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Pathfinder Roleplaying Game: Bestiary 3 PDF

321 Pages·2011·59.583 MB·English
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N IGHTMARES AND LEGENDS Test your courage against the most infamous foes of myth and legend! Bestiary 3 presents hundreds of monsters for use in the Pathfinder Roleplaying Game. Within this book you’ll find demiliches and demodands, grave knights and goblin snakes, norns and nephilim, imperial dragons and unfettered eidolons, and so much more! Yet not every creature needs to be an enemy, as winged garudas, crafty tanukis, and leonine lammasus all wait to join your party and answer the call of glory. The Pathfinder RPG Bestiary 3 is the third indispensable volume of monsters for use with the Pathfinder BBB Roleplaying Game and serves as a companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG eee Bestiary. This imaginative tabletop game builds upon more than 10 years of system development and an Open sss Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best- TTT selling set of fantasy rules into the new millennium. iii The Pathfinder RPG Bestiary 3 includes: ► More than 300 different monsters aaa ► Classic terrors from myth and literature, from the frumious bandersnatch and the righteous valkyrie to the cunning dybbuk and elusive kappa rrr ► Hordes of new creatures you can construct, grow, or summon to aid your party in its adventures yyy ► New player-friendly races to let you adventure as canny ratfolk, genie-blooded sulis, and more ► New familiars, animal companions, and other allies 333 ► Challenges for any adventure and every level of play ► Some of the strangest and most beloved creatures from fantasy roleplaying history and the Pathfinder campaign setting ► Hosts of new templates and variants ► Appendices to aid in monster navigation, including lists by Challenge Rating, monster type, and habitat ► Expanded universal monster rules to simplify special attacks, defenses, and qualities ► And MUCH, MUCH MORE! BBB eeesssTTTiiiaaarrryyy 333 paizo.com/pathfinder Printed in China. PZO1120 BBB eeesssTTTiiiaaarrryyy 333 BBBeeessstttiiiaaarrryyy 333 CREDITS Lead Designer: Jason Bulmahn Designers: Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor Cover Artist: Wayne Reynolds Interior Artists: Alex Alexandrov, Dave Allsop, Eric Belisle, Peter Bergting, Branko Bistrovic, Eric Braddock, Christopher Burdett, Dmitry Burmak, Michele Chang, Nicholas Cloister, Concept Art House, Victor Pérez Corbella, Mike Corriero, Kev Crossley, Alberto Dal Lago, Paul Davidson, Carolina Eade, Emrah Elmasli, Jason Engle, Jorge Fares, Mariusz Gandzel, John Gravato, Francesco Graziani, Andrew Hou, Andrew Kim, Mathias Kollros, Eric Lofgren, Damien Mammoliti, Raven Mimura, Anna Mohrbacher, Jim Nelson, Andrew Olson, Jim Pavelec, Ryan Portillo, Scott Purdy, Maichol Quinto, Jean-Baptiste Reynaud, Chris Seaman, Dean Spencer, Florian Stitz, J. P. Targete, Svetlin Velinov, Tyler Walpole, Eva Widermann, Ben Wootten, Kevin Yan, and Kieran Yanner Creative Director: James Jacobs Managing Editor: F. Wesley Schneider Development: Jason Bulmahn, James Jacobs, Stephen Radney-MacFarland, Sean K Reynolds, and F. Wesley Schneider Editing: Judy Bauer, Christopher Carey, Rob McCreary, Erik Mona, Mark Moreland, Patrick Renie, F. Wesley Schneider, and James L. Sutter Editorial Intern: Meredith Kniest Senior Art Director: Sarah E. Robinson Graphic Designer: Andrew Vallas Production Specialist: Crystal Frasier Publisher: Erik Mona Paizo CEO: Lisa Stevens Vice President of Operations: Jeffrey Alvarez Director of Sales: Pierce Watters Sales Assistant: Dylan Green Finance Manager: Christopher Self Staff Accountant: Kunji Sedo Technical Director: Vic Wertz Special Thanks: The Paizo Customer Service, Warehouse, and Website Teams, Ryan Dancey, Clark Peterson, and the proud participants of the Open Gaming Movement. This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort. Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate Combat, and Pathfinder RPG Ultimate Magic. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. The OGL can be found on page 319. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Bestiary 3 is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC. First printing December 2011. Printed in China. TABLE OF CONTENTS INTRODUCTION 5 APPENDIX 7: ANIMAL COMPANIONS 310 MONSTERS A TO Z 7–289 APPENDIX 8: MONSTERS BY TYPE 312 APPENDIX 1: MONSTER CREATION 290 APPENDIX 9: MONSTERS BY CR 313 APPENDIX 2: MONSTER ADVANCEMENT 290 APPENDIX 10: MONSTERS BY TERRAIN 314 APPENDIX 3: GLOSSARY 292 APPENDIX 11: VARIANT MONSTER INDEX 317 APPENDIX 4: MONSTERS AS PCS 308 APPENDIX 12: ABILITY INDEX 317 APPENDIX 5: MONSTER FEATS 308 APPENDIX 13: MONSTER ROLES 318 APPENDIX 6: MONSTER COHORTS 310 ALPHABETICAL LISTING OF MONSTERS Adaro 7 Cairn linnorm 182 Doru (div) 86 Adherer 8 Cannon golem 135 Dragonne 104 Adhukait (asura) 22 Carbuncle 44 Dybbuk 108 Adlet 9 Carnivorous crystal 45 Ecorche 109 Aghash (div) 83 Caryatid column 46 Elk (herd animal) 147 Aghasura (asura) 23 Catfolk 47 Eremite (kyton) 172–173 Ahuizotl 10 Caulborn 48 Faerie dragon 91 Akhlut 11 Cave giant 127 Faun 114 Akvan (div) 84–85 Cecaelia 49 Festrog 115 Allip 12 Ceratioidi 50 Fey creature 116–117 Alraune 13 Cerberi 51 Fire yai (oni) 206 Androsphinx 251 Cerebric fungus 52 Fjord linnorm 183 Animal lord 14–15 Clockwork goliath 54 Flail snail 118 Annis hag 16 Clockwork leviathan 55 Flumph 119 Antelope (herd animal) 147 Clockwork servant 56 Flying squirrel (familiar) 112 Archelon (megafauna) 192 Clockwork soldier 57 Foo creature 120–121 Ascomoid 20 Clockwork spy 58 Foo dog 120 Ash giant 126 Cold rider 59 Foo lion 120 Asurendra (asura) 24–25 Coloxus (demon) 72 Forest dragon 94–95 Atomie 28 Contract devil 76–77 Fossil golem 136 Augur (kyton) 171 Criosphinx 252 Fox (familiar) 112 Axe beak 29 Crucidaemon (daemon) 62 Fuath (gremlin) 142 Azruverda 30 Dandasuka (rakshasa) 225 Fungus leshy 177 Baku 31 Deadfall scorpion 237 Garden ooze 122 Baluchitherium (megafauna) 192 Death’s head jellyfish 155 Garuda 123 Bandersnatch 32–33 Deathtrap ooze 64 Ghawwas (div) 87 Baregara 34 Deathweb 65 Ghorazagh 124 Basilosaurus (megafauna) 193 Deep sea serpent 240 Ghost scorpion 237 Baykok 35 Demilich 66–67 Ghul 125 Berbalang 40 Derhii 75 Giant adult ant lion 17 Bhuta 41 Desert drake 105 Giant ant lion 17 Bogeyman 42 Desert giant 128 Giant chameleon (lizard) 186 Bone golem 133 Dimetrodon (dinosaur) 78 Giant crab spider 254 Brain ooze 43 Dire corby 80 Giant gecko (lizard) 186 Brass golem 134 Disenchanter 81 Giant owl 213 Giant porcupine 222 Manananggal 190 Sky dragon 98–99 Giant rot grub (parasite) 215 Marai (rakshasa) 228 Sleipnir 248 Giant sea anemone 238 Megalania (megafauna) 193 Slimy demodand 70 Giant skunk 247 Mobogo 194 Snake swarm 249 Giant vulture 284 Moon-beast 195 Sovereign dragon 100–101 Girtablilu 130 Moss troll 273 Spider eater 255 Globster 131 Myceloid 196 Spinosaurus (dinosaur) 79 Goat (familiar) 112 Nephilim 200 Spirit oni 209 Goblin snake 132 Nixie 201 Sprite 256 Gorynych 137 Norn 202 Stymphalidies 257 Gourd leshy 178 Nuckelavee 203 Suli 258 Graveknight 138–139 Nue 204 Taiga linnorm 184 Graven guardian 140–141 Ogre spider 254 Tanuki 259 Great cyclops 61 Otter (familiar) 113 Taotieh 260 Great horned owl 213 Pachycephalosaurus (dinosaur) 79 Tarry demodand 71 Grodair 143 Pairaka (div) 88 Tataka (rakshasa) 230 Grootslang 144 Pale stranger 214 Tatzlwyrm 261 Guecubu 145 Penanggalen 216–217 Tempest behemoth 37 Harbinger archon 18 Peri 218 Terra-cotta soldier 262 Hekatonkheires (titan) 268–269 Phantom fungus 219 Thalassic behemoth 38 Hellwasp swarm 146 Pig (familiar) 113 Thriae queen 264–265 Hieracosphinx 253 Plasma ooze 220 Thriae seer 266 Hodag 148 Popobala 221 Thriae soldier 267 Hollow serpent 149 Porcupine 222 Thunder behemoth 39 Huecuva 150 Pukwudgie 223 Thylacine (marsupial) 191 Humbaba 151 Raccoon (familiar) 113 Tojanida 270 Hungry fog 152 Raktavarna (rakshasa) 229 Tophet 271 Ice yai (oni) 207 Ratfolk 231 Tor linnorm 185 Iguanodon (dinosaur) 78 Rift drake 106 Toshigami (kami) 164 Iku-turso 153 River drake 107 Tripurasura (asura) 26 Incubus (demon) 73 Rot grub swarm (parasite) 215 Trollhound 274 Interlocutor (kyton) 174 Royal naga 198 Tupilaq 275 Jackalwere 154 Rusalka 232 Tzitzimitl 276 Jiang-shi vampire 278–279 Sabosan 233 Underworld dragon 102–103 Jinushigami (kami) 160–161 Sagari 234 Unfettered eidolon 110–111 Jorogumo 156 Sapphire jellyfish 155 Upasunda (asura) 27 Jotund troll 272 Sargassum fiend 235 Valkyrie 277 Jubjub bird 157 Sasquatch 236 Vanara 280 Jungle giant 129 Schir (demon) 74 Venomous snake swarm 249 Kamadan 158 Sea bonze 239 Vishkanya 281 Kangaroo (marsupial) 191 Sea dragon 96–97 Vodyanoi 282 Kappa 166 Seaweed leshy 180 Void yai (oni) 210–211 Kech 167 Sepid (div) 89 Voonith 283 Kirin 168 Shadow mastiff 241 Vulnudaemon (daemon) 63 Kodama (kami) 162 Shae 242 Vulture 284 Kongamato 169 Shaggy demodand 69 Water naga 199 Kuwa (oni) 208 Shark-eating crab 60 Water yai (oni) 212 Lammasu 175 Shedu 243 Wolf-in-sheep’s-clothing 285 Leaf leshy 179 Shikigami (kami) 163 Yithian 286 Legion archon 19 Shinigami 244 Yuki-onna 287 Lukwata 187 Shipwrecker crab 60 Zoog 288 Lunar naga 197 Shira (div) 90 Zuishin (kami) 165 Maftet 188 Simurgh 245 Zuvembie 289 Magmin 189 Siyokoy 246 Maharaja (rakshasa) 226–227 Skunk 247 IInnttrroodduuccttiioonn INTRODUCTION Monster Icons Welcome to the Pathfinder Roleplaying Game Bestiary 3! Within Each monster in this book is presented with three visual the pages of this tome lurk a wide range of monsters, ready to cues to help you quickly identify the monster’s role and challenge adventurers of every type. The creatures featured niche in the game. The first of these icons indicates the herein have been drawn from a multitude of sources, from monster’s type. The second indicates the terrain where the real-world legends and myths (from which we get our kami creature can normally be encountered. The third shows and oni, as well as our cerberi and sasquatches), to the rich what sort of climate the creature prefers. More precise history of roleplaying games (which provide the demodands, notes on each monster’s type (and subtypes), preferred the demilich, and the flumph), to the inventions of fantasy’s terrain, and climate appear elsewhere in its stat block, greatest writers (including H. P. Lovecraft’s moon-beasts, but these three icons can help you recognize this basic vooniths, yithians, and zoogs, Lewis Carroll’s bandersnatch information at a glance. and jubjub bird, Robert E. Howard’s zuvembie, and China Miéville’s ceratioidi). In order to fully use the creatures Creature Type Terrain in the Pathfinder RPG Bestiary 3, you’ll need a copy of the Aberration Desert Pathfinder RPG Core Rulebook and the Pathfinder RPG Animal Forest/Jungle Advanced Player’s Guide. Additional monsters can be found in the Pathfinder RPG Bestiary and Pathfinder RPG Bestiary 2. Construct Hill While each monster is a unique creature, many possess Dragon Mountain similar special attacks, defenses, and qualities. Unique Fey Plain abilities are described below the monster’s stat block. Humanoid Ruins/Dungeon Many abilities common to several monsters appear in the universal monster rules in Appendix 3. If a monster’s Magical Beast Sky listed special ability does not appear in its description, Monstrous Humanoid Swamp you’ll find it there. Check pages 292–301 of this book for Ooze Underground the complete universal monster rules. Outsider Urban This book’s appendices also contain a wealth of other information—you’ll find charts organizing the monsters Plant Water into several different categories, new templates and Undead variants, and more. Vermin Each monster description on the following pages is presented in the same format, split into three specific Climate areas: Introduction, Stat Block, and Description. Cold Extraplanar Temperate Tropical Introduction Each monster is presented alphabetically. In the case of a Race, Class, and Level: Some monsters do not possess group of monsters sharing similar traits (such as outsider racial Hit Dice and are instead defined by their class levels. races and some animals or vermin), the monster’s basic For these