TEXT: ◆ Erinyes ◆
  
  1
  Lead Designers: Jeff Swank
  Additional Design & Editing: Forrest Heck, Andreas Rönnqvist
  Cover Artist: Jacob E. Blackmon
  Cover Design: Erik Nowak
  Interior Design: Erik Nowak
  Interior Layout: Levi Jones
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
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  Monster Classes: Erinyes is published by Dreamscarred Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  Monster class: 
  Erinyes
  
  2
  Monster Classes
  Introduction
  In 2011, there came a post on Paizo’s message 
  boards, wondering if anyone had made an effort to do 
  something similar to the Savage Species rule book. It just 
  so happened that in my home campaign I had done just 
  that. On a small scale, I had converted a few monsters 
  for myself and my players to run through adventures. I 
  posted a few of these samples and the community came 
  alive. I first want to thank everyone from that message 
  board for the encouragement and guidance on getting the 
  next monster out. Second, I would like to thank Andreas 
  Rönnqvist and Dreamscarred Press for reigning me in 
  and allowing all those countless hours of calculating 
  monster stats into the product you hold in your hands. 
  And lastly, I would like to thank Forrest Heck, for making 
  this such a pleasurable working experience.  So, we give 
  you our Monster Classes. 
  Now I can hear you already yelling, “We don’t like 
  players playing monsters!” I know, I know. There are a 
  lot of good arguments for players staying free and clear 
  of playing a monster in any campaign, especially the 
  Pathfinder Roleplaying Game. “What are they?” you may 
  ask.
  For one, much of the game assumes that the player 
  character is a human-shaped medium or small-sized 
  creature. Houses, magical items, armor, storylines and 
  such are all based on this assumption. Once you break 
  that assumption, the world, in its subtle framework, can 
  become unstable. Major questions pop up like, “Does my 
  monster use a spoon? Does he sleep in a normal bed? My 
  monster doesn’t have fingers, but I want a magical ring!”
  This can make the job of game mastering more difficult 
  than it already is. Here I am, the GM, all set to run this 
  amazing storyline for the players that involves them 
  going into a city and running through the King’s Court 
  to become the king’s muscle. Oh, but wait! Joe Schmoe 
  just made a t-rex barbarian? And Nancy Schmancy just 
  made a balor paladin? On top of this, some players LOVE 
  to optimize characters. Let’s say a charismatic nymph 
  bard, or a medusa ninja that can become invisible jumps 
  out to gaze attack everyone, every round. Ack! As a GM, 
  it can be cumbersome to say the least.
  Lastly, the game is humanocentric, plain and simple. 
  In the words of the brilliant designer, James Jacobs, “I 
  wouldn’t say that humanocentric is automatically better 
  for you, but I would say it’s automatically better for me.  
  And in fact, I do think it’s objectively better, because 
  being a human, I am more interested in relating to 
  human or near-human characters in fiction who react 
  to fantastic and outlandish developments and storylines. 
  Having a humanocentric theme to a story allows the 
  story to feel more fantastic, since you have a common 
  baseline to share with the humans in the story.”
  So, in the face of all those encumbrances why would 
  I go ahead and make a monster class? Mainly, I think 
  it is because I am a little weird and love the thought of 
  playing a monster (especially a dragon!)
  As some of you know me, I have long set out to convert 
  every beast in the Pathfinder RPG into a class - not 
  every monster mind you. Some don’t appeal to me as a 
  playable race (flumph), but some, like the gold dragon 
  do. After all, what is more fantasy than a gold dragon 
  and its ability to alter self to appear human or elven? So 
  all those reason not to play a monster I stated above, are 
  the same reasons I like to play one! I like going against 
  the grain, in terms of expectations. I know my minotaur 
  can’t walk into the town’s cleric to get healing, not 
  because of my alignment, but the expectations of others. 
  The NPCs expect my race to be dangerous, if not outright 
  evil, and more than likely will try to lynch me. If that 
  works in the story and the GM is ok with it, then I say, 
  go for it!
  Onto the classes, STOP! We did things a bit differently 
  than the “rules” dictate. In the Pathfinder Roleplaying 
  Game Bestiary, it recommends that if someone really 
  insists on playing a monster that they should regard the 
  CR value as its class level equivalent. I did that - a lot of 
  it - and made a ton of conversions this way. And I found 
  exactly what everyone hated and warned me about 
  when playing monsters. The monster classes ended up 
  too powerful, at least compared to the equally-leveled 
  humanoid races and classes.
