TEXT: Radiance
  Monster Folio
  For use with
  Radiance RPG Players Guide,
  A d20
  Role-Playing 
  Game
  By Dario Nardi
  
  2
  Credits
  ——————————————————————————————————————————————————
  Credits
  Written by Dario Nardi, copyright 2011-2012 where not covered by the Open Game License summarized on page 42. Cover illustration by 
  Joe Slucher. Cover design by Judah Ben Jehoshua. Interior design by Dario Nardi. Interior illustrations by Eric Lofgren and Frank Walls. On the 
  cover, an angel and a demon battle.
  Publisher
  Radiance House
  PO BOX 691971, West Hollywood, CA 90069
  http://www.radiancehouse.com
  Printed in USA  
   
   
   
   
   
   
   
   
                Version 1.0A—04/18/2012
  ISBN: N/a
  Thanks
  Alex Arndt, Judah Ben Jehoshua, John Clark, Nicole Clark, Jay Dallen, Jeffrey Greathouse, Jon Gaiser, Buddy McHutton, Jamie Myer, Jack 
  Randall, Matthew Sanchez, Libby Schultz, Dan Stynchula, Elisha Stynchula, and Seth Lee Williams.
  ——————————————————————————————————————————————————
  Dear Gamer...
  This supplement introduces creatures for use with Radiance RPG as introduced in the PlayeRs Guide. This is a preview of creatures both familiar 
  and new that will be presented among many more in the upcoming MasteRs Guide. Please report errors, questions, and suggestions at www.
  RadianceRPG.com. 
  Aeroleth 
   
  ........ 3 
  Bulette  
   
  ........ 4
  Cyclone  
   
  ........ 5
  Devil 
   
   
  ........ 6
  Dragonette  
  ........ 10
  Drake 
   
   
  ........ 11
  Dryad 
   
   
  ........ 12
  Ergo 
   
   
  ........ 13
  Flesh golem  
  ........ 15
  Ghost 
   
   
  ........ 16
  Ghoul  
   
  ........ 18
  Gnoll 
   
   
  ........ 19
  Griffon  
   
  ........ 20
  Homunculus 
  ........ 21 
  Illithrix 
   
  ........ 22
  Imp  
   
   
  ........ 24
  Mechanite  
  ........ 25
  Moa 
   
   
  ........ 26
  Munchkin 
   
  ........ 27
  Ogre 
   
   
  ........ 28
  Scorpion 
   
  ........ 30
  Shadow 
   
  ........ 31
  telchine 
   
  ........ 32
  Vampire  
   
  ........ 34
  Vorn 
   
   
  ........ 36
  Vyne 
   
   
  ........ 37
  Warhorse 
   
  ........ 38
  Werebeast 
   
  ........ 39
  Wolf 
   
   
  ........ 40
  Zombie  
   
  ........ 41
  Creatures
  
  3
  Contents
   
  Aeroleth
  These flying aberrations seek to dominate all living things.
  Appearance and Culture
  The aeroleth is a revolting fish-like amphibian that 
  floats amid clouds, often over seas, mountains 
  or similar regions that enjoy thick cloud cover. 
  It looks like a flying house-sized octopus with 
  a bulbous, ovoid 30-ft diameter head and 
  8 long tentacles that each reach 40 ft in 
  length. Its large menacing eyes see clearly 
  in poor conditions and its rapacious maw 
  is large enough to swallow whole a horse 
  or several men at once.
   An aeroleth hunts from the air on 
  cloudy days or at night and attacks by 
  grappling with its long, slimy tentacles. 
  It eats to nourish its body and mind, as it 
  is psychically aware with a lust for intel-
  ligent thoughts to satiate its large, bored, and 
  self-important brain. Aeroleths cannot abide 
  each others’ company except for mating or 
  in the most extreme circumstances.
  Aeroleth (lvl 12)
  Aeroleths have the following statistics.
   Type Aberration
   Size Huge
   Alignment Usually lawful evil
  ——————————————
   Lore Check Arcana DC 34
   Bypass Insight DC 39
  ——————————————
   Senses Darkvision, low-light vision, 
  and nethersight
   Perception +7 ; Stealth +8
   Languages Aquan, Auran, and 
  Common
   Initiative -2
  —————————————————
   Speed 5 ft ; Fly 30 ft
   Attack d20+14 (+19 grapple)
   Weapons 8 tentacles (2d6 each + dazing slam, 
  40 ft reach) ; Multi-Attack
   Damage +13
  ———————————————————
   Armor Tough hide ; DR 4 (9 vs cold and 
  electricity)
   Wounds 20 (head is 4 wounds and each tentacle is 
  2 wounds)
   Vitality 89
   Fortitude 22, Reflex 19, Will 22
   Special +5 to resist sleep and charm
  ————————————————————————
   Str 27, Con 20, Dex 6, Int 17, Wis 14, Cha 16
   Prime Strength and Intelligence
   Skills Acrobatics +8 (+13 when flying), Athletics +18,  also 
  +23 in a single knowledge area (Arcana, Dungeoneering, History, 
  Nature, Religion or Warcraft), and +13 in a second knowledge area.
  ————————————————————————
   FP 5 ; Patron Deity Maurob or Ymuri
   Multiclassing Psion, sage, witch or wizard
   Treasure Items worth 1,500 gp scattered in lair
  Base Abilities
  Aeroleths have the following abilities.
   Control WeatherM: After 1 minute of concentration, 
  an aeroleth directs the weather in a 5-square-mile area to shift 1 grade 
  to become clearer or stormier, hot or colder, calmer or windier. The 
  new weather takes effect after 10 minutes and lasts while the aeroleth 
  concentrates + 1d4 hours before reverting to normal. See page 237 of 
  the Radiance RPG PlayeRs Guide regarding weather. Costs 10 vitality.
    
  Dazing Slam: As a swift action when striking a foe 
  with a tentacle, the foe is dazed for 1 round and knocked prone 
  unless Fortitude resists. Costs 1 vitality.
   
  Detect ThoughtsM: An aeroleth notes the 
  presence or absence of thoughts (from conscious, sentient 
  creatures) within a 60-ft cone. After concentrating for a 
  second round, it learns the number of thinking minds 
  and Intelligence of each one. After concentrating for a 
  third round, it learns the current surface thoughts of 1 
  creature of its choice within range for 2 minutes if the 
  aeroleth beats its Will. Costs 2 vitality.
      Fog CloudM: A misty vapor rises around the 
  aeroleth out to a distance of 30 ft, making it look like a 
  small cloud. A DC 20 Nature check spots the ruse. The 
  magical vapor obscures all sight including darkvi-
  sion beyond 5 ft. Creatures more than 
  5 ft from each other have conceal-
  ment (50% miss chance). The fog is 
  unnatural and resists normal wind, 
  though Gust of  Wind disperses it 
  immediately. This ability does not 
  work underwater. Costs 2 vitality.
   
  Gust of WindM: The 
  aeroleth projects a 60-ft line of forceful 
  wind. Medium and smaller creatures 
  cannot move toward it for 1 round. If 
  foes fail using Reflex, they are also 
  knocked prone (or are pushed back 
  1d6 x 10 ft if flying). The wind 
  grants a sailed ship standard speed 
  for 1 round. Costs 2 vitality.
     Improved Grapple: The 
  aeroleth grapples an adjacent foe 
  up to 1 size larger than itself when 
  it beats the foe’s Fortitude and has at 
  least 1 tentacle free. Apply a +5 bonus 
  to initiate or resist grappling. A grappled 
  creature cannot move and can only use a 
  Light melee weapon that is already in hand. 
  Each round, the aeroleth must expend a move 
  action to maintain the grapple, and the foe 
  can try to beat the aeroleth’s Fortitude as a 
  standard action to break the grapple. If the 
  aeroleth desires, it can block a grappled foe’s 
  mouth to prevent speech.
   
  Loremaster: Due to its exposure to 
  a many brains, an aeroleth can mimic skills. As 
  a move action, the aeroleth can expend 1 vitality 
  to apply a +2 bonus to any 1 skill roll it makes that same round.
     Mind ThrustM: One sentient foe within 30 ft suffers 1d6 
  psychic damage per 2 levels (maximum 5d6), or ½ damage if  Will 
  resists. Costs 1 vitality.
   Swallow Whole: The aeroleth can swallow any Large or 
  smaller creature that it is grappling if it beats the creature’s Fortitude. 
  A swallowed creature suffers 4d6 acid damage per round inside the 
  monster’s stomach. To escape, the creature must beat the aeroleth’s 
  Fortitude to return to its mouth (where it will be grappled), or it 
  must cut its way out using a Light slashing weapon such as a dagger to 
  inflict damage equal to the aeroleth’s wound points. A creature that 
  dies in the aeroleth’s stomach dissolves into nothing after 1 round 
  and cannot be restored from death except by Miracle or Wish. An 
  aeroleth can hold 2 Large, 5 Medium, 10 Small, or 20 Tiny creatures 
  in its stomach at once.
  
  4
   
  Bulette
  Bulettes are foul-tempered land sharks that cruise for easy prey.
  Appearance & Culture
  Bulettes cruise right beneath the earth’s surface and use their keen 
  sense of vibrations to locate prey. When a bulette closes in, it breaks 
  upward from the ground and attacks with its sharp beak and claws. A 
  bulette’s hide is incredibly resilient.
  Bulette (lvl 7)
  Bulettes have the following statistics.
   Type Magical beast
   Size Large
   Alignment Usually neutral
  ————————————————————————
   Lore Check Nature DC 24
   Bypass Handle Animal DC 34
  ————————————————————————
   Senses Low-light vision, tremorsense, scent
   Perception +6 ; Stealth -3
   Languages None. 
   Initiative +1
  ——————————————
   Speed 40 ft ; Burrow 10 ft
   Attack d20+12 (+14 bite, +17 
  knock back)
   Weapons Bite (4d6) and 
  2 claws (2d6 each) ; Multi-
  Attack
   Damage +13
  —————————————
   Armor Metal plating ; DR 9 
  (19 vs ranged weapons)
   Wounds 15
   Vitality 54
   Fortitude 23, Reflex 15, Will 16
  —————————————————
   Str 27, Con 21, Dex 14, Int 2, Wis 
  12, Cha 6
   Prime Strength and Constitution
   Skills Athletics +18, Endurance +15
  ————————————————
   FP 4 ; Patron Deity Asmodius, Mithrais 
  or Rorax
   Multiclassing Barbarian, druid, elementalist 
  or shifter
   Treasure Magic items worth 700 gp in its stomach
  Base Abilities
  Bulettes have the following abilities.
   Improved Knock Back: A bulette can shove 
  forcefully. If it beats an adjacent target’s Fortitude, the 
  target is pushed back 1d4 x 5 ft. The bulette must 
  be larger than its target or move at least 10 ft 
  just prior to using this ability. The bulette 
  enjoys a +5 bonus when attempting to 
  initiate or resist this ability.
   Leap Attack: A bulette may 
  choose to leap a distance of 10 ft 
  to 30 ft and attack with all 4 of its 
  claws without suffering the usual 
  penalty for making multiple attacks 
  at once.
   Resist Mundane Arrows: 
  A bulette enjoys +10 DR against mundane ranged 
  weapons. Costs 2 vitality.
   Scent: A bulette can detect creatures within 30 ft by sense of 
  smell. If a creature is upwind, the range increases to 60 ft. If it is 
  downwind, the range drops to 15 ft.
   Tremorsense: A bulette can detect and exactly pinpoint the 
  location of any creature or object within 60 ft that is in contact with 
  the ground or a shared support such as a webbing or a beam.
  Death’s-head Bulette (lvl 9)
  Apply +14 vitality, +1 saves, +1 attacks,  +1 DR, and the following 
  abilities.
   Reflect MagicM: A magic attack against a death’s-head 
  bulette has a 25% chance of failing and being reflected back at the 
  spellcaster who launched the attack. Resolve a reflected attack is if 
  the caster were targeting himself.
   Silent SurgeM: Once daily as a swift action, a death’s-head 
  bulette negates all sound in a 15-ft-radius around itself and gains a 
  +5 bonus on its melee attacks. The effect lasts 1 round. 
   Steadfast: A death’s-head bulette cannot be dazed, stunned or 
  knocked unconscious. Moreover, it is immune to poison and disease 
  although it can still be a carrier of disease.
  Ironsworks Bulette (lvl 13)
  An ironworks bulette is a construct. Apply +42 vitality, +3 saves, +3 
  attacks,  +5 DR, and the following abilities.
   Breath Weapon: An ironworks bulette has a 30-ft cone 
  breath weapon that inflicts 1d6 fire damage per level, or ½ damage 
  when Reflex resists. Costs 2 vitality.
   Construct Traits: Ironworks bulettes are immune to all 
  ailments including poison and disease. They do not need to breathe, 
  eat or sleep and have no need to make Endurance checks. They are 
  immortal and cannot be raised from death if slain. An ironworks 
  bulette gains only ½ the benefit of cure spells. However, once daily, 
  it or an adjacent ally may attempt a DC 15 Mechanics check on 
  it to restore a number of hit points equal to the check result 
  minus 15. 
   
  Death ThrowsM: When an ironworks 
  bulette dies, it explodes with intense energy. All non-
  construct creatures within 60 ft suffer fire 1d6 damage 
  per level, or ½ damage if Reflex resists. 
   
  Fiery TraitsM: An ironworks bulette sheds 
  fire. Also, it is immune to fire, suffers 2x damage from 
  cold, and causes adjacent creatures to suffer 2d6 fire 
  damage on its turn as a swift action. 
   
     Trample: An ironworks bulette 
  can trample all foes in spaces that it 
  moves through. Foes suffer 
  3d8 damage +1 point per 
  level, or ½ damage if 
  Reflex resists.
  Monster Folio
  
  5
    
  Cyclone
  This warlike race of humanoid constructs seeks to extinguish all life.
  Background & Adventures
  Cyclones are aggressive warriors that blend mechanical and bio-
  logical parts. Sages speculate that illithrix artificers crafted the first 
  cyclone by planting a human brain into a warmech chassis. Today, 
  cyclones seek to annihilate all humanoid life except perhaps war-
  mechs, whom they view with pity and subjugate as slaves. Cyclones 
  are often mistaken for warmechs.
   Cyclones are nasty combatants. Besides their infamous whirl-
  wind of bolts, they enjoy a hive-like mental link with each other that 
  allows them to telepathically share tactical plans. Because using the 
  link requires vitality, cyclones tend to speak aloud to each other, a 
  practice that may mislead foes about their true capabilities. 
   Despite their hard chassis and robotic behavior, a cyclone was 
  once a person and retains that person’s brain, which now serves the 
  cyclonic war effort. A cyclone is vulnerable to mental influence, 
  and if it loses control of its brain, its body becomes inert. Cyclones 
  take humanoid prisoners. More intelligent prisoners are made into 
  cyclones while the rest are put to work crafting and repairing weap-
  ons, including firearms, and mining and building. Cyclones view 
  themselves as above work and mundane activities.
   Cyclones ply oceans, the void between worlds, and even supernat-
  ural realms using spellships. They adeptly fly such ships though few 
  know how to build them. Typically, cyclones send scouts to 
  survey a new region. When the time is right, the scouts 
  call their brethren to attack en masse. 
   A cyclone may be tricked to recall its for-
  mer life and personhood. When a cyclone 
  is addressed by its original name or its true 
  name, it may be confused long enough for its 
  foes to escape or even capture or kill it. A 
  few advanced cyclones who were once 
  evil possess enough of their original men-
  tality to use the abilities they had in life 
  as townies, alders or even adventurers.
  Cyclone (lvl 6)
  Cyclones have the following statistics.
   Type Construct
   Size Medium 
   Alignment Usually lawful evil
  ——————————————
   Lore Check Mechanics DC 22
   Bypass Mechanics and Stealth DC 27
  ———————————————
   Senses Darkvision, low-light vision
   Perception +5 ; Stealth +13
   Languages Common and Mechan plus 
  telepathy out to 120 ft with other cyclones. 
   Initiative +3
  ———————————————————
   Speed 40 ft 
   Attack d20+7 (+9 using crossbows)
   Weapons Two short swords (1d6 each) or hal-
  berd (1d10, 10 ft reach) or 2 hand crossbows (1d4 
  each, 30 ft range) or heavy crossbow (1d10, 120 
  ft range) or 2 shotguns (2d8, 30 ft range) or claw 
  (1d4) ; Rapid Shot
    Damage +4 (+9 using crossbows)
  ————————————————————————
   Armor Platemail chassis ; DR 6
   Wounds 10
   Vitality 45
   Fortitude 19, Reflex 17, Will 19
   Special Immune to disease and poison. Suffer 2x damage from 
  electrical and psychic attacks.
  ————————————————————————
   Str 18, Con 16,  Dex 16, Int 12, Wis 10, Cha 7
   Prime Strength and Dexterity
   Skills Acrobatics +13, Athletics +14, Craft +6, Diplomacy -7, 
  Handle Animal -5, Heal +5, Insight -5, Intimidate +14, Mechanics 
  +13 (+18 using a toolkit or laboratory), Pilot +5 (+10 for spell-
  ships), Survival +5 (+10 tracking), Technics +6, Warcraft +6
  ————————————————————————
   FP 3 ; Patron Deity Asmodius, Mithrais or Phane
   Multiclassing Fighter, mageblade, marshal or ranger
   Treasure Mundane weapons and metal scrap parts worth 
  1,200 gp
  Base Abilities
  Cyclones have the following abilities.
   Cat FallM: As an immediate action, subtract 30 ft from the 
  distance fallen when computing falling damage. Costs 1 vitality.
   Cyclonic FireM:  All foes within 30 ft suffer 1d6 damage 
  per level (max 10d6) from a hail of magical crossbow bolts. Apply ½ 
  damage if Reflex resists. The ability supersedes a bolt’s usual effects. 
  Costs 5 vitality.
   Defensive Maneuver Training: When a foe tar-
  gets a cyclone with Disarm, Feint, Grapple, Sunder, Trip, apply a +5 
  bonus on the cyclone’s save.
     Dodge: As an immediate action, the cyclone chooses to ignore 
  1 impending melee weapon attack before it knows whether the 
  attack hits. Costs 2 vitality.
     Endure Elements: A cyclone ignores the effects of extreme 
  temperature. It can exist comfortably in conditions between -40º 
  and 140º F. Its gear is also protected. This ability is continuously 
  in effect even when the cyclone is unconscious.
     Firearms Proficiency: A cyclone knows fire-
  arms.
    
  Hive Mind: A cyclone can telepathically com-
  municate with others of its kind. It can wordlessly hear 
  and speak with any or all cyclones within 120 ft. Com-
  munication is as natural and quick as normal speech. 
  Costs 1 vitality per round.
      Humanoid Brain: A cyclone has a 
  humanoid brain that is magically sustained and 
  linked to its body. If it loses its brain or head, its 
  body immediately becomes inert though another 
  brain can restart it. A humanoid brain that died within 
  the last 3 rounds can be inserted and seamlessly merged 
  with the chassis after 1 minute of work with a successful DC 
  8 Heal check and a DC 18 Mechanics check. This process 
  typically subjugates the brain to the will of the cyclone hive. 
  Also, when a cyclone is in a null magic zone for more than 1 
  minute, its brain dies. A cyclone cannot be raised from death.
      Hustle: As a swift action the cyclone gains a bonus move 
  action. Costs 1 vitality.
   
     Jump: A cyclone can downward, outward or 
  upward up to 30 ft as a standard action without a running 
  start or an Athletics check. Costs 1 vitality.
   
  Magic BoltsM: As a swift action, a cyclone 
  can cause bolts to magically appear ready to fire in its cross-
  bow (or crossbows, if it wields 1 in each hand). The bolts 
  count as magical for the purpose of striking incorporeal 
  creatures. This ability negates the move action normally 
  needed to load a crossbow. Costs 1 vitality per crossbow.
         Push Back: The cyclone shoves an adjacent target. If 
  the target fails to resist using Fortitude, it is pushed back 1d4 x 5 ft. 
  The cyclone must move at least 10 ft just prior to using this ability.
   True Weakness: When a creature within line of sight 
  and hearing utters a cyclone’s original full name or true name, the 
  cyclone must resist using Will or be stunned for 1 round and then 
  dazed for 1d4 rounds thereafter.
  Monster Folio
  
  6
   
  Devil
  These orderly fiends are masters of deceit and traders of souls.
  Appearance & Culture
  Devils are fallen angels and corrupt mortals who swear allegiance 
  to devil lords called balors. They are planful and rely on deceptive 
  speech and magical disguises to lure mortals into evil. Sages believe 
  that for each of the ranks of angels, there is a matching devil. Along 
  with horns, hooves, and fire, devils wear armor and wield weapons 
  with prowess. They know but distain firearms.
   Devils are oath-bound to not harm mortals. Instead, they scheme 
  to cull mortal souls using contracts. Devils who consume enough 
  souls and outmaneuver rivals rise to become balors. Devils enjoy 
  sinful pleasures, have an eye for gold, and often nurture schemes and 
  convenient arrangements that last for years. 
  Devil (lvl 9)
  Devils have the following statistics.
   Type Fiend
   Size Medium
   Alignment: Usually lawful evil
  ————————————————————————  
  Lore Check Religion DC 28
   Bypass Literacy and Religion each DC 33 (or DC 28 if also evil, 
  or DC 23 if also offer a virgin sentient sacrifice)
  ————————————————————————
   Senses Nethersight
   Perception +6 ; Stealth +6
   Languages Common, Infernal, Abyssal, Celestial, Genie, and 
  Sylvan.
   Initiative +1
  ————————————————————————
   Speed 30 ft ; Fly 30 ft
   Attack d20+7
   Weapons Dagger (1d4, 10 ft) or greatsword (2d6) or mace 
  (1d8) or longsword (1d8) or spear (1d8, 30 ft) or barbed whip (1d6, 
  10 ft reach) or horns (1d4) or hooves (1d4). 
   Damage +3
   Special Apply +2 attacks and +2d6 damage when using 1 spe-
  cific favored weapon of the devil’s choice.
  ————————————————————————  
   Armor Vile leather ; DR 4
   Wounds 15
   Vitality 64
   Fortitude 17, Reflex 18, Will 18
   Special Immune to fire and poison, +5 DR against all other 
  energy types except electrical and holy damage.
  ————————————————————————
   Str 17, Con 12, Dex 12, Int 17, Wis 8, Cha 14
   Prime Strength and Intelligence
   Skills Arcana +10, Bluff +4, Literacy +10, Warcraft +10
  ————————————————————————
   FP 5 ; Patron Deity Asmodius or Phane
   Multiclassing Blackguard, fighter, rogue or warlock
   Treasure Armaments and other items worth 900 gp on its person
  Base Abilities
  All devils have the following abilities.
   Devil’s ContractM: A devil can seal a bargain with a will-
  ing person (no other creature type). The devil holds a lien on the 
  person’s soul and grants him 4 basic abilities, 2 intermediate abili-
  ties, or 1 advanced ability of the person’s choice from any class for 
  a period of 24 hours. Alternatively, the bargain requests the death 
  of another person, a gift of 5000 gp, the granting of a noble title, 
  or the carrying of the devil’s child (a tiefling). If the contract signer 
  dies while the contract is in effect, his soul proceeds to the devil’s 
  realm as a slave and cannot be restored to life by any means except 
  a Wish or Miracle. Otherwise, after 24 hours the contract ends and 
  the person is free. A devil may sell someone’s soul, or lien on a soul, 
  to another devil or to a mortal for an amount equal to 100 gp x the 
  soul’s level squared.
   Firearms Proficiency: A devil is proficient with firearms.
   ImmortalM: Devils do not age, do not need to breathe, eat or 
  sleep, and cannot be raised from death if slain.
   Infernal GoutM: Creatures within a 15-ft cone suffer 1d6 
  fire damage per level (max 5d6), or ½ damage when Reflex resists. 
  Costs 1 vitality. 
   Infernal Protection: As noted in its statistics block, a 
  devil is immune to fire and poison damage and enjoy +5 DR against 
  all other energy types except electrical and holy damage.
   Mortal FormM: A devil can alter its appearance for 1 hour 
  to blend amongst mortals. In this form, it enjoys a +10 bonus on 
  Bluff and Disguise checks to appear as a Medium or Small humanoid 
  of its choice. Costs 1 vitality.
   Oath of Unharm: A devil cannot harm a person while 
  in the Mortal Realm unless the devil is allowed or commanded by 
  contract with a person.
   SendingM: A devil can send a message of 25 words or less to 
  any living creature it has met before and knows by name and is pres-
  ently located in the same realm of existence. Costs 5 vitality.
   Vile Smite: As a swift action when hitting a foe, apply +1d4+1 
  vile wound damage to 1 of the devil’s attacks made that round. Costs 
  2 vitality.
   VisitationM: Once daily, a devil can unerringly move itself to 
  a person in any realm of existence who has just uttered its truename. 
  It can transport up to 250 pounds of gear or 1 Medium or smaller 
  creature with it. It automatically returns to its departure point after 
  1 hour unless magically trapped somehow.
  Assassin (Osyluth) Abilities
  These bony killer devils have the following additional abilities. 
     Dodge: As an immediate action, the assassin devil chooses to 
  ignore 1 impending melee weapon attack before it knows whether 
  the attack hits. Costs 2 vitality.
      Infiltrator: The devil moves quietly and attentively through 
  shadows. Apply a +10 bonus on Perception and Stealth checks.
   InvisibilityM: The devil or a touched ally turns invisible for 5 
  minutes or until the subject attacks, whichever comes first. Invisibility 
  boosts Stealth checks by +10 and refuses line of sight to the subject. 
  Costs 2 vitality.
   Sudden DeathM: One target within 30 ft suffers 4d6 dam-
  age or ½ damage if Will resists. Costs 5 vitality.
  Barrister (Legistur) Abilities
  These flatulent devils have the following additional abilities. 
   Detect Lies: Boost Insight checks by +5. Also, once daily for 
  5 minutes, the devil automatically notes which statements uttered in 
  its presence are untrue. It does not learn the truth, only what is false.
   GeasM: The devil targets 1 creature within 30 ft. If the target 
  fails to resist using Will and has levels less than ½ the devil’s, it is 
  compelled to carry out a service or refrain from some action or 
  course of activity, as desired by the devil, for up to 1 day per level. 
  The devil cannot compel a creature to kill itself or perform acts that 
  would result in certain death, but it can geas it to complete any other 
  instructions of 25 words or less. A clever target can subvert instruc-
  tions. Each day that an affected creature freely chooses to disobey the 
  geas, it suffers a cumulative -2 penalty to all d20 rolls to a maximum 
  penalty of -8. The devil can cancel the geas at any time. Remove 
  Curse also ends the geas. Costs 5 vitality.
   Legal Training: Apply a +5 bonus on Literacy checks, or 
  +20 regarding matters of law.
   Noxious Cloud: The devil emits a 15-ft-radius noxious 
  cloud around itself. Living creatures in the area are sickened for 2 
  minutes (no save). A sickened creature suffers a –2 penalty on all 
  dice rolls and save. Multiple effects do not stack. Costs 2 vitality.
  Monster Folio
  
  7
  Centurion (Hamatula) 
  Abilities
  These spiked guard devils have the fol-
  lowing additional abilities. 
   Bully: If the devil beats an 
  adjacent person’s Fortitude, the 
  person loses 1d6 vitality and 
  either moves back 5 ft or falls 
  prone, as the devil desires.
   Barbed DefenseM: 
  This improves Impaling 
  Barbs, such that foes striking 
  the devil with handheld or 
  natural weapons suffer 2d6 
  damage from the barbs. 
  Weapons with reach, such as 
  long spears, do not endan-
  ger their users in this way.
   Impaling BarbsM: 
  As a swift action, infer-
  nal barbs sprout from 
  the devil’s armor and skin 
  for 1 round. If the devil 
  uses a standard action and beats 
  an adjacent target’s Fortitude, it impales the target on 
  the barbs, causing 3d8 damage + 1 per level. The barbs 
  are magical and vile weapons. This ability does not hinder 
  or augment any spikes the devil already possesses. Costs 2 
  vitality.
   Infernal WoundM: Whenever the devil inflict 
  damage with a melee weapon, the wound persists and the 
  injured creature loses 1d6 hit points each round after the first 
  until a DC 15 Heal check or cure magic is applied to the wound.
  Commissar (Guerra) Abilities
  These strategic devils have the following additional abilities. 
   Art of War: Apply a +4 bonus on Bluff, Diplomacy, Nobil-
  ity, Insight, and Warcraft checks. 
   Assess Combatants: As a swift action, the devil learns the 
  level of all creatures within 30 ft and line of sight.
   Warlord General: As a move action, the devil directs 
  allies to act with tactical coherence. All allies within hearing range 
  or line of sight out to a distance of 120 ft enjoy a +2 bonus on attack 
  and damage rolls until the start of the devil’s next turn. They also 
  gain a bonus move action usable on their next turn . The allies must 
  be able to hear or see the devil. Costs 5 vitality.
  Courtier (Erinyes) Abilities
  These seductive naked devils have the following additional abilities. 
    Animate RopeM: The devil conjures a 30-ft-long magic 
  rope into its hand. By verbal command as a standard action, the rope 
  either extends rigidly to afford climbing, or it binds a helpless Large 
  or smaller adjacent foe, or it entangles an adjacent target if it beats 
  the target’s Reflex. An entangled foe cannot draw items or move 
  from its space unless it resists using Reflex. The rope lasts 1 hour and 
  has 5 hit points and a DR equal to ½ the devil’s level. The devil can 
  only have 1 rope at a time. Costs 1 vitality.
   False LightM: The devil speaks Celestial. Moreover, as a swift 
  action, it radiates a good alignment and enjoys a +10 bonus on Bluff 
  and Disguise checks to look and sound like a celestial, cleric or pala-
  din. The effect lasts 24 hours. Costs 5 vitality.
   Fiendish Mien: Apply a +4 bonus to Bluff, Insight, Intimi-
  date, Nobility, and Religion checks.
   Seduction: A devil targets 1 person outside of combat. If 
  the devil beats the person’s Will, he consumes the target’s attention 
  with romance for 4 hours + 1 hour per level, during which time 
  the person suffers a -5 penalty to Perception checks and does not 
  move more than 30 ft from the devil. Even a target who resists is dis-
  tracted for 1 minute. If the locale is romantic, apply 
  a -2 penalty to the person’s save. The person gets 
  a new chance to resist whenever it notices an 
  attack roll.
  Gardener (Ortus) 
  Abilities
  These green, thorny plant-like devils 
  have the following additional abilities.
      EntangleM: The devil evokes 
  and animates plant life in a 30-ft 
  radius around a point up to 120 
  ft away. Each round, creatures in 
  the area must resist using Reflex. 
  Those that fail are held tightly and 
  unable to move or take actions. 
  All others move at half speed 
  and suffer a -2 penalty on all d20 
  rolls. The effect lasts 5 minutes. 
  This only works outdoors or 
  underground. Costs 2 vitality.
     Fiendish RoseM: The 
  devil produces 1 of 5 different 
  roses from its open palm. Eating 
  the rose conveys the effect if the devil 
  beats the subject’s Will. A blue rose heals 1d6 wounds. A black 
  rose inflicts 1d6 wounds. A white rose causes the subject to fall 
  sleep for 2 minutes. A yellow rose intoxicates the subject for 2 
  minutes (25% chance dazed each round). A red rose enamours the 
  subject for 2 minutes, such that he won’t attack the devil unless 
  the devil attacks him. A sleeping subject can be awakened normally. 
  Eating part of the flower offers no clues or effects. Costs 2 vitality.
   Garden Craft: Boost Craft and Nature checks by +5.
   Wood ShapeM: The devil molds an adjacent woody mass 
  into new shapes. It affects up to 10 cubic ft + 1 cubic ft per level. It 
  can form lumber into furnishings, warp a door to pass it, fashion a 
  canoe from a fallen log, create an open window on the underside of 
  a ship, or so forth. Costs 2 vitality.
   Woodlands CurseM: A targeted creature within 30 ft must 
  resist using Will or begin turning into a Medium tree. Each round, it 
  has a 50% chance to end the effect. On the first failed try, it is limited 
  to a single move or standard action. On the second failed try, it can-
  not act but it can still defend itself. On the third failed try it becomes 
  a tree. Three successful tries ends the magic. Dispel Magic halts the 
  progress, but only Remove Curse, Miracle or Wish reverses the final 
  effect. The devil may undo the magic at any time. Costs 5 vitality.
  Inquisitor (Kyton) Abilities
  These spiteful devils have the following additional abilities. 
   Corrupting UrgeM: Once per week, the devil causes an 
  adjacent person to slowly become evil. Each day, the person feels an 
  evil urge. It must resist using its Will or commit an evil act. After it 
  commits more evil acts than it has levels, its alignment permanently 
  changes to evil. Miracle or Wish negates the effect. Costs 10 vitality.
   Dancing ChainsM: The devil conjures 1 or more 30-ft-
  long magic iron chains that lash out from its hands. On its verbal 
  command as a standard action, each chain either extends rigidly 
  to afford climbing, or it binds a helpless Large or smaller foe, or it 
  grapples an adjacent target if it beats its Reflex. A chain lasts 1 hour, 
  uses the devil’s attack roll, has 10 hit points and a DR equal to ½ the 
  devil’s level. Each chain costs 2 vitality. 
   Detect ThoughtsM: The devil notes the presence or 
  absence of thoughts (from conscious, sentient creatures) within a 
  60-ft cone. After concentrating for a second round, it learns the 
  number of thinking minds and the Intelligence of each. After con-
  centrating for a third round, it “hears” the current surface thoughts 
  of 1 creature of its choice within range for 2 minutes if the devil beat 
  its Will. Costs 2 vitality.
  Monster Folio
  