monsters, their race, class, and level appear here. name is listed first. Unless otherwise noted, the first class listed is the class chosen by the monster as its favored class. Stat Block Alignment, Size, and Type: While a monster’s size and This is where you’ll find all of the information you need to type remain constant (unless changed by the application of run the monster in an encounter. A stat block is organized templates or other unusual modifiers), alignment is far as follows (note that in cases where a line in a stat block has more fluid. The alignments listed for the monsters in this no value, that line is omitted). book represent the norm for those monsters—they can Name and CR: The monster’s name is presented first, vary as you require them to in order to serve the needs of along with its challenge rating (CR) and three icons your campaign. Only in the case of relatively unintelligent you can use to quickly identify the creature’s role in the monsters (creatures with an Intelligence score of 2 or lower game. Challenge rating is a numerical indication of how are almost never anything other than neutral) and planar dangerous a monster is—the higher the number, the monsters (outsiders with alignments other than those deadlier the creature. Challenge rating is detailed on page listed are unusual and typically outcasts from their kind) 397 of the Pathfinder RPG Core Rulebook. is the listed alignment relatively unchangeable. XP: Listed here are the total experience points that PCs Init and Senses: The creature’s initiative modifier followed earn for defeating the monster. by any special senses and its Perception check modifier. 55 Aura: If the creature has a particular magical or 10, 8); in both cases, the creature’s ability score modifiers exceptional aura, that aura is listed here, along with its are listed at the end of its description. radius from the creature and, as applicable, a save DC to Base Atk/CMB/CMD: These values give the creature’s resist the aura’s effects. base attack, its Combat Maneuver Bonus, and its Combat AC: The creature’s Armor Class, touch Armor Class, and Maneuver Defense score. flat-footed Armor Class. The modifiers that generate its AC Feats: The creature’s feats are listed here. A bonus feat is are listed parenthetically at the end of this entry. indicated with a superscript “B.” hp: The creature’s hit points, followed by its Hit Dice Skills: The creature’s skills are listed here. Racial (including modifiers from Constitution, favored class modifiers to skills are indicated at the end of this entry. levels, creature type modifiers, and the Toughness feat). Languages: The languages most commonly spoken by Creatures with PC class levels receive maximum hit points the creature are listed here. For unusual creatures, you can for their first HD, but all other HD rolls are assumed to swap out the languages known for other choices as needed. be average. Fast healing and regeneration values, if any, A creature with a higher than normal Intelligence score follow the creature’s HD. receives the appropriate number of bonus languages. Saving Throws: The creature’s Fortitude, Reflex, and SQ: Any special qualities possessed by the creature. Will saves, followed by situational modifiers to those rolls. Environment: The regions and climates in which the Defensive Abilities/DR/Immune/Resist/SR: All of the creature is typically encountered are listed here; these creature’s unusual defensive abilities. Damage reduction, often present wider ranges than the icons at the top of the immunities, resistances, and spell resistance are called stat block indicate. In this case, the icon listed at the top out separately as necessary. of the stat block indicates the creature’s preferred terrain. Weaknesses: All of the creature’s unusual weaknesses Organization: This lists how the creature is organized, are listed here. including number ranges as appropriate. Speed: The creature’s land speed, and additional speeds Treasure: The exact value of the creature’s treasure as necessary for the creature. depends on