TEXT: Imprinted Arm
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo 
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  information on the compatibility license. 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
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  Imprinted Arm 
  The embodiment of raw physical force and 
  prowess, these warriors prove themselves upon 
  the battlefield through their incredible power and 
  diverse abilities. Though a mystery to scholars, it 
  is clear that despite the heritage he is bound to, 
  the Imprinted Arm is ultimately the one who 
  chooses their destiny. Though the name suggests 
  a curse, the ‘Imprinted Arm’ does not always view 
  their strange arm as a curse, seeing it more as a 
  weapon to assist them in battle. 
  Alignment: See Codes below. 
  Hit Die: d12 
  Starting Wealth: 5d6 x 10 gp (average 175gp.) In 
  addition, each character begins play with an 
  outfit worth 10 gp or less. 
  Class Skills 
  The Imprinted Arm's class skills are Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), 
  Intimidate (Cha), Knowledge (Planes), Perception 
  (Wis), Sense Motive (Wis), Stealth (Dex), Survival 
  (Wis), Swim (Str) 
  Skill Ranks Per Level: 2 + Int modifier
   
  Table: Imprinted Arm 
   
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Imprinted 
  Arm Strike 
  1st 
  +1 
  +2 
  +0 
  +0 
  Imprint Arm, Imprint Power 
  1d6 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Imprint Ability, Ignite Arm 1d6 
  1d6 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Bypass DR (Magic) 
  1d6 
  4th 
  +4 
  +4 
  +1 
  +1 
  Ignite Arm 2d6 
  1d8 
  5th 
  +5 
  +4 
  +1 
  +1 
  Imprint Ability 
  1d8 
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Ignite Arm 3d6 
  1d8 
  7th 
  +7/+2 
  +5 
  +2 
  +2 
   
  1d8 
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Imprint Ability, Ignite Arm 4d6 
  1d10 
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Bypass DR (Cold Iron/Silver) 
  1d10 
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Indestructible Arm, Ignite Arm 5d6 
  1d10 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Imprint Ability 
  1d10 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Ignite Arm 6d6 
  2d6 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
   
  2d6 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Imprint Ability, Ignite Arm 7d6 
  2d6 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Bypass DR (Adamantine) 
  2d6 
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Ignite Arm 8d6 
  2d8 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Imprint Ability 
  2d8 
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Ignite Arm 9d6 
  2d8 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Bypass DR (Alignment) 
  2d8 
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Imprint Ability, Ignite Arm 10d6 
  2d10 
  