  8
  Mystic (Inirluth) Abilities
  These pale-white, wolf-like devils have the following additional abilities. 
    AuguryM: The mystic devil asks an evil deity for insight regard-
  ing an immediate choice it faces such as whether to open a chest or 
  enter a room. It receives an answer of weal (good fortune), woe 
  (bad fortune), or unclear (mixed fortune). The chance it receives an 
  answer equals 70% + 1% per level. The answer is based on the likely 
  outcome within the next 10 minutes. Costs 2 vitality.
   Clear SightM: As a standard action, a mist devil ignores the 
  effects of concealment granted by darkness, fog, fire, and other non-
  solid phenomena as if the obscurement simply didn’t exist. The ben-
  efit lasts 1 round.
   CloudkillM: The devil conjures a noxious 30-ft-radius cloud 
  within 90 ft. Each round a creature is in the area, it suffers 1d4 acid 
  wound damage, is blinded, and is reduced to a 5 ft speed. The cloud 
  remains for 2 minutes or until the mist devil dismisses it. It can only 
  maintain 1 cloud at a time. Costs 5 vitality.
   Fog CloudM: A misty vapor rises from the ground in a 15-ft 
  radius circle around a point within 30 ft of the devil. The vapor 
  obscures all sight including darkvision beyond 5 ft. Creatures more 
  than 5 ft from each other have concealment (50% miss chance). The 
  fog is unnatural and resists normal wind, though Gust of Wind dis-
  perses it immediately. This ability does not work underwater. Costs 
  2 vitality.
   VentriloquistM: The devil projects its voice to any space 
  within 30 ft. Creatures that fail to resist using Will perceive the voice 
  comes from the projected space. Creatures that succeed may attempt 
  a DC 25 Perception check to learn the devil’s true location. Costs 1 
  vitality.
  Nighthag (Noctoria) Abilities
  These purplish, bruised devils have the following additional abilities.
   ContagionM: The devil induces a magical disease in an adja-
  cent creature. The devil selects the symptoms, which can vary from 
  excessive sweating to boils to bleeding from all orifices. Typically, the 
  victim also turns purple as if from heavy bruising. The disease leaves 
  the target permanently fatigued, belays al forms of mundane healing, 
  and inflicts 1d6 vitality damage and 1 wound damage each day until 
  the creature is healed using Cure Ailment and Remove Curse. Costs 
  5 vitality.
   Detect CorruptionM: The devil immediately learns 
  whether the adjacent person’s alignment is evil. Costs 1 vitality.
   Form HeartstoneC: After spending 1 minute and 5 vital-
  ity, an adjacent sleeping person must resist using Will or be perma-
  nently reduced to a tiny bauble called a heartstone. The bauble is DR 
  5 with hit points equal to the person’s original wounds. It retains 
  the person’s facial features and overall likeness. The person can see 
  and hear but does not need to breathe, eat or sleep; nor does it age; 
  and it cannot move or take actions except to speak. Each year that 
  a creature remains in this form, it must resist using Will against the 
  devil’s attack or go insane (suffer permanent confusion). Miracle or 
  Wish reverses the effect, as does another use of this ability.
   Heartstone DependenceM: A nighthag devil can only 
  use her magic abilities when she holds or wears a heartstone. Thiev-
  ing a heartstone requires a DC 28 Trick check or the use of force. If 
  needed, the nighthag or other creature can hold the heartstone to 
  heal 1d6 wounds or 2d6 vitality or cure 1 disease or end 1 curse 
  (as desired) for itself or an adjacent touched ally, though doing so 
  destroys the heartstone. Nighthags often trade in heartstones, a cur-
  rency of souls, but are certain to always keep 1 or 2 in their inventory 
  at all times.
   Nocturnal Fortitude: A nighthag devil enjoys a +5 
  bonus on saves to resist fear and sleep effects. 
   Ravenous NightmaresM: The nighthag devil curses an 
  adjacent foe. Each night when it sleeps, it must resist using Will or 
  suffer nightmares, be exhausted the next day, and suffer 1d4 wound 
  damage due to oddly realistic nightmares. Remove Curse ends the 
  effect. Costs 5 vitality.
  Piercer (Cruorem) Abilities
  These four-armed archer devils have the following abilities. 
   Extra Bow ArmsM: Once daily, this devil can grow 2 bonus 
  arms for 5 minutes that it can use to climb, grapple or shoot bows. 
  This allows it to wield 2 bows at once but not 2 melee weapons. It 
  also enjoys a +5 bonus on Strength-based skill checks and to initiate 
  or resist grapples. 
   Precise Shot: The devil can shoot or throw ranged weapons 
  at a target engaged in melee without taking the standard –5 penalty 
  on its attack.
   Rapid Shot: Instead of a single attack, the devil may make 2 
  ranged attacks with the same bow in rapid succession as a standard 
  action, each attack with a -2 penalty to its attack roll. It may aim at 
  the same target or different targets.
   Track: Apply a +5 bonus on Survival checks, or +10 when 
  tracking in natural environments.
   Wounding Shot: When the devil successfully hits a foe 
  using a ranged weapon, apply +1d4 wound damage in addition to 
  any other damage dealt. The devil can apply such damage up to once 
  per round. Costs 2 vitality.
  Punisher (Fiamma) Abilities
  These angry devils have the following additional abilities. 
   Flame SkinM: As a swift action, a devil wreaths itself in 
  greenish blistering flames for 1 round. Creatures that attack it in 
  melee suffer 2d6 fire damage. Costs 2 vitality.
   Flame SpearM: The devil transforms a weapon into a fiery 
  magical pitchfork for 5 minutes. The pitchfork has a 10 ft reach, 
  inflicts 2d6 damage +1d6 fire damage, and prevents a struck foe that 
  fails to resist using Fortitude from moving for 1 round. The flame 
  devil can use the pitchfork to set fire to unattended objects, causing 
  1d6 fire damage per round until extinguished.
   Spear of WeaknessM: As a swift action, a creature struck 
  by the devil’s pitchfork must resist using Will or suffer 1d4 wound 
  damage from vile fire and become weak in addition to the pitchfork’s 
  other effects. Weakened foes suffer a -5 penalty to Fortitude saves 
  and Strength- and Constitution-based skill checks and are limited 
  to either a move or standard action on their turn. The effect lasts 5 
  minutes. Costs 5 vitality.
  Stormtrooper (Barbazu) Abilities
  These battle devils have the following additional abilities. 
   Bull RushM: The devil can shove an adjacent target. If it beats 
  the target’s Fortitude, the target is pushed back 1d4 x 5 ft. The devil 
  must move at least 10 ft just prior to using this ability.
   Devil’s BeardM: As a move action, the devil grows a vile 
  beard. If the devil grapples a foe or hits an adjacent foe with a melee 
  weapon, the beard also hits. The struck creature takes 1d8 damage 
  and must resist using Fortitude or be infected with a vile disease 
  (incubation period 1 day, suffer 1d4 wound points per day). Damage 
  is dealt each day until the afflicted creature resists using Fortitude 3 
  consecutive times, once per day, or until the disease is cured magi-
  cally, or the creature dies.
   Fearless: The devil is immune to fear. Moreover, a fear attack 
  that specifically targets the devil is reflected back at its attacker, who 
  must resolve his attack against himself.
   Stormtrooper: On the first round of combat, the devil 
  gains a bonus move or standard action to use a nonmagical ability. 
  CreatinG anGels & Devils
  Angels and devils are diverse. You can make more. First, consider the 
  creature’s theme such as a particular virtue or vice. Also consider 
  what useful role the creature would fill within the ranks of its kind. 
  Then use the basic angel or devil statistics and add either 14 points 
  worth of abilities (for angels) or 9 points worth of abilities (for dev-
  ils). Although devils tend to be more powerful (level 9) they lack the 
  diversity of angels (level 7).
  Monster Folio
  
  9
  Balor Devil (lvl 16)
  Balor devils have the following statistics.
   Type Fiend
   Size Huge
   Alignment: Usually lawful evil
  ————————————————————————
   Lore Check Religion DC 42
   Bypass Literacy and Religion each DC 47 (or DC 42 if also evil, 
  or DC 37 if also offer virgin sentient sacrifice).
  ————————————————————————
   Senses Nethersight
   Perception +6 ; Stealth +6
   Languages Common, Infernal, Abyssal, Celestial, Genie, and 
  Sylvan.
   Initiative +5
  ————————————————————————
   Speed 40 ft ; Fly 30 ft
   Attack d20+11
   Weapons Greatsword (5d6) or mace (4d8) or spear (4d8, 60 
  ft) or barbed whip (4d6, 30 ft reach) or dagger (4d4) or horns (4d4) 
  or hooves (4d4). 
   Damage +3
   Special Enjoys +2 bonus on attacks and +2d6 vile damage 
  when using 1 specific favored weapon.
  ———————————————————————— 
   Armor Vile leather over vile hide ; DR 8
   Wounds 20
   Vitality 113
   Fortitude 21, Reflex 21, Will 22
   Special Immune to fire and poison, +5 DR against all other 
  energy types except electrical and holy. Also, Magic Resistance.
  ————————————————————————
   Str 17, Con 12, Dex 10, Int 17, Wis 8, Cha 14
   Prime Strength and Intelligence
   Skills Arcana +10, Bluff +4, Literacy +10, Mechanics +2, 
  Technics +10, Warcraft +10
  ————————————————————————
   FP 8 ; Patron Deity Usually Asmodius or Phane
   Multiclassing Blackguard, fighter, rogue or warlock
   Treasure Armor and weapons plus mundane and magical 
  items worth 6,000 gp
  Balor Devil Base Abilities
  A balor devil is a crafty noble amongst its kind. A balor has the abili-
  ties of a specific standard devil plus the following additional abilities.
   Balor NimbusM: As a swift action, the balor wreaths itself 
  in greenish blistering flames for 5 minutes. Adjacent creatures that 
  attack the balor suffer 1d6 fire damage per level on their turn. Costs 
  5 vitality.
   Death ThrowsM: Once daily, when a balor dies, it explodes 
  in a 30-ft-radius ball of hellfire that inflicts 8d6 fire and 8d6 vile dam-
  age, or ½ damage if Reflex resists.
   Defy Magic: A balor enjoys a +5 bonus on saves to resist magic 
  abilities. Moreover, whenever it is targeted by a magic ability that does not 
  allow a save, its foe must succeed on an attack roll anyway against Will, 
  and if the balor successfully resists then the magic has no effect.
   Flame WhipM: A balor targets a foe within 30 ft with a fiery 
  whip. If a balor beats the target’s Reflex, the target suffers 1d6 vile 
  damage per level. Moreover, if the balor beats its Fortitude, the tar-
  get is briefly grappled by the whip and drawn 10 ft closer. Moreover, 
  a creature killed by a balor’s whip falls to ashes and cannot restored 
  to life except by Miracle or Wish. Costs 5 vitality.
   Infernal BrandM: As a move action, the balor leaves a 
  permanent diabolical sigil on a dazed or helpless adjacent living crea-
  ture that marks the creature as the property of that balor.
   Mass ImmolationM: As an immediate action, any and all 
  foes within 30 ft of the balor burst into flames from the inside and 
  suffer 1d6 damage per level, or ½ damage if Will resists. Resistance 
  or immunity to fire works normally. The damage is half fire and half 
  vile. Costs 5 vitality.
   Master of all Trades: A balor can expend a move action 
  to enjoy a +5 bonus on its next skill check it makes that round. 
   Rhetorical Feint: As a move action, an adjacent foe suf-
  fers a -5 penalty on its next Will save. The balor must be able to speak 
  and be heard to enjoy the effect. Costs 2 vitality.
   See InvisibilityM: As a standard action, the devil clearly 
  notices for 1 round any invisible or incorporeal creatures within 30 ft.
   Summon DevilsM: A balor can summon 1 or more devils to 
  serve it for 1 hour, after which the devils return to their home base. 
  The devils’ total levels cannot exceed the balor’s level. Devils seek to 
  pervert instructions when possible. Costs 10 vitality.
   Technics Savvy: A balor devil is familiar with invisible 
  mundane forces of nature. It can make checks using the Technics skill 
  and enjoys a +2 bonus on Mechanics and Technics checks (which is 
  already reflected in the balor’s statistics block). See page 172 of the 
  Radiance RPG PlayeRs Guide for details.
   TonguesM: A balor can understand and fluently use any 1 lan-
  guage for 10 minutes. Costs 2 vitality.
   VirilityM: Apply +5 bonus Diplomacy checks for romance, 
  and romantic liaisons with mortals always result in offspring (typi-
  cally, tieflings).
  Balor Devil Prince (lvl 20)
  This devil dominates all other devils. Start with the balor statistics 
  and abilities, then apply +28 vitality, +2 saves, +2 attacks, +2 DR, 
  and  the following additional abilities.
   ApocalypseM: A balor prince can call down a storm upon 
  foes in a 30-ft-radius circle up to 120 ft away. The storm inflicts 1d6 
  vile damage per level, or ½ damage if Fortitude resists. Moreover, 
  creatures in the area that fail to resist using Will are knocked prone 
  and blinded, dazed and deafened for 5 minutes. Costs 25 vitality.
   Consign to HellM: A targeted living creature within 60 
  ft is transported to a hellish realm where it is briefly naked, help-
  less, and subjected to torture. The torture can be any damage type 
  (acid pool, fiery cauldron, slashing blades, piercing needles, etc). The 
  torture lasts 2d10 days. Each day, the target suffers 1d6 damage of 
  the energy type selected unless it resists using Will for ½ damage. 
  Chaotic and good creatures enjoy a +5 bonus to resist. The creature 
  cannot be lowered to less than -1 hit points in any event. Afterward, 
  it returns to the spot it left as if no time at all has passed and is stabi-
  lized and dazed for 1 round. 
   Hellspawned MiracleM: Once daily, a balor prince 
  can request extraordinary aid from the lord of diabolical evil, Asmo-
  dius. The request can move the balor and his party to safety, cure a 
  party from all injury and ailments, restore a party to life and 1 hit 
  point, banish a good creature or devastate it with 20d6 vile dam-
  age, or so forth. A miracle cannot change a creature’s alignment or 
  have it make choices against its will. The chance the balor’s prayer is 
  answered equals 70% + 1% per level. The balor is left exhausted if 
  the miracle is fulfilled.
  Warden (Gelugon) Abilities
  These icy, insectoid devils have the following additional abilities.
   Freezing HandsM: Creatures within a 15-ft cone suffer 
  1d4 cold damage per level (max 5d4) or ½ damage when Reflex 
  resists. Costs 1 vitality.
   Cold Immunity: This devil is immune to cold damage.
   Ice SpearM: A warden devil can transform a standard spear 
  into a icy longspear that inflicts +4d6 cold damage for 5 minutes. 
  This longspear has 15 ft reach. Costs 5 vitality.
   Spear of SlownessM: As a move action, a warden devil 
  can enhance its weapon; the first foe struck during the next 1 round 
  must resist using Will or suffer 1d4 wound damage and also be 
  slowed for 5 minutes. Slowed creatures suffer a -5 penalty to initia-
  tive and Reflex and are limited to either a move or standard action 
  on their turn. Costs 2 vitality.
  Monster Folio
  
  10
   
  Dragonette
  These magical creatures are companions and teachers of magic.
  Appearance & Culture
  Dragonettes are common magical companions of arcane spellcasters 
  such as witches and wizards. They are tiny, stealthy, and intelligent 
  students and teachers of magic. They make wonderful scouts and 
  spies. Unfortunately, dragonettes are weak and a careless newling is 
  prone to be slain by a single blow.
   Dragonettes are dragons by blood but conjured by magic. A char-
  acter with the Summon Familiar ability can prepare a special brew 
  and conduct the proper rite to form a dragonette from a single body 
  part of a true dragon, whether the part is a tooth or scale. A newl-
  ing dragonette cannot fly but it can disguise itself as a common tiny 
  animal such as a cat or mouse. In this form, it has time to mature and 
  earn its draconic wings.
    A dragonette develops quickly while adventuring with its master, 
  becoming an eager (and sometimes foolhardy) adolescent and then 
  a mature adult, often in a few weeks time. Upon reaching maturity, 
  a dragonette takes up a magical profession, though it always remains 
  behind its master (its level never equals or exceeds its master’s level). 
   Legends describe scoundrels who seek to kidnap a dragonette and 
  hold it for random in exchange for its master’s coin or magical ser-
  vices. Only ruin comes to such fools.
  Dragonette (lvl 2)
  Dragonettes have the following statistics.
   Type Dragon
   Size Tiny
   Alignment Usually chaotic neutral
  ————————————————————————
   Lore Check Arcana DC 14
   Bypass Arcana and Intimidate each DC 19
  ————————————————————————
   Senses Darkvision
   Perception +1 ;  Stealth +25
   Languages Common, Draconic, plus 1 of the following: 
  Abyssal, Celestial, Infernal or Sylvan.
   Initiative +5
  —————————————
   Speed 20 ft ; Fly 60 ft
   Attack d20+6
   Weapons Bite (1d3, no 
  reach)
   Damage -3
  ———————————
   Armor Light scales ; 
  DR 2
   Wounds 2
   Vitality 16
   Fortitude 11, Reflex 18, 
  Will 13
   Special Evasion
  ————————————
   Str 4, Con 14, Dex 21, 
  Int 14, Wis 12, Cha 15
   Prime Dexterity and 
  Charisma
   Skills Acrobatics +15, 
  Appraise +7, Arcana +5, Trick +7
  ————————————
   FP 1 ; Patron Deity 
  Palendine, Greenwyrm or Tiamat
   Multiclassing Bard, 
  sage, witch or wizard
   Treasure None
  Base Abilities
  Dragonettes have the following abilities.
   Alternate Form: Dragonettes rarely show their true 
  form. Instead, each dragonette has a unique disguise such as a cat, 
  mouse or snake. The disguise is selected when the dragonette is sum-
  moned and cannot be changed. While disguised, it can still use all of 
  its abilities except flying, if able to do so. A dragonette enjoys a +20 
  bonus on Disguise checks to be confused with a normal animal of the 
  kind selected. Showing or hiding its true form is a swift action.
   Evasion: When a dragonette attempts a Reflex save that deliv-
  ers partial damage even on a successful save, the dragonette instead 
  takes no damage. It still takes full damage on a failed save. A dragon-
  ette does not gain this benefit when it is helpless.
   Mortal Bond: A dragonette enjoys a special bond with its 
  master, the creature that conjured it. It is completely loyal and does 
  its best to provide aid. The dragonette and master always know each 
  other’s general health and disposition.
   Unnatural Bond of Life: A dragonette does not expe-
  rience the effects of aging and has a lifespan of 300 years. However, it 
  dies within 1 month after its master dies and does not return to life.    
  Young Dragonette (lvl 4)
  Apply +10 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities. 
   Arcane BiteM: An adjacent foe suffers 2d4 damage if the drag-
  onette beats its Reflex. The dragonette enjoys a +1 bonus on its attack 
  roll when using the bite. Also, the bite count as a magical weapon.
     Dodge: As an immediate action, the young dragonette chooses 
  to ignore 1 impending melee weapon attack before it knows whether 
  the attack hits. Costs 2 vitality.
      Minor Energy Resistance: The dragonette enjoys +2 
  DR against all energy types.
   Resist Enchantment: Apply a +2 bonus on saves to 
  resist magic abilities that allow a Will save.
   Sleep Immunity: The dragonette is immune to Sleep, Slum-
  ber, and similar magical effects that cause sleep.
   Sorcerous MagicM: The dragonette knows minor magic. 
  Select 1 basic magic ability for which it qualifies from any class. The 
  dragonette can use the selected ability.
   Spell Ready: Boost Arcana and Perception checks by +5.
  Mature Dragonette (lvl 6)
  Apply +28 vitality, +2 saves, +2 attacks, +2 DR, the abilities of the 
  young dragonette, and the following additional abilities. 
   Arcane Instruction: Each day, the dragonette’s owner 
  can select 1 magic ability from any class for which he qualifies to use 
  in addition to other magic abilities he knows. The selected ability can 
  be of any tier he has access to except paragon tier.
   Invisible StepM: The dragonette is invisible for the remain-
  der of its turn. Any attack by it negates the effect. Invisibility boosts 
  Stealth checks by +10 and refuses line of sight. Costs 1 vitality.
   Swift Retreat: The dragonette can take a 5-ft step as an 
  immediate action whenever a foe larger than it initiates a melee 
  attack against it.
  Paragon Dragonette (lvl 8)
  Apply +42 vitality, +3 saves, +3 attacks, +3 DR, the abilities of the 
  young and mature dragonettes, and the following additional abilities. 
   Draconic BloodM: Once daily the dragonette can heal all 
  wound damage plus 4d6 vitality.
   PolymorphM: For 2 minutes, the dragonette acquires the 
  appearance and statistics of any creature (without class levels) with a 
  level up to ½ its own. It retains its own Intelligence, alignment, vital-
  ity points, saves, and magic abilities. It can end the effect as a swift 
  action and regains 1d4 wounds when doing so. If it falls uncon-
  scious or dies, it returns to its normal form. Costs 10 vitality.
   
  See InvisibilityM: As a standard action, the dragonette 
  clearly notices for 1 round any invisible or incorporeal creatures 
  within 30 ft.
  Monster Folio
  
  11
   
  Drake
  These winged serpents are vicious, vain, and temperamental.
  Appearance & Culture
  A drake is an immature dragon. It is only a few years old, roughly 
  the size of a large horse, and its immortality as a true dragon is 
  not yet assured. 
   Like all dragons, drakes come in many varieties. Their color 
  betrays what kind of breath weapon they use. They love treasure and 
  spare nothing to gain as much as they can. They particularly 
  love gems, jewels, and magic items. 
   Drakes must consume large quantities of magic 
  in order to gain immortality. Specifically, a drake 
  must consume 25,000 gp worth of magic items in 
  order to become a true dragon, and it cannot 
  benefit from more than 5,000 gp per week. 
  After consuming the required magic, the 
  drake finds a safe spot to sleep for many 
  years. When it awakens, it has grown to 
  adult size and is no longer a drake but a 
  dragon.
   Drakes lack the grace, creativity, and 
  wit of true dragons, and they are not 
  particularly bright or wise, be they good 
  or evil, lawful or chaotic. Thus, they tend 
  to get themselves into trouble and many 
  fall to the sword or spell before making 
  the “great nap”, as some sages call it. 
   Drakes make fine steeds if they are raised 
  from birth and provided with adequate magical rewards.
  Drake (lvl 6)
  Drakes have the following statistics.
   Type Dragon
   Size Medium
   Alignment Any
  ————————————————————————
   Lore Check Arcana DC 22
   Bypass Arcana and Bluff each DC 27
  ————————————————————————
   Senses Darkvision, low-light vision, scent.
   Perception +3 ; Stealth +12
   Languages Common and Draconic.
   Initiative +2
  ————————————————————————
   Speed 20 ft ; Fly 60 ft ; Swim 10
   Attack d20+6 (+8 bite)
   Weapons Bite (3d6) and 4 claws (2d4 each) and tail swipe 
  (2d4) ; Multi-Attack
   Damage +3
  ————————————————————————  
   Armor Scales ; DR 4
   Wounds 20
   Vitality 44
   Fortitude 16, Reflex 17, Will 16
   Special Immune to sleep, paralysis, and the energy type of its 
  breath weapon.
  ———————————————————————— 
   Str 17, Con 14, Dex 14, Int 10, Wis 8, Cha 15
   Prime Strength and Charisma
   Skills Acrobatics +12, Appraise +4 (+9 with magic), Arcana -1 
  (+9 to activate magic items), Athletics +18, Endurance +7, Intimi-
  date +12
  ———————————————————————— 
   FP 6 ; Patron Deity Palendine, Greenwyrm or Tiamat
   Multiclassing Bard, shifter, sorcerer or witch
   Treasure Items worth 600 gp in its lair
  Base Abilities
  Drakes have the following abilities.
   Aerial Tricks: Up to once hourly for a 5 
  minute duration, a drake enjoys a +20 bonus on Acro-
  batics checks while flying.
   Breath WeaponM: Every drake possesses a unique breath 
  weapon. A drake can breathe once every 1d4 rounds. The breath 
  weapon is a 30-ft cone or a 60-ft line (as the drake desires) of 1 
  energy type as shown in the table above. The breath weapon inflicts 
  2d8 damage of that energy type, or ½ damage if Reflex resists. Costs 
  2 vitality.
   Bull Rush: A drake can shove an adjacent target. If it beats 
  the target’s Fortitude, the target is pushed back 1d4 x 5 ft. The drake 
  must move at least 10 ft just prior to using this ability.
   Detect TreasureM: When a drake concentrates as a stan-
  dard action, it notes the presence or absence of gold coins, precious 
  gems, magic items, quality artwork and similar treasure out to a dis-
  tance of 5 ft per level (typically, 30 ft). When it concentrates for a 
  second round in the same area, it learns the distance and direction to 
  the most valuable of treasure.
   Heritage Skills: Drakes receive bonuses for skills 
  corresponding to their moral and ethical alignment as shown in the 
  table below. For example, a lawful good drake gains the benefits 
  listed under both lawful and good in the table. If a dragon’s align-
  ment changes, it retains its original bonuses.
  Alignment
  Skill Bonuses
  Good
  Healing +5, Insight +5
  Moral neutrality (not good or evil)
  Diplomacy +5, Religion +5
  Evil
  Intimidate +5, Warcraft +5
  Lawful
  Literacy +5, Nobility +5
  Ethical neutrality (not lawful or chaotic)
  History +5, Nature +5
  Chaotic
  Bluff +5, Music +5
   Improved Carry Capacity: A drake can carry 250 
  pounds, or 1 Medium or 2 Small creatures, in addition to any other 
  weight normally allowed, and not be overloaded, and can drag up to 
  1,250 pounds or support +8 encumbrance slots. This is equivalent 
  to a donkey. 
   Second Wind: Once daily, a drake can recover 4d6 vitality 
  after 1 minute of rest.
  Metal
  Energy Type
  Copper
  Fire
  Bronze
  Electricity
  Silver
  Cold
  Gold
  Acid
  Platinum
  Sonic
  Mithral
  Force
  Adamantine
  Psychic
  Monster Folio
  
  12
   
  Dryad
  Dryads are alluring, elusive fey who live within trees.
  Appearance & Culture
  Dryads stand 5 to 5½ ft tall and weigh 100 to 120 pounds. They have 
  brown or green skin with flowers and leaves growing in their hair. 
  All dryads are female. Like nymphs and satyrs, they are nature spirits 
  made manifest in human-like form. Dryads are most at home in thick 
  woods and are strongly linked to trees, particularly oak trees.
   Dryads are wild, beautiful, and fun. They enjoy wine, song, ani-
  mals, nature, and sex. They can vanish into their fey realm to enjoy 
  respite and play pranks or offer gifts (wondrous or cruel) to those 
  they deem deserving. At their best, they immerse themselves in the 
  moment and bring love and laughter in dark times. 
   Dryads sometimes take lovers, particularly comely and charis-
  matic humans, elves, half-elves, nymphs and satyrs. The offspring are 
  always dryads if female and satyrs if male. 
   Some dryads are cruel and delight in the suffering of  “mere mor-
  tals”. These dryads savor nature’s uncaring cruelty and happily trans-
  form trespassers and discarded lovers into twisted trees.
  Dryad (lvl 4) 
  Dryads have the following statistics.
   Type Fey
   Size Medium
   Alignment  Usually chaotic neutral
  ——————————————————
   Lore Check Nature DC 18
   Bypass Diplomacy, Music and Nature each DC 18
  ——————————————————
   Senses Low-light vision
   Perception +8 ; Stealth +1
   Languages Common and Sylvan
   Initiative +1
  ——————————————————
   Speed 30 ft
   Attack d20+7
   Weapons Slam (1d4)
   Damage -1
  ——————————————————
   Armor Fey aura ; DR 3 (0 vs cold iron)
   Wounds 6
   Vitality 28
   Fortitude 12, Reflex 15, Will 19
   Special Immune to charm and sleep.
  —————————————————
   Str 8, Con 10, Dex 12, Int 10, Wis 
  17, Cha 21
   Prime Wisdom and Charisma
   Skills Acrobatics +6, Diplomacy 
  +15, Handle Animal +13, Heal +13, 
  Insight +13, Music +15, Nature +5, 
  Survival +13
  ———————————
   FP 2 ; Patron Deity 
  Corvis, Greenwyrm, Iris or 
  Tanish
   Multiclassing Bard, 
  druid, gallant or witch
   Treasure Items worth 
  400 gp in its grove
  Base Abilities
  Dryads have the following abilities.
   Comely Distraction: The dryad’s elegance distracts oth-
  ers. When she targets a person or animal within 15 ft, the target suf-
  fers a -5 penalty on Perception checks for 1 round. Costs 1 vitality.
   EntangleM: A dryad can evoke and animate plant life in a 
  30-ft radius around a point up to 120 ft away from her. Each round, 
  creatures in the area must resist using Reflex. Those that fail are held 
  tightly and unable to move or take actions. All others move at ½ 
  speed and suffer a -2 penalty on all d20 rolls. The effect lasts 5 min-
  utes. Costs 2 vitality.
   Lasting Vigor: A dryad ignores the negative effects of aging 
  although she still dies of old age when her time is up.
   Seduction: A dryad targets 1 person. If she beats the target’s 
  Will, she consumes the person’s attention with romance for 4 hours 
  + 1 hour per level, during which time the person suffers a -5 penalty 
  to Perception checks and does not move more than 30 ft from the 
  dryad. Even a person who resists is distracted for 1 minute. If the 
  locale is romantic, apply a +2 bonus on the attack roll. The target 
  gets a new chance to resist whenever he notices an attack roll.
   Speak With PlantsM: For 5 minutes, the dryad asks ques-
  tions and receive answers from natural plants. They are cooperative 
  but only report what they observe without inferences. A plant will 
  watch a 10-ft-square area for the dryad for 1 day. Costs 2 vitality. 
   Tree ShapeM: The dryad becomes a tree. In tree form, she 
  sees and hears normally but can take no other actions. She enjoys a 
  +20 bonus on Disguise checks to be mistaken for a normal tree and 
  radiates faint magic. She can return to her normal form as a move 
  action. Lasts 4 hours + 1 hour per level. Costs 2 vitality.
  Dryad Matriarch (lvl 6)
  A matriarch is a beauteous leader among dryads. Add 
  +14 vitality, +1 saves, +1 attacks, +1 DR, and the fol-
  lowing abilities.
       Blue RoseM: Once daily, a dryad matriarch 
  can conjure a blue flower that if eaten within 1 
  round cures 4d6 vitality.
       Create Food and WaterM: Once 
  daily, a dryad matriarch can conjure nutritious 
  vegetarian food and wine to satisfy 3 persons or 
  1 mount per level. Costs 2 vitality.
     Fey Affair: This improves Tree Shape such 
  that 1 willing adjacent Medium or Small person 
  may accompany the dryad when she expends 5 
  vitality rather than 2. While in tree form, the lov-
  ing couple suffers a -5 penalty on Perception 
  checks as they while away the hours in a 
  state of faerie bliss.
      Trackless Step: A dryad matriarch 
  leaves no trail in natural surroundings and can-
  not be tracked. She may choose to leave a trail.
   
