colony of stoneroot, 
  and its inhabitants devoured by the plant. 
  
  Bestiary Nefarious  
  Page 414 of 478 – Stephen C. Klauk  
  Tanglethorn Bush   
  Medium Plant 
  Hit Dice:  
  2d8 (9 hp)  
  Initiative:  
  -5 (-5 Dex)  
  Speed:  
  0 ft. (0 squares)  
  Armor Class:  
  6 (-5 Dex, +1 natural), touch 5, flat 6  
  BAB/Grapple:  +1/+7 
  Attack:  
  Slam +3 melee (1d4+2) 
  Full Attack:  
  Slam +3 melee (1d4+2) 
  Space/Reach:  
  5 ft./5 ft.  
  Diameter: 
  4 ft. + 1d4 ft. (6 ft.) 
  Weight: 
  25 lbs. + 1d8 x 5 lbs. (45 lbs.) 
  Special Att:  
  Improved grab, poison  
  Special Qual:  
  Empathy, low-light vision, plant traits  
  Saves:  
  Fort +5, Ref -5, Will +1  
  Abilities:  
  S15 D1 C10 I1 W13 Ch5  
  Skills:  
  Listen +1, Spot +6  
  Feats:  
  Great Fortitude, Improved GrappleB  
  Environment:  Any land  
  Organization:  Solitary, or Cluster (2-5)  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Medium); 5-6 HD (Large)  
  Level Adj:  
  –  
  This bush is made of long tendrils of thorn-
  covered branches, decked with green leaves and 
  small red berries. Suddenly, it begins to lash out 
  with its branches.  
  A tanglethorn bush is a predatory plant that primarily 
  feeds on small animals that mistake it for a safe place to hide. 
  However, they are not above attacking anything that comes 
  into reach.  
  Druids or rangers wishing to protect sacred places 
  from other beings sometimes raise Tanglethorn bushes and 
  place them around such edifices.  While the tanglethorns do 
  not normally distinguish friend from foe, both spells and use 
  of animal empathy seem to work on them.  
  During winter, tanglethorn bushes normally go into a 
  torpor state and await for the coming of spring to become 
  active again.  However, if threatened while in torpor, they will 
  come to life to defend themselves. 
   
  Combat 
  A tanglethorn bush normally waits dormant until a 
  victim is practically in contact with it. It then lashes out with 
  its many thorn-covered branches, trying to kill or maim the 
  opponent. If it kills a victim, the plant normally draws it to its 
  central mass, where it flays the body into fertilizer for itself, 
  and then hides any remaining bones by burying them.  
  Empathy (Ex):  Tanglethorn bushes can be coerced with a 
  successful handle animal check as if they were domesticated 
  animals. 
  Improved Grab (Ex):  A tanglethorn bush that hits with a 
  successful melee attack may start a grapple without provoking 
  an attack of opportunity. 
  Poison (Ex): The berries of a tanglethorn bush are poisonous.  
  As a standard action, a tanglethorn bush can crush its own 
  berries to smear its slam attacks with the poison.  Tanglethorn 
  bushes have no berries during winter.  Tanglethorn poison: 
  Type: contact or injected; Fort save DC 11; Init: 1d4 Con; Sec: 
  Nausea.  The berries secondary effect causes a victim to 
  become nauseous for 3d12 minutes. 
   
  Tanglethorn Bushes on Amberos 
   
  Wild tanglethorn bushes can be found in the Living 
  Forest of the Kingdom of Vall Vega, terrorizing those that run 
  across it.  Druids and Rangers attempting to influence the 
  cursed tanglethorn bushes of this area raise the DC by 5.  At 
  the same time, the druids of Kennestone have used tanglethorn 
  bushes to protect their holiest of sites for centuries, and they 
  can likewise be found used among the druids of Alura. 
  
  Bestiary Nefarious 
  Page 415 of 478 – Stephen C. Klauk 
  Tigerwaule   
  Large Magical Beast  
  Hit Dice:  
  7d8+42 (73 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  40 ft. (8 squares), fly 50 ft. (average)  
  Armor Class:  
  17 (-1 size, +3 Dex, +5 natural), touch 12, 
  flat 14  
  BAB/Grapple:  +5/+17  
  Attack:  
  Bite +12 melee (1d8+8)  
  Full Attack:  
  Bite +12 melee (1d8+8) and 2 claw +10 
  melee (1d6+4) 
  Space/Reach:  
  10 ft./10 ft.  
  Length: 
  8 ft + 2d12 in. (9 ft. 1 in.) 
  Weight: 
  400 lbs + 2d4x25 lbs. (525 lbs.) 
  Special Att:  
  Pounce, gift of strength  
  Special Qual:  
  Darkvision 60 ft., smite evil, detect evil, 
  scent  
  Saves:  
  Fort +8, Ref +5, Will +6  
  Abilities:  
  S27 D17 C23 I3 W13 Ch7  
  Skills:  
  Climb +8, Hide -1, Jump +8, Listen +8, Spot 
  +8  
  Feats:  
  Alertness, Multiattack, Snatch  
  Environment:  Any land  
  Organization:  Solitary, or Family (2-5)  
  CR:  
  6  
  Treasure:  
  None 
  Alignment:  
  Always neutral  
  Advancement:  8-14 HD (Large); 15-21 HD (Huge)  
  Level Adj:  
  +2 
  The creature before you looks like golden tiger 
  with eagle's wings. It has blazing blue eyes and a 
  deep, rumbling growl.  
  Tigerwaules are predatory animals thought to 
  originally hail from the Beastlands. They stalk the 
  wildernesses of the world seeking creatures of evil 
  to prey upon. They have a bizarre intelligence 
  slightly greater than that of most animals, and have 
  sometimes been known to become companions to 
  druids or rangers.  
  Tigerwaules speak their own bestial 
  language, and are capable of learning simple, one 
  word command phrases in other languages.  
   
  Combat   
  Tigerwaules use their Detect Evil ability 
  to locate and target prey. They normally will not 
  attack any creature that does not detect as evil, 
  unless attacked first.  
  Once a tigerwaule has detected an evil 
  entity, it will rush forward, attempting to pounce 
  on and take down the foe as quickly as possible. 
  Often, a tigerwaule will attack an evil entity despite 
  any commands given to it by companions, heedless 
  of any danger to itself.  
  Badly injured tigerwaules (those down to ¼ normal 
  hit points or less) will often use their gift of Strength to impart 
  to a willing ally all of their remaining Strength.  Tigerwaules 
  have been even known to impart their strength to their 
  children or mates to defend their lairs against evil intruders. 
  Pounce (Ex): When a tigerwaule makes a charge, it can 
  follow with a full attack including rake attacks if the creature 
  also has the rake ability.  
  Detect Evil (Sp): This special ability duplicates the effects of 
  a detect good spell. It can usually be cast at will.  
  Gift of Strength (Sp):  Once per day, the Tigerwaule can gift 
  its strength score to a friend or companion by touch.  The 
  affected being gains a +17 bonus to Strength.  The effect lasts 
  7 minutes and leaves the Tigerwaule at 0 Strength until the 
  effect ends.  If the loaning Tigerwaule suffers from any attack 
  that would lower it’s Strength score below zero, it is slain and 
  the gift of Strength ability instantly ends.  The effect also ends 
  if the Tigerwaule is slain by other methods. 
  Smite Evil (Su):  3x/day, as the paladin ability, at 7th level 
  ability.  
   
  Tigerwaule Society 
  Tigerwaules are normally loners, though they 
  sometimes seek out mates in the winter months. If the union 
  produces cubs, the mated Tigerwaules will remain together 
  until the young have reached maturity, and then will generally 
  drift apart. There are a few ranger organizations that have, 
  however, managed to raise and employ several generations of 
  Tigerwaule families as companions and allies. 
   
  Tigerwaule on Amberos 
   
  Tigerwaules are thought to be the Beastlands 
  equivalent to celestials.  They can be found in jungle-like 
  areas on the eastern half of Amberos, including the Skienlands 
  
  Bestiary Nefarious  
  Page 416 of 478 – Stephen C. Klauk  
  and Lanster. 
  
  Bestiary Nefarious 
  Page 417 of 478 – Stephen C. Klauk 
  Thunder Tortoise   
  Large Magical Beast (Earth) 
  Hit Dice:  
  5d10+10 (37 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  20 (-1 size, +1 Dex, +10 natural), touch 10, 
  flat 19  
  BAB/Grapple:  +5/+14  
  Attack:  
  Bite +9 melee (2d6+5;18-20/x2)  
  Full Attack:  
  Bite +9 melee (2d6+5;18-20/x2) and 2 claw 
  +4 melee (1d8+2) 
  Space/Reach:  
  10 ft./10 ft.  
  Length: 
  10 ft. + 2d4 ft. (15 ft.) 
  Weight: 
  800 lbs. + 2d4 x 75 lbs. (1,175 lbs.) 
  Special Att:  
  Armor 
  spikes, 
  crush, 
  Improved 
  Trip, 
  Trample  
  Special Qual:  
  DR 3/-, darkvision 60 ft., low-light vision  
  Saves:  
  Fort +6, Ref +5, Will +2  
  Abilities:  
  S21 D12 C15 I2 W12 Ch9  
  Skills:  
  Hide -3, Listen +3, Spot +5, Survival +3  
  Feats:  
  Improved Natural Attack, Run  
  Environment:  Temperate or Warm land 
  Organization:  Solitary, Gang (2-5), or herd (5-20)  
  CR:  
  4  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  6-10 HD (Large); 11-15 HD (Huge)  
  Level Adj:  
  –  
  This massive tortoise is nearly as large as a 
  horse and has a tough shell covered in spikes 
  and a razor-sharp edge. Its powerful beak looks 
  big and powerful enough to snip a man leg off 
  with a single bite, and its front feet end in long, 
  black talons.  
  Thunder tortoises are creatures often employed by the 
  turtis as pets or attack beasts. These creatures are known for 
  their aggressive nature and carnivorous habits. They are often 
  eager to start a fight, and rarely allow the size of an opponent 
  to deter them from attacking.  
   
  Combat 
  Thunder tortoises usually begin an assault by 
  charging a foe and attempting to trample them. Once engaged, 
  they will bite at an opponent, and have been known to attempt 
  to trip opponents by rearing up to knock foes down or simply 
  drag a foe down by biting and yanking the opponent off their 
  feet. It is not unknown for thunder tortoises to attempt to pin a 
  foe they have knocked down by standing on top of it, though 
  they have no special skill in doing so.  
  Armor Spikes (Ex):  A thunder tortoise is considered to be 
  wearing armor spikes and proficient in their use.  It cannot use 
  the armor spikes against opponents it is using its crush attack 
  on, but can use them in conjunction with its trample attack. 
  Crush (Ex):  If a thunder tortoise manages to grapple a prone 
  opponent, it can choose to stand astride the foe and crush the 
  victim with its own weight.  This attack deals 2d6 nonlethal 
  damage to the victim.  The victim must succeed an opposed 
  Strength check to get the thunder tortoise off them before 
  escaping the grapple or the crush attack.  
  Improved Trip (Ex):  If a thunder tortoise hits a medium-
  sized or smaller opponent with a bite attack, it may start a free 
  trip 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity 
  Trample (Ex): As a full-round action, a thunder tortoise can 
  move up to three times its speed and literally run over any 
  opponents of medium size or smaller. A trample attack deals 
  2d6+7 bludgeoning and slashing damage. Trampled opponents 
  can attempt attacks of opportunity, but these take a –4 penalty. 
  If they do not make attacks of opportunity, trampled 
  opponents can attempt Reflex save DC 17 to take half damage 
  with a successful save. A trampling creature can only deal 
  trampling damage to each target once per round, no matter 
  how many times its movement takes it over a target creature. 
   
  Training a Thunder Tortoise 
   
  Thunder tortoises are large enough to be used for 
  mounts, if the trainer takes care to remove certain armor 
  spikes on the creature’s back to allow it to be properly rode.  
  As mentioned above, the turtis train the beast as an attack 
  beast as well. 
   
  Training a thunder tortoise as a combat mount or an 
  attack animal requires a DC 25 Handle Animal check and 
  takes 6 weeks.  A trained thunder tortoise costs 2,500 gp. 
   
  A thunder tortoise can carry up to 459 lbs. as a light 
  load, 460-918 lbs. as a medium load, and 919-780 lbs. as a 
  heavy load.  A thunder tortoise can drag up to 3,900 lbs. 
   
  Thunder Tortoises on Amberos 
   
  Native to the Elemental plane of Earth, thunder 
  tortoises are one of the few creatures native to an elemental 
  plane that is not in actuality an elemental.  It is believed this is 
  due the fact the creature originally existed on the Mortal 
  Realm and was somehow transported to the Elemental Earth 
  plane. 
   
  On Amberos, thunder tortoises are usually found in 
  the Skienlands and surrounding nations.  They are almost 
  always found as part of a turtis community or hunting party. 
  
  Bestiary Nefarious  
  Page 418 of 478 – Stephen C. Klauk  
  Tick Bush   
  Large Plant 
  Hit Dice:  
  2d8+5 (14 hp)  
  Initiative:  
  -5 (-5 Dex)  
  Speed:  
  10 ft. (2 squares)  
  Armor Class:  
  7 (-1 size, -5 Dex, +3 natural), touch 4, flat 7  
  BAB/Grapple:  +1/+5  
  Attack:  
  Slam +0 melee (1d6) 
  Full Attack:  
  Slam +0 melee (1d6) 
  Space/Reach:  
  10 ft./10 ft.  
  Diameter: 
  8 ft. + 2d4 ft. (13 ft.) 
  Weight: 
  80 lbs. + 2d6 x 5 lbs. (115 lbs.) 
  Special Att:  
  Enlarge vermin  
  Special Qual:  
  Low-light vision, plant traits  
  Saves:  
  Fort +4, Ref -5, Will +0  
  Abilities:  
  S11 D1 C12 I1 W11 Ch1  
  Skills:  
  Listen 0, Spot 0, Survival +5  
  Feats:  
  Toughness  
  Environment:  Temperate, Warm land, plains, forests  
  Organization:  Solitary, or Pair  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Large); 5-6 HD (Huge)  
  Level Adj:  
  –  
  This bush is about is a little taller than a man, 
  and its leaves are covered with a sticky 
  substance that resembles bloody saliva. From 
  the base of the creature you hear scuttling 
  sounds as suddenly enormous ticks begin to 
  move from the base of the bush.  
  The tick bush is an unusual plant that has a symbiotic 
  relation with vermin. In return for making vermin larger and 
  more dangerous, the tick bush feeds off the byproduct of their 
  attacks and provides a protected place for the vermin to 
  produce their offspring.  
  While a tick bush can enlarge any vermin nesting 
  within its confines, it seems that ticks prefer to nest in the 
  branches of these bushes, and hence their presence has lent the 
  tick bush its name.  
   
  Combat 
  Tick bushes will not attack unless they are directly 
  threatened. When it senses the presence of nearby prey, it uses 
  its enlarge vermin ability to affect a couple of vermin living 
  within its branches and relies on the vermin's natural instinct 
  to attack and slay the prey. The tick bush then uproots and 
  moves over to down prey, where it devours the remains.  
  Enlarge Vermin (Su): As a standard action, a tick bush can 
  enlarge up to two vermin at a time.  Each use doubles the 
  height of the vermin and increases it weight by 8.  This 
  increase changes the creature’s size category to the next larger 
  one.  The target advances as a monstrous vermin of its 
  appropriate size and type.  A tick bush can apply this growth 
  to a vermin more than once, the effects stack and last for 2 
  minutes.  This is treated as a 4th level spell with a caster level 
  of 2. 
    
  Tick Bushes on Amberos 
   
  Somewhat rare, tick bushes can be encountered in 
  Kennestone and the central region around Nyrr Ryann.  They 
  are practically unknown as one nears the western or eastern 
  coast of the continent. 
  
  Bestiary Nefarious 
  Page 419 of 478 – Stephen C. Klauk 
  Tick, Monstrous   
   
  Diminutive Monstrous Tick 
  Diminutive Vermin 
  Hit Dice:  
  1/8d8 (0 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  10 ft. (2 squares)  
  Armor Class:  
  18 (+4 size, +4 Dex), touch 18, flat 14  
  BAB/Grapple:  0/-17  
  Attack:  
  Bite +8 melee (1d2-5 + Blood drain)  
  Full Attack:  
  Bite +8 melee (1d2-5 + Blood drain) 
  Space/Reach:  
  1 ft./0 ft. 
  Length: 
  4 in. + 1d3 in. (5 in.) 
  Weight:  
  ½ lb. 
  Special Att:  
  Blood drain  
  Special Qual:  
  Blindsense 10 ft., darkvision 60 ft.  
  Saves:  
  Fort +2, Ref +4, Will +0  
  Abilities:  
  S1 D19 C10 I0 W10 Ch2  
  Skills:  
  Climb 0, Hide +16, Jump -5, Listen 0, Spot 
  +5  
  Feats:  
  Weapon Finesse  
  Environment:  Any land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  1/10   
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  none 
  Level Adj: -  
   
  Monstrous ticks are blood-sucking vermin that prey 
  on creatures, draining them of their blood. They are rarely 
  dangerous on their own, but tend to travel in swarms that can 
  suck victims dry rather quickly.  
   
  Combat 
  A tick attempts to leap onto an opponent and latch 
  onto the victim. Once attached, it begins drawing blood out of 
  the victim.  
  Attach (Ex):  A tick that has hit with its bite automatically 
  grapples with its opponent.  No attack roll is required, and the 
  victim can act normally, as if it were not grappled.  Since a 
  tick is burrowed into the flesh when it attaches, removing it 
  deals 1 point of nonlethal damage to the victim. 
  Blood drain (Ex): A monstrous tick that has attached itself to 
  a victim can drain 1 point of Constriction from the victim per 
  round. 
    
  Tiny Monstrous Tick   
  Tiny Vermin 
  Hit Dice:  
  ¼d8 (1 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  20 ft. (4 squares)  
  Armor Class:  
  15 (+2 size, +3 Dex), touch 15, flat 12  
  BAB/Grapple:  0/-12  
  Attack:  
  Bite +5 melee (1d3-4 + Blood drain) 
  Full Attack:  
  Bite +5 melee (1d3-4 + Blood drain) 
  Space/Reach:  
  2½ ft./0 ft.  
  Length: 
  9 in. + 1d8 in. (1 ft. 1 in.) 
  Weight:  
  1 lb. + 1d4 lbs. (3 lbs.) 
  Special Att:  
  Attach, blood drain  
  Special Qual:  
  Blindsense, darkvision 60ft.  
  Saves:  
  Fort +2, Ref +3, Will +0  
  Abilities:  
  S3 D17 C10 I0 W10 Ch2  
  Skills:  
  Climb +1, Hide +11, Jump -4, Listen 0, Spot 
  +5  
  Feats:  
  Weapon Finesse  
  Environment:  Temperate, Warm land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  1/8  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  –  
  Level Adj:  
  – 
   
  Monstrous ticks are blood-sucking vermin that prey 
  on creatures, draining them of their blood. They are rarely 
  dangerous on their own, but tend to travel in swarms that can 
  suck victims dry rather quickly.  
   
  Combat 
  A tick attempts to leap onto an opponent and latch 
  onto the victim. Once attached, it begins drawing blood out of 
  the victim.  
  Attach (Ex):  A tick that has hit with its bite automatically 
  grapples with its opponent.  No attack roll is required, and the 
  victim can act normally, as if it were not grappled.  Since a 
  tick is burrowed into the flesh when it attaches, removing it 
  deals 1 point of damage to the victim. 
  Blood drain (Ex): A monstrous tick that has attached itself to 
  a victim can drain 1d2 points of Constriction from the victim 
  per round. 
   
  
  Bestiary Nefarious  
  Page 420 of 478 – Stephen C. Klauk  
  Small Monstrous Tick   
  Small Vermin 
  Hit Dice:  
  1d8 (4 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  13 (+1 size, +2 Dex), touch 13, flat 11  
  BAB/Grapple:  0/-7  
  Attack:  
  Bite +3 melee (1d4-3 + Blood drain) 
  Full Attack:  
  Bite +3 melee (1d4-3 + Blood drain) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  1 ft. 3 in. + 1d8 in. (1 ft. 7 in.) 
  Weight:  
  5 lbs. + 2d4 x 2 lbs. 
  Special Att:  
  Attach, blood drain  
  Special Qual:  
  Blindsense, darkvision 60ft.  
  Saves:  
  Fort +2, Ref +2, Will +0  
  Abilities:  
  S5 D15 C10 I0 W10 Ch2  
  Skills:  
  Climb +1, Hide +6, Jump -3, Listen 0, Spot 
  +4  
  Feats:  
  Weapon Finesse  
  Environment:  Temperate or Warm land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  ½  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  –  
  Level Adj:  
  –  
   
  Monstrous ticks are blood-sucking vermin that prey 
  on creatures, draining them of their blood. They are rarely 
  dangerous on their own, but tend to travel in swarms that can 
  suck victims dry rather quickly.  
   
  Combat 
  A tick attempts to leap onto an opponent and latch 
  onto the victim. Once attached, it begins drawing blood out of 
  the victim.  
   
  Attach (Ex):  A tick that has hit with its bite automatically 
  grapples with its opponent.  No attack roll is required, and the 
  victim can act normally, as if it were not grappled.  Since a 
  tick is burrowed into the flesh when it attaches, removing it 
  deals 1 point of damage to the victim. 
  Blood drain (Ex): A monstrous tick that has attached itself to 
  a victim can drain 1d4 points of Constitution from the victim 
  per round. 
   
  Medium Monstrous Tick   
  Medium Vermin 
  Hit Dice:  
  2d8 (9 hp)  
  Initiative: 
   +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  11 (+1 Dex), touch 11, flat 10  
  BAB/Grapple:  +1/-1  
  Attack:  
  Bite +2 melee (1d6-2 + Blood drain) 
  Full Attack:  
  Bite +2 melee (1d6-2 + Blood drain) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  4 ft. + 1d4 ft. (6 ft.) 
  Weight:  
  100 lbs. + 1d6 x 20 lbs. (160 lbs.) 
  Special Att:  
  Attach, blood drain  
  Special Qual:  
  Blindsense, darkvision 60ft.  
  Saves:  
  Fort +3, Ref +1, Will +0  
  Abilities:  
  S9 D13 C10 I0 W10 Ch2  
  Skills:  
  Climb +4, Hide +1, Jump -1, Listen 0, Spot 
  +5  
  Feats:  
  Weapon Finesse  
  Environment:  Temperate or Warm land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  1  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  3-4 HD (Medium)  
  Level Adj:  
  - 
   
  Monstrous ticks are blood-sucking vermin that prey 
  on creatures, draining them of their blood. They are rarely 
  dangerous on their own, but tend to travel in swarms that can 
  suck victims dry rather quickly.  
   
  Combat 
  A tick attempts to leap onto an opponent and latch 
  onto the victim. Once attached, it begins drawing blood out of 
  the victim.  
   
  Attach (Ex):  A tick that has hit with its bite automatically 
  grapples with its opponent.  No attack roll is required, and the 
  victim can act normally, as if it were not grappled.  Since a 
  tick is burrowed into the flesh when it attaches, removing it 
  deals 1d4 point of damage to the victim. 
  Blood drain (Ex): A monstrous tick that has attached itself to 
  a victim can drain 1d6 points of Constitution from the victim 
  per round. 
  
  Bestiary Nefarious 
  Page 421 of 478 – Stephen C. Klauk 
  Large Monstrous Tick   
  Large Vermin 
   
  Hit Dice:  
  4d8 + 4 hp (22 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  10 (-1 size, +1 natural), touch 9, flat 10  
  BAB/Grapple:  +3/+7  
  Attack:  
  Bite +2 melee (1d8 + Blood drain) 
  Full Attack:  
  Bite +2 melee (1d8 + Blood drain) 
  Space/Reach:  
  10 ft./5 ft.  
  Length: 
  8 ft. + 1d8 ft. (12 ft.) 
  Weight:  
  400 lbs. + 1d8 x 50 lbs. (600 lbs.) 
  Special Att:  
  Attach, blood drain  
  Special Qual:  
  Blindsense, darkvision 60ft.  
  Saves:  
  Fort +4, Ref +1, Will +1  
  Abilities:  
  S11 D11 C12 I0 W10 Ch2  
  Skills:  
  Climb +5, Hide -4, Jump +4, Listen 0, Spot 
  +5  
  Feats:  
  – 
  Environment:  Temperate or Warm Land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  2  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  5-8 HD (Large)  
  Level Adj:  
  – 
   
  Monstrous ticks are blood-sucking vermin that prey 
  on creatures, draining them of their blood. They are rarely 
  dangerous on their own, but tend to travel in swarms that can 
  suck victims dry rather quickly.  
   
  Combat 
  A tick attempts to leap onto an opponent and latch 
  onto the victim. Once attached, it begins drawing blood out of 
  the victim.  
   
  Attach (Ex):  A tick that has hit with its bite automatically 
  grapples with its opponent.  No attack roll is required, and the 
  victim can act normally, as if it were not grappled.  Since a 
  tick is burrowed into the flesh when it attaches, removing it 
  deals 1d6 point of damage to the victim. 
  Blood drain (Ex): A monstrous tick that has attached itself to 
  a victim can drain 1d6 points of Constitution from the victim 
  per round. 
  Huge Monstrous Tick   
  Huge Vermin 
   
  Hit Dice:  
  9d8 + 36 hp (76 hp)  
  Initiative:  
  +0  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  12 (-2 size, +4 natural), touch 8, flat 12  
  BAB/Grapple:  +6/+16  
  Attack:  
  Bite +6 melee (2d6+2 + Blood drain) 
  Full Attack:  
  Bite +6 melee (2d6+2 + Blood drain) 
  Space/Reach:  
  15 ft./10 ft.  
  Length: 
  15 ft. + 2d8 ft. (24 ft.) 
  Weight:  
  800 lbs. + 2d8 x 50 lbs. (1,250 lbs.) 
  Special Att:  
  Attach, blood drain  
  Special Qual:  
  Blindsense, darkvision 60ft.  
  Saves:  
  Fort +6, Ref +3, Will +3  
  Abilities:  
  S15 D11 C14 I0 W10 Ch2  
  Skills:  
  Climb +10, Jump +10, Listen 0, Spot +8  
  Feats:  
  – 
  Environment:  Temperate or Warm land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  5  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  10-18 HD (Huge)  
  Level Adj:  
  – 
   
  Monstrous ticks are blood-sucking vermin that prey 
  on creatures, draining them of their blood. They are rarely 
  dangerous on their own, but tend to travel in swarms that can 
  suck victims dry rather quickly.  
   
  Combat 
  A tick attempts to leap onto an opponent and latch 
  onto the victim. Once attached, it begins drawing blood out of 
  the victim.  
   
  Attach (Ex):  A tick that has hit with its bite automatically 
  grapples with its opponent.  No attack roll is required, and the 
  victim can act normally, as if it were not grappled.  Since a 
  tick is burrowed into the flesh when it attaches, removing it 
  deals 1d8 point of damage to the victim. 
  Blood drain (Ex): A monstrous tick that has attached itself to 
  a victim can drain 1d8 points of Constitution from the victim 
  per round. 
    
  
  Bestiary Nefarious  
  Page 422 of 478 – Stephen C. Klauk  
  Gargantuan Monstrous Tick   
  Gargantuan Vermin 
  Hit Dice:  
  19d8+57 (142 hp)  
  Initiative: 
   +0  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  14 (-4 size, +8 natural), touch 6, flat 14  
  BAB/Grapple:  +14/+33  
  Attack:  
  Bite +17 melee (3d6+7 + Blood drain) 
  Full Attack:  
  Bite +17 melee (3d6+7 + Blood drain) 
  Space/Reach:  
  20 ft./15 ft.  
  Length: 
  40 ft. + 2d8 ft. (52 ft.) 
  Weight:  
  8,000 lbs. + 2d8 x 250 lbs. (10,250 lbs. / 5 
  tons) 
  Special Att:  
  Attach, blood drain  
  Special Qual:  
  Blindsense, darkvision 60ft.  
  Saves:  
  Fort +14, Ref +6, Will +6  
  Abilities:  
  S25 D11 C17 I0 W10 Ch2  
  Skills:  
  Climb +22, Jump +22, Listen 0, Spot +14  
  Feats:  
  – 
  Environment:  Temperate, Warm land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  9  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement: 20-38 HD (Gargantuan) 
  Level Adj:  
  –  
  Monstrous ticks are blood-sucking vermin that prey 
  on creatures, draining them of their blood. They are rarely 
  dangerous on their own, but tend to travel in swarms that can 
  suck victims dry rather quickly.  
   
  Combat 
  A tick attempts to leap onto an opponent and latch 
  onto the victim. Once attached, it begins drawing blood out of 
  the victim.  
   
  Attach (Ex):  A tick that has hit with its bite automatically 
  grapples with its opponent.  No attack roll is required, and the 
  victim can act normally, as if it were not grappled.  Since a 
  tick is burrowed into the flesh when it attaches, removing it 
  deals 2d6 points of damage to the victim. 
  Blood drain (Ex): A monstrous tick that has attached itself to 
  a victim can drain 2d6 points of Constitution from the victim 
  per round. 
  Colossal Monstrous Tick   
  Colossal Vermin 
  Hit Dice:  
  39d8+195 (370 hp)  
  Initiative:  
  +0  
  Speed:  
  50 ft. (10 squares)  
  Armor Class:  
  15 (-8 size, +13 natural), touch 2, flat 15  
  BAB/Grapple:  +29/+56  
  Attack:  
  Bite +32 melee (4d6+11 + Blood drain) 
  Full Attack:  
  Bite +32 melee (4d6+11 + Blood drain) 
  Space/Reach:  
  40 ft./20 ft.  
  Length: 
  60 ft. + 1d8 x 4 ft. (72 ft.) 
  Weight:  
  16,000 lbs. + 1d8 x 1,500 lbs. (22,000 lbs. / 
  11 tons) 
  Special Att:  
  Attach, blood drain  
  Special Qual:  
  Blindsense, darkvision 60 ft.  
  Saves:  
  Fort +26, Ref +13, Will +13  
  Abilities:  
  S32 D11 C21 I0 W10 Ch2  
  Skills:  
  Climb +29, Jump +29, Listen 0, Spot +18  
  Feats:  
  – 
  Environment:  Temperate, Warm land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  14  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  40-117 HD (Colossal)  
  Level Adj:  
  - 
  Monstrous ticks are blood-sucking vermin that prey 
  on creatures, draining them of their blood. They are rarely 
  dangerous on their own, but tend to travel in swarms that can 
  suck victims dry rather quickly.  
   
  Combat 
  A tick attempts to leap onto an opponent and latch 
  onto the victim. Once attached, it begins drawing blood out of 
  the victim.  
   
  Attach (Ex):  A tick that has hit with its bite automatically 
  grapples with its opponent.  No attack roll is required, and the 
  victim can act normally, as if it were not grappled.  Since a 
  tick is burrowed into the flesh when it attaches, removing it 
  deals 3d6 points of damage to the victim. 
  Blood drain (Ex): A monstrous tick that has attached itself to 
  a victim can drain 3d6 points of Constitution from the victim 
  per round. 
  
  Bestiary Nefarious 
  Page 423 of 478 – Stephen C. Klauk 
  Titankite   
  Medium Magical Beast (Air) 
  Hit Dice:  
  7d10+28 (66 hp)  
  Initiative:  
  +6 (+6 Dex)  
  Speed:  
  30 ft. (6 squares), fly 100 ft. (good)  
  Armor Class:  
  23 (+6 Dex, +7 natural), touch 16, flat 17  
  BAB/Grapple:  +7/+9  
  Attack:  
  Bite +13 melee (1d6+2 + transformation)  
  Full Attack:  
  Bite +13 melee (1d6+2 + transformation) 
  and 2 claw +4 melee (1d6+1) 
  Space/Reach:  
  5 ft./5 ft.  
  Length: 
  5 ft. + 2d8 in. (5 ft. 9 in.) 
  Weight:  
  70 lbs. + 2d8 x 2 lbs. (98 lbs.) 
  Special Att:  
  Baleful transformation  
  Special Qual:  
  Darkvision 60 ft., fast healing 4, low-light 
  vision, spell resistance 17, spell-like abilities  
  Saves:  
  Fort +9, Ref +11, Will +4  
  Abilities:  
  S15 D23 C19 I7 W15 Ch14  
  Skills:  
  Disable Device +3, Escape Artist +6, Listen 
  +4, Spot +10  
  Feats:  
  Alertness, 
  Improved 
  Natural 
  Attack, 
  SnatchB, Weapon Finesse  
  Environment:  Olympus  
  Organization:  Solitary  
  CR:  
  6  
  Treasure:  
  ½ coins, normal art, normal magic  
  Alignment:  
  Always neutral  
  Advancement:  8-14 HD (Medium)  
  Level Adj:  
  -  
  This bird has a wingspan twice as wide as a man 
  is tall. It is white breasted with arrow-shaped 
  markings pointing upward. The rest of the bird is 
  a dazzling blue, with a long, sharp black beak 
  and black talons.  
  The Titankite is a hunting bird created and used by 
  titans and other creatures of Olympus as a pet or hunting 
  animal. They have the unusual ability to transform their 
  victims into snails so they can be more easily eaten or 
  otherwise dealt with. It is because of this ability that their 
  owners tend to use them to hunt or punish mortals that offend 
  them.  
  Titankites are intelligent and can speak Celestial.  
   