  Class Features 
  Weapon and Armor Proficiency 
  An Imprinted Arm is proficient with all simple weapons and his Imprint Arm, however he is not proficient 
  with armor or shields, and wearing armor or shields adds its ACP (if any) to attacks regardless of proficiency. 
  Imprint Arm (Ex) 
  The Imprinted Arm’s primary arm (if ambidextrous pick one) becomes laced with power from his selected 
  Imprint (see below). The arm may look monstrous, or beautiful depending on the Imprint selected. An 
  Imprinted Arm cannot wield a complicated weapon or item within his Imprint Arm. 
  Ignite Arm (Su) 
  At 3rd level the Imprinted Arm can coat his Imprint Arm in one of the following energy types: Fire, Cold, 
  Electricity, and Acid. This gives them a 1d6 of the selected energy upon their unarmed attack. You gain an 
  additional d6 per two levels. Ignite Arm lasts for a number of rounds per day equal to 3+Constitution 
  modifier. The Imprinted Arm takes half damage from the energy type used when attacking. 
  Indestructible Arm (Ex) 
  At 10th level, the Imprinted Arm’s primary arm hardens and grows incredible tough, making it unable to be 
  destroyed by another creature unless the Imprinted Arm is killed. 
  Bypass DR (Ex) 
  The Imprinted Arm gains the ability to strike opponents with his tremendous force, allowing him to bypass 
  the Damage Reduction of enemies. At 3rd level, the Imprinted Arm is able to bypass Magic DR, at 9th level he 
  can bypass Cold Iron and silver, at 15th level he’s able to bypass Adamantine, and at 19th level he is able to 
  bypass the DR of one alignment. (If Neutral, choose one.) Example: A LG Imprinted Arm is able to bypass the 
  DR of Chaos or evil, though he must choose one when he gains this ability and this cannot be changed. 
  Imprints 
  Imprints are either powerful pacts the Imprinted Arm makes early in his life, or innate power hidden 
  within him until the ‘right time’. Imprints do not show up until early adulthood, and often result in 
  curious people looking to study the Imprinted Arm’s power and abilities. 
  Demonic Imprint 
  Demonic blood runs through your families, or 
  perhaps you made a deal with a demon in the 
  past, whatever the case demonic energy 
  courses through your veins. Manifesting in 
  the form of a black and scaly arm, its energy 
  calls out to you to cause chaos and 
  destruction wherever you may go. Despite 
  this, not everyone with the Demonic Imprint 
  is evil by default, however the callings of 
  destruction exist in the back of their mind. 
  Code: The demonic arm calls to you to make 
  destruction and chaos, the blood of ancestors 
  beckon you to perform evil deeds in the 
  world. Your life with this imprint has been 
  spent fighting or fulfilling these urges, the 
  arm drives you to destroy the world, attack 
  others, and resist the common man. In your 
  home town you were likely banished or 
  disliked for this behavior, and when you 
  come of age and your full ability is shown 
  you are likely ran out. Most Demonic 
  Imprinted beings often embrace the urges of 
  evil which become stronger as he gets older, 
  while others often deny the evil power in 
  their lives striving to do good even though 
  the world dislikes them for their birthright. 
  The Imprinted Arm must be any chaos. 
  
  Vicious Blow: A number of times per day equal to your Constitution modifier as a full round action you may 
  deliver a single attack against an adjacent enemy. If the attack roll is successful and is no more than one 
  size category larger than you make a second attack roll against any enemy within 20 FT. If the attack roll is 
  successful, deal normal damage to the target and half damage to the second target. Even if the second 
  attack is not successful, the first target is flung back to the nearest square adjacent to the second target. 
  Aura of Destruction: At 2nd level the Imprinted Arm gains a 20 ft. Aura of Destruction. If those in the aura 
  fail their Will save (DC 10 + half Imprinted Arm level) they immediately gain the Shaken condition. This 
  cannot scare them beyond shaken if they already are shakened. This aura can be turned on and off as a swift 
  action, however those who have failed their Will Save are still shakened. 
  Designated Malice: At 5th level the Imprinted Arm may designate a single target. Upon designation, the 
  Imprinted Arm gains a +2 to Attack against this target, and once this target is slain, the ability ends. This 
  increases by +1 for every 5 levels thereafter. This ability can be used a number of times per day equal to 
  half their Class Level. 
  Viscous Advance: At 8th level the Imprinted Arm may spend a swift action to give themselves the Pounce 
  ability for one round. He may use this ability a number of times per day equal to his Constitution modifier. 
  See “Pounce” in Appendix 3 of the Pathfinder Roleplaying Game Bestiary. 
  Mighty Swing: At 11th level the Imprinted Arm can treat his attack as a Whirlwind Attack. Increase the reach 
  of the Whirlwind Attack by 5 ft. when the Imprinted Arm uses this ability. 
  See “Whirlwind Attack” in Chapter 5 of the Pathfinder Roleplaying Game Core Rulebook. 
  Demonic Resistances: At 14th level the Imprinted Arm gains DR 5/Good, and Immunity to Electricity and 
  Poison, along with Resistance Acid 10, Cold 10, and Fire 10. 
  Powered Uppercut: At 17th level as a full round action, the Imprinted Arm may make a single attack at his 
  highest BAB. If the Imprinted Arm hits, deal double his amount of damage dice to the enemy. This stacks 
  with other feats and abilities that increase damage dice. 
  True Demon: At 20th level the Imprinted Arm is able to completely turn his body into a black scaly demonic 
  monster. Once per day as a move action, the Demon Arm can turn his entire body into a demon, granting 
  him DR 10/Good and Law, and giving himself a +5 Natural Armor to AC. This transformation lasts for 5 
  minutes and can be deactivated at any time as a free action. 
  Celestial Imprint 
  Purified by the rays of light, the blood of 
  angelic beings course through your blood. 
  The arm manifests as a light white much like 
  your normal arm, some changes can be seen, 
  like some are able to be seen through and 
  others are covered in feathers or scales. 
  These arms glow in bright power shining 
  every time an ability is used. 
  Code: The Celestial Imprint whispers sweetly 
  to you keeping you in peace and harmony, 
  the blood of the ancestors plead for your 
  respect to law, order and good, it mainly 
  tries to hold you to these beliefs. Your life 
  was most likely spent upholding these 
  feelings, but others rebel against the calling 
  of the arm. In your home town you were 
  likely loved as a religious figure for being 
  such an upstanding citizen, upon reaching 
  your age you probably decided to set off on 
  your own in order to protect the world. 
  Celestial Imprinted creatures tend to bring 
  love and peace to the land gaining respect of 
  all around, while the other half seek to bring 
  betrayal were peace is searched for. The 
  Imprinted Arm must be any non-evil. 
   