  Woodlands CurseM: A targeted 
  creature within 30 ft must resist using Will 
  or begin turning into a normal tree. Each 
  round it has a 50% chance to halt the pro-
  cess. On the first failed try, it is limited to 
  a single move or standard action. On the 
  second failed try, it cannot act but it 
  can defend itself as its feet become 
  roots and its arms branches. On 
  the third failed try it turns to a 
  tree. Three successful tries in a row 
  end the magic. The dryad matri-
  arch can halt, delay or reverse 
  the effect at any time. Otherwise, 
  Miracle or Wish reverses the effect. 
  Dryad Sapling (lvl 2)
  A sapling is a juvenile dryad. Apply -14 vital-
  ity, -1 saves, -1 attacks, and -1 DR. Also, a dryad sap-
  ling lacks the Entangle, Lasting Vigor, and Seduction abilities. All 
  other features remain the same.
  Monster Folio
  
  13
  Monster Folio
   
  Ergo
  These large, bulky constructs act as wondrous hardworking laborers.
  Appearance & Culture
  Ergos are lumbering, formidable ironwrought servants designed to 
  do menial labor. Each one is equipped somewhat differently but all 
  of them consist of whirring and clicking gears, magnets, ropes, and 
  so forth like giant walking windmills. A ergo’s chassis is similar to 
  platemail and may be plain or sport ornate flourishes. 
   Crafting an ergo requires knowledge of machines and command 
  of magical energies that can power the creature. An ergo does not 
  have a specific owner. Its master is the creature that most recently 
  commanded it, which is usually an artificer with mechanical skill. 
  Ergo (lvl 1)
  Ergos have the following statistics.
   Type Construct
   Size Large
   Alignment Usually lawful neutral
  ——————————————
   Lore Check Arcana DC 12
   Bypass Arcana and Mechanics 
  each DC 19
  ———————————
   Senses Standard
   Perception +0 ; 
  Stealth -2
   Languages Under-
  stands Common, Dwarven, 
  Gnomish, and Mechan.
   Initiative +0
  —————————
   Speed 30 ft ; Fly 10 ft
   Attack d20+3  (10 ft 
  reach)
   Weapons Slam 
  (2d6, x3 damage v stone 
  and metal)
   Damage +3
  ——————————————
   Armor Metallic plating ; DR 5
   Wounds 15
   Vitality 10
   Fortitude 15, Reflex 10, Will 12
  ———————————————————————
   Str 16, Con 16, Dex 10, Int 4, Wis 10, Cha 4
   Prime Strength and Constitution
   Skills Athletics +13, Mechanics +5
  ————————————————————————
   FP 1 ; Patron Deity Mithrais or Rorax
   Multiclassing Artificer, elementalist, fighter or monk
   Treasure Scrap parts worth 200 gp
  Base Abilities
  Ergos have the following abilities.
   Construct Traits: Ergos are immune to all ailments 
  including poison and disease. They do not need to breathe, eat or 
  sleep and have no need to make Endurance checks. They are immor-
  tal and cannot be raised from death if slain except using Miracle or 
  Wish. An ergo gains only ½ the benefit of cure spells. However, once 
  daily, it may attempt a DC 15 Mechanics check to regain a number 
  of hit points equal to the check result minus 15. 
   Endure Elements: An ergo ignores the effects of extreme 
  temperature. It can exist comfortably in conditions between -40º 
  and 140º F without harm. Its gear is also protected. This ability is 
  continuously in effect even when it is unconscious.
   Service: An intelligent creature can command an ergo to per-
  form various simple, physical tasks that can be described in 25 words 
  or less. This requires a verbal command in a language it understands 
  plus success on DC 19 checks using Arcana and Mechanics. A crea-
  ture can order an ergo to perform the same work over and over but 
  cannot “program” the task or change it based on conditions once 
  it gets started. A ergo will only stop when it has completed the 
  assigned task, when 24 hours has passed, or when the creature that 
  gave it the command instructs it to halt work, whichever comes first.
   Light Worker: A light load is 200 pounds, a medium load 
  350 pounds, and a heavy load 500 pounds. It can fly or swim only with 
  a light load. It can lift up to 1,000 pounds to a height of 15 ft. It can 
  push of drag 2,500 pounds, and can excavate 7,000 pounds of loose 
  rock each minute, which allows it to clear a 5-ft cube in 3 rounds. A 
  ergo can excavate sand or loose dirt in 2x the time, or stone 
  in ½ the time. It can throw rocks up to 120 ft to cause 2d6 
  damage when the target fails to resist using Reflex.
  Savant (lvl 2)
  This ergo is smart. Apply +7 vitality, +1 saves, +1 
  attacks, +1 DR, and the following abilities.
       Savant: Boost Intelligence by +4 and apply 
  a +10 bonus on any 2 Intelligence-based skills. Also, 
  if the ergo could not speak before, it can now.
  Supron (lvl 5)
  Apply +28 vitality, +5 wounds, +2 
  saves, +4 attacks, and +3 DR. It 
  has a 24 Strength, giving it Forti-
  tude 20. Also, it has the following 
  abilities.
   
   
  Control Sigil: Each 
  supron is keyed at creation to a 
  specific owner using a magical 
  sigil that is imprinted on both the 
  supron and tattooed on the owner. 
  The supron only obeys the owner 
  and no one else. 
   Darkvision: A suppron 
  sees in conditions of total dark-
  ness as easily as full daylight. 
  Darkvision is black and white only, 
  but it is otherwise like normal sight.
    
  FireballM: The supron projects a red 
  ray out to 90 ft that blossoms into a 15-ft-radius ball of 
  fire. Creatures in the area suffer 1d6 fire damage per level 
  (max 10d6), or ½ damage when Reflex resists. Costs 2 vitality.
   
  Heavy Worker: A light load is 350 pounds, a medium 
  load 700 pounds, and a heavy load 1,000 pounds. Can fly or swim 
  only with a light load. It can lift up to 2,000 pounds to a height of 
  15 ft. It can push of drag 5,000 pounds, and can excavate 20,000 
  pounds or loose rock each minute, which allows it to clear a 5-ft 
  cube in 1 round. A supron can excavate sand or loose dirt in 2x the 
  time, or stone in ½ the time. It can throw rocks up to 120 ft to cause 
  4d6 points of damage.
   Improved Service: A person can concentrate as a standard 
  action to control the supron’s actions, changing its behavior from 
  round to round, and specify a simple program of up to 5 different 
  activities in a sequence or, alternately, command it using 3 if-then 
  statements.
   Jump: The suppron leaps outward, downward or upward up to 
  30 ft as a standard action without a running start or Athletics check or 
  fear of suffering harm upon landing. Costs 1 vitality.
   Magic Resistance: A supron enjoys a +5 bonus on saves 
  to resist magic abilities. Also, when it is targeted by a magic ability 
  that does not allow a save, its foe must beat its Fortitude anyway, and 
  if the supron successfully resists then the magic has no effect.
   Stomp: Creatures up to size Medium within 15 ft and in contact 
  with the ground must resist using Reflex or fall prone. Costs 1 vitality.
  
  14
  Monster Folio
  Dalrok (lvl 8)
  This ergo is a dangerous hunter. Apply a +15 vitality, +2 saves, +2 
  attacks, +2 DR, +5 Intelligence, and the following abilities:
   Detect ThoughtsM: The dalrok notes the presence or 
  absence of thoughts (from conscious, sentient creatures) within 
  a 60-ft cone. After concentrating for a second round, it learns 
  the number of thinking minds and the Intelligence of each one. 
  After concentrating for a third round, it learns the current surface 
  thoughts of one creature of its choice that is within range if the 
  dalrok beats its Will. Costs 2 vitality.
   DisintegrateM: A dalrok targets a single 10-ft cube vol-
  ume or 1 creature within 120 ft. If it targets a volume, unattended 
  mundane material and force effects (such as Wall of Force) van-
  ish. If it targets a foe and beats its Fortitude, the foe suffers 4d6 
  wound damage and permanently vanishes if it dies. Miracle or 
  Wish restores disintegrated items and creatures. Costs 10 vitality.
   Electrotech: A dalrok is familiar with invisible mundane 
  forces of nature. It can make checks using the Technics skill and 
  enjoys a +2 bonus on Mechanics and Technics checks (which is not 
  reflected in the ergo’s statistics block). See page 177 of the Radi-
  ance RPG PlayeRs Guide for details.
   LevitateM: When the dalrok concentrates as a standard 
  action, it mentally moves 1 target weighing up to 250 pounds a 
  distance of 30 ft up or down. It can move itself, a willing creature, 
  or an unattended object out to a distance of 60 ft. Costs 2 vitality.
  Dreadnought (lvl 10)
  Dreadnoughts stand 40 to 50 ft tall and weight tons. They smash 
  and crash, spew alchemical fire, dig trenches in minutes, and resist 
  magic. Few fortresses and armies, even those supported by potent 
  wizards, can last long against these terrors.
   Although they possess some basic intelligence, they are built 
  for war and strictly follow instructions according to their master’s 
  command. Typically, the dreadnought contains a carriage area nes-
  tled inside its massive chassis that allows its master to sit, survey 
  the battlefield, and direct as needed. 
   The armagon is the fiercest dreadnought. Its nickname is 
  Destroyer of Worlds. Whether by alchemical cold, waves of thun-
  der, or an earth-quaking overrun, it seeks to complete its task. 
  Dreadnought (lvl 10)
  Dreadnoughts have the following statistics.
   Type Construct
   Size Huge
   Alignment Usually lawful neutral
  ———————————————————————
   Lore Check Arcana DC 30
   Bypass Arcana and Mechanics each DC 35
  ———————————————————————
   Senses Darkvision, low-light vision
   Perception +7 ; Stealth -9
   Languages Common, Dwarven, Gnomish, and Mechan.
   Initiative +1
  ———————————————————————
   Speed 50 ft ; Fly 10 ft ; Swim 10 ft
   Attack d20+14
   Weapons 2 slams (4d6, 15 ft range, 3x damage vs stone and 
  metal) ; Multi-Attack
    Damage +9
  ———————————————————————
   Armor Metal plating ; DR 15
   Wounds 45
   Vitality 78
   Fortitude 26, Reflex 16, Will 19
   Special Apply +5 on saves to resist magic attacks. Also, 
  Magic Resistance, Construct Traits, and Endure Elements.
  ———————————————————————
   Str 29, Con 27, Dex 12, Int 9, Wis 14, Cha 10
   Prime Strength and Constitution
   Skills Athletics +16, Warfare +9.
  ————————————————————————
   FP 5 ; Patron Deity Mithrais, Rorax or Phane
   Multiclassing Artificer, elementalist, fighter or mageblade
   Treasure Scrap metal parts worth 2,000 gp
  Dreadnought Base Abilities
  Dreadnoughts have all the abilities of the ergo and supron (but not 
  the dalrok) plus the following additional abilities.
   Alchemical Fire Blast: A dreadnought inflicts 1d6 fire 
  damage per level to all creatures in a 30-ft cone, or ½ damage when 
  it fails to beat a foe’s Reflex. Costs 2 vitality.
   Cleave: Up to once per round, when one of a dreadnought’s 
  slam attacks drops a foe (it falls unconscious or dies), it may imme-
  diately make 1 additional slam attack against any foe within range. A 
  successful strike inflicts 4d6 damage as usual.
   Great Worker A light load is 500 pounds, a medium load 
  1000 pounds, and a heavy load 1,500 pounds. It can fly or swim only 
  with a light load. It can lift up to 3,000 pounds to a height of 15 ft. 
  It can push of drag 5,000 pounds, and can excavate 100,000 pounds 
  of loose rock each minute, which allows it to clear five 5-ft cubes 
  in 1 round. A dreadnought can excavate sand or loose dirt in twice 
  the time, or stone in half the time. It can throw rocks up to 120 ft to 
  cause 8d6 points of damage.
  Armagon (lvl 20)
  An armagon has all the features of a dreadnought. Also, apply +70 
  vitality, +5 saves, +5 attacks, +5 DR, and the following abilities.
   Blade BarrierM: The armagon evokes around itself or a 
  point within 30 ft a stationary 15-ft-radius ring or 90-ft-long wall 
  of slashing blades for 5 minutes. Creatures that start within or pass 
  through the ring suffer 1d6 damage per level or ½ damage if Reflex 
  resists. Costs 5 vitality.
   Cone of Alchemical Cold: An armagon inflicts 1d6 
  cold damage per level to all creatures in a 60-ft cone, or ½ damage 
  when the armagon fails to beat a foe’s Reflex. Costs 5 vitality.
   Fling Foe: An armagon can target a foe within reach. If it beats 
  the target’s Reflex, it throws the foe 10 to 60 ft (1d6 x 10 ft). The foe 
  lands prone, suffers 1d6 damage per 5 ft thrown, and is dazed for 1d4 
  rounds.
   Great Thunder: An armagon can knock prone all crea-
  tures in a 30-ft cone (no save). A Huge creature with Stability can 
  ignore this. Costs 5 vitality if only Large or smaller foes present. 
  Otherwise, costs 10 vitality
    Improved Overrun: An armagon can push past a foe as a 
  swift action. If the armagon beat its foe’s Fortitude, it can freely pass 
  it at its current speed. If not, it moves adjacent to its foe it does not 
  pass it. An armagon enjoys a +5 bonus to initiate or resist Overrun 
  attacks.
   Mirror ImageM: The armagon conjures 1d4+1 duplicates of 
  itself for 2 minutes. Whenever a foe successfully strikes the armagon, 
  it has a 50% chance to strike and dispel 1 image instead. This is a visual 
  illusion. Costs 2 vitality.
   Nightmare Assault: As a swift action, apply +25 dam-
  age to the armagon’s next melee weapon or slam attack, or +10 if 
  the foe resists using Fortitude. Costs 5 vitality.
   Stability: Once per round, an armagon may ignore any non-
  magical ability that attempts to move it or knock it prone such as Bull 
  Rush or Trip.
   Stunning Blow: As a swift action when the armagon 
  makes a single melee attack, the target must resist using Fortitude or 
  be stunned for 1d4 rounds. Costs 5 vitality.
   Whirlwind Pushback: Each and every foe within reach 
  suffers 4d6 + 20 damage, or 2d6 damage if Reflex resists. Moreover, 
  all foes who suffer damage are pushed back 1d4 x 5 ft. If a foe has no 
  space to move back (the space is occupied or does not exist), the foe 
  falls prone instead.
  
  15
   
  Flesh Golem
  These animated corpses act as strong servants.
  Appearance & Culture
  Flesh golems are ghoulish reanimated humanoids, sometimes from 
  a single cadaver but usually stitched together from the body parts of 
  multiple humanoids. Some are small or medium, usually the result of 
  a desperate attempt to restore a loved one to life. More often, pow-
  erful spellcasters craft large flesh golems to act as guards, servants, 
  and warriors. Such monsters are made from at 6 donors: 2 legs, 2 
  arms, a head with a brain, and a torso. The donors must have died 
  within the past 24 hours. Flesh golems are typically clothed to suit 
  their task, whether overalls or armor, and tend to stand with unnerv-
  ing stillness when not tasked by their creator. 
   Unlike other unliving creatures, a flesh golem is more construct 
  than undead, and although it lacks an undead creature’s hunger 
  pangs, it is prone to fits of anger and fear from what dim memories 
  it has of its former life or lives. 
   Crafting a flesh golem requires at least 6 human-sized corpses, 
  2500 gp in special unguents and bindings, inscribing of magical runes 
  using rare alchemical inks, the application of electrical energy equal 
  to its maximum normal hit points delivered in a single round 
  (overshooting by up to 10% is okay), and successful DC 13 
  Craft and Heal checks.
  Flesh Golem (lvl 8)
  Flesh golems have the following statistics.
   Type Construct
   Size Large
   Alignment Neutral, 
  lawful neutral or chaotic neutral
  ——————————————————
   Lore Check Religion DC 26
   Bypass Arcana and Bluff each DC 31
  ——————————————————
   Senses Low-light vision, darkvision
   Perception +0 ; Stealth -2
   Languages Understands Common or 1 other 
  language of the creator's choice. 
   Initiative -1
  ——————————————————
   Speed 30 ft
   Attack d20+14 (10-ft reach)
   Weapons 2 slams (6d6 each) ; Multi-
  Attack  
   Damage +6
   Special If both slam attacks hit, add +1d6 wound 
  damage
  ——————————————————
   Armor Thick skin, leather armor, and magic runes ; 
  DR 6 (or 11 in breastplate, but breastplate blocks its Fast 
  Healing ability) 
   Wounds 18
   Vitality 61
   Fortitude 27, Reflex 18, Will 21
   Special Fast healing 2. Immunity to Magic. Special 
  Energy Effects (see ability below).
  ——————————————————
   Str 22, Con 20, Dex 8, Int 4, Wis 10, Cha 4
   Prime Strength and Constitution
   Skills Athletics +21, Endurance +20, Intimidate +16
  ——————————————————
   FP 4 ; Patron Deity Mithrais, Nefriti or 
  Rorax 
   Multiclassing Barbarian, 
  blackguard, fighter or warlock
   Treasure None 
  Base Abilities
  Flesh golems have the following abilities.
   Construct Traits: Flesh golems are immune to all 
  ailments including poison and disease. They do not need to breathe, 
  eat or sleep and have no need to make Endurance checks. They are 
  immortal and cannot be raised from death if slain except using Mir-
  acle or Wish. A flesh golem gains only ½ the benefit of cure spells. 
  However, once daily, it may attempt a DC 15 Mechanics check to 
  regain a number of hit points equal to the check result minus 15.
   Control Pearl: Each flesh golem is keyed to its creator 
  using a magical pearl that is placed within its brain case during cre-
  ation. So long as the pearl is present and intact, the supron only 
  obeys the master and no one else. 
   However, whenever the flesh golem suffers wound damage, there 
  is 10% chance that it will go berserk for 2 minutes, during which 
  time it seeks to attack and kill its master, after which it cries and 
  moans remorsefully.
   Fast Healing: A flesh golem automatically heals 2 wound 
  points at the start of each turn. This occurs even if it is unconscious.
   Great Carry Capacity: A flesh golem can carry 750 
  pounds, or 3 Medium or 6 Small creatures, in addition to any other 
  weight normally allowed, and not be overloaded, 
  and can drag up to 3,750 pounds or support 
  +25 slots. This is equivalent to a war-
  horse. Thus, a flesh golem  carries 47 
  slots normally.
    Greater Rage: Once daily as a swift 
  action, a flesh golem can fly into a rage for 
  2 minutes. In a rage, it temporarily gains 
  a +2 bonus on Will and attack rolls, deliv-
  ers +10 damage, and enjoys +10 vitality. The 
  bonus vitality goes away when the rage ends. 
  While raging, the flesh golem cannot use 
  any Charisma-, Dexterity- or Intelligence-
  based skills except Acrobatics. It cannot use 
  abilities that require concentration, activate 
  craft abilities or magic abilities except boons 
  from its deity, or activate magic items except 
  armor and weapons. It may prematurely end 
  the rage as a swift action. After raging, it loses 
  the rage modifiers and restrictions and might 
  normally be fatigued for 5 minutes (but as a 
  construct is it immune to fatigue).
   Immunity to Magic: A flesh 
  golem is immune to all magic attacks and 
  effects--beneficial, baleful or otherwise-
  -that allow a save to resist. Moreover, even 
  attacks that allow a save to resist have a 50% 
  chance to fail against a flesh golem.
    Special Energy Effects: A 
  flesh golem has certain weaknesses and 
  resistances. Whenever it suffers cold or 
  fire damage, it is slowed to ½ speed for 2 
  minutes. Acid delivers 2x normal damage. 
  Finally, electrical energy causes no harm 
  to it and instead heals it an amount equal 
  to ½ the damage normally 
  dealt.
   
  Trackless 
  Step: A flesh golem 
  leaves no trail in natural 
  surroundings and cannot 
  be tracked. It may choose 
  to leave a trail.
  Monster Folio
  
  16
   
  Ghost
  These spirits of the dead haunt the living and refuse to pass on.
  Appearance & Culture
  Ghosts are known by many names: banshees, haunts, poltergeists, 
  spectres, wraiths, and more. All share a common origin. They are 
  born from a soul that died by violence and never tasted justice. Sadly, 
  those slain by ghosts often become ghosts themselves due to their 
  violent deaths.
   A ghost usually looks much as it did in life and can be easily recog-
  nized by those who knew the individual or have seen the individual’s 
  face in a painting or drawing. In many cases, the evidence of a violent 
  death is visible on its body. As an incorporeal creature, a ghost is 
  weightless and can only be struck by magic except for brief moments 
  when they materialize.
   Among varieties of ghosts, the haunt is the most harmless though 
  it is perhaps the most difficult to vanquish. A poltergeist can throw 
  objects and draw a hapless victim into its astral realm. The banshee 
  is said to be the spirit of a betrayed lover. It can appear as a beautiful 
  object of desire that, when scorned, produces a mortifying wail. A 
  nightmare lulls victims to sleep and transforms into a deadly terror 
  of tentacles and fangs against those who resist. A phantasm evokes 
  people’s greatest fears. A wraith kills through aging and halting the 
  heart. Worst of all is the spectre. Though powerless in sunlight, it can 
  appear in multiple places at once and, by its touch, drain a creature’s 
  vital energy.
   Ghosts come in every alignment. Even good and innocent souls 
  may reach beyond the grave to avenge or simply right misdeeds of 
  the evil. That said, ghosts are often blind to the effects of their unlife.
    
  Ghost (lvl 6)
  Ghosts have the following statistics.
   Type Undead
   Size Medium
   Alignment Any (usually neutral evil)
  ————————————————————————
   Lore Check Religion DC 22
   Bypass Diplomacy and Insight each DC 27 (or DC 22 when 
  presenting an item the ghost possessed in life)
  ————————————————————————
   Senses Darkvision
   Perception +0 ; Stealth +12 (+17 in darkness)
   Languages Common or 1 other language spoken in life.
   Initiative +2
  ————————————————————————
   Speed 10 ft ; Fly 30 ft in darkness, 10 ft in shadow, 0 ft in light.
   Attack d20+5
   Weapons Slam (1d6)
   Damage +0
  ————————————————————————
   Armor None ; DR 0
   Wounds 5
   Vitality 42
   Fortitude 14, Reflex 15, Will 17
   Special Incorporeal
  ————————————————————————
   Str 10, Con 10, Dex 10, Int 11, Wis 11, Cha 14
   Prime Dexterity and Charisma
   Skills None
  ————————————————————————
   FP 3 ; Patron Deity Lilith or Nefriti 
   Multiclassing Bard, necromancer, shadowcaster or shaman
   Treasure Keepsake items worth 600 gp in lair
  Base Abilities
  All ghosts have the following abilities.
    Bound By Death: A ghost cannot move more than 120 
  ft from its place of death until it completes its Task of Vengeance 
  (below), after which it may roam freely up to 10 miles per level 
  from its place of death. No ability or agent or force except Miracle 
  or Wish can break this limitation.
   Detect LivingM: The ghost learns whether an adjacent creature 
  is alive.
   Far HandM: A ghost can telekinesis a single unattended object 
  weighing up to 5 pounds out to a distance of 30 ft.
   Ghostly SpawnM: A creature slain by a ghost rises as a ghost 
  1 week after death unless it resists using Will or its killer is destroyed 
  beforehand.
   IncorporealM: A ghost is naturally incorporeal. Mundane 
  attacks against incorporeal creatures have a 90% miss chance and 
  magic attacks have a 50% miss chance. Incorporeal creatures cannot 
  handle solid objects, can pass through solid objects such as walls, may 
  choose to be invisible to enjoy a +20 bonus on Stealth checks, and 
  must materialize to make attack rolls. Materializing and dematerial-
  izing are swift actions that cost 5 vitality each.
   IndestructibleM: One week after being slain as a ghost, 
  it returns to its state of unlife with 1 wound point. This ability fails 
  if the ghost’s original bodily remains are burned with salt to ash 
  (requires 2 minutes plus 1 vial of salt and a source of fire).
   Revitalizing TouchM: When a ghost successfully slams a 
  foe, it heals ½ the damage dealt up to its normal maximum wounds.
   Task of Vengeance: When a ghost’s original killer is 
  slain or dies a natural death, the ghost may choose to end its state 
  of undeath. This is resolved by overcoming its own Will. A cleric or 
  other agent or spell might help it move on.
   Undead Traits: Ghouls are immune to all ailments includ-
  ing poison, necrosis, and disease. They do not need to breathe, eat or 
  sleep and have no need to make Endurance checks. They regain hit 
  points from necrotic or vile energy and are harmed by holy and cure 
  energy. They are immortal and cannot be raised from death if slain.
   Unnatural Aura: Animals, whether wild or domesti-
  cated, sense the unnatural presence of a ghost at a distance of 30 ft. 
  They do not willingly approach nearer than that and panic if forced 
  to do so. They remain frightened as long as they are within 30 ft.
  Banshee
  These scorned ghosts have the following additional abilities. 
   Romantic DisguiseM: A banshee’s surface traits—hair 
  color, garment style, gender, voice pitch, etc—transmute to grant 
  it a +10 bonus on Disguise checks for up to 1 hour to look highly 
  appealing to 1 nearby person of its choice. It can grow or shrink 1 ft. 
  While in this form, it also enjoys a +5 bonus on Diplomacy checks, 
  or +10 in romantic situations. Costs 1 vitality.
   Wail of the BancheeM: All persons within 30 ft must 
  resist using Will or be reduced to -1 wound points and begin dying. 
  Targets that resist suffer 3d6 damage instead. Costs 10 vitality.
  Haunt
  These frightening but harmless ghosts have the following additional 
  abilities. 
     Dodge: As an immediate action, the haunt chooses to ignore 1 
  impending melee weapon attack before it knows whether the attack 
  hits. Costs 2 vitality.
   Frightful MoanM: All living creatures in a 30-ft cone 
  panic and flee for 4 hours + 1 hour per level if they fail to resist 
  using Will. If a creature cannot flee, it cowers defensively. Even if the 
  save succeeds, a creature is shaken for 1 round. Costs 5 vitality. 
   Ghostly PossessionM: Once daily, a ghost can attempt 
  to possess a living or dead person or animal. Possession of a dead 
  creature causes it to animate and act as if alive—the corpse does not 
  become undead, and the ghost cannot possess undead. A living crea-
  ture may use Will to resist. If the ghost’s attack succeeds, it merges 
  with the target. The host loses its free will and is under the total con-
  trol of the ghost for 5 minutes or until Exorcism is successful against 
  it, at which time the possession ends. Costs 10 vitality.
  Monster Folio
  
