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D&D 3.5 - Sandstorm - Mastering the Perils of Fire and Sand [OEF]

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Published by Chris Winnower, 2019-07-02 00:32:47

D&D 3.5 - Sandstorm - Mastering the Perils of Fire and Sand [OEF]

D&D 3.5 - Sandstorm - Mastering the Perils of Fire and Sand [OEF]

This giant Armor Class: 25 (-2 size, -2 Dex, +19 natural), touch
cougar is 6, flat-footed 25
as black
as night, Base Attack/Grapple: +10/+26
with glow- Attack: Bite +16 melee (1d8+12)
ing yellow Full Attack: Bite +16 melee (1d8+12)
eyes and out- Space/Reach: 15 ft./10 ft.
sized fangs. Special Attacks: Lightning strike, trample 4d8+12
Special Qualities: Low-light vision
Spiked Saves: Fort +16, Ref +7, Will +9
ridges pro- Abilities: Str 26, Dex 6, Con 25, Int 2, Wis 10, Cha 6
trude from Skills: Hide -1*, Listen +6, Spot +6
its arched Feats: Alertness, Endurance, Toughness (3)
Environment: Warm deserts
back. Organization: Solitary or pair
Challenge Rating: 8
Dire pumas Treasure: None
are terri-­ Alignment: Always neutral
fying, Advancement: 15-28 HD (Huge); 29-42 HD (Gar­
vicious
creatures gantuan)
Level Adjustment: —
that stalk
their prey This massive tortoise has a spiked, rocky shell as big as a house.
relentlessly. Its large head ends in a wickedly sharp beak.
A dire puma is
about 8 feet long A dire tortoise moves slowly about the waste, consuming
and weighs about cactuses, mesquite shrubs, and tough desert grasses.
600 pounds. It is an ill-tempered beast and quick to lash out at
intruders.
Combat
A dire tortoise is 20 to 30 feet long and can weigh 12,000
Dire pumas pounds or more.

spring upon their Many mistake the
bulking shell of
prey from a height the dire tortoise for

Don't let a puma if possible. They hunt a hill, until
catch your scent at night. it's too late
Improved Grab (Ex): To use

this ability, a dire puma must hit with

its bite attack. It can then attempt to

start a grapple as a free action without

provoking attacks of opportunity. If it wins the grapple

check, it establishes a hold and can rake.

Pounce (Ex): If a dire puma charges a foe, it can make

a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9, damage 1d6+2.

Skills: Dire pumas have a +8 racial bonus

on Jump checks and a +4 racial bonus on

Move Silently checks.

Dire pumas have a +8 racial bonus on

Balance and Climb checks. They can always

choose to take 10 on a Climb check, even it

rushed or threatened.

*Dire pumas have a +4 racial bonus on

Hide checks at night or in dark areas.

DIRE TORTOISE

Huge Animal

Hit Dice: 14d8+107 (170 hp)
Initiative: -2
Speed: 20 ft. (4 squares), burrow 20 ft.

Combat Environment: Warm deserts
Organization: Solitary or flock (4-20)
Dire tortoises rely on their camouflage and protection. If Challenge Rating: 3
approached, they lunge suddenly at any creature within Treasure: None
reach of their powerful jaws. Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Lightning Strike (Ex): A dire tortoise can lash out very Level Adjustment: —
rapidly. On the first round of combat, it gets a surprise
round regardless of whether it has been noticed. A creature This enormous bird of prey has a mottled, naked head and
that notices the dire tortoise is still treated as flat-footed neck with a wicked, hooked beak. A stink of carrion surrounds
during this round. the beast.

Trample (Ex): Reflex half DC 25. The save DC is A dire vulture, like its normal cousin, is a carrion feeder.
Strength-based. It takes a very large carcass, or many small ones, to keep
such a monster fed.
Skills: *A dire tortoise has a +12 racial bonus on Hide
checks in rocky terrain. A dire vulture is 8 to 12 feet long and has a wingspan of
20 feet or more.
DIRE VULTURE
Combat
Large Animal
Hit Dice: 6d8+42 (69 hp) Dire vultures are much more aggressive than mundane
Initiative: +1 vultures, and one might attack a creature that is two or
Speed: 20 ft. (4 squares), fly 80 ft. (average) more size categories smaller than itself.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10,
Stench (Ex): Scraps of rotting flesh cling to a dire
flat-footed 16 vulture's feathers, and the fetid wind of its wings can
Base Attack/Grapple: +4/+11 fell even the hardiest opponent. A creature within 20
Attack: Bite +6 melee (1d8+4) feet of a dire vulture must succeed on a DC 20 Forti-­
Full Attack: Bite +6 melee (1d8+4) tude save or be sickened for ld6 rounds. A creature
Space/Reach: 10 ft./5 ft. that successfully saves can't be affected by that dire
Special Attacks: Stench vulture's stench ability for 24 hours. The save DC is
Special Qualities: Low-light vision, resistance to Constitution-based.