  
  Helping Hand: If an ally within 30 FT fails his saving throw you may spend an immediate action to teleport 
  adjacent to the ally. Both you and the ally take the original saving throw, and add ½ the Imprinted Arm’s 
  level to the result. If the result is then a success, the effect is negated. This can be used a number of times 
  per day equal to their Constitution modifier. 
  Celestial Touch: At 2nd level the Imprinted Arm gains the ability to heal their allies. This healing is equal to 
  1d6 per two levels. This ability can be used 3 + Constitution modifier times per day. Starting at 5th level 
  whenever this ability is used on another creature the creature gains +1 Shield bonus to AC, and +1 for every 
  5 levels thereafter. 
  Deific Shield: At 5th level as a move equivalent action he can give themselves a +4 Shield bonus to AC for 1 
  round. This can be used for the Imprinted Arm’s Constitution modifier rounds per day.
  Sacred Power: At 8th level the Imprinted Arm may touch an ally to grant them a competence bonus to their 
  AC and Saving Throws. This bonus is equal to the Imprinted Arm’s constitution modifier, and lasts a number 
  of rounds equal to their constitution modifier as well. This can be used a number of times per day equal to 3 
  + Constitution modifier. 
  Banish Undead: At 11th level Undead become vulnerable to the Imprinted Arm’s unarmed strikes (+50% 
  damage). Along with this, the Imprinted Arm can use their Celestial Touch ability as a touch attack, dealing 
  damage to them with the +50% from vulnerability.
  Angelic Resistance: At 14th level the Imprinted Arm gains DR 5/Evil and Immunity to Acid, Cold, and 
  Petrification, along with Resistance Electricity 10 and Fire 10. 
  Divine Intervention: At 17th level when the Imprinted Arm makes an attack roll and fails, or when an attack 
  roll is made against the Imprinted Arm and succeeds, the heavens may open up and force a reroll of the 
  attack roll. If the attack was made by the Imprinted Arm, take the better result. If the attack was made by 
  the opponent, take the worse result. This can be used once per day. 
  Blessed Armor: At 20th level the Imprinted Arm gains the ability to transform into a set of angelic armor that 
  glows with holy light. Once per day as a move action the Imprinted Arm can transform into this armored 
  form, the armor functions as a set of Fullplate with the Righteous special ability upon it. This transformation 
  lasts for 5 minutes and can be deactivated at any time as a free action. 
  See the “Armor Special Abilities” section in Chapter 3 of the Pathfinder Roleplaying Game Ultimate Equipment
  Titanic Imprint 
  Though difficult to harness, the power of 
  titans is invested within you which brings you 
  closer to the divines. It is unknown whether 
  the Titan descendant of yours was an Elysian 
  or a Thanatonic until the power fully 
  emerges at adulthood. Whatever the case, 
  your destiny is ultimately yours to choose. 
  Depending on the ancestor, your arm will 
  bear marks inscribed in Abyssal or Celestial, 
  signifying your heritage. 
  Code: With the might of a titan by your side, 
  sheer power causes many people to lose 
  themselves in their own might, however 
  depending on the descendant, the bearer of 
  this arm may have more control over 
  themselves. If the bearer’s ancestor was an 
  Elysian Titan, the willpower of the bearer is 
  usually able to control themselves, while the 
  ancestors of Thanatonic Titans do not have 
  this blessing, often going insane due to the 
  sheer power bestowed upon them. Though 
  the type of arm does not grant any in-game 
  bonuses, players must choose whether there 
  arm belongs to an Elysian Titan or 
  Thanatonic Titan. 
  See “Elysian Titan” and “Thanatonic Titan” in the 
  Monster A-Z of the Pathfinder Roleplaying Game Bestiary 
  2 
  