  17
   IllusionistM: A haunt can conjure 4 torch-like orbs, 1 human-
  oid apparition, 4 voices, 1 loud animal or machine noise, or a series of 
  amusing stage tricks. The effects last 5 minutes, remain within 30 ft, 
  and do not cause damage or require a save, though they might fool the 
  unwary. 
  Nightmare
  These frightening ghosts have the following additional abilities. 
   Form of DoomM: The ghost acquires a nightmarish form of 
  ooze-slick skin, lashing tentacles, and fright-inducing countenance. It 
  gains DR 10, a +10 bonus to Strength-based checks, nethersight, fast 
  healing 5, and a nest of tentacles that grant it 4 bonus melee attacks 
  per round at a -2 penalty on its attack roll. Each tentacle has 15 ft 
  range, inflicts 2d8 damage and causes a struck foe to be frightened if 
  the ghost beats its Will. Costs 25 vitality.
   SlumberM:  Up to 1 living creature per level within 30 ft falls 
  asleep for 5 minutes, or is dazed for 1 round if Will resists. Apply 
  -5 on the attack if the target is above 5th level. A sleeping creature’s 
  allies can use a standard action to wake him. Costs 2 vitality.
  Phantasm
  These ghosts have the following additional abilities. 
   Phantasmal KillerM: The phantasm targets 1 sentient 
  person within 15 ft and conjure an apparition of the most frightening 
  thing he can imagine. Only the target sees the apparition. If  Will fails, 
  he believes the apparition is real and must resist using Fortitude or fall 
  unconscious for 5 minutes. Nothing but wound damage wakes him. 
  Persons immune to sleep or fear ignore this ability. Costs 2 vitality.
    MirageM: A phantasm can create an illusion of 1 creature or 
  object with full auditory, visual, tactile, olfactory, and thermal ele-
  ments. The illusion can be as small as a coin or house fly (size Tiny) 
  or as large as a keep or ancient dragon (size Huge). The illusion func-
  tions as if it were real. If a creature actively attempts to believe, the 
  ghost must beat its Will or the effect ends for that creature. The illu-
  sion lasts as long as the phantasm concentrates as a standard action 
  each round + an additional 1d4 rounds. Costs 10 vitality.
  Poltergeist
  These angry and destructive ghosts have the following additional 
  abilities. 
   Etheric MazeM: One adjacent target vanishes as it is drawn 
  into an incorporeal trap. Due to disorientation and the poltergeist’s 
  malevolent power, the target is caught in a maze for 5 minutes. Each 
  and any round on its turn, the subject can escape unless the pol-
  tergeist beats its Will. When it escapes, the subject reappears in the 
  space it departed from, or the nearest open space. Costs 10 vitality. 
   Force PushM: One target up to size Large within 15 ft is 
  pushed back 10 ft, or 5 ft if Fortitude resists. Costs 1 vitality.
   WindstormM: A ghost can conjure a 15-ft-radius windstorm 
  and cause objects under 5 pounds to fly dangerously. Creatures in 
  the area suffer 1d6 damage per level (max 10d6) if Reflex fails to 
  resist, otherwise they suffer ½ damage. The ghost is unaffected by 
  the windstorm. Costs 2 vitality.
  Spectre
  These despairing ghosts have the following additional abilities. 
   Aura of DespairM: Foes with 10-ft of a spectre automati-
  cally suffer a -2 penalty on their saves due to its malign aura. The aura 
  persists even when the spectre it is unconscious.
   Energy DrainM: When the spectre beats an adjacent crea-
  ture’s Reflex, the creature suffers 1d6 necrotic damage per level 
  (max 10d6). Simultaneously, the spectre gains temporary wound 
  points for 5 minutes equal to the damage dealt. It can only benefit 
  from a single use of this ability at a time.
   Mirror ImageM: A spectre can conjure 1d4+1 duplicates 
  of itself for 5 minutes. Whenever a foe successfully strikes the spec-
  tre, it has a 50% chance to strike and dispel 1 image instead. Costs 2 
  vitality.
   Spectral HandM: The spectre conjures a ghostly hand for 
  5 minutes that can manipulate objects at a distance out to 120 ft. By 
  concentrating as a move action, the spectre moves the hand up to 30 
  ft. The hand has the same agility as its own and can deliver abilities 
  that normally affect adjacent foes. It has DR 10, 1 vitality point per 
  level, and saves equal to its own. Costs 1 vitality.
   Sunlight Powerlessness: Spectres are powerless in 
  natural sunlight and flee from it. A spectre caught in sunlight cannot 
  attack and can take only a single move or attack action each round.
  Wraith
  These ghosts have the following additional abilities. 
   Deadly WastingM: All living creatures within 30 ft 
  permanently age 1 category, or are merely dazed for 1 round if For-
  titude resists. Multiple attacks stack such that a creature may die of 
  old age. Remove Curse reverses the aging but cannot undo death. 
  Costs 5 vitality.
   Stop the HeartM: The wraith targets 1 adjacent living crea-
  ture. If the target fails to resist using Will, it is reduced to -1 wound 
  points. If the wraith beats its Fortitude 1 round later, the target dies. 
  Costs 5 vitality.
   Sunlight Powerlessness: Wraiths are powerless in 
  natural sunlight and flee from it. A wraith caught in sunlight cannot 
  attack and can take only a single move action each round.
  Vengeful Ghost (lvl 9)
  These ghosts are more powerful than most and often hunt specific 
  living prey who remind them of hated foes in life. Apply +21 vitality, 
  +1 saves, +1 attacks, +1 DR, and the following abilities.
   LevitateM: When the ghost concentrates as a standard action, it 
  mentally moves 1 target weighing up to 250 pounds a distance of 30 
  ft up or down. It can move itself, a willing creature or an unattended 
  object out to a distance of 60 ft. Costs 2 vitality.
   Locate CreatureM: The ghost concentrates for 1 minute to 
  locate a specific familiar creature or type of creature within 500 ft. If the 
  creature is present, it learn the distance and direction. Costs 5 vitality. 
   Multi-Slam: This ghost can make 2 slam attacks as a standard 
  action, without penalty, against foes adjacent to it.
   Track: Apply a +5 bonus on Survival checks, or a +10 bonus 
  when tracking in natural environments.
   Vengeful Slam: As a move action, apply +1d6 necrotic 
  damage per level (typically +9d6 damage), or ½ that amount if Will 
  resists, to the ghost’s next slam attack that round. Costs 2 vitality.
  Elder Ghost (lvl 12)
  These undead are leaders among ghosts and can call their own kind. 
  In addition to the abilities of 1 type of ghost above, apply +42 vital-
  ity, +3 saves, +3 attacks, +3 DR, and the following abilities.
   Ancient Lore: An elder ghost has lived decades if not centu-
  ries or millennia and enjoys a +10 bonus on Arcana, History, Insight, 
  and Religion checks. If a character moves the elder ghost to friendly 
  status, then the ghost may use these skills to assist the character.
   Death ZoneM: An elder ghost fills a 30-ft-radius area around 
  it with vile energy that lasts 4 hours + 1 hour per level. In the area, 
  undead enjoy a +2 bonus to all d20 rolls and living creatures do not 
  heal damage. This ability negates the effect of the Consecrate ability. 
  Costs 10 vitality.
   Redouble: Twice daily, an elder ghost may recover 4d6 vitality 
  after 1 minute of rest. 
   Summon GhostsM: An elder ghost can perform a 1-min-
  ute ritual to summon 1 or more standard ghosts to serve it for 1 
  hour, after which they return to their home realm. Their total levels 
  equal the elder ghost’s level (typically, 2 ghosts). These ghosts will 
  seek to pervert the elder’s instructions when possible in order to slay 
  the living. Costs 10 vitality.
   WeirdM: As Phantasmal Killer (under the phantasm ghost 
  above), but affects all living creatures within a 30-ft-radius around 
  the elder ghost. Costs 10 vitality.
  Monster Folio
  
  18
   
  Ghoul
  These cunning and ravenous undead are quick and noxious.
  Appearance & Culture
  Ghouls exist in a shadowy realm of sin, savagery, and insanity. At 
  best, they recall random bits of their mortal lives and lurk near civi-
  lized areas. They often hoard half-remembered items of value and 
  stay close to people and places that remind them dimly of their past 
  lives. Most of all, however, they are hungry and angry, and seek to 
  kill the living to relieve some of their undead pain.
   Ghouls look similar to how they did in life, but with gaunt fea-
  tures, bloodshot eyes, and purplish skin that looks burnt by the sun 
  or buried for years. A ghoul’s stench and touch can panic and para-
  lyze the living, and its bite conveys disease or worse. Those killed 
  by these feral undead usually rise to join their killers within a night. 
  Ghouls flee from sunlight, which dazes, burns, and blinds them.
    Ghouls hunt alone or in packs. They rarely organize themselves 
  long-term and will only consider orders from necromancers and more 
  powerful undead. Even then, a ghoul may turn on its master at any 
  time. Ghouls lack a unique culture. They usually keep a lair in a cem-
  etery, underground crypt or cave complex and may be found guarding 
  evil temples. Advanced ghouls are called ghoul kings or ghasts.
  Ghoul (lvl 2)
  Ghouls have the following statistics.
   Type Undead
   Size Medium
   Alignment Any evil
  —————————————————  
   Lore Check Religion DC 14
   Bypass Intimidate DC 24 (or DC 19 and evil 
  alignment).
  —————————————————
   Senses Darkvision
   Perception +5 ; Stealth +16
   Languages Common 
   Initiative +4
  ————————————————
   Speed 40 ft
   Attack d20+7 (+9 bite)
   Weapons Bite (3d6) or 2 claws (1d4 each)
   Damage +4
  —————————————
   Armor Tough skin ; DR 1
   Wounds 10
   Vitality 16
   Fortitude 15, Reflex 19, 
  Will 13
  —————————————
   Str 19, Con 14,  Dex 23, Int 9, 
  Wis 10, Cha 6
   Prime Strength and Dexterity
   Skills Acrobatics +11,  Athletics +19
  ————————————————————————
   FP 1 ; Patron Deity Lilith, Nefriti or Thulzuur
   Multiclassing Barbarian, necromancer, rogue or 
  shadowcaster
   Treasure None
  Base Abilities
  Ghouls have the following abilities.
      Daylight Damage: While in natural daylight or a Daylight 
  spell’s area, a ghoul is blinded and suffers 2 wound points per round 
  (no save). Also, it is dazed for 1 round when first exposed to such light. 
   Paralyzing TouchM: An adjacent creature must resist 
  using Reflex or be paralyzed for 2 minutes. Each round on its turn, 
  the creature has a 50% chance to briefly recover and take a single 
  action that round. Otherwise, it cannot move, attack, use abilities 
  or take other actions except use divine boons. A creature can be 
  affected once by this ability in a 24-hour period. Costs 5 vitality.
   SpawnM: A person slain by a ghoul rises as a ghoul on the first 
  midnight after its death but no earlier than 24 hours after death.
   Taint AuraM: As a swift action, adjacent living creatures 
  must resist using Will or gain 1 point of taint. When a creature’s taint 
  score exceeds its Wisdom score, its goes insane. Costs 1 vitality.
   Undead Traits: Ghouls are immune to all ailments includ-
  ing poison, necrosis, and disease. They do not need to breathe, eat or 
  sleep and have no need to make Endurance checks. They regain hit 
  points from necrotic or vile energy and are harmed by holy and cure 
  energy. They are immortal and cannot be raised from death if slain.
  Bonus Abilities
  A ghoul selects 2 abilities from the following list.
     Agile Prowess: Boost Athletics and Acrobatics checks by +5.
   Aquatic Adaptation: Halve the ghoul’s land speed and 
  give it a swim speed of 40 ft. The ghoul must submerge itself for at 
  least 1 hour daily or suffer fatigue until the next day.
   
  Blinding Spittle: The ghoul targets 1 foe 
  within 15 ft with vile spittle. If the ghoul beat the tar-
  get’s Reflex, the target suffers 1 wound damage and is 
  blind for 2 minutes.
   Caustic Vomit: Living creatures within a 
  15-ft cone suffer 1d6 acid damage per level (typi-
  cally 5d6, max 10d6) as the ghoul expels foul, tar-
  like vomit. Costs 2 vitality.
     Cunning: Apply a +5 bonus on Percep-
  tion and Stealth checks.
   
  Facade of LifeM: The ghoul enjoys 
  a +10 bonus on Disguise checks to look, 
  sound, and smell like a person.
   Ghoul Fever: A bitten person must 
  resist using Fortitude or become fatigued 
  and infected with a vile disease. Each day, 
  an infected victim has a 50% chance to 
  end the effect. After 3 failed tries, the 
  victim transforms into a ghoul. Three success-
  ful tries ends the magic. Only Miracle or Wish 
  reverses the final effect. A target that makes its 
  initial save is immune to the disease transmitted 
  by that particular ghoul.
   
  Grave Sage: Apply a +5 bonus on 
  Religion and Intimidate checks.
   Pack Tactics: Apply a +2 bonus on 
  attacks when adjacent to another ghoul.
    Smell Fear: The ghoul detects 
  the presence and location of the nearest 
  person within 15 ft who fails resist using 
  Will. 
   
  Stench: Living creatures within 5 ft 
  are sickened for 2 minutes if they fail to resist using For-
  titude. A sickened creature suffers a –2 penalty on all dice rolls and 
  saves. Costs 2 vitality.
   Unholy FormM: The ghoul enjoys +2 DR but suffers 1d8 
  holy damage from a direct hit by holy water.
   Weapon Use: The ghoul is proficient with 1 weapon group.
  Ghast (lvl 5)
  Apply +21 vitality, +1 saves, +1 attacks, and +2 DR. 
   Bonus Abilities: Select 3 more bonus abilities from the list 
  above (for 5 total).
   Fast Healing: A ghast always stabilizes. Also, each  round at 
  the end of its turn while touching the earth, it automatically heals 1 
  wound point. This occurs even if it is unconscious but not dead.
   Rake: When both claws hit, the ghast automatically rakes to 
  inflict an additional 1d6 wound damage.
  Monster Folio
  
  19
   
  Gnoll
  These savage hyena-like humanoids enjoy eating victims alive.
  Appearance & Culture
  A gnoll is a savage hyena-like humanoid with a snout, toothy maw, 
  and beady eyes. Adult gnolls stand 7½ ft tall and weigh 300 pounds. 
  They have brown or gray fur but tend to dye their hair in orange, red 
  or blue stripes.
   Gnolls are rapacious and cruel. Their ceaseless hunger and foul 
  temper drives them to hunt and eat prey alive, preferably still kick-
  ing and screaming. Gnolls tend to gather around the strongest pack 
  member and hunt without coherent tactics. Individual gnolls kill for 
  personal glory and fun rather than to support their tribe. Gnolls 
  rarely cooperate for long with other creatures or even each other.
   Gnoll culture emphasizes strength and fertility. The most warlike 
  become ravagers, who are insane warriors that deftly stalk prey and 
  keep fighting until the moment of death. In each tribe, a few pups 
  are born capable of magic. The most adept of these pups slays the 
  others as part of claiming the title of tribal shaman.
   Legends describe demonic gnolls called flinds. They may be 
  possessed after eating demon carrion or perhaps they are the 
  spawn of gnoll warriors with demons.
  Gnoll (lvl 2)
  Gnolls have the following statistics.
   Type Mutant
   Size Medium 
   Alignment Usually chaotic evil
  ———————————
   Lore Check Nature DC 14
   Bypass Intimidate DC 19 plus 
  speak Abyssal
  —————————————
   Senses Darkvision, scent
   Perception +5 ; Stealth +1
   Languages Gnoll plus Abyssal or 
  Common. 
   Initiative +1
  ———————————————
   Speed 30 ft 
   Attack d20+4 (+6 flail)
   Weapons Bite (1d6), battle axe 
  (1d8), flail (3d6, 10 ft reach), short bow 
  (1d6, 60 ft), or hunting rifle (2d10, 80 ft)
    Damage +3
  —————————————
   Armor Studded leather over 
  thick fur ; DR 4
   Wounds 13
   Vitality 16
   Fortitude 15, Reflex 11, Will 10
  ————————————————————————
   Str 17, Con 15,  Dex 12, Int 8, Wis 10, Cha 8
   Prime Strength and Constitution
   Skills Athletics +10, Endurance +18, Intimidate +10, Nature 
  +1, Survival +7, Warcraft +6
  ————————————————————————
   FP 1 ; Patron Deity Phane, Thulzuur or Tiamat
   Multiclassing Barbarian, ranger, shaman or warlock
   Treasure Armaments, poisons, and other items worth 200 gp 
  on its person or in its lair.
  Base Abilities
  Gnolls have the following abilities.
   Firearms Proficiency: A gnoll knows firearms.
    Longstrider: A gnoll can boost its speed by +10 ft for 1 
  hour. Costs 1 vitality.
   Scent: A gnoll can detect creatures within 30 ft by sense of 
  smell. If a creature is upwind, the range increases to 60 ft. If it is 
  downwind, the range drops to 15 ft.
    Second Wind: Once daily after 1 minute of rest, a gnoll 
  recovers 4d6 vitality.
   Trip: An adjacent foe must resist using Reflex or be knocked to 
  the ground, suffer 1d6 damage, and be made prone.
  Gnoll Ravager (lvl 4)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   Multi-Attack: A gnoll ravager can make a bite attack and 
  use its melee weapon at the same time. When it does so, it suffers a -2 
  penalty on all its attack rolls that round.
   Diehard: When a gnoll ravager falls below 0 wound points, it 
  remains conscious and continues to take a single move or standard action 
  each round until it reaches -10 hit points, at which time it dies.
   Self-Healing: Once daily, the gnoll heals all vitality damage.
   Terrifying Howl: A gnoll ravager’s cry frightens foes. All 
  foes within 30 ft who hear the cry suffer a -5 penalty on attacks and 
  saves for 2 minutes if the gnoll beats their Will. Otherwise, they are 
  merely shaken. Costs 5 vitality.
   Woodland Sneak: Apply a +5 bonus to Stealth 
  checks, or a +10 bonus in outdoor areas.
  Gnoll Shaman (lvl 4)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the fol-
  lowing abilities.
   
      Divine Healer: Boost Heal and Religion checks by +5.
     Healing Touch: The gnoll’s fresh spittle, when 
  applied to an adjacent ally, cures 1d8 wound points + 1 point 
  per level. A gnoll can benefit only 3x daily from this ability. 
  Other creatures can benefit once daily. Costs 1 vitality.
   
  InvisibilityM: The gnoll shaman or a touched 
  ally turns invisible for 5 minutes or until the subject attacks, 
  whichever comes first. Invisibility boosts Stealth checks by 
  +10 and refuses line of sight. Costs 2 vitality.
   
  Poison Use: A gnoll shaman never risks accidentally 
  poisoning itself when applying poison to a blade, and it may apply 
  poison as a move action (rather than the usual standard action).
   
  Resist EnergyM: The gnoll shaman or a touched ally 
  enjoys +10 DR against 1 energy type or +2 DR against all 
  energy types for 5 minutes. Costs 1 vitality.
    
  Ruinous ChantM: A gnoll shaman can chant to 
  produce a wave of crackling energy that flashes outward in a 90-ft 
  radius. All creatures except gnolls and fiends caught in the area suf-
  fer 1d6 vile damage per level, or ½ damage if Will resists. Costs 
  5 vitality.
  Flind (lvl 8)
  This demonic gnoll is taller than its cousins and reeks with dis-
  ease and poison. Apply +42 vitality, +3 saves, +3 attacks, +3 DR, 
  and the following abilities.
   Disease CarrierM: Every flind is host to a magical disease 
  to which it is immune. A flind has a 5% chance per round of trans-
  mitting its disease to adjacent living creatures except other gnolls. A 
  diseased creature is permanently fatigued, and each day it suffers 1d6 
  vitality damage and 1 wound damage until healed using both Cure 
  Ailment and Remove Curse.
   Poison Bite and Claws: As a swift action, a foe struck by 
  the flind’s bite or claws must resist using Fortitude or suffer an addi-
  tional 1d4 vile wound damage.
   Oversized Double Flail: A flind is proficient with a 
  Large double flail, which has 15-ft reach. Also, the flind enjoys 2 
  attacks as a standard action without penalty using this flail and each 
  side of the flail delivers 5d6 damage. Finally, a Medium or smaller 
  foe struck by this flail must resist using Fortitude or fall prone.
  Monster Folio
  
  20
   
  Griffon
  This powerful mount is a majestic blend of lion and eagle.
  Appearance & Culture
  Griffons make fine mounts and aerial defenders, and they 
  blend many of the best qualities of lions and eagles. An 
  adult is about 8 ft long with a 25-ft wingspan and weighs 
  500 pounds. While they lack a lion’s mane, they sport a 
  lion’s tail, claws, and fur along with an eagle’s beak, eye-
  sight, and wings. Griffons are predators with keen percep-
  tion, fearlessness, acrobatic flight skills, and a basic sense 
  of warcraft.
   Griffons are fairly intelligent and can be trained to handle a rid-
  er’s instructions even in the thick 
  of battle. Training a friendly grif-
  fon takes 6 weeks of work (at 
  least 1 hour per day) and a DC 
  28 Handle Animal check at the 
  end of the training period (or use 
  DC 23 when you provide 10 pounds 
  of horse meat per day). Training a griffon 
  at any age is dangerous work. You can hire a 
  skilled trainer for 15 gp per day, or 600 gp for 
  the 6 weeks. This includes all food and supplies.
   An untrained adult griffon fetches 1,800 gp. A trained 
  adult, juvenile or egg fetches 1,600 gp.
   
  Griffon (lvl 6)
  Griffons have the following statistics.
   Type Magical Beast
   Size Large
   Alignment Usually neutral
  ————————————————————————  
   Lore Check Nature DC 22
   Bypass Handle Animal 32 (or DC 27 and offer of 10 pounds of 
  horse meat)
  ————————————————————————  
   Senses Darkvision, low-light vision, scent
   Perception +6 ; Stealth +1
   Languages Understand Common and Aural.
   Initiative +3
  ————————————————————————
   Speed 30 ft ; Fly 80 ft
   Attack d20+7
   Weapons Bite (2d6) or 2 claws (1d4 each) ; Multi-
  Attack
   Damage +4
   Special When 2 claws hit, the griffon rakes to automatically 
  inflict an additional 1d6 wound damage.
  ————————————————————————
   Armor Thick hide ; DR 5
   Wounds 15
   Vitality 44
   Fortitude 17, Reflex 18, Will 16
  ————————————————————————
   Str 18, Con 14, Dex 16, Int 5, Wis 12, Cha 8
   Prime Strength and Dexterity
   Skills Acrobatics +13, Athletics +14, Endurance +5, Intimi-
  date +12, Survival +4, Warcraft +0 
  ————————————————————————
   FP 3 ; Patron Deity Corvis, Greenwyrm or Iris
   Multiclassing Barbarian, Druid, Ranger or Shifter
   Treasure Items worth 600 gp scattered in and below nest
  Base Abilities
  Griffons have the following abilities.
   Fearlessness: Griffons are immune to fear effects.
   Hover: While flying, a griffon can halt its for-
  ward motion and hover in place as a move action. 
  It can then fly in any direction including straight 
  up or straight down at ½ speed. If it begins its 
  turn hovering, it can use its entire turn to 
  engage in other actions.
   Improved Carry Capacity: A 
  griffon can carry 250 pounds, or 1 Medium 
  or 2 Small creatures, in addition 
  to any other weight normally allowed, 
  and not be overloaded, and can drag up 
  to 1,250 pounds or support +8 encumbrance slots. This is 
  equivalent to a donkey.
   Limited Flyby Attack: While flying and attacking with 
  its bite or claws, a griffon can move both before and after the attack, 
  provided that the total distance moved is not greater than ½ its fly 
  speed (45 ft).
   Charge: As a swift action, apply +5 damage to the griffon’s 
  next bite or claw attack that round. The griffon must move at least 
  10 ft just prior to using this ability.
   Scent: Griffons can detect creatures within 30 ft by sense of 
  smell. If a creature is upwind, the range increases to 60 ft. If it is 
  downwind, the range drops to 15 ft.
  Alphon Griffon (lvl 8)
  This lordly griffon, called an alphon, often heads a pride of a half-
  dozen adult and juvenile griffons. Apply +14 vitality, +1 saves, +1 
  attacks,  +1 DR, and the following abilities.
   Great Rallying Cry: This griffon can summon 1d4 grif-
  fons within a 2-mile radius. The griffons arrive in 1 minute to sup-
  port the alphon to the best of their ability and remain for up to 1 
  hour or until the alphon is dead or dismisses them.
   Majestic Aura: Creatures within 30 ft with fewer levels 
  than the alphon suffer a -5 penalty on their initiative roll as they 
  hesitate in awe of the alphon. 
  Juvenile Griffon (lvl 4)
  A juvenile griffon or griffonette is a formidable and fearless defender 
  or mount for Small riders. Apply -14 vitality, -1 saves, -1 attack, 
  and -1 DR. Also, it loses the adult griffon’s Hover, Improved Carry 
  Capacity, and Limited Flyby Attack abilities.
  Monster Folio
  
  21
   
  Homunculus
  These tiny artificial creatures make ideal laboratory helpers.
  Appearance & Culture
  Homunculi are common magical companions of artificers, wizards, 
  and other spellcasters. They are tiny, stealthy, and intelligent con-
  structs crafted from leather, tin, and so forth. They make wonderful 
  scouts and spies. Unfortunately, homunculi are weak and a careless 
  newling is prone to be slain from a single blow.
   Homunculi are brought to life by magic. A character with the 
  Summon Familiar ability may purchase materials that he knits into 
  a puppet and then conducts the proper ritual to animate it. A newl-
  ing homunculus can see in darkness, sneak around, deliver a poison-
  ous bite, survive heat and cold with ease, and assist its master in the 
  repair and creation of items in his laboratory.
    As the homunculus gains confidence and stability, its master can 
  augment it with wings and other features in a few weeks time. A 
  crafty master can augment a homunculus in order to “see” and “hear” 
  through its senses. 
   Upon reaching maturity, a homunculus takes up a magical pro-
  fession, though it always remains behind its master (its level never 
  equals or exceeds its master’s level). 
  Homunculus (lvl 2)
  Homunculi have the following statistics.
   Type Construct
   Size Tiny
   Alignment Usually lawful 
  neutral
  ————————— 
  Lore Check Arcana DC 14
   Bypass Arcana and Intimidate 
  each DC 19
  —————————
   Senses Darkvision
   Perception +5 ; Stealth 
  +23
   Languages Common 
  (or other language of its creator).
   Initiative +0
  ———————————
   Speed 20 ft ; Fly 30 ft
   Attack d20+4
   Weapons Bite (1d3 + poison, no reach)
   Damage -1
  ————————————————————————
   Armor Light metal skin ; DR 3
   Wounds 8
   Vitality 15
   Fortitude 11, Reflex 15, Will 12
   Special Construct traits, evasion, endure elements
  ————————————————————————
   Str 8, Con 12, Dex 17, Int 13, Wis 10, Cha 6
   Prime Dexterity and Intelligence
   Skills Acrobatics +13, Appraise +11, Arcana +11, Craft +11, 
  Literacy +11, Mechanics +13, Technics +18, Trick +11
  ————————————————————————
   FP 1 ; Patron Deity Maiya, Mithrais or Rorax 
   Multiclassing Artificer, rogue, sage or wizard
   Treasure None
  Base Abilities
  Homunculi have the following abilities.
   Construct Traits: Homunculi are immune to all ail-
  ments including poison and disease. They do not need to breathe, 
  eat or sleep and have no need to make Endurance checks. They are 
  immortal and cannot be raised from death if slain. A construct gains 
  only ½ the benefit of cure spells. However, once daily, it may regain 
  a number of hit points equal to Mechanics check results minus 15. 
     Endure Elements: A homunculus ignores the effects of 
  extreme temperature. It can exist comfortably in conditions between 
  -40º and 140º F without harm. Its gear is also protected. This ability 
  is continuously in effect even when it is unconscious.
   Evasion: When a homunculus attempts a Reflex save that 
  delivers partial damage even on a successful save, the homunculus 
  instead takes no damage. It still takes full damage on a failed save. 
  A homunculus does not gain this benefit when it is helpless or over-
  loaded.
   Mortal Bond: A homunculus enjoys a special bond with its 
  master, the creature that created it. It is completely loyal and does its 
  best to provide aid. The homunculus and master always know each 
  other’s general health and disposition.
   Somnolent Bite: Whenever a homunculus successfully 
  bites a foe, it may add a  mild poison to the bite as a swift action. The 
  foe must resist using Fortitude or fall asleep for 2 minutes or for 1d4 
  rounds if the target is above 5th level. Costs 1 vitality.
  Advanced Homunculus (lvl 4)
  An advanced homunculus is highly useful. Apply +14 vitality, +1 
  saves, +1 attacks, +1 DR, and the following abilities.
   
  Identify: The homunculus enjoys a +5 bonus on Appraise 
  checks. Also, after expending 1 hour of study and 1 vitality, it 
  determine all properties of an adjacent magic item within view. 
  It doesn’t need to touch the item when doing so.
   InvisibilityM: The homunculus or its adjacent master 
  turn invisible for 5 minutes or until the subject attacks, whichever 
  comes first. Invisibility boosts Stealth checks by +10 and refuses 
  line of sight. Costs 2 vitality.
    Magic Resistance: A homunculus enjoys a +5 bonus 
  on saves to resist magic abilities. Also, when it is targeted by 
  a magic ability that does not allow a save, the homunculus’s 
  foe must beat its Fortitude anyway, and if the homunculus 
  successfully resists then the magic has no effect. 
   
  Sense LinkM: A homunculus can establish a 
  perceptual bond with its master for 5 minutes. The master 
  must be within 30 ft to form the bond. Each round, 
  the master can see and hear through the homun-
  culus’s eyes and ears as if the master were in its 
  place. The master is defenseless while using this 
  ability. Once the bond forms, it persists out to 
  any distance. The master or homunculus can dis-
  miss the bond as a swift action. Costs 1 vitality.
   
  Trapfinding: Apply a +5 bonus to 
  Perception checks, or +10 to notice traps.
  Arcane Homunculus (lvl 5)
  This homunculus has access to a wide range of spells. Apply +5 vital-
  ity and the following abilities.
   Mnemonic Enhancer: Each day, an arcane homunculus 
  can select and use 2 basic artificer, wizard or sage abilities and 1 
  intermediate artificer, wizard or sage ability of its choice for which it 
  qualifies in addition to abilities normally available to it.
   MessageM: At any time, an arcane homunculus can whisper a 
  message that is clearly audible to a target within 90 ft. It doesn’t need 
  line of sight, only line of effect.
  Technic Homunculus (lvl 5)
  The technic homunculus is adept with steam gear and electrotech. 
  Apply +5 vitality and the following abilities.
   Technical Skills: Boost Mechanics and Technics by +10. 
  Requires Scientific Engineer.
   Technics Savvy: A homunculus is familiar with invisible 
  mundane forces of nature. It can make checks using the Technics skill 
  and enjoys a +2 bonus on Mechanics and Technics checks. See page 
  177 of the Radiance RPG PlayeRs Guide for details.
  Monster Folio
  
  22
   
  Illithrix
  These aberrations of nature devour brains to gain mental power.
  Appearance & Culture
  An illithrix is a bizarre squid-like humanoid that surely hails from 
  another dimension or suffers a horrifying curse. It stands about 6 ft 
  high and sports a squid-like head with huge black pools for eyes and 
  a cluster of 4 tentacles around its beak-like mouth. Its slick mauve 
  skin is rubbery and hairless, and the creature’s delicate fingers and 
  long nails belie its dexterity. 
   An illithrix requires brains to survive and humanoid bodies to 
  reproduce. Thought it can nourish itself minimally from any warm 
  brain, it prefers highly intelligent victims such as psions, sages, and 
  wizards. It deteriorates mentally and hibernates if it fails to feed. 
  An illithrix is asexual and reproduces by implanting tiny eggs in the 
  brains of helpless victims. The eggs hatch after a few days, replace the 
  victim’s brain, and transform the person into an illithrix. For some 
  reason, only humans are suitable hosts.
   Illithrixes tend to work in small groups 
  called clutches, and clutches tend to gather in 
  enclaves around a central super-brain called a 
  ulorix. Most illithrixes specialize in powers of 
  the mind and magic, and enjoy dominating lesser 
  creatures to function as slaves.
   
  Illithrix (lvl 8)
  Illithrixes have the following statistics.
   Type Aberration
   Size Medium
   Alignment Usually lawful evil
  —————————————
   Lore Check Arcana DC 26
   Bypass Bluff and Insight each DC 31
  —————————————
   Senses Darkvision
   Perception +2 ; Stealth +2
   Languages Common, Aquan, 
  Undercommon, and telepathy 120 ft.
   Initiative +7
  —————————————
   Speed 30 ft
   Attack d20+10 (+15 grapple)
   Weapons 4 tentacles (1d3 
  wounds each) ; Multi-Attack
   Damage +1
  —————————————
   Armor Psychic shield over leathery skin ; DR 6
   Wounds 8
   Vitality 57
   Fortitude 14, Reflex 18, Will 20
   Special +5 saves vs magic abilities, immune to sleep and charm
  ————————————————————————
   Str 12, Con 12, Dex 14, Int 21, Wis 14, Cha 17
   Prime Intelligence and Charisma
   Skills Arcana +15, Disguise +13, Heal +7, History +15, 
  Insight +7, Literacy +15, Mechanics +4, Technics +12, Trick +7
  ————————————————————————
   FP 4 ; Patron Deity Beyos, Maurob, Voktra or  Ymuri
   Multiclassing Medicant, psion, sage or wizard
   Treasure Items worth 800 gp on person and in lair
  Base Abilities
  Illithrixes have the following abilities.
   Brain Dependency: An illithrix hungers for intelligent 
  brains. It must consume 21 Intelligence points worth of brains each 
  month. Otherwise, its mental attributes decrease to match the total 
  Intelligence points consumed, to a minimum score of 5. If it fails to 
  consume any brains, it hibernates until a sentient creature comes 
  within 120 ft, at which time it wakes to feed.
   Detect ThoughtsM: An illithrix notes the presence or 
  absence of thoughts (from conscious, sentient creatures) within 
  a 60-ft cone. After concentrating for a second round, it learns the 
  number of thinking minds and Intelligence of each one. After concen-
  trating for a third round, it learns the current surface thoughts of 1 
  creature of its choice within range for 2 minutes if the illithrix beat its 
  Will. Costs 2 vitality.
   Extract Brain: An illithrix that hits a foe with all 4 of its 
  tentacles extracts the foe’s brain as a swift action, killing that crea-
  ture. This ability has no effect on constructs, undead, and creatures 
  without a brain, and is not fatal to those with multiple brains.
     Firearms Proficiency: An illithrix knows firearms.
   Id InsinuationM: One sentient foe within 30 ft is stunned 
  for 1d4 rounds. Will resists. Costs 2 vitality.
   Implant Eggs: An illithrix can implant a tiny egg in a helpless 
  person’s brain. The egg hatches after 1d4 days, whereupon it inflicts 
  1d6 wound points as it consumes the person’s brain and grows to fill 
  in the missing space. This causes the victim to immediately transform 
  into an illithrix that possesses no memory or care regarding its prior 
  allies or goals. Typically, its first act is to feed. An illithrix produces a 
  clutch of 1d4+1 eggs per month.
   