disease, scent Resistance to Disease (Ex): A dire vulture has
Saves: Fort +12, Ref +6, Will +7 a cast-iron stomach. It has a +2 bonus on Fortitude
Abilities: Str 16, Dex 13, Con 25, Int 2, Wis 14, Cha 4
Skills: Listen +4, Spot +12, Survival +11 saves to resist normal diseases, but not supernatural
Feats: Alertness, Flyby Attack, Track or magical diseases such as mummy rot.
Skills: A dire vulture has a +4 racial bonus
on Spot and Survival checks.

DRASGAONND,

Dragon (Earth)
Environment:
Warm deserts
Organization: Wyrmling, very
young, young, juvenile, and young adult: solitary
or clutch (3-6); adult, mature adult, old, very old,
ancient, wyrm, or great wyrm: solitary, pair, or family
1-2 and 3-6 offspring)
Challenge Rating: Wyrmling 2; very young 3;
young 5; juvenile 7; young adult 9; adult 12;
mature adult 14; old 16; very old 18; ancient
21; wyrm 24; great wyrm 27
Treasure: Double standard
Alignment: Always chaotic neutral

Dire vultures prowl the skies of the waste

Advancement: Wyrmling 4-5 HD; very young 7-8 HD;
young 10 11 HD; juvenile 13-14 HD, young adult
16-17 HD; adult 19-20 HD; mature adult 22-23 HD;
old 25-26 HD; very old 28-29 HD; ancient 31-32 HD;
wyrm 35-36 HD; great wyrm 37+ HD

Level Adjustment: Wyrmling +2; very young +2; young
+3; juvenile +3; young adult +4; others —

This dragon's head is a moss of thick, short horns in
irregular rings around its snout, jaws, and neck, giving
its entire head a distinct appearance reminiscent
of a lamprey. Its large scales are a dark gray-
brown, and a crest of broad, short spines runs
from its head to the tip of its tail. A
membranous frill runs between these
spines down the length of the dragon's
body, allowing it to undulate through
the air rather than flop like other dragons.
The dragon smells of dust and dirt.

Sand dragons are violent, irritable, Sand dragons lair in the deep waste
and cunning creatures, given
to raiding farms for cattle, but disguising their lairs; only their nostrils lie exposed
leaving the farmers alive as a (allowing them to breathe). When sand dragons travel
sign of "mercy" (never mind that underground—their primary means of sneaking up on
the dragon has just devoured the prey—they simply hold their breath. Sand dragons are
farmer's livelihood). Not exactly evil, most fond of lizards and rodents, though the older they
but definitely not good, sand dragons get, the larger the prey. Young adult and adult sand dragons
are motivated only by what is good eat goats and jackals, mature adult and older sand dragons
for their own survival. In fact, they go after cattle, camels, crocodiles, and even giant banded
have a difficult time understand­ lizards (see page 164).
ing why any living creature would
think any other way. Sand dragons acquire a good deal of treasure, though
they have no real use for it aside from bait for prey. They
Sand dragons lay their eggs deep within the sand of generally bury it in the sand under their lairs, and lie
the desert, which is partly responsible for their name. waiting for the sound of shovels digging toward them.
As the eggs hatch, the hatchling dragons claw their
way up to the surface, giving the impression that the COMBAT
dragons spring spontaneously from the sand. Even at
that age, sand dragons have fully developed horns and Sand dragons hunt by flying high above the ground,
claws, enabling them to burrow just as easily as their looking for herds of cattle or other concentrations of
parents. Sand dragon wings are actually not wings at prey, then wait for nightfall to land and burrow up
all, but thin membranes of a similar consistency and underneath their targets. Using their tremorsense to
material to regular dragon wings. These membranes determine when an animal is in position, the sand
stretch between a double row of spikes that run the dragon then bursts forth, snatches up the startled
length of a sand dragon's back, from the base of its skull
to the tip of its tail. These spines can collapse flat along
a sand dragon's back when it burrows, protecting the
fragile membranes from damage. A sand dragon can also
lie flat on a sandy surface and flutter its wings to cover
itself with sand, much as a stingray flutters its "wings"
to conceal itself on the ocean floor.