  In Savage Species, I felt they went too far and added 
  more filler levels than needed, but it was still a grand 
  idea. It hit me one night as I divided numbers of a dragon 
  into discrete levels and saw that at every Hit Dice bump 
  all the numbers bumped as well. It was as if it were 
  made to be chopped into levels at their HD. And so that’s 
  what I did, all monsters are split into levels by hit dice so 
  that 1 HD = 1 class level, or ‘Monster Level.’
  I hope everyone enjoys these classes as much as I did 
  making them! 
  –Jeffrey Swank
  Freelance Designer
  A Note on Balance
  Many monsters have abilities that are incredibly 
  problematic at the game table, and many others have 
  abilities that are simply outside the context of a normal 
  game. With the monster classes in this series, we have 
  tried to change some of the more problematic abilities 
  to be either weaker or lesser in scope. A few of the 
  monster classes have had some of their more powerful 
  abilities altered to become feats, available at a level 
  where they would normally be accessible to a non-
  monster character, or in a few cases, removed entirely 
  or heavily downgraded. An example of this will be seen 
  in the Deathless Ghost monster class, which is based on 
  the ghost template from the Pathfinder RPG Bestiary. 
  Incorporeality, high-CL telekinesis, and flight are often 
  very difficult to plan around as a GM, and unsatisfying 
  to play around as a fellow player at the table. In the 
  Deathless Ghost monster class, our solution was to keep 
  the most important aspects of a Ghost character—the 
  
  3
  Monster Classes
  fact that the character has more “normal” abilities, on 
  top of the powers of their race, by keeping the class short, 
  but having some of its abilities scale on character level 
  rather than class level. A Deathless Ghost gains miss 
  chance against attacks as it gains levels after finishing its 
  monster class, and eventually can gain full incorporeality 
  at a level where other characters can access similarly-
  powerful abilities.
  Another area where some monsters could run into 
  problems is with spell-like abilities. Some monsters have 
  a large variety of at-will abilities, or a small amount of 
  uncharacteristically powerful abilities (such as most 
  fiends’ ability to use greater teleport to move around). 
  We have provided a variant for these monsters: these 
  monster classes have the ability to exchange their racial 
  spell-like abilities for limited spellcasting abilities similar 
  to a bard’s, using spell lists that are close, thematically, 
  to their natural powers. We at Dreamscarred Press 
  recommend that GMs and players use this variant rather 
  than the spell-like abilities normally granted many 
  of these monsters, as it will often create more varied 
  characters and a more fun play environment from both 
  sides of the GM screen.
  With that in mind, not all of the monster classes in 
  this series are strictly balanced. Many abilities, such as 
  wings, size, and breath weapons, are simultaneously 
  problematic and iconic, and we at Dreamscarred 
  Press wanted to provide players with the option to use 
  monsters as they’re meant to be, rather than reducing 
  their power to the point that it makes them unusable. 
  Some of the classes in this series are stronger than some 
  core Pathfinder Roleplaying Game classes as a result, and 
  on the opposite end, a few of them are slightly weaker 
  than most classes (but should still be able to keep up 
  with the other players). When allowing a player to use 
  a class from this series of books, the GM and the group 
  should think carefully about whether or not they want 
  the abilities gained to be in their game. 
  For example, some monsters, such as the imp and 
  pseudodragon, have the ability to fly from the very start 
  of their adventuring career. This ability, and others like 
  it, can obliterate common obstacles such as pit traps and 
  castle walls if not carefully prepared for. On the higher 
  end of things, classes such as the erinyes, imp, succubus, 
  and true dragon, can be incredibly strong if played well, 
  and will often be more versatile than many classes that 
  don’t have powerful abilities or spells to grant them a 
  similar level of versatility. We believe that the changes 
  we’ve made to some of these monsters should help rein 
  in their inherent power, and that all of the classes in this 
  book should make for fun characters at many tables, but 
  GMs should be just as careful about including monster 
  classes as he is about including other strong classes like 
  the cleric, druid, and wizard in their campaigns.