  Improved Grapple: The illithrix grapples an adja-
  cent foe up to 1 size larger than itself when it has 1 hand free 
  and beats the foe’s Fortitude. The illithrix enjoys a +5 bonus to 
  initiate or resist grappling. A grappled creature cannot move and 
  can only use a Light melee weapon that is already in hand. Each 
  round, the illithrix must expend a move action to main-
  tain the grapple, and the foe can try to beat the illithrix’s 
  Fortitude as a standard action to break the grapple. If 
  the illithrix desires, it can block a grappled foe’s mouth 
  with 1 hand to prevent speech.
   
  Jack of All Trades: Due to its exposure to 
  a diversity of brains, an illithrix can mimic many 
  skills. As a move action, the illithrix can apply a +2 
  bonus to any 1 skill roll it makes that round.
   
  Magic Resistance: An illithrix enjoys a +5 
  bonus on saves to resist magic abilities. Also, when it is 
  targeted by a magic ability that does not 
  allow a save, its foe must beat its Forti-
  tude anyway, and if it successfully resists 
  then the magic has no effect.
   
  Psionic BlastM: Sentient creatures within a 
  30-ft cone are stunned for 1d4 rounds. Will resists. Costs 5 
  vitality.
   
  Technics Savvy: An illithrix is familiar with 
  invisible mundane forces of nature. It can make checks 
  using the Technics skill and enjoys a +2 bonus on Mechanics and 
  Technics checks (which is already reflected in the statistics block). 
  See page 177 of the Radiance RPG PlayeRs Guide for details.
   TelepathyM: An illithrix can wordlessly hear and speak with 
  one, some or all sentient beings within 120 ft. Communication is as 
  natural and quick as normal speech but requires no shared language. 
  Affected creatures cannot so communicate with each other. Costs 1 
  vitality per round. 
  Mastermind Illithrix (lvl 11)
  Apply +21 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   Far DreamingM: The illithrix targets a sleeping creature 
  within 5 miles and phrases a task for it in 10 words or less. It doesn’t 
  need line of sight but it must know the target’s name and approximate 
  locale. Once affected, the target immediately wakes, performs the 
  task for up to 1 hour, and returns to sleep (if possible). The target will 
  not deliberately harm itself and the effect has a 50% chance to end 
  each round that it or its allies’ lives come in danger. Costs 2 vitality.
   Phrenic Mark-MasterM: One foe within 30 ft must 
  Monster Folio
  
  23
  resist using Will or be marked: the illithrix learns its common name 
  and knows its approximate locale for up to 1 day per level. This helps 
  it to use Far Dreaming on it. The illithrix can maintain up to 1 mark 
  per level. Costs 2 vitality.
   MindblankM: For 5 minutes, the illithrix ignores all attacks 
  that allow it to resist using Will or that affect its mind. Costs 5 vitality.
  Etherlix (lvl 10)
  This illithrix interacts with incorporeal creatures. Apply +14 vitality, 
  +1 saves, +1 attacks, +1 DR, and the following abilities.
   Etheric EchoM: For 2 minutes, the etherlix perceives and 
  interacts with incorporeal creatures as if they were corporeal. When 
  doing so, however, it can be struck by incorporeal creatures (that 
  haven’t materialized) and has DR 0 against such attacks. Its abilities 
  and magic items work normally and its nonmagical gear only affects 
  corporeal targets. Costs 5 vitality.
   Ghost Lore: The etherlix enjoys a +5 bonus on Arcana, His-
  tory, Perception, and Religion checks.
   Last SuggestionM: When the etherlix falls unconscious, it 
  instantly and automatically influences an adjacent sentient foe. If the 
  target fails to resist using Will, it does its best over a 1-hour period 
  to complete a task that the etherlix phrased earlier in 5 words or 
  less. The target understands it is compelled but cannot seem to act 
  otherwise, as if possessed, though it will not deliberately harm itself. 
  Typically, the target is compelled to protect and heal the etherlix. An 
  Exorcism spell ends the effect. Costs 2 vitality.
   See InvisibilityM: As a standard action, the etherlix clearly 
  notices for 1 round any invisible or incorporeal creatures within 30 ft.
  Astralorix (lvl 12)
  This illithrix travels the Astral Realm. Apply +28 vitality, +2 saves, +2 
  attacks, +2 DR, and the following abilities.
   Astral Lore: Boost Arcana, History, Insight, and Religion 
  checks by +5, or by +10 on checks regarding the Astral Realm.
   Astral ShiftM: An astralorix can move itself to the Mortal 
  Realm from the Astral Realm, or vice versa, as a standard action. 
  The astralorix must have a specific destination in mind, and it must 
  succeed on an Arcana check to arrive there. The DC equals 5 for a 
  familiar location, 10 for a visited location, 20 for a described loca-
  tion, and 30 for a location known in name only. A failed check means 
  the astralorix arrives 1d6 miles away from its desired destination, 
  possibly in a dangerous locale. If the astralorix wishes, it may take 1 
  person or 250 pounds of gear with it. Costs 10 vitality.
   Astral WebM: An astralorix can create an invisible 5-ft-wide, 
  10-ft-high portal into an extra-dimensional space. Wisps of translu-
  cent webs swirl and grab willing and helpless creatures within 30 ft of 
  the portal, moving them into a 15-ft-cube extradimensional chamber 
  (the chamber exists in the Astral Realm). Only creatures (not unat-
  tended objects or natural phenomena such as wind) can pass through 
  the portal. The chamber holds comfortably up to 8 Medium crea-
  tures and lasts for 4 hours + 1 hour per level. Creatures in the cham-
  ber cannot exit it, and when the magic ends they are dumped at its 
  entrance. The astralorix can freely move into or out of the chamber 
  and can only maintain 1 such chamber at a time. Costs 2 vitality.
   Dimension StepM: The astralorix vanishes and reappears 
  up to 30 ft away in an open space of its choice within line of sight. 
  After it arrives, it is dazed for the rest of its turn. It can take gear 
  weighing up to 250 pounds. Costs 2 vitality.
   Secret ChestM: The astralorix can craft a magic chest costing 
  a minimum of 5000 gp. The chest holds up to 1 cubic ft of material 
  per level. When not in use, the chest resides safely in an extradimen-
  sional space (in the Astral Realm) that the astralorix can call from 
  anywhere. Summoning or stowing the chest as a standard action.
  Ulortix (lvl 20)
  An ulortix has the following statistics.
   Type Aberration
   Size Large
   Alignment Always lawful evil
  ————————————————————————  
   Lore Check Arcana DC 26
   Bypass Bluff and Insight each DC 31
  ————————————————————————  
   Senses Mindsight
   Perception +2 ; Stealth -2
   Languages All plus telepathy 120 ft.
   Initiative -2
  ————————————————————————  
   Speed 5 ft
   Attack d20+18
   Weapons 4 tentacles (2d4 each + paralysis) plus 16 tentacles 
  (1d4 each) ; Multi-Attack
   Damage -2
  ————————————————————————  
  Armor Psychic shield ; DR 12
   Wounds 15
   Vitality 141
   Fortitude 23, Reflex 28, Will 36
   Special Resist magic, immune to sleep and charm.
  ————————————————————————
   Str 6, Con 12, Dex 6, Int 26, Wis 14, Cha 19
   Prime Intelligence and Charisma
   Skills Arcana +23, Bluff +19, Craft +18, Disguise +14, Dun-
  geoneering +18, Heal +7, History +23, Insight +12, Intimidate +8, 
  Literacy +23, Nature +18, Religion +7, Trick +3, Warcraft +18. 
  Also, +5 any 1 other skill.
  ————————————————————————
   FP 4 ; Patron Deity Beyos, Maurob, Voktra or  Ymuri
   Multiclassing Psion, sage, witch or wizard
   Treasure Random items from worth 2,500 gp in lair
  Ulortix Base Abilities
  An ulortix is a collection of illithrix brains. It has the standard illi-
  thrix abilities plus the following additional abilities.
   Diverse Abilities: A ulortix learns abilities from the brains 
  it collects. It knows 10 points worth of magic abilities from any class. 
  Typically, it knows 1 advanced, 2 intermediate, and 2 basic abilities.
   Dominate MonsterM: The ulortix can utterly subjugate 
  the mind of 1 sentient creature within 60 ft for 5 minutes, such that 
  the subject obeys the ulortix even to its own death. The ulortix must 
  beat the target’s Will to dominate it. Costs 5 vitality against persons, 
  or 10 vitality against all other creature types.
   MindsightM: The ulorix perceives its environment normally 
  regardless of perceptual impairment (such as blindness or deafness) 
  or natural environmental effects (such as darkness or mist).
   Paralyzing Touch: As a swift action when successfully 
  striking a target with 1 of its tentacles, the ulortix causes the target 
  to be frozen in place for 2 minutes. While paralyzed, the creature 
  cannot move from its space on its own though it can use magic abili-
  ties normally. Costs 2 vitality.
    Psychic Rebound: As an immediate action, when an attack 
  against the ulortix’s Will fails, the attacker must resist using Will or 
  enter a hypnotic trance for 2 minutes. Each round of trance, it has 
  a 50% chance to be defenseless and a 50% chance to be limited to 
  a single move action. A Mindlink from a third party ends the effect. 
  Costs 5 vitality.
   Quadric MindM: As a swift action, the ulortix splits its mind 
  into multiple parts for 1 round. During this time, it can use either 2 
  or 4 of its magic abilities as a single standard action and ignore attacks 
  that allow it to resist using Will. Costs 5 vitality to create 2 parts or 10 
  vitality to create 4 parts.
   RepletionM: The ulortix does not need to eat or drink for 24 
  hours. Costs 1 vitality.
   Tap Hidden PotentialM: Once daily an ulortix can focus 
  as a move action and select any 1 psion magic ability of any tier except 
  paragon. It can and must immediately use the ability or it loses it.
  Monster Folio
  
  24
   
  Imp
  These tiny poisonous fiends teach mortals vile magic.
  Appearance & Culture
  Imps look like tiny fiends with black, green or red leathery skin, 
  bat-like wings, and leering eyes. They enjoy snickering and harmful 
  pranks. Sages believe they are formed from the souls of evil children. 
  An imp stands about 18 inches high and weighs around 8 pounds.
   Although imps thirst for power like other fiends, they are cowards 
  in practice. They typically attack from ambush, using their alternate 
  form and invisibility to get within reach to use the wicked stinger on 
  their tail. Then they quickly fly out of reach if a foe manages to strike 
  back effectively.
  Imp (lvl 2)
  Imps have the following statistics.
   Type Fiend
   Size Tiny
   Alignment Always evil
  ————————————
   Lore Check Religion DC 14
   Bypass Bluff and Religion each DC 19
  ————————————
   Senses Nethersight
   Perception +6 ; Stealth +10
   Languages Common, Abyssal and 
  Infernal. Imps understand Celestial but 
  never speak it.
   Initiative +6
  ————————————
   Speed 20 ft ; Fly 50 ft.
   Attack d20+4
   Weapons Bite (1d3 + poison, no 
  reach) or 2 claws (1d2 each)
    Damage -1
  —————————————————
   Armor Vile leathery skin ; DR 3
   Wounds 2
   Vitality 14
   Fortitude 13, Reflex 16, Will 13
   Special Dodge, immune to fire and poison.
  ————————————————————
   Str 8, Con 10, Dex 17, Int 15, Wis 12, Cha 10
   Prime Dexterity and Intelligence
   Skills Arcana +12, Bluff +5, Religion +6, Trick +13
  ————————————————————————
   FP 1 ; Patron Deity Any evil deity such as Asmodius (LE), 
  Phane (LE), Lilith (NG), Voktra (NE) or Tiamat (CE).
   Multiclassing Bard, blackguard, warlock or witch
   Treasure Items worth 200 gp in lair
  Base Abilities
  Imps have the following abilities.
   Alternate Form: Imps rarely show their true form. 
  Instead, each imp has a unique disguise such as a bat, cat, monstrous 
  centipede, toad or wolf. The disguise is selected when the imp is cre-
  ated and cannot be changed. An imp enjoys a +20 bonus on Disguise 
  checks to be confused with a normal animal of the kind selected. 
  While disguised, the imp can use its usual attacks and abilities.
   Close Wounds: Once daily as a move action, heal 2d6 wound 
  points. It may heal itself, another fiend,or the person selected for the 
  Mortal Bound ability.
   Detect GoodM: An imp immediately learns whether celes-
  tials and/or clerics and paladins are present within a 30-ft cone.
   InvisibilityM: The imp, an allied adjacent fiend, or the imp’s 
  adjacent master turns invisible for 5 minutes or until the subject 
  attacks, whichever comes first. Invisibility boosts Stealth checks by 
  +10 and refuses line of sight. Costs 2 vitality.
   Mortal Bond: An imp may enter into a special bond with an 
  evil mortal. It can maintain only 1 such bond at a time. When bonded, 
  it is completely loyal and does its best to provide aid. The imp and its 
  master always know each other’s general health and disposition.
   Poisonous: A creature bitten by an imp must resist using 
  Fortitude or suffer 1d4 vile wound damage with a 50% chance of 
  suffering an additional 1d4 vile wound damage 5 minutes later. Mul-
  tiple bites against the same foe are not cumulative. Costs 1 vitality.
  Hellfire Imp (lvl 4)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   Detect MagicM: A hellfire imp immediately learns whether 
  magic is present or absent within a 15-ft cone. The next  time it scans 
  the same area, it learns the exact location (within 5 ft) and name of 
  1 magic ability present. This ability cannot locate invisible creatures 
  or detect illusions.
   Minor PactM: Once daily after a 10-minute ritual, a 
  hellfire imp can call into itself a fiendish spirit to empower 
  it. While bound, it enjoys a +2 bonus on Arcana checks and 
  may select for the day any 1 basic magic ability for which it 
  qualities from any class. The binding lasts 24 hours or until 
  the imp fails to resist the Exorcism ability. 
   
  Rings of FireM: This imp can project 1 ring 
  of magical flames per 2 levels. Each ring hits a foe of 
  its choice within 90 ft for 4d6 fire damage. Reflex 
  negates. Costs 5 vitality.
   SuggestionM: If the imp beats the Will of a 
  person within 30 ft, the person does his best over 
  a 1-hour period to complete a task that the imp 
  phrases in 10 words or less. The person will not 
  deliberately harm himself and the effect has a 50% 
  chance to end each round that his life or any of his 
  allies’ lives are in danger. Costs 2 vitality.
  Vilelore Imp (lvl 6)
  Apply +28 vitality, +2 saves, +2 attacks, and +2 DR. A vilelore imp 
  has all the abilities of a hellfire imp plus the following abilities.
    Fear AuraM: As a swift action, adjacent foes must resist using 
  Will or be shaken for 2 minutes. Costs 2 vitality.
    Weekly CommuneM: Once weekly after a 1-hour ritual, a 
  hellfire imp receives a response (yes/no/maybe/irrelevant) from a 
  fiendish master regarding a number of questions up to its level. Ques-
  tions must be 10 words or less. Costs 10 vitality.
   Secret TeachingM: A vilelore imp can teach others its abili-
  ties. An evil-aligned person who spends at least 1 month in daily contact 
  with the imp may add any 1 of the imp’s abilities except Mortal Bond 
  to his list of class abilities. The person may learn the ability any time 
  later in his career in lieu of a same-tier class ability. The imp’s Poison 
  Bite, Rings of Fire, and Weekly Commune abilities are advanced tier. Its 
  Alternate Form, Close Wounds, Invisibility, Minor Pact, and Sugges-
  tion abilities are intermediate tier. All others are basic tier abilities.
  Cacodem Imp (lvl 8)
  Apply +42 vitality, +3 saves, +3 attacks, and +3 DR. A cacodem 
  imp has all the abilities of a vilelore imp plus the following abilities.
   LashM: An adjacent person suffers 6d6 vile damage. Costs 5 vitality.
     Summon FiendsM: The imp perform a 1-minute ritual to 
  summon 1 or more fiends such as demons or devils. Their total levels 
  cannot exceed the cacodem imp’s level. These fiends immediately 
  obey commands the imp communicates to them in Abyssal or Infer-
  nal but will seek to pervert the instructions whenever possible. They 
  serve for 1 hour and then vanish. Costs 10 vitality.
   Thaumaturgic Specialty: Select 1 specific creature 
  such as a devil. Boost the imp’s effective level by +8 when using the 
  Summon Fiend ability to summon that specific creature, or +2 when 
  summoning creature of the same type (such as fiend).
  Monster Folio
  
  25
   
  Mechanite
  These small insectoid constructs tend to wreck havoc.
  Appearance & Culture
  Mechanites are small, spider-like clockwork creatures made of 
  wood, metal, leather, glass, and similar materials. Magic animates 
  their limbs while an enchanted gem that contains fragments of their 
  creator’s psyche animates their mind. Although first created as useful 
  aids, they quickly formed their own society with an inflexible ethic: 
  to build, repair, and reproduce without end.
  Mechanite (lvl 2)
  Mechanites have the following 
  statistics.
   Type Construct
   Size Small 
   Alignment Usually 
  lawful evil
  ——————————
   Lore 
  Check 
  Mechanics DC 14
   Bypass Mechanics and 
  Stealth DC 24
  ————————————————
   Senses Darkvision, low-light vision
   Perception +4 ; Stealth +18
   Languages Common and Mechan 
   Initiative +6
  ————————————————————————
   Speed 30 ft ; Climb 30 ft
   Attack d20+7
   Weapons Stinger (1d4) or spike (1d4+1, 30-ft range)
    Damage -2
  ————————————————————————
   Armor Platemail chassis ; DR 5
   Wounds 5
   Vitality 17
   Fortitude 16, Reflex 19, Will 15
   Special Immune to disease and poison. Suffer 2x damage from 
  electrical and psychic attacks.
  ————————————————————————
   Str 6, Con 16,  Dex 22, Int 10, Wis 8, Cha 4
   Prime Dexterity and Intelligence
   Skills Acrobatics +16, Appraise +10, Arcana +10, Craft +10, 
  Diplomacy -8, Insight -6, Mechanics +16 (+21 using a toolkit or 
  laboratory), Pilot +4, Warcraft +10
  ————————————————————————
   FP 1 ; Patron Deity Asmodius, Mithrais or Phane
   Multiclassing Artificer, gunslinger, mageblade or rogue
   Treasure One 200 gp gem (or 400 gp gem for a level 4 mech-
  anite)
  Base Abilities
  Mechanites have the following abilities.
   Make WholeM: As Mending (below), but completely 
  repairs 1 mundane object of up to 10 cubic ft per level regardless 
  of damage so long as at least 75% of the original material is present. 
  Body parts mend into a whole corpse. This ability reattaches a con-
  struct’s severed limbs and can mend a broken magic item at a cost 
  equal to ¼ the item’s original creation cost. Costs 2 vitality.
   MessageM: A mechanite can whisper a message that is clearly 
  audible to 1 target within 90 ft. Typically, it whispers in Mechan to its 
  own kind. It does not need to have line of sight, only line of effect. 
   MendingM: A mechanite’s touch repairs minor breaks and 
  tears in an unattended mundane object up to 5 pounds in weight or 
  2 square ft in size, whichever is greater. This ability does not affect 
  creatures.
   Scatter SprayM: The mechanite conjures a mass of sharp 
  baubles that fly from its mouth to slice and bruise creatures in a 15-ft 
  cone. Targets suffer 1d4 damage per 2 levels (max 5d4), or ½ dam-
  age when Reflex resists. Costs 1 vitality.
  Crafter Mechanite (lvl 4)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   Forge ConstructC: This mechanite can create a construct 
  type creature. The construct’s level must be equal to or less than the 
  mechanite’s level. Typically, the mechanite makes more of its own 
  kind. Each level costs 10,000 gp and 10 days of uninterrupted work 
  or 160 hours of nonconsecutive work. The new con-
  struct begins loyal to the mechanite and obedient to 
  its verbal commands.
     Minor CreationM: After 1 minute of 
  work, the mechanite conjures up to 1 cubic ft per 
  level of nonmagical, nonliving, unattended plant 
  matter (typically, furniture and clothing). The 
  item or items last 4 hours + 1 hour per level 
  or until dismissed by the mechanite. Costs 2 
  vitality plus 1 cubic ft of any raw material.
     Major CreationM: This improves Minor Creation such 
  that the mechanite can create nonvegetable material (such as metal 
  armor). It is limited to 1 pound per level when conjuring precious 
  metals and gems. Costs 5 vitality.
   
  Seeker Mechanite (lvl 4)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   DisguiseM: The mechanite’s general shape and surface traits 
  transmute to grant it a +20 bonus on Disguise checks for 1 hour to 
  be mistaken for an inanimate object of similar size such as a chair. 
  Costs 2 vitality.
   InvisibilityM: The seeker mechanite or a touched allied 
  construct turns invisible for 5 minutes or until the subject attacks, 
  whichever comes first. Invisibility boosts Stealth checks by +10 and 
  refuses line of sight. Costs 2 vitality.
    Jump: A seeker mechanite can leap outward, downward or 
  upward up to 30 ft as a standard action without a running start or 
  Athletics check or fear of harm on impact. Costs 1 vitality.
   NondetectionM: For 1 hour the mechanite ignores the 
  following abilities: Detect Alignment, Detect Magic User, Detect 
  Thoughts, Far Sight, Forced Sense Link, Learn True Name, Locate 
  Creature, Probe Thoughts, and Scrying. When targeted by such abili-
  ties, the caster detects nothingness. This ability works even when the 
  mechanite is unconscious. Costs 2 vitality.
   See InvisibilityM: As a standard action, the seeker mecha-
  nite clearly notices for 1 round any invisible or incorporeal creatures 
  within 30 ft.
   Track: Apply a +5 bonus on Survival checks, or a +10 bonus 
  when tracking in natural environments.
  Warrior Mechanite (lvl 4)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   Lightning BoltsM: The mechanite inflicts 1d6 electrical 
  damage per level to all creatures in either a 15-ft cone or along a 
  60-ft line, as it desires. Apply ½ damage if Reflex resists. Targets that 
  don’t resist are also dazed for 1 round. Costs 2 vitality.
   Repair ConstructC: The mechanite repairs 1d4 wound 
  points per level to itself or an adjacent construct. Costs 2 vitality.
   Steam BlastM: The mechanite projects a 30-ft-cone of bil-
  lowing steam. Creatures in the area suffer 1d6 fire damage per level 
  (max 10d6), or ½ damage when Reflex resists. Costs 2 vitality.
   Wounding Strike: As a swift action, the mechanite’s next 
  successful stinger or spike attack that round deals +1d6 wound dam-
  age. Costs 5 vitality.
  Monster Folio
  
  26
   
  Moa
  Moas are terrible giant flightless birds that enjoy fresh meat. 
  Appearance & Culture
  Moas are carnivorous flightless birds. They stand 10 to 12 ft tall with 
  neck outstretched and weigh about 500 pounds. The females are 
  taller and heavier than the males. Both reach adulthood at 10 years. 
  Females hunt during daytime or at night while males tend to the 
  nest, which hosts 5 to 7 eggs. A moa will fight to the death to protect 
  its eggs but otherwise will retreat (and try again 10 to 60 minutes 
  later) if a foe proves too aggressive. 
   Although moas usually prefer warm arid climates such as plains 
  or light forests, they are found in all locales such as jungles, beaches, 
  and rugged mountains. They tend to roam in large packs in open 
  areas like plains and wander 1 or 2 at a time in rugged areas such as 
  caves and mountains.
   Sages describe fiendish moas called achaierai. These massive, four-
  legged, 15-ft tall moas are avian warriors of the war god, Phane. 
  They speak infernal and weigh 750 pounds. Among these sentient 
  monsters, some become hellknight moas.
   Some religious sects adopt moas as hatchlings and through the 
  power of divine coercion, imbue the birds with their god’s power. 
  These moas act as druids or invokes and, though no less stupid than 
  their mundane cousins, are may be worshiped by ignorant tribes as 
  demigods in their own right. The feathers of these magical moa are 
  known to act potent shamanic implements.
  Moa (lvl 2)
  Moas have the following statistics.
   Type Animal
   Size Large
   Alignment  Neutral
  ————————————————————————
   Lore Check Nature DC 14
   Bypass Handle Animal DC 24 (or 19 if offer 5 pounds of fresh 
  meat)
  ————————————————————
   Senses Low-light vision
   Perception +11 ; Stealth +1
   Languages None.
   Initiative +1
  ————————————————  
  Speed 50 ft
   Attack d20+4 (bite +6)
   Weapons 2 Claws (each 2d6, 10-ft 
  reach) or bite (4d6, 10 ft reach)
   Damage +3
  ——————————————
   Armor Thick feathery hide ; 
  DR 3
   Wounds 13
   Vitality 16
   Fortitude 16, Reflex 14, 
  Will 12
  ————————————
   Str 16, Con 14, Dex 12, Int 6, 
  Wis 12, Cha 8
   Prime Strength and Constitution
   Skills Acrobatics +7, Athletics +13, 
  Endurance +12, Survival +6
  ————————————
   FP 1 ; Patron Deity 
  Corvis, Greenwyrm or Lilith
   Multiclassing Barbar-
  ian, druid, invoker or warlock
   Treasure Items worth 
  200 gp scattered in nest
  Base Abilities
  All moas have the following abilities.
     Dodge: As an immediate action, the moa chooses to ignore 1 
  impending melee weapon attack before it knows whether the attack 
  hits. Costs 2 vitality.
    Fearful Squawk: All living creatures in a 30-ft cone are 
  shaken for 5 minutes or 1 round if  Will resists. Foes that are 5+ 
  levels below the moa’s level are frightened instead, fleeing as best 
  they can or cowering if they cannot flee. 
   Push Back: The moa shoves an adjacent target. If the moa 
  beats its foe’s Fortitude, the foe is pushed back 1d4 x 5 ft. The moa 
  must move at least 10 ft just prior to using this ability.
   Spring Attack: When attacking with its bite or claws, a moa 
  can move both before and after it attacks provided its total distance 
  moved is not greater than its speed. The moa cannot do this if it is 
  wearing heavy armor. Requires Dodge or Evasion.
  Berserker Moa (lvl 4)
  Apply +14 vitality, +1 saves, +1 attacks,  +1 DR, and the following 
  abilities.
   Dazing Blow: As a swift action when making a melee 
  attack while using the Rage ability, the berserker 
  moa’s target must resist using Fortitude or be 
  dazed for 1 round in addition to any damage the 
  moa inflicts. Costs 2 vitality.
       Diehard: When a berserker moa falls below 
  0 wounds, it is not unconscious. Instead is it conscious 
  and can continue to take a single move or standard action 
  each round until it reaches -10 hit points, at which time 
  it dies.
     Expeditious Stride: As a swift action, a 
  berserker moa can boost its land speed by +30 ft for 
  5 minutes. Costs 1 vitality.
   
      Overrun: A berserker moa easily push 
  through a foe’s space. If the moa beats its foe’s 
  Fortitude as a swift action, it can freely pass 
  through the foe’s space while maintaining its 
  speed. If not, it stops adjacent to its foe and 
  does not pass. 
    
  Rage: Once daily, a berserker moa 
  can fly into a rage for 2 minutes. In a rage, it 
  temporarily gains a +1 bonus on attack rolls 
  and Will, delivers +5 damage, and enjoys +5 
  vitality points. The bonus vitality points go 
  away when the rage ends. While raging, the 
  moa cannot use any Charisma-, Dexterity- or 
  Intelligence-based skills except for Acrobatics, 
  or any abilities that require concentration. It 
  cannot use magical abilities or craft abilities. Nor 
  can it activate magic items that require a command 
  word or a trigger to function. The moa may prema-
  turely end the rage as a swift action. At the end of 
  the rage, it loses the rage modifiers and restrictions 
  and is fatigued for 5 minutes (unless it has Tireless 
  Rage).
   Raging Assault: Once per use of Rage, 
  a berserker moa may inflict +15 damage as a swift 
  action as part of 1 melee weapon attack. Costs 5 vitality.
   
  Second Wind: Once daily after 1 
  minute of rest the berserker 
  moa recovers 4d6 vitality.
   
  Monster Folio
  
  27
   
  Munchkin
  These fat, irascible mutants enjoy playing games and tricks.
  Appearance & Culture
  Munchkins are small, highly intelligent savage humanoids that enjoy 
  playing pranks, tricks, and games of chance and choice, including 
  “playing pretend”, which involves acting as various persons and crea-
  tures from adventurers to dragons and zombies. Thusly, encounters 
  with munchkins can be highly confusing.
   Munchkins are familiar with the rules of many games, including 
  crafty loopholes and stealthy methods of outright cheating. Munch-
  kins sometimes craft their own props. When they can’t get what they 
  want—or what they want soon enough—or when reality becomes 
  too unpleasant, they draw upon their most fearsome power: granting 
  wishes. Thus by magical words, fantasy becomes reality.
    Sages suspect that munchkins are cursed relatives of gnomes or 
  perhaps the direct prodigy of the deity Rorax, Merchant of None-
  such. Legends say that when Rorax’s imaginary twin tried to steel 
  the secret of wish-making from the goddess Maiya, she shattered the 
  twin into a thousand pieces. Each piece sprouted into a munchkin.
   Munchkins, male or female, do not reproduce in the normal man-
  ner. Instead, a clutch of them sprouts from a specially prepared clus-
  ter of mushrooms. A wish is then needed to evoke the process. 
   Although highly intelligent, munchkins cannot coexist with peo-
  ple in civilized society or work toward useful ends. Instead, they 
  neglect bodily needs in favor of play, and their minds quickly stray to 
  nonsense over practical endeavors. Beware hungry munchkins, who 
  will seek trade all sorts of things, including what does not belong to 
  them, to gain a few sweat foodstuffs for the day.
   Powerful munchkins, called rouses and gygaxes, can conjure, 
  traps, creatures, weather or illusions thereof to mislead the unwary.
  Munchkin (lvl 2)
  Munchkins have the following statistics.
   Type Mutant
   Size Small
   Alignment Chaotic neutral, lawful neutral or neutral evil
  ————————————————————————
   Lore Check Nature DC 14
   Bypass Bluff and Trick each DC 19 plus offer a sweet treat or a 
  card, die or similar game piece 
  ————————————————————————
   Senses Low-light vision
   Perception +4 ; Stealth +14
   Languages Arcanum, Common, Munchkin.
   Initiative +2
  ——————————————————
   Speed 20 ft
   Attack d20+4
   Weapons Bite (1d3)
   Damage +0
  —————————————————
   Armor Thick skin and rags ; DR 1
   Wounds 5
   Vitality 15
   Fortitude 17, Reflex 21, 
  Will 17
  —————————————
   Str 10, Con 12, Dex 14, 
  Int 16, Wis 8, Cha 6
   Prime Dexterity and 
  Intelligence
   Skills Appraise +13, 
  Arcana +13, Bluff +3, Craft 
  +13, Disguise +3, Dun-
  geoneering +13, Literacy 
  +13, Mechanics +12, Nature 
  +13, Trick +17, Warcraft +12.
  ————————————————————————
   FP 1 ; Patron Deity Rorax.
   Multiclassing Artificer, mageblade, rogue or wizard
   Treasure Items worth 50 gp in tree hollow.
  Base Abilities
  All munchkins have the following abilities.
   BlinkM: As a move action the munchkin briefly vanishes and 
  then reappears up to 15 ft away in a spot of its choice. Costs 2 vitality.
   WishM: Once daily, a munchkin can verbalize a desire and dupli-
  cate the effect of any 1 advanced ability, any 2 intermediate abilities, 
  any 4 basic abilities (this includes core abilities) or the Raise Dead 
  spell. It can duplicate the effects of classes, deities, and/or monsters. It 
  can gain gear or property worth up to 5,000 gp but permanently lose 
  5 vitality when doing so. The chance of success equals 70% + 1% per 
  level. Alternatively, it can roll against 70% + a Literacy check. Using a 
  wish is taxing. The munchkin is fatigued after making a wish. Requires 
  Words of Magic.
   Words of MagicM: A munchkin can speak and understand 
  Arcanum, a purely magical cant that is only understood by others 
  who know it. No other magic comprehends it.
  Rouse Munchkin (lvl 8)
  This munchkin often acts as a “game master”. Apply +42 vitality, +3 
  saves, +3 attacks, +3 DR, and the following abilities.
   Actor: Boost Bluff and Disguise checks by +5.
   Baleful PolymorphM: A target within 30 ft turns into a 
  harmless Tiny animal. It uses the animal’s statistics except it retains 
  its Intelligence, alignment, saves, and vitality. On its next turn, the 
  rouse munchkin assaults the target’s Will. If it resists, it returns to 
  normal. If it fails, it remains in animal form for 24 hours before the 
  munchkin tries a final attack. If the target’s Will fails, it permanently 
  acquires the form and only the munchkin, or a Miracle or Wish, can 
  end the effect. Costs 10 vitality.
   One Thousand FacesM: As a swift action, the rouse 
  munchkin’s surface traits—hair color, garment style, gender, voice 
  pitch, etc—transmute to grant it a +20 bonus on Disguise checks 
  for 1 hour. It can grow or shrink 1 ft and modify its Comeliness by 
  +/- 5 points. Costs 1 vitality.
   FigmentM: As Mirage, but only visual and auditory elements. A 
  creature that touches the illusion has a 50% chance to notice the ruse. 
  Costs 5 vitality.
   
