feathered wings, others batlike). A single long tail DREAM LARVA
depends from the center of the mass, trailing behind Large Outsider (Chaotic)
the creature. Their coloration is usually pale white to Hit Dice: 40d8+360 (680 hp)
beige, giving way to sickly blue in some areas. Unless Initiative: +3 (Dex)
a chichimec is slain and dissected, its tiny mouths, Speed: 80 ft.; fly 240 ft. (perfect)
eyes, and other sensory organs dotting its body trunk AC: 52 (–1 size, +3 Dex, +40 natural)
are never seen. Chichimecs are usually about 4 feet Attacks: Bite +56 melee, 1 gore +51 melee, 4 pincers +51
in diameter. melee, 4 claws +51 melee
These creatures are sometimes confined to sealed Damage: Bite 4d8+16, gore 4d6+8, pincers 4d6+8, claws
demiplanes of air, or some far reach of the Elemental 4d6+8
Plane of Air, or even distant, uninhabited giant worlds Face/Reach: 5 ft. by 5 ft./10 ft. CHAPTER 5:
madeup only of poisonous gases. Special Attacks: Worst nightmare, improved grab, send- MONSTERS
ing, spell-like abilities, summon nightwalker
Combat Special Qualities: Abomination traits, sonic immunity,
Chichimecs batter any being that crosses their path regeneration 15, fast healing 15, SR 44, DR 40/+8
with many wings, and a tail buffet. If forewarned of a Saves: Fort +31, Ref +25, Will +29
threat, they summon as many air elementals as they Abilities: Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36
can in the time available. Unless its elementals are in Skills: Concentration +52, Craft (dreamweaving) +46,
range, a chichimec leads off combat with wail of the Diplomacy +17, Escape Artist +46, Hide +42, Knowl-
banshee. edge (dreams) +46, Listen +50, Move Silently +46, Scry
Spell-Like Abilities: At will—darkness, telekinesis; +46, Search +28, Sense Motive +35, Spot +50
1/day—improved invisibility, control weather, call lightning, Feats: Cleave, Combat Reflexes, Flyby Attack, Great
lighting bolt, chain lightning, wail of the Cleave, Power Attack, Quicken Spell-Like
banshee. Caster level 20th; save DC 20 + Ability, Sunder, Weapon Focus (pincers),
spell level. Weapon Focus (gore), Weapon Focus
Summon Air Elemental (Sp): (bite), Weapon Focus (claw)
Three times per day a chi- Climate/Terrain: Any
chimec can summon an Organization: Solitary, pair, or soli-
elder air elemental. tary plus 1–4 nightwalkers
Charisma Drain (Su): Challenge Rating: 31
This effect permanently reduces Treasure: Standard
a living opponent’s Charisma Alignment: Always chaotic evil
score by 2 points when the Advancement: 41–65 HD (Large);
chichimec hits is with a tail 66–84 HD (Huge); 85–110 HD
slam, or 4 points on a critical (Gargantuan)
hit. The chichimec heals 10
points of damage, or 20 on Dream larvae are the misbegotten
critical hit, whenever it drains offspring of deities of fancy, long-
Charisma, gaining any excess ing, and dream.
as temporary points. The Most creatures know the
attack allows a Fortitude save startlement of a night terror—a
(DC 33)—on a successful bolt of horror that wakes the
save, only 1 point of Charisma sleeper from a dead sleep.
is drained and the chichimec Dream larva are night terrors
heals 5 points of damage. The that escape from dream into the
temporary hit points gained by waking world, nightmares made
the chichimec Charisma drain manifest. They have no specific
last a maximum of 1 hour. form, but instead are every crea-
Abomination Traits: ture’s worst nightmare—each
Immune to polymorph- observer sees a dream larva for
ing, petrification, and the first time as the most fear-
other form-altering attacks; some, terrible creature imagi-
not subject to energy drain, abil- nable. To those that survive that
ity drain, ability damage, or death squamous vision, dream larvae ap-
from massive damage; immune to mind-affecting pear as large humanoid shapes composed of thousands of
effects; fire resistance 20; cold resistance 20; nondetec- crawling larval worms. Dream larvae have horns, a cru-
tion; true seeing at will; blindsight 500 ft.; telepathy out elly fanged mouth, four arms ending in claws, and four
to 1,000 ft. arms tipped with pincers.