  –Forrest Heck
  Editor
  Using Monster Classes
  Monster classes do not follow the same guidelines 
  that Pathfinder normally uses for playing monsters 
  as PCs. Instead, the monster classes introduced in this 
  book work similarly to any other class, with a few key 
  exceptions:
  To use a monster class, a character must take it as 
  their initial character level. Each monster class has an 
  associated race; instead of selecting a race, the character 
  gains the benefits and drawbacks of the race associated 
  with their chosen monster class. A character normally 
  cannot take levels in more than one monster class.
  A character may multiclass freely between their 
  monster class and other classes, and is not required to 
  finish their monster class. A character with relatively 
  few monster levels might be a runt compensating for 
  their relative weakness with training, a freak of nature, 
  or maybe even a magical experiment gone wrong. As 
  usual, a character cannot normally have levels in more 
  than one monster class.
  Some monster classes have abilities that have been 
  split across multiple levels or changed to a similar ability 
  that increases in power as the character gains levels. 
  When a character gains one of these abilities, they are 
  not gaining the same ability as the monster itself. While 
  monster classes are based on monsters from the Bestiary, 
  they are not exact replicas. When a character completes 
  the monster class, most of these abilities should function 
  as the base monster’s ability, but this will not always be 
  the case.
  Some monster classes have abilities that reference a 
  character’s Hit Dice. For the purposes of abilities granted 
  by monster classes or feats in this book, a character’s Hit 
  Dice is the sum of their racial hit dice and all class levels.
  Some monster classes, such as the erinyes, allow the 
  character to trade their native spell-like abilities for a 
  spellcasting progression. If such a character later gains 
  levels in a spellcasting class of the same type (arcane, 
  divine, or psychic), the character can opt to continue the 
  progression of their monster class, rather than gaining 
  spells from the new class. The character gains new spells 
  per day and an increase in caster level and spells known 
  as if he had also gained a level in their monster class 
  (even if the monster class does not have that many levels). 
  This replaces the new class’ spellcasting progression in 
  its entirety, including the ability to use spell completion 
  and spell-trigger items as a member of that class. A class 
  that only casts spells at a later level than 1st (such as the 
  ranger) only stacks the levels where it gains spellcasting.
  
  4
  Monster Classes
  Erinyes 
  Monster Class
  Some calamity has befallen this angelic warrior. Wings 
  stained black shear the air as her merciless eyes search 
  for a target.
  Known by many names—the Fallen, the Ash Wings, 
  and the Furies—the devils called erinyes mock the form 
  of the angelic hosts in their exaction of vengeance and 
  bloody justice. Executioners, not judges, erinyes alight 
  upon the bladed eaves of Dis, Hell’s cosmopolitan second 
  layer, ever attentive for chances to soar into battle, 
  whether in defense of Hell, on the whims of diabolical 
  masters, or at the impassioned summons of jilted mortal 
  summoners. All erinyes weave deadly living ropes from 
  their own hair, which they use in battle to lift their foes 
  into the air, mocking and condemning their victims for 
  their transgressions before dropping them from great 
  heights.
  Erinyes appear as darkly beautiful angels, augmenting 
  their sensuality with deliberate bruises and scars. 
  Most erinyes stand just under 6 feet tall and weigh 
  approximately 140 pounds, even with their black 
  feathered wings that stretch over 10 feet wide.
  Alignment: An erinyes tends toward lawful evil. 
  These devils typically follow order, are loyal but care not 
  for freedom, dignity, or life. Erinyes are without mercy 
  or compassion, but are comfortable in a hierarchy and 
  would like to rule, but are willing to serve.
  Erinyes Racial Traits
  • +2 Dexterity, +2 Intelligence: Erinyes and clever 
  and cunning, and move with deadly grace.
  • Medium: Erinyes are Medium creatures and have 
  no bonuses or penalties due to their size.
  • Outsider (Evil, Lawful): Erinyes are outsiders with 
  the evil and lawful subtypes. On planes other than 
  their home plane, erinyes also have the extraplanar 
  subtype.
  • Normal Speed: Erinyes have a base speed of 30 feet.
  • Darkvision (Ex): Erinyes can see perfectly in the 
  dark up to 60 feet.
  • Infernal Body (Ex): Erinyes have fire resistance 10 
  and are immune to poison.