  Combat 
  A titankite swoops down on prey from above, 
  attempting to grasp it in its talons and sweep it into the sky. As 
  it ascends, the titankite pecks at the victim, attempting to 
  transform the victim into a snail. If it is successful, the 
  creature then lands and feasts on the transformed creature.  
  Titankites are intelligent, and wary of foes bearing 
  weapons. They prefer to attack lone individuals, or to carry 
  opponents out of the range of other's ability to help them. 
  They can operate tools and traps, though they do not have the 
  knowledge of how to create tools of their own.  
  Baleful Transformation (Su):  The bite of a titankite 
  transforms the victim into a snail if a Fort save DC 15 fails.  
  This otherwise works as a Baleful Transformation spell.  
  Caster level 7. 
  Fast Healing (Ex): A titankite heals 4 hit points per round. 
  Except where noted here, fast healing is just like natural 
  healing. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts.. 
  Spells-like Abilities (Sp): Titankites can use the following 
  ability as a standard action.  The titankite has caster level of 7.  
  Protection from Law – 3x/day, Comprehend Languages – 
  3x/day, Floating Disk – 3x/day, Glitterdust – 2x/day, 
  Misdirection – 2x/day, Dispel Magic – 1x/day, Hold person 
  1x/day.  
  Skills:  A titankite gains a +6 bonus to spot checks 
   
  Titankites on Amberos 
   
  Most titankites on Amberos were left behind from the 
  Elvin Golden age when the Ancient Gods were awakened.  
  Since the majority of titans had been cast to Tarterus, the 
  titankites that are active have either renounced their titan 
  masters or are seeking a way to extract the titan from Tarterus. 
  
  Bestiary Nefarious  
  Page 424 of 478 – Stephen C. Klauk  
  Tormentor   
  Large Outsider (Extraplanar, Reptilian) 
  Hit Dice:  
  9d8+45 (85 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (poor)  
  Armor Class:  
  24 (-1 size, +2 Dex, +13 natural), touch 11, 
  flat 22  
  BAB/Grapple:  +9/+21  
  Attack:  
  Spear +16 melee (1d8+8 + 1d6 acid;x3) 
  Full Attack:  
  Spear +16/+11/+6 melee (1d8+8 + 1d6 acid) 
  and bite +11 melee (1d8+4 + Wisdom drain) 
  and tail +11 melee (1d8+4 + 1d6 cold) 
  Space/Reach:  
  10 ft./10 ft. (15 ft. with tail)  
  Height: 
  5 ft. 3 in. + 2d6 in. (5 ft. 10 in.) 
  Weight:  
  130 lbs. + 2d6 x 5 lbs. (165 lbs.) 
  Special Att:  
  constrict, improved grab, wisdom drain  
  Special Qual:  
  Change shape, darkvision 60ft., outsider 
  traits, regeneration 4, resistance to fire and 
  acid 10, spell resistance 21  
  Saves:  
  Fort +13, Ref +8, Will +12  
  Abilities:  
  S27 D15 C21 I17 W19 Ch17  
  Skills:  
  Appraise +17, Bluff +17, Climb +22, 
  Diplomacy +10, Disguise +17, Escape Artist 
  +16, Hide -2, Intimidate +17, Listen +11, 
  Sense Motive +18, Spot +18  
  Feats:  
  Combat Reflexes, Great Fortitude, Iron Will  
  Environment:  Hades  
  Organization:  Solitary, Cluster (2-5), or Squad (5-20)  
  CR:  
  10  
  Treasure:  
  Standard coins, ½ art, no magic  
  Alignment:  
  Always neutral evil  
  Advancement:  10-18 HD (Large); 19-27 HD (Huge)  
  Level Adj:  
  -  
  This creature has the lower body of a serpent 
  covered in bloody hooked barbs. Its upper body 
  is humanoid, likewise covered in scales. Its arms 
  end in six-fingered hands with cruel claws 
  stained with blood. Their faces are reptilian, 
  with yellow slitted eyes and a black, forked 
  tongue.  
  Tormentors are the snake-like creatures of the lower 
  planes whose only job is to torment the souls trapped in that 
  plane. The constantly assail victims with physical and mental 
  tortures, wearing down their victim's will until they are 
  absolutely destitute, and then continue to torture them even 
  more beyond all hope or despair.  
  Tormentors are well-known for stealing the treasures 
  and wealth of those they torture.  They do this primarily to 
  prevent their victims from passing into any sort of reward or 
  final rest in the afterlife. 
  When tormenting others or facing opponents, they 
  usually first assume the form of a being the opponent knows 
  and trust.  They are well-known for disassembling themselves 
  in front of the victim, for the sheer horror it causes.  They also 
  tend to enjoy shifting from the friendly shape to a terrifying 
  one – such as a giant spider or even their natural form, before 
  starting an attack. 
  Tormentors speak Abyssal, Common, Infernal and 
  Ignan. 
  Combat 
  When tormentors encounter opponents who have not 
  succumbed to their will-withering tortures, they immediately 
  attack. They usually attempt to capture victims in the coils of 
  their powerful tails and begin to slowly drain the victim's will. 
  If unable to capture prey, they will attack until they have slain 
  or immobilize their prey.  
  Wisdom Drain (Su): The bite of a tormentor permanently 
  drains 1d4 Wisdom from a victim if they fail a Fort save DC 
  19. 
  Constrict (Ex): A tormentor can crush a medium-sized or 
  smaller opponent, dealing 1d8 + 8 bludgeoning damage and 
  1d6 piercing damage, after making a successful grapple check. 
  Improved Grab (Ex): If a hits a medium-sized opponent or 
  smaller with its tail attack, it deals normal damage and 
  attempts to start a grapple as a free action without provoking 
  an attack of opportunity. No initial touch attack is required. 
  Change Shape (Su): A tormentor’s natural shape is that of a 
  snake-like humanoid.  As a move-equivalent action, it can 
  alter its shape into any other humanoid, animal or vermin of 
  small to large size of its choice.  It can assume the shape of a 
  specific person known to it with a successful disguise check.  
  A tormentor prefers shapes that are familiar to its opponent; 
  either those the victim explicitly trusts or is fearful of.  
  Regeneration (Ex): A tormentor takes normal damage from 
  fire attacks. Regenerating tormentors can regrow lost portions 
  of their bodies and can reattach severed limbs or body parts if 
  held to the stump for 3 rounds; Severed parts that are not 
  reattached wither and die normally. 
    
  Tormentors on Amberos 
   
  Tormentors are never found on Amberos, unless 
  somehow summoned by magical means.  However, they are 
  well-known in legends as tormentors of the dead, applying 
  their tortures to those waiting to be judged in the courts of 
  Jhalah.  In some of these tales, tormentors have been known to 
  delay or distract the dead from reaching the courts of Jhalah 
  and moving on to their final rest.  
  
  Bestiary Nefarious 
  Page 425 of 478 – Stephen C. Klauk 
  Tree Strider   
  Huge Plant 
  Hit Dice:  
  12d8+96 (150 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  27 (-2 size, +2 Dex, +15 natural, +2 heavy 
  wooden shield), touch 10, flat 25  
  BAB/Grapple:  +9*/+28*  
  Attack:  
  Longsword +18* melee (3d6+11;19-20/x2) 
  Full Attack:  
  Longsword +18/+13* melee (3d6+11;19-
  20/x2) or  
  2 slams +18* melee (1d8+5) 
  Space/Reach:  
  15 ft./15 ft.  
  Height: 
  24 ft. + 1d8 ft. (28 ft.) 
  Weight:  
  400 lbs. + 1d8 x 100 lbs. (800 lbs.) 
  Special Att:  
  Powerful charge, symbiosis  
  Special Qual:  
  DR 10/cold iron, low-light vision, plant 
  traits, 
  spell 
  resistance 
  22, 
  symbiosis, 
  vulnerability to energy  
  Saves:  
  Fort +16*, Ref +6*, Will –1*  
  Abilities:  
  S33* D15* C27* I1 W1 Ch1  
  Skills:  
  none*  
  Feats:  
  Martial Weapon Proficiency (Longsword), 
  Shield Proficiency* 
  Environment:  Temperate forests  
  Organization:  Solitary  
  CR:  
  11  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  13-24 HD (Huge); 25-36 HD (Gargantuan)  
  Level Adj:  
  -  
  This huge tree has a humanoid shape, and in one 
  hand bears a rune-covered longsword, and in the 
  other holds a sturdy wooden shield engraved 
  with similar runes. 
  Tree Striders are the creation of druids, and are very 
  rare indeed. They are often the last defense available to its 
  forest protectors.  
  Normally, a tree strider appears as a huge, somewhat 
  bent, hollow tree. Only when a humanoid enters the hallow 
  and speaks the command word or phrase does the tree strider 
  awaken. Upon awakening, it engulfs the humanoid, 
  unsheathes its hidden long sword and take up its shield. The 
  humanoid and the tree strider merge into one being until its 
  task is complete or the tree strider (and the humanoid within) 
  are destroyed.  
  Humanoids who merge with a tree strider are 
  considered to become part of the tree strider.  Any effects 
  directed at the humanoid inside instead affect the tree strider.  
  Any lost hit points are taken first from the tree strider, then 
  from the humanoid’s total. 
  At any point of his choosing, the humanoid can choose 
  to break the bond with the tree strider.  Bonding to a tree 
  strider takes one minute, but breaking the bond takes only a 
  single full action. 
  Tree striders cannot speak, but can communicate 
  empathically with its controllers and friendly druids within 
  400 feet.  
   
  Combat 
  Since tree striders cannot act on their own, they 
  depend on their controller to guide their attacks. Thus the 
  battle strategy and skill with which they fight depends on who 
  is controlling them. However, the design of the tree strider 
  does grant the controller some additional options.  
  Powerful Charge (Ex): When a creature with this special 
  attack makes a charge, its attack deals extra damage in 
  addition to the normal benefits and hazards of a charge. The 
  amount of damage from the attack is given in the creature’s 
  description.  
  Symbiosis (Ex):  A Tree strider requires a medium or small 
  sized humanoid to be able to act.  Bonding with the tree strider 
  takes one minute, but the humanoid can choose at any time 
  during their action to break the bond.  Breaking the bond takes 
  only a single full action.  When interfaced with a humanoid, 
  its controller modifies the Tree strider’s abilities as follows: 
   
  • 
  HD:  The tree strider adds the racial hit dice and class 
  levels to it hit dice and hit point totals. 
  • 
  BAB/Grapple:  The tree strider adds the humanoid’s 
  BAB to its own.  For grappling, the tree strider adds 
  the BAB and Strength modifier to its grapple bonus. 
  • 
  Attack:  The tree strider adds the humanoid’s BAB 
  and Strength modifier to the attack.  Note that this 
  may grant the tree strider an additional long sword 
  attack when full attacking if the humanoid’s BAB is 
  greater than +3, and two additional attacks if the 
  humanoid’s BAB is equal to or greater than +9. 
  • 
  Damage:  The tree strider adds the humanoid’s 
  Strength modifier to the damage it deals with its 
  weapon attacks. 
  • 
  Special Attacks/Qualities:  The tree strider can  use 
  its own special attacks and qualities to full effect.  In 
  addition, it can channel spells cast by the humanoid 
  controlling it, as if it were an extension of the 
  humanoid controller.  The tree strider also gains the 
  ability to use any exceptional or supernatural ability 
  of the humanoid host.  Magic items in possession of 
  the humanoid host do not transfer their abilities to the 
  tree strider, and cannot be activated by the humanoid 
  controller while inside the tree strider. 
  • 
  Saves:  The tree strider adds the humanoid’s saving 
  throw modifiers to its own saves. 
  • 
  Abilities:  The tree strider adds twice the humanoid’s 
  Strength, Dexterity and Constitution modifier to the 
  appropriate physical scores.  The tree strider’s 
  Intelligence, Wisdom and Charisma becomes equal to 
  the humanoids. 
  • 
  Skills:  The tree strider gains the skills and bonuses 
  of the humanoid.  Any skill using a physical stat 
  
  Bestiary Nefarious  
  Page 426 of 478 – Stephen C. Klauk  
  (Strength, Dexterity or Constitution) is modified by 
  the new ability score. 
  • 
  Feats:  The tree strider gains the humanoid’s feats. 
   
  Vulnerability to Energy (Ex): Tree striders are vulnerable to 
  fire. They take half again as much (+50%) damage as normal 
  from the effect, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure.  
   
  Tree Striders on Amberos 
   
  Druidus, the progenitor of druids on Amberos, 
  vehemently opposed the creation of Tree striders by his 
  followers, and had the original creators of the magics that 
  produced the first tree strider put to death by burning.  
  However, following the great druids death, certain druidic 
  circles began to experiment with creating tree striders.  
  Though to this day they are still rare, the stigma of their 
  creation is much lessened than in elder days. 
  
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  Tree Warrior, General 
   
  While treants are the caretakers and overseers of 
  forests, tree warriors are the defenders of the woods.  Unlike 
  treants, tree warriors are proactive, seeking out threats to the 
  forest and destroying them before they can cause the forest 
  harm. 
   
  Few forests are privileged enough to contain tree 
  warriors; they were created long ago by treants to protect 
  forests when they themselves were incapable of defending a 
  forest from destruction.  Thus, only forests who in the past 
  faced utter destruction at some point are likely to have access 
  to tree warriors, and even the oldest forest is likely to have less 
  than one hundred of these formidable beings to defend itself at 
  any one time.  When not needed, tree warriors take root and 
  slumber, waiting for the call to arms to defend their woods 
  from danger. 
   
  Some tree warriors may be dormant for ages before 
  they are awakened from their slumber to sally forth and attack 
  the forces that threaten their home woods.  Yet even as they 
  sleep, tree warriors grow and become hardier, much in a 
  manner akin to dragonkind. 
   
  There are five different age groups that tree warriors 
  pass through.  Unlike immortal dragons, tree warriors 
  eventually reach an age at which they drop seedlings and pass 
  away (at the tail end of Forest Lord age).  These seedlings then 
  slowly grow into tree warriors themselves, becoming saplings 
  in 1d4 years. 
   
  As tree warriors age, they tend to gain special 
  abilities from their years of communion with the woods in 
  which they have rested.  While an active tree warrior may 
  have gained several character levels from the first-hand 
  combat it has seen, age grants the tree warriors insight, size 
  and abilities no amount of fighting could ever grant it.  If a 
  tree warrior has gained levels and advances in an age category, 
  it retains any class levels it may have gained from previous 
  age categories. 
   
  The following table lists the different tree warrior 
  ages 
   
  Age 
  Category 
  Title 
  1 – 25 years 
  1 
  Sapling 
  26 – 75 years 
  2 
  Orchard Prince 
  76 – 150 years 
  3 
  Grove Master 
  151 – 300 years 
  4 
  Forest King 
  301 – 900 years 
  5 
  Forest Lord 
   
   
  The entries for tree warriors mention specific 
  weapons that the tree warrior employ (for example, Cedar tree 
  warriors employ magic greataxes).  All tree warriors have 
  these listed items; they are in fact grown with the warrior.  If 
  lost, a tree warrior can generate a special seed that recreates 
  the item in 1d4+1 days per age category (Thus for a Forest 
  Lord to recover its special weapon it takes 5d4+5 days).  A 
  tree warrior will never generate a seed if it is currently in 
  possession of its special weapon, and cannot generate more 
  than one seed at a time, nor give the seed to others; the seed 
  only grows if the tree warrior personally tends to the seed until 
  it reaches maturity.  If the tree warrior’s special weapon is 
  taken from a tree warrior, the item can possibly be kept and 
  used by others, if they are of the appropriate size to use them – 
  however, tree warriors never give these items to others 
  willingly and will go to great lengths to destroy or recover 
  them.  If a tree warrior loses an item to theft or other means, it 
  can generate a seed to create a new weapon to replace the lost 
  one.  In such cases, the original, stolen item loses all its 
  magical properties and becomes a worthless, twisted piece of 
  dead wood when the new seed matures.   
  Note that these specific items also appear in the 
  treasure line – their value should be deducted from any other 
  treasure the tree warrior may have when generating a tree 
  warrior’s treasure hoard. 
   
  Tree Warriors on Amberos 
   
  During the Time of Technology, Belli worried that 
  the rampant growth of cities and pollution caused by 
  technological devices would devastate Amberos.  To protect 
  forests from lumbering for fuel and other products on a 
  massive scale, Belli used his abilities to create the Tree 
  Warriors to stave off harmful destruction of the natural 
  environment.  Following the end of the Technological Wars, 
  many Tree Warriors went into hibernation, though some were 
  active during the Dark Age and the First Dragon Wars.  In the 
  east, many Tree Warriors awoke and participated on one side 
  or the other in the Randu Wars, especially in the Ranzana 
  Jungle, where Tree Warriors fought against heavy lumbering 
  by Randu forces. 
  
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  Birch Tree Warrior 
  Medium Plant  
  Hit Dice:  
  3d8+3 (16 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  16 (+3 Dex, +3 natural), touch 13, flat 13  
  BAB/Grapple:  +2/+4  
  Attack:  
  +1 Rapier +6 melee (1d6+3;18-20/x2) or 
  composite shortbow (+2 Str) +5 ranged 
  (1d6+2;x3) 
  Full Attack:  
  +1 Rapier +6 melee (1d6+3;18-20/x2) or 
  composite shortbow ( +2 Str)+5 ranged 
  (1d6+2;x3)  
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  6 ft. + 1d3 in. (6 ft. 1 in.) 
  Weight:  
  125 lbs. + 1d4 x 25 lbs. (175 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Fast healing 2, low-light vision, plant traits, 
  spell-like abilities, vulnerability to fire  
  Saves:  
  Fort +4, Ref +4, Will +1  
  Abilities:  
  S15 D17 C13 I13 W10 Ch15  
  Skills:  
  Climb +8, Disguise +2, Listen 0, Sense 
  Motive +6, Spot 0, Survival +6  
  Feats:  
  Combat Expertise, DodgeB, MobilityB, 
  Weapon Focus (Rapier)  
  Environment:  Temperate forests  
  Organization:  Solitary, Team (2-5), Squad (5-20) or Team 
  (40-60 birch sapling warriors, plus 1 birch 
  orchard prince per 5 sapling warriors, plus 1 
  birch grove master per 20 sapling warriors, 
  plus 1 birch forest king) 
  CR:  
  4  
  Treasure:  
  +1 Rapier (2,320 gp), composite shortbow 
  (+2 Str) (225 gp) and Standard  
  Alignment:  
  Always neutral  
  Advancement:  By Character class  
  Level Adj:  
  –  
   
  Birch tree warriors are the “commando” units of tree 
  warriors.  Quick and dexterous, they rely on their speed and 
  defensive combat feats to prevent themselves from being 
  harmed, while dealing damage to their enemy. 
   
  Birch warriors are all business, but constantly watch 
  the battlefield for superior foes to face off against.  They will 
  often engage foes in “honorable” one-on-one combat, and are 
  known for commenting on their opponent’s style as they fight.  
  They primarily make such comments to enrage or confuse 
  their opponents and reduce their combat effectiveness – rather 
  than point out flaws to improve it. 
   
  Outside of combat, birch tree warriors often retire to 
  areas of serene beauty – lakes, quiet groves and the like, and 
  remain in a sort of sleep awaiting when they are next needed 
  to defend their forest. 
   
  Birch warriors speak Common, giant and sylvan. 
   
  Combat 
   
  Birch tree warriors rely on their speed and skill to 
  attack opponents.  They are swift and deadly, fighting with 
  finesse and skill.  They tend to move rapidly about the 
  battlefield, picking their opponents carefully and bringing 
  them down before moving on to another.  When in groups, 
  birch tree warriors work together with deadly efficiency, and 
  often one of the warriors will attempt to draw the attention of 
  an opponent, use combat expertise to make itself harder to hit, 
  as the others focus on bringing the foe down. 
  Fast Healing (Ex): A birch tree sapling warrior heals 2 hit 
  points per round. Except where noted here, fast healing is just 
  like natural healing. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, and it does not 
  allow a creature to regrow lost body parts.  
  Spell-like Abilities (Sp):  A birch grove master can use the 
  following spell-like abilities at 3rd caster level. 
  True Strike – 3x/day,  Protection from Arrows – 1x/day. 
  Vulnerability to Fire (Ex): Tree warriors have vulnerability 
  to a fire. Such a creature takes half again as much (+50%) 
  damage as normal from the effect, regardless of whether a 
  saving throw is allowed, or if the save is a success or failure.  
   
  Birch Tree Warriors on Amberos 
   
  Birch tree warriors are usually found in Southwest 
  Amberos, in the Southern Kingdom and Nauwflouwd.  There 
  are some to be found in Ksiki Con Corridon, but they are 
  extremely rare.  The most active birch tree warriors can 
  actually be found in the Broken Woods, fighting against the  
  corrupted rulership of the Duchy of Molvak. 
  
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  Birch Orchard Prince 
  6HD Birch Tree Warrior; hp: 39  
  S17 D20 C14 I14 W12 Ch17;Fort +7, Ref +7, Will +3 
  Init: 
  +5 
  Move: 30 ft. 
  AC: 
  22 (+5 Dex, +7 natural), touch 15, flat 17 
  BAB/Grapple: +4/+7 
  Full Attack: 
  +1 rapier +10/+5 melee (1d6+6;18-20/x2) 
  or 
   
  Composite longbow (+3 Str) +9/+4 ranged 
  (1d8+3;x3) 
  Special Att: 
  - 
  Special Qual: 
  Fast healing 4, low-light vision, plant traits, 
  spell-like abilities, vulnerability to fire 
  Skills: Climb +12, Disguise +3, Escape Artist +14, Hide +5, 
  Listen +1, Sense Motive +10, Spot +1, Tumble +14 
  Feats: Combat expertiseB, Dodge, MobilityB, Spring attackB, 
  Weapon Focus (Rapier), Weapon Specialization 
  (Rapier)B 
  CR: 
  7 
  Gear: 
  +1 Rapier (2,320 gp), composite longbow (+3 Str) 
  (400 gp) and Standard 
  Spell-like Abilities (Sp):  A birch grove master can use the 
  following spell-like abilities at 6th caster level. 
  True Strike – 6x/day, Protection from Arrows – 3x/day, Cat’s 
  Grace – 2x/day, Displacement - 1x/day. 
  Birch Grove Master 
  9HD Large Birch Tree Warrior; hp: 76 
  S27 D18 C19 I15 W14 Ch17;Fort +10, Ref +8, Will +5 
  Init: 
  +4 
  Move: 30 ft. 
  AC: 
  22 (-1 size, +4 Dex, +9 natural), touch 13, flat 18 
  BAB/Grapple: +6/+18 
  Full Attack: 
  +1 Human bane rapier +15/+10 melee 
  (1d8+11 + 2d6 vs. humans;15-20/x2) or 
   
  Composite longbow (+8 Str) +10/+5 ranged 
  (2d6+8;x3) 
  Special Att: 
  - 
  Special Qual:  
  Fast healing 4, low-light vision, plant traits, 
  spells-like abilities, vulnerability to fire 
  Skills:  Climb +20, Disguise +3, Escape Artist +15, Hide -1, 
  Listen +2, Sense Motive +14, Spot +2, Tumble +15 
  Feats: Combat 
  expertiseB, 
  Dodge, 
  Improved 
  Critical 
  (Rapier), 
  MobilityB, 
  Spring 
  AttackB, 
  Weapon 
  Focus(Rapier), Weapon Specialization (Rapier), 
  Whirlwind AttackB 
  CR: 
  10 
  Gear: 
  +1 human bane rapier (8,340 gp), composite 
  longbow (+8 Str) (3,600 gp) and Standard 
  Spell-like Abilities (Sp):  A birch grove master can use the 
  following spell-like abilities at 9th caster level. 
  True Strike – at will,  Protection from Arrows – 3x/day, Cat’s 
  Grace – 3x/day, Displacement - 1x/day, Heroism – 1x/day, 
  Freedom of Movement – 1x/day, Tree Stride 1x/day. 
  Birch Forest King 
  12HD Huge Birch Tree Warrior; hp: 138 
  S37 D18 C24 I17 W16 Ch18;Fort +15, Ref +12, Will +7 
  Init: 
  +4 
  Move: 30 ft. 
  AC: 
  23 (-2 size, +4 Dex, +11 natural), touch 12, flat 19 
  BAB/Grapple: +9/+30 
  Full Attack: 
  +3 human bane rapier +25/+20 melee 
  (2d6+18 + 2d6 vs. humans;15-20/x2) or 
   
  Composite longbow (+13 Str) +11/+6 
  ranged (3d6+13;x3) 
  Special Att: 
  - 
  Special Qual:  
  Fast healing 5, low-light vision, plant traits, 
  SR 21, spells-like abilities 
  Skills: Craft (Weaponsmith) +18, Disguise +4, Escape Artist 
  +19, Hide -4, Listen +3, Sense Motive +18, Spot +3, 
  Tumble +19 
  Feats: Combat ExpertiseB, Dodge, Improved Critical, 
  Lightning ReflexesB, MobilityB, Quicken Spell-like 
  Ability (True Strike), Spring AttackB, Weapon Focus 
  (Rapier), Weapon Specialization (Rapier), Whirlwind 
  AttackB 
  CR: 
  13 
  Gear: 
  +3 humanoid bane rapier (32,380 gp), composite 
  longbow (+13 Str) (5,600 gp) and standard 
  Spell-like Abilities (Sp):  A birch forest king can use the 
  following spell-like abilities at 12th caster level. 
  Quickened True Strike – at will,  Protection from Arrows – 
  3x/day, Cat’s Grace – 3x/day, Displacement - 2x/day, 
  Heroism – 2x/day, Freedom of Movement – 1x/day, Tree 
  Stride 1x/day. 
  
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  Birch Forest Lord 
  18HD Huge Birch Tree Warrior; hp: 225 
  S39 D21 C26 I18 W18 Ch19;Fort +19, Ref +15, Will +10 
  Init: 
  +5 
  Move: 
  AC: 
  26 (-2 size, +5 Dex, +13 natural), touch 13, flat 21 
  BAB/Grapple: +13/+35 
  Full Attack: 
  +5 speed human bane rapier +28/+23/+18 
  melee (2d6+19 + 2d6 vs. humans;15-20/x2) 
  or 
   
  Composite longbow (+14 Str) +18/+13/+8 
  ranged (3d6+14;x3) 
  Special Att: 
  - 
  Special Qual: 
  DR 5/magic, fast healing 5, low-light vision, 
  plant traits, SR 23, spells-like abilities, 
  vulnerability to fire 
  Skills: Climb +35, Disguise +4, Escape Artist +28, Hide 
  +18, Listen +4, Move Silently +26, Sense Motive 
  +25, Spot +4, Tumble +26 
  Feats: Combat ExpertiseB, Combat Reflexes, Dodge, 
  Improved Critical (Rapier), Improved InitiativeB, 
  Lightning ReflexesB,  MobilityB, Quicken Spell-like 
  Ability (True Strike), Spring AttackB, Weapon Focus 
  (Rapier), Weapon Specialization (Rapier), Whirlwind 
  AttackB 
  CR: 
  19 
  Gear: 
  +5 speed human bane rapier (162,380 gp), 
  composite longbow (+14 Str) (6,000 gp) and 
  Standard 
  Spell-like Abilities (Sp):  A birch forest king can use the 
  following spell-like abilities at 18th caster level. 
  Quickened True Strike – at will,  Protection from Arrows – 
  5x/day, Cat’s Grace – 5x/day, Displacement - 3x/day, 
  Heroism – 3x/day, Freedom of Movement – 2x/day, Tree 
  Stride 2x/day. 
   
  
  Bestiary Nefarious 
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  Cedar Tree Warrior   
  Medium Plant 
  Hit Dice:  
  3d8+9 (22 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  16 (+1 Dex, +5 natural), touch 11, flat 15  
  BAB/Grapple:  +2/+6  
  Attack:  
  +1 Greataxe +8 melee (1d12+7;x3)  
  Full Attack:  
  +1 Greataxe +8 melee (1d12+7;x3) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 9 in. + 1d6 in. (6 ft.) 
  Weight:  
  125 lbs. + 2d6 x 10 lbs. (195 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Fast healing 2, low-light vision, plant traits, 
  spells-like abilities, take root, vulnerability 
  to energy  
  Saves:  
  Fort +5, Ref +2, Will +1  
  Abilities:  
  S19 D12 C15 I13 W10 Ch15  
  Skills:  
  Climb +10, Listen +3, Spot +3, Survival +6  
  Feats:  
  CleaveB, 
  Power 
  AttackB, 
  Toughness, 
  Weapon Focus(Greataxe)  
  Environment:  Temperate forests  
  Organization:  Solitary, Team (2-5 + 0-1 orchard prince), or 
  Squad (5-20 + 0-1 orchard prince + 0-1 
  forest king + 0-1 forest lord)  
  CR:  
  4 
  Treasure:  
  +1 Greataxe (2,320 gp) and Standard  
  Alignment:  
  Always neutral  
  Advancement:  By Character Class 
  Level Adj:  
  -  
   
  Cedar warriors are the basic troop of the various tree 
  warriors. Armed with a powerful greataxe, they wade into 
  combat to chop down lesser foes.  
  Cedar warriors are all business; when not fighting 
  they tend to take root and sleep. They do not engage in idle 
  chit-chat, and tend to frown on any being who seems to prefer 
  talking to acting. They are not known for their patience when 
  dealing with other races, and when they feel the time to act has 
  come, they have been known to leave companions behind in 
  their haste to act. Older warriors tend to be more patient, but 
  not overly so.  
  Cedar warriors speak Common, druidic and sylvan. 
   
  Combat 
  Cedar warriors generally will quickly rush into melee 
  range of opponents and begin swinging, attempting to down 
  foes as quickly as possible. While capable of a wide variety of 
  tactics and excellent planning, most cedar warriors are only 
  too happy to wade into the thick of things and start swinging 
  at a foe with little regard for a plan. Even if overwhelmed, a 
  cedar warrior rarely backs down, though they are not at all 
  averse to calling in allies to help turn the tide of battle. If a 
  cedar warrior is forced to back out of a combat, it will 
  generally take the time to plan a counterattack at a later point 
  against the same foe, seeking a way to turn the odds in its 
  favor. Often, this may merely meaning backing off to allow its 
  fast healing to take care of any wounds, then striking the 
  enemy before they have time to recuperate themselves.  
  Fast Healing (Ex): A cedar sapling warrior heals 2 hit points 
  per round. Except where noted here, fast healing is just like 
  natural healing. Fast healing does not restore hit points lost 
  from starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts. 
  Spells-like Abilities (Sp): Cedar sapling can use the following 
  abilities as indicated below.  Caster level is 3. 
  True Strike – 3x/day, Bull’s Strength – 1x/day. 
  Take Root (Su):  As a move action, a cedar warrior can root 
  himself to the ground upon which he stands.  The cedar 
  warrior gains a +20 bonus against trip and bull rush attacks, 
  but cannot perform any action that involves physically 
  movement.  The cedar warrior also loses his Dex bonus to AC 
  and to Reflex saving throws.  A cedar warrior can uproot 
  himself as a move action. 
  Vulnerability to Fire (Ex): Tree warriors have vulnerability 
  to a fire. Such a creature takes half again as much (+50%) 
  damage as normal from the effect, regardless of whether a 
  saving throw is allowed, or if the save is a success or failure. 
   
  Cedar Tree Warriors on Amberos 
   
  Cedar tree warriors are found primarily in the 
  Northlands of Amberos, with a large concentration in the 
  Kennestone forest.  Cedar tree warriors fought first against the 
  druids of Kennestone, then later assisted them during the First 
  Dragon Wars to drive green dragons from the area. 
  