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No one knows how many dream larvae infest the vari- it makes during successive rounds automatically deals
ous regions of dreams. Most sleepers never dream the for- the damage listed for the attack that established the hold,
bidden dreams that send their thoughts into the self- unless it used sending on the victim.
perpetuating nightmares that conceal and trap individual Sending (Su): Grappled victims may be physicaly
dream larvae. Such forbidden dreams are normally only sent into a nightmare, at the dream larva’s
triggered by the discovery of certain banned, option, on the dream larva’s next action after
divine manuscripts that have been establishing the grapple. Victims must
mostly purged from the multiverse. make a Will save (DC 43) or be apparently
However, sometimes dream larvae swarmed by thousands of worms making
are disturbed nonetheless (or up the dream larva’s body. The
CHAPTER 5: purposefully summoned). victim is actually cast into a
MONSTERS When they are, they follow shrieking maelstrom of
the dreamer back into the dream where it can take no ac-
waking world, and attempt tions but observe. The victim
to plunge all creation into a physically returns 2d4
true nightmare of their own rounds later, apparently
invention. ejected from the dream
larva’s body (but appearing
Combat even if the dream larva has
The mere sight of a dream left or is otherwise absent).
larva kills all but the most The victim of the nightmare
strong-minded. Dream larvae has taken 4d6 points of tem-
who get a good grip on their foes porary Wisdom damage, but
can send them physically into is otherwise free to act on the
specially prepared nightmares for round it returns. If the victim
a time. Dream larvae rarely do takes more Wisdom damage
anything without summoning than it has points of Wisdom,
a nightwalker to help them the extra points are instead treated
bring the terrors of the night as temporary Constitution damage.
into the day. Summon Nightwalker (Sp): Five
Worst Nightmare (Su): Each times per day, a dream larva can
time a living creature first views a summon a nightwalker (see the
specific dream larva from a dis- Monster Manual).
tance of 30 feet or less (or from a Abomination Traits: Immune to
scrying effect), the subject sees polymorphing, petrification, and other form-
the image of the most fearsome altering attacks; not subject to energy drain, ability
creature imaginable. This is not an drain, ability damage, or death from massive damage
illusion or phantasm; the dream larva truly becomes, for immune to mind-affecting effects; fire resistance 20;
just that instant, the subject’s worst nightmare. Even if cold resistance 20; nondetection; true seeing at will;
simultaneously viewed by dozens of different creatures, blindsight 500 ft.; telepathy out to 1,000 ft.
the dream larva appears differently to each one of them. Regeneration (Ex): Dream larvae take normal damage
Creatures immune to fear or mind-affecting effects (or from good or lawful weapons or weapons forged by a
warded by protection from evil or death ward spells) are sleepwalking weaponsmith.
immune to worst nightmare; all others must make a Will
save (DC 43) or die from the supernatural horror revealed. HECATONCHEIRES
Survivors (and those resurrected) are immune to the Huge Outsider (Evil)
effect from that individual dream larva in the future. Hit Dice: 52d8+572 (988 hp)
Spell-Like Abilities: At will—fly, haste, nightmare, pris- Initiative: +6 (+2 Dex, +4 Improved Initiative)
matic spray; 2/day—dreamscape (see Chapter 2). Caster Speed: 100 ft.
level 31st; save DC 23 + spell level. AC: 70 (–2 size, +30 natural, +20 insight, +12 armor [+5
Improved Grab (Ex): If the dream larva hits with a half plate])
claw or pincer, it deals normal damage and attempts to Attacks: 100 greatswords +71 melee; or 100 boulders
start a grapple as a free action without provoking an +53 ranged
attack of opportunity. Dream larvae can use improved Damage: Greatsword 2d6 + 20/17–20; or boulder
grab on a creature of any size. The dream larva has the 2d8+20/19–20
option to conduct the grapple normally, simply use the Face/Reach: 10 ft. by 10 ft./15 ft.