whether you’re running a slow, medium, Melee: The creature’s melee attacks are listed here, with or fast game, as summarized on Table 12–5 on page its attack roll modifier listed after the attack’s name, 399 of the Pathfinder RPG Core Rulebook. In cases where followed by the damage in parentheses. a creature has specific magical gear assigned to it, the Ranged: As Melee above, but for ranged attacks. assumption is a medium game—if you play a fast or Space/Reach: The creature’s space and reach—if the slow game, you’ll want to adjust the monster’s gear as creature’s space and reach are standard (one 5-foot square appropriate. “Standard” treasure indicates the total value and a reach of 5 feet), this line is omitted. of the creature’s treasure is that of a CR equal to the Special Attacks: The creature’s special attacks. Full average party level, as listed on Table 12–5 on page 399 in details for these attacks are given at the end of the stat the Core Rulebook. “Double” or “triple” treasure indicates block or in the universal monster rules in Appendix 3. the creature has double or triple this standard value. Spell-Like Abilities: After listing the caster level of the “Incidental” indicates the creature has half this standard creature’s spell-like abilities, this section lists all of the value, and then only within the confines of its lair. “None” creature’s spell-like abilities, organized by how many times indicates that the creature normally has no treasure (as is per day it can use the abilities. Constant spell-like abilities typical for an unintelligent creature that has no real lair, function at all times but can be dispelled. A creature can although such creatures are often used to guard treasures reactivate a constant spell-like ability as a swift action. of varying amounts). “NPC gear” indicates the monster Spells Known/Prepared: If the creature can actually has treasure as normal for an NPC of a level equal to the cast spells, its caster level is indicated here, followed monster’s CR (see page 454 of the Core Rulebook). by the spells it knows or typically has prepared. Unless Special Abilities: Finally, any of the creature’s more otherwise indicated, a spellcasting creature does not unique special abilities are detailed in full here. receive any of a spellcasting class’s other abilities, such as a cleric’s ability to spontaneously convert prepared spells to Description cure or inflict spells. Here you’ll find information on how the monster fits into Ability Scores: The creature’s ability scores are listed the world, notes on its ecology and society, and other bits here. Unless otherwise indicated, a creature’s ability scores of useful lore and flavor that will help you breathe life into represent the baseline of its racial modifiers applied to the creature when your PCs encounter it. Some monsters scores of 10 or 11. Creatures with NPC class levels have stats have additional sections that cover variant creatures, notes in the standard array (13, 12, 11, 10, 9, 8), while creatures on using the monsters as PCs, methods of constructing with character class levels have the elite array (15, 14, 13, 12, the creature, and so on. 66 AAddaarroo Adaro known and feared by sailors on many exotic shores, as well as by common folk who just happen to live near the ocean. This hybrid of human and shark holds its spear menacingly, Many have witnessed a fellow sailor or fisher suddenly go thick, glistening saliva dripping from its razor-sharp teeth. rigid, a poisoned spear jutting from his guts, only to fall into the water and be taken by the vicious adaro responsible ADARO CR 3 for the assault. XP 800 Strictly carnivorous, adaros feed upon their victims NE Medium monstrous humanoid (aquatic) almost immediately after slaying them. Their brutally Init +3; Senses blindsense 30 ft., darkvision 6o ft., low-light sharp teeth cut through bone almost as easily as through vision, keen scent; Perception +8 flesh, and their powerful digestive systems are capable of DEFENSE handling most organic matter. Adaros usually eat once AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) every couple of days, gorging on meals half their weight. hp 30 (4d10+8) Adaros’ strange relationship with storms has intrigued Fort +3, Ref +7, Will +5 scholars for centuries. These sea-dwellers have a special OFFENSE connection to the deadly creatures of the water and the Speed 10 ft., swim 50 ft. wildness of foul weather, and it is no coincidence that they Melee spear +8 (1d8+4/×3 plus poison), bite +2 (1d6+3) attack humanoids more often during rough seas. Adaros Ranged spear +8 (1d8+3/×3) are seminomadic by nature; a tribe travels until it finds a Special Attacks rain frenzy suitable hunting ground, and leaves either when its presence STATISTICS becomes too well known or when its game runs low. Str 16, Dex 17, Con 14, Int 10, Wis 13, Cha 13 An adaro is 7-1/2 feet long and weighs 250 pounds. Base Atk +4; CMB +7; CMD 20 Feats Deadly Aim, Weapon Focus (spear) Skills Intimidate +8, Perception +8, Stealth +10, Swim +18 Languages Aquan, Common; speak with sharks SQ amphibious, poison use ECOLOGY Environment warm oceans Organization solitary, hunting party (2–6), or tribe (7–12) Treasure standard (3 spears, other treasure) SPECIAL ABILITIES Poison (Ex) Adaros favor a paralytic toxin secreted by the flying nettlefin pufferfish—a sticky venom that doesn’t wash away in water. Nettlefin Toxin: Spear—injury; save Fort DC 15; frequency 1/minute for 4 minutes; effect paralyzed for 1 minute; cure I 2 consecutive saves. llus Poison Use (Ex) Adaros are skilled in the use of poison and tra tio never risk accidentally poisoning themselves. n b Rain Frenzy (Su) Adaros revere storms, and their lust for y V blood is amplified exponentially while it is raining. While ic to fighting in the rain or during other stormy weather, adaros r P act as though affected by the rage spell. An adaro gains ér e z this benefit even if it is underwater, but only as long as it C o remains within a move action away from the water’s surface rb e (50 feet for most adaros). lla Speak with Sharks (Su) An adaro can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as “come,” “defend,” or “attack.” Malevolent denizens of the waters, adaros are among the fiercest sentient hunters of the tropical seas. They are 77 Adherer loses its adhesive quality 1 hour after the adherer dies. An adherer can release anything stuck to it as a free action. The This pallid humanoid creature is wrapped in wispy strips of skin, save DCs are Constitution-based. with bits of detritus and a sour stink clinging to it. Adherers look vaguely like embalmed and mummified ADHERER CR 3 corpses wrapped in dirty linen, but they are in fact XP 800 otherworldly beings of an entirely different nature. LE Medium monstrous humanoid Transformed by hideous processes on the Ethereal Plane, Init +3; Senses darkvision 60 ft.; Perception +5 their bodies are riddled with tiny, adhesive strands that DEFENSE can stick to anything, allowing adherers to bind their AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) enemies’ weapons and capture living creatures for their hp 30 (4d10+8) depraved rituals. Fort +3, Ref +7, Will +5 Though once human, adherers have forgotten all traces DR 5/—; SR 14 of humanity, and now hunt their former kindred with OFFENSE gleeful abandon. Adherers digest food unusually slowly, Speed 30 ft., climb 10 ft. and as such can feed on a single creature (humans are Melee 2 slams +6 (1d6+2 plus grab) their favorite meal) for days or even weeks, taking only Special Attacks grab (Large) one or two bites a day and forcing their living captives to STATISTICS endure a hellish, drawn-out death. Str 14, Dex 16, Con 15, Int 4, Wis 13, Cha 11 Base Atk +4; CMB +7 (+15 grapple); CMD 19 Feats Agile Maneuvers, Combat Reflexes Skills Climb +10, Craft (cloth) +3, Craft (traps) +1, Perception +5, Stealth +11; Racial Modifiers +2 Craft (cloth), +4 Stealth Languages Aklo SQ adhesive ECOLOGY Environment any temperate or underground Organization solitary, gang (2–5), or nest (6–12) Treasure standard SPECIAL ABILITIES Adhesive (Su) A weapon that strikes