In fact, sand dragons make their lairs under the sands,
and only emerge to hunt or mate. As a result, sand dragons
smell of freshly turned dirt and dust —not a particularly
unpleasant smell, but a distinctive one. Due to their
burrowing ability, sand dragons have little difficulty

SAND DRAGONS BY AGE Breath Frightful

Base Attack/ Fort Ref Will Weapon Presence
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC
Wyrmling T 3d12 (19) 10 11 11 10 10 10 +3/-5 +5 +3 +2 +2 ld4 (11)
Very young S 6d12+6 (45) 12 11 11 10 12 10 +6/+3 +8 +5 +3 +4 2d4 (14)
Young M 9d12+9 (67) 14 11 13 12 14 12 +9/+11 +11 +8 +5 +7 4d4 (15)
Juvenile M 12d12+24 (102) 16 11 15 12 16 14 +12/+15 +15 +12 +7 +10 6d4 (18) —
Young adult L 15d12+45 (142) 20 11 17 14 16 14 +15/+24 +19 +16 +9 +12 8d4(23) —
Adult L 18d12+72 (189) 24 11 19 14 18 16 +18/+29 +24 +22 +12 +-16 10d4 (23) 19
Mature adult H 21d12+84 (220) 28 11 19 16 18 16 +21/+38 +28 +25 +14 +18 12d4(24) 22
Old H 24d12+120 (276) 30 11 21 16 21 18 +24/+42 +32 +29 +16 +21 14d4 (27) 23
Very old 18 21 18 +27/+46 +36 26
H 27d12+135 (310) 32 11 21 18 24 20 +30/+50 +40 +32 +18 +23 16d4 (28) 27
Ancient H 30d12+180 (375) 34 11 23 20 24 20 +33/+58 +42 +37 +21 +28 18d4 (31) 30
Wyrm G 33d12+231 (445) 36 11 25 22 26 22 +36/+62 +46 +45 +24 +31 20d4 (33) 3 1
Great wyrm G 36d12+252 (486) 38 11 25
+47 +27 +40 22d4 (36) 34

SAND DRAGON ABILITIES BY AGE AC Caster Level SR
Age Speed Initiative 16 (+2 size, +4 natural) Special Abilities — —
touch 12, flat-footed 16 Immunity to fire,
Wyrmling 30 ft., burrow 20 ft., +0 18 (+1 size, +7 natural) tremorsense 60 ft. —— 18
fly 80 ft. (average) touch 1 1 , flat-footed 18 1st 20
Very young 30 ft., burrow 20 ft., +0 20 (+10 natural) Hoboob 3rd 21
fly 120 ft. (poor) touch 10, flat-footed 20 DR 5/magic 5th 23
Young 30 ft., burrow 20 ft., +0 23 (+13 natural) Dispel water 7th 24
touch 10, flat-footed 23 DR 10/magic 9th 26
Juvenile fly 120 ft. (poor) 25 (-1 size, +16 natural) Wall of sand 11th 27
30 ft., burrow 20 ft., +0 touch 9, flat-footed 25 DR 15/magic 13th 29
28 (-1 size, +19 natural) Choking sands 15th
fly 120 ft. (poor) touch 9, flat-footed 28 DR 20/magic
Young adult 30 ft., burrow 20 ft., +0 30 (-2 size. +22 natural) Sandstorm
touch 8, flat-footed 30
fly 120 ft. (poor) 33 (-2 size, +25 natural)
Adult 30 ft., burrow 20 ft., +0 touch 8, flat-footed 33
36 (-2 size, +28 natural)
fly 120 ft. (poor) touch 8, flat-footed 36
Mature adult 30 ft., burrow 20 ft., +0 38 (-2 size,+31 natural)
fly 120 ft. (poor) touch 8, flat-footed 38
Old 30 ft., burrow 20 ft., +0 40 (-4 size, +34 natural)
fly 120 ft. (poor) touch 6, flat-footed 40
Very old 30 ft., burrow 20 ft., +0 43 (-4 size. +37 natural)
fly 120 ft. (clumsy) touch 6, flat-footed 43
Ancient 30 ft., burrow 20 ft., +0