claw or pincer to hold the opponent, or use sending (see Special Attacks: Superior multiweapon fighting, spell
below) on the opponent. Each successful grapple check like abilities, summon hecatoncheires
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Special Qualities: Abomination traits, electricity deities who required their insane martial abilities to
immunity, regeneration 40, fast healing 50, SR 70, take down rival deities have released them from time to
DR 60/+12 time. Each time they were released, an old pantheon
Saves: Fort +39, Ref +30, Will +27 fell. Few creatures can stand up to a hecatoncheires in
Abilities: Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 24 combat, not even the gods.
tills: Climb +64, Diplomacy +13, Hide –12, Intimidate
+40, Jump +64, Knowledge (history) +33, Listen +99, Combat
Search +100, Sense Motive +49, Spot +99, Wilderness Hundred-handed ones rely on their hundred limbs to
Lore +49 quickly dispatch foes under a flurry of blows or boulders.
Feats: Cleave, Combat Reflexes, Great Cleave, Im- Superior Multiweapon Fighting (Ex): A heca-
proved Critical (greatsword), Improved Critical toncheires fights with a greatsword or a boulder in each CHAPTER 5:
boulder), Improved Initiative, Multidexterity, hand. The hecatoncheires does not suffer an attack or MONSTERS
Multiweapon Fighting, Power Attack, Sunder, Weap- damage penalty for attacking with one hundred
on Focus (greatsword), Weapon Focus (boulder) weapons. However, the press of limbs prevents the crea-
Epic Feats: Penetrate Damage Reduction, Multi- ture from making iterative attacks with any of its arms,
weapon Rend nor can it make more than ten attacks against a Small or
Climate/Terrain: Any smaller creature, fifteen attacks against a Medium-size
Organization: Solitary or pair creature, or twenty attacks against a Large creature in
Challenge Rating: 57 the same action (it can make all its attacks against a
Treasure: Standard Huge or larger creature in one action).
Alignment: Always chaotic evil Skills: A hecatoncheires’ fifty heads
Advancement: 53–58 HD (Huge); 59–70 HD give it a +50 racial bonus on Listen, Spot,
Gargantuan); 71–140 HD (Colossal) and Search checks.
Spell-Like Abilities: At will—
Hectaoncheires are the oldest greater magic weapon, fly,
abnominations, born of shield. Caster level 50th;
proto-deities early in the save DC 17 + spell level.
multiverse’s history. Summon Hecatoncheires
At the beginning of time, (Sp): A hecatoncheires
all things were possible. can summon one
The definition of form and other hecatoncheires
function for living once per day, though
things was not yet set, is loath to do so because
and in that time were then it will be similarly
born the hecaton- obligated to answer its sib-
cheires, the “hundred- ling’s summoning. A sum-
handed ones.” The moned hecatoncheires can-
hecatoncheires are not use its summoning power
huge, standing over while “summoned.”
30 feet tall, and like a Abomination Traits:
living tree bulging Immune to polymorphing,
with knobby boles, petrification, and other form-
they have one hundred altering attacks; not subject to
arms and fifty heads. energy drain, ability drain,
Words fail to describe ability damage, or death from
the monstrosity of their massive damage; immune to
forms, or the brutality of mind-affecting effects; fire
their visage. They are resistance 20; cold resist-
always armed, grasping ance 20; nondetection; true
greatsword or boulder in seeing at will; blindsight
each of their hands. 500 ft.; telepathy out to
They wear magic half- 1,000 ft.
plate armor. Sometimes Regeneration (Ex):
a hecatoncheires is Hecatoncheires take nor-
armed with one or more mal damage from good
magic weapons, as well. weapons or weapons
From their birth, they were outcast and sealed tempered with the blood
away by the demiurge that produced them. Other of a deity.