  • Languages: Erinyes begin play speaking Common 
  and Infernal. Erinyes with high Intelligence scores 
  can choose from the following: Abyssal, Celestial, 
  Draconic, Elven, Giant, Goblin, Gnoll, Halfling, and 
  Orc
  Hit Die: d10.
  Starting Wealth: 3d6 × 10 gp (average 105 gp.)
  CLASS SKILLS
  The erinyes’ class skills (and the key ability for each 
  skill) are Acrobatics (Dex), Bluff (Cha), Craft (Int), Fly 
  (Dex), Knowledge (arcana) (Int), Knowledge (planes) 
  (Int), Perception (Wis), Sense Motive (Wis), Spellcraft 
  (Int), and Stealth (Dex).
  Skill Ranks per Level: 6 + Int modifier.
  CLASS FEATURES
  All the following are class features of the erinyes class.
  Weapon and Armor Proficiency: An erinyes is 
  proficient with all simple and martial weapons, but not 
  with any type of armor or shield.
  
  5
  Monster Classes
  Level
  Spell-like Abilities
  3rd
  minor image 1/day
  4th
  minor image 3/day
  5th
  minor image 5/day
  6th
  minor image at-will, unholy blight 3/day
  7th
  fear 3/day, unholy blight 5/day
  8th
  fear 5/day, unholy blight at-will
  9th
  fear at-will, greater teleport at-will (self plus 50 
  lbs. of objects only), summon (level 3, 2 bearded 
  devils 50%) 1/day
  When the same spell appears multiple times on the 
  table, the erinyes gains the higher-level ability. Otherwise, 
  these spell-like abilities are cumulative.
  Resistances (Ex): At 4th level, an erinyes gains acid 
  resistance and cold resistance 5, and her fire resistance 
  increases to 20. At 8th level, her acid resistance and cold 
  resistance both increase to 10.
  Damage Reduction (Ex): Starting at 5th level, an 
  erinyes’ fiendish body is able to shrug off mortal blows. 
  She gains damage reduction 5/good. 
  Telepathy (Su): Starting at 5th level, an erinyes can 
  mentally communicate with any other creature within 
  a 30 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. This ability’s range increases to 50 feet at 7th level 
  and to 100 feet at 9th level.
  Entangle (Su): At 6th level, an erinyes becomes able 
  to craft and wield a 50-foot-long rope that that entangles 
  Table: Erinyes
   Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  save
  Will 
  Save
  Special
  1st
  +1
  +0
  +2
  +2
  +2 Cha, spell resistance, +2 natural armor
  2nd
  +2
  +0
  +3
  +3
  +2 Dex, +2 Wis, see in darkness, wings (glide 30 ft.)
  3rd
  +3
  +1
  +3
  +3
  +2 Str, +2 Con, +2 Cha, spell-like abilities
  4th
  +4
  +1
  +4
  +4
  +2 Dex, +2 Wis, resistance to acid 5, resistance to cold 5
  5th
  +5
  +1
  +4
  +4
  +2 Str, +2 Con, +2 Cha, +2 natural armor, damage reduction 5/good, 
  telepathy (30 ft.)
  6th
  +6
  +2
  +5
  +5
  +2 Dex, +2 Wis, entangle, wings (fly 50 ft.)
  7th
  +7
  +2
  +5
  +5
  +2 Int, +2 Cha, telepathy (50 ft.)
  8th
  +8
  +2
  +6
  +6
  +2 Dex, +2 Con, +2 Wis, immunity to fire, resistance to acid 10, 
  resistance to cold 10
  9th
  +9
  +3
  +6
  +6
  +2 Cha, +2 natural armor, telepathy (100 ft.)
  Ability Score Increases: As an erinyes gains levels, 
  her ability scores increase as noted on Table: Erinyes. 
  These increases stack and are gained as if through level 
  advancement.
  Natural Armor (Ex): At 1st level, an erinyes gains a +2 
  natural armor bonus to her AC. This bonus increases by 
  +2 at 5th level and again at 9th level.
  Spell Resistance (Ex): Starting at 1st level, an erinyes 
  becomes resistant to magic, gaining spell resistance 
  equal to 10 + her Hit Dice.