fly 150 ft. (clumsy)
Wyrm 30 ft., burrow 20 ft., +0

fly 150 ft. (clumsy)
Great wyrm 30 ft., burrow 20 ft., +0

fly 150 ft. (clumsy)

prey in its mouth or claws, and flies off to devour it Adult Sand Dragon: CR 12; Large dragon (earth); HD
in privacy. Alternatively, a sand dragon might locate a 18d12+72; hp 189; Init +0; Spd 30 ft. (6 squares), burrow
trade route and bury itself in the sand along the side 20 ft., fly 120 ft. (poor); AC 28, touch 9, flat-footed 28;
of the road, waiting for a caravan to pass. Sand dragons Base Atk +18; Grp +29; Atk +24 melee (2d6+7, bite); Full
rarely attack from the sky; there are simply too few Atk +24 melee (2d6+7, bite), +19 melee (1d8+3, 2 claws),
clouds to provide the kind of concealment a sand +19 melee (1d6+3, 2 wings), and +19 melee (1d8+10, tail
dragon prefers. slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA breath
weapon, spell-like abilities; SQ damage reduction 5/magic,
Breath Weapon (Su): A sand dragon has one type of darkvision 120 ft., immunity to fire, sleep, and paralysis,
breath weapon, a cone of grit similar to a flay wind (see low-light vision, spell resistance 20, tremorsense 60 ft.; AL
page 21). CN; SV Fort +22, Ref +12, Will +16; Str 24, Dex 11, Con 19,
Int 14, Wis 18, Cha 16.
Spell-Like Abilities: At will—haboob (juvenile or
older); 3/day—dispel water (adult or older), wall of sand (old Skills and Feats: Climb +17, Hide +19, Intimidate +24,
or older); 1/day—choking sands (ancient or older), sandstorm Knowledge (nature) +6, Listen 4 24, Move Silently +21,
(great wyrm). Spellcraft +12, Spot +24, Survival +25; Endurance,
Flyby Attack, Improved Overrun, Power Attack, Snatch,
Skills: Concentration, Hide, Intimidate, Listen, Move Stealthy, Track.
Silently, Sense Motive, Spot, and Survival are considered
class skills for sand dragons.

Breath Weapon (Su): 40-ft. cone, damage 10d4, Reflex Base Attack/Grapple: +8/+10

DC 23 half. Attack: Touch +10 melee (5d6 dehydration plus Consti­

Spell-Like Abilities: At will—haboob (DC 16); 3/day— tution drain) or +1 scorpion-tail whip +11 melee (1d4+3

dispel water. Caster level 6th. nonlethal plus poison) or light crossbow +8 ranged

Frightful Presence (Ex): 180-ft. radius, HD 17 or fewer, (1d8/19-20)

Will DC 22 negates. Full Attack: Touch +10 melee (5d6 dehydration plus

Spells: As 3rd-level sorcerer. Constitution drain) or +1 scorpion-tail whip +11/+6 melee

Typical Sorcerer Spells Known (6/6; caster level 3rd): (1d4+3 nonlethal plus poison) or light crossbow +8

0—daze (DC 13), detect magic, flare (DC 13), ghost sound, ranged (1d8/19-20)

read magic; 1st—locate water, mage armor, silent image Space/Reach: 5 ft./5 ft.

(DC 14). Special Attacks: Aura of despair, Constitution drain,

desiccating touch 5d6, greater drought, pillar of salt

DRY LICH 1/day, rebuke undead 4/day (+5, 2d6+6, 5th), the wast­
ing 1/day

A dry lich is an especially horrid sort of undead spellcaster, Special Qualities: +6 turn resistance, asherati traits, body
and the ultimate destiny of a walker in the waste (see lamp, create sand golem, create salt mummy, damage
page 89). reduction 10/bludgeoning and magic, darkvision 60 ft.,
fast healing 2, immunity to dessication, heat, polymorph,
A dry lich is not purposefully evil, but it is absorbed and mind-affecting spells and abilities, low-light vision,
with its own agenda and has little regard for living things. sandswim, undead traits, unholy toughness, water weak-­
It spends its unnatural existence continuing to spread the ness, withered toughness
waste and preserve whatever it encounters as dry, mum-­

mified monuments. Saves: Fort +11, Ref +10, Will +20

A dry lich is gaunt, skeletal, and usually humanoid Abilities: Str 14, Dex 10, Con —, Int 12, Wis 25, Cha 12