  MirageM: The rouse munchkin creates an illu-
  sion of 1 creature, object, corpse or building with full 
  auditory, visual, tactile, olfactory, and thermal ele-
  ments. The illusion can be as small as a house fly or as 
  large as a keep or ancient dragon. The illusion func-
  tions as if it were real. If a creature actively attempts 
  to disbelieve, the munchkin must beat its Will or the 
  effect ends for that creature. The illusion lasts as long 
  as the munchkin concentrates as a standard action + 
  1d4 rounds. Requires Figment. Costs 10 vitality.
   Uncommon SelfM: For 5 minutes, the 
  munchkin acquires the abilities indicated under 1 
  townie profession chosen at the start of the day. Costs 
  5 vitality.
  Gygax Munchkin 
  (lvl 12)
  This improves the rouse munchkin. 
  Apply +28 vitality, +2 saves, +2 attacks, 
  +2 DR, and the following abilities.
         Four Wishes: A gygax munch-
  kin views itself as a living god and can use 
  its Wish ability 4 additional times daily, 
  for 5 times total.
  Monster Folio
  
  28
   
  Ogre
  An ogre is a hulking brute that revels in mayhem and madness.
  Appearance & Culture
  Ogres are degenerate savages of the worst kind. They revel in may-
  hem, cannibalism, and other atrocities. Adult ogres stand 9 to 10 ft 
  tall and weigh 600 to 650 pounds. Their skin color ranges from dull 
  yellow to dull brown. Their clothing consists of poorly cured furs 
  and hides, which add to their naturally repellent odor.
   Ogres favor overwhelming odds, sneak attacks, and ambushes over 
  a fair fight. Due to their keen noses, they are difficult to hide from. 
  Woe to anyone caught in an ogre’s grasp. Ogres favorite maneuvers 
  include ripping off a creature’s limbs and holding up a creature to 
  snap its spine over its knee for a lethal blow. Ogres also enjoy playing 
  with their foes, often shoving them back and forth before grabbing 
  and eating them. Ogres are intelligent enough to fire ranged weap-
  ons to soften up their foes before closing in combat, but ogre bands 
  tend to fight as unorganized individuals. 
   Ogres are highly feral and their bloodline is unstable resulting in 
  mongrels and mutations with multiple heads, extra arms, and more. 
  Ogre-human hybrids often combine the worth of both races. A mix 
  of insanity and obsession with odd fetishes is common.
   Ogre magi are the ancient progenitors of ogrekind and civilized 
  compared to their degenerate kin. As creatures of the Abyss, these 
  demons are passionate, bloodthirsty, and unpredictable. An ogre 
  magi stands about 10 ft tall and weigh up to 700 pounds. Its skin 
  varies in color from light green to light blue, and its hair is black or 
  very dark brown. Ogre magi favor loose, comfortable clothing with 
  lightweight armor. 
   Ogre magi love to the visit mortal realms to taste a myriad of 
  sensations of the flesh. In combat, they rely on magic and 
  resort to physical combat only when necessary. When faced 
  with superior forces, they prefer to retreat.
  Ogre (lvl 4)
  Ogres have the following statistics.
   Type Mutant
   Size Large
   Alignment Usually chaotic evil
  ——————————————
   Lore Check Nature DC 18
   Bypass Intimidate DC 23 and speak in Giant
  ——————————————
   Senses Darkvision, low-light vision, 
  scent
   Perception +5 ; Stealth -1
   Languages 
  Common, 
  Abyssal, 
  Giant and Orc. 
   Initiative -1
  —————————————— 
  Speed 40 ft 
   Attack d20+7 (+9 with club, +12 
  grapple)
   Weapons Dagger (1d6) or club 
  (4d6) or javelin (2d8, 30 ft range) or large 
  blitz gun (3d10, 60 ft range)
   Damage +5
  ———————————————————
   Armor Tough skin and broken armor ; DR 3
   Wounds 18
   Vitality 31
   Fortitude 21, Reflex 11, Will 12
  ——————————————————
   Str 21, Con 17,  Dex 8, Int 6, Wis 10, Cha 6
   Prime Strength and Constitution
   Skills Athletics +13, Endurance +18, Intimi-
  date +13, Survival +3
  ————————————————————————
   FP 2 ; Patron Deity Tiamat or Thulzuur
   Multiclassing Barbarian, rogue, shaman or shifter
   Treasure Armaments plus other items worth 400 gp on per-
  son and in cave lair
  Base Abilities
  All ogres have the following abilities.
   Back Snap: When an ogre begins its turn grappling a Medium 
  or smaller foe and beats its Fortitude, it breaks the foe’s back. The 
  target is reduced to -1 hit points and begins dying. If the foe lives, its 
  speed is reduced to 0 ft and it suffers a -10 penalty on Strength and 
  Dexterity-based skill checks and attack rolls until it receives magical 
  healing (rather than mundane healing). The effects are permanent 
  without magical healing even if the creature regains full vitality.
   Firearms Proficiency: An ogre knows firearms.
   Improved Grapple: The ogre grapples an adjacent foe up 
  to 1 size larger than itself when it has 1 hand free and beats the foe’s 
  Fortitude. The ogre enjoys a +5 bonus to initiate or resist grappling. 
  A grappled creature cannot move and can only use a Light melee 
  weapon that is already in hand. Each round, the ogre must expend a 
  move action to maintain the grapple, and the foe can try to beat the 
  ogre’s Fortitude as a standard action to break the grapple. If the ogre 
  desires, it can block a grappled foe’s mouth with 1 hand to prevent 
  speech.
   Improved Shove: The ogre shoves an adjacent foe. If it 
  beats the foe’s Fortitude, the foe is pushed back 1d4 x 5 ft. 
       Scent: An ogre can detect creatures within 30 ft by 
  sense of smell. If a creature is upwind, the range increases 
  to 60 ft. If it is downwind, the range drops to 15 ft.
   Sunder Limb: When an ogre beats a grappled 
  foe’s Fortitude, it inflicts 2d6 wound damage as it 
  severs 1 of its foe’s limbs (1d4: 1 is right arm, 2 is left 
  arm, 3 is right leg, 4 is left leg). A severed limb can be 
  reattached or regrown using the Heal spell or Fast 
  Healing. A ogre may eat the limb, drop it, or use 
  it as an ineffective weapon. 
   
  Tossing Game: Two or 
  more ogres can work together to 
  play a game by tossing a Medium 
  or smaller foe back and forth 
  between them. To play, the 
  ogres must be within 15 ft 
  of each other for a Medium 
  foe or within 30 ft of each 
  other for a Small or Tiny 
  foe. 
   
  When an ogre starts 
  its turn grappling a foe, it 
  can toss the foe as a stan-
  dard action to a second 
  ogre within range. If the 
  receiver beats the foe’s 
  Fortitude, it catches and 
  automatically grapples 
  the foe as an immedi-
  ate action. Also, if the 
  receiver succeeds on 
  a DC 15 Acrobatics 
  check, it can bite the 
  caught foe for 1d2 
  wound damage as a 
  swift action. If the 
  foe resists the toss, it 
  lands prone adjacent to 
  the receiver and suffers 1d6 damage. 
  Tossing costs 2 vitality.
  Monster Folio
  
  29
  Disabilities & Mutations
  In addition to its soft spot, an ogre suffers a physical limitation 
  acquired from combat, magical experimentation or some other 
  source. Apply 1 of the following effects: -10 ft speed penalty, -5 Pen-
  alty to 1 save, or -5 penalty to Perception and Stealth checks. Despite 
  the limitation, the ogre remains strong and aggressive.
  Half-Ogre (lvl 2)
  This is an unfortunate cross-breed of ogre and human. Apply -14 
  vitality, -1 saves, -1 attacks, and -1 DR. Also remove Back Snap, 
  Improved Shove, and Sunder Limb. All other features are the same.
  Three-Armed Ogre (lvl 5)
  This bizarre ogre sports an extra muscular arm. Apply +5 vitality 
  and the following abilities.
   Multi-Armed Grappling: While grappling, either 
  apply a +5 bonus on Grapple checks or use the extra arm to con-
  tinue making attacks as normal against other foes.
   Multi-Attack Slam: This ogre can make slam attacks 
  with each of its 3 arms as a standard action. Each arm delivers 4d6 
  damage and attack rolls are made without penalty.
  Two-Headed Ogre (lvl 5)
  These bizarre ogres sport 2 heads. Apply +5 vitality and the follow-
  ing abilities.
   Multi-Headed Traits: When there are at least 2 heads, 
  apply a +10 bonus to Perception checks. Also, all heads must be 
  charmed separately for the creature to be charmed, and death of 1 
  head does not cause instant death. Moreover, the ogre can make 1 
  physical attack and use 1 magical in the same round with a -2 penalty 
  on attack rolls that round. 
   Babbling MadnessM: This ogre’s 2 heads can babble 
  together insanely. Creatures within 30 ft and hearing range suffer 
  1d6 psychic damage per level, or ½ damage when Will resists. Costs 
  2 vitality.
  Multi-Eyed Ogre (Lvl 6)
  This ogre has extra eyes scattered around its body including the back 
  of its bald head. Apply +14 vitality, +1 saves, +1 attacks, +1 DR, 
  and the following abilities.
   ForesightM: This ogre cannot be surprised and ignores Sneak 
  Attack damage. Moreover, once daily it may completely ignore 
  1 attack against it as an immediate action as if it had foreseen the 
  moment. This ability does not work while it is blind or unconscious.
   See InvisibilityM: As a standard action, the ogre clearly 
  notices for 1 round any invisible or incorporeal creatures within 30 ft.
  Ogre Magi (lvl 10)
  Ogre magi have the following statistics.
   Type Fiend
   Size Large
   Alignment Usually chaotic evil
  ————————————————————————
   Lore Check Nature DC 30
   Bypass Intimidate DC 35 and speak in Abyssal
  ————————————————————————
   Senses Low-light vision, nethersight, scent, see invisibility
   Perception +6 ; Stealth +10
   Languages Common, Abyssal, Orc. 
   Initiative -1
  ————————————————————————
   Speed 40 ft 
   Attack d20+9 (+11 with greatsword, +14 grapple)
   Weapons Dagger (1d6) or greatsword (4d6) or longbow 
  (2d8, 120 ft range)
   Damage +5
  ————————————————————————
   Armor Scalemail over tough skin ; DR 6
   Wounds 18
   Vitality 73
   Fortitude 23, Reflex 16, Will 18
  ————————————————————————
   Str 21, Con 17,  Dex 10, Int 12, Wis 12, Cha 14
   Prime Strength and Charisma
   Skills Athletics +13, Intimidate +13, Survival +3
  ————————————————————————
   FP 5 ; Patron Deity Tiamat or Thulzuur
   Multiclassing Barbarian, rogue, shaman or witch
   Treasure Armaments plus other items worth 1,000 gp on 
  person and in castle or similar lair
  Bonus Abilities
  Ogre magi have all of the abilities of the standard ogre plus the fol-
  lowing additional abilities.
   Cone of ColdM: The ogre magi inflicts 1d6 cold damage per 
  level to all creatures in a 60-ft cone, or ½ damage if Reflex resists. 
  Costs 5 vitality.
   DarknessM: The ogre magi creates total darkness in a 15-ft-
  radius area around itself or an unattended object within 30 ft. The 
  darkness lasts 5 minutes and blocks vision including darkvision but 
  not nethersight. Attacks made against or launched by obscured foes 
  fail 50% of the time. The ogre magi can maintain only 1 area of dark-
  ness at a time. Costs 2 vitality.
   Gaseous FormM: An ogre magi can become a dark insub-
  stantial gas and waft slowly for 5 minutes. In this form, it has a 10 ft 
  fly speed, can only take move actions, perceives as normal, has DR 
  10, enjoys a +5 bonus on Stealth checks, and enjoys immunity to 
  all ailments. It can pass through cracks but cannot enter liquids. The 
  Gust of Wind ability affects it normally. Costs 2 vitality.
   Disguise SelfM: The ogre magi’s surface traits—hair color, 
  garment style, gender, voice pitch, etc—transmute to grant it a +10 
  bonus on Disguise checks for 1 hour. It can grow or shrink 1 ft and 
  modify its Comeliness by +/- 5 points. Costs 1 vitality.
   InvisibilityM: The ogre magi or a touched ally turns invisible 
  for 5 minutes or until the subject attacks, whichever comes first. 
  Invisibility boosts Stealth checks by +10 and refuses line of sight. 
  Costs 2 vitality.
   Ogrish Offspring: An ogre magi can mate with an ogre, 
  half-ogre, orc, half-orc or human to produce an ogre. Intimate 
  romance with an ogre magi always leads to offspring in these cases.
   Romantic: Apply a +5 bonus on Diplomacy checks, or a +10 
  bonus in romantic situations.
   See InvisibilityM: As a standard action, the ogre clearly 
  notices for 1 round any invisible or incorporeal creatures within 30 ft.
   Self-Healing: Once daily, this ogre heals all vitality damage.
   SleepM: One foe within 30 ft falls asleep for 5 minutes, or is 
  dazed for 1 round if  Will resists. A sleeping creature’s allies can use 
  a standard action to wake him. Costs 1 vitality.
  Ogre Magi Prince (lvl 14)
  Use the ogre magi statistics and apply +28 vitality, +2 saves, +2 
  attacks, +2 DR, and the following abilities.
   Globe of InvulnerabilityM: For 5 minutes the ogre 
  magi ignores the effects of basic and intermediate magic abilities that 
  target it or activate in an area that includes it. Costs 10 vitality.
   Mental Barrier: Apply a permanent +5 bonus to Will.
      Summon Fiendish HordeM: An ogre magi prince can 
  summon 1 or more fiends to serve it for 24 hours, after which the 
  fiends return to their home realm of existence. The fiends’ total lev-
  els cannot exceed the ogre magi prince’s level. The fiends will seek 
  to pervert the ogre magi prince’s instructions whenever possible. 
  Costs 10 vitality.
   Water BreathingM: An ogre magi prince can breathe in 
  water as easily as in air for up to 4 hours + 1 hour per level. It can use 
  the hours nonconsecutively and may expend hours to grant touched 
  allies the ability to breathe water too. Costs 2 vitality.
  Monster Folio
  
  30
   
  Scorpion
  These giant insects are extremely irritable and poisonous.
  Appearance & Culture
  Scorpions are nasty vermin. They sports 2 large pincers, 6 legs, a tail 
  stinger, and tough chitin. Their color varies according to their envi-
  ronment, from black in caves to golden brown in wastelands. Some 
  are nearly transparent. They operate on instinct, driven by simple 
  needs for food and reproduction. Due to their ill temper, they attack 
  after the merest provocation. Scorpions are nocturnal and often hard 
  to find during the day, which is when they rest between rocks, within 
  hollow trees, and in small caves. A mundane scorpion may grow to 
  the size of an adult human in a primaeval environment. 
   Scorpions come in many varieties. Most infamous is the large 
  drow hissing scorpion. It spits poison as well as stings with its tail. It 
  can climb with ease, magically hide within stones as it awaits prey, 
  and act as a sturdy pack animal or mount. Other common varieties 
  include the desert scorpion, storm scorpion, and phrenic scorpion. 
  Finally, some artificers favor giant mechanical scorpions as fearsome 
  mobile weapons for war. 
  Giant Scorpion (lvl 1)
  Giant scorpions have the following statistics.
   Type Animal
   Size Medium
   Alignment  Usually neutral
  ————————————————————————
   Lore Check Nature DC 12
   Bypass Impossible
  ————————————————————————
   Vision Darkvision, tremorsense
   Perception +5 ; Stealth +6
   Languages None.
   Initiative +0
  ————————————————————————
   Speed 30 ft
   Attack d20+3 (+8 grappling)
   Weapons  2 claws (1d6 each) or bite (1d4) or stinger (1d6 + 
  poison) 
   Damage +2
  ————————————————————————
   Armor Soft chitin ; DR 3
   Wounds 10
   Vitality 8
   Fortitude 14, Reflex 13, Will 10
   Special Immune to its own poison.
  ————————————————————————
   Str 14, Con 12, Dex 12, Int 1, Wis 10, Cha 2
   Prime Strength and Constitution
   Skills Acrobatics +6, Athletics +12, Endurance +11, Survival +5
  ————————————————————————
   FP 1 ; Patron Deity Lilith or Tiamat
   Multiclassing Barbarian, druid, rogue or shifter
   Treasure Items worth 100 gp scattered in lair
  Base Abilities
  All scorpions have the following abilities.
   Poison Stinger: As a move action, a scorpion can add poison 
  to its stinger. When a creature is struck by the stinger, it imme-
  diately suffers 1d10 wound damage in addition to the stinger’s 
  usual damage with a 50% chance to suffer an additional 1d10 
  wound damage 5 minute later. Unused poison dissipates after 5 
  minutes. Costs 5 vitality.
   Power Grapple: The scorpion grapples an adjacent foe 
  up to 1 size larger than itself when it beats the foe’s Fortitude and 
  has at least 1 claw or 2 legs free. The scorpion enjoys a +5 bonus to 
  initiate or resist grappling. A grappled creature cannot move and can 
  only use a Light melee weapon that is already in hand. Each round, 
  the scorpion must expend a move action to maintain the grapple, and 
  the foe can try to beat the scorpion’s Fortitude as a standard action 
  to break the grapple. The scorpion may block a grappled foe’s mouth 
  with 1 claw to prevent speech. As a standard action, the scorpion may 
  move the grappled foe 5 ft, either moving at the same time with the 
  foe or repositioning the foe.
   Reactive Sting: As an immediate action, the scorpion can 
  attempt a poison stinger attack for 1d6 damage when a foe escapes 
  its grapple. Note that coating the stinger with poison is a separate 
  action. Costs 1 vitality.
   TremorsenseM: A scorpion can detect and pinpoint any 
  creature or object within 60 ft that is in contact with the ground or 
  a shared support such as a beam or webbing.
  Warmech Scorpion (lvl 6)
  This scorpion is a construct. Apply +35 vitality, +3 saves, +3 attacks, 
  +3 DR, and the following abilities.
   Battlemech Skills: Boost Athletics, Mechanics, Percep-
  tion, Stealth, and Warcraft checks by +4.
   Construct Traits: The warmech scorpion is a construct. 
  As a construct, it is immune to all ailments including poison and 
  disease. It does not need to breathe, eat or sleep and has no need to 
  make Endurance checks. It is immortal and cannot be raised from 
  death if slain except using Miracle or Wish. A construct gains only 
  ½ the benefit of cure spells. However, once daily, it may attempt a 
  DC 15 Mechanics check to regain a number of hit points equal to the 
  check result minus 15. Thus, a Mechanics check with a result of 23 
  heals 8 hit points.
   DisintegrateM: The warmech scorpion targets a single 10-ft 
  cube volume or 1 creature within 120 ft. If it targets a volume, unat-
  tended mundane material and force effects (such as Wall of Force) 
  vanish. If it targets a foe and beat its Fortitude, the foe suffers 4d6 
  wound damage and permanently vanishes if it dies. Miracle or Wish 
  restores disintegrated items and creatures. Costs 10 vitality.
   InvisibilityM: This scorpion or its rider turns invisible for 5 
  minutes or until the subject attacks, whichever comes first. Invisibility 
  boosts Stealth checks by +10 and refuses line of sight. Costs 2 vitality.
   Jump: The scorpion can leap outward or upward up to 30 ft as 
  a standard action without a running start or Athletics check. Costs 1 
  vitality.
   Mage ArmorM: A shimmering field provides +4 DR for 1 
  hour. Mage Armor does not stack with real worn 
  armor or Bone Armor. Costs 1 vitality.
   Second Wind: Once daily after 1 
  minute of rest the warmech scorpion 
  regains 4d6 vitality.
   See InvisibilityM: As a standard 
  action, the warmech scorpion clearly 
  notices for 1 round any invisible or 
  incorporeal creatures within 30 ft.
   Self-Repair: The warmech scor-
  pion recovers 1d4 wound points per 
  level (typically 4d6 wounds). Costs 2 
  vitality.
  Monster Folio
  
  31
   
  Shadow
  These cunning, hateful undead thrive in cold darkness.
  Appearance & Culture
  A shadow is an inky roving mass of darkness that seeks to devour 
  warm souls. Shadows display no features and exist tenuously between 
  darkness and light, making them hard to strike. A shadow’s touch 
  causes fatigue, exhaustion and unconsciousness, whereupon it feeds 
  to spawn more of its kind.
    Shadows hunt alone or in gangs and prefer to overwhelm lone 
  individuals. They are highly intelligent and may speak from an area of 
  darkness—proffering secret knowledge or aid against a hated foe—
  in order to lure a curious creature into their clutches. When they 
  have nothing to lose, shadows speak to inflict maximum cruelty.
   Shadow magi are infamous. They recall fragments of mortal life, 
  tend to target magic users, and produce darkness to overcome light. 
  The first shadow magi rose from the remains of a shadowcaster who 
  perished with an overwhelming desire to seek vengeance. Since then, 
  victims of shadows with magic abilities often rise as shadow mages. 
   A shadowcaster can conjure shadows and these creatures make 
  potent though untrustworthy familiars.
  Shadow (lvl 5)
  Shadows have the following statistics.
   Type Undead
   Size Medium 
   Alignment Any evil
  ————————————————————————  
  Lore Check Religion DC 20
   Bypass Arcana, Disguise, and Religion each DC 20 and present 
  a magical light source such as a Daylight spell
  ————————————————————————
   Senses Nethersight
   Perception +4 ; Stealth +11 (+16 in darkness)
   Languages Common, Undercommon, plus 1 other language 
  the shadow spoke in life. 
   Initiative +6
  ————————————————————————
   Speed 10 ft ; Fly 30 ft in dark, 10 ft in shadow, 0 ft in light.
   Attack d20+8
   Weapons Slam (1d3)
   Damage -2
  ————————————————————————  
   Armor None ; DR 0
   Wounds 3
   Vitality 36
   Fortitude 13, Reflex 20, Will 16
   Special Incorporeal.
  ————————————————————————  
   Str 6, Con 12,  Dex 23, Int 17, Wis 8, Cha 14
   Prime Dexterity and Intelligence
   Skills None
  ————————————————————————
   FP 3 ; Patron Deity Maurob, Nefriti or Thulzuur 
   Multiclassing Necromancer, rogue, shadowcaster or war-
  lock 
   
   Treasure None
  Base Abilities
  All shadows have the following abilities.
      Daylight Damage: While in natural daylight or a Daylight 
  spell’s area, a shadow is blind and suffers 2 wound points per round 
  (no save). Also, it is dazed for 1 round when first exposed to such light.
   Draining TouchM: One adjacent creature suffers 2d4 
  necrotic wound damage if the shadow beats its Reflex. Moreover, 
  if the shadow beats its Fortitude as well, the target is fatigued (or 
  exhausted if already fatigued, or unconscious if already exhausted). 
  Costs 5 vitality.
     IncorporealM: A shadow is incorporeal. Mundane attacks 
  against incorporeal creatures have a 90% miss chance and magic 
  attacks have a 50% miss chance. Incorporeal creatures cannot han-
  dle solid objects, can pass through solid objects such as walls, may 
  choose to be invisible to enjoy a +20 bonus on Stealth checks, and 
  must materialize to make attack rolls. Materializing and dematerial-
  izing are swift actions that cost 5 vitality each.
   SpawnM: Once daily, a living creature with at least 1 magic 
  ability that is slain by a shadow transforms into a shadow within 
  1 hour after death. Creatures with magical abilities and 5+ levels 
  transform into shadow mages instead. Costs 5 vitality.
   Taint AuraM: As a swift action, adjacent living creatures 
  must resist using Will or gain 1 point of taint. When a creature’s taint 
  score exceeds its Wisdom score, its goes insane. Costs 1 vitality.
   Undead Traits: Shadows are immune to all ailments includ-
  ing poison, necrosis, and disease. They do not need to breathe, eat or 
  sleep and have no need to make Endurance checks. They regain hit 
  points from necrotic or vile energy and are harmed by holy and cure 
  energy. They are immortal and cannot be raised from death if slain.
  Devouring Death Shadow (lvl 7)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   IllusionistM: A devouring death shadow can conjure 4 
  torch-like orbs, 1 humanoid apparition, 4 voices, 1 loud animal or 
  machine noise, or a series of amusing stage tricks. The effects last 5 
  minutes, remain within 30 ft, and do not cause damage or require a 
  save, though they might fool the unwary. 
   Instant DeathM: One adjacent living creature that is 
  cloaked in natural darkness (not shadowy illumination or magical 
  darkness) must resist using Will or be instantly slain and turned to 
  fine shadowy mist. Death Ward blocks the effect. Costs 25 vitality.
  Shadow Magi (lvl 7)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   Drawn to Dark DweomerM: A shadow magi can 
  spend a standard action to detect the direction and distance to the 
  nearest living shadowcaster within 5 miles (or living magic user if no 
  shadowcaster is within range, or nearest living creature if no magic 
  user is within range). Costs 5 vitality.
   GloomM: A shadow magi can create shadowy conditions in 
  120-ft-radius area around itself. Attempts by others to lighten or 
  darken the area (using Darkness, Daylight, etc) fail. The effect lasts 4 
  hours + 1 hour per level indoors or at night, or 5 minutes outdoors 
  during the day. A mage shadow can only maintain 1 area of gloom at 
  a time. Costs 5 vitality.
   Shade RiderM: A shadow magi can merge with the shadow 
  of another creature or object for up to 4 days + 1 day per level, 
  effectively vanishing from sight. It can see and hear in this form but 
  cannot move on its own or use abilities except to end the effect as a 
  move action. Costs 5 vitality.
  Shadow Phear (lvl 10)
  This terrifying creature is a swarm of twisting, screaming shadows. 
  Apply +35 vitality, +10 wound points, +3 Fortitude and Will, -2 
  Reflex, +3 attacks, +5 damage, +3 DR and the following abilities.
   Fearful CryM: All living creatures within 15 ft that can hear 
  are shaken for 5 minutes, or for 1 round if  Will resists. A creature 
  that is 5+ levels below the shadow phear is frightened instead, flee-
  ing as best it can or cowering if it cannot flee. Costs 2 vitality.
   Huge Size: A shadow phear is a Huge creature. It occupies a 
  20-ft-diameter circular area and has a reach of 15 ft.
   Mass Gray WastingM: All foes within 30 ft permanently 
  age 1 category, or are dazed for 1 round if Fortitude resists. Multiple 
  attacks do not stack and once the target saves it is immune for the 
  day. Remove Curse reverses the aging. Costs 5 vitality.
  Monster Folio
  
  32
   
  Telchine
  These tall many-armed humanoids act as caretakers of mortal races.
  Appearance & Culture
  Sages believe the telchines represent an early form of humanoid that 
  pre-dates the existence of various races and sexes. A telchine has 2 
  different forms and a variable essence, and is thus sometimes mis-
  taken as several different creatures.
   In its unified form, a telchine appears as a tall blue-skinned human-
  oid with a long torso and 4 sinewy, dexterous arms, and is dressed in 
  concealing robes. The robes always contain some elements of reptil-
  ian skin, perhaps to honor some ancestors who existed in a epoch or 
  world of great reptilian beasts. A telchine’s fingers are long and fine, 
  and its face is often asexual and impassive, though some telchines are 
  clearly male or female. The telchine’s form is lanky enough to make 
  room for the arms and the mass of 2 persons. 
   When needed, a telchine can divide itself into 2 goblin-sized blue-
  skinned humanoids. The 2 split-off halves are usually male-female, 
  but may be male-male or female-female. Some sages believe the 
  telchines represents a primordial being before people were split into 
  2 halves, male and female, who now eternally long for each other. 
  Telchines reproduce by taking on its dualistic form, mating in an eso-
  teric manner, and rejoining into 1 creature that lays an egg or eggs, 
  from which hatches a toddler telchine. Sometimes, a telchine will 
  divide and take a mortal lover (or 2 lovers) in order to cross-fertilize 
  itself. From the egg will be born a child of the mortal’s race, but with 
  heroic qualities and a tendency to order and peacefulness.
   In the distant epochs past, there were supposedly many millions of 
  telchines, with perhaps billions on their home world. Today, the few 
  remaining telchines roam the Astral Realm. They are highly adept 
  with runes, magic, and powers of the mind and are—by necessity 
  after many hostilities with illithrixes and vorns—somewhat compe-
  tent with electrotech.
   Telchines are generally friendly to mortals, though they tend to 
  hide away in high mountain temples or caves under the earth in order 
  to avoid undo attention. As highly refined spiritual beings, the bestial 
  nature and raw emotionality of mortals can overwhelm them. Some 
  sages believe the telchines seek to shepherd mortals to their next 
  stages of evolution, whatever those might be. In fact, many telchines 
  pity mortals, who appear unable to locate peaceful means of sus-
  taining their civilizations. Everywhere there is tyranny, confusion, 
  deceit, and other ill properties. These concerned telchines actively 
  experiment with new designs and races of mortals, and some sages 
  wonder if the presence many races is by telchine design.
   Telchines love lore, books, sigils, glyphs, and other expressions of 
  language. Most of all, they have a knack for knowing and analyzing 
  creature’s true names. Legends describe people who are drawn to 
  a telchine’s ship or lair as it whispers their name. Thereafter it may 
  aid them in some way, foretell their future in order alter the threads 
  of destiny, or submit the person to a terrible rebirthing process that 
  changes them into another race. Most creatures find themselves 
  powerless to resist or otherwise act aggressively in a telchine’s pres-
  ence, as if it knows just the right words to evoke a peaceful response. 
   