  See in Darkness (Su): At 2nd level, an erinyes gains 
  the ability to see perfectly in darkness of any kind, even 
  that created by a deeper darkness spell.
  Wings (Ex): At 2nd level, a set of black-feathered, 
  angelic wings sprouts from a erinyes’ back. She can use 
  these wings to glide, negating damage from any fall and 
  allowing 20 feet of forward movement for every 5 feet 
  of descent. She glides at a speed of 30 feet with average 
  maneuverability. She cannot use her wings to actually 
  gain altitude; she merely coasts in other directions as she  
  falls. 
  At 6th level, her wings grow stronger, and she 
  gains the ability to fly at a speed of 50 feet with good 
  maneuverability.
  While an erinyes is encumbered or wearing medium 
  or heavy armor, her fly speed is reduced by 10 feet.
  Spell-Like Abilities (Sp): Starting at 3rd level, an 
  erinyes gains limited spell-like abilities. The exact 
  abilities gained depend on the erinyes’ class level, 
  according to the following table. In each case, the caster 
  level equals the erinyes’ class level plus 3. The DC for a 
  saving throw against an erinyes’ spell-like ability is 10 + 
  the spell level + the erinyes’ Charisma modifier.
  
  6
  Monster Classes
  opponents of any size as an animate rope spell with a 
  caster level 16. The save DC against an erinyes’ rope is 
  equal 11 + the erinyes’ Dexterity modifier. An erinyes 
  can hurl her rope up to 30 feet with no range penalty. 
  The rope functions only for the erinyes who made it and 
  no other.
  Immunities (Ex): At 8th level, an erinyes becomes 
  immune to fire.
  Spellcasting Erinyes
  Alternatively, with the GM’s permission, an erinyes 
  can learn to cast spells. If she does so, she loses 
  her Spell-Like Abilities class feature and gains the 
  following ability. The decision to exchange racial spell-
  like abilities for spells is made at 1st level, and cannot 
  be changed thereafter.
  Spells: An erinyes casts divine spells drawn from 
  the cleric spell list. She can cast any spell she knows 
  without preparing it ahead of time. To learn or cast a 
  spell, an erinyes must have a Charisma score equal to 
  at least 10 + the spell level. The Difficulty Class (DC) for 
  a saving throw against a erinyes’ spell is 10 + the spell 
  level + the erinyes’ Charisma modifier.
  An erinyes’ spells per day and spells known are 
  identical to a bard’s (see the Core Rulebook), and she 
  receives bonus spells per day if she has a high Charisma 
  score as normal. She casts orisons instead of cantrips. 
  An erinyes need not prepare her spells in advance. 
  She can cast any spell she knows at any time, assuming 
  she has not yet used up her allotment of spells per day 
  for the spell’s level.
  In addition, the erinyes gains Eschew Materials as a 
  bonus feat at 1st level, and adds the following spells to 
  her spell list at the given spell levels:
  2nd—minor image
  3rd—fear
  6th—greater teleport
  Racial Feats
  DARK FORTUNES (HERITAGE)
  You can contact your patron to answer questions and 
  share foul secrets.
  Prerequisites: Evil subtype, character level 9th.
  Benefit: Once per week, you can use commune as 
  a spell-like ability with a caster level equal to your 
  character level. The being contacted is always a powerful 
  fiend, although if you do not follow any specific fiend, 
  the exact one contacted is left to the GM. You do not 
  need to provide the normal material components for a 
  commune spell.
  FLYBY ATTACK
  You can fluidly flow from aerial movement to attacking 
  and back again.
  Prerequisites: Fly speed.
  Benefit: While flying, you can take a move action and 
  another standard action at any point during the move. 
  You cannot take a second move action during a round 
  when you makes a flyby attack.
  Normal: Without this feat, you can only take a 
  standard action either before or after your move.
  REDEEMED SOUL (HERITAGE)
  Your soul has been redeemed of its evil beginnings.
  Prerequisites: Evil subtype, good alignment.
  Benefit: You gain a +2 bonus on saving throws against 
  attacks made and effects created by evil creatures, and 
  on Constitution checks to stabilize when you are reduced 
  to negative hit points (but not dead). This bonus stacks 
  with similar bonuses from spells and abilities, such as 
  that granted by protection from evil.