(although some monstrous humanoids and aberra-­ Skills: Concentration +12, (+16 casting defensively), Hide

tions occasionally follow the walker's path). Its flesh +5 (+7 sand), Intimidate +12, Knowledge (arcana) +6,

is parchment-dry and clings tightly to its bones, and Knowledge (geography) +6, Knowledge (nature) +6,

a thick encrustation of glittering white salt covers its Knowledge (religion) +7, Listen +15, Move Silently +5,

body. A weird green light lights its hollow eye sockets. Search +9, Spellcraft +13, Spot +15, Survival +15 (+17

It is garbed as it was in life, which is generally in a to avoid becoming lost, aboveground)
simple and practical costume rather than the ornate Feats: Combat Casting, Heat Endurance*B, Exotic Weapon

robes of typical liches. Dry lich clerics usually wear Proficiency (scorpion-tail whip), Improved Heat
heavy armor, since walkers in the waste had immu-­ Endurance*B, Lightning Reflexes, Spell Penetration,

nity to dehydration and heat effects even before they Scorpion's Sense*, Track

became undead. Environment: Warm deserts

The mysterious Dusty Conclave closely guards the Organization: Solitary

secret of becoming a dry lich, and at least one other dry Challenge Rating: 18

lich must participate in another's creation. Treasure: Standard coins; standard goods; double items

A dry lich speaks any languages it knew in life. Alignment: Neutral evil

SAMPLE DRY LICH Advancement: By character class
Level Adjustment: +5

This salt-crusted, skeletal horror shines with a terrible inner light * New feat described in Chapter 2.
as it plunges through a sand dune. Its empty sockets glow green
in dreadful contrast.
Combat

A dry lich's natural weapons are treated as magic weapons

This example uses an asherati cleric/walker in the waste for the purpose of overcoming damage reduction.

as the base character. The Will save against this dry lich's aura of despair

and Constitution drain has a DC of 18; the save DC is

Dry Lich, Asherati Cleric 5/Walker in the Waste 10 Charisma-based.

Medium Undead (Augmented Humanoid) Asherati Traits: Asheratis are naturally dry, and are

Hit Dice: 15d12+15 (112 hp) vulnerable to contact with water. If completely wet, an

Initiative: +0 asherati takes a -1 penalty on attack rolls, ability checks,

Speed: 20 ft. in full plate (4 squares), base speed 30 ft. and skill checks. 11 submerged in water, an asherati can not

Armor Class: 29 (+8 natural, +11 +3 full plate), touch 10, hold her breath and must immediately begin making

flat-footed 29 Constitution checks to avoid drowning.

Asheratis must still drink water to survive, but only from failed Constitution checks to resist the effects of

one-quarter the amount of water per day that humanoids of dehydration. This dry lich cannot become dehydrated (as

their size must normally consume to avoid dehydration. the condition; see page 15).

Body Lamp (Su): This dry lich can make its skin glow Sandswim (Su): This dry lich gains a burrow speed

at will, shedding light to 60 feet and shadowy illumina-­ equal to its base land speed while wearing light armor

tion to 120 feet. The light is sufficient for the lich to or carrying a light load and traveling through sand,

navigate by while sandswimming in loose sand, dust, or ash, or other loose soil. This speed drops to 5 feet with

ash. Once per day as a free action, the dry lich can bring a heavier load or if the lich tries to drag a Medium or

its skin up to full brilliance so rapidly it might dazzle larger creature along.

creatures within 30 feet. A creature can make a DC The Wasting (Su): This dry lich can

18 Fortitude save to negate the effect. The save transform a handful of dust or sand into

DC is Charisma-based. a terrible disease. Once per day, it can

Create Sand Golem (Ex): This dry lich blow the sand into the face of a living

can create a sand golem (see page 182). opponent with 20 feet. Doing so is a

Create Salt Mummy (Su): Invested standard action that provokes attacks

with the dark power of the waste, this of opportunity. The lich can pick up

dry lich is able to preserve and animate a dust from the ground as a move action

corpse as a salt mummy (see or take it from a component pouch as a

page 94). free action. The opponent is entitled to a DC

Desiccating Touch 27 Reflex save to avoid inhaling the dust.