  Telchine (lvl 12)
  Telchines have the following statistics.
   Type Aberration
   Size Large
   Alignment Usually lawful neutral
  ————————————————————————
   Lore Check Arcana DC 34
   Bypass Diplomacy DC 44
  ————————————————————————
   Senses Low-light vision
   Perception +19 ; Stealth +5
   Languages Understands all languages.
   Initiative +7
  ————————————————————————
   Speed 20 ft
   Attack d20+10
   Weapons 2 slams (1d6 each) or 2 scimitars (1d8 each) ; 
  Multi-Attack 
   Damage +1
  ————————————————————————
   Armor Magical robes over metallic skin ; DR 8
   Wounds 12
   Vitality 80
   Fortitude 25, Reflex 25,  Will 27
  ————————————————————————
   Str 12, Con 16, Dex 14, Int 16, Wis 19, Cha 14
   Prime Intelligence and Wisdom
   Skills Arcana +13, Diplomacy +7, Heal +14 (+19 to halt 
  bleeding), History +13, Literacy +13, Nature +13 
  ————————————————————————
   FP 6 ; Patron Deity Maiya, Voktra or Ymuri
   Multiclassing Elementalist, psion, sage or wizard
   Treasure Magic items and artwork in lair worth 1,500 gp
  Base Abilities
  Telchines have the following abilities.
   Analyze True Name: The telchine learns 1d4+1 facts 
  (statistics or background data) about a creature, whose true name it 
  knows. It can analyze a particular name only 2x as it tries the name 
  forward and backward. Costs 2 vitality.
   Attract By NameM: The telchine utters a creature’s true 
  name and it immediately moves toward the telchine at its maximum 
  speed. If the subject encounters a dangerous obstacle (chasm, fire) 
  that it cannot safely bypass then it can attempt to resist using Will to 
  stop just prior to the obstacle. Costs 2 vitality.
   AuguryM: The telchine gains insight regarding an immediate 
  choice it faces such as whether to open a chest or enter a room. 
  It receives an answer of weal (good fortune), woe (bad fortune), 
  or unclear (mixed fortune). The chance that it receives an answer 
  equals 70% + 1% per level. The answer is based on the likely out-
  come within the next 10 minutes. Costs 2 vitality.
   Channel The Divine: The telchine inscribes in the air 1 
  deity’s symbol, thereby opening a channel to the deity’s magic. On 
  its next turn, it can and must use any 1 basic ability of that deity. 
  Costs 5 vitality.
   Conditional Immortality: A telchine does not need 
  to eat, sleep or breathe unless it wishes to, and it does not age or die 
  unless it reproduces, after which time it begins aging normally.
   Cure AilmentM: A telchine can remove 1 ailment from 
  itself or a touched ally. Ailments include confusion, disease, exhaus-
  tion, fatigue, infertility, insanity, nausea, poison, and taint. This abil-
  ity does not remove curses such as mummy rot or lycanthropy. Costs 
  2 vitality.
   Cure WoundsM: A touched ally heals 1d6 wound damage 
  per 2 levels (max 5d6) as the telchine magically knits its flesh and 
  bones. A creature can benefit only once daily from this ability. Costs 
  1 vitality.
   Forget True NameM: After a 1-minute ritual, the telchine 
  permanently forgets a true name of its choice. Requires Learn True 
  Name.
   QuasiformM: A telchine can divide itself into 2 independent 
  creatures called quasiforms (see statistics block at right). This ability 
  cannot be used in combat unless the telchine leaves itself completely 
  defenseless while doing so. Costs 5 vitality.
   Learn True NameM: If the telchine beats the Will of 1 
  creature within 15 ft and light of sight, it learns the target’s true 
  name (its magical signature). A target that successfully resists this 
  ability is immune to it for 24 hours. The telchine can know a number 
  of true names at once equal to 3 + its level (typically 15).
   Light: The telchine conjures light on an unattended object 
  that it touches. The light produces strong illumination in a 15-ft 
  Monster Folio
  
  33
  radius burst and weak illumination outward an additional 30 ft. The 
  telchine can dismiss the light as a swift action. It can use this ability 
  at will but can maintain only 1 light at a time.
   RebirthingC: After 1 day of work, the telchine permanently 
  changes a helpless or willing person’s race, sex or both. This requires 
  3 fresh organs and 1 vial of fresh blood from a creature of the target 
  race and sex. The new form must be the same size and creature type 
  as the original. The procedure inflicts 2d6 wound damage and grants 
  the target a +10 bonus on Disguise checks to not be recognized as its 
  previous self and to possibly look like someone else. The target loses 
  its old race statistics and abilities and gains a new set of race statistics 
  and abilities. Costs 5 vitality.
   Secret ChamberM: The telchine creates an invisible 5-ft-
  wide, 10-ft-high magic portal directly in front of it. All who enter the 
  portal move into a 15-ft-cube extradimensional chamber (the cham-
  ber exists in the Astral Realm). Only invited creatures (not unattended 
  objects or natural phenomena such as wind) pass through the portal. 
  The chamber holds comfortably up to 8 Medium creatures and lasts 
  for 4 hours + 1 hour per level. Creatures caught in the chamber when 
  the magic ends are dumped at its entrance. Telchine can only maintain 
  1 secret chamber at a time. Costs 5 vitality.
   Split MindM: As a swift action, the telchine splits its mind 
  in 2 halves for 1 round. During this time, it can use 2 of its magic 
  abilities as a single standard action and ignore attacks that allow it to 
  resist using Will. Costs 5 vitality.
   Word of PeaceM: The telchine causes 1 creature within 
  30 ft to become peaceful and cease making attack roles or behaving 
  with hostile intent for 5 minutes. Will resists. If an affected target is 
  attacked, there is a 50% chance the effect ends. Costs 5 vitality.
   Word of RecallM: The telchine immediately returns to its 
  home base or other location marked earlier with a special rune. The 
  telchine can only have 1 rune like this at a time. Costs 10 vitality.
  Magistral Telchine (lvl 15)
  Apply +35 vitality, +2 saves, +2 attacks, +2 DR, and the 
  following abilities. 
   ForesightM: This telchine cannot be surprised 
  and it ignores Sneak Attack damage. Moreover, once 
  daily it may completely ignore 1 attack as an imme-
  diate action as if it had foreseen the moment. This 
  ability does not work while the telchine is uncon-
  scious.
   Realm ShiftM: The telchine moves to 
  another realm of existence. The trip is 1 way. The 
  telchine must have a specific destination in mind, 
  and it must pass an Arcana check to arrive there. 
  Otherwise, it arrives 1d6 miles away. The DC equals 
  5 for a familiar location, 10 for a visited location, 20 
  for a described location, and 30 for a location known 
  in name only. Costs 10 vitality plus 2 additional 
  vitality for each additional person or 250 pounds of 
  gear to a maximum of 20 vitality.
   Symbol of PeaceM: The telchine draws a 
  powerful symbol in the air, such that it improves its 
  use of Word of Peace to affect all creatures within 
  60 ft. Costs 10 vitality.
   Third PersonaM: A magistral telchine 
  has incorporated experiences of favored mortal 
  persons into itself, granting itself a +5 bonus on 2 
  skill checks of its choice.
  Telchine Quasiform  (level 6)
  Telchine quasiforms have the following statistics.
   Type Aberration
   Size Small
   Alignment Usually lawful neutral
  ———————————————
   Lore Check Arcana DC 22
   Bypass Diplomacy DC 32
  ————————————————————————
   Senses Low-light vision
   Perception +10 ; Stealth +7
   Languages Understands all languages.
   Initiative +2
  ————————————————————————
   Speed 30 ft
   Attack d20+5
   Weapons Slam (1d4) or dagger (1d4) 
   Damage +1
  ————————————————————————
   Armor Magical robes over metallic skin ; DR 5
   Wounds 6
   Vitality 42
   Fortitude 19, Reflex 19, Will 20
  ————————————————————————
   Str 12, Con 16, Dex 14, Int 16, Wis 16, Cha 14
   Prime Intelligence and Wisdom
   Skills Arcana +13, Diplomacy +7, Heal +14 (+19 to halt 
  bleeding), History +13, Literacy +13, Nature +13
  ————————————————————————
   FP 3 ; Patron Deity Maiya, Voktra or Ymuri
   Multiclassing Elementalist, psion, sage or wizard
   Treasure Gear and artwork in lair worth 600 gp
  Female Quasiform Abilities
  The female quasiform has the following abilities.
   Cure AilmentM: A female quasiform can remove 1 ailment 
  from itself or a touched ally. Ailments include confusion, disease, 
  exhaustion, fatigue, infertility, insanity, nausea, poison, and taint. 
  This ability does not remove curses such as mummy rot or lycan-
  thropy. Costs 2 vitality.
     Feminine Lore: Apply a +5 bonus on Acrobatics, Insight, 
  Music, Nature, Religion, and Trick checks.
   FusionM: A female quasiform can fuse with an adjacent 
  quasiform to transform into a standard telchine. This ability 
  cannot be used in combat. Costs 2 vitality.
      Symbol of PeaceM: The female telchine causes 
  all creatures within 60 ft to become peaceful and cease 
  making attack roles or behaving with hostile intent for 
  5 minutes. Will resists. If an affected target is attacked, 
  there is a 50% chance the effect ends. Costs 5 vitality.
  Male Quasiform Abilities
  The male quasiform has the following abilities.
   Cure WoundsM: One touched ally heals 1d6 
  wound damage per 2 levels (max 5d6) as the male 
  quasiform magically knits its flesh and bones. A par-
  ticular creature can benefit only once daily from this 
  ability. Costs 1 vitality.
      FusionM: A male quasiform can fuse with 
  an adjacent quasiform to transform into a standard 
  telchine. This ability cannot be used in combat. Costs 
  2 vitality.
   
  Masculine Lore: Apply a +5 bonus on Ath-
  letics, Endurance, Handle Animal, Intimidate, Survival, 
  and Warcraft checks.
   
  Realm ShiftM: The male quasiform moves 
  to another realm of existence. The trip is 1 way. The 
  telchine must have a specific destination in mind, and 
  he must pass an Arcana check to arrive there. Other-
  wise, he arrives 1d6 miles away. The DC equals 5 for 
  a familiar location, 10 for a visited location, 20 for a 
  described location, and 30 for a location known in 
  name only. Costs 10 vitality plus 2 additional vitality 
  for each additional person or 250 pounds of gear 
  to a maximum of 20 vitality.
  Monster Folio
  
  34
   
  Vampire
  These legendary predators relish the warm blood of mortals.
  Appearance & Culture
  Vampires are sentient undead who maintain their appearance and 
  memories from mortal life while facing an eternity that consists of 
  equal parts hedonistic joy and terrible hunger. Vampires never age, 
  ignore most damage, and lust for the warm blood of the living to 
  quench their thirst. Without blood they slowly wither into listless, 
  tormented husks. Vampires tend to haunt urban areas at night, and 
  most are former humans or half-elves, though they may hail from 
  any mortal race.
   Vampires have strength, hearty bodies, keen senses, and the ability 
  to charm and grapple their prey in order to feed. Prey are usually 
  left to bleed out but a vampire may select a particularly promising 
  (comely and pleasing) person to turn into a vampire. Sensitivity to 
  sunlight and other restrictions, plus tell-tale signs such as lack of a 
  reflection or normal shadow keep their numbers in check.
   Most vampires are relentless predators and fall into irredeemable 
  evil. Some, however, discover they can abstain from blood though 
  they are weaker than their kin as a result. Most vampires belong to 
  nests, ancient clans that seek control over territory and mortal “cat-
  tle” upon which they feed.
   Vampires pursue careers like mortals, and magic users among 
  them often possess gifts such as summoning bats.
    
  Vampire (lvl 8)
  Vampires have the following statistics.
   Type Undead
   Size Medium
   Alignment  Usually chaotic evil
  ——————————————————
   Lore Check Religion DC 26
   Bypass Religion DC 31 and strongly present a holy 
  symbol (or DC 26 if Comeliness 7 or lower)
  —————————————————
   Vision Darkvision.
   Perception +4 ; Stealth +8
   Languages Common plus any other one.
   Initiative +3
  —————————————————
   Speed 30 ft ; Climb 30 ft in dark, 15 ft in 
  shadow, 0 ft in light.
   Attack d20+10 (+15 grapple)
   Weapons Bite (1d4) or slam (1d6) or kama 
  (1d6) or longsword (1d8) or spiked chain (2d4, 10 ft 
  reach).
   Damage +6
  ———————————————
   Armor Leather over vile skin ; DR 5
   Wounds 10
   Vitality 58
   Fortitude 22, Reflex 19, Will 18
  —————————————————
   Str 23, Con 14, Dex 16, Int 12, Wis 8, 
  Cha 19
   Prime Strength and Charisma
   Skill Boosts Acrobatics +8, Athletics 
  +15, Bluff +14, History +6, Insight +4, Intimi-
  date +15
  ————————————————
   FP 4 ; Patron Deity Lilith, Nefriti or 
  Thulzuur
   Multiclassing Any
   Treasure 
  Armaments 
  and 
  other items worth 1,600 gp on its 
  person or in lair
  Base Abilities
  Vampires have the following abilities.
   Blood Dependency: Each day a vampire goes without any 
  fresh warm blood, reduce by 5 its current and maximum vitality 
  points. A vampire cannot fall below 0 vitality or suffer wound dam-
  age from lack of blood.
   BeguileM: As Charm Person, but lasts 24 hours. Costs 5 vitality.
   Blood Drain: When a vampire starts its turn holding a 
  grappled foe, it may bite the person and drain its blood as a stan-
  dard action. The target suffers 1d4 wound points and is fatigued, or 
  exhausted if fatigued, or unconscious if exhausted. For each round 
  of draining blood, the vampire regains 5 wound points and its maxi-
  mum vitality is restored to normal, if necessary.
   Charm PersonM: A targeted person within 15 ft is friendly 
  to the vampire for 5 minutes if the vampire beat the person’s Will. 
  While charmed, a person will not act in a way that brings harm to 
  the vampire, itself or its allies. Otherwise, it will follow the vampire 
  and respond aggressively to creatures that threaten it. A vampire can 
  dismiss the charm as a swift action. If the vampire treats the person 
  well, he may remain friendly after the charm wears off. This ability 
  does not grant a shared language. Nor can it alter a creature’s align-
  ment. Costs 1 vitality. 
   Daylight Fatigue: Vampires suffer a -5 penalty on Percep-
  tion checks in natural daylight. They also suffer 2 vitality damage per 
  round (no save) while exposed to natural daylight, and are dazed for 
  1 round upon first exposure to natural daylight.
   Fast Healing: A vampire heals 5 wound points as a swift 
  action. Acid and fire damage do not heal, but other forms of damage 
  heal. Also, if the vampire loses a limb, it can reattach the limb to the 
  stump as a move action.
   Glory & Shame: For 1 hour after a vampire feeds, boost its 
  Comeliness by +4. However, for each day it goes without feed-
  ing, adjust its Comeliness by -1 (minimum 1). Its Comeliness 
  returns to normal when it returns to full vitality after feeding, as 
  explained under Blood Dependency above.
   Improved Grapple: The vampire grapples an adja-
  cent foe up to 1 size larger than itself when it has 1 hand free 
  and beats the foe’s Fortitude. The vampire enjoys a +5 bonus 
  to initiate or resist grappling. A grappled creature cannot move 
  and can only use a Light melee weapon that is already in hand. 
  Each round, the vampire must expend a move action to main-
  tain the grapple, and the foe can try to beat the vampire’s For-
  titude as a standard action to break the grapple. The vampire 
  may block a grappled foe’s mouth with 1 hand to prevent 
  speech.
   
     Revitalizing BloodM: As a standard action, a 
  vampire can give an adjacent person up to 5 hit points worth of 
  its own blood. The vampire loses the desired amount in vitality 
  points while the person gains an equal number of wound points. 
  Excess wound points above the person’s normal maximum van-
  ish after 1 hour. A person cannot exceed his normal maximum 
  wounds by more than 5 in any case, and a person who feeds from 
  a vampire suffers a permanent -5 penalty on Will to resist that 
  vampire’s abilities.
   
  Slain by the Stake: A vampire is permanently slain 
  when its head is severed or its heart is pierced as represented by a 
  critical hit or coup de grace delivered by a stake or similar pierc-
  ing wooden weapon.
      SpawnM: A person who is slain by a vampire transforms 
  into a spawn 1d3 days after death assuming the vampire gave the 
  creature 1d4 wound points worth of its own blood at the time of 
  death. If the victim is above 4th level, it retains some of its class 
  levels. For example, a 7th level wizard would become a spawn 
  with 3 levels of wizard. Spawn are weak, newling vam-
  pires as described on the next page.
   Swift MotionM: Up to once per round a 
  vampire can magically move up to 15 ft as an imme-
  diate action. Costs 2 vitality.
  Monster Folio
  
  35
   Undead Traits: Vampires are immune to all ailments 
  including poison, necrosis, and disease. They do not need to breathe, 
  eat or sleep and have no need to make Endurance checks. They regain 
  hit points from necrotic or vile energy and are harmed by holy and 
  cure energy. They are immortal and cannot be raised from death if 
  slain.
   Vampiric RestrictionsM: A vampire may not enter a 
  consecrated area such as a church, enter a private dwelling without 
  being invited, or cross over or through an area of running water.
   Vampiric VisageM: A vampire’s twisted shadow moves on 
  its own and its image never appears in a mirror or other reflective 
  surface.
  Vampire Spawn
  Like their vampire masters, spawn are sentient undead who main-
  tain their appearance and memories from mortal life but never age, 
  ignore most damage, and lust for the warm blood of mortals.
   Spawn are strong, hearty, keen, and able to grapple their prey in 
  order to feed. Unlike a vampire, spawn cannot make more of their 
  own kind. Also, direct exposure to sunlight or running water quickly 
  kills them. Tell-tale signs such as lack of a reflection or normal 
  shadow keep their numbers in check.
   Most spawn quickly fall into a predatory life of chaos and evil. 
  Some discover that through guile, planning or magic, they can over-
  come their vampire creator and advance to become full-fledged 
  vampires. Those who were magic users or other notables in their 
  previous life are quick to keep using these abilities when possible.
    
  Spawn (lvl 4)
  Spawn have the following statistics.
   Type Undead
   Size Medium
   Alignment  Usually chaotic evil
  ————————————————————————
   Lore Check Religion DC 18
   Bypass Religion DC 23 and press garlic or a holy symbol
  ————————————————————————
   Vision Darkvision.
   Perception +3 ; Stealth +7
   Languages Common plus any other one.
   Initiative +2
  ————————————————————————
   Speed 30 ft ; Climb 30 ft in dark, 15 ft in shadow, 0 ft in light.
   Attack d20+5
   Weapons Bite (1d4) or slam (1d6) or kama (1d6) or spiked 
  chain (2d4, 10 ft reach).
   Damage +3
  ————————————————————————  
   Armor Leather over vile skin ; DR 3
   Wounds 10
   Vitality 29
   Fortitude 18, Reflex 16, Will 15
   Special Undead traits
  ————————————————————————
   Str 19, Con 12, Dex 14, Int 10, Wis 6, Cha 17
   Prime Strength and Charisma
   Skills Acrobatics +7, Athletics +14, Intimidate +14
  ————————————————————————
   FP 2 ; Patron Deity Lilith, Nefriti or Thulzuur
   Multiclassing Any
   Treasure Items worth 400 gp on person or in lair
  Spawn Base Abilities
  Spawn have the following abilities.
   Blood Dependency: Each day a spawn vampire goes 
  without any fresh warm blood, reduce by 5 its current and maxi-
  mum vitality points. A spawn cannot fall below 0 vitality or suffer 
  wound damage from lack of blood.
   Blood Drain: When a spawn vampire starts its turn holding 
  a grappled foe, it may bite the person and drain its blood as a stan-
  dard action. The target suffers 1d4 wound points and is fatigued, or 
  exhausted if fatigued, or unconscious if exhausted. For each round of 
  draining blood, the spawn regains 5 wound points and its maximum 
  vitality are restored to normal, if necessary.
   Daylight and Water Damage: Spawn vampires are 
  blind in natural daylight and in water, suffer 5 wound points per 
  round (no save) while exposed to natural daylight or while immersed 
  in water, and are dazed for 1 round upon first exposure to natural 
  daylight or water. 
   Improved Grapple: The spawn vampire grapples an 
  adjacent foe up to 1 size larger than itself when it has 1 hand free 
  and beats the foe’s Fortitude. Apply a +5 bonus to initiate or resist 
  grappling. A grappled creature cannot move and can only use a Light 
  melee weapon that is already in hand. Each round, the spawn must 
  expend a move action to maintain the grapple, and the foe can try to 
  beat the spawn’s Fortitude as a standard action to break the grapple. 
  The spawn may block a grappled foe’s mouth with 1 hand to prevent 
  speech.
   Shame: Each day a spawn vampire goes without blood, adjust 
  its Comeliness by -1 (minimum 3). Its Comeliness returns to nor-
  mal when it returns to full vitality after feeding, as explained under 
  Blood Dependency above.
   Slain by the Stake: A spawn vampire is permanently slain 
  when its head is severed or its heart is pierced as represented by a 
  critical hit or coup de grace delivered by a stake or similar piercing 
  wooden weapon.
   Undead Traits: Spawn vampires are immune to all ail-
  ments including poison, necrosis, and disease. They do not need to 
  breathe, eat or sleep and have no need to make Endurance checks. 
  They heal rather than suffer harm from necrotic or vile energy and 
  are harmed by holy and curative energy. They are immortal and can-
  not be raised from death if slain.
   Vampiric Obedience: A spawn suffers a -10 penalty to 
  counter Bluff, Diplomacy, and Intimidate checks made against them 
  by true vampires.
   Vampiric Restrictions: A spawn may not enter a conse-
  crated area such as a church, enter a private dwelling without being 
  invited, or cross over or through an area of running water. Moreover, 
  it must sleep during daylight hours or suffer fatigued (as a normal 
  person would be after missing a night’s sleep).
   Vampiric VisageM: A vampire’s twisted shadow moves on 
  its own and its image never appears in a mirror or other reflective 
  surface.
  Slayer Vampire (lvl +4)
  This vampire is a stealthy and deadly warrior. Apply +28 vitality, +2 
  saves, +2 attacks, +2 DR, and the following abilities.
     Dodge: As an immediate action, the slayer vampire chooses to 
  ignore 1 impending melee weapon attack before it knows whether 
  the attack hits. Costs 2 vitality.
    Far JumpM: A slayer vampire can leap outward, downward or 
  upward up to 90 ft as a standard action without a running start or 
  Athletics check or fear of harm on impact. Costs 1 vitality up to 30 
  ft, or 2 vitality for further distances.
   Improved Initiative: A slayer vampire reacts quickly to 
  attack. Apply a +5 bonus on initiative checks or +2 when over-loaded.
   InvisibilityM: The slayer vampire turns invisible for 5 minutes 
  or until it makes an attack, whichever comes first. Invisibility boosts 
  Stealth checks by +10 and refuses line of sight. Costs 2 vitality.
   Rapid Attack: A slayer vampire may make 2 attacks with 
  the same melee weapon in rapid succession as a standard action. The 
  vampire may direct attacks to the same foe or different foes. Apply a 
  -2 penalty on both attack rolls.
     Weapon Mastery: Each slayer vampire specializes in a sin-
  gle favorite weapon such as a kama or shortbow. It enjoys a +5 bonus 
  on attack rolls and +15 damage when using that weapon.
  Monster Folio
  
  36
   
  Vorn
  These pirates traverse the Astral Realm to plunder many worlds.
  Appearance and Culture
  Vorns are a militant race that dwells mostly in the Astral Realm. They 
  stand 4 to 5 ft tall and look similar to half-orcs, except they sport 
  deep blue skin and golden eyes. Vorns reject all deities and divine 
  pretensions to power and utilize ancient heretical rites to surrepti-
  tiously tap magic that is normally only available to pious believers. 
   Having visited many worlds, vorn are technologically savvy, psy-
  chically aware, and adept in martial arts. They travel in spellship con-
  voys rather than build communities. Once on the ground, they tend 
  to travel in pairs, maintaining a psychic link. In their travels, vorns 
  often introduce themselves as explorers, hunters, mercenaries, mer-
  chants, refuges or settlers. Though they may keep up these roles for 
  a time, they are mostly pirates, slavers, and treasure hunters. A tiny 
  cabal worships Voktra, Matron of Crossroads, but these repentant 
  vorn are hardly friends to the lesser races.
   Sages believe the vorn race is a blend of hobgoblins, humans, orcs, 
  slith, and tieflings. Perhaps the illithrix bred the first vorn, though 
  they are their own race with unusual physiology. Specifically, vorns 
  require humanoid slaves to reproduce, and the offspring are always 
  vorns. Captives who are unfit for breeding are eaten, thrown into 
  deadly gladiatorial games, used for gruesome experiments, sold 
  to other races, or magically transmuted into vorn. Vorns consider 
  humanoid eyes a delicacy and most slaves are soon blind. A vorn with 
  an eye patch has been bested by his own kind. 
   Vorns are master alchemists and often use potions to enhance 
  their battle skills or manage slaves. They also use firearms and even 
  explosives. A vorn can fire multiple arrows, make several sword 
  thrusts or deliver a flurry of blows in a brief moment with relative 
  ease. Besides potions, vorns tend to downplay magic items, viewing 
  them as a crutch that is easily exploited or stolen by their rivals.
   Vorns war with angels, cyclones, demons, devils, and illithrix. 
  Sooner or later, everyone is out to exact vengeance against 
  the unscrupulous vorn race.
   
  Vorn (lvl 6)
  Vorns have the following statistics.
   Type Mutant
   Size Medium
   Alignment Usually neutral evil
  ———————————————
   Lore Check Arcana DC 22
   Bypass Intimidate DC 32 (or DC 27 and 
  warmech)
  ———————————————
   Senses Darkvision, low-light vision, 
  see invisibility
   Perception +12 ; Stealth +13 
  (+18 in Astral Realm)
   Languages Vorn and Common plus 
  1 other language such as Abyssal, Celestial, 
  Genie, Infernal or Mechanite. 
   Initiative +3
  ——————————————
   Speed 30 ft
   Attack d20+6 (+8 using firearms)
   Weapons Hunting rifle (2d10, 80 ft) 
  or shotgun (2d8, 30 ft) or scimitar (1d6) or 
  unarmed strike (1d6) ; Multi-Shot 
  and Multi-Attack
   Damage +2 (+7 using firearms)
  ——————————————
   Armor Studded leather ; DR 3
   Wounds 10
   Vitality 45
   Fortitude 19, Reflex 19, Will 19
   Special Automatically regenerate 1 wound point per round 
  except against acid and fire damage, auto-stabilize when bleeding, and 
  remain conscious down to -10 hit points, at which time they die.
  ————————————————————————
   Str 14, Con 16,  Dex 16, Int 12, Wis 14, Cha 8
   Prime  Dexterity and Wisdom
   Skills Acrobatics +13, Appraise +6, Arcana +6 (+11 realms 
  lore), Athletics +7, Craft +6, Diplomacy -5, Endurance +8, History 
  +6, Insight -3, Intimidate +7, Literacy +7, Mechanics +13 (+18 
  steamgear), Pilot +12 (+17 spellships), Trick +13, Warcraft +7
  ————————————————————————
   FP 0 ; Patron Deity None
   Multiclassing Artificer, gunslinger, medicant or psion
   Treasure Mundane armor and weapons plus potions, all 
  worth a total of 1,200 gp
  Base Abilities
  Vorns have the following abilities.
   Brew PotionC: The vorn places an ability that it or an adja-
  cent ally (or slave) knows into a potion, salve, oil or similar mix that 
  delivers a single-use effect to a creature or object. The cost and time 
  equal 50 gp and 1 hour for a basic ability or 300 gp and 2 hours for 
  an intermediate ability. The vorn pays the vitality cost when brewing 
  the potion. See Radiance PlayeRs Guide regarding potions.
   Eye Gouge: One adjacent foe permanently loses an eye, suf-
  fers 1d4 wound damage, and endures a permanent -2 penalty to 
  Perception checks if the vorn beats its Reflex. Regenerate or Heal 
  restores the eye. Typically, the vorn eats the eye. Costs 2 vitality.
   Force PushM: One target up to size Large within 30 ft is 
  pushed back 10 ft, or 5 ft if Fortitude resists. Costs 1 vitality.
   Heretical Lore: Select any 3 deities. For each deity, the 
  vorn knows its unique geometric seal and ritual. Each day, the vorn 
  may select 1 of these deities when using Seal Heretical Pact.
   MindlinkM:  The vorn forms a telepathic bond for 5 minutes 
  with a sentient ally within 30 ft. Once the bond is formed, it works 
  over any distance. The vorn can maintain only 1 bond at a time.
   Mind ShieldM: As a move action, the vorn cloaks its mind to 
  enjoy a +5 bonus on Will against 1 attack that occurs before the start 
  of its next turn. Costs 1 vitality.
   
  Mind ThrustM: One sentient foe within 30 ft suffers 
  1d6 psychic damage per 2 levels (max 5d6), or ½ 
  damage if  Will resists. Costs 1 vitality.
   
  Paralyzing ForceM: A foe with 
  30 ft must resist using Will or be stunned for 1 
  round. The vorn does not need line of sight if it 
  has successfully used Eye Gouge on the targeted foe. 
  Costs 2 vitality.
   
  Seal Heretical PactM: Once daily after a 
  1-minute ritual costing 1 gp in materials, the vorn binds an 
  occult spirit into itself for 24 hours. During the ritual, the vorn 
  specifies a deity and draws the deity’s geometric seal. The vorn 
  gains 2 basic abilities or 1 intermediate ability listed under that 
  deity. While bound, the vorn shows the spirit’s physical sign 
  upon its body, which is noticeable on a successful DC 10 Per-
  ception check. Unlike typical heretic bindings, the vorn does 
  not suffer an alignment shift. The vorn cannot dismiss the 
  spirit early unless it has Expel Spirit or is targeted by the 
  Exorcism ability. In fact, when it is not bound to a spirit, 
  it suffers a -1 penalty on all d20 rolls. Requires Heretical 
  Lore. Conducting the ritual costs 2 vitality.
   
  See InvisibilityM: As a standard action, a 
  vorn clearly notices for 1 round any invisible or incor-
  poreal creatures within 30 ft.
   