  Bestiary Nefarious  
  Page 432 of 478 – Stephen C. Klauk  
  Cedar Orchard Prince 
  6HD Large Cedar Tree Warrior; hp: 60 
  S29 D9 C21 I14 W12 Ch15;Fort +10, Ref +4, Will +3 
  Init: 
  -1 
  Move: 
  AC:  
  18 (-1 size,-1 Dex, +10 natural), touch 8, flat 18 
  BAB/Grapple: +4/+17 
  Full Attack: 
  +1 greataxe +13 melee (3d6+16;x3) 
  Special Att: 
  - 
  Special Qual: 
  DR 3/-, fast healing 4, low-light vision, plant 
  traits, take root, vulnerability to fire 
  Skills: Climb +18, Hide -5, Listen +5, Spot +6, Survival +10 
  Feats: CleaveB, Improved SunderB, Lightning Reflexes, 
  Power 
  AttackB, 
  Toughness, 
  Weapon 
  Focus 
  (Battleaxe), Weapon SpecializationB 
  CR: 
  7 
  Gear: 
  +1 Greataxe (2,340 gp) and Standard 
  Spells-like Abilities (Sp): Cedar orchard prince can use the 
  following abilities as indicated below.  Caster level is 6. 
  True Strike – 6x/day, Bull’s Strength – 2x/day, Rage – 1x/day. 
  Cedar Grove Master 
  9HD Huge Cedar Tree Warrior; hp: 118 
  S39 D8 C27 I15 W14 Ch15;Fort +11, Ref +4, Will +5 
  Init: 
  -1 
  Move: 30 ft. 
  AC: 
  25 (-2 Size, -1 Dex, +18 natural), touch 7, flat 25 
  BAB/Grapple: +6/+28 
  Full Attack: 
  +3 Thundering Greataxe +22/+17 melee 
  (4d6+14;x3) 
  Special Att: 
   
  Special Qual: 
  DR 4/-, fast healing 4, spells-like abilities, 
  low-light vision, plant traits, take root, 
  vulnerability to fire 
  Skills: Climb +26, Hide -9, Listen +8, Sense Motive +14, 
  Spot +8, Survival +14 
  Feats: CleaveB, 
  Greater 
  Weapon 
  Focus 
  (Battleaxe)B,  
  Improved SunderB, Lightning Reflexes, Power 
  AttackB, Toughness x2, Weapon Focus (Battleaxe), 
  Weapon SpecializationB 
  CR: 
  13 
  Gear:  +3 Thundering Greataxe (32,380 gp) and Standard 
  Spells-like Abilities (Sp): Cedar grove masters can use the 
  following abilities as indicated below.  Caster level is 9. 
  True Strike – 9x/day, Bull’s Strength – 3x/day, Protection 
  From Energy 2x/day, Rage – 1x/day,  Dispel Magic 2x/day, 
  Stoneskin 1x/day. 
  Cedar Forest King 
  12HD Huge Cedar Tree Warrior; hp: 168 
  S41 D8 C29 I16 W16 Ch16;Fort +17, Ref +6, Will +7 
  Init: 
  -1 
  Move: 30 ft. 
  AC:  
  22 (-2 size, +21 natural), touch 8, flat 22 
  BAB/Grapple: +9/+32 
  Full Attack: +5 Thundering Greataxe +28/+23 melee 
  (4d6+29;19-20/x3) 
  Special Att: 
   
  Special Qual: 
  DR 5/-, fast healing 5, low-light vision, plant 
  traits, take root, vulnerability to fire 
  Skills: Climb +30, Hide -9, Knowledge (nature) +18, Listen 
  +10, Sense Motive +18, Spot +11, Survival +18 
  Feats: CleaveB, Greater Weapon Focus (Battleaxe)B, Greater 
  Weapon 
  Specialization 
  (Battleaxe)B, 
  Improved 
  Critical (Greataxe), Improved SunderB, Lightning 
  Reflexes, Power AttackB, Toughness, x2, Weapon 
  Focus (Greataxe), Weapon SpecializationB 
  CR: 
  16 
  Gear: 
  +5 Thundering Greataxe (72,380 gp) and Standard 
  Spells-like Abilities (Sp): Cedar forest kings can use the 
  following abilities as indicated below.  Caster level is 12. 
  True Strike – 9x/day, Bull’s Strength – 3x/day, Protection 
  From Energy 2x/day, Rage – 1x/day,  Dispel Magic 2x/day, 
  Stoneskin 1x/day, Transport via Plants – 1x/day. 
  Cedar Forest lord 
  16HD Gargantuan Cedar Tree Warrior; hp: 238 
  S45 D8 C31 I17 W18 Ch17;Fort +20, Ref +6, Will +9 
  Init: 
  -1 
  Move: 30 ft. 
  AC: 
  23 (-4 size, +17 natural), touch 6, flat 23 
  BAB/Grapple: +12/+41 
  Full Attack: 
  +5 brilliant energy thundering greataxe 
  +36/+31/+26 melee (6d6+34;19-20/x3) 
  Special Att: 
  - 
  Special Qual: 
  DR 7/-, fast healing 5, low-light vision, plant 
  traits, spells-like abilities, take root 
  Skills: Craft +22, Hide -12, Knowledge (nature) +22, Listen 
  +13, Sense Motive +23, Spot +14, Survival +23 
  Feats: CleaveB, Greater Weapon Focus (Greataxe)B, Greater 
  Weapon 
  Specialization 
  (Greataxe)B, 
  Improved 
  Critical (Greataxe), Improved Sunder, Lightning 
  ReflexesB, Quicken Spell-like Ability (True Strike), 
  Toughness x2, Weapon Focus (Greataxe), Weapon 
  Specialization (Greataxe) 
  CR: 
  21 
  Gear: 
  +5 Brilliant energy Thundering Greataxe  (200,460 
  gp) and Standard 
  Spells-like Abilities (Sp): Cedar forest kings can use the 
  following abilities as indicated below.  Caster level is 16 and 
  spell DC is 13 + spell level.  All saves are charisma based. 
  Quickened True Strike – at will, Bull’s Strength – 3x/day, 
  Protection From Energy 3x/day, Rage – 2x/day,  Dispel 
  Magic 3x/day, Stoneskin 2x/day, Transport via Plants 2x/day, 
  Fire Seeds 1x/day. 
  
  Bestiary Nefarious 
  Page 433 of 478 – Stephen C. Klauk 
  Cherry Tree Warrior 
  Medium Plant  
  Hit Dice:  
  3d8+6 (19 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  15 (+2 Dex, +3 natural), touch 12, flat 13  
  BAB/Grapple:  +2/+4  
  Attack:  
  +1 katana +7 melee (1d10+3;18-20/x2) or 
  composite longbow (+2 Str) +4 ranged 
  (1d8+2;x3) 
  Full Attack:  
  primary +1 katana +3 melee (1d10+2;18-
  20/x2), 
  off-hand 
  katana 
  +2 
  melee 
  (1d10+1;19-20/x2) or  
  Composite longbow (+2 Str) +4 ranged 
  (1d8+2;x3) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. + 1d6 in. (5 ft. 3 in.) 
  Weight:  
  150 lbs. + 1d6 x 5 lbs. (165 lbs.) 
  Special Att:  
  Ki strike  
  Special Qual:  
  Fast healing 2, low-light vision, plant traits, 
  spells-like abilities, vulnerability to energy  
  Saves:  
  Fort +5, Ref +3, Will +2  
  Abilities:  
  S15 D15 C15 I13 W12 Ch15  
  Skills:  
  Diplomacy +2, Listen +7, Sense Motive +7, 
  Spot +7  
  Feats:  
  Combat ExpertiseB, DodgeB, Exotic Weapon 
  Proficiency 
  (Katana)B, 
  Two-Weapon 
  Fighting, Weapon Focus (Katana)  
  Environment:  Temperate Forest  
  Organization:  Solitary, Team (2-5), or Squad (5-20)  
  CR:  
  3  
  Treasure:  
  +1 Katana (2,550 gp), composite longbow 
  (+2 Str) (300 gp) and Standard  
  Alignment:  
  Always neutral  
  Advancement:  4-6 HD (Medium); 7-9 HD (Large)  
  Level Adj:  
  -  
   
  Cherry tree warriors are similar to cedar warriors, but 
  who have adapted to the oriental fighting styles of the land 
  they are found within.  They tend to be faster and more mobile 
  than cedar warriors, and are both capable offensive and 
  defensive warriors. 
   
  Unlike many of the other tree warrior types, cherry 
  warriors have been known to be active during time periods 
  when they are not defending the woods.  In oriental lands, 
  aspiring students who wish to learn from these mighty forest 
  spirits techniques and skills known only by the cherry tree 
  warriors occasionally seek them out. 
   
  Cherry tree warriors speak Trade and Goblin. 
   
  Combat 
  Once engaged in combat, cherry tree warriors give no 
  quarter and accept no quarter.  They are not bound by human 
  morals however, and will use any tactic or skill at their 
  disposal to ensure their victory.  Cherry warriors have been 
  known to lure opponents into ambushes, to strike foes 
  unaware and to even feign surrendering to bring down the 
  guard of their opponent.  Though this has dismayed some 
  students who have been taken in by cherry warriors, the tree 
  warriors explain that the end result – victory – justifies the use 
  of any tactic. 
  Fast Healing (Ex): A cherry sapling warrior heals 2 hit points 
  per round. Except where noted here, fast healing is just like 
  natural healing. Fast healing does not restore hit points lost 
  from starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts. 
  Ki Strike (Su):  Once per day, a cherry sapling warrior can 
  utter a furious shout while attacking that grants a +4 bonus to 
  attacks rolls and deals an extra 3 damage on a successful hit.  
  The Ki strike affects only one attack, even if attacking with 
  multiple weapons or making multiple attacks in the round. 
  Spells-like Abilities (Sp): Cherry sapling warriors can use the 
  following abilities as shown below.  Caster level is 3 and spell 
  DC is 12 + spell level.  All saves are charisma-based. 
   
  True Strike – 3x/day, Bear’s Endurance – 1x/day. 
  Vulnerability to Fire (Ex): Tree warriors have vulnerability 
  to a fire. Such a creature takes half again as much (+50%) 
  damage as normal from the effect, regardless of whether a 
  saving throw is allowed, or if the save is a success or failure. 
    
  Cherry Tree Warriors on Amberos 
   
  Cherry tree warriors are mostly found in Chiamung, 
  with legends of cherry tree warriors skirmishing in the wilds 
  of Dishnu.  There is rumor that the Emperor of Spi Dak Su has 
  a cherry tree forest lord that sleeps in the courtyard of the 
  Emperor’s palace, ready to act should the cherry wood 
  buildings of the Emperor’s palace ever be harmed.  Many 
  doubt the legend, but none have yet been willing to put it to 
  the test. 
   
  
  Bestiary Nefarious  
  Page 434 of 478 – Stephen C. Klauk  
  Cherry Orchard Prince 
  6HD Large Cherry Tree Warrior; hp: 57 
  S25 D14 C20 I14 W14 Ch15;Fort +10, Ref +4, Will +4 
  Init: 
  +2 
  Move: 30 ft. 
  AC: 
  18 (-1 size, +2 Dex, +7 natural), touch 11, flat 16 
  BAB/Grapple: +4/+15 
  Full Attack: 
  single +1 katana +13 melee (2d8+13;18-
  20/x2) or 
   
  Primary +1 katana +9 melee (2d8+10;18-
  20/x2), offhand mwk katana +9 melee 
  (2d8+5;18-20/x2) or 
   
  Composite longbow (+7 Str) (2d6+7;x3) 
  Special Att: 
  - 
  Special Qual:  
  fast healing 4, low-light vision, plant traits, 
  spells-like abilities, vulnerability to fire 
  Skills: Diplomacy +2, Hide -1, Knowledge (nature) +11, 
  Listen +11, Ride +3, Sense Motive +11, Spot +11 
  Feats: Combat 
  ExpertiseB, 
  DodgeB, 
  MobilityB, 
  Two-
  Weapon Fighting, Weapon Focus (Katana), Weapon 
  Specialization (Katana) 
  CR: 
  5 
  Gear: 
  +1 Katana (2,800 gp), composite longbow (+7 Str) 
  (1,600 gp) and Standard 
  Ki Strike (Su):  Twice per day, a cherry orchard prince can 
  utter a furious shout while attacking that grants a +4 bonus to 
  attacks rolls and deals an extra 6 damage on a successful hit.  
  The Ki strike affects only one attack, even if attacking with 
  multiple weapons or making multiple attacks in the round. 
  Spells-like Abilities (Sp): Cherry sapling warriors can use the 
  following abilities as shown below.  Caster level is 6 and spell 
  DCs are 12 + spell level.  All saves are charisma-based. 
   
  True Strike – 6x/day, Bear’s Endurance – 2x/day, 
  Bull’s Strength – 2x/day, Cat’s Grace – 2x/day, Phantom 
  Steed – 1x/day, Heroism – 1x/day, Rage – 1x/day. 
  Cherry Grove Master 
  9HD Huge Cherry Tree Warrior; hp: 103 
  S35 D15 C25 I15 W16 Ch15;Fort +13, Ref +5, Will +6 
  Init: 
  +2 
  Move: 30 ft. 
  AC: 
  22 (-2 size, +2 Dex, +12 natural), touch 10, flat 20 
  BAB/Grapple: +6/+26 
  Full Attack: 
  single 
  +1 
  katana 
  +20/+15 
  melee 
  (3d8+21;18-20/x2) or 
   
  Primary 
  +1 
  katana 
  +16/+11 
  melee 
  (3d8+15;18-20/x2), offhand +1 katana +16 
  melee (3d8+9;18-20/x2) or 
   
  Composite longbow (+12 Str) +8/+3 ranged 
  (3d6+12;x3) 
  Special Att: 
  Ki strike 
  Special Qual: 
  Fast healing 4, low-light vision, plant traits, 
  spells-like abilities, vulnerability to energy 
  Skills: Bluff +2, Diplomacy +2, Hide -6, Knowledge 
  (nature) +14, Listen +3, Ride +3, Search +14, Sense 
  Motive +15, Spot +15 
  Feats: Combat ExpertiseB, DodgeB, MobilityB, Improved 
  Two-Weapon Fighting, Spring AttackB, Two-
  Weapon Fighting, Weapon Focus (Katana), Weapon 
  Specialization (Katana) 
  CR: 
  8 
  Gear: 
  two +1 katana (3,300 gp each), composite longbow 
  (+12 Str) (2,600 gp) 
  Ki Strike (Su):  Thrice per day, a cherry grove master can 
  utter a furious shout while attacking that grants a +4 bonus to 
  attacks rolls and deals an extra 9 damage on a successful hit.  
  The Ki strike affects only one attack, even if attacking with 
  multiple weapons or making multiple attacks in the round. 
  Spells-like Abilities (Sp): Cherry sapling warriors can use the 
  following abilities as shown below.  Caster level is 9, spell 
  DCs are 12 + spell level.  All saves are charisma-based. 
   
  True Strike – at will, Bear’s Endurance – 3x/day, 
  Bull’s Strength – 3x/day, Cat’s Grace – 3x/day, Phantom 
  Steed – 2x/day, Heroism – 2x/day, Rage – 2x/day, Fire Shield 
  – 1x/day, Shout – 1x/day, Feeblemind – 1x/day. 
  
  Bestiary Nefarious 
  Page 435 of 478 – Stephen C. Klauk 
  Cherry Forest King 
  12HD Huge Cherry Tree Warior; hp: 150 
  S37 D16 C26 I16 W18 Ch16;Fort +16, Ref +7, Will +8 
  Init: 
  +3 
  Move: 30 ft. 
  AC: 
  25 (-2 size, +3 Dex, +14 natural), touch 11, flat 22 
  BAB/Grapple: +9/+30 
  Full Attack: 
  single +1 keen katana +22/+17 melee 
  (3d8+22;15-20/x2) or 
   
  Primary +1 keen katana +18/+13 melee 
  (3d8+16;15-20/x2), offhand +1 keen katana 
  +18 melee (3d8+9;15-20/x2) 
  Special Att: 
  Ki strike 
  Special Qual: 
  Fast healing 5, low-light vision, plant traits, 
  SR 20, spells-like abilities, vulnerability to 
  energy 
  Skills: Bluff +3, Diplomacy +18, Hide -5, Knowledge 
  (nature) +18, Listen +19, Ride +4, Sense Motive +19, 
  Spot +19 
  Feats: Combat 
  ExpertiseB, 
  DodgeB, 
  Exotic 
  Weapon 
  Proficiency 
  (Katana)B, 
  Improved 
  Two-Weapon 
  Fighting, MobilityB, Spring AttackB, Two-Weapon 
  Defense, Two-Weapon Fighting,Weapon Focus 
  (Katana), Weapon Specialization (Katana) 
  CR: 
  11 
  Gear: 
  Two +1 Keen Katanas (9,300 gp each), composite 
  longbow (+13 Str) and Standard 
  Ki Strike (Su):  Four times per day, a cherry forest king can 
  utter a furious shout while attacking that grants a +4 bonus to 
  attacks rolls and deals an extra 12 damage on a successful hit.  
  The Ki strike affects only one attack, even if attacking with 
  multiple weapons or making multiple attacks in the round. 
  Spells-like Abilities (Sp): Cherry sapling warriors can use the 
  following abilities as shown below.  Caster level is 12, spell 
  DCs are 13 + spell level.  All saves are charisma-based. 
   
  True Strike – at will, Bear’s Endurance – 3x/day, 
  Bull’s Strength – 3x/day, Cat’s Grace – 3x/day, Phantom 
  Steed – 3x/day, Heroism – 3x/day, Rage – 3x/day, Fire Shield 
  – 2x/day, Shout – 2x/day, Feeblemind – 2x/day,  Transmute 
  Rock to Mud – 2x/day, True Seeing – 1x/day. 
  Cherry Forest Lord 
  16HD Gargantuan Cherry Tree Warrior ; hp: 216 
  S39 D17 C28 I17 W20 Ch18;Fort+19, Ref +8, Will +10 
  Init: 
  +3 
  Move: 30 ft. 
  AC: 
  30 (-4 size, +3 Dex, +16 natural, +1 Two-weapon 
  defense), touch 9, flat 27 
  BAB/Grapple: +12/+30 
  Full Attack: 
  single +2 keen katana +25/+20/+15 melee 
  (4d8+25;15-20/x2) or 
   
  Primary +2 keen katana +21/+16/+11 melee 
  (4d8+18;15-20/x2), 
  off-hand 
  +2 
  keen 
  katana +21 melee (4d8+11;15-20/x2) or 
   
  Composite longbow (+14 Str) +13/+8/+3 
  melee (4d6+14;x3) 
  Special Att: 
  Ki strike 
  Special Qual: 
  Fast healing 5, low-light vision, plant traits, 
  spell resistance 26, spells-like abilities, 
  vulnerability to energy 
  Skills: Bluff +4, Diplomacy +23, Hide -8, Knowledge 
  (nature) +22, Listen +24, Ride +4, Sense Motive +24, 
  Spot +24 
  Feats: Combat ExpertiseB, DodgeB, Improved Two-Weapon 
  Fighting, MobilityB, Quicken Spell-like Ability (True 
  Strike), Power AttackB, Spring AttackB, Two-
  Weapon Defense, Two-Weapon Fighting, Weapon 
  Focus (Katana), Weapon Specialization (Katana) 
  CR: 
  15 
  Gear: 
  Two +2 keen katana (20,300 gp each), composite 
  longbow (+14 Str) (12,000 gp) and Standard 
  Ki Strike (Su):  Five times per day, a cherry forest lord can 
  utter a furious shout while attacking that grants a +4 bonus to 
  attacks rolls and deals an extra 16 damage on a successful hit.  
  The Ki strike affects only one attack, even if attacking with 
  multiple weapons or making multiple attacks in the round. 
  Spells-like Abilities (Sp): Cherry forest lords can use the 
  following abilities as shown below.  Caster level is 16, spell 
  DCs are 14 + spell level.  All saves are charisma-based. 
   
  Quickened True Strike – at will, Bear’s Endurance – 
  3x/day, Bull’s Strength – 3x/day, Cat’s Grace – 3x/day, 
  Phantom Steed – 3x/day, Heroism – 3x/day, Rage – 3x/day, 
  Fire Shield – 3x/day, Shout – 3x/day, Feeblemind – 3x/day,  
  Transmute Rock to Mud – 3x/day, True Seeing – 2x/day, 
  Mage’s Sword – 2x/day, Moment of Prescience – 1x/day . 
  
  Bestiary Nefarious  
  Page 436 of 478 – Stephen C. Klauk  
  Elm Tree Warrior   
  Medium Plant 
  Hit Dice:  
  3d8+3 (16 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  15 (+2 Dex, +1 natural, +2 deflection), 
  touch 14, flat 13  
  BAB/Grapple:  +2/+3  
  Attack:  
  Quarterstaff +3 melee (1d6+1) or Wand of 
  Magic Missile (CL 1) (1d4+1) 
  Full Attack:  
  Quarterstaff +3 melee (1d6+1) or Wand of 
  Magic Missile (CL 1) (1d4+1) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 9 in. + 1d6 in. (6 ft.) 
  Weight:  
  150 lbs. + 2d6 x 5 lbs. (185 lbs.) 
  Special Att:  
  Spells  
  Special Qual:  
  Fast healing 2, low-light vision, magic 
  defense, plant traits, resistance to energy 5, 
  SR 15, vulnerability to fire  
  Saves:  
  Fort +4, Ref +3, Will +2  
  Abilities:  
  S12 D15 C13 I15 W12 Ch15  
  Skills:  
  Concentration +11, Knowledge (arcana) +8, 
  Listen +4, Spellcraft +8, Spot +4  
  Feats:  
  Combat Casting, Eschew Materials, Scribe 
  ScrollB,  Spell Focus (Evocation)B  
  Environment:  Any land  
  Organization:  Solitary, or Team (2-5)  
  CR:  
  4 
  Treasure:  
  Wand of Magic Missile (CL 1) 50 charges 
  (750 gp) and Standard  
  Alignment:  
  Always neutral  
  Advancement:  By Character Level 
  Level Adj:  
  -  
   
  Elm Tree Warriors are the magical artillery of the 
  tree warrior race. They are rarely the only force available to a 
  forest for protection, and instead tend to be a smaller part of a 
  larger force - usually Cedar tree warriors. Sometimes, they 
  may be the leader of such a force.  
  Elm Tree Warriors are thoughtful creatures, and 
  rarely rush into combat. They plot, plan and prepare, striking 
  only once they feel that they have appropriately sized up an 
  enemy and taken the proper precautions to prevent their foe 
  from obtaining a victory.  
   
  Combat 
  Elm Tree Warriors fight primarily with spell attacks 
  or employ their Wand of Magic Missiles, which has 50 
  charges. If forced into a melee situation, they strike with their 
  quarterstaff to defend themselves. Most rely on bodyguards to 
  protect them from becoming engaged in melee in the first 
  place.  
  Fast Healing (Ex): A creature with the fast healing special 
  quality regains hit points at an exceptionally fast rate, usually 
  1 or more hit points per round, as given in the creature’s entry. 
  Except where noted here, fast healing is just like natural 
  healing. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not allow a 
  creature to regrow lost body parts. Unless otherwise stated, it 
  does not allow lost body parts to be reattached. 
  Magic Defense (Su):  An elm tree warrior gains a deflection 
  bonus to its AC equal to its Charisma modifier. 
  Resistance to Energy (Ex): An elm sapling warrior has 
  energy resistance 5 to any two of the following energy types: 
  acid, cold, electricity, fire, sonic.  Most elm warriors choose 
  lightning resistance. 
  Spells: An elm sapling can cast spells as if it were a 3rd level 
  sorcerer. They tend to focus on evocation and buffing spells. 
  Spell DC is 12 + spell level. All spells are charisma-based.  
  Vulnerability to Fire (Ex): Tree warriors have vulnerability 
  to a fire. Such a creature takes half again as much (+50%) 
  damage as normal from the effect, regardless of whether a 
  saving throw is allowed, or if the save is a success or failure. 
   
  Typical Sorcerer Spell List 
  (6/6;CL 3;DC 12 + spell level) 
  0th:  Detect Magic, Flare*, Ray of Frost*, Mage Hand, 
  Message 
  1st:  Magic Missile*, Mage Armor, Sleep 
  *Replace this spell with Magic Bolt in an Amberos campaign 
   
  Elm Tree Warriors on Amberos 
   
  Belli did not create the elm tree warriors until the 
  Elvin Golden Age to counter growing goblinoid destruction of 
  forests.  Both decent warriors and powerful spellcasters, the 
  only known remaining elm tree warriors sleep in the Groon 
  forest.  There are rumors of a psionic variant of elm tree 
  warriors that have been created by the Twilight Forest, but no 
  verifiable encounters with such beings have ever been 
  documented. 
  
  Bestiary Nefarious 
  Page 437 of 478 – Stephen C. Klauk 
  Elm Orchard Prince 
  6HD Elm Tree Warrior; hp: 33 
  S12 D16 C13 I16 W14 Ch17;Fort +6, Ref +5, Will +4 
  Init: 
  +3 
  Move: 30 ft. 
  AC: 
  15 (+3 Dex, +2 natural), touch 13, flat 12 
  BAB/Grapple: +4/+5 
  Full Attack: 
  quarterstaff +5 melee (1d6+1) or 
   
  Wand of Magic Missiles (CL 5) 3d4+3 
  Special Att: 
  Spells 
  Special Qual: 
  Fast healing 4, low-light vision, magical 
  defense, plant traits, resistance to energy 10, 
  SR 16, vulnerability to fire 
  Skills: Concentration +14, Knowledge (arcana) +12, Listen 
  +11, Spellcraft +12, Spot +11 
  Feats: Combat Casting, Eschew Materials, Improved 
  Counterspell, 
  Scribe 
  ScrollB, 
  Spell 
  Focus 
  (Evocation)B, Spell PenetrationB 
  CR: 
  7 
  Gear: 
  Wand of Magic Missiles (CL 5; 50 Charges) (3,750 
  gp) and Standard 
   
  Typical Sorcerer Spell List 
  (6/7/6/4; CL 6;DC 13 + spell level) 
  0th:  Detect Magic, Flare*, Ray of Frost*, Mage Hand, 
  Mending, Message, Open/Close  
  1st:  Burning Hands*, Magic Missile*, Mage Armor, Sleep 
  2nd: Acid Arrow, Gust of Wind* 
  3rd: Lightning Bolt* 
  * Evocation spell; +1 DC 
  Elm Grove Master 
  9HD Large Elm Tree Warrior; hp: 76 
  S20 D15 C18 I17 W16 Ch19;Fort +10, Ref +5, Will +6 
  Init: 
  +2 
  Move: 30 ft. 
  AC: 
  20 (-1 size, +2 Dex, +5 natural, +4 deflection), touch 
  15, flat 18 
  BAB/Grapple: +6/+15 
  Full Attack: 
  quarterstaff +14/+9 melee (1d8+7) or 
   
  Wand of Lightning Bolts (CL 9) ranged 
  (9d6;DC 14 Reflex) 
  Special Att: 
  Spells 
  Special Qual: 
  Fast healing 4, low-light vision, magical 
  defense, plant traits, resistance to energy 15, 
  SR 19, vulnerability to fire 
  Skills: Concentration +22, Hide -2, Knowledge (arcana) 
  +15, Listen +15, Spellcraft +15, Spot +15 
  Feats: Combat Casting, Eschew Materials, Greater Spell 
  Focus (Evocation), Greater Spell PenetrationB, 
  Improved Counterspell, Scribe ScrollB, Spell Focus 
  (Evocation)B, Spell PenetrationB 
  CR: 
  10 
  Gear: 
  Wand of Lightning Bolts (CL 9; 50 charges) (6,750 
  gp) and Standard 
   
  Typical Spell List 
  (6/7/7/7/5; CL 9;DC 14 + spell level) 
  0th:  Arcane Mark, Detect Magic, Flare*, Ray of Frost*, Mage 
  Hand, Mending, Message, Open/Close 
  1st:  Burning Hands*, Magic Missile*, Mage Armor, 
  Obscuring Mist, Sleep 
  2nd: Acid Arrow, Bull’s Strength, Gust of Wind*, Web 
  3rd: Dispel Magic, Lightning Bolt*, Suggestion 
  4th: Charm Monster, Shout* 
  * Evocation spell; +1 DC 
  
  Bestiary Nefarious  
  Page 438 of 478 – Stephen C. Klauk  
  Elm Forest King 
  12HD Huge Elm Tree Warrior; hp: 126 
  S30 D16 C23 I19 W18 Ch21;Fort +14, Ref +8, Will +8 
  Init: 
  +3 
  Move: 30 ft. 
  AC: 
  25 (-2 size, +3 Dex, +9 natural, +5 deflection), touch 
  16, flat 22 
  BAB/Grapple: +9/+27 
  Full Attack: 
  quarterstaff +17/+12 melee (2d6+15) or 
   
  Wand of Magic Missiles (CL 9) ranged 
  (5d4+5) 
  Special Att: 
  Spells 
  Special Qual: 
  Fast healing 5, low-light vision, plant traits, 
  resistance to energy 20, SR 22, vulnerability 
  to energy 
  Skills: Concentration +25, Hide -5, Knowledge (arcana) 
  +19, Listen +19, Sense Motive +19, Spellcraft +19, 
  Spot +19 
  Feats: Combat Casting, Eschew Materials, Greater Spell 
  Focus (Evocation), Greater Spell PenetrationB, 
  Improved Counterspell, Scribe ScrollB, Spell Focus 
  (Evocation), Spell PenetrationB 
  CR: 
  13 
  Gear: 
  Wand of Magic Missiles (CL 9) 50 charges (3,750 
  gp) and Standard 
   
  Typical Sorcerer Spell List 
  (6/8/7/7/7/6/3;CL 12;DC 15 + spell level) 
  0th:  Acid Splash, Arcane Mark, Detect Magic, Flare*, Ray of 
  Frost*, 
  Mage 
  Hand, 
  Mending, 
  Message, 
  Open/Close 
  1st:  Burning Hands*, Magic Missile*, Mage Armor, 
  Obscuring Mist, Sleep 
  2nd: Acid Arrow, Bull’s Strength, Gust of Wind*, Protection 
  From Arrows, Web 
  3rd: Dispel Magic, Lightning Bolt*, Protection from Energy, 
  Suggestion 
  4th: Charm Monster, Shout*, Stoneskin 
  5th: Cloudkill, Interposing Hand* 
  6th: Contingency* 
  * Evocation spell; DC +1 
  Elm Forest Lord 
  16HD Gargantuan Elm Tree Warrior; hp: 216 
  S44 D15 C28 I21 W20 Ch23;Fort +19, Ref +9, Will +10 
  Init: 
  +2 
  Move: 30 ft. 
  AC: 
  28 (-4 size, +2 Dex, +14 natural, +6 deflection), 
  touch 14, flat 26 
  BAB/Grapple: +12/+41 
  Full Attack: 
  quarterstaff +28/+23/+18 melee (3d6+25) or 
   
  Staff of Thunder and Lightning (50 charges) 
  Special Att: 
  Spells 
  Special Qual: 
  Fast healing 5, low-light vision, plant traits, 
  resistance to energy, spell resistance 26, 
  vulnerability to energy 
  Skills: Concentration +32, Hide -8, Knowledge (arcana) 
  +24, Listen +24, Sense Motive +24, Spellcraft +24, 
  Spot +24, Survival +24 
  Feats: Combat Casting, Eschew Materials, Extend Spell, 
  Greater 
  Spell 
  Focus 
  (Evocation), 
  Improved 
  Counterspell, Spell Focus (Evocation) 
  CR: 
  17 
  Gear: 
  Staff of Thunder and Lightning (50 charges) ( 
   
  Typical Spell List 
  (6/8/8/7/7/7/7/6/3;CL 16;DC 16 + spell level) 
  0th :  Acid Splash, Arcane Mark, Detect Magic, Flare*, Ray of 
  Frost*, 
  Mage 
  Hand, 
  Mending, 
  Message, 
  Open/Close 
  1st:  Burning Hands*, Magic Missile*, Mage Armor, 
  Obscuring Mist, Sleep 
  2nd: Acid Arrow, Bull’s Strength, Gust of Wind*, Protection 
  From Arrows, Web 
  3rd: Dispel Magic, Lightning Bolt*, Protection from Energy, 
  Suggestion 
  4th: Charm Monster, Resilient Sphere*, Shout*, Stoneskin 
  5th: Cloudkill, Interposing Hand*, Sending 
  6th: Chain Lightning*, Contingency* 
  7th:  Prismatic Spray 
  * Evocation spell; DC +1 
   
  Staff of Thunder and Lightning: Crafted from elm with 
  silver bindings, this staff allows use of the following spells: 
  • Shocking grasp (1 charge) 
  • Lightning Bolt (1 charge) 
  • Chain Lightning (2 charges) 
  Moderate evocation; CL 8th; Craft Staff, shocking grasp, 
  lightning bolt, chain lightning; Price 17,750 gp. 
   
  
  Bestiary Nefarious 
  Page 439 of 478 – Stephen C. Klauk 
  Tumor   
  Large Aberration (Extraplanar) 
  Hit Dice:  
  7d8+42 (73 hp)  
  Initiative:  
  +3  
  Speed:  
  20 ft. (4 squares), fly 40 ft. (poor) (8 
  squares), climb 10 ft. (2 squares)  
  Armor Class:  
  19 (-1 size, +3 Dex, +7 natural), touch 12, 
  flat 16  
  BAB/Grapple:  +5/+17  
  Attack:  
  Claw +12 melee (1d6+8;19-20/x2) 
  Full Attack:  
  2 Claw +12 melee (1d6+8;19-20/x2) and 3 
  bite +10 melee (1d8+4;19-20/x2) and gore 
  +10 melee (1d8+4) and cold iron lance +12 
  melee (2d6+12;x3) and 2 slam +10 melee 
  (1d6+4) and sting +10 melee (1d6+4 + 
  poison) 
  Space/Reach:  
  10 ft./10 ft.  (20 ft. with tentacles and lance) 
  Height: 
  9 ft. + 1d4 ft. (11 ft.) 
  Weight:  
  600 lbs. + 3d4 x 25 lbs. (1,475 lbs.) 
  Special Att:  
  Frightful presence, improved grab, poison, 
  pounce, powerful charge, rake  
  Special Qual:  
  DR 10/cold iron and good, darkvision 60 ft., 
  regeneration 6, scent, spell immunity  
  Saves:  
  Fort +8, Ref +5, Will +7  
  Abilities:  
  S27 D17 C23 I13 W15 Ch12  
  Skills:  
  Hide -1, Listen +12, Sense Motive +7, Spot 
  +12, Survival +7  
  Feats:  
  Die Hard, EnduranceB, Flyby Attack, 
  Improved Critical (Bite)B, Improved Critical 
  (Claw)B, Multiattack  
  Environment:  Realm of Madness  
  Organization:  Solitary  
  CR:  
  7  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  8-14 HD (Large); 15-21 HD (Huge)  
  Level Adj:  
  -  
  This massive beast trots about like a gaunt horse 
  on four human-like, clawed limbs. Two whirling, 
  barbed tentacles lash at its side, just underneath 
  a pair of titanic gossamer wings. In a third set of 
  upper pair of hands it holds an iron lance. Its 
  repugnant, horned head bears three tooth-filled 
  maws, surrounded by a halo of eight glowing red 
  eyes. Its thrashing tail is a frond of long, lashing 
  ichor-drenched feathers that resemble bloody 
  peacock feathers. 
  Tumors are frightening creatures drawn from the Realm 
  of Madness for one purpose - to destroy. They are engines of 
  destruction who hunt and chase living prey to destroy it. They 
  do not negotiate, they show no mercy and make no bargains 
  with their prey. Others can only nominally influence them 
  with a promise of greater carnage.  
  Tumors speak their own language that consists of shrill 
  screams and squeaks. They can mimic the tone of other 
  voices, but only in screams or cries. They can however, 
  understand any spoken language. They have no concept of 
  written languages, and never trigger or are affected by magical 
  glyphs, symbols or other forms of "written" magic.  
   