(Su): As a touch at­ On a success, the dust has no effect and

tack, this dry lich drifts harmlessly to the ground. An op-­

can drain moisture ponent that fails this save contracts

from a living crea-­ the wasting, a supernatural affliction

ture. This attack that gradually mummifies its victims

deals 5d6 points of (see page 21).

dessication damage, Water Weakness: All water deals

or 5d8 to plant creatures or elementals damage to this dry lich as if it were

with the water subtype. The touched holy water.

creature can make a DC 27 Fortitude Cleric Spells Prepared (6/8/8/7/6/5/4/3;

save to reduce the damage save DC 17 + spell level; caster level

to half. 13th): 0—detect magic (2), read magic

Pillar of Salt (Sp): This dry lich (2), resistance (2); 1st—cause fear (3) (DC

can use flesh to salt once per day as a 18), command (2) (DC 18), divine favor (2),

10th-level spellcaster, duplicating the parching touch*,D (DC 18); 2nd—align weapon,

effects of the spell (see page 116), eagle's splendor, silence, sound burst (2), desiccate*,D

except that it transforms only (4) (DC 19); 3rd—animate dead (caster

one creature. level 14th) (2), dispel magic, haboob*

Greater Drought (2), searing light, wither*,D;

(Su): This dry lich can 4th—dismissal (DC 21), dispel

produce extreme desert water*,D (DC 21), divine

conditions within a 100-foot- power (2), giant vermin,

radius emanation with it at the greater magic weapon;

center. The temperature band in 5th—dispel goodD (caster

that area rises by 2 steps or to severe A dry lich seeks to cover the world with sand level 14th; DC 22), flame strike (2) (DC

heat, whichever produces the hotter 22), slay living (DC 22), true seeing;

result. See heat dangers and the effects of natural dehy-­ 6th—create undead (caster level 14th), harm (2) (DC 23),

dration in Chapter 1. mephit mob*,D; 7th—blasphemyD (caster level 14th; DC 24),

A dry lich can suppress this effect for 1 round as a free destruction (DC 24).

action, but it renews automatically the next round unless * New spell described in Chapter 5.

it consciously suppresses it again. D: Domain spell. Domains: Evil (cast evil spells at +1

Immunity to Dessication (Ex): This dry lich has caster level), Thirst* (rebuke or command oozes 4/day

immunity to any spell or effect that deals magical des-­ [+1, 2d6+6, 5th]).

sication damage, as well as to any damage that results * New domain described on page 108.

Possessions: +3 full plate, +1 scorpion-tail whip*, masterwork Constitution Drain (Su): Any living creature a dry lich

light crossbow with 20 +1 bolts, periapt of Wisdom +4, cloak hits with its touch attack must succeed on a Fortitude

of resistance +4, 2 scrolls of horrid wilting, eye ointment save or take 1d6 points of Constitution drain. With

(250 gp). each successful drain, the dry lich gains 5 temporary

* New weapon described on page 98. hit points.

CREATING A DRY LICH Special Qualities: A dry lich retains all the base crea­
ture's special qualities and gains those described below,

"Dry lich" is an acquired template that can be added to Turn Resistance (Ex): A dry lich has +6 turn resistance.

any living creature (referred to hereafter as the base crea-­ Damage Reduction (Su): A dry lich's salt-cured flesh is

ture), provided it can create the required canopic jars and leathery and tough, giving it damage reduction 10/blud-

undergo the Sere Rite (see below). geoning and magic.

A dry lich has all the base creature's statistics and special Fast Healing (Ex): A dry lich recovers 2 points of damage

abilities except as noted here. each round as long as it is in an arid environment. A humid

Size and Type: The creature's type changes to undead. climate, water-based effects such as a fog cloud spell, or

Do not recalculate base attack bonus, saves, or skill points. immersion in water prevent fast healing.

Size is unchanged. Immunities (Ex): Dry liches have immunity to dehydra-­

Hit Dice: Increase all current and future Hit Dice tion, heat, polymorph (though they can use polymorph

to d12s. effects on themselves), and mind-affecting spells and

Armor Class: The base creature's natural armor class abilities.

bonus increases by 5. Unholy Toughness (Ex): A dry lich gains a bonus to its hit

Attack: A dry lich retains the desiccating touch of points equal to its Charisma bonus (minimum +1) times

the base creature, if the base creature can use weapons, its Hit Dice.

a dry lich retains this ability. A creature