  Power Swing: As a full-round action, the Imprinted Arm can make a single massive blow against the enemy 
  with one of the following bonuses upon the attack: +5 to hit, or +5 to damage. This can be used a number of 
  times per day equal to their Constitution modifier. 
  Hard Knuckles: At 2nd level, the Imprinted Arm may as a standard action rip a portion of the ground, ceiling, 
  wall, or other solid material off and throw it at their enemy. This deals 1d6 points of bludgeoning damage. 
  At 3rd level this deals an additional d6 of damage, and every two levels thereafter this increases the d6 of 
  damage (Maximum 10d6), this can be used 3+Constitution modifier times per day. 
  Giant Arm: At 5th level your natural reach increases by 5 ft. with your Imprinted Arm. This increases by 5 ft. 
  for every 5 levels thereafter (Maximum 20 ft. at 20th level). 
  Overwhelming Strike: At 8th level as a full-round action you make an attack roll to a creature within your 
  reach. If this attack is successful, the creature must make a fortitude save (DC 10 + half Imprinted Arm level 
  + Constitution modifier) or be knocked prone. If the attack is successful and the fortitude is failed, deal 
  maximum damage (this is modified on a critical hit). This cannot be used in conjunction with feats such as 
  Vital Strike and Cleave. 
  Oversized Blow: At 11th level the Imprinted Arm can as a swift action increase the size of his arm. Attacks 
  made with the arm are counted as one size category larger for the sake of calculating damage. This lasts for 
  3+Constitution modifier rounds and can be used up to your Constitution modifier times per day. 
  ‘Tis Just a Scratch: At 14th level when the Imprinted Arm takes damage from a physical attack, he gains a 
  bonus to attack equal to the amount of damage dice rolled against him. (If a full attack is used against the 
  Imprinted Arm, add up all of the damage dice in the full attack.) This bonus wears off on the start of the 
  Imprint Arm’s next turn. 
  Hurling Arm: At 17th level the Imprinted Arm can make a single attack against a one opponent. If the attack 
  is successful, roll a combat maneuver check. If the two of these are both successful, roll your damage 
  normally and send the opponent back a number amount of feet equal to the damage dealt (rounded down to 
  the nearest 5 FT increment). 
  Titanic Brawler: At 20th level the Imprinted Arm gains DR 5/- against creatures at least one size category 
  larger than him. 3/day the Imprinted Arm can make a single attack against an opponent, and if the attack is 
  successful the enemy is nauseated for 2d4+1 rounds along with the normal damage. 
  Dragon Imprint 
  Born from the blood of Dragons, the draconic 
  energy flows through the user, causing a very 
  strange mutation in their skin, causing them 
  to grow scales and wings along with their 
  arm. The type of dragon you descended 
  from, unlike with other classes that have 
  draconic heritage, does not give any 
  mechanical bonuses. 
  Code: The code of the Dragon Imprint is 
  loose, and depends on if the Dragon Imprint 
  devotes himself to the dragon’s heritage, or 
  if he runs free from the shackles of their 
  draconic heritage. The Dragon Arm can be 
  any alignment.
  Dragon’s Strength: This arm is able to deal 1½ his Strength modifier on damage made with his Dragon Arm. 
  Scaly Hide: At 2nd level gain a +1 Natural Armor bonus to AC. This bonus increases by +1 every two levels 
  thereafter. 
  Senses of the Dragon: At 5th level gain Darkvision 60 FT. If the Dragon Arm already has Darkvision 60 FT, this 
  increases to 120 FT. If the Dragon Arm already has Darkvision 120 FT, this becomes “See in Darkness”. At 
  18th level, he also gain 30 FT Blindsense. 
  