  In addition, whenever you damage a creature with the 
  evil subtype (including with attacks, abilities, and spells), 
  you deal additional points of damage equal to 1/2 your 
  character level. You count as having the good subtype for 
  the purposes of meeting prerequisites.
  STEEL FEATHERS
  Your wings are made of shining steel, allowing you to 
  cut foes to ribbons.
  Prerequisites: Base attack bonus +5, must have wings, 
  may not already have wing or wing buffet attacks.
  Benefit: You gain two wing attacks. These are 
  secondary attacks that deal 1d4 points of slashing 
  damage (if you are Medium) plus 1/2 your Strength 
  modifier. You can use these attacks while flying.
  
  7
  Monster Classes
  Glossary
  Evil Subtype
  This subtype is usually applied to Outsiders native 
  to the evil-aligned Outer Planes. Evil Outsiders are also 
  called fiends. Most creatures that have this subtype 
  also have evil alignments; however, if their alignments 
  change, they still retain the subtype. Any effect that 
  depends on alignment affects a creature with this 
  subtype as if the creature has an evil alignment, no 
  matter what its alignment actually is. The creature 
  also suffers effects according to its actual alignment. 
  A creature with the evil subtype overcomes damage 
  reduction as if its natural weapons and any weapons it 
  wields are evil-aligned.
  Extraplanar Subtype
  This subtype is applied to any creature when it is on a 
  plane other than its native plane. A creature that travels 
  the planes can gain or lose this subtype as it goes from 
  plane to plane. Monster entries assume that encounters 
  with creatures take place on the Material Plane, and 
  every creature whose native plane is not the Material 
  Plane has the extraplanar subtype (but would not have it 
  when on its home plane). Every extraplanar creature in 
  this book has a home plane mentioned in its description. 
  creatures not labeled as extraplanar are natives of the 
  Material Plane, and they gain the extraplanar subtype 
  if they leave the Material Plane. No creature has the 
  extraplanar subtype when it is on a transitive plane, 
  such as the Astral Plane, the Ethereal Plane, or the Plane 
  of Shadow.
  Lawful Subtype
  This subtype is usually applied to outsiders native to 
  the lawful-aligned Outer Planes. Most creatures that 
  have this subtype also have lawful alignments; however, 
  if their alignments change, they still retain the subtype. 
  Any effect that depends on alignment affects a creature 
  with this subtype as if the creature had a lawful alignment, 
  no matter what its alignment actually is. The creature 
  also suffers effects according to its actual alignment. A 
  creature with the lawful subtype overcomes damage 
  reduction as if its natural weapons and any weapons it 
  wields are lawful-aligned.
  Outsider Type
  An outsider is at least partially composed of the 
  essence (but not necessarily the material) of some plane 
  other than the Material Plane. Some creatures start out 
  as some other type and become outsiders when they 
  attain a higher (or lower) state of spiritual existence.
  An outsider possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  • Darkvision 60 feet.
  • Unlike most living creatures, an outsider does not 
  have a dual nature—its soul and body form one 
  unit. When an outsider is slain, no soul is set loose. 
  Spells that restore souls to their bodies, such as 
  raise dead, reincarnate, and resurrection, don’t 
  work on an outsider. It takes a different magical 
  effect, such as limited wish, wish, miracle, or true 
  resurrection to restore it to life. An outsider with 
  the native subtype can be raised, reincarnated, or 
  resurrected just as other living creatures can be.
  • Proficient with all simple and martial weapons and 
  any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, 
  medium, or heavy) it is described as wearing, as 
  well as all lighter types. Outsiders not indicated 
  as wearing armor are not proficient with armor. 
  Outsiders are proficient with shields if they are 
  proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep 
  (although they can do so if they wish). Native 
  outsiders breathe, eat, and sleep.
  
  8
  Monster Classes
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; (b) 
  “Derivative Material” means copyrighted material including derivative 
  works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts, creatures, 
  characters, stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identified as Product identity of the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor. 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 6. Notice of License 
  Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must 
  add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson,
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Lawrence 
  Schick.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Rik 
  Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, 
  Inc.; Author Scott Greene.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian Livingstone and 
  Mark Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Neville 
  White.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie 
  Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie 
  Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Monster Classes, ©2016 Dreamscarred Press
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Monster Classes - Erineyes.pdf