  ShieldM: As a swift action, a vorn can conjure a 
  shimmering shield of force that provides +2 DR. The 
  shield lasts 2 minutes and also grants total immu-
  nity to the Magic Missile ability. Costs 1 vitality.
  Monster Folio
  
  37
  Monster Folio
   
  Vyne
  This carnivorous plant patiently drags prey to their doom.
  Appearance & Culture
  Vynes, also called assassin vines, are semi-mobile aggressive plants 
  that collect their own grisly fertilizer by grabbing and crushing ani-
  mals and depositing the carcasses near their roots.
   A mature vyne consists of a main stalk, about 20 ft long. Smaller 
  stalks up to 5 ft long branch off from the main stalk about every 6 
  inches. These smaller vines bear clusters of leaves, and in late sum-
  mer they produce bunches of small fruits that resemble wild grapes. 
  The fruit is tough and has a hearty but bitter flavor. The berries make 
  a heady wine called “verve”.
   A vyne can move about, albeit slowly, and tends to stays put unless 
  seeking seek prey in a new vicinity. It often lies still until prey comes 
  within reach, then attacks. It uses its entangle ability both to catch 
  prey and to deter counterattacks. Vynes have no visual organs but can 
  ascertain all foes within 30 ft using sound, scent, and vibration.
   A subterranean version of the vyne grows near hot springs, vol-
  canic vents, and other sources of thermal energy. These plants have 
  thin, wiry stems and gray leaves shot through with silver, brown, and 
  white veins so that they resemble mineral deposits. A vyne growing 
  underground usually generates enough offal to support a thriving 
  colony of mushrooms and other fungi, which spring up around the 
  plant and help conceal it.
   A particularly ill-tempered vyne called the greenvice has a nasty 
  maw. Creatures caught in its maw quickly succumb to the plant’s 
  digestive juices. The vileshade is equally nasty: its grapes produce a 
  delicious but corrupting wine that brings out the worst sorts of evil 
  in drinkers. Its celestial counterpart, the holysnare, offers a medici-
  nal berry that heals the drinker and revitalizes his moral and ethical 
  compass, motivating him toward goodness.
  Vyne (lvl 4)
  Vynes have the following statistics.
   Type Plant
   Size Large
   Alignment Neutral
  ————————————————————————
   Lore Check Nature DC 18
   Bypass Nature or Survival DC 28
  ————————————————————————
   Vision Blindsight, low-light vision
   Perception +6 ; Stealth +0 (+20 in either outdoor or 
  underground environments)
   Languages Do not use language.
   Initiative +0
  ————————————————————————
   Speed 5 ft
   Attack d20+7
   Weapons 2 slams (2d6 each, 20 ft reach) ; Multi-Attack
   Damage +5
  ————————————————————————
   Armor Rubbery bark ; DR 4 (9 vs cold and electrical damage)
   Wounds 15
   Vitality 31
   Fortitude 19, Reflex 12, Will 20
   Special +5 to resist disease and poison.
  ————————————————————————
   Str 20, Con 16, Dex 10, Int 2, Wis 13, Cha 8
   Prime Strength and Constitution
   Skills Athletics +15, Endurance +13, Survival +6, Trick +5
  ————————————————————————
   FP 2 ; Patron Deity Absolom, Greenwyrm or Lilith
   Multiclassing Barbarian, druid, elementalist or shifter
   Treasure 200 gp plus grapes to brew 1d4-1 pints of venus 
  wine
  Base Abilities
  Vynes have the following abilities.
   Blindsight: A vyne notices creatures within 30 ft concealed 
  by invisibility, darkness or other effects as easily as if they stood 
  unaided in broad daylight. This ability draws upon a myriad of natural 
  clues such as scent, sound, and vibration.
   Camouflage: When a vyne is in a natural environment and 
  remains motionless while concealed, it enjoys a +20 bonus on Stealth 
  checks (already shown in the statistics block). Also, even when the 
  vyne moves through a natural area, it enjoys a +5 bonus. The envi-
  ronment must afford places to hide, as normal, and the vyne does not 
  benefit when a creature already notices it.
   Heady Grapes: The grapes of a slain vyne can be processed 
  into 1d4-1 pints of strong wine. Processing takes 8 hours per pint 
  and a successful DC 15 check using Heal or Survival. A failed check 
  ruins the brew. One pint of the wine grants 5 vitality points 1 minute 
  after consumption. The drinker may exceed his normal maximum 
  vitality to a maximum of +5 points above normal. The vitality lasts 
  1 hour and then suddenly vanishes to leave the drinker fatigued for 
  4 hours. Multiple pints do not stack. Drinking a pint while already 
  fatigued results in exhaustion or unconsciousness afterward instead. 
  A bushel of unprocessed grapes makes 1 pint that is worth 25 gp. A 
  pint of the wine, ready to drink, is worth 100 gp.
   Power Grapple: The vyne grapples an adjacent foe up to 1 
  size larger than itself when it beats the foe’s Fortitude to maximum 
  of 4 foes at once. The vyne enjoys a +5 bonus to initiate or resist 
  grappling. A grappled creature cannot move and can only use a Light 
  melee weapon that is already in hand. Each round, the vyne must 
  expend a move action to maintain the grapple, and the foe can try to 
  beat the vyne’s Fortitude as a standard action to break the grapple. 
  The vyne may block a grappled foe’s mouth with 1 stalk to prevent 
  speech. As a standard action, the vyne may move the grappled foe 5 
  ft, either moving at the same time with the foe or repositioning the 
  foe.
  Greenvise Vyne (lvl +2)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   Acidic Capture: An adjacent foe must resist using Forti-
  tude or become captured in the greenvise’s maw. Each round on its 
  turn, the foe can attempt to resist using Fortitude. If it succeeds, it 
  frees itself from the maw and lands adjacent to the vyne. If it fails, it 
  suffers 2d6 acid damage.
   Maw: A greenvise vyne has a bite attack that delivers 4d6 dam-
  age to an adjacent foe that fails to resist using Reflex. Apply +2 on 
  the vyne’s attack roll.
  Vileshade Vyne (lvl +2)
  Apply +14 vitality, +1 saves, +1 attacks, +1 DR, and the following 
  abilities.
   Corrupting WineM: A person who drinks wine made 
  from a vileshade vyne slowly becomes evil. Each day that he drinks 
  at least 1 pint of the brew (as described under Heady Grapes above), 
  the creature feels an evil urge and must resist using Will or commit 
  an evil act. After it commits more evil acts than it has levels, its align-
  ment permanently changes to evil. Remove Curse negates the effect. 
  Each pint of this wine is worth 600 gp.
   Detect GoodnessM: The vileshade vyne immediately 
  learns whether good-aligned creatures are present within a 30-ft 
  cone. When it concentrates for a second round, it learns their num-
  ber and relative strength to itself (weaker, stronger or about the 
  same). When it concentrates for a third round, it learns which spaces 
  the creatures occupy.
   Fiendish Resistance: A vileshade vyne enjoys +5 DR to 
  resist acid and fire damage in addition to its usual resistances.
  
  38
  Monster Folio
   
  Warhorse
  These powerful and brave steeds make excellent mounts in battle.
  Appearance & Culture
  A warhorse is a tough, heavy horse that is bred and trained for 
  strength and aggression. Its more potent cousin the magebred charger 
  also knows useful tactical tricks such as charging, overrunning, and 
  trampling foes for heavy damage. A heavy warhorse is usually laden 
  with armor and can fight while carrying a rider, but the rider cannot 
  also attack unless he is skilled (DC 15 Handle Animal check).
  Warhorse (lvl 2)
  Warhorses have the following statistics.
   Type Animal
   Size Large
   Alignment Neutral
  ————————————————
   Lore Check Nature DC 14
   Bypass Handle Animal DC 24
  ———————————
   Vision Low-light vision, scent
   Perception +6 ; Stealth +0
   Languages Variant warhorses 
  understand various languages.
   Initiative +1
  ————————————————
   Speed 50 ft (also, can run at 5x normal speed)
   Attack d20+5
   Weapons Bite (1d4) or 2 hooves (2d6) ; 
  Multi-Attack
   Damage +4
  ———————————————
   Armor Thick skin and chain barding ; 
  DR 5
   Wounds 15
   Vitality 17
   Fortitude 17, Reflex 12, 
  Will 13
   Special Apply +5 bonus to resist 
  abilities that cause fatigue or exhaustion, and can 
  sleep in armor without fatigue the next day.
  —————————————
   Str 19, Con 17, Dex 12, Int 2, 
  Wis 12, Cha 6
   Prime Strength and Constitution
   Skills Acrobatics +11, Athletics 
  +19, Endurance +13
  ———————————————
   FP 1 ; Patron Deity Phane, Tanish or Voktra
   Multiclassing Barbarian or shifter
   Treasure Chain barding worth 600 gp
  Base Abilities
  Warhorses have the following abilities.
   Improved Carry Capacity: A warhorse can carry 250 
  pounds, or 1 Medium or 2 Small creatures, in addition to any other 
  weight normally allowed, and not be overloaded. It can drag up to 
  1,250 pounds or support +8 encumbrance slots.
   Scent: A warhorse can detect creatures within 30 ft by sense 
  of smell. If a creature is upwind, the range increases to 60 ft. If it is 
  downwind, the range is 15 ft.
  Ghostmare (level 6)
  A ghostmare is an undead creature. Apply +28 vitality, +2 saves, +2 
  attacks, +2 DR, and the following abilities.
     IncorporealM: A ghostmare is incorporeal. Mundane attacks 
  against incorporeal creatures have a 90% miss chance and magic 
  attacks have a 50% miss chance. Incorporeal creatures cannot han-
  dle solid objects, can pass through solid objects such as walls, may 
  choose to be invisible to enjoy a +20 bonus on Stealth checks, and 
  must materialize to make attack rolls. Materializing and dematerial-
  izing are swift actions that cost 5 vitality each.
   Undead Traits: Ghostmares are immune to all ailments 
  including poison, necrosis, and disease. They do not need to breathe, 
  eat or sleep and have no need to make Endurance checks. They regain 
  hit points from necrotic or vile energy and are harmed by holy and cure 
  energy. They are immortal and cannot be raised from death if slain.
  Magebred Charger (lvl 6)
  A magebred charger is a magical beast. Apply +28 vitality, +2 
  saves, +2 attacks, +2 DR, a 5 Intelligence, and the following 
  abilities.
   Battle Training: A magebred charger enjoys a +5 bonus 
  on Acrobatics and Intimidate checks, granting it Acrobatics +16 and 
  Intimidate +14.
   Fear Immunity: A magebred charger is immune to fear.
    Improved Overrun: A magebred charger can easily push 
  past a foe as a swift action. If it beats a target’s Fortitude, it can 
  freely pass the target at its current speed. If not, it moves adja-
  cent to the target but do not pass it. A charger enjoys a +5 
  bonus on attempts to initiate or resist the Overrun ability.
     Powerful Charge: As a swift action, apply 
  +6d6 damage to the magebred charger’s next bite or hoof 
  attack that round. The charger must move at least 10 ft 
  just prior to using this ability.
       Powerful Kick: A magebred charger can shove 
  an adjacent target. If it beats the target’s Fortitude, the tar-
  get is pushed back 1d4 x 5 ft and knocked prone.
      Second Wind: Once daily, after 1 minute of rest, a 
  magebred charger recovers 4d6 vitality.
      Trample: As part of its move action, a magebred 
  charger can trample all foes in spaces that it moves through. 
  Foes suffer 3d8 damage +1 point per level, or ½ damage 
  if Reflex resists.
  Paladin’s Warhorse (lvl 6)
  This warhorse is a celestial creature. Apply +28 vitality, +2 
  saves, +2 attacks, +2 DR, and the following abilities.
   
   
  Death WardM: For 5 minutes, a paladin’s 
  warhorse and its rider are immune to the effects of all 
  ailments, curses, and necrotic and vile energy dam-
  age. Costs 5 vitality. 
      Detect EvilM: The paladin’s warhorse learns 
  whether fiends and/or undead are present within a 
  30-ft cone.
   
  Fear Immunity: This warhorse is immune to fear.
   Intelligent: A paladin’s warhorse has a 10 Intelligence and 
  speaks Common and Celestial.
   Holy AscensionM: For 5 minutes, the paladin’s warhorse 
  gains +5 DR, darkvision and heavensight, fast healing 5, immunity 
  to disease and poison, and feathery wings that provide it with a fly 
  speed of 30 ft. Costs 25 vitality.
   Stand TallM: A paladin’s warhorse ignores attacks that would 
  otherwise knock it prone.
   Taint Immunity: This warhorse ignores the Taint ability.
  Pegasus (lvl 6)
  This beautiful winged warhorse is a magical beast. Apply +28 vitality, 
  +2 saves, +2 attacks, +2 DR, and the following abilities.
   Aerial Prowess: Boost Acrobatics and Athletics checks by 
  +5, or by +10 bonus when flying.
   Intelligent: A pegasus has a 10 Intelligence and speaks 
  Common and Sylvan. 
   Resist Fear: Apply a +5 bonus on saves to resist fear effects.
   Winged Flight: A pegasus has a fly speed of 50 ft.
  
  39
   
  Werebeast
  Werebeasts are mortals cursed to become vicious predatory animals.
  Appearance & Culture
  Werebeasts, also called lycans or lycanthropes, are people cursed to 
  acquire a terrible human-animal hybrid form under the full moon. 
  This lunar transformation is a curse spread by the bite of older were-
  beasts and extends eons back into the timeless mists of prehistory.
   Although werewolves are the common type of werebeasts, other 
  breeds exist such as wererats, werebears, wereboars, weresharks and 
  others, each keyed to a different predator. 
   Under the full moon, werebeasts become viciously chaotic evil 
  fighting machines, though it is possible, given time, for a werebeast 
  to gain control over its shapechanging abilities.
  Werebeast (lvl 4)
  Werebeasts have the following statistics.
   Type Mutant
   Size Medium
   Alignment Chaotic evil
  ——————————————
   Lore Check Nature DC 18
   Bypass Handle Animal DC 23 and strongly pres-
  ent a silver holy symbol
  ——————————————
   Vision Low-light vision, scent
   Perception +11 ; Stealth +7
   Languages Common. 
   Initiative +5
  ———————————————
   Speed 40 ft
   Attack d20+8 (+13 when using Trip)
   Weapons Bite (3d6) and 2 claws (3d4 each) ; 
  Multi-Attack
   Damage +4
  —————————————————
   Armor Magical furry hide ; DR 4 (0 vs 
  silver)
   Wounds 13
   Vitality 30
   Fortitude 16, Reflex 14, Will 15
   Special The werebeast and its gear 
  ignore cold down to -40º F.
  —————————————
   Str 18, Con 15, Dex 15, Int 
  10, Wis 13, Cha 8
   Prime Strength and Wisdom
   Skills Acrobatics +7, Athletics +6 
  (+16 when jumping), Handle Animal +11 
  (+16 with wolves), Insight +11, Survival +11
  ————————————————————————
   FP 2 ; Patron Deity Corvis, Phane or Stolgar
   Multiclassing Barbarian, druid, ranger or shadowcaster
   Treasure Items worth 400 gp in lair
  Base Abilities
  Werebeasts have the following abilities.
   Animal FormM: A werebeast can take the form of an animal 
  of its kind (bear, giant rat, wolf, etc) for up to 1 hour provided the 
  animal’s level is equal to or less than its own level. The werebeast 
  retains its alignment, intelligence, saves, and vitality points but oth-
  erwise acquires animal’s statistics. Changing to or from animal form 
  is a move action that destroys all mundane clothing and leaves behind 
  all other gear. The animal form radiates faint magic. Costs 2 vitality.
   Bestial Empathy: Apply a +5 bonus on Handle Animal 
  checks or a +10 bonus involving natural and magical animals of the 
  werebeast’s kind.
   Expert Trip: As a move action, an adjacent foe must resist 
  using Reflex or be knocked to the ground, suffering 1d6 damage and 
  made prone. The werebeast enjoys a +5 bonus when initiating or 
  resisting this ability.
   Grapple: The werebeast grapples an adjacent foe up to 1 size 
  larger than itself when it beats the foe’s Fortitude and has a free hand. 
  A grappled foe cannot move and can only use a Light melee weapon 
  that is already in hand. Each round, the werebeast must expend a 
  move action to maintain the grapple, and the foe can try to beat the 
  werebeast’s Fortitude as a standard action to break the grapple. The 
  werebeast may block a grappled foe’s mouth with 1 hand to prevent 
  speech.
   Hybrid TransformationM: A werebeast’s normal 
  form is a person who involuntarily takes bestial form at dusk under 
  a full moon. The transformation takes 1 minute, destroys 
  all nonmagical gear, and causes the person to howl in 
  agony (audible to up 120 ft away). Magical gear falls 
  off, undamaged. The new form lasts until daybreak 
  (typically, 9 to 12 hours) and the person awak-
  ens naked and with no knowledge of actions he 
  took the night before. The transformation to 
  and from bestial form heals all but 1 point 
  of wound damage (scratches and light cuts 
  belie the person’s activities). The transforma-
  tion does not regenerate limbs but it does cure 
  disease and poison effects. In bestial form, the 
  person is chaotic evil and seeks to slay the near-
  est good-aligned person. Each time the person slays 
  someone, he or she must resist using Will or move 1 
  step closer to chaotic evil even while in normal form.
   
  Jump: A werebeast can leap downward, outward 
  or upward up to 30 ft as a standard action without a run-
  ning start or making an Athletics check. Costs 1 vitality.
   
  Lycan LimitationsM: A werebeast cannot 
  cross water more than 5 ft wide or approach within 5 ft 
  of silver objects.
     Scent: A werebeast can detect creatures within 
  30 ft by sense of smell. If a creature is upwind, the 
  range increases to 60 ft. If it is downwind, the 
  range drops to 15 ft.
        
  Slain by Silver: Werebeasts have DR 0 against 
  silver weapons, and such weapons always deliver maximum 
  damage. Even touching a silver object inflicts 1 wound dam-
  age per round to a werebeast.
    
  Werebeast Lord (lvl 8)
  Apply +28 vitality, +2 saves, +2 attacks, +2 
  DR, and the following abilities.
        ClimbM: A werebeast lord has a Climb speed 
  of 30 ft, enjoys a +10 bonus on Athletics checks while 
  climbing, and is not defenseless while climbing. 
   Fast Healing: A werebeast lord heals 5 wound points at the 
  start of its turn each round as a swift action. Acid and fire damage do 
  not heal, but other forms of damage heal. Also, if the werebeast loses 
  a limb, it can reattach the limb to the stump as a move action.
   Lycanthropy CurseM: As a swift action, a werebeast lord 
  can expend 5 vitality and afflict a person it just successfully inflicted 
  wound damage with the lycanthropy curse. The condition can be 
  negated with Remove Curse or by the death of the werebeast lord.
   Multifarious FormsM: Up to 3x daily as a standard 
  action, a werebeast lord can willfully transform into its humanoid 
  form or hybrid werebeast form. Each transformation cures all but 
  1d4 points of wound damage (no vitality damage is healed).
   Nightmare Assault: As a swift action, the werebeast 
  lord powers its next attack that round such that if it strikes, it inflicts 
  +25 damage, or +10 if its foe resists using Fortitude. Costs 5 vitality.
   Redouble: Twice daily, the werebeast may recover 4d6 vitality 
  after 1 minute of rest.
  
  40
   
  Wolf
  These woodland pack hunters are persistent and cunning.
  Appearance & Culture
  Wolves are heartier, wild versions of domestic canines. They usually 
  hunt in packs, tracking and stalking prey by scent and not attacking 
  until their prey is unaware or helpless and surrounded. They prefer 
  to trip foes and then maul them en masse with their vicious jaws. As 
  social animals, wolves of all kinds are easily domesticated.
   There are many magical breeds of wolves. Common breeds 
  include the worg, which is an evil shapeshifter that enjoys luring 
  people stray with false voices and even mimicking its prey’s appear-
  ance. The shadow mastiff blends into shadows with ease, conjures a 
  protective mantle of darkness, and bays to frighten prey into flee-
  ing down wrong paths that often lead to dead-ends. Finally, the hell 
  hound is a fiery pet for devils that can breathe gouts of flame, turn 
  invisible, and see in magical darkness.
  Wolf (lvl 2)
  Wolves have the following statistics.
   Type Animal
   Size Medium
   Alignment  Usually neutral
  ————————————————————————
   Lore Check Nature DC 14
   Bypass Handle Animal DC 24
  ————————————————————————
   Vision Low-light vision, scent
   Perception +11 ; Stealth +7
   Languages None. 
   Initiative +2
  ————————————————————————
   Speed 50 ft
   Attack d20+3
   Weapons Bite (1d6)
   Damage +1
  ————————————————————————
   Armor Thick fur ; DR 2
   Wounds 10
   Vitality 16
   Fortitude 15, Reflex 15, Will 12
   Special The wolf and its gear ignore cold down to -40º F.
  ————————————————————————
   Str 12, Con 15, Dex 14, Int 2, Wis 13, Cha 6
   Prime Constitution and Wisdom
   Skills Acrobatics +7, Athletics +6 (+16 when jumping), 
  Insight +11, Survival +11
  ————————————————————————
   FP 1 ; Patron Deity Corvis, Phane or Stolgar
   Multiclassing Barbarian, druid, shadowcaster or witch. 
  Only a worg can become a witch. Only a shadow mastiff can become 
  a shadowcaster.
   Treasure None
  Base Abilities
  Wolves have the following abilities.
   Expert Trip: As a move action, an adjacent foe must resist 
  using Reflex or be knocked to the ground, suffer 1d6 damage, and be 
  made prone. The wolf enjoys a +5 bonus when initiating or resisting 
  a trip attack.
   Scent: A wolf can detect creatures within 30 ft by sense of 
  smell. If a creature is upwind, the range increases to 60 ft. If it is 
  downwind, the range drops to 15 ft.
  Shadow Mastiff (lvl 4)
  A shadow mastiff is a magical beast and its typical alignment to neu-
  tral evil. Apply +14 vitality, +2 saves, +2 attacks, +2 DR, +2 Intel-
  ligence, and the following abilities.
      BayM: All living creatures within 250 ft are shaken for 5 minutes 
  or 1 round if it resists using Will. If a creature is 5+ levels below the 
  shadow mastiff, it is frightened instead: it flees the best it can, or 
  cowers if it cannot flee. Once a creature saves against the bay, it is 
  immune to further bay effects for 24 hours. Costs 5 vitality.
   DarknessM: For 5 minutes, a shadow mastiff can create total 
  darkness in a 15-ft-radius area around itself or an unattended object 
  within 30 ft. The darkness blocks vision including darkvision but not 
  nethersight. Attacks made against or launched by obscured oppo-
  nents fail 50% of the time. It can maintain only 1 area of darkness at 
  a time. Costs 2 vitality.
   Shadow BlendM: The shadow mastiff merges with its own 
  shadow for up to 1 round per level, effectively vanishing from sight. 
  It can see and hear in this form but cannot move or use abilities 
  except to end the effect as a move action. Costs 2 vitality.
   Shadow StepM: The shadow mastiff transports itself to any 
  open space within 60 ft and line of sight, provided it moves from and 
  to a place of shadow or darkness. Costs 2 vitality.
  Worg (lvl 4)
  A worg is a magical beast and its typical alignment to neutral evil. 
  Apply +14 vitality, +2 saves, +2 attacks, +2 DR, +4 Intelligence, 
  and the following abilities.
   EnlargeM: A worg can grow 1 size category for 1 hour. A 
  larger size doubles height, applies a -2 penalty to Reflex saves, a +2 
  bonus to damage rolls, a +5 bonus to Athletics checks, +3 wound 
  points, +10 ft speed, a +5 bonus to resist Bull Rush, Grapple, and 
  Trip attacks, a -5 penalty to Stealth checks, and a 8x weight increase. 
  Costs 1 vitality.
   Humanoid GuiseM: A worg can transform into a Small 
  or Medium humanoid such as a gnome or human. The form may be 
  unique or of a specific person if the worg has tasted the blood of that 
  person. The effect lasts until the worg falls asleep. In this form the 
  worg enjoys a +20 bonus on Disguise checks to not be recognized 
  for what it is. Costs 5 vitality.
   Many Tongues: A worg speaks halting Abyssal or 
  Infernal plus fluent Common and 3 additional mortal languages such 
  as dwarven, elven, and gnomish. 
   Ventriloquism: The worg projects its voice to any space 
  within 30 ft. Creatures that fail to resist using Will perceive the 
  voice coming from the projected space. Creatures that succeed may 
  attempt a DC 28 Perception check to learn its true location. Costs 1 
  vitality.
   Voice Mimicry: Apply a +5 bonus on Disguise checks, or a 
  +10 bonus when attempting to mimic a person’s or mutant’s voice 
  such as a small girl’s laughter to an orc warrior’s battle cry.
  Hell Hound (lvl 5)
  A hell hound is a fiend and its typical alignment to lawful evil. 
  Apply +21 vitality, +2 saves, +2 attacks, +2 DR, and the following 
  abilities.
   Fiery Bite: The hell hound’s bite delivers +1d6 fire damage in 
  addition to its regular bite damage.
   Fiery Breath WeaponM: The hell hound has a breath 
  weapon. It can breathe fire as a 15 ft cone or a 30 ft line to inflicts 
  3d6 fire damage, or ½ damage if Reflex resists. Costs 2 vitality.
   Immunity to Fire: A hell hound is immune to fire.
   Intelligent: A hell hound has a 5 Intelligence and under-
  stands Abyssal, Common, and Infernal.
   InvisibilityM: The hell hound turns invisible for 5 minutes 
  or until it makes an attack, whichever comes first. Invisibility boosts 
  Stealth checks by +10 and refuses line of sight. Costs 2 vitality.
   NethersightM: A hell hound can see in mundane and magi-
  cal darkness as easily as in daylight. 
   See InvisibilityM: As a standard action, the hell hound 
  clearly notices for 1 round any invisible or incorporeal creatures 
  within 30 ft.
  Monster Folio
  
  41
   
  Zombie
  These mindless undead relentlessly roam in search of tasty brains.
  Appearance & Culture
  Zombies are relentless menaces that batter foes with fists and tear 
  their victims limb from limb before devouring their brains. They can 
  smell bloody wounds from a distance and do their best to find the 
  living, be it day or night. Most zombies are slow and slain fairly easily. 
  However, some are intelligent and use magic.
  Zombie (lvl 2)
  Zombies have the following statistics.
   Type Undead
   Size Medium
   Alignment Usually neutral evil
  —————————————————
   Lore Check Religion DC 14
   Bypass Religion DC 19 and offer a hunk of 
  fresh flesh for the zombie to eat
  ———————————————
   Vision Darkvision, bloodscent
   Perception +0 ; Stealth -1
   Languages None for the standard 
  zombie. The mohrg and juju zombie understand 
  Common and the juju zombie knows Draconic.
   Initiative -6
  ——————————————
   Speed 20 ft 
   Attack d20+4 (+9 grapple)
   Weapons Bite (1d6) or 
  slam (1d6 + stun)
   Damage +3 
  ———————————————
   Armor None ; DR 0 (2 vs cold and 
  electrical)
   Wounds 8
   Vitality 14
   Fortitude 16, Reflex 10, 
  Will 18
   Special Bludgeoning 
  weapons inflict ½ damage 
  on zombies.
  —————————
   Str 17, Con 10, 
  Dex 9, Int 1, Wis 10, 
  Cha 1
   Prime Strength and Dexterity
   Skill Boosts +11 Athletics, +7 Stealth
  ————————————————————————
   FP 1 ; Patron Deity Nefriti or Thulzuur
   Multiclassing Any though prefer necromancer. Only a 
  mohrg or juju zombie can take class levels.
   Treasure None
  Base Abilities
  Zombies have the following abilities.
   Bloodscent: A zombie can detect bloodied creatures within 
  30 ft by sense of smell. A bloodied creature is below full wound 
  points. If a creature is upwind, the range increases to 60 ft. If it is 
  downwind, the range is 15 ft.
   Extract Brain: A zombie can extract the brain of an adja-
  cent stunned foe and devour the brain as a move action. Extracting 
  a creature’s brain kills it and grants the zombie +1d12 vitality. A 
  victim whose brain is extracted but not eaten can be returned from 
  death using Raise Dead. Otherwise, only Miracle or Wish restores 
  the victim to life.
   Improved Grapple: The zombie grapples an adjacent foe 
  up to 1 size larger than itself when it beats the foe’s Fortitude and has 
  1 hand free. Apply a +5 bonus to initiate or resist grappling. A grap-
  pled creature cannot move and can only use a Light melee weapon 
  that is already in hand. Each round, the zombie must expend a move 
  action to maintain the grapple, and the foe can try to beat the zom-
  bie’s Fortitude as a standard action to break the grapple. If the zombie 
  desires, it can block a grappled foe’s mouth to prevent speech.
   Limb From Limb: When a zombie targets an adjacent dazed 
  or stunned foe and beats its Fortitude, it inflicts 2d6 wound damage as 
  it severs 1 of its foe’s limbs (1d4: 1 is right arm, 2 is left arm, 3 is right 
  leg, 4 is left leg). A severed limb can be reattached or regrown using 
  Heal or Regenerate.
   Speed Penalty: Zombies are very slow. A zombie can take a 
  standard action or a move action each turn but it cannot do both, nor 
  can it move 2x in a turn or use immediate actions.
   Stunning Fist: When a zombie succeeds on its slam attack, 
  it may cause extra harm as a swift action. The struck target must 
  resist using Fortitude or be stunned for 1d4 rounds. Costs 2 
  vitality.
   
   Undead Traits: Zombies are immune to 
  all ailments including poison, necrosis, and disease. 
  They do not need to breathe, eat or sleep and have no 
  need to make Endurance checks. They regain hit points 
  from necrotic or vile energy and are harmed by holy and 
  cure energy. They are immortal and cannot be raised from 
  death if slain.
  Demonic Zombie (lvl 3)
  This green zombie is a fiend. It vomits on foes and easily spawns 
  more of its kind. Apply +5 vitality and the following abilities.
        Demonic VomitM: A demonic zombie spews a 15-ft 
  cone of vomit that inflicts 1d6 vile damage per level (max 5d6). 
  Costs 1 vitality.
      Rapid SpawnM: Up to 2x daily, a person slain by a 
  demonic zombie’s vomit attack transforms 1d4 rounds later 
  into a free-willed demonic zombie. 
  Mohrg (lvl 5)
  Apply +21 vitality, +2 saves, +2 attacks, +2 DR, +6 Intelli-
  gence, +2 Charisma, and the following abilities.
   
    Create SpawnM: A person killed by a mohrg 
  rises after 1d4 days as a standard zombie under the 
  morhg’s control provided the mohrg performs 
  a ritual costing 50 gp and scribes a rune onto the 
  corpse. A mohrg can maintain a number of levels 
  of zombies at once equal to 2x its level (typically, 5 
  zombies).
   Facade of LifeM: The mohrg looks and sounds alive, reg-
  isters as living, and converses somewhat intelligently with an Intel-
  ligence score of 7. The disguise provides no other benefits.
   Grab: When a mohrg hits a foe with its slam attack it may attempt 
  to use Improved Grapple as a swift action.
   Paralyzing Tongue: A mohrg can lash out to a distance 
  of 15 ft with its disgusting tongue. The target must resist using Reflex 
  or be dazed and unable to move for 1d4 rounds.
  Juju Zombie (lvl 6)
  Apply +28 vitality, +2 saves, +2 attacks, +2 DR, +12 Intelligence, 
  +4 Charisma, +10 ft speed, and the following abilities.
   Juju MagicM: Select any 2 basic magic abilities or 1 
  intermediate magic ability for which the juju zombie qualifies. The 
  juju zombie knows and can use the selected abilities.
   Rapid Spell SpawnM: Up to 2x daily, a person with at least 
  1 magic ability that is slain by a juju zombie rises as a juju zombie 
  within 1d4 rounds. All other persons rise 1d4 rounds later as a regu-
  lar zombie. The newly spawned zombie acts of its own freewill.
   Vile Slam: This improves Slam Attack such that the juju zom-
  bie enjoys a +2 bonus on the attack roll and +2d6 vile damage.
  Monster Folio
  
  42
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