an adherer becomes stuck fast to the creature’s adhesive flesh unless the wielder succeeds at a DC 14 Reflex save. A creature oliti astdujaccke wnet atpo otnh ew aitdhh ear DerC c 1a7n Sattrteenmgptht tcoh epcrky ,o bffu at m m doing so provokes an attack of opportunity a M from the adherer. The adherer’s adhesive n e flesh gives it a +8 racial bonus on grapple mi a checks. It can attempt to grapple a foe as a free D y action whenever a creature successfully hits it b n with a natural attack or an unarmed strike. o ati An adherer does not gain the grappled r st condition when it grapples a foe, nor does u Ill it provoke attacks of opportunity when it attempts to do so. Fire can temporarily burn away an adherer’s adhesive coating—whenever an adherer takes at least 10 points of fire damage, it loses its adhesive special quality for 1d4 rounds. Universal solvent, alchemical solvent, or a similar fluid removes an adherer’s adhesive quality for 1 hour if it fails a DC 15 Reflex save, or for 1d4 rounds if it makes the save. The adherer’s skin 88 AAddhheerreerr––AAddlleett Adlet Adlets are cunning hunters of the arctic wilds. Tall, This humanoid wolf’s fur is snowy white and its eyes piercing sinewy, nimble, and very quick, they see themselves as the blue; it grips an ornate spear in its fist. true heritors of untamed arctic lands, and are offended by any other humanoid species that attempts to settle ADLET CR 10 in such regions. Although not normally evil, adlets are XP 9,600 each very aggressive and warlike. They also have no social CN Medium humanoid (adlet, cold) taboo against cannibalism, and their practice of eating Init +12; Senses low-light vision, scent; Perception +13 their dead rather than burying them only further builds DEFENSE misconceptions about their morality. AC 25, touch 20, flat-footed 15 (+8 Dex, +2 dodge, +5 natural) Deeply religious, adlets worship the power and cruelty hp 127 each (15d8+60) of nature, seeing divinity in the lash of the blizzard’s wind, Fort +9, Ref +17, Will +8 the ferocity of the polar bear, and the immensity of the Immune cold towering iceberg. Many become oracles or druids, but all Weaknesses vulnerability to fire adlets know their place in the natural OFFENSE world. One in every dozen adlets is a Speed 40 ft. shaman: an adlet with the advanced Melee +1 spear +17/+12/+7 (1d8+7/×3), bite +10 (1d6+2 plus 1d6 cold) creature template and the ability Special Attacks frozen breath to summon a greater ice elemental Spell-Like Abilities (CL 10th; concentration +11) or 1d4+1 large ice elementals (see Constant—pass without trace, ray of frost Bestiary 2 114) and commune with nature 3/day—fog cloud, sleet storm once per day each as spell-like abilities. 1/day—ice storm, wind walk (self only) An adlet is 6 feet tall and STATISTICS weighs 250 pounds. Str 18, Dex 26, Con 18, Int 13, Wis 17, Cha 13 Base Atk +11; CMB +15; CMD 35 Feats Diehard, Dodge, Improved Initiative, Multiattack, Power Attack, Run, Self-Sufficient, Weapon Focus (spear) Skills Acrobatics +13 (+17 when jumping), Climb +12, Handle Animal +9, Heal +5, Perception +13, Stealth +13 (+21 in snow), Survival +20, Swim +9; Racial Modifiers +8 Stealth in snow Languages Common, Adlet SQ arctic stride ECOLOGY Environment cold plains, hills, or mountains I Organization solitary, pair, or pack (3–18 plus 1 shaman) llu s Treasure standard (+1 spear, other treasure) tra SPECIAL ABILITIES tio n Arctic Stride (Ex) An adlet can move through any sort b y of difficult terrain at its normal speed while within J . P arctic or snowy terrain. Magically altered terrain . T affects an adlet normally. arg e Frozen Breath (Su) An adlet’s breath is te supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds as a swift action, it can exhale, filling a 10-foot-radius spread around it with frigid air that deals 2d6 points of cold damage and staggers those in the area with numbing cold. A DC 21 Fortitude save negates the staggered effect but not the cold damage. The save DC is Constitution-based. 99

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