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CHAPTER 5: INFERNAL Unlike many other abominations, infernals have
more freedom to roam areas of their hells of origin,
MONSTERS Large Outsider (Evil) (Chaotic or Lawful) though they are proscribed by divine decree from
Hit Dice: 40d8+360 (680 hp) moving farther afield. This suits the various princes of
Initiative: +11 (+7 Dex, +4 Improved Initiative) the Nine Hells and the Abyss, because many infernals
Speed: 80 ft., fly 240 ft. (perfect) are possessed of such might that they could challenge
AC: 50 (+7 Dex, –1 size, +34 natural) even a prince’s supremacy. For this reason, most powers
Attacks: 2 claws +56 melee, 1 bite +50 melee, 2 wings +50 of the lower planes seek to further isolate infernals if
possible, or even slaying them when they can. For
melee, 1 tail slam +50 melee their part, infernals plot and scheme with malice
Damage: Claw 4d6+16, bite 4d8+8 +spell suck, wing unlike any other, until the time is right to tear the
multiverse to ribbons.
2d6+8, tail slam 4d8+8
Face/Reach: 5 ft. by 5 ft./10 ft. Combat
Special Attacks: Improved grab, spell suck, learned spell
Infernals are mighty creatures, and crafty. If
immunity, spell-like abilities, summon fiend possible, they seek to neutralize spellcasting
Special Qualities: Abomination traits, fast foes first, should any conflict arise. Their
bite sucks the spells and minds of any it can
healing 15, regeneration 15, SR 38, DR catch. Infernals cast blur and improved
35/+7 invisibility on themselves as needed
Skills: Balance +11, Concentration +52, during combat.
Diplomacy +13, Escape Artist +50, Improved Grab (Ex): If an infernal
Hide +46, Jump +21, Knowledge hits with a claw, it deals normal damage
(arcana) +49, Knowledge (the planes) and attempts to start a grapple as a free
+49, Listen +53, Move Silently +50, action without provoking an attack of
Scry +49, Search +49, Sense Mo- opportunity. Infernals can use this
tive +51, Spellcraft +49, Spot +53, ability on Large and smaller creatures.
Tumble +50 The infernal has the option to conduct
Feats: Alertness, Cleave, Great the grapple normally, or simply use its
Cleave, Improved Initiative, claw to hold the opponent. Each suc-
Power Attack, Sunder, Weapon cessful grapple check it makes during
Focus (claw) successive rounds automatically deals
Epic Feats: Blinding Speed (×2), standard claw damage, in addition to
Tenacious Magic (improved invis- automatic spell suck damage.
ibility), Tenacious Magic (blur) Spell Suck (Su): If an infernal bites
Saves: Fort +31, Ref +29, Will +30 a foe, the foe loses one of its highest-
Abilities: Str 43, Dex 25, Con 28, level prepared spells or one of the spell
Int 22, Wis 26, Cha 29 slots for this day that it has not used. The
Climate/Terrain: Any victim chooses the prepared spell to
Organization: Solitary or hell lose. If the victim has no prepared
brigade (1 infernal and 1d4 spells or unused spell slots (either
balors, or 1 infernal and 1d4 pit because it has exhausted its
fiends) spellcasting for the day or because the
Challenge Rating: 26 victim is not a spellcaster), the bite
Treasure: Standard instead deals 2 points of temporary
Alignment: Lawful evil or chaotic evil Intelligence damage.
Advancement: 41–50 HD (Large); Learned Spell Immunity (Su):
51–56 HD (Huge); 57–72 HD If an infernal is affected by a spell
(Gargantuan) cast by a particular spellcaster, the
infernal thereafter becomes immune to
Infernals are born of the ill-starred
meeting of god and fiend. that spell when cast by that spellcaster. For instance, if
the infernal is hit by Mialee’s horrid wilting and is
Even gods are seduced, and from affected, it then becomes immune to horrid wilting if
the union of heaven and hell are cast by Mialee ever again, though if Hennet casts horrid
born fiendish abominations called infernals. Those wilting on the infernal, it is subject to the spell’s effects
born of god and baatezu are lawful, and infernals born (the first time).
of god and tanar’ri are chaotic. All are horrors of
fiendish form, pitch-black scaled humanoids standing Spell-Like Abilities: At will—animate dead, blas-
15 or more feet tall. Vast dragonlike wings enfold each phemy, blur, charm person, create undead, darkness, deeper
infernal, but are unable to hide the tearing claws, the
hellish maw, or the eyes from which gleam the promise
of eternal damnation.
164