  Dragon’s Resistances: At 8th level gain Resistance 5 to Fire, Cold, Acid, and Electricity. This increases to 
  Resistance 10 at 15th level. 
  Concussive Strike: At 11th level, the Dragon Imprint can pool all of his attacks using his Dragon Arm into one 
  mighty blow, the Dragon Imprint makes a single attack at a -4 penalty. If this hits, the attack deals an 
  additional amount of d8 equal to his strength modifier. 
  Dragon’s Reduction: At 14th level, the Dragon Imprint gains DR 10/Magic. Whenever an opponent is unable 
  to bypass the DR of the Dragon Arm, the damage that is reduced from the DR is absorbed into HP. 
  Second Claw: At 17th level the Dragon Imprint’s power warps to his other arm, giving him two claw attacks 
  instead of just one. Along with these claw attacks, he gains a +5 to CMD against Sunder attempts against his 
  arms. 
  Draconic Instability: At 20th level, the Dragon Imprint can turn into a dragon as per Form of the Dragon III. 
  His claw attacks deal his Dragon Arm’s damage as opposed to the regular claw damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Credits:  
  Writer: Jeremy Harris 
  Artist #1: The Amazing Thysto 
  Artist #2: Average_Joe
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC. 
  The Imprinted Arm Copyright 2015, Black Flame Studios; Author: 
  Jeremy Harris. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. 
  Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, 
  Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, 
  Owen KC Stephens, and Russ Taylor. 
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron 
  Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. 
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights 
  reserved. 
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Amphisbaena from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax. 
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax. 
  Aurumvorax from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Basidirond from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Authors Scott Peterson and Clark 
  Peterson, based on original material by Gary Gygax. 
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Blindheim from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Roger Musson. 
  Brownie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax. 
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Dermot Jackson. 
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Lawrence Schick. 
  Crypt Thing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Roger Musson. 
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of 
  Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax. 
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax. 
  Daemon, Guardian from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax. 
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax. 
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax. 
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Rik 
  Shepard. 
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Simon Muth. 
  Death Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene and Erica Balsley. 
  Decapus from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Jean Wells. 
  
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Dragon Horse from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary 
  Gygax. 
  Dust Digger from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Froghemoth from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Forlarren from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone. 
  Genie, Marid from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary 
  Gygax. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Giant, Wood from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Wizards of the Coast. 
  Gloomwing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Grippli from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax. 
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Peter Brown. 
  Nereid from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax. 
  Hangman Tree from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, 
  based on original material by Gary Gygax. 
  Ice Golem from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene. 
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Philip Masters. 
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Lawrence Schick. 
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Leprechaun from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Magma ooze from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene. 
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, 
  Inc.; Author Scott Greene. 
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. 
  Gary Gygax. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian 
  Livingstone and Mark Barnes. 
  Mongrelman from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Necrophidius from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by Simon Tillbrook. 
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Phycomid from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Poltergeist from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Lewis Pulsipher. 
  Quickling from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Quickwood from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Russet Mold from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Sandman from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by Roger Musson. 
  Scarecrow from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by Roger Musson. 
  
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Neville White. 
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Simon Muth. 
  Slime Mold from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Soul Eater from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by David Cook. 
  Spriggan from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, 
  based on original material by Roger Moore and Gary Gygax. 
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Tentamort from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Mike Roberts. 
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Troll, Ice from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Russell Cole. 
  Troll, Rock from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene. 
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Wood Golem from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Albie Fiore. 
  Yellow Musk Zombie from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Albie Fiore. 
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Black Flame Studios/Imprinted Arm.pdf