  Combat 
  When a Tumor spots a potential foe, it usually rushes 
  forth to engage in combat, and will not cease fighting until all 
  opponents are slain. They are surprisingly capable of using 
  tactics and planning ambushes, but prefer to stage events 
  allowing them to melee and maul opponents - they enjoy the 
  sheer terror they inspire as they mangle a foe and wallow in 
  the gore they create.  
  Tumors have been known to sometimes take 
  prisoners for later use as sacrifices. They especially love to do 
  so to wizards, and to elves in particular.  
  Frightful Presence (Ex): When a Tumor makes a powerful 
  charge, it inspires panic in the charged foe(s) who fail a DC 15 
  Will save and have 7 or less hit dice or levels. The range is  30 
  feet, and the duration is usually 5d6 rounds. An opponent that 
  succeeds on the saving throw is immune to that same 
  creature’s frightful presence for 24 hours. Frightful presence is 
  a mind-affecting fear effect. 
  Improved Grab (Ex): If tumor hits with a tentacle attack, it 
  deals normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. No initial 
  touch attack is required. Tumors can only use this ability 
  against medium-sized or smaller creatures. The creature has 
  the option to conduct the grapple normally, or simply use the 
  part of its body it used in the improved grab to hold the 
  opponent. If it chooses to do the latter, it takes a –20 penalty 
  on grapple checks, but is not considered grappled itself; the 
  creature does not lose its Dexterity bonus to AC, still threatens 
  an area, and can use its remaining attacks against other 
  opponents.  
  Poison (Su):  The tail frond of a tumor is covered in a toxin 
  that causes victims to experience frightening hallucinations 
  and necrotic rot.  Tumor poison (contact; DC 19 Fort; Init: 
  confusion; Sec: 1d2 permanent dexterity).  The confusion 
  effects works like a lesser confusion spell with a caster level 
  of 7. 
  Pounce (Ex): When a Tumor makes a charge, it can follow 
  with a full attack, including rake attacks if the creature also 
  has the rake ability.  
  Powerful Charge (Ex): When a Tumor makes a charge, its 
  gore attack deals 2d8+6 damage in addition to the normal 
  benefits and hazards of a charge. 
  Rake (Ex): A Tumor gains extra natural attacks when it 
  grapples its foe with its tentacles. Normally, a monster can 
  attack with only one of its natural weapons while grappling, 
  but a Tumor gains two additional claw attacks that it can use 
  only against a grappled foe. Rake attacks are not subject to the 
  usual –4 penalty for attacking with a natural weapon in a 
  grapple. A monster with the rake ability must begin its turn 
  grappling to use its rake 
  
  Bestiary Nefarious  
  Page 440 of 478 – Stephen C. Klauk  
  Regeneration (Ex): A Tumor takes normal damage from acid, 
  good-aligned or law-aligned attacks. Regenerating Tumors can 
  regrow lost portions of their bodies and can reattach severed 
  limbs or body parts in a single round. Severed parts that are 
  not reattached wither and die normally. 
  Spell Immunity (Ex): A Tumor has complete immunity to 
  any spell that inflicts energy damage (acid, cold, energy drain, 
  fire, force, ice, or sonic).  It is also immune to mind-affecting 
  spells, death effects and all symbol and glyph spells. This 
  works exactly like spell resistance, except that it cannot be 
  overcome. Spells that do not allow spell resistance are not 
  affected by spell immunity. 
   
  Tumors on Amberos 
   
  Tuma, the Destroyer, pulled tumors from the Realm 
  of Madness before that god himself was destroyed.  Since after 
  the fall of the Elvin Golden Age, no new known tumors have 
  been brought to Amberos; the only ones that exist on Amberos 
  have survived from that ancient age.  A handful of the 
  surviving tumors lie in dark places on Amberos, often held in 
  status awaiting to be awakened by a powerful member of 
  Tuma’s Waybreath or unsuspecting interlopers into their 
  domain. 
  
  Bestiary Nefarious 
  Page 441 of 478 – Stephen C. Klauk 
  Turkon   
  Medium Monstrous Humanoid  
  Hit Dice:  
  8d8+32 (68 hp)  
  Initiative:  
  +0  
  Speed:  
  15 ft. (3 squares) in full Plate armor; base 
  speed 20 ft. (4 squares) 
  Armor Class:  
  31 (+13 natural, +8 full Plate armor,), touch 
  10, flat 31  
  BAB/Grapple:  +8/+14  
  Attack:  
  No-dachi +12 melee (2d6+9;19-20/x3)  
  Full Attack:  
  No-dachi +12/+7 melee (2d6+9;19-20/x3) or 
  Composite longbow (+5 Str) +14/+9/+4 
  melee (1d8+5;x3) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  4 ft. 6 in. + 2d8 in. (5 ft. 1 in.) 
  Weight: 
  250 lbs + 2d10 x 5 lbs. (305 lbs.) 
  Special Att:  
  –  
  Special Qual:  
  DR 10/cold iron, low-light vision, resistance 
  to energy 10, SR 14 
  Saves:  
  Fort +6, Ref +6, Will +5  
  Abilities:  
  S22 D10 C19 I9 W8 Ch8  
  Skills:  
  Balance -8, Climb -2, Escape Artist -8, Hide 
  -8, Intimidate +3, Jump -2, Listen +1, Move 
  Silently -8, Sleight of Hand -8, Spot +4, 
  Swim -22, Tumble -8  
  Feats:  
  Exotic Weapon Proficiency (No-dachi), 
  Improved 
  Critical 
  (No-dachi), 
  Power 
  AttackB, Weapon Focus (No-dachi)  
  Environment:  Any land  
  Organization:  Solitary, Pair, or Gang (2-5)  
  CR:  
  9  
  Treasure:  
  None 
  Alignment:  
  Always neutral evil  
  Advancement:  By character class 
  Level Adj:  
  +2  
  Before is what you could best describe as a 
  walking turtle in full plate armor. It holds a 
  mammoth sword in its oversized hands, and a 
  powerful-looking bow has been strapped to the 
  side of its armored shell.  
  Turkons are a race of humanoids born with a turtle-
  shell like carapace that protects their back and limbs. The 
  turkon are not overly bright, and prize martial prowess over 
  all. Their race has many accomplished metalsmiths, and they 
  routinely send forth warriors bedecked in suits of plate armor 
  to fight opponents to do battle with for the glory of their race. 
  Turkons only speak their own language and refuse to learn the 
  language of other races.  
   
  Combat   
  When a turkon encounters an individual that looks 
  formidable, they generally issue a challenge to that individual 
  to fight in honorable, one-on-one, to-the-death combat. Since 
  turkon issue their challenges in their own language, many 
  races misinterpret the challenge as a mere assault, and simply 
  retaliate against the turkon's aggression. Turkons do not take 
  prisoners or ask for mercy. Fleeing from combat shames them, 
  and most turkon will willingly die before fleeing to save their 
  own lives.  
  Resistance to Energy (Ex): Turkons can ignore 10 points of 
  damage from fire, cold, or acid attacks. 
   
  Turkon Society 
   
  Turkons generally live in small communities at the 
  edges of swampland.  The communities are generally 
  controlled by the strongest warrior among the local turkons 
  and is generally male, though males and females are treated 
  with nearly equal respect. 
   
  While adult turkon are powerful individuals, younger 
  turkon are easy prey to disease, malnutrition or the abuse of 
  their elders.  Unlike most other races, the turkon do not 
  actively defend their young until it grows its own protective 
  shell – which occurs at puberty.  It is not unknown for elder 
  turkon to cook and eat their own unshelled young. 
   
  Young turkon males grow up constantly competing 
  against each other for food, mates and materials.  Young 
  turkon females grow competing learning household duties and 
  seeking desirable mates – although some females spurn the 
  domestic life and seek to fight as equals among males.  Such 
  females are usually targeted by the communal leader to be 
  expelled if they do not “calm down”. 
  This competition among the turkon is generally friendly and 
  non-combatic, as the turkon are generally unwilling to kill one 
  another over communal matters.  The communal leader is 
  always on watch for troublesome or powerful turkons who 
  
  Bestiary Nefarious  
  Page 442 of 478 – Stephen C. Klauk  
  have the ability to disrupt tribal life or seem to have the might 
  to possibly dethrone the current leader.  Such turkon are 
  usually outfitted with gear for war and dispatched to the larger 
  world to make their own way.  Some return, their urge to fight 
  sated, while others never return, seeking to found their own 
  communities.  It is rare that a warrior turkon returns to 
  overthrow the provincial leader and take his place. 
   
  Turkon on Amberos 
   
  Turkons are inhabitants of the outlying regions of 
  Chiamung.  Sometimes, individual turkon can be found having 
  wandered out beyond the Tuan hills. 
   
  Turkon as Characters 
   
  Since turkons are often sent out of their communities 
  to battle, the race is quite prone to become warrior 
  adventurers. 
   
  Turkon characters start with the following abilities 
  • 
  Base movement rate 20 feet 
  • 
  Low-light vision.  A turkon can see in twilight 
  conditions as far and as clearly as a human can in 
  broad daylight. 
  • 
  Monstrous Humanoid type 
  • 
  8d8 racial hit dice.  The character may add 8x his 
  constitution modifier to this total (minimum 1 hit 
  point per die).  This also gives the Turkon a +8 Base 
  attack bonus and base saves of Fort +2, Reflex +6, 
  Will +6. 
  • 
   (2 + Int mod) x 11 skill points.  A turkon’s racial 
  abilities are Intimidate, Listen, and Spot. 
  • 
  +12 Str, +8 Con -2 Int, -2 Wis, -2 Chr.  A turkon is 
  extremely 
  muscular 
  creature, 
  but 
  lacking 
  in 
  intelligence 
  and 
  wisdom. 
   
  Their 
  combative 
  personalities win them few friends. 
  • 
  +13 natural armor.  The turkon has a turtle-like 
  shell and his limbs are protected by bony exoskeletal 
  growths. 
  • 
  DR 10/cold iron. 
  • 
  Resistance to Energy 10.  A turkon has natural 
  resistance to fire, acid and cold, being able to ignore 
  10 points of damage from a single attack. 
  • 
  Spell Resistance.  A turkon has a spell resistance of 
  15 + Chr modifier + class levels. 
  • 
  Racial feat.  A turkon gains Power Attack feat for 
  free, and gains an additional 3 feats because of racial 
  hit dice. 
  • 
  Limited Language.  Despite the character’s 
  intelligence score, the character only starts knowing 
  how to speak the turkon language.  Additional 
  languages must be purchased using skill points. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adj:  +2 
   
  Turkon worship Ko Kassa.  Turkon priests may choose 
  two of the three domains from War, Strength or Fire. 
   
  Turkon Champion  
  8 HD Turkon Fighter 7; hp 164 
  S27 D12 C22 I8 W11 Ch6; Fort +13, Ref +7, Will +7 
  Init: 
  +5 
   
  Speed: 15 ft. (3 squares) 
  AC:   
  37 (+1 Dex, +13 natural, +13 full plate +5), touch 11, 
  flat 36 
  BAB/Grapple: +15/+23 
  Full Attack: 
  +5 
  No-dachi 
  +26/+21/+16 
  melee 
  (2d8+10/x3) or  
  Composite longbow (+5 Str) +16/+11/+6 
  ranged (1d8+5;x3) 
  Special Att: 
  – 
  Special Qual:  
  DR 10/cold iron, low-light vision, resistance 
  to energy 10, spell resistance 19 
  Skills:   Balance -4, Climb +1, Escape Artist -4, Hide -4, 
  Intimidate +10, Jump +3, Listen +1, Move Silently -
  4, Sleight of Hand -4, Spot +7, Swim -4 
  Feats:   CleaveF, Combat ReflexesF, Endurance, Exotic 
  Weapon Proficiency (No-dachi), Great CleaveF, 
  Improved Critical (No-dachi), Improved Initiative, 
  Improved Sunder, Power AttackB, Weapon Focus 
  (No-dachi), Weapon Specialization (No-dachi)F 
  CR: 
  16 
  Gear: 
  +5 full plate (26,800 gp), +5 no-dachi (50,500 gp), 
  composite longbow (+5 Str) (600 gp), 20 arrows (1 
  gp) 
  Total: 77,901 gp (77,000 gp) 
  
  Bestiary Nefarious 
  Page 443 of 478 – Stephen C. Klauk 
  Turtis   
  Large Monstrous Humanoid 
  Hit Dice:  
  4d8+8 (26 hp)  
  Initiative:  
  +0  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  17 (-1 size, +6 natural, +2 heavy wooden 
  shield), touch 9, flat 17  
  BAB/Grapple:  +4/+13  
  Attack:  
  Shortspear +9 melee (1d8+5) or composite 
  shortbow +4 ranged (1d8;x3) 
  Full Attack:  
  Shortspear +9 melee (1d8+5) or  
  Composite shortbow +4 melee (1d8+5;x3) 
  Space/Reach:  
  10 ft./5 ft.  
  Height: 
  7 ft. 3 in. + 2d8 in. (8 ft.) 
  Weight:  
  250 lbs. + 2d8 x 5 lbs. (295 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60ft., scent  
  Saves:  
  Fort +3, Ref +4, Will +6  
  Abilities:  
  S21 D10 C15 I13 W15 Ch13  
  Skills:  
  Balance -2, Climb +3, Craft +4, Diplomacy 
  +5, Escape Artist -2, Hide -6, Jump +3, 
  Listen +6, Move Silently -2, Sense Motive 
  +6, Sleight of Hand -2, Spot +5, Survival 
  +5, Swim +1, Tumble -2  
  Feats:  
  Combat 
  Expertise, 
  Weapon 
  Focus 
  (Shortspear)  
  Environment:  Warm deserts, plains, hills  
  Organization:  Solitary, Team (2-5) and 0-1 thunder 
  tortoises, Colony (5-20) led by one 5th level 
  chieftain and 1-4 thunder tortoises , or Band 
  (20-40) led by one 5th level chieftain and 0-1 
  3rd level shaman and 3-12 thunder tortoises 
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Usually neutral  
  Advancement:  5-8 HD (Large); 9-12 HD (Huge)  
  Level Adj:  
  -  
  This horse-sized creature has the lower body of 
  an armored reptile, and the upper body of a 
  scaly humanoid. It's entire back is covered in an 
  armored shell, and in its pudgy, clawed hands it 
  holds a spear and shield.  
  Turtis are a centauric race of reptilian creatures that 
  strongly resemble turtles. They are defensive in nature, often 
  seen as plodding at times by other races. They are however, 
  extremely patient creatures, and have been known to hold 
  grudges for many years.  
  Turtis speak Common and lizardfolk. Noble turtis often 
  can speak fey, elvin or draconic.  
   
  Combat 
  Turtis tend to fight in groups with closed ranks. Using a wall 
  of shields to defend themselves, they prefer to use their spears 
  to push opponents into corners or other restrictive areas and 
  force them to surrender.  
  Lone turtis often have difficulty fighting effectively, 
  as their somewhat slow reflexes (for a tauric creature) hampers 
  them in effectively combating multiple foes.  
   
  Society 
  Turtis tend to live in small communities of thatched 
  mud houses in untamed areas. They live off wild plants, 
  berries and other agricultural products. Most have a disdain of 
  eating meat, and tend to treat those species that do eat meat as 
  inferior or barbaric.  
  When not forced to fight, most turtis engage 
  themselves in physical labor near their community - tending 
  crops or ornamental gardens, fixing or building small 
  structures or sculptures out of natural materials or tending to 
  household or community duties.  
  Turtis have a strong bond to the community they 
  dwell in, and often aid with duties that benefit the entire 
  community, or help with chores in other households if they 
  have free time. Turtis tend to have a disdain for idleness, and 
  are often restless if they have no work to occupy their hands.  
  Individual households of Turtis are normally 
  composed of extended families. The eldest members dwell in 
  a central housing, with each successive generation's dwelling 
  attached to their elder's household, ringing the central 
  dwelling. Most households hold three generations worth of 
  turtis, though among nobles these rings may extend out to five 
  or seven rings.  
  Turtis often keep thunder tortoises as pets and 
  companions.  They often ascribe supernatural powers and 
  abilities to thunder tortoises, and in some tribes believe that 
  thunder tortoises are the reincarnated form of their ancestors. 
   
  Turtis on Amberos 
   
  Tribes of turtis are well-known in the Southern 
  Kingdom and the wild areas of Nauwflouwd.  Many of the 
  human Aharati tribes have trade relations with turtis tribes, 
  and often even the more “civilized” areas respect turtis tribes 
  and have relations with them to some degree or another.  
  Turtis and turkons have an unusual hatred of each other, and 
  turtis will attack turkon on sight. 
  
  Bestiary Nefarious  
  Page 444 of 478 – Stephen C. Klauk  
  Unassuming   
  Small Outsider (Lawful) 
  Hit Dice:  
  2d8+2 (11 hp)  
  Initiative:  
  +5 (+5 Dex)  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  20 (+1 size, +5 Dex, +4 natural), touch 16, 
  flat 15  
  BAB/Grapple:  +2/+2  
  Attack:  
  Slam +7 melee (1d3+4) 
  Full Attack:  
  Slam +7 melee (1d3+4) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  3 ft. + 1d6 in. (3 ft. 3 in.) 
  Weight:  
  25 lbs. + 1d6 x 2 lbs. (31 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., mold appearance, outsider 
  traits, resistance to energy, telekinesis, 
  worldly knowledge  
  Saves:  
  Fort +4, Ref +8, Will +3  
  Abilities:  
  S18 D21 C12 I10 W11 Ch1  
  Skills:  
  Concentration +6, Control Shape +5, 
  Disguise 0, Hide +14, Listen +5, Move 
  Silently +10, Search +5, Spot +5  
  Feats:  
  Endurance  
  Environment:  Nirvana  
  Organization:  Solitary  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always lawful neutral  
  Advancement:  3-4 HD (Small); 5-6 HD (Medium)  
  Level Adj:  
  -  
  This small humanoid seems to be made of a 
  glittering metal. It has no distinct features, 
  seeming to be smooth over its entire body. Its 
  face is a blank slate, and it has no hair or 
  clothing whatsoever.  
  Unassuming are small servant creatures from 
  Nirvana, sent to the Mortal Realm to assist mortals and relieve 
  them of mundane tasks.  
  These creatures gain their name from their rather 
  plain natural plain looks, which can be molded by their master 
  to suit whatever he or she desires - to a point. Their features 
  can be remolded by a mere thought of the master - they often 
  take on the shape of a beloved friend or past companion 
  known to the master, or sometimes appear as children that 
  could pass as offspring of their master.  
  Unassuming understand the base language of their 
  master and no other. Unless otherwise commanded, they will 
  only respond their master's voice.  
   
  Combat 
  Unassuming are not designed for combat, and are 
  very poor at such. If their master is in immediate danger of 
  harm, unassuming will attempt to intervene if the master does 
  not seem capable of defending or protecting himself; the 
  unassuming has an innate sense of when it should interfere to 
  help and when it should refrain. Unassuming can never be 
  commanded to fight, even at the whim of the master; they only 
  interfere when the master needs aid, and never beyond 
  assistance to get the master to safety.  
  Mold Appearance (Su):  An unassuming can assume any 
  humanoid shape it’s master desires, but always remains at 
  small size.  An unassuming must make a Control Shape skill 
  check when changing shape or retaining its “disguise” when 
  damaged.  The base DC is 15. 
  Resistance to Energy (Ex): An unassuming has resistance 10 
  to acid, cold and fire. 
  Telekinesis (Su): As per the spell at 6th level ability, 
  sustained force only. The unassuming can move up to 150 lbs 
  at 20 ft. per round for up to 6 rounds at a time. This ability can 
  be used at will as a standard action.  
  Worldly Knowledge (Ex):  Unassuming have great skill in a 
  variety of “household chores”.  The gain 10 ranks in three of 
  the following skills from the list below.  The Unassuming’s 
  total skill bonus is listed beside the skill name.  Other 
  professions and crafts can be added to the list as the DM 
  deems allowable. 
   
  Skill 
  Total Bonus 
  Craft (Blacksmith) 
  +10 
  Craft (Brewing) 
  +10 
  Craft (Carpentry) 
  +10 
  Craft (Leatherworking) 
  +10 
  Craft (Pottery) 
  +10 
  Craft (Woodworking) 
  +10 
  Decipher Script 
  +10 
  Disable Device 
  +10 
  Handle Animal 
  +6 
  Open Locks 
  +15 
  Profession (Butcher) 
  +11 
  Profession (Cook) 
  +11 
  Profession (Farmer) 
  +11 
  Profession (Grocer) 
  +11 
  Profession (Herbalist) 
  +11 
  Profession (Manservant) 
  +11 
  Profession (Miner) 
  +11 
  Profession (Scribe) 
  +11 
  Profession (Tailor) 
  +11 
  Ride 
  +15 
   
  Unassuming on Amberos 
   
  Most unassuming are encountered in the Skienlands, 
  where the Brahman caste has long kept the secret of 
  summoning these assistants a secret through the ages.  In fact, 
  some Brahman have kept their unassuming servant through 
  several generations. 
   
  The Randese, who once ruled the Skienlands, have a 
  few nobles who know the secret to summoning an 
  unassuming, and have passed that knowledge down through 
  their family lineage. 
  
  Bestiary Nefarious 
  Page 445 of 478 – Stephen C. Klauk 
  Urqi   
  Medium Undead 
  Hit Dice:  
  4d12 (26 hp)  
  Initiative:  
  +5 (+1 Dex, +4 Improved Initiative)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  20 (+1 Dex, +4 natural, +4 chain shirt, +1 
  buckler), touch 11, flat 19  
  BAB/Grapple:  +2/+5  
  Attack:  
  Scimitar +5 melee (1d6 +3)  
  Full Attack:  
  Scimitar +5 melee (1d6 +3) or claw +5 
  melee (1d4 +1) or shortbow +5 melee (1d6 
  +3)  
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 1in. + 2d4 in. (5 ft. 6 in.) 
  Weight:  
  80 lbs. + 2d6 x 3 lbs. (105 lbs.) 
  Special Att:  
  Energy drain, fear aura  
  Special Qual:  
  DR 5/bludgeoning, darkvision 60 ft., undead 
  traits  
  Saves:  
  Fort +1, Ref +2, Will +5  
  Abilities:  
  S17 D13 C0 I10 W13 Ch13  
  Skills:  
  Balance -2, Climb 0, Escape Artist -2, Hide 
  +5, Intimidate +8, Jump 0, Listen +4, Move 
  Silently -2, Ride +8, Sleight of Hand -2, 
  Spot +5, Swim -7, Tumble -2  
  Feats:  
  Dodge, Improved Initiative  
  Environment:  Any Land  
  Organization:  Solitary  
  CR:  
  3  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic evil  
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  -  
  This humanoid has gray, pale skin and 
  bulging, yellowed eyes. It wears a chain shirt 
  and wields both a rusty scimitar and buckler. 
  Perhaps most disturbing, it bears wounds that 
  you know no living being should have 
  survived, and a sudden, cold chill seems to 
  surround it.  
  Urqi are undead soldiers who betrayed their 
  comrades and were slain in the combat that followed. They are 
  hateful and spiteful creatures who seek to slay any living 
  opponent they meet.  
  Urqi 
  are 
  intelligent, 
  retaining 
  most 
  of 
  the 
  mischievous memories of their old life. They have been 
  known to use this knowledge to hunt down prey and to prepare 
  against opponents they may face.  
  Urqi speak Common and abyssal.  
   
  Combat 
  Urqi were former warriors, and fight with all the craft 
  and skill they possessed in life. Though they have often been 
  stripped of some of their more formidable abilities they had in 
  life, they tend to make up for such losses with sheer 
  ruthlessness in combat.  
  Urqi make full use of their intelligence and cunning. 
  Often, their first act is take revenge on whoever slew them. 
  Many times, knowing that their opponent was more powerful 
  than themselves, they will seek out friends or loved ones 
  important to their opponent and use those emotional bonds to 
  arrange the defeat of their opponent or vent their revenge upon 
  such individuals.  
  Energy Drain (Su): The claw attack of an urqi drains the vital 
  energy of victims that it touches. Each successful energy drain 
  bestows one negative level. If an attack that includes an 
  energy drain scores a critical hit, it drains twice the given 
  amount. The urqi gains 5 temporary hit points (10 on a critical 
  hit) for each negative level it bestows on an opponent. These 
  temporary hit points last for a maximum of 1 hour.  After 24 
  hours, the victim must make a DC 14 Fort save per level 
  drained or the drain becomes permanent.  A victim who gains 
  a number of negative levels that exceeds it hit dice or 
  character level is instantly slain and rises in 1d4 rounds as a 
  zombie under the urqi’s control.  An urqi can control up to 8 
  HD of zombies; any additional become uncontrolled.  
  Fear Aura (Su): As a free action, a urqi can cause the air to 
  suddenly chill, creating the effects of a fear spell cast at 4th 
  level on those within 30 feet.  The Will DC is 14.  
   
  Urqi on Amberos 
   
  Many Randese soldiers during the Randu war were 
  secretly worshippers of Titanicus who drove or tricked their 
  companions into many battles.  Some of these devout 
  Titanicus followers even lead their comrades into suicide 
  attacks to further foment the war on both sides.  Some of these 
  betrayers committed crimes so foul that they have arisen as 
  Urqi and haunt the desolate borders between Randu and other 
  countries, looking to stir trouble wherever they can. 
  
  Bestiary Nefarious  
  Page 446 of 478 – Stephen C. Klauk  
  Vampire Rat   
  Diminutive Animal 
  Hit Dice:  
  1/8d8 (1 hp)  
  Initiative:  
  +3 (+3 Dex)  
  Speed:  
  15 ft. (3 squares), burrow 5 ft. (1 square)  
  Armor Class:  
  17 (+4 size, +3 Dex), touch 17, flat 14  
  BAB/Grapple:  0/-17  
  Attack:  
  Bite +3 melee (1d2-5) 
  Full Attack:  
  Bite +3 melee (1d2-5) 
  Space/Reach:  
  1 ft./0 ft.  
  Length: 
  6 in. + 1d3 in. (7 in.) 
  Weight:  
  1 lb. 
  Special Att:  
  Attach, blood drain, disease  
  Special Qual:  
  Low-light vision, scent  
  Saves:  
  Fort +2, Ref +5, Will +0  
  Abilities:  
  S1 D17 C10 I2 W11 Ch6  
  Skills:  
  Climb -5, Hide +17, Listen +3, Move 
  Silently +5, Spot +2  
  Feats:  
  Stealthy, Weapon FinesseB 
  Environment: 
  Any underground  
  Organization:  Solitary, Brood (2-5), Nest (5-20), or Drove 
  (20-40)  
  CR:  
  1/4  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  ¼ – ½ HD (Diminutive); ½ -1 HD (Tiny)  
  Level Adj:  
  -  
  This small black rodent has needle-like teeth and 
  a long, hairless tail. It has triangular ears and a 
  thin, long snout that seems to be caked with 
  dried blood.  
  Vampire rats are cousins of vampire bats. They live 
  in underground areas, burrowing maze-like warrens and 
  feeding off the blood of sleeping animals and humanoids they 
  come across.  
  These pests are feared and reviled for the diseases 
  they carry and their habits of drinking the blood of their 
  victims. They are sometimes employed as a means of 
  execution by certain underground races (such as Derro) or 
  taken as familiars by bloodthirsty or vicious underdark 
  wizards.   Vampire rat familiars grant the same bonus to its 
  master as a regular rat. 
   
  Combat 
  Vampire rats prefer to attack inert or sleeping targets 
  when alone, but have been known to swarm prey when in 
  large numbers. Their saliva contains a mild anesthetic and 
  anticoagulant, allowing them to wound their prey and then lap 
  up the resulting blood without worrying about the blood flow 
  ceasing. However, once the creature stops feeding on blood, 
  the blood flow will begin to staunch and quickly prevent 
  additional blood loss.  
  Vampire rats are easily scared by bright lights or fire, 
  and will often flee in panic (sometimes creating stampedes 
  when in large numbers).  
  Attach (Ex):  If a vampire rat hits with a bite attack, it 
  automatically attaches to the victim and can begin to drain 
  blood.   A vampire rat can be removed with a successful 
  grapple check made by the opponent it has attached to, or if 
  the rat is slain. 
  Blood Drain (Ex): When attached to a victim, a vampire rat 
  can drain 1d4 points of Constitution per round. If an attack 
  that causes ability damage scores a critical hit, it deals twice 
  the indicated amount of damage (if the damage is expressed as 
  a die range, roll two dice). Ability damage returns at the rate 
  of 1 point per day for each affected ability. 
  Disease (Ex): Vampire rats are carriers for black blood fever 
  (Type: Injury; Fort DC 10; Dam: 1d3 Con).  Black blood fever 
  causes the victim to suffer fever and chills, even as the 
  victim’s blood vessels and blood takes on a dark, almost black 
  color and becomes increasingly thicker. 
   
  Vampire Rats on Amberos 
   
  These beasties tend to be found mostly in the 
  Crystalmire mountains and the surrounding lands.  It is known 
  that the Ghan filled the tomb of the tyrannical Huren with 
  these creatures to destroy his coffin and effects for the 
  afterlife, and as a result, they are sometimes encountered in 
  areas of Randu and the east. 
  
  Bestiary Nefarious 
  Page 447 of 478 – Stephen C. Klauk 
  Vegerot   
  Small Ooze 
  Hit Dice:  
  3d10+6 (22 hp)  
  Initiative:  
  -5 
  Speed:  
  15 ft. (3 squares)  
  Armor Class:  
  6 (+1 size, -5 Dex), touch 6, flat 6  
  BAB/Grapple:  +2/-3  
  Attack:  
  Slam -2 melee (1d3-1 + disease) 
  Full Attack:  
  Slam -2 melee (1d3-1 + disease) 
  Space/Reach:  
  5 ft./5 ft.  
  Diameter: 
  3 ft. + 2d8 in. (3 ft. 9 in.) 
  Weight:  
  20 lbs. + 2d8 lbs. (29 lbs.) 
  Special Att:  
  Disease  
  Special Qual:  
  Ooze traits, scent, tremorsense  
  Saves:  
  Fort +2, Ref -4, Will -4  
  Abilities:  
  S9 D1 C12 I- W1 Ch1  
  Skills: 
  Hide +9, Listen -5, Spot -5  
  Feats:  
  Toughness  
  Environment:  Any land  
  Organization:  Solitary, Pool (2-5), or Colony (5-20)  
  CR:  
  1 
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  4-6 HD (Small); 7-9 HD (Medium)  
  Level Adj:  
  -  
  Suddenly, the greenish mass of decaying 
  vegetation stirs, gliding towards you as if to 
  attack.  
  Vegerot is a dangerous living fungus-like slime that 
  survives by consuming living matter. It primarily feeds off of 
  plant leaves and grass, but will attack living creatures without 
  provocation if it senses them nearby.  
  Unlike most other slimes/oozes, vegerot does not use 
  acid to digest its prey.  Instead it infects living matter with a 
  disease that breaks down the prey’s body for it. 
   
  Combat 
  Vegerot fears nothing, and is drawn to the "smell" of 
  living matter. It also can detect the presence of living creatures 
  through 
  the 
  victim's 
  motion. 
  Vegerot 
  is 
  extremely 
  straightforward - it will make a beeline for its prey, ignoring 
  hazards, barriers and possible pitfalls in its desire to reach its 
  prey. It always moves towards the closest, largest living thing 
  and is never seemingly sated.  
  Disease (Ex):  Contact with vegerot can infect a victim with a 
  rotting disease.  Stinking Rot Disease (Incubation: 1d3 days; 
  DC 12 Fort; Dam: 1d6 Con).  A victim who takes any Con 
  damage from stinking rot exudes a foul smell that nauseates 
  those within 5 ft. of the victim if they fail a Fort save DC 10.  
  Those with the scent ability can easily track those suffering 
  from stinking rot. 
   Tremorsense (Ex): Vegerot is sensitive to vibrations in the 
  ground and can automatically pinpoint the location of 
  anything that is in contact with the ground within 60 feet of 
  the vegerot’s location.   
  Skills:  A vegerot gains a +10 racial bonus to hide when in 
  natural surroundings. 
   
  Vegerot On Amberos 
   
  Found mostly in areas of the cursed Living Forest, 
  there have also been reports of the substance being 
  encountered in the Demon Jungle and remote portions of the 
  Yaz Jungle, as well as in areas of the Golens and Kennestone 
  Forest.  The Twilight Forest seems to loathe vegerot, and uses 
  its psionic ability to destroy any trace of this substance before 
  it can enter the mysterious woods. 
  
  Bestiary Nefarious  
  Page 448 of 478 – Stephen C. Klauk  
  Vengal   
  Large Monstrous Humanoid 
  Hit Dice:  
  4d8+12 (30 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  20 ft. (4 squares)in scale mail armor; base 
  speed 30 ft.  
  Armor Class:  
  15 (-1 size, +2 Dex, +4 scale mail armor), 
  touch 11, flat 13  
  BAB/Grapple:  +4/+12  
  Attack:  
  Claw +7 melee (1d6+4) 
  Full Attack:  
  2 Claw +7 melee (1d6+4) and bite +5 melee 
  (1d8+2) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  8 ft. + 2d8 in. (8 ft. 9 in.) 
  Weight:  
  250 lbs. + 2d10 x 7 lbs. (327 lbs.) 
  Special Att:  
  Pounce  
  Special Qual:  
  Darkvision 60 ft., scent  
  Saves:  
  Fort +4, Ref +6, Will +6  
  Abilities:  
  S19 D15 C17 I11 W15 Ch12  
  Skills:  
  Balance -2, Climb +3, Escape Artist -2, 
  Hide -6, Jump 0, Listen +5, Move Silently -
  2, Sense Motive +6, Sleight of Hand -2, 
  Spot +6, Swim -4, Tumble -2  
  Feats:  
  Improved 
  Grapple, 
  Improved 
  unarmed 
  strikeB, Multiattack  
  Environment:  Warm land  
  Organization:  Solitary, Cluster (2-5), or Pride (5-20)  
  CR:  
  3  
  Treasure:  
  Standard, no coins  
  Alignment:  
  Usually neutral 
  Advancement:  By character class  
  Level Adj:  
  +4  
  This humanoid stands at least nine feet tall and 
  is covered in soft fur reminiscent of a tiger's 
  orange fur, complete with black stripes. Its 
  hands end in sharp, yellow claws, and it wears a 
  suit of scale mail armor.  
  Vengal are powerful creatures that live in tropical lands 
  and enjoy combat and hunting. They prefer to hunt other 
  intelligent creatures, pitting their own wit against their prey. 
  The more dangerous their opponent, the better thrill they gain 
  from the hunt.  
  Vengal occasionally travel to civilized areas, looking 
  for adventure or worthy prey. Few dare to oppose them when 
  they happen into other races cities, and those who do usually 
  end up skewered on the vengal's claws for their insolence.  
  Vengal speak their own language, but have been known 
  to learn the language of prey they Commonly stalk - all the 
  better to understand and frighten their prey.  
   
  Combat 
  Vengal are cunning and skillful fighters, preferring 
  unarmed melee attacks with which to engage foes. Vengal 
  prefer to observe their opponent for some time before striking, 
  so as to best gauge their opponent's strength and weaknesses. 
  When a vengal strikes, it is usually a swift and brutal attack, 
  designed to bring their foe down quickly with minimal fuss.  
  Vengal rarely use weapons, and it is even rarer for them to 
  ranged weapons or magic when chasing or facing prey. 
  However, some vengals have taken up the use of weapons or 
  spells in their hunt and feel no shame in doing so - the only 
  thing that matters is the final result.  
  Pounce (Ex): When a vengal makes a charge, it can follow 
  with a full attack 
    
  Vengal Society 
  Vengal normally live in a tribal existence in small 
  communities in the wild.  These communities often hunt in 
  one or more packs, both tracking prey required to keep their 
  village alive and seeking out prey for the pleasure of hunting. 
  Many communities are made up of one or more clans, with 
  each clan containing blood relatives of a well-known lineage 
  in the community.  It is not uncommon for the various clans to 
  have healthy rivalries against each other, and some clans have 
  been known to exist in more than one community.  In all 
  cases, clan loyalties are considered to be stronger than 
  community loyalties, though few vengal will act in a manner 
  to harm their community for the sake of the clan. 
  Both sexes tend to be hunters, though hunter groups 
  tend to be all one gender or the other. A singular individual 
  who acts as the coordinator and leader leads all hunting 
  groups. Often, this pack leader is the strongest and most 
  skilled member in the group, though there are rare exceptions.  
  Vengal cubs are often attached to hunting groups - 
  the cubs are expected to watch and learn until the pack leader 
  feels the time has come for the cubs to fully join the group as a 
  hunter.  
  Surprisingly, vengals do not have prejudice against 
  magic.  While most vengal simply do not have the skill for 
  magic, they see it as no more or less than a tool to aid in the 
  hunt.  Those few vengal who can wield magic are sometimes 
  sought out because of their greater skills and the many 
  trophies their kind can help acquire for the clan. 
   
  Vengal on Amberos 
   
  Vengals tribes are scattered through the Skienlands 
  and Lanster.  They are greatly feared by many Skierian 
  citizens to the point that the government has created a special 
  division of the army to hunt down troublesome vengal and kill 
  them.  However, the government takes care to keep its 
  activities low-key, lest the individuals become the focus of 
  hunts by other vengals or the vengal tribes unite against the 
  threat. 
   
  Vengal as Characters 
   
  Individual vengal “hunters” tend to be quite Common 
  for the species.  These individuals usually have left their clan 
  to prove their mettle or to simply gather as much honor and 
  trophies as they can collect. 
   
  Vengal characters have the following abilities. 
   
  
  Bestiary Nefarious 
  Page 449 of 478 – Stephen C. Klauk 
  • 
  Large size.  A vengal, due to its size, has a –1 size 
  penalty to hit and AC.  They gain a +4 bonus to 
  grapple checks but suffer a –4 penalty to Hide skill 
  checks.  A vengal has a natural 10 ft. reach. 
  • 
  Base speed 30 feet. 
  • 
  Darkvision 60 feet.  A vengal can see in complete 
  darkness up to 60 feet.  Darkvision is black-and-
  white only. 
  • 
  4d8 Hit Dice.  A vengal adds four times his 
  constitution bonus (min 1 hp) to this total.  This gives 
  the vengal a Base attack bonus of +4 and base saves 
  of Fort +1, Reflex +4 and Will +4. 
  • 
  +8 Str, +4 Dex, +6 Con, +4 Wis, +2 Chr.  Vengal 
  are strong, quick and hardy.  They have sharp senses 
  and a strong sense of self. 
  • 
  (2 + Int mod) x 4 skill points.  A vengal’s racial 
  skills are Climb, Spot, Listen, Jump and Sense 
  Motive. 
  • 
  Bonus racial feat Improved Unarmed Strike. 
  • 
  Pounce (Ex): When a vengal makes a charge, it can 
  follow with a full attack 
  • 
  Natural Attack.  A vengal gains a natural attack 
  routine of 2 claws and a bite.  The claws deal 1d6 
  damage + Str bonus, the bite deals1d8 damage + ½ 
  Str bonus.  The bite is considered a secondary attack. 
  • 
  Favored Class:  Ranger 
  • 
  Level Adj: +4 
   
  Vengal worship nature and not any specific god.  Vengal 
  clerics can choose two of the three following domains:  
  Animal, Earth or Plant. 
   
  
  Bestiary Nefarious  
  Page 450 of 478 – Stephen C. Klauk  
  Vaporshroud   
  Gargantuan Undead (Incorporeal)  
  Hit Dice:  
  16d12 (104 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  fly 20 ft. (perfect) (4 squares) 
  Armor Class:  
  7 (-4 size, +1 Dex, +3 deflection), touch 10, 
  flat 10  
  BAB/Grapple:  +8/+20  
  Attack:  
  Slam +4 touch (1d6 + energy drain) 
  Full Attack:  
  Slam +4 touch (1d6 + energy drain) 
  Space/Reach:  
  20 ft. (16 squares)/0 ft.*  
  Diameter: 
  18 ft. + 2d8 ft. (27 ft.) 
  Weight:  
  - 
  Special Att:  
  Energy drain  
  Special Qual:  
  Darkvision 60 ft., DR 10/magic +1, mutable 
  shape, obscure vision, share space, SR 22, 
  turn resistance 4, undead traits  
  Saves:  
  Fort +7, Ref +8, Will +13  
  Abilities:  
  S-, D13 C- I10 W12 Ch17  
  Skills:  
  Hide -9, Listen +1, Move Silently +3, 
  Search +19, Sense Motive +20, Spot +20  
  Feats:  
  Combat Reflexes, Flyby Attack, Great 
  Fortitude, Iron Will, Lightning Reflexes, 
  Stealthy  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  15  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal)  
  Level Adj:  
  -  
  Drifting slowly towards you is a volumous cloud 
  of white vapor. Cold air surrounds the white 
  wisps and you swear you can hear whispered 
  murmuring and tinkling bells emanating from the 
  mist. You also swear you could see shapes in the 
  mist - and many eyes watching you.  
  A vaporshroud is an undead created when many 
  individuals die an otherwise avoidable death in a single area. 
  For example, those who die in a fire because the entrance was 
  blocked, or sailors who die upon the reefs in a fog bank are 
  prime candidates for creating a vaporshroud.  
  Vaporshroud are very shrewd, and often have a purpose 
  in mind - often seeking to punish someone they feel to blame 
  for their deaths. Some vaporshrouds have been known to the 
  descendants of individuals that vaporshroud believed 
  responsible for their deaths, sometimes even centuries after 
  their own deaths.  
  Vaporshrouds cannot speak directly, but those caught in 
  their mists can sometimes hear the mutterings of the slain 
  within its folds; it is not uncommon for the vaporshroud to 
  deliver a message or repeat the last words on their dying lips 
  to those they are about to consume.  
   
  Combat 
  Vaporshrouds slowly wind their way to their targets 
  and enshroud them in mist.  They cannot strike opponents 
  outside of their misty form, and must envelope an opponent to 
  strike them. They strike by means of a phantom blow that can 
  take one of many forms - claws, fists, biting or even the 
  appearance of weapons aimed at opponents. The very touch of 
  the vaporshroud drains life, and it will attempt to suck the very 
  life from an individual.  
  Energy Drain (Su): The phantom blows of a vaporshroud 
  drain a negative level with each successive hit. If an attack 
  that includes an energy drain scores a critical hit, it drains 
  twice the given amount. The vaporshroud gains 5 temporary 
  hit points (10 on a critical hit) for each negative level it 
  bestows on an opponent. These temporary hit points last for a 
  maximum of 1 hour. Negative levels remain until 24 hours 
  have passed or until they are removed with a spell, such as 
  restoration. If a negative level is not removed before 24 hours 
  have passed, the affected creature must attempt a Fortitude 
  save (DC 21). On a success, the negative level goes away with 
  no harm to the creature. On a failure, the negative level goes 
  away, but the creature’s level is also reduced by one. A 
  separate saving throw is required for each negative level.  
  Mutable Shape (Ex):  The vaporshroud can change its 
  general shape as it chooses.  It always fills a volume of sixteen 
  5 –foot squares, but may arrange its form in any pattern it 
  wants, so long as at least one of the 5-foot squares touches at 
  least one other 5-foot square. 
  Obscure Vision (Ex):  As a free action, a vaporshroud can 
  make itself appear like a thick mist.  When it does so, it 
  reduces all sight to 20 foot maximum and incurs a 20% miss 
  chance (it’s own attacks are unaffected) to all attacks made 
  into or through the vaporshroud. 
  Share Space (Ex):  A vaporshroud can enter, occupy or leave 
  the space of another being (and in fact needs to be in the same 
  space as an opponent to properly attack an opponent) and act 
  normally without drawing an attack of opportunity. 
   
  Vaporshrouds on Amberos 
   
  Vaporshrouds are generally found around the Black 
  Hills of Misake, where Black Marentail killed entire towns in 
  his quest to master necromantic magic.  Vaporshrouds can 
  also be found in ancient battlefields where the soul-energy of 
  the dead are not strong enough to form ghosts. 
  
  Bestiary Nefarious 
  Page 451 of 478 – Stephen C. Klauk 
  Whispling   
  Medium Plant 
  Hit Dice:  
  1d8 (4 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  10 ft. (2 squares)  
  Armor Class:  
  15 (+4 Dex, +1 natural), touch 14, flat 11  
  BAB/Grapple:  0/-2  
  Attack:  
  Needle +5 ranged (1d3-2 + poison) or bite –
  2 melee (1d4-2) 
  Full Attack:  
  Needle +5 ranged (1d3-2 + poison) or bite –
  2 melee (1d4-2) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. + 2d8 in. (5 ft. 9 in.) 
  Weight:  
  40 lbs. + 2d8 x 3 lbs. (67 lbs.) 
  Special Att:  
  Blood drain, Poison  
  Special Qual:  
  Low-light vision, plant traits  
  Saves:  
  Fort +2, Ref +4, Will +1  
  Abilities:  
  S6 D19 C10 I2 W13 Ch5  
  Skills:  
  Hide +16, Listen +1, Move Silently +12, 
  Spot +1, Swim +6 
  Feats:  
  Point Blank Shot  
  Environment:  Warm marshes  
  Organization:  Solitary, or Cluster (2-5)  
  CR:  
  1  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  2 HD (Medium); 3 HD (Large)  
  Level Adj:  
  -  
  You suddenly realize there is no wind bending 
  the nearby reeds when you hear a whistling 
  sound ring from the plants.  
  Whisplings are carnivorous, semi-sentient plants that 
  live on riverbanks in marshy areas. Using their natural 
  concealment, they lie in wait for victims to pass near then 
  bend their reed-like structures toward the victim and fire 
  poisoned darts at their prey. Once the poison has incapacitated 
  the prey, the plants move to feed off the victim's blood.  
   
  Combat 
  Whisplings remain fairly motionless, attempting to 
  disguise themselves as or among normal marshy reeds. When 
  prey comes within 30 feet of their position, they bend their 
  reed-like structures at the victim (in a manner akin to aiming a 
  blowgun) and fire poisoned darts. Once the poison has 
  incapacitated the victim, the plant moves to its prey and 
  usually attempts to drown it before consuming its body mass, 
  starting with draining the victim's blood.  
  Blood Drain (Ex):  A grappling whispling can choose to drain 
  1d4 Con from its victim per round with a successful grapple 
  check.  Lost constitution points can be regained with regular 
  rest or magic. 
  Improved Grab (Ex):   If a whispling hits with its bite attack, 
  it may choose to start a grapple without provoking an attack of 
  opportunity.  A whispling can grapple a large-sized opponent 
  or smaller. 
  Poison (Ex): The needle attack of a whispling delivers a 
  paralyzing toxin (Type: Injected; Fort DC 10; Init: Paralysis; 
  Sec: 1d2 Dex)  The paralysis caused by the poison lasts for 
  1d4 minutes.  
  Skills:  A whispling has a +8 racial bonus to Hide, Move 
  Silently and Swim checks. 
   
  Whispling on Amberos 
   
  Most whisplings are found along the marshy 
  riverbeds in Llannhanex and Iiannhanex.  A few of these 
  creatures have been encountered in Simera, and there are tales 
  of the plants cropping up in the Golens. 
  
  Bestiary Nefarious  
  Page 452 of 478 – Stephen C. Klauk  
  Wodosen   
  Medium Fey 
  Hit Dice:  
  4d6+16 (30 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  21 (+4 Dex, +7 natural), touch 14, flat 17  
  BAB/Grapple:  +2/+10  
  Attack:  
  Slam +11 melee (1d4+8)  
  Full Attack:  
  2 Slam +11 melee (1d4+8) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 3 in. + 1d8 in. (5 ft. 7 in.) 
  Weight:  
  100 lbs. + 2d4 x 5 lbs. (125 lbs.) 
  Special Att:  
  Wild swing  
  Special Qual:  
  Low-light vision, resistance to cold 15, 
  spell-like abilities, spell resistance 14, 
  vulnerability to fire  
  Saves:  
  Fort +5, Ref +8, Will +5  
  Abilities:  
  S27 D19 C19 I8 W13 Ch15  
  Skills:  
  Climb +15, Escape Artist +11, Hide +4, 
  Jump +15, Listen +1, Move Silently +11, 
  Spot +8  
  Feats:  
  Improved Sunder, Power Attack, Weapon 
  Focus (Slam)b  
  Environment:  Cold, Temperate forests  
  Organization:  Solitary, or Team (2-5)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Usually neutral  (evil tendencies) 
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  -  
  From the underbrush rushes a tall, slim 
  humanoid that seems to be carved from the trunk 
  of a tree. Its massive arms end in huge wooden 
  mallets instead of hands, and it comes at you 
  swinging.  
  Wodosen are malicious fey creatures that enjoy beating 
  on things. They are extremely strong creatures, but not too 
  bright, and have little care beyond causing mischief and 
  mayhem.  
  It is very rare for a wodosen to be lucid enough to listen 
  to reason, but they have been known to on rare occasions to 
  communicate with others. However, the quickest way to 
  offend them is to attempt to offer them something that they 
  must hold (such as money, food or even a document). They 
  are very sensitive to their lack of hands, and such slights, even 
  if unintentional, can send them into a berserk fury.  
  Wodosen speak fey and no other language.  They rarely 
  mince words and have no time for idle chat.  They tend to 
  respond to intimidation better than diplomacy; attempts at 
  diplomacy usually backfire as the Wodosen tends to see the 
  speaker as an easy target to a good walloping. 
    
  Combat 
  Wodosen charge opponents with reckless abandon, 
  swinging their mighty hammer-fists. They have a knack for 
  destroying items via their improved sunder ability, and revel 
  in the mayhem such actions cause.  
   
  Wild Swing (Ex): As part of a charge or as part of its normal 
  attack routine, a Wodosen can take a –2 penalty to all its 
  attacks for the round to make an extra attack. 
  Resistance to Cold (Ex): A wodosen ignores up to 15 points 
  of cold damage each time it takes damage from such an attack. 
  Spell-like abilities (Sp):  At will – Faerie fire, Magic Fang, 
  Goodberry.  1x/day – Bull’s Strength, Chill Metal, 
  Longstrider.  All spells are cast at 4th level ability and have a 
  DC of 12 + spell level. 
  Vulnerability to Energy (Ex): Wodosen have a vulnerability 
  to fire, and takes half again as much (+50%) damage as 
  normal from the effect, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure.  
   
  Wodosen on Amberos 
   
  Thought to originally have been laborers crafted from 
  the woods themselves by elves, these creatures are very rare in 
  elvin forests.  It is thought by many that at some point – 
  perhaps after the fall of the Elvin Golden Age, that wodosen 
  freed themselves from elvin slavery and retreated into those 
  places in the world comfortable to them, but far away from 
  elvinkind and other fey. 
  
  Bestiary Nefarious 
  Page 453 of 478 – Stephen C. Klauk 
  Xanthus   
  Large Magical Beast 
  Hit Dice:  
  3d10+12 (28 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  60 ft. (12 squares)  
  Armor Class:  
  15 (-1 size, +2 Dex, +4 natural), touch 11, 
  flat 13  
  BAB/Grapple:  +3/+11  
  Attack:  
  Bite +6 melee (1d8+4)  
  Full Attack:  
  Bite +6 melee (1d8+4) and hoof +1 melee 
  (1d6+2) 
  Space/Reach:  
  10 ft./10 ft.  
  Length: 
  7 ft. + 1d3 ft. (8 ft.) 
  Weight:  
  450 lbs. + 1d6 x 50 lbs. (600 lbs.) 
  Special Att:  
  Improved Trip  
  Special Qual:  
  Darkvision 60ft., detect good, low-light 
  vision, scent  
  Saves:  
  Fort +7, Ref +5, Will +3  
  Abilities:  
  S18 D14 C19 I8 W15 Ch12  
  Skills:  
  Hide -2, Listen +5, Spot +5  
  Feats:  
  Endurance, Run  
  Environment:  Temperate plains, hills  
  Organization:  Solitary, or Family (2-5)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always neutral evil  
  Advancement:  4-6 HD (Large); 7-9 HD (Huge)  
  Level Adj:  
  -  
  This large, black horse has red, reptilian eyes 
  and a mouth filled with sharp teeth. Its hooves 
  look much sharper than a Common horse, and 
  its mane is wild and long - as well as matted with 
  blood.  
  Xanthus are flesh-eating horses thought to be fiendish 
  descendants of normal horses. They roam the wilderness and 
  hills in small packs, hunting other creatures in a manner 
  similar to that of a wolf pack. They seem to prefer humanoid 
  flesh - elvin flesh in particular.  
  While most Xanthus are wild creatures, they can 
  sometimes be captured and train as vicious riding and fighting 
  beasts - though a humanoid rider should beware for they will 
  often turn on a master at the first sign of weakness.  
  Xanthus can speak a guttural version of Common. Most 
  xanthus packs however, use nonverbal communication to hunt, 
  track and coordinate bringing down prey.  
   
  Combat 
  Xanthus often attempt to bull rush and trip an 
  opponent, where it can crush and bite its foe to death. They 
  dislike running prey to ground, and prefer to ambush 
  opponents and maim or hobble prey so that its victim cannot 
  easily escape. Xanthus prefer their meals alive while they 
  feast, and have been known to torture prey before delivering a 
  killing blow.  
  Detect Good (Sp): This special ability duplicates the effects 
  of a detect good spell. It can usually be cast at will.  Xanthus 
  prefer prey of good alignment, and will use this ability to find 
  such victims. 
  Improved Trip (Ex):  If a xanthus hits an opponent with a 
  bite, it can immediately attempt to trip the opponent, without 
  provoking an attack of opportunity . 
   
  Training A Xanthus 
   
  It is practically impossible to train an adult xanthus to 
  become a willing mount, though incredibly strong-willed and 
  mean-spirited individuals have managed to do so (DC 35 
  minimum).  Most xanthus mounts are captured and raised as 
  colts away from the presence of others of their kind.  Only 
  once they reach adulthood are xanthus mounts allowed near 
  other xanthus.  Training a xanthus takes 6 weeks and a DC 25 
  Handle Animal check.  Trained xanthus can be purchased for 
  250 gp. 
   
  A xanthus can carry up to 300 lbs as a light load, 
  301-600 lbs. as a medium load, and 601-900 lbs. as a heavy 
  load.  A xanthus can drag 4,500 lbs. 
   
  Xanthus on Amberos 
   
  Xanthus are only found in the wild steppes of the 
  east, which is dominated by Randu.  They can, on rare 
  occasions, be found in the west (and are always imports from 
  the east), but few would dare admit that they procured such an 
  evil creature for their own use.   Legend has it that evil Ghan 
  in the employ of the Skyland Hold bred the first Xanthus, and 
  they have become a symbol of ruthlessness among the 
  Saracens of Randu.  Most high-ranking officers in Randu’s 
  army use a xanthus as their mount; many of the crueler lords 
  allow the xanthus to eat prisoners or hunt down and kill 
  deserters from the ranks. 
  
  Bestiary Nefarious  
  Page 454 of 478 – Stephen C. Klauk  
  Xercean   
  Medium Undead 
  Hit Dice:  
  4d12 (26 hp)  
  Initiative:  
  +4 (+4 Dex)  
  Speed:  
  40 ft. (8 squares)  
  Armor Class:  
  17 (+4 Dex, +3 natural), touch 14, flat 13  
  BAB/Grapple:  +2/+6  
  Attack:  
  Bite +6 melee (1d6+4) 
  Full Attack:  
  2 Bites +6 melee (1d6+4) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  5 ft. 1 in. + 2d4 in. (5 ft. 6 in.) 
  Weight:  
  60 lbs. + 2d4 x 3 lbs. (75 lbs.) 
  Special Att:  
  Consume flesh, curse of slavery, improved 
  grab  
  Special Qual:  
  DR 3/-, darkvision 60 ft., detect living, spell 
  resistance 14, undead traits  
  Saves:  
  Fort +1, Ref +5, Will +5  
  Abilities:  
  S19 D19 C- I6 W13 Ch7  
  Skills:  
  Listen +4, Search +2, Spot +8  
  Feats:  
  Die Hard, Endurance  
  Environment:  Any land  
  Organization:  Solitary, Band (2-5), Pack (5-20), or Mob 
  (20-40)  
  CR:  
  3  
  Treasure:  
  None  
  Alignment:  
  Always chaotic evil  
  Advancement:  5-8 HD (Medium); 9-12 HD (Large)  
  Level Adj:  
  -  
  This gray-skinned humanoid lurches from the 
  dark with unexpected speed and ferocity. Its eyes 
  has glazed over with a milky white film and 
  numerous sores and open wounds cover its body. 
  It stretches forth it hands to reveal leech-like 
  mouths instead of palms.  
  Xerceans are undead warriors for a long-fallen liche 
  known as Xerces. They scour the land in search of prey to 
  convert to their legion, in an unending tide of undeath.  
  Xerceans are often mistaken for zombies, until one sees the 
  leech-like mouths on the creature's hands. They are also 
  frightenly quick and strong, and dogged in their pursuit of the 
  living. Few who have fled from a xercean has kept out of their 
  clutch for long.  
  Xerceans sometimes murmur phrases in a language 
  they knew in life. In most cases, the phrases merely are a 
  repeat of the last living thought or words spoken by the 
  Xercean before its transformation. They do not respond to 
  attempts to communicate.  
   
  Combat 
  Xerceans rush opponents and attempt to overwhelm 
  them as quickly as possible. They have little grasp of tactics, 
  though given time they can figure out ways to circumvent 
  obstacles or bypass obstructions. While they travel in packs, 
  they do not form long-term plans or employ advanced tactics, 
  though they seem to grasp enough to flank opponents or 
  advance behind cover from ranged attacks. Xerceans have 
  been known to sacrifice themselves to wear down foes or 
  bridge obstacles to allow other members to advance upon the 
  enemy.  
  Once a Xercean engages an enemy, it is to the death - 
  either its own or the opponents, or both.  
  Consume Flesh (Su):  An injured xercean can devour the 
  flesh of a living or recently deceased (less than 1 hour dead) 
  corpse to heal its own wounds.  For every 2 hit points of 
  damage it deals with its bite attack, the xercean heals 1 hit 
  point.  A xercean cannot exceed its unwounded hit point total. 
  Curse of Slavery (Su):  A victim slain by a xercean’s bite 
  attack will rise as a xercean at the falling of the next dusk.  
  Once a victim rises as a xercean, the effect can only be 
  reversed by a wish or miracle spell, which renders the body an 
  inert corpse.  If the victim is buried in consecrated ground, or 
  the body is subjected to a dispel evil or break enchantment 
  spell before the next sundown, the victim will not rise as a 
  xercean. 
  Improved Grab (Ex): If a xercean hits with a bite, it deals 
  normal damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity. No initial touch 
  attack is required.  A xercean can grapple up to a large-sized 
  opponent. When a xercean gets a hold after an improved grab 
  attack, it pulls the opponent into its space. This act does not 
  provoke attacks of opportunity. It can even move (possibly 
  carrying away the opponent), provided it can drag the 
  opponent’s weight.  
  Detect Living (Sp):  As per the detect good spell, but instead 
  revealing the presence of living beings.  
   
  Xerceans on Amberos 
   
  Xerces was a powerful liche and head of the 
  Animator cult in the years following the Dark Age.  He was 
  slain by the forces of the Kingdom of Swordfall and his 
  undead routed to the Black Hills nears the ruins of Black 
  Marentail’s skullish keep.  Since that time, the members of the 
  Red Cabal have used powerful magics to keep the xercean 
  population in check – often having to root out forces of the 
  Black Cabal and other Animator cult leaders in the process. 
   
  Rumor has it that a liche in Randu has learned the 
  secret to the creation of these creatures and they have begun to 
  appear in the blasted wastes of that realm.  So far, it appears 
  all who have opposed these xerceans have failed. 
  
  Bestiary Nefarious 
  Page 455 of 478 – Stephen C. Klauk 
  Xlexi   
  Medium Humanoid (Goblinoid) 
  Hit Dice:  
  7d8+14 (45 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares)  
  Armor Class:  
  22 (+2 Dex, +4 natural, +4 chain shirt, +2 
  heavy wooden shield), touch 12, flat 20  
  BAB/Grapple:  +5/+8  
  Attack:  
  Annulis blade +8 melee (1d8+3 + 1d4+1 
  PSPs;x3) 
  Full Attack:  
  Annulis blade +8/+3 melee (1d8+3 + 1d4+1 
  PSPs;x2) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  4 ft. + 2d4 in. (4 ft. 5 in.) 
  Weight:  
  75 lbs. + 2d4 x 5 lbs. (100 lbs.) 
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., Detect psionics, immune 
  to energy, PR 19, scent  
  Saves:  
  Fort +4, Ref +4, Will +7  
  Abilities:  
  S17 D15 C15 I19 W15 Ch21  
  Skills:  
  Balance -2, Climb -1, Escape Artist -2, Hide 
  +8, Jump -1, Listen +12, Move Silently +8, 
  Search +14, Sense Motive +12, Sleight of 
  Hand -2, Spot +12, Swim -9, Tumble -2  
  Feats:  
  Closed MindB, Exotic Weapon Proficiency 
  (Annulis blade), Hostile Mind, Mental 
  ResistanceB, Psionic HoleB, Weapon Focus 
  (Annulis Blade) 
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  5  
  Treasure:  
  Standard  
  Alignment:  
  Usually Lawful evil  
  Advancement:  By character level 
  Level Adj:  
  +8  
  This hunched, green-skinned humanoid has 
  long black hair and a body covered with 
  strange tattoos. It wears a chain shirt and 
  bears a wooden shield. It also wields a strange 
  blue-green blade that ends in a large disk 
  covered with strange runes.  
  Xlexi are psychic holes who hunt down psionicists 
  and slay them. They have an unnatural hatred and loathing of 
  all things psionic.  
  It is thought the Xlexi are an offshoot of the goblin 
  race who evolved to counter the races lack of psionic ability. It 
  is not unknown for Xlexi to work with goblinoids, though with 
  their obviously superior intellect they often find themselves at 
  odds with goblinoid bestiality.  
  Xlexi speak goblinoid and their own tongue. They 
  often use the latter when hunting in groups against psionicists, 
  and refuse to teach the language to other races.  
  Combat 
  A Xlexi fights with great cunning and skill. They 
  prefer to melee opponents, and will always seek to battle those 
  with psionic abilities or gear above all others. They rely on the 
  annulus blade to help them thwart psionic attacks and bring 
  down such foes.  
  Detect Psionics (Sp): As per the detect magic spell, except it 
  detects creatures with power points or items imbued with 
  psionic abilities. 
  Immune to Energy (Ex): A Xlexi takes no damage from acid, 
  cold, fire or sonic attacks.  
    
  Society 
  Xlexi live in small clans in out-of-the-way places 
  where they are least likely to be hunted by others. When clan 
  members learn of the location of psychics or psionic items, 
  they often send one or more of their members to hunt down 
  and destroy the individual or item. The xlexi thus sent is not 
  allowed to return to the clan until they fulfill their mission.  
  Among the xlexi, males tend to be dominant in 
  matters of rulership and say in family matters, but it is not 
  impossible for females to rise to positions of power or 
  influence in a clan. In some cases, females have been known 
  to rule clans, though such affairs rarely last long - usually once 
  a male heir of the former clan leader reaches adulthood, the 
  clan matters are turned over. Some females, however, have 
  been known to fight such losses of power, though most turn 
  out badly for the clan matriarch.  
  Xlexi clans sometimes arrange large gatherings 
  where they swap stories, feast and otherwise carouse and 
  enjoy themselves. This usually occurs at least once a year, and 
  some clans meet biannually on a regular basis. Xlexi have 
  been known to organize psionic witch hunts at these clans 
  meetings, descending on psionic organizations or strongholds 
  in a mass battle to the death. However, such hunts tend to be 
  rare as they tend to greatly reduce the strength and numbers of 
  the xlexi clans.  
   
   
  Xlexi on Amberos 
   
  Ziga managed to persuade several goblins during the 
  Elvin Golden Age to be altered to become psionic hunters.  
  She played on the goblinoids fears of a rebirth of the Time of 
  Technology in the form of a psionic revolution.  The 
  goblinoids fell for the ploy, and Ziga worked her 
  transformation on them.  When the entire goblinoid race was 
  transformed into their hideous shapes near the end of the Elvin 
  Golden Age, the Xlexi were not left unscathed.  However, 
  their superior intellect allowed them to shrug off the yoke of 
  becoming slaves to Ziga, though they are still slaves to their 
  dark hunger to destroy psions. 
   
  
  Bestiary Nefarious  
  Page 456 of 478 – Stephen C. Klauk  
  Annulis Blade 
   
  An annulis blade is an exotic martial weapon 
  somewhat resembling a longsword with a large disk attached 
  to the end of the blade.  True annulis blades are made of a 
  special material called Nilium that drains psionic power points 
  from its victim.  Annulis blades can be magically enchanted, 
  but cannot be psionically enchanted, due to the psi-draining 
  material it is made of.  Annulis blades are always considered 
  to be of masterwork quality.  Cost: 2,000 gp; Size: M; 
  Damage: 1d8; Critical: 20/x3; Special: on a successful hit, 
  victim must make a Will save (DC 15 + damage dealt) or lose 
  their psionic focus and 1d4+1 power points. 
   
  Xlexi as Characters 
   
  Many Xlexi encountered are individuals on quests 
  away from the clan hunting down psions or psionic items to 
  destroy.  Only the most unusual xlexi can put aside their racial 
  hatred of psionics to adventure with such individuals, and no 
  being has ever heard of xlexi doing so. 
   
  Xlexi characters have the following abilities. 
  • 
  Medium size. 
  • 
  Base movement rate 30 ft. 
  • 
  Str +6, Dex +4, Con +4, Int +8, Wis +4, Chr +10.  
  Xlexi are incredibly strong, hardy and agile.  They 
  are also quite intelligent, cunning and exceptionally 
  strong of character. 
  • 
  7d8 hit dice.  A Xlexi adds seven times it 
  Constitution modifier to this total. A xlexi has a Base 
  attack bonus of +4 and base saves of Fort +2, Reflex 
  +2 and Will +5. 
  • 
  Darkvision 60 feet.  A Xlexi can see in utter 
  darkness out to a range of 60 feet.  Dark vision is 
  black-and-white only. 
  • 
  +4 Natural AC. 
  • 
  Detect Psionics (Sp): As per the detect magic spell, 
  except it detects creatures with power points or items 
  imbued with psionic abilities. 
  • 
  Immune to Energy (Ex): A Xlexi takes no damage 
  from acid, cold, fire or sonic attacks. 
  • 
  Power Resistance (Ps):  A Xlexi has a power 
  resistance of 14 + ½ Class levels + Cha mod. 
  • 
  Closed Mind, Mental Resistance and Psychic Hole 
  as racial feats. 
  • 
  (2 + Int mod) x 10 skill points.  Racial skills are 
  Craft (Any), Hide, Knowledge (Psionics), Listen, 
  Move Silently, Search, and Spot. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adjustment:  +8 
  Xlexi generally do not worship gods, generally abhorring 
  bowing down to any other being.  They also do not have the 
  close association with nature to normally take up the mantle of 
  druid.  However, some have been known to ally themselves 
  with Titanicus, the bloody god of war.  Priests of Titanicus can 
  chose two of the three domains from Chaos, Evil or War. 
   
  Xlexi Psychic Hunter 
  7HD xlexi Ftr 7;hp: 126 
  S23 D17 C18 I18 W20 Ch18;Fort +13, Ref +9, Will +16 
  Init: 
  +7 
  Move: 20 ft. 
  AC: 
  25 (+3 Dex, +4 natural, +8 breastplate +3), touch 13, 
  flat 22 
  BAB/Grapple: +11/+17 
  Full Attack: 
  +1 annulis blade +19/+14 melee (1d8+9;x3) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft., Detect psionics, immune 
  to energy, PR 21, scent 
  Skills: Climb +9, Hide +13, Knowledge (Psionics) +14, 
  Listen +18, Move Silently +12, Search +14, Spot +21 
  Feats: Closed MindB, Combat ReflexesF, Exotic Weapon 
  Proficiency (Annulis blade), Hostile Mind, Improved 
  SunderF, Improved Initiative, Iron Will, Mental 
  ResistanceB, Power AttackF, Psionic HoleB, Weapon 
  Focus (Annulis Blade), Weapon Specialization 
  (Annulis Blade)F 
  CR: 
  12 
  Gear: 
  breastplate +3 (9,650 gp), +1 annulis blade (4,000 
  gp), periapt of Wisdom +2 (4,000 gp), gauntlets of 
  ogre power (4,000 gp) , cloak of resistance +2 (4,000 
  gp), potion of cure serious wounds (750 gp) 
  Total:  26,400 gp (27,000 gp) 
  Xlexi Psychic Doom 
  7HD CE xlexi Ftr 13;hp: 183 
  S25 D18 C18 I18 W22 Ch18;Fort +18, Ref +14, Will +21 
  Init: 
  +8 
  Move: 20 ft. 
  AC: 
  29 (+4 Dex, +4 natural, +10 breastplate +5, +1 ring 
  of protection), touch 15, flat 25 
  BAB/Grapple: +17/+24 
  Full Attack: 
  +5 annulis blade +31/+26/+21/+16 melee 
  (1d8+19;x3) 
  Special Att: 
  - 
  Special Qual: 
  Darkvision 60 ft., Detect psionics, immune 
  to energy, PR 21, scent 
  Skills: Climb +9, Hide +13, Knowledge (Psionics) +14, 
  Listen +18, Move Silently +12, Search +14, Spot +21 
  Feats: Chaotic Mind, Closed MindB, Combat ReflexesF, 
  Exotic Weapon Proficiency (Annulis blade), Greater 
  Weapon Focus (Annulis Blade)F, Greater Weapon 
  Specialization (Annulis Blade)F, Hostile Mind, 
  Improved Critical (Annulis Blade)F, Improved 
  Initiative, Improved SunderF, Iron Will, Mental 
  ResistanceB, Power AttackF, Psionic HoleB, Reckless 
  Offense, Weapon Focus (Annulis Blade), Weapon 
  Specialization (Annulis Blade)F 
  CR: 
  18 
  Gear: 
  breastplate +5 (26,650 gp), ring of protection +1, +5 
  annulis blade (52,000 gp), periapt of Wisdom +4 
  (16,000 gp), belt of giant strength +4 (16,000 gp) , 
  cloak of resistance +4 (16,000 gp), potion of cure 
  serious wounds (750 gp) 
  Total:  127,400 gp (130,000 gp) 
  
  Bestiary Nefarious 
  Page 457 of 478 – Stephen C. Klauk 
  Xuchard   
  Large Aberration 
  Hit Dice:  
  7d8+42 (73 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  30 ft. (6 squares), fly 50 ft. (perfect), swim 
  60 ft. (12 squares)  
  Armor Class:  
  19 (-1 size, +2 Dex, +8 natural), touch 11, 
  flat 17  
  BAB/Grapple:  +5/+14  
  Attack:  
  Slam +9 melee (1d6+5) 
  Full Attack:  
  4 Slams +9 melee (1d6+5) and bite +4 
  melee (1d8+2) 
  Space/Reach:  
  10 ft./10 ft.  
  Diameter: 
  7 ft. + 2d8 in. (7 ft. 9 in.) 
  Weight:  
  225 lbs. + 2d8 x 5 lbs. (270 lbs.) 
  Special Att:  
  Charming caress, improved grab, suggestive 
  gaze  
  Special Qual:  
  DR 10/-, darkvision 60 ft., fast healing 4, SR 
  19  
  Saves:  
  Fort +8, Ref +4, Will +10  
  Abilities:  
  S21 D15 C23 I23 W17 Ch21  
  Skills:  
  Bluff +21, Diplomacy +21, Disguise +15, 
  Escape Artist +12, Hide +8, Intimidate +17, 
  Listen +3, Sense Motive +19, Spot +13  
  Feats:  
  Iron Will, Negotiator, Persuasive  
  Environment:  Any land  
  Organization:  Solitary, or Covey (2-5)  
  CR:  
  6  
  Treasure:  
  None  
  Alignment:  
  Always chaotic neutral  
  Advancement:  8-14 HD (Large); 15-21 HD (Huge)  
  Level Adj:  
  -  
  This baggy, purple creature has a ball-like body 
  and slick, rubbery skin.  The bag-like body sports 
  a huge, yellow gummed maw filled with needle-
  like teeth. It has large, glowing eyes and four 
  ropy, slime-covered tentacles extend from the 
  side of its body. A large shark-like fin extends 
  upward from its back.  
  Xuchard are hedonistic creatures that delight in morally 
  depraved actions. They tend to dwell in civilized regions, 
  feeding off the emotions of those nearby. The more extreme 
  the emotions, the more “flavorful” the xuchard finds them. 
  Unlike many creatures that feed off emotion, xuchard prefer to 
  feed off positive emotions and find negative emotions - hate, 
  fear and such - as unappetizing.  
  While xuchard are not in of themselves dangerous, their 
  desire to get others around them to experience positive 
  emotions can cause many dangers - for example, they are not 
  above addicting others to drugs to feed off the euphoria that 
  such drugs produce.  
  Xuchard speak Common, Infernal, Celestial, Elvin and 
  Gnomish.  
   
  Combat 
  Xuchard dislike combat, but if forced to defend 
  themselves, they attack with tentacle strikes and a vicious bite. 
  If possible, they will attempt to ensnare prey and charm them 
  rather than kill them. They have even been known to 
  incapacitate and tie up opponents instead of killing them, such 
  is their aversion to the negative emotions combat causes. 
  Sometimes even a nearby combat is enough to drive the 
  creatures away, at least temporarily.  
  Charming Caress (Su): A victim caught in a xuchard's 
  grapple must make a DC 19 Will save or be charmed as per 
  the Charm Monster spell. This is treated as if cast at 7th level 
  ability. The save is Constitution based.  
  Improved Grab (Ex): If a xuchard strikes with its slam 
  attack, it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of opportunity. 
  No initial touch attack is required.  A xuchard has the option 
  to conduct the grapple normally, or simply use the part of its 
  body it used in the improved grab to hold the opponent. If it 
  chooses to do the latter, it takes a –20 penalty on grapple 
  checks, but is not considered grappled itself; the creature does 
  not lose its Dexterity bonus to AC, still threatens an area, and 
  can use its remaining attacks against other opponents.  
  Fast Healing (Ex): A xuchard regains 4 hit points per round 
  except from fire or acid attacks. Except where noted here, fast 
  healing is just like natural healing. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, 
  and it does not allow a creature to regrow lost body parts.  
  Suggestive Gaze (Su): A xuchard can plant a suggestion, as 
  per the spell, in the mind of any victim who gazes into its 
  eyes. The range is 30 feet and the victim gains a Will save 
  (DC 18) to resist the suggestion.  The xuchard uses this ability 
  as a 7th level caster.  The save is charisma based. 
  Skills:  A xuchard has a +4 racial bonus to Bluff, Diplomacy 
  and Sense Motive skill checks. 
   
  Xuchard on Amberos 
   
  It is believed that Xuchard may be from the same 
  Realm of Madness as the mentens.  One deranged sage, whom 
  first had been enslaved by Xuchard and then later spent his 
  career studying them, has postulated that Xuchard are gnomes 
  who somehow became entrapped on the Realm of Madness 
  during the Elvin Golden Age. However, most reputable sages 
  – and gnomes – scoff at this theory.  The creatures infest areas 
  under large cities and have been blamed for the corruption and 
  degeneracy of several royal lineages over the ages. 
  
  Bestiary Nefarious  
  Page 458 of 478 – Stephen C. Klauk  
  Xunlard   
  Huge Giant (Chaos, Earth)  
  Hit Dice:  
  19d8+76 (161 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  20 ft. (4 squares), burrow 20 ft. (4 squares)in 
  breastplate; base speed 30 ft. burrow 30 ft.  
  Armor Class:  
  27 (-2 size, +2 Dex, +12 natural, +5 
  breastplate), touch 10, flat 25  
  BAB/Grapple:  +14/+33  
  Attack:  
  Katana +24 melee (3d8+17;18-20x2) or 
  slam +23 melee (2d6+11) or composite 
  longbow (+11 Str) +14 ranged (3d6+11;x3) 
  Full Attack:  
  Katana +24/+19/+14 melee (3d8+17;18-
  20/x2) or  
   
  2 slams +23 melee (2d6+11) or 
  Composite longbow (+11 Str) +14/+9/+4 
  ranged (3d6+11/x3) 
  Space/Reach:  
  15 ft./15 ft.  
  Height: 
  18 ft. + 1d8 ft. (23 ft.) 
  Weight:  
  6,000 lbs. + 1d8 x 1,000 lbs. (10,000 lbs. / 5 
  tons) 
  Special Att:  
  Poison, rock throwing  
  Special Qual:  
  Change shape, DR 15/cold iron and lawful, 
  immune to cold and fire, low-light vision, 
  rock catching  
  Saves:  
  Fort +15, Ref +8, Will +8  
  Abilities:  
  S33 D15 C19 I13 W15 Ch13  
  Skills:  
  Balance -2, Bluff +12, Climb +18, Escape 
  Artist -2, Hide -10, Intimidate +12, Jump 
  +18, Listen +8, Move Silently -2, Perform 
  +6, Sleight of Hand -2, Spot +13, Swim +3, 
  Tumble -2  
  Feats:  
  Awesome Blow, Cleave, Combat Reflexes, 
  Dodge, Improved Critical (Katana), Power 
  Attack, Weapon Focus (Katana)  
  Environment:  Any land  
  Organization:  Solitary, Family (2-5), or Clan (5-20)  
  CR:  
  18  
  Treasure:  
  Standard  
  Alignment:  
  Always chaotic evil  
  Advancement:  20-38 HD (Huge); 39-57 HD (Gargantuan)  
  Level Adj:  
  - 
  This brutish giant is covered in blue skin and has 
  long, jet-black hair. It has long fangs that drip 
  with venom and a pair of ram-like horns 
  protrude from its forehead. The giant's hands are 
  exceptionally large and six-fingered. It holds in 
  its hands a rune-covered katana.  
  The xunlard are an antagonistic race of oriental giants 
  who delight in mischief. The are more powerful cousins to 
  ogre magi, and can often be found in many of the same areas 
  as their magical brethren. They are fond of raiding human 
  settlements for food or tribute, and sometimes simple raid 
  settlements for the sheer pleasure of tearing things up.  
  Xunlard are rarely seen as they tend to travel by 
  burrowing through solid earth.  To burrow through earth, a 
  xunlard spins its body, much like a living tornado, as it 
  quickly tears through the earth.  Xunlard enjoy using this 
  ability to undermine buildings and other structures, or to come 
  up from beneath their enemies to attack. 
  Luckily, many xunlard are arrogant, and it is not too 
  difficult to trick them by challenging their strength and 
  superiority in a contest. Witty heroes of smaller stature can 
  often cow these brutes by managing to make it look like they 
  are superior in strength, despite their size.  
  Xunlard speak trade and infernal. 
   
  Combat 
  Xunlard often battle each other with their katanas, but 
  against smaller foe, they prefer to hurl rocks or use their 
  massive slam attacks against such foes. Though they travel in 
  groups, xunlard prefer to fight for individual glory, and will 
  demand some sort of payment for assistance when battling on 
  behalf of their brothers or other beings. However, their loyalty 
  only extends as far as what they gain out a conflict.  
  Most xunlard are cowards at heart, and many will 
  knuckle under to a foe (or plain run away) if the battle goes 
  against them and things begin to look grim.  
  Change Shape (Su):  As a move action, a xunlard can assume 
  any humanoid shape it desires ranging from medium size to 
  huge size.  Xunlard often use this ability to hide among lesser 
  humanoids and goad individuals to fight.  The xunlard then 
  transforms back to its normal shape before attacking.  This 
  transformation acts like the polymorph spell with a caster level 
  of 19. 
  Poison (Ex): The blood of a xunlard is a deadly contact 
  poison.  Those who wound a xunlard in melee combat must 
  make a reflex save (DC 15) or be exposed to the poison.  
  (Type: contact; Fort DC 23; Pri: 1d3 Con; Sec: 2d6 Con).  
  Xunlard have been known to wound themselves before 
  combat (dealing 1d4 points) and smear their katana with 
  poison.  The poison is good for 1 minute or one hit, whichever 
  comes first. 
  Rock Throwing (Ex):   A xunlard has a range increment of 
  120 feet with a thrown rock.  A rock hurled by a xunlard has a 
  +6 ranged attack bonus and deals 3d6 + 11 damage per hit. 
   
  Xunlard on Amberos 
   
  Xunlard are the servants of the oni who rule Dishnu.  
  A few Xunlard have made their way to Chiamung, where they 
  dwell in the isolated wilderness, causing trouble and havoc 
  when encountered.  The Xunlard of Chiamung avoid civilized 
  areas and have an unnatural dislike of oni, having remained in 
  Chiamung to escape the rule of oni. 
  
  Bestiary Nefarious 
  Page 459 of 478 – Stephen C. Klauk 
  Yale   
  Large Animal  
  Hit Dice:  
  6d8+18 (45 hp)  
  Initiative:  
  +2 (+2 Dex)  
  Speed:  
  50 ft. (10 squares)  
  Armor Class:  
  14 (-1 size, +2 Dex, +3 natural), touch 11, 
  flat 12  
  BAB/Grapple:  +4/+11  
  Attack:  
  Gore +6 melee (1d8+3) 
  Full Attack:  
  Gore +6 melee (1d8+3) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  Weight:  
  Special Att:  
  Powerful charge  
  Special Qual:  
  Low-light vision, scent  
  Saves:  
  Fort +10, Ref +9, Will +3  
  Abilities:  
  S16 D15 C17 I2 W13 Ch8  
  Skills:  
  Climb +3, Hide -2, Jump +7, Listen +3, Spot 
  +4, Swim +3  
  Feats:  
  Great Fortitude, Lightning Reflexes, Run  
  Environment:  Temperate plains  
  Organization:  Solitary, Family (2-5), or Ride (5-20) 
  CR:  
  5  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  7-12 HD (Large); 13-18 HD (Huge)  
  Level Adj:  
  -  
  This yellow-brown creature is slightly larger 
  than a horse with the maw of a great boar. Atop 
  its head is a pair of nearly two-foot long horns, 
  which move about as a dog might control its 
  ears.  
  The yale is a powerful creature related to deer that 
  grazes in wild plains. They are sometimes hunted for food or 
  for their peculiar horns.  
  Yale are not aggressive creatures, but will attack those 
  that they see as threats to their territory, herd members or to 
  itself.  
   
  Combat 
  Yale attack by charging an opponent, maneuvering 
  the long, sharp horns to gore its foe. Once engaged, it can 
  maneuver its horn almost like a sword so that it can continue 
  to gore its opponent.  
  Powerful Charge (Ex): When a creature with this special 
  attack makes a charge, its attack deals 2d8+4 damage in 
  addition to the normal benefits and hazards of a charge.  
   
  Training a Yale as a mount 
   
  If captured while young, yale make excellent war 
  mounts.  They are more popular among horse archers and 
  nobles than commoners. 
   
  Training a yale requires 6 weeks and a successful 
  Handle Animal check (DC 25).  A yale trained for combat 
  sells for about 250 gp. 
   
  Yale on Amberos 
   
  Found mostly in the steppe lands on Randu, Lanster 
  and Lacosis, these creatures are a familiar sight to the natives.  
  Nobles often arrange hunts to try and capture these creatures 
  (primarily for the horns, though the meat is considered a 
  delicacy), and the common populace sometimes hunts them as 
  well, though not as often as deer or other game. 
  
  Bestiary Nefarious  
  Page 460 of 478 – Stephen C. Klauk  
  Yyaunn 
   
  Aunn is a fey word that describes the most secret 
  power of Nature itself.  Only a few elves and other faerie 
  creatures of the most ancient and wild forests, which keep it a 
  secret from any who would attempt to steal or corrupt it, know 
  the secret of the Aunn.  Sometimes, the Aunn shows its 
  mighty and terrible secrets to creatures that have lived in 
  harmony with nature, granting the being with a powerful gift 
  of nature itself.  Any creature able to manipulate the power 
  granted by the Aunn is known as a Sslaunn. 
   
  However, there are those who have the will and learn 
  the secrets to seize the destructive power of the Aunn.  These 
  powerful beings, which oddly tend to be reptilian, are known 
  as the Yyaunn. 
   
  Yyaunn is a template that may be applied to any 
  humanoid, animal, magical beast, dragon or fey being of 
  Chaotic alignment.  It gains the Augmented and Shapechanger 
  descriptor. 
   
  Hit Dice: the creature’s racial hit dice doubles.  The creature 
  gains any additional hit points due to it from its increased 
  Constitution. 
  Speed:  the Yyaunn’s base speed increases by 10 feet. 
  Special Qualities:  the Sslaunn gains the following abilities: 
  • 
  Fury of the Aunn (Su):  The Yyaunn can draw on 
  the primal forces of nature to produce a myriad of 
  supernatural events as follows.  Earthquake – 
  1x/week,  Storm of Vengeance 1x/week, Creeping 
  Doom 1x/day, Animal Growth 1x/day,  Call 
  Lightning 1x/day.  The spells are cast at a level equal 
  to the Yyaunn’s hit dice.  The save DCs are 10 + 
  spell level + Charisma modifier.  A yyaunn’s ability 
  to use the above abilities is not limited by its 
  Charisma score. 
  • 
  Shapechange (Su): as per the 9th level sorcerer spell 
  at will at a casting level equal to the Yyaunn’s hit 
  dice or levels.  The shapechange is limited to animal 
  or magical beast forms. 
  • 
  Resistance to Fire, Cold, Acid, Electricity and 
  Sonic (Su):  The Yyaunn gains 1 point of resistance 
  per Hit Dice it has to all attacks involving the Fire, 
  Cold, Acid, Electricity or Sonic damage. 
  • 
  Secrets of the Aunn (Sp):  A Yyaunn can cast spells 
  as if it were a druid of a level equal to one-half its hit 
  dice or levels.  Spell DC’s are 10 + spell level + 
  Wisdom modifier. 
  Abilities: A Yyaunn gains +4 Strength, +4 Dexterity, +4 
  Constitution. 
  Skills:  Knowledge (Nature) and Survival become class skills.  
  The Yyaunn gains a +8 racial bonus to Knowledge (Nature). 
  CR: 1-4 HD +2; 5-8 HD +3; 9+ HD +4 
  Level Adjustment:  +4 
   
  Yyaunn on Amberos 
   
  Oddly, Belli has no control over the granting or 
  removal of the Aunn’s power.  It seems that the Aunn is a 
  presence separate from Belli himself, though it seems to have 
  an intelligence and will of its own. 
   
  Yyaunn are extremely rare; the sheer will to control 
  nature and bend it to one’s will requires superhuman talent, 
  concentration and an audacity not seen in many creatures. 
   
  As stated above, lizardfolk, drakes and creatures such 
  as garagators seem to be more inclined to produce yyaunn. 
   
  
  Bestiary Nefarious 
  Page 461 of 478 – Stephen C. Klauk 
  Black Drake Yyaunn 
  Huge Dragon (Augmented, Shapechanger) 
  Hit Dice:   
  12d12 + 36 (114 hp) 
  Initiative: 
  +2 (+2 Dex) 
  Speed: 
  40 ft. (8 squares), Fly 150 ft (poor) 
  AC: 
  19 (-2 size, +2 Dex, +9 natural) touch 10, 
  flat 17 
  BAB/Grapple: +12/+22 
  Attack: 
  Bite +14 melee (3d6+4) 
  Full Attack: 
  Bite +14 melee (3d6+4), 2 claws +12 melee 
  (1d4+2), tail slap +12 melee (2d4+2) 
  Space/Reach: 
  10 ft./10 ft. 
  Length: 
  28 ft + 1d4 ft. (30 ft. 6 in.) 
  Weight: 
  4,000 lbs + 1d10x100 lbs. (4, 500 lbs) 
  Special Att: 
  Acid Breath, frightful presence 
  Special Qual: 
  Blindsight, fury of the Aunn,  resistance to 
  fire, cold, acid, electricity and sonic 12, 
  shapechange, secrets of the Aunn 
  Saves: 
  Fort +11, Ref +10, Will +10 
  Abilities: 
  S19 D14 C16 I10 W15 Ch12 
  Skills: 
  Hide +7*, Knowledge (Nature) +8, Move 
  silently +17, Search +15, Sense Motive +17 
  Feats: 
  Flyby Attack, Multiattack, Power Attack, 
  Snatch, Wingover 
  Environment:  Warm and Temperate Swamps 
  Organization: 
  Solitary or Troup (1 + 1-3 Black Drakes) 
  CR: 
  9 
  Treasure: 
  Double Standard 
  Alignment: 
  Always Chaotic Evil 
  Advancement: Huge (13-16 HD), Gargantuan (17-24 HD) 
  A powerful, reptilian creature rises from the 
  morass, its black hide dripping with the watery 
  sludge.  It has a reptilian head and body, with a 
  pair of leathery wings that double as its front 
  legs.  Black horns sweep forward from its 
  forehead, and an algae-laden spine runs down 
  the length of its back to end in a wide blade at 
  the tail.  There is a stench of decay around the 
  fetid black monstrosity as it gazes at you from a 
  skull-like face.  There is a disturbing aura of 
  power lingering about the creature. 
  Black drake yyaunn are power hungry individuals far 
  more powerful and deadly that their black drake peers.  They 
  feed on rot and corruption and will often ally themselves with 
  beings they perceive as being powerful but corrupted.  Unlike 
  black dragons, Drakes tend to make their lairs in the tree 
  canopies of the swamp, often near areas of assassin vine or 
  other such dangers to help protect the lair. 
   
  Combat   
  Black drake yyaunn prefer to use the swamp against 
  their targets to mire, slow or even drown foes.  Once the 
  enemy is entangled, it will swoop in on a target, snatch them 
  up and drop them from great heights or to breath a line of acid 
  at targets as it flies by.  They only fight in melee if forced to 
  do so, and will flee any engagement they are losing. 
  Acid Breath (Ex):  A black drake can breathe a line of acid 5 
  feet wide and 60 feet long once every three rounds.  The acid 
  deals 12d4 damage to targets.  A successful Reflex save (DC 
  19) halves the damage from the attack. 
  Frightful Presence (Ex):  The mere presence of a black drake 
  yyaunn is unsettling to foes.  Whenever the drake attacks, 
  opponents with  12 levels or hit dice or less must make a Will 
  save (DC 17) or be panicked.  A being that makes the saving 
  throw is immune to the Drake’s frightful presence for 24 
  hours. 
  Blindsight (Ex):  All drakes have extremely keen senses and 
  can render invisibility and darkness irrelevant to their ability 
  to detect or fight a foe.  A  black drake yyaunn blindsight 
  extends for 120 feet. 
  Fury of the Aunn (Su):  The black drake yyaunn can draw on 
  the primal forces of nature to produce a myriad of supernatural 
  events as follows.  Earthquake – 1x/week,  Storm of 
  Vengeance 1x/week, Creeping Doom 1x/day, Animal Growth 
  1x/day,  Call Lightning 1x/day.  The spells are cast at a level 
  equal to the Yyaunn’s hit dice.  The save DCs are 10 + spell 
  level + Charisma modifier.  A yyaunn’s ability to use the 
  above abilities is not limited by its Charisma score. 
  Shapechange (Su): as per the 9th level sorcerer spell at will at 
  a casting level of 12.  The shapechange is limited to animal or 
  magical beast forms. 
  Secrets of the Aunn (Sp):  A Yyaunn can cast spells as if it 
  were a druid of 6th level  Spell DC’s are 12 + spell level.  
  Below is a typical black dragon yyaunn’s spell list . 
  Skills:  a black dragon yyaunn gains a +8 racial bonus to Hide 
  skill checks in natural surroundings. 
   
  Typical Druid Spell List 
  (3/4/4/2;CL 6;DC 12 + Spell Level) 
  0th: Detect Magic, Guidance, Resistance 
  1st: Entangle, Faerie Fire, Obscuring Mist, Pass Without 
  Trace 
  2nd: Animal Trance, Bull’s Strength, Tree Shape, Warp Wood 
  3rd: Poison, Quench 
   
  Black Drake Yyaunn on Amberos 
   
  Deep in the heart of the Golens and the Deadgate 
  Swamp, there are vast repositories of life energies that form 
  the heart of the Aunn power.  Some black drakes have learned 
  to tap into this power source, corrupting it for their own use. 
   
  Strangely, true dragons seem either unable or 
  unwilling to tap the Aunn for power like black drakes have 
  done. 
  
  Bestiary Nefarious  
  Page 462 of 478 – Stephen C. Klauk  
  Zadoc   
  Large Construct 
  Hit Dice:  
  9d10+30 (79 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares) (can't run)  
  Armor Class:  
  22 (-1 size, +1 Dex, +10 natural, +2 heavy 
  steel shield), touch 10, flat 21  
  BAB/Grapple:  +6/+15  
  Attack:  
  Slam +10 melee (1d6+5) or Shield bash +10 
  melee (1d6+2) 
  Full Attack:  
  Slam +10 melee (1d6+5) or Shield bash +10 
  melee (1d6+2) or  
  Slam +6 melee (1d6+5) and shield bash +6 
  melee (1d6+2) 
  Space/Reach:  
  10 ft./10 ft.  
  Height: 
  7 ft. 
  Weight: 
  1,750 lbs. 
  Special Att:  
  Body spikes  
  Special Qual:  
  Construct traits, DR 10/-, darkvision 60ft., 
  low-light vision, spell container, spell 
  immunity  
  Saves:  
  Fort +3, Ref +4, Will +4  
  Abilities:  
  S21 D12 C- I10 W12 Ch10  
  Skills:  
  Balance -1, Climb +9, Escape Artist -1, 
  Hide -5, Jump +9, Listen +7, Move Silently 
  -1, Sleight of Hand -1, Spot +7, Swim +1, 
  Tumble -1  
  Feats:  
  Improved Bull Rush, Improved Shield Bash, 
  Improved Sunder, Power AttackB, Shield 
  ProficiencyB, Two-Weapon Fighting  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  8  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  10-18 HD (Large); 19-27 HD (Huge)  
  Level Adj:  
  -  
  This seven foot construct has a body made of 
  ebony wood and black steel. Its body is covered 
  with red magical glyphs, and the center of its 
  chest has a large indentation in it in the shape of 
  a hand. It it’s left hand it carries a shield with 
  odd emblem engraved on it.  
  Zadoc are constructs created to defend wizards. 
  Similar to shield guardians, Zadoc are primarily defensive 
  creatures, though they are also storehouses for a wizard's 
  supplies and certain spells.  
  A zadoc is under the complete control of its creator, 
  but is capable of reasoning to better find methods to defend its 
  creator.  
  A zadoc can speak and understands one language 
  chosen by its creator at its time of construction.  
   
  Combat 
  A zadoc attempts to position itself between its creator 
  and any assailants. It will often rush ranged attackers or hang 
  back and bash opponents who attempt to melee with the 
  creator.  
  Zadoc use any spells contained within themselves 
  intelligent - unless told otherwise by their creator, they will 
  employ any carried spells in a manner to best defend its 
  creator.  
  Body spikes (Ex): A zadoc is covered in long, sharp spikes. If 
  engaged in a grapple, it can choose to attack with the spikes 
  without a penalty to hit to deal 1d6 + 5 damage.  
  Spell container (Su): A Zadoc can store up to 18 spell levels 
  in its body from its creator. Storing a spell requires the creator 
  to “cast” the spell into the zadoc while touching the handplate 
  on its chest. The creator must pay the cost of XP or gold costs 
  for the spell. The zadoc can later use the spells as if the creator 
  had cast the spell. Once a spell is used, it is expended from the 
  zadoc's repertoire of stored spells.  
  Spell Immunity (Ex): A zadoc avoids the effects of spells and 
  spell-like abilities that directly affect it. This works exactly 
  like spell resistance, except that it cannot be overcome. 
  However, a chill metal acts as a slow spell against a zadoc, 
  though a heat metal spell will heal it for 1d4 hit points per 
  caster level. All other cold spells deal ½ damage (or no 
  damage on a successful save) to a zadoc.   All other fire-based 
  spells are subject to the zadoc’s spell immunity. 
   
  Creating A Zadoc 
   
  Creating a zadoc requires 1,000 lbs. of black steel 
  and 200 lbs. of dark wood.  Crafting the body costs 7,500 gp 
  and a successful Craft (Blacksmithing) DC 15 check and a 
  Craft (Carpentry) DC 15 check. 
   
  CL 11; Craft Construct, Spell Turning; Price 37,000 
  gp; Cost 18,500 gp + 860 XP 
  
  Bestiary Nefarious 
  Page 463 of 478 – Stephen C. Klauk 
  Zaramian   
   
   
  Humanoid Form 
   
   
   
  Shark Form 
  Medium Humanoid (Human, Aquatic)  
   
  Medium Animal (Human, Aquatic) 
  Hit Dice:  
  1d10 + 3d8 + 5 (24 hp) 
   
   
   
  1d10 + 3d8 + 5 (24 hp) 
  Initiative:  
  +2 
   
   
   
   
   
  +2 
  Speed:  
  30 ft. (6 squares), swim 50 ft. (10 squares)  
   
  swim 60 ft. (12 squares) 
  Armor Class:  
  20 (+2 Dex, +3 natural, +4 chain shirt, +1 light wooden  
  15 (+2 Dex, +3 natural), touch 12, flat 13 
  shield), touch 12, flat 18  
  BAB/Grapple:  
  +1/+5  
   
   
   
   
   
  +3/+4 
  Attack:  
  Trident +6 melee (1d6+4) 
   
   
   
  Bite +5 melee (1d6+1) 
  Full Attack:  
  Trident +6 melee (1d6+4) 
   
   
   
  Bite +5 melee (1d6+1) 
  Space/Reach:  
  5 ft./5 ft.   
   
   
   
   
  5 ft./5 ft. 
  Height: 
  Weight:  
  Special Att:  
  -  
   
   
   
   
   
  - 
  Special Qual:  
  Alternate form, scent  
   
   
   
  Alternate form, blindsense, keen scent 
  Saves:  
  Fort +7, Ref +5, Will +2  
   
   
   
  Fort +6, Ref +5, Will +2 
  Abilities:  
  S19 D15 C14 I10 W12 Ch8*   
   
   
  S13 D15 C 13 I10 W12 Ch8 
  Skills:  
  Listen +9, Spot +8, Swim +9  
   
   
  Listen +9, Spot +8, Swim +9 
  Feats:  
  Alertness, Weapon Finesse, Weapon 
   
   
  Alertness, Weapon Finesse, Weapon Focus (Trident)F 
   
  Focus (Trident)F 
  Environment:  
  Any aquatic  
   
   
   
   
  Any aquatic 
  Organization:  
  Solitary, Team (2-5 plus 0-1 3rd level sergeants), Swarm (5-20 plus one 3rd level sergeant per 5 Zaramian and one 7th level 
  captain), School (20-40 plus one 5th level sergeant per 10 Zaramians and one 7th level captain per 20 Zaramian), Shoal (40-
  60 plus one 5th level sergeant per 10 Zaramians and one 7th level captain per 20 Zaramians and 0-1 5th level shaman), or 
  Nation (60+)  
  CR:  
  2  
   
   
   
   
   
  2 
  Treasure:  
  Standard   
   
   
   
   
  Standard 
  Alignment:  
  Often lawful evil   
   
   
   
  Often Lawful Evil 
  Advancement:  
  By character class   
   
   
   
  By character class 
  Level Adj:  
  +2 
   
   
   
   
   
  +2 
    
  This human-like being is covered in natural 
  sharkskin as has black, oily eyes. Vestigial fins 
  protrude from its arms and legs and a likewise 
  underdeveloped dorsal fin protrudes from its 
  back. Its teeth seem to have been filed to a 
  point, and its hands end in thick white nails. 
  The being is protected by a chain shirt and 
  wields a trident and small shield.  
  Zaramians are the descendants of humans who have 
  been magically transformed by their close association with 
  sharks. They are a murderous, yet intelligent lot who 
  constantly hunger for battle.  
  Zaramians speak Common.  
   
  Combat 
  Zaramians normally fight with their trident in 
  humanoid form, and tend to work well in groups attacking 
  prey. They prefer to overwhelm an enemy, and once they have 
  slain their first foe in a combat, tend to become overcome with 
  a blood frenzy and transform into shark form to continue the 
  attack.  
  The Zaramian above uses the elite ability array of 
  15,13,14,10,12, 8 and has 1 level of fighter.  
  Alternate Form (Su): A Zaramian’s natural form is its 
  humanoid form, but it has the ability to assume the form of a 
  medium-sized shark. This ability works much like the 
  polymorph spell, except that the creature is limited to the 
  forms specified, and does not regain any hit points for 
  changing its form. The transformation to shark form is not 
  automatic, only occurring after a Zaramian witnesses the death 
  of an enemy within 15 feet of its person.  It must then fail a 
  DC 15 Control Shape skill check to transform.  The 
  transformation takes a standard action and lasts for one hour.  
  Once transformed, a Zaramian cannot change back to 
  humanoid form willingly until an hour has passed.  If slain, a 
  Zaramian reverts to humanoid form. 
  Skills:  A Zaramian has a +10 bonus to swim.  They can take 
  10 on a Swim check even when rushed or otherwise distracted. 
   
  Society 
  Zaramians tend to dwell in the ruins of ancient 
  civilizations that have sunk beneath the waves. They hunt for 
  their food, and often war against other undersea races for 
  places to live and for sources of food. Zaramians have been 
  known to take sea elves and merfolk as slaves, but have a 
  great hatred for sea devils and will drive them off or kill them.  
  Zaramians divide their roles up equally, and the 
  females are just as likely to be engaged in war as to take on 
  
  Bestiary Nefarious  
  Page 464 of 478 – Stephen C. Klauk  
  household duties. Zaramians rarely marry for love, but instead 
  plot and manipulate events to attract the mate they desire - 
  even if the other is an unwilling. There is great shame to a 
  Zaramian that is not wed by their twenty-first birthday, and 
  they have been known to abduct sea elves or merfolk to avoid 
  the utter shame of not having a method to continue their own 
  line.  
   
  Zaramians on Amberos 
   
  Zaramians hail from the ruins of Zarame Kull, the 
  ancient capital of Randu, which was swept beneath the waves 
  at the end of the Randu Wars.  M’kree Malka, the shark god, 
  saved the drowning inhabitants from their doom in return for 
  their worship of him.  
   
  Zaramians as Characters 
   
  While the transformation wrought by M’kree Malka 
  makes it difficult for Zaramians to escape their tyrannical 
  society, there are individuals whom are able to divest 
  themselves from the oppressive rule under M’kree and strike 
  out on their own.  Zaramians have the following abilities. 
  • 
  Medium size 
  • 
  Base speed 30 feet.  Swim speed 50 ft.  A Zaramian 
  gains a +8 racial bonus to Swim and can choose to 
  take 10 even when rushed or otherwise distracted. 
  • 
  Aquatic subtype.  A Zaramian can breath 
  underwater normally.  However, it must hold its 
  breath when out of water or it will drown from lack 
  of oxygen flowing through its gills. 
  • 
  3d8 Racial Hit Dice.  The Zaramian adds three times 
  his Constitution modifier to this total (min 1 hp/HD).  
  This gives the Zaramian a Base attack bonus of +2 
  and base saves of Fort +3, Reflex +3 and Will +3.  A 
  Zaramian gains 2 racial feats. 
  • 
  (2 + Int Modifier) x 6 Skill Points.  A Zaramian’s 
  racial skills are Intimidate, Listen, Ride, Sense 
  Motive, Spot, and Swim. 
  • 
  Alternate Form (Su): A Zaramian’s natural form is 
  its humanoid form, but it has the ability to assume the 
  form of a medium-sized shark. This ability works 
  much like the alter self spell, except that the creature 
  is limited to the forms specified, and does not regain 
  any hit points for changing its form. The 
  transformation to shark form is not automatic, only 
  occurring after a Zaramian witnesses the death of an 
  enemy within 15 feet of its person.  It must then fail a 
  DC 15 Control Shape skill check to transform.  The 
  transformation takes a standard action and lasts for 
  one hour.  Once transformed, a Zaramian cannot 
  change back to humanoid form willingly until an 
  hour has passed.  If slain, a Zaramian reverts to 
  humanoid form. 
  • 
  Scent ability. 
  • 
  +4 Str, +2 Dex.  Zaramians are incredibly strong and 
  quite agile. 
  • 
  Favored Class:  Fighter 
  • 
  Level Adjustment:  +2 
  Zaramians worship M’kree Malka exclusively.  
  Priests of M’kree Malka can choose two of the three 
  domains of Animal (Aquatic only), Evil, or Water. 
   
  
  Bestiary Nefarious 
  Page 465 of 478 – Stephen C. Klauk 
  Zaramian Sharkeater 
  Humanoid Form 
  3HD Zaramian Ftr 4/Clr 2;hp: 53 
  S20 D15 C12 I10 W14 Ch8;Fort +11, Ref +6, Will +7 
  Init: 
  +2 
  Move: 30 ft., swim 50 ft. 
  AC: 
  20 (+2 Dex, +3 natural, +5 chain shirt +1), touch 12, 
  flat 18 
  BAB/Grapple: +7/+12 
  Full Attack: 
  +1 trident +14 melee (1d8+10) 
  Special Att: 
  Spells, rebuke water creatures/turn fire 
  creatures, turn undead 
  Special Qual: 
  Alternate form, scent, spells 
  Skills: Climb +4, Concentration +3, Knowledge (Religion) 
  +2, Listen +7, Ride +9, Spot +7, Survival +5, Swim 
  +20 
  Feats: Alertness, Cleave, Power AttackF, Skill Focus 
  (Survival), Track, Weapon Focus (Trident)F, Weapon 
  SpecializationF 
  CR: 
  7 
  Gear: 
  chain shirt +1 (1,250 gp), +1 trident (2,315 gp), 
  cloak of protection +1 (1,000 gp), potion of cure 
  moderate wounds (300 gp), potion of bull’s strength 
  (300 gp) 
  Total:  5,165 gp (7,200 gp) 
  Rebuke Water Creatures/Turn fire Creatures (Su): 2x/day; 
  Turn Check 1d20-1; Turn Damage 2d6+1 
  Turn Undead (Su): 2x/day; Turn Check 1d20-1;Turn 
  Damage 2d6+1 
   
  Typical Cleric Spells 
  (4/4;CL 2;DC 12 + Spell Level; Domain: Evil, Water) 
  0:  Detect Magic, Guidance, Resistance, Virtue 
  1st:  Bane, Doom, Cause Fear, Obscuring MistD 
  D=Domain spell 
  Shark Form 
  3HD Zaramian Ft4/Clr 2;hp: 53 
  S13 D15 C13 I10 W14 Ch8;Fort +11, Ref +5, Will +6 
  Init: 
  +2 
  Move: swim 60 ft. 
  AC: 
  15 (+2 Dex, +3 natural), touch 12, flat 13 
  BAB/Grapple: +7/+8 
  Full Attack: 
  Bite +9 melee (1d6+1) 
  Special Att: 
  - 
  Special Qual: 
  Alternate form, keen scent 
  Skills: Concentration +2, Knowledge (Religion) +2, Listen 
  +7, Ride +9, Spot +7, Survival +5, Swim +16 
  Feats: Alertness, Cleave, Power AttackF, Skill Focus 
  (Survival), Track, Weapon Focus (Trident)F, Weapon 
  SpecializationF 
  CR: 
  7 
  Gear: 
  not used 
  Total:  5165 gp (5,600 gp) 
  Zaramian Bloodsniffer 
  3HD Zaramian Ftr 4/Clr 8;hp: 86 
  S20 D15 C12 I10 W18 Ch8;Fort +15, Ref +9, Will +11 
  Init: 
  +2 
  Move: 30 ft., swim 50 ft. 
  AC: 
  23 (+2 Dex, +3 natural, +7 chain shirt +3, +1 ring of 
  protection), touch 13, flat 21 
  BAB/Grapple: +12/+17 
  Full Attack: 
  +2 trident +19/+14 melee (1d8+10) 
  Special Att: 
  Spells, rebuke water creatures/turn fire 
  creatures, turn undead 
  Special Qual: 
  Alternate form, scent, spells 
  Skills: Climb +4, Concentration +11, Knowledge (Religion) 
  +10, Listen +7, Ride +9, Spot +7, Survival +7, Swim 
  +20 
  Feats: Alertness, Cleave, Natural Spell, Natural Spellcaster, 
  Power AttackF, Skill Focus (Survival), Track, 
  Weapon Focus (Trident)F, Weapon SpecializationF 
  CR: 
  13 
  Gear: 
  chain shirt +3 (9,250 gp), ring of protection +1 
  (2,000 gp), +2 trident (8,315 gp), cloak of protection 
  +2 (4,000 gp), periapt of wisdom (4,000 gp), pearl of 
  power (2nd level) (4,000 gp), potion of cure serious 
  wounds (750 gp) 
  Total:  32,615 gp (35,000 gp) 
  Rebuke Water Creatures/Turn fire Creatures (Su): 2x/day; 
  Turn Check 1d20-1; Turn Damage 2d6+1 
  Turn Undead (Su): 2x/day; Turn Check 1d20-1;Turn 
  Damage 2d6+1 
   
  Typical Cleric Spells 
  (6/6/5/5/4;CL 12;DC 14 + Spell Level; Domain: Evil, 
  Water) 
  0:  Detect Magic, Guidance, Resistance, Virtue 
  1st:  Bane, Command, Doom, Cause Fear, Obscuring MistD, 
  Shield of Faith 
  2nd: Death Knell, DescrateDE, Bull’s Strength, Hold Person, 
  Spiritual Weapon  
  3rd: Bestow Curse, Contagion, Dispel Magic, Magic Circle 
  against GoodDE, Protection from Energy 
  4th:  Control WaterD, Divine Power, Spell immunity, Summon 
  Monster IV 
  D=Domain spell 
  E=Evil Spell;+1 Caster level 
  Shark Form 
  3HD Zaramian Ft4/Clr 8;hp: 86 
  S13 D15 C13 I10 W14 Ch8;Fort +14, Ref +7, Will +9 
  Init: 
  +2 
  Move: swim 60 ft. 
  AC: 
  15 (+2 Dex, +3 natural), touch 12, flat 13 
  BAB/Grapple: +12/+13 
  Full Attack: 
  Bite +14 melee (1d6+1) 
  Special Att: 
  - 
  Special Qual: 
  Alternate form, keen scent 
  Skills: Concentration +11, Knowledge (Religion) +10, 
  Listen +7, Ride +9, Spot +7, Survival +5, Swim +16 
  
  Bestiary Nefarious  
  Page 466 of 478 – Stephen C. Klauk  
  Feats: Alertness, Cleave, Natural Spell, Natural Spellcaster, 
  Power AttackF, Skill Focus (Survival), Track, 
  Weapon Focus (Trident)F, Weapon SpecializationF 
  CR: 
  13 
  Gear: 
  not used 
  Total:  32,615 gp (35,000 gp) 
  See humanoid form for spells 
  
  Bestiary Nefarious 
  Page 467 of 478 – Stephen C. Klauk 
  Zerendiz   
  Huge Ooze (Shadow)  
  Hit Dice:  
  16d10+128 (216 hp)  
  Initiative:  
  +0  
  Speed:  
  fly 50 ft. (perfect)  
  Armor Class:  
  3 (-2 size, -5 Dex), touch 3, flat 3  
  BAB/Grapple:  +12/+31  
  Attack:  
  Claw +21 melee (1d8+11)  
  Full Attack:  
  6 Claw +21 melee (1d8+11 
  Space/Reach:  
  15 ft./15 ft.  
  Height: 
  Weight:  
  Special Att:  
  Breath weapon, improved grab, swallow 
  whole  
  Special Qual:  
  Blindsight, concealing mass, ooze traits, 
  spell resistance 26  
  Saves:  
  Fort +13, Ref +5, Will +0  
  Abilities:  
  S33 D10 C27 I- W1 Ch1  
  Skills:  
  Hide -3, Listen -5, Spot -5  
  Feats:  
  Cleave, Die Hard, Endurance, Improved 
  Bull Rush, Power Attack, Stealthy  
  Environment:  Any land  
  Organization:  Solitary  
  CR:  
  15  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement:  17-32 HD (Huge); 33-48 HD (Gargantuan)  
  Level Adj:  
  -  
  A mass of black, roiling liquid stains the air in front of 
  you, as if a bottle of ink had been spilt into the very sky. 
  Amid the mass of roiling black inkiness, you can make 
  out what seems to be a pair of red, glittering eyes and 
  dozens of black arms ending in cruel razor-sharp 
  claws.  
  Zerendiz are bizarre, mindless creatures that on first 
  glance appear to be black puddings that can fly. However, 
  zerendiz are partly composed of shadow and seem to have 
  more in kin with shadows and wraiths than they do with a 
  black pudding, though zerendiz are not undead.  
   
  Combat 
  Zerendiz are simple predators. They quickly move 
  toward any target they sense and attack. They usually open 
  their assault with their shadow breath, hoping to weaken or 
  slow prey, then assault their opponent with their taloned 
  pseudopods, hoping to envelope and devour their prey. 
  Zerendiz are relentless creatures, and can squeeze through 
  cracks and other areas less than 1/2 inch wide.  
  Breath Weapon (Su): A Zerendiz can breathe a cone of 
  shadow energy that deals 8d6 damage and slows the victim for 
  1d4 rounds.  A successful Reflex DC 26 Reflex save halves 
  the damage and reduces the slow effect to 1 round.  A 
  Zerendiz can make a breath attack once per minute. 
  Concealing Mass (Ex):  The roiling, protoplasmic mass of a 
  zerendiz is partly made of shadow, making landing a solid 
  blow difficult.  The zerendiz generates its own concealment, 
  imparting a 20% miss chance against attacks directed against 
  it. 
  Improved Grab (Ex): If a zerendiz hits with a claw, it deals 
  normal damage and attempts to start a grapple as a free action 
  without provoking an attack of opportunity. No initial touch 
  attack is required.  Despite the number of claws that strike a 
  target, a Zerendiz can only make one attempt per round to 
  grapple a single target. When a zerendiz gets a hold after an 
  improved grab attack, it pulls the opponent into its space. This 
  act does not provoke attacks of opportunity. It can even move 
  (possibly carrying away the opponent), provided it can drag 
  the opponent’s weight. 
  Swallow Whole (Ex): If a zerendiz begins the round 
  grappling a medium-sized or smaller opponent, it can attempt 
  a new grapple check (as though attempting to pin the 
  opponent). If it succeeds, it swallows its prey, and the 
  opponent takes 2d8 + 16 damage. Unless otherwise noted, the 
  opponent can be up to one size category smaller than the 
  swallowing creature.  A swallowed creature suffers 1 negative 
  level per round. A swallowed creature is considered to be 
  grappled, while the creature that did the swallowing is not. A 
  swallowed creature can try to escape the grapple, but attempts 
  to cut one’s self out is not effective. If the swallowed creature 
  escapes the grapple, it is free, but the zerendiz can attempt to 
  grapple the creature once again. 
   
  Zerendiz on Amberos 
   
  Created by Gwieze, Lord of Shadows, Zerendiz are 
  essence pulled from the Realm of Madness and infused with a 
  bit of shadow substance.  Gwieze uses these creatures as 
  assassins, sending them to hunt down and consume hated foes. 
  
  Bestiary Nefarious  
  Page 468 of 478 – Stephen C. Klauk  
  Zithius   
  Gargantuan Magical Beast (Aquatic)  
  Hit Dice:  
  18d10+165 (264 hp)  
  Initiative:  
  +0  
  Speed:  
  swim 20 ft. (4 squares)  
  Armor Class:  
  14 (-4 size, +8 natural), touch 6, flat 14  
  BAB/Grapple:  +18/+42  
  Attack:  
  Bite +26 melee (2d8+12) 
  Full Attack:  
  Bite +26 melee (2d8+12) and tail slam +21 
  melee (2d6+6) 
  Space/Reach:  
  20 ft./20 ft.  
  Height: 
  Weight:  
  Special Att:  
  Capsize, improved grab, swallow whole  
  Special Qual:  
  Darkvision 60 ft., low-light vision, scent  
  Saves:  
  Fort +20, Ref +13, Will +7  
  Abilities:  
  S35 D10 C28 I2 W13 Ch8  
  Skills:  
  Hide -12, Listen +11, Spot +12, Survival +1, 
  Swim +12  
  Feats:  
  Cleave, Improved Bull Rush, Improved 
  Critical, Lightning Reflexes, Power Attack, 
  Toughness, Track  
  Environment:  Temperate or Warm aquatic  
  Organization:  Solitary, or Crew (2-5)  
  CR:  
  17  
  Treasure:  
  None  
  Alignment:  
  Always neutral  
  Advancement: 19-36 HD (Gargantuan); 37-54 HD (Colossal)  
  Level Adj:  
  -  
  This huge brown creature looks like a massive 
  whale with the head of a featherless owl. Its 
  forward flippers are almost like webbed hands 
  ending in cruel claws made for grasping. Its 
  large eyes seem as keen as the razor-sharp beak.  
  Zithius are predatory sea creatures who prey on 
  smaller creatures and have been known to attack sailing and 
  fishing boats for their content.  
  Sometimes, zithius have been known to even hunt 
  sharks or other whales. Packs of zithius have reputed to even 
  have attempted to take on kraken. In some cases, they have 
  been known to devour the corpses of their own dead, and even 
  attacked elderly and/or ailing members of their own kind.  
  Zithius are incapable of speaking or understanding 
  language.  
   
  Combat 
  A zithius attacks by lunging at the target, hoping to 
  swallow a foe as it rushes in. They have been known to charge 
  ships, attempting to smash them in half or using their great 
  bulk to capsize vessels to get at the fresh food within. They 
  can be driven off if met with forceful, damaging resistance. 
  When attacking as a pack, the zithius use their swim-by attack 
  to make a pass at a foe and move quickly out of range. By 
  means of such swooping attacks, they can take down prey 
  even much larger than themselves.  
  Capsize (Ex):  If a zithius Bull Rushes a water vessel of Huge 
  size or smaller, its captain must make a Profession (Sailor) DC 
  31 skill check or the ship will be capsized.  
  Improved Grab (Ex): If a zithius hits with a bite attack, it 
  may start a grapple immediately, without provoking an attack 
  of opportunity. 
  Swallow Whole (Ex): If a creature with this special attack 
  begins its turn with an opponent held in its mouth (see 
  Improved Grab), it can attempt a new grapple check (as 
  though attempting to pin the opponent). If it succeeds, it 
  swallows its prey, and the opponent takes bite damage. Unless 
  otherwise noted, the opponent can be up to one size category 
  smaller than the swallowing creature. Being swallowed has 
  various consequences, depending on the creature doing the 
  swallowing. A swallowed creature is considered to be 
  grappled, while the creature that did the swallowing is not. A 
  swallowed creature can try to cut its way free with any light 
  slashing or piercing weapon by dealing 30 hit points to the 
  zithius’s AC 14 interior.  If the swallowed creature escapes the 
  grapple, success puts it back in the attacker’s mouth, where it 
  may be bitten or swallowed again. 
   
  Zithius on Amberos 
   
  Zithius inhabit the Forna sea and the Storm ocean off 
  the east coast of Amberos, sometimes traveling in large herds 
  in the Storm ocean.  Tales have also placed zithius in the 
  Serpentia, Tsre and Alusti oceans that surround Amberos, but 
  these tales have not been confirmed. 
  
  Bestiary Nefarious 
  Page 469 of 478 – Stephen C. Klauk 
  Zuan de   
  Medium Monstrous Humanoid  
  Hit Dice:  
  3d8+6 (19 hp)  
  Initiative:  
  +1 (+1 Dex)  
  Speed:  
  30 ft. (6 squares), fly 70 ft. (average)  
  Armor Class:  
  14 (+1 Dex, +3 natural), touch 11, flat 13  
  BAB/Grapple:  +3/+5  
  Attack:  
  Claw +5 melee (1d4+2) or bastard sword +5 
  melee (1d10+3;19-20/x2) or longbow +4 
  ranged (1d8;x3) 
  Full Attack:  
  2 claws +5 melee (1d4+2), bite +3 melee 
  (1d6+1) and tail +3 melee (1d6+1) or 
  bastard sword +5 melee (1d10+3;19-20/x2) 
  or longbow +4 ranged (1d8;x3) 
  Space/Reach:  
  5 ft./5 ft.  
  Height: 
  Weight:  
  Special Att:  
  -  
  Special Qual:  
  Darkvision 60 ft., spell resistance 15, spells-
  like abilities  
  Saves:  
  Fort +5, Ref +4, Will +4  
  Abilities:  
  S15 D13 C14 I13 W12 Ch16  
  Skills:  
  Bluff +9, Disguise +9, Listen +4, Spot +4  
  Feats:  
  Great Fortitude, Multiattack  
  Environment:  Warm land  
  Organization:  Solitary, Brood (2-5), or Swarm (5-20)  
  CR:  
  3  
  Treasure:  
  Standard  
  Alignment:  
  Usually chaotic neutral (evil tendencies) 
  Advancement:  By Character Class  
  Level Adj:  
  +4  
   
  This dark-skinned humanoid bears a pair of 
  bat wings and small horns that protrude from 
  its forehead. Its eyes glow with an unearthly 
  yellow light and its tawny hands end in long, 
  vicious claws.  
  The offspring of the guaz de and infernal beings, the 
  zuan de are dangerous, malicious and bloodthirsty. They use 
  their magical abilities to deceive prey and lure them to their 
  doom or into an embarrassing situation.  
  Zuan de often ally themselves with fiendish creatures 
  summoned to the mortal plane. Either dominating weaker evils 
  or serving under the stronger, they seek nothing more than an 
  excuse to cause misery and suffering. Their allegiance is 
  passing, as is their desire to cause woe - against one opponent 
  they may simply plague the individual with harmless but 
  embarrassing pranks, or they may lash out with cruel intent to 
  maim, destroy or murder.  
  Zuan de speak fey primarily, and also know Abyssal, 
  Common and Infernal.  
   
  Combat 
  Zuan de, while strong, prefer to be flamboyant in 
  combat. They prefer to face enemies one-on-one, using magic 
  or guile to isolate opponents and dispense with them. They are 
  very unpredictable creatures, and are just as likely to play with 
  an opponent as they are to outright kill them. They seem to 
  prefer to toy with those they perceive less powerful than them, 
  and have even known to break off combat against those who 
  surprise them with a flashy or well-placed blow. However, 
  such showmanship is not only successful nor does it save the 
  victim from later deprivations by the zuan de, who may 
  attempt to repeat the victim's former display themselves as 
  part of the defeat of their former opponent.  
  Spells-like Abilities (Sp): A zuan de can use the following 
  spell-like abilities at caster level 3. 
   
  Charm Person - 3x/day; Dancing Lights – At will;  
  Disguise Self – At will; Flare – At will; Prestidigitation – At 
  will; Reduce Person - 3x/day. 
   
  Society 
   
  Zuan de prefer to be alone, but occasionally 
  congregate into small groups for mutual entertainment and 
  defense.  These groups are usually little more than friendships 
  culled around similar interests and rarely last past the lifespan 
  of a single zuan de. 
   
  A zuan de community usually consists of the zuan de, 
  perhaps a few infernal beings and a handful of the zuan de’s 
  slaves.  Zuan de rarely perform work if they can get away with 
  having their slaves do it, and spend of their time fulfilling their 
  own dark interests. 
   
  Zuan de can mate with just about any species, 
  including humanoids and demons or devils, and the result is 
  always a zuan de child.  Parents are woefully unattendant to 
  their child’s needs, but luckily even zuan de infants are born 
  with the ability to charm others, and will quickly put the 
  ability to use to obtain a caretaker for their own needs. 
   
  Zuan De on Amberos 
   
  Zuan de can be found in the Skienlands and areas of 
  the Shovnov coast.  They have also been encountered in the 
  Demon Jungle of Lanster, and according to tales, there are the 
  ruins of a mighty city in the heart of the Demon Jungle that 
  has been taken over by zuan de and turned into a sort of 
  homeland for their kind. 
   
  Zuan De as Characters 
   
  Wanderers and carefree spirits, it is not uncommon 
  for zuan de to take up the mantle of an adventurer.  However 
  their independent spirit often dissuades them from joining an 
  organized group or settling into a class that requires devotion 
  or obedience (such as that of cleric, druid, knight, monk, or 
  paladin). 
   
  Zuan de have the following abilities. 
   
  • 
  Base Speed is 30 feet.  A zuan de also has wings 
  that allow flight 70 feet (average) 
  • 
  Monstrous humanoid 
  • 
  Darkvision 60 ft. 
  
  Bestiary Nefarious  
  Page 470 of 478 – Stephen C. Klauk  
  • 
  3d8 racial Hit Dice.  To this total, the zuan de adds 
  triple his Constitution modifier (minimum 1 hp per 
  HD).  This also grants the zuan de a Base Attack 
  Bonus of +3, base saves of Fort +3, Reflex +3, Will 
  +3 and two racial feats. 
  • 
  Str +4, Dex +2, Con +4, Int +2, Wis +2, Cha +6.  
  Zuan de are very strong and healthy, as well as agile.  
  Their quick mind and senses allow them to survive 
  on their own, and they have a subtle understanding of 
  manipulating and controlling others. 
  • 
  +3 Natural armor. 
  • 
  (2 + Int) x 6 skill points.  A zuan de’s racial skills 
  are Bluff, Disguise, Listen and Spot. 
  • 
  Natural Attack.  A zuan de has a natural attack 
  routine of 2 claws, a bite and a tail attack.  The claws 
  deal 1d4 + Str modifier damage.  The bite deals 1d6 
  + ½ Str modifier damage.  The tail attack deals 1d6 + 
  ½ Str modifier damage. 
  • 
  Spell Resistance 12 + ½ Class level + Cha 
  modifier. 
  • 
  Spell-like Abilities.  A zuan de can use the following 
  spell-like abilities at caster level 3 + character level.  
  The saves are charisma-based. 
  Charm Person - 3x/day; Dancing Lights – At 
  will;  Disguise Self – At will; Flare – At will; 
  Prestidigitation – At will; Reduce Person - 
  3x/day. 
  • 
  Favored Class:  Rogue 
  • 
  Level Adjustment: +4 
  Zuan de rarely worship gods.  They have been known to 
  become clerics of the Dark One, and may choose two of the 
  three domains of Evil, Law or Destruction. 
  Zuan de Bonebreaker 
  3HD zuan de Sor 6;hp: 55 
  S12 D16 C17 I12 W14 Ch23;Fort +8, Ref +8, Will +10 
  Init: 
  +3 
  Move: 30 ft., fly 70 ft. (average) 
  AC: 
  16 (+3 Dex, +3 natural), touch 13, flat 13 
  BAB/Grapple: +6/+7 
  Full Attack: 
  2 claws +7 melee (1d4+1), bite +2 melee 
  (1d6), tail +2 melee (1d6) 
  Special Att: 
  Spells 
  Special Qual: 
  Darkvision 60 ft., SR 21, spells-like abilities 
  Skills: Bluff +18, Disguise +12, Knowledge (Arcana) +7, 
  Spellcraft +7, Spot +8 
  Feats: Augment Summoning, Natural Spellcaster, Spell 
  Focus (Conjuration), Spell Focus (Illusion) 
  CR: 
  8 
  Gear: 
  bracers of armor +2 (4,000 gp), wand of invisibility 
  (5 charges) (450 gp), wand of fireballs (CL 10;10 
  charges) (4,500 gp), potion of cure moderate wounds 
  (300 gp) 
  Total:  (9,400 gp) 
   
  Typical Sorcerer Spell List 
  (6/8/7/4;CL 9;DC 16 + Spell Level) 
  0:  Acid Splash, Detect Magic, Ghost Sound*, Prestidigitation, 
  Ray of Frost, Touch of Fatigue 
  1st:  Charm Person, Color Spray*, Ray of Enfeeblement, Sleep 
  2nd:  Minor Image*, Scorching Ray 
  3rd:  Summon Monster III 
  *=Illusion spell; DC +1 
  
  Bestiary Nefarious 
  Page 471 of 478 – Stephen C. Klauk 
  Zuan De Sorcerer 
  3HD zuan de Sor 12;hp: 88 
  S12 D16 C17 I12 W14 Ch28;Fort +10, Ref +10, Will +13 
  Init: 
  +7 
  Move: 30 ft., fly 70 ft. (average) 
  AC: 
  16 (+3 Dex, +3 natural), touch 13, flat 13 
  BAB/Grapple: +9/+10 
  Full Attack: 
  2 claws +10 melee (1d4+1), bite +5 melee 
  (1d6), tail +5 melee (1d6) 
  Special Att: 
  Spells 
  Special Qual: 
  Darkvision 60 ft., SR 27, spells-like abilities 
  Skills: Bluff +27, Disguise +15, Knowledge (Arcana) +13, 
  Spellcraft +13, Spot +8 
  Feats: Augment Summoning, Eschew Materials, Improved 
  Initiative, 
  Natural 
  Spellcaster, 
  Spell 
  Focus 
  (Conjuration), Spell Focus (Illusion) 
  CR: 
  14 
  Gear: 
  bracers of armor +5 (25,000 gp), cloak of charisma 
  +4 (16,000 gp) wand of invisibility (5 charges) (450 
  gp), wand of fireballs (CL 10; 5 charges) (2,250 gp), 
  potion of cure moderate wounds (300 gp) 
  Total:  44,000 gp (45,000 gp) 
   
  Typical Sorcerer Spell List 
  (6/8/8/8/7/6/4;CL 15;DC 17 + Spell Level) 
  0:  Acid Splash, Arcane Mark, Detect Magic, Ghost Sound*, 
  Mage Hand, Open/Close, Prestidigitation, Ray of Frost, 
  Touch of Fatigue 
  1st:  Charm Person, Color Spray*, Protection from Law, Ray 
  of Enfeeblement, Shield 
  2nd:  Glitterdust, Minor Image*, Resist Energy, Scorching 
  Ray, Touch of Idiocy 
  3rd:  Displacement*, Dispel Magic, Hold Person, Slow 
  4th:  Bestow Curse, Phantasmal Killer*, Shadow Conjuration* 
  5th:  Nightmare*, Summon Monster V 
  6th:  Disintegrate 
  *=Illusion spell; DC +1 
   
  
  Bestiary Nefarious  
  Page 472 of 478 – Stephen C. Klauk  
  Monsters By CR 
  Monster 
  CR 
  Araby 
  ½ 
  Baquada 
  ¼ 
  Bastuu-I 
  ½ 
  Goldspinner Beetle (Beetle) 
  ¼ 
  Phomicus Beetle (Beetle) 
  ½ 
  Bloodrose 
  ½ 
  Bloodmole 
  ½ 
  Cactus Folk 
  ½ 
  Camille 
  ¼ 
  Cobra Newt 
  ½ 
  Demon Flower 
  ¼ 
  Fluttercat 
  ¼ 
  Roachfolk (Insectoid) 
  ½ 
  Orev 
  ½ 
  Shaakasti 
  ½ 
  Small Monstrous Tick (Tick) 
  ½ 
  Vampire Rat 
  ¼  
  Diminutive Monstrous Tick (Tick) 
  1/10 
  Tiny Monstrous Tick (Tick) 
  1/8 
  Pisci 
  1/6 
  Auraling 
  1/3 
  Mothfolk (Insectoid) 
  1/3 
  Proto Ister-Suul (Ister-Suul, High – Patriarch) 
  1/3 
  Annikan 
  1 
  Aspii Blooded 
  1 
  Bloodseeker Beetle (Beetle) 
  1 
  Dwelf 
  1 
  Fettered 
  1 
  Flying Snake 
  1 
  Fowler 
  1 
  Gnomling 
  1 
  Ichneumon 
  1 
  Antfolk (Insectoid) 
  1 
  Antfolk Offspring (Insectoid, Antfolk Matriarch) 
  1 
  Antfolk Princess Heir (Insectoid, Antfolk Matriarch) 
  1 
  Antfolk Footman (Insectoid, Antfolk Matriarch) 
  1 
  Beefolk (Insectoid) 
  1 
  Beetlefolk (Insectoid) 
  1 
  Flyfolk (Insectoid) 
  1 
  Mantisfolk (Insectoid) 
  1 
  Waspfolk (Insectoid) 
  1 
  Waspfolk Servant (Insectoid, Waspfolk Monarch) 
  1 
  Waspfolk Private (Insectoid, Waspfolk Monarch) 
  1 
  Ister-Suul Initiate (Ister-Suul, High – Patriarch) 
  1 
  High Ister-Suul Youngling (Ister-Suul, High – 
  Patriarch) 
  1 
  Low Ister-Suul (Ister-Suul, Low) 
  1 
  Po-Pei 
  1 
  Rhudee 
  1 
  Medium Monstrous Tick (Tick) 
  1 
  Vegerot 
  1 
  Whispling 
  1 
  Aspii Degenerate 
  2 
  Spharon Mummy (Beetle, Spharon) 
  2 
  Death Blossom 
  2 
  Death Dancer 
  2 
  Giant Hamster (Dire Hamster) 
  2 
  Dire Turtle 
  2 
  Elogre 
  2 
  Gore Wrench 
  2 
  Horesse 
  2 
  Hurrene 
  2 
  Igana 
  2 
  Antfolk Bodyguard (Insectoid, Antfolk Matriarch) 
  2 
  Lepidilla (Insectoid, mothfolk) 
  2 
  Waspfolk Sergeant (Insectoid, Waspfolk Monarch) 
  2 
  Common Ister-Suul (Ister-Suul, Common) 
  2 
  Javelin Snake 
  2 
  Mamaluke 
  2 
  Radiant Hawk 
  2 
  Dwarven Remnant Defender (Remnant Defender, 
  Dwarven) 
  2 
  Serpenti 
  2 
  Sesenti 
  2 
  Spider Serpent 
  2 
  Spiderwolf 
  2 
  Tanglethorn Bush 
  2 
  Tick Bush 
  2 
  Large Monstrous Tick (Tick) 
  2 
  Zaramian 
  2 
  Acephos 
  3 
  Apolii 
  3 
  Baku-Shaksta 
  3 
  Headhunter Beetle (Beetle) 
  3 
  Wolf Beetle (Beetle) 
  3 
  Spharon (Beetle) 
  3 
  Bloodhound 
  3 
  Capricornus 
  3 
  Cavern Crawler 
  3 
  Chuut-I 
  3 
  Dire Hamster 
  3 
  Envy Childe 
  3 
  Memorizer Flesh Engine (Flesh Engine) 
  3 
  Sweeper Flesh Engine (Flesh Engine) 
  3 
  Geshara 
  3 
  Holly Golem (Golem) 
  3 
  Wax Golem 
  3 
  Haraka 
  3 
  Hopping Gnasher 
  3 
  Antfolk Sergeant (Insectoid, Antfolk Matriarch) 
  3 
  Antfolk Noble (Insectoid, Antfolk Matriarch) 
  3 
  Waspfolk Spy (Insectoid, Waspfolk Monarch) 
  3 
  Common Ister-Suul Warrior (Ister-Suul, High – 
  Patriarch) 
  3 
  Viper Weresnake (Lycanthrope, Weresnake Viper) 
  3 
  Mir’jalla 
  3 
  Murderwort Bird Swarm 
  3 
  Perii 
  3 
  Quizzit 
  3 
  
  Bestiary Nefarious 
  Page 473 of 479 – Stephen C. Klauk 
  Elvin Remnant Defender (Remnant Defender, Elvin) 
  3 
  Skurrier 
  3 
  Tialang Viper (Snake) 
  3 
  Cherry Tree Warrior (Tree Warrior) 
  3 
  Turtis 
  3 
  Unassuming 
  3 
  Urqi 
  3 
  Vengal 
  3 
  Wodosen 
  3 
  Xanthus 
  3 
  Xercean 
  3 
  Zuan De 
  3 
  Adamantine Beetle (Beetle) 
  4 
  Ekimma 
  4 
  Fauna Tree 
  4 
  Firebird 
  4 
  Rope Golem (Golem) 
  4 
  Waspfolk Overseer (Insectoid, Waspfolk Monarch) 
  4 
  Lamentor 
  4 
  Lull 
  4 
  Werebee (Lycanthrope) 
  4 
  Werelion (Lycanthrope) 
  4 
  Bat Maiden (Maiden of Nature) 
  4 
  Bird Maiden (Maiden of Nature) 
  4 
  Fish Maiden (Maiden of Nature) 
  4 
  Manti 
  4 
  Melusinae 
  4 
  Mockery 
  4 
  Haneru Naga (Naga) 
  4 
  Nippon-Urdu 
  4 
  Paddler 
  4 
  Persi Bull 
  4 
  Razorthorn Assassin 
  4 
  Singing Maiden 
  4 
  Slashleaf 
  4 
  Stoneroot 
  4 
  Thunder Tortoise 
  4 
  Birch Tree Warrior (Tree Warrior) 
  4 
  Cedar Tree Warrior (Tree Warrior) 
  4 
  Elm Tree Warrior (Tree Warrior) 
  4 
  Accursed Human Rogue 
  5 
  Araby Dervish 
  5 
  Cobra Avenclaar (Avenclaar) 
  5 
  Eagle Avenclaar (Avenclaar) 
  5 
  Mouse Avenclaar (Avenclaar) 
  5 
  Wolf Avenclaar (Avenclaar) 
  5 
  Baquada Mariner  
  5 
  Bastuu-I Feline Matron  
  5 
  Godsteel Beetle (Beetle, Adamantine) 
  5 
  Cactus Folk Explorer 
  5 
  Cobracon 
  5 
  Dire Rabbit 
  5 
  Dreamslayer 
  5 
  Dwelf Minstrel 
  5 
  Forest Runner 
  5 
  Briar Golem (Golem) 
  5 
  Turtleshell Golem (Golem) 
  5 
  Hapi 
  5 
  Wereshark, Large (Lycanthrope) 
  5 
  Suuma Naga (Naga) 
  5 
  Nissus 
  5 
  Pisci Swarm 
  5 
  Quintarran 
  5 
  Ramudi 
  5 
  Somat 
  5 
  Huge Monstrous Tick (Tick) 
  5 
  Cherry Orchard Prince (Tree Warrior) 
  5 
  Xlexi 
  5 
  Yale 
  5 
  Annikan Alpha 
  6 
  Aspii Blooded Servant 
  6 
  Avangi 
  6 
  Lion Avenclaar (Avenclaar) 
  6 
  Beastland Dog (Beastland Animal) 
  6 
  Fowler Quill 
  6 
  Geshara Bully 
  6 
  Gnomling Anklebiter 
  6 
  Fellroot Golem (Golem) 
  6 
  Tar Golem (Golem) 
  6 
  Beefolk Slum Lord (Insectoid) 
  6 
  Beetlefolk Brawler (Insectoid) 
  6 
  Flyfolk Flitter (Insectoid) 
  6 
  Mothfolk Neophyte (Insectoid) 
  6 
  Roachfolk Scavenger (Insectoid) 
  6 
  Waspfolk Captain (Insectoid) 
  6 
  High Ister-Suul (Ister-Suul, High) 
  6 
  Ister-Suul Highborn (Ister-Suul, High - Patriarch) 
  6 
  Kafurii 
  6 
  Manticora 
  6 
  Orev Scout 
  6 
  Shaakasti Hunter 
  6 
  Shadaar Sinister (Sinister) 
  6 
  Tigerwaule 
  6 
  Titankite 
  6 
  Xuchard 
  6 
  Argosi 
  7 
  True Aspii (Aspii, True) 
  7 
  Auraling Hero  
  7 
  Corrupted Soul Half-Orc Monk 
  7 
  Pazuzi Demon (Demon) 
  7 
  Rose Demon (Demon) 
  7 
  Demon Steed 
  7 
  Earth Lumberer 
  7 
  Elogre Forester 
  7 
  Elogre Enchantress 
  7 
  Warrior Flesh Engine (Flesh Engine) 
  7 
  Horesse Trickster 
  7 
  Antfolk Soldier (Insectoid) 
  7 
  Mantisfolk Nymph (Insectoid) 
  7 
  Ister-Suul Acolyte (Ister-Suul, Common) 
  7 
  Koskie 
  7 
  Giant 
  Constrictor 
  Weresnake 
  (Lycanthrope, 
  7 
  
  Bestiary Nefarious  
  Page 474 of 479 – Stephen C. Klauk  
  Weresnake Giant Constrictor) 
  Phaergrinn 
  7 
  Po-Pei Marauder 
  7 
  Quuran 
  7 
  Birch Orchard Prince (Tree Warrior) 
  7 
  Cedar Orchard Prince (Tree Warrior) 
  7 
  Elm Orchard Prince (Tree Warrior) 
  7 
  Tumor 
  7 
  Zaramian Sharkeater 
  7 
  Accursed Human Murderer 
  8 
  Burrow Worm 
  8 
  Gold Golem (Golem) 
  8 
  Haraka Rebuker 
  8 
  Ister-Suul Chosen One 
  8 
  Jakken 
  8 
  Kren’an’thor 
  8 
  Leperskin 
  8 
  Werebee Warrior (Lycanthrope) 
  8 
  Wereoctopus (Lycanthrope) 
  8 
  Viper 
  Weresnake 
  Venomtooth 
  (Lycanthrope, 
  Weresnake Viper) 
  8 
  Mamaluke Hunter 
  8 
  Ptasha 
  8 
  Ridulya 
  8 
  Barrash Sinister (Sinister) 
  8 
  Cherry Grove Master (Tree Warrior) 
  8 
  Zadoc 
  8 
  Zuan De Bonebreaker 
  8 
  Dire Ape Animus (Animus) 
  9 
  Bear Avenclaar (Avenclaar) 
  9 
  Hellwolf Beetle (Beetle, Wolf) 
  9 
  Immature Spharon Swarm (Beetle, Spharon) 
  9 
  Bedlam 
  9 
  Corpseslayer 
  9 
  Doppelganger Ooze 
  9 
  Geth 
  9 
  Kali-born 
  9 
  Kraken-Li 
  9 
  Werelion Tracker (Lycanthrope) 
  9 
  Nemmick 
  9 
  Perii Screecher 
  9 
  Elvin 
  Remnant 
  Defender 
  Warlord 
  (Remnant 
  Defender, Elvin) 
  9 
  Gargantuan Monstrous Tick (Tick) 
  9 
  Turkon 
  9 
  Black Drake Yyaunn (Yyaunn) 
  9 
  Araby Sahid 
  10 
  Baquada Corsair  
  10 
  Bastuu-I Priestess  
  10 
  Cactus Folk Protector 
  10 
  Dwelf Stone Chanter 
  10 
  Eeylene 
  10 
  Wereshark Devourer (Lycanthrope) 
  10 
  Bat Maiden Nightchilde (Maiden of Nature) 
  10 
  Bird Maiden Songbird (Maiden of Nature) 
  10 
  Fish Maiden Princess of the Sea (Maiden of Nature) 
  10 
  Sesenti Devourer 
  10 
  Tormentor 
  10 
  Birch Grove Master (Tree Warrior) 
  10 
  Elm Grove Master (Tree Warrior) 
  10 
  Annikan Jackal King 
  11 
  Aspii Blooded Snakeskin 
  11 
  Aspii Slave Minotaur (Aspii Slave) 
  11 
  Azura Demon (Demon) 
  11 
  White Elephant (Elephant, White) 
  11 
  Geshara Thug 
  11 
  Hath 
  11 
  Hell Reaper 
  11 
  Beefolk Hive Defender (Insectoid) 
  11 
  High Ister-Suul Noble (Ister-Suul, High) 
  11 
  Balii Naga (Naga) 
  11 
  Raatori 
  11 
  Dwarven Remnant Defender (Remnant Defender, 
  Dwarven) 
  11 
  Magdaga Sinister (Sinister) 
  11 
  Tree Strider 
  11 
  Cherry Forest King (Tree Warrior) 
  11 
  Accursed Human Slayer 
  12 
  Fowler Featherlight 
  12 
  Gnomling Thorn 
  12 
  Horesse Windwalker 
  12 
  Antfolk Consort (Insectoid, Antfolk Matriarch) 
  12 
  Beetlefolk Nomad (Insectoid) 
  12 
  Flyfolk Carrion Eater (Insectoid) 
  12 
  Mothfolk Traveler (Insectoid) 
  12 
  Roachfolk Pestilence Bearer (Insectoid) 
  12 
  Waspfolk General (Insectoid) 
  12 
  Waspfolk Co-Regent (Insectoid, Waspfolk Monarch) 
  12 
  Jaqai 
  12 
  Giant 
  Constrictor 
  Weresnake 
  Ambusher 
  (Lycanthrope, Weresnake Giant Constrictor)) 
  12 
  Orev Warrior 
  12 
  Shaakasti Lieutenant 
  12 
  Shafra-Li 
  12 
  Shafra-Loa 
  12 
  Xlexi Psychic Hunter 
  12 
  Auraling Champion  
  13 
  Corrupted Soul Hand of Doom 
  13 
  Elogre Witch 
  13 
  Engine of Hunger 
  13 
  Haraka Scion 
  13 
  Antfolk General (Insectoid) 
  13 
  Mantisfolk Scything Blade (Insectoid) 
  13 
  Werebee Monarch (Lycanthrope) 
  13 
  Po-Pei Guerilla 
  13 
  Qadi 
  13 
  Thoqandra Sinister (Sinister) 
  13 
  Birch Forest King (Tree Warrior) 
  13 
  Cedar Grove Master (Tree Warrior) 
  13 
  Elm Forest King (Tree Warrior) 
  13 
  Zaramian Bloodsniffer 
  13 
  Builder Flesh Engine (Flesh Engine) 
  14 
  
  Bestiary Nefarious 
  Page 475 of 480 – Stephen C. Klauk 
  Ister-Suul Apprentice (Ister-Suul, Common) 
  14 
  Wereoctopus High Priest (Lycanthrope) 
  14 
  Weresnake, Viper Slinker Lycanthrope) 
  14 
  Mamaluke Howler 
  14 
  Velundria Sinister (Sinister) 
  14 
  Colossal Monstrous Tick (Tick) 
  14 
  Zuan De Sorcerer 
  14 
  Araby Saluke 
  15 
  Aspii Wyrm 
  15 
  Baquada Pirate Lord  
  15 
  Bastuu-I Princess  
  15 
  Cactus Folk Lord 
  15 
  Ankhbearer (Chuut-I) 
  15 
  Vanadar Demon (Demon) 
  15 
  Dwelf Ringer of Steel 
  15 
  Dark Runner (Forest Runner) 
  15 
  Werelion Plainslord (Lycanthrope) 
  15 
  Murderwort 
  15 
  Perii Screaming Devilkin 
  15 
  Cherry Forest Lord (Tree Warrior) 
  15 
  Vaporshroud 
  15 
  Zerendiz 
  15 
  Accursed Human Serial Killer 
  16 
  Annikan Jackal Lord 
  16 
  Aspii Blooded Viper  
  16 
  Geshara Warlord 
  16 
  Ister-Suul Devout Warrior (Ister-Suul, Common) 
  16 
  Wereshark Terror of the Deep (Lycanthrope) 
  16 
  Akasta Sinister (Sinister) 
  16 
  Cedar Forest King (Tree Warrior) 
  16 
  Turkon Champion 
  16 
  Demon Knight 
  17 
  Horesse Skydancer 
  17 
  High Ister-Suul Patriarch (Ister-Suul, High) 
  17 
  Weresnake, 
  Giant 
  Constrictor 
  Deathgrip 
  (Lycanthrope, Weresnake Giant Constrictor) 
  17 
  Elm Forest Lord (Tree Warrior) 
  17 
  Zithius 
  17 
  Aspidoceleon 
  18 
  Crypt Wyrm 
  18 
  Fowler Roost Lord 
  18 
  Gnomling Thicket Warrior 
  18 
  Hapi Midwife 
  18 
  Beetlefolk Wanderer (Insectoid) 
  18 
  Flyfolk Deathmaker (Insectoid) 
  18 
  Mothfolk Curio (Insectoid) 
  18 
  Roachfolk Foul Prince (Insectoid) 
  18 
  Waspfolk Monarch (Insectoid) 
  18 
  Ister-Suul Lord of Nightmares (Ister-Suul Chosen 
  One) 
  18 
  Orev Champion 
  18 
  Shaakasti Warlord 
  18 
  Shrieken 
  18 
  Walundria Sinister (Sinister) 
  18 
  Xlexi Psychic Doom 
  18 
  Xunlard 
  18 
  Corrupted Soul Master Harvester 
  19 
  Elogre Hag 
  19 
  Flesh Engine Dreadnought (Flesh Engine, Warrior) 
  19 
  Haraka Deathwing 
  19 
  Hath Crusader 
  19 
  Antfolk Matriarch (Insectoid) 
  19 
  Mantisfolk Mother (Insectoid) 
  19 
  Peridoom 
  19 
  Birch Forest Lord (Tree Warrior) 
  19 
  True Aspii Demagogue (Aspii, True) 
  20 
  Carpetbagger Flesh Engine (Flesh Engine) 
  20 
  Mamaluke Scion 
  20 
  Auraling Cavalier  
  21 
  Drakkenwyrm 
  21 
  Weresnake, Viper Black Mamba (Lycanthrope, 
  Weresnake Viper) 
  21 
  Yakuria Sinister (Sinister) 
  21 
  Cedar Forest Lord (Tree Warrior) 
  21 
  High Ister-Suul Progenitor (Ister-Suul, High) 
  22 
  Bull of Heaven (Persi Bull) 
  22 
  Fire Dragon 
  24 
  Wereoctopus Krakentau (Lycanthrope) 
  24 
  Colossus 
  26 
  Atosha 
  28 
   
   
   
  Dragon Age 
  Imperial 
  Nippon 
  Randese 
  Skierian 
  Vegan 
  Western 
  Wyrmling 
  3 
  2 
  2 
  2 
  2 
  1 
  Very Young 
  5 
  4 
  2 
  4 
  3 
  2 
  Young 
  8 
  5 
  3 
  5 
  3 
  2 
  Juvenile 
  11 
  6 
  3 
  7 
  4 
  3 
  Young Adult 
  14 
  7 
  5 
  8 
  5 
  3 
  Adult 
  15 
  9 
  6 
  9 
  6 
  4 
  Mature Adult 
  19 
  10 
  7 
  10 
  7 
  5 
  Old 
  22 
  13 
  8 
  12 
  8 
  6 
  
  Bestiary Nefarious  
  Page 476 of 481 – Stephen C. Klauk  
  Very Old 
  23 
  16 
  10 
  14 
  10 
  7 
  Ancient 
  25 
  19 
  11 
  16 
  11 
  8 
  Wyrm  
  27 
  21 
  12 
  18 
  12 
  10 
  Great Wyrm 
  29 
  23 
  14 
  21 
  15 
  12 
   
  
  Bestiary Nefarious 
  Page 477 of 482 – Stephen C. Klauk 
  Appendix 
   
  There’s a lot of new items, spells and feats 
  included in this book, scattered through multiple entries.  To 
  make things easier to locate, this appendix consolidates the 
  spells, and items from entries in the book for easy reference.  
  New weapons and general feats are located at the front of 
  this book, under the “Attack” entry and “Feat” section, 
  respectively. 
   
  New Spells 
   
  Summon Camille 
  Level:  Sor/Wiz 1 
  Components:  V, S 
  Casting Time:  1 minute 
  Range:  Close (25 ft. + 5 ft/2 levels) 
  Area of Effect:  One or more Camille 
  Duration:  1 minute/level 
  Saving Throw:  None 
  Spell Resistance:  No 
   
  Upon casting this spell, one camille per caster level 
  (max 10) appears at the desired location and acts as the 
  caster directs.  Summoned camille will not fight, though 
  they can be used to distract opponents.  If a camille dies due 
  to actions or the task asked of the caster, the camille 
  immediately stop their activities, gather to collect the dead 
  camille body and disappear.  The spell can then never be 
  used again until the caster atones for the camille’s death. 
   
  This spell cannot be taught to others and can only 
  be gained directly from a Camille.  It cannot be chosen as a 
  bonus spell when gaining a level. 
   
  Summon Dreamslayer 
  Conjuration (Calling) [Evil] 
  Level: Asn 2, Brd 3, Blk 2, Clr 3, Sor/Wiz 3 
  Components: V, S, F, XP 
  Casting Time: 8 hours 
  Range: Special 
  Target: Special 
  Duration: 1 day/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  When this spell is cast , the caster falls into a deep 
  sleep for eight hours and dreams of an enemy.  Upon 
  completion of the spell, a dreamslayer is brought into being 
  which travels from the nightmare realm to the location of 
  the victim.  The victim may be an individual, a group or an 
  organization.  The dreamslayer immediately begins to stalk 
  the victim, and will seek to destroy the victim before the 
  spell duration expires.   Once on the mortal plane, the 
  dreamslayer is bound by its normal mode of movement to 
  find and destroy its targets. 
   
  If slain, the spell instantly ends and the victim loses 
  50 XP from the death of the dreamslayer. 
  Focus: A small effigy of the victim the spell is directed 
  against. 
   
  New Magic Items 
   
  Musical Instrument of the Master 
  Musician 
   
  A musical instrument of the master musician 
  appears as a masterwork version of a musical item, often 
  beset with jewels or other precious metals that make it 
  appear to be worth more than even a mundane masterwork 
  version.  When played, the magical tones that emanate from 
  the item grant a +5, +10 or +15 bonus to Perform checks.  
  Likewise, once per day per +5 bonus, the item can produce 
  an effect that duplicates the spell Hypnotism (DC 11 for +5, 
  DC 13 for +10, DC 18 for +15). 
  CL 5th/10th/15th; Craft Wondrous Item, Summon Instrument, 
  Ghost Sound, Hypnotic Pattern, Heighten Spell (for +10 or 
  +15) Caster’s level must equal or exceed Perform bonus; 
  Price 2,510 gp (+5), 10,600 gp (+10), 25,600 gp (+15). 
  Creation: 1,255 gp and 100 xp (+5), 5,300 gp and 424 xp 
  (+10), 12,800 gp and 1,024 xp (+15). 
   
  Shapeshifter Armor 
  This armor enhancement grants its full Armor 
  Class bonus regardless of any form the wearer takes (with 
  polymorph, shapeshift, wild shape, or similar abilities). 
  CL: 10th; Prerequisites:  Craft Magic Arms and Armor, 
  alter form or wild shape ability; Market Price: +5 bonus 
   
  Staff of Thunder and Lightning 
  Crafted from elm with silver bindings, this staff allows use 
  of the following spells: 
  • Shocking grasp (1 charge) 
  • Lightning Bolt (1 charge) 
  • Chain Lightning (2 charges) 
  Moderate evocation; CL 8th; Craft Staff, shocking grasp, 
  lightning bolt, chain lightning; Price 17,750 gp. 
  
  Bestiary Nefarious  
  Page 478 of 482 – Stephen C. Klauk  
  Customer Support 
   
  Help us to help you!  While every effort went into ensuring the quality of this book, we know there are bound to be 
  errors somewhere!  If you spot a misprint, missing text, ambiguity or other error, e-mail the author at 
  Stormonu@aol.com. We will send out updated and corrected copies on a monthly basis (or sooner, depending on the 
  depth and volume of the corrections we receive). 
  
  Bestiary Nefarious 
  Page 479 of 482 – Stephen C. Klauk 
  Atosha 
  14 HD Ptasha Ftr 4/Clr 16;hp: 242 
  S14 D43 C12 I15 W22 Ch20;Fort +24, Ref +36, Will +26 
  Init: 
  +25 
  Move: 90 ft. 
  AC: 
   48 (+20 Dex, +5 natural, +8 bracers of armor, +5 
  amulet of armor, +5 deflection), touch 35, flat 28 
  BAB/Grapple: +30/+32 
  Full Attack: 
  primary +2 lightened speed khopesh 
  +52/+52/+47/+42/+37 melee (1d6+6;18-
  20/x2), claw +54 melee (1d4+2 + ability 
  drain), bite +49 melee (1d6+1 + ability 
  drain) 
  Special Att: 
  Life drain, roar, spells, spells, rebuke 
  undead 
  Special Qual: 
  Alternate form, DR 15/silver and good, 
  resist fire 10, spells, unholy presence 
  Skills: Balance +34, Climb +23, Concentration +17, 
  Diplomacy +21, Escape Artist +35, Hide +35, 
  Intimidate +12, Jump +42, Knowledge (Arcana) 
  +16, Knowledge (History) +18, Knowledge 
  (Religion) +32, Knowledge (The Planes) +16, 
  Move Silently +35, Ride +28, Spellcraft +18, Spot 
  +20, Swim +9 
  Feats: Combat Expertise, Combat Reflexes, Dire ChargeE, 
  Energy Resistance (Fire)E, Improved InitiativeB, 
  Improved 
  Multiattack, 
  Lightning 
  Reflexes, 
  Multiattack, Natural Spellcaster (Cleric), Natural 
  Spellcaster (Sorcerer), Two-weapon FightingF, 
  Weapon Finesse, Weapon Focus (Khopesh)F, 
  Weapon Specialization (Khopesh)F 
  CR: 
  28 
  Gear: 
  bracers of armor +8 (64,000 gp), amulet of natural 
  armor +5 (50,000 gp), +2 lightened speed khopesh 
  (72,317 gp), ring of mind shielding (8, 000 gp), 
  gloves of dexterity +6 (36,000 gp), cloak of 
  charisma +6 (36,000 gp), material components 
  (30,000 gp) 
  Total:  296,317 gp* (320,000 gp) 
  Atosha’s stats reflect he was human before “acquiring” Ptasha as a 
  template 
  * 137,500 gp is not included, having been spent on raising his Dexterity 
  score by +5 through the use of a Manual of Quickness of Action. 
  Life Drain (Su):  If Atosha successfully strikes an opponent 
  with an unarmed attack, he may drain 1d8 points of 
  Dexterity, Constitution or Strength per round (Fort DC 18 
  for half).  A victim drained to 0 Strength or Dexterity cannot 
  move.  A victim drained to 0 or less Constitution is slain. 
  Roar (Su):  As a standard action, Atosha may unleash a 
  deafening and terrifying roar that stuns opponents within 20 
  ft. (Fort DC 18 to negate).  Stunned opponents are 
  considered flat-footed and unable to take any action for 
  1d4+1 rounds. 
  Spells:  Atosha can cast spells as a 14th level Sorcerer.  He 
  prefers spells of mobility, destruction, obfuscation and 
  confusion. 
  Turn Undead (Su): 8x/day; Turn Check 1d20+5; Turn 
  Damage 2d6+21 
   
  Combat 
   
  Atosha is sly and manipulative, and will never 
  willingly risk his life to attack an opponent.  When facing a 
  group, his favorite tactic is to lure or wait until one of the 
  group members is alone, and ambush them, either 
  incapacitating or killing the individual.  He then uses his 
  ability to assume their form and infiltrate himself into the 
  group and destroy the members when they are most 
  vulnerable (asleep, alone, etc.). 
   
  When stalking an individual victim, Atosha uses 
  his magic to “play” with his opponent, visiting them with a 
  Nightmare or using hit and fade attacks to make the victim 
  paranoid and careless.  When he sees an opportunity to 
  crush a weakened or distraught foe, he pounces on it, though 
  he has been known to suddenly back out of an engagement, 
  leaving his victim helpless or mauled – only to start up after 
  the victim has regained some of their strength. 
   
  Typical Cleric Spells 
  (6/6/6/6/5/5/4/4/3;CL 20;DC 16 + Spell Level; Domains:  
  Chaos, Evil) 
  0:  Create Water, Detect Magic, Detect Poison, Guidance, 
  Resistance, Virtue 
  1st:  Bane, Cause Fear, Divine Favor, Doom, Protection 
  from GoodD, Shield of Faith 
  2nd:  Death Knell, Darkness, Desecrate, Hold Person, 
  ShatterD, Silence 
  3rd:  Bestow Curse, Dispel Magic, Magic Circle Against 
  LawD, Obscure Object, Protection from Energy, 
  Stone Shape 
  4th:  Death Ward, Divination, Greater Magic Weapon, 
  Poison, Unholy BlightD 
  5th:  Dispel GoodD, Greater Command, Righteous Might, 
  Slay Living, Spell Resistance 
  6th:  Animate ObjectsD, Blade Barrier, Harm, Word of 
  Recall 
  7th:  BlasphemyD, Destruction, Ethereal Jaunt, Repulsion 
  8th:  Create Greater Undead, Fire Storm, Greater Spell 
  Immunity 
   
  Sorcerer Spells 
  (6/6/6/6/6/6/5/3;CL 18;DC 15 + Spell Level) 
  0:  Arcane Mark, Detect Magic, Ghost Sound, Mage Hand, 
  Prestidigitation, Touch of Fatigue 
  1st:  Animate Rope, Color Spray, Erase, Grease, Hypnotism, 
  Reduce Person 
  2nd:  Alter Self, Detect Thoughts, False Life, Glitterdust, 
  Invisibility, Web 
  3rd:  Displacement, Haste, Keen Edge, Lightning Bolt, Slow, 
  Suggestion 
  
  Bestiary Nefarious  
  Page 480 of 482 – Stephen C. Klauk  
  4th:  Black Tentacles, Charm Monster, Dimension Door, 
  Fire Shield, Resilient Sphere, Stoneskin,  
  5th:  Baleful Polymorph, Dismissal, False Vision, Magic 
  Jar, Nightmare, Overland Flight 
  6th:  Disintegrate, Eyebite, Flesh to Stone, Greater Dispel 
  Magic, True Seeing 
  7th:  Greater Teleport, Mass Hold Person, Spell Turning 
   
  History 
   
  Atosha was  once  a powerful Aegyptian warrior 
  who was born during the Elvin Golden Age.  He came from 
  a rich family, who for generations before, had  already ruled 
  several tribes of Aegyptians.  These tribes had managed to 
  evade elvin enslavement following the War of Technology.  
  Atosha proved to be a wise and stalwart leader even in his 
  youth, and inherited rule of the tribe before his father passed 
  on at the mere age of 16. 
  Atosha 
  led 
  several 
  campaigns 
  against 
  his 
  neighbors, eventually carving out an empire for himself by 
  the time he was 30. 
  While Atosha was strongly religious, he did not put 
  his faith in Shame, the traditional leader of the Aegyptian 
  people.  He instead took up the banner of the Egyptian 
  pantheon, blaming Shame for much of the initial 
  Aegyptian’s people enslavement to the elves following the 
  Technological Wars. 
  Atosha persecuted anyone who still worshipped 
  Shame or any of the Amberos gods over the Egyptian 
  pantheon, and his cruel persecution of such a core belief of 
  his people eventually led to rebellion amongst his own 
  people – and an eventually assassination attempt against his 
  personage by one of his own priests. 
  Angered and fearful of another attempt on his life, 
  Atosha engaged in a cruel purge among his own people.  He 
  had entire temples scoured and torn down for the mere 
  suspicion that they were secretly loyal to Shame, and he 
  likewise razed several villages he believed to harbor 
  Shamess believers. 
  These acts only fueled the secret rebellion, 
  eventually leading to the split of the Llannhanex and the 
  Iiannhanex along the lines of worship of Shame. 
  When Atosha passed away, several priests of his 
  temple cursed his corpse, using magic to bind his soul to the 
  Mortal Realm and replacing his left hand with that of a 
  panther’s hand (a symbol of alliance with Set, enemy of the 
  Egyptian gods) should he manage to find a way to undo the 
  curse holding him to the mortal realm – hoping to physically 
  mar him and mark him as one of “Set’s own” to deny him 
  entry into the afterlife. 
  Since his resurrection as a Ptasha, Atosha has 
  secretly prowled the lands of Iiannhanex (and Llannhanex), 
  hunting down worshippers of Shame and “corrupt” priests, 
  punishing them with a mauling of body of soul. 
  According to legend, Atosha’s home lair is in the 
  sunken ruins of a temple of Ra somewhere in the blue desert 
  of Llannhanex, and because of his unnatural status is 
  somehow immune to the blue sands of that desert.  It is said 
  that the passages beneath the temple lead directly into the 
  screaming halls of Pandemonium. 
   
  Lightened:  This property may only be applied to one-
  handed or two-handed weapons (without reach).  A 
  lightened weapon takes less strength to hold, turning a one-
  handed weapon into a light weapon and turning a two-
  handed weapon into a one-handed weapon. 
  Moderate Transmutation; CL 8th; Craft Magic Arms and 
  Armor, shrink item; Price +1 bonus 
   
   
  
  Bestiary Nefarious 
  Page 481 of 482 – Stephen C. Klauk 
  Questions and Answers 
   
  Q) Since the baquada has the Shapechanger subtype, can they transform back into human form while in water? 
  A) No, it is true that while on land, if they are struck by any spell or effect that would change their shape they can change 
  back to their human form in a single round (see Shapechanger subtype in the SRD), the divine curse that transforms them 
  into fish only activates when they contact sea water, and the baquada cannot control the transformation. 
   
  Q) Can the baquada take ranks in Control Shape to control the change to fish? 
  A) No.  Unlike lycanthropy, this curse cannot be controlled. 
   
  Q) Can the baquada use Remove Curse to get rid of the shapechanging curse? 
  A) Not normally.  The DM may allow a level check against a 31st level casting or allow Wish or Miracle to negate the curse.  
  Removing the curse from all baquada would be an Epic level spell at the least. 
   
  Q) Waitaminute.  There are no stats for a Large Constrictor Snake in the SRD (or anywhere else). 
  A) The medium constrictor snake was too feeble to use for a constrictor weresnake, and the huge constrictor was just too 
  big.  The large constrictor snake was simply developed from using the monster advancement rules and a bit of 
  eyeballing.  If you want the stats for a basic Large Constrictor Snake, here they are: 
   
  Large Constrictor Snake:  CR 3; LA -; Large Animal; HD 7d8+7; hp 41; Init +1; Spd 20 ft., climb 20 ft., swim 20 ft.; 
  AC 15 (-1 size, +3 Dex, +3 natural), touch 12, flat 12; BAB +5; Grp +14 ; Atk bite +9 melee (1d4+5); Space/Reach 10 
  ft./5 ft.; SA constrict (1d6+7), improved grab; SQ scent; AL (always N); SV Fort +6, Ref +8, Will +3; Str 21, Dex 17, 
  Con 13, Int 1, Wis 12, Cha 2 
  Skills and Feats:  Balance +11, Climb +13, Hide +10, Listen +7, Spot +7, Swim +11; Alertness, Endurance, Toughness 
  (Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A 
  snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength 
  modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, provided it swims in a straight line.) 
  Constrict (Ex):  On a successful grapple, a constrictor snake deals 1d6+7 points of damage 
  Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and 
  can constrict. 
  Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
   
  Q) The stats for the Wereoctopus Krakentau seems off – shouldn’t it have DR 5/magic, SR 13 and its Smite Good 
  deal only +8 damage from the Fiendish template? 
  A) To make the +2 CR modification fit this epic creature, the application of the fiendish template was fudged slightly to use 
  the HD + character level of the wereoctopus.  If you want to rigidly follow the rules for applying the fiendish template, 
  change its Damage Reduction to DR 5/magic, drop its SR to 13 and reduce the Smite Good to deal +8 damage.  But don’t 
  blame us if your PC’s then walk all over this terror. 
   
  
  Bestiary Nefarious  
  Page 482 of 482 – Stephen C. Klauk  
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SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 5/Bestiary Nefarious Monsters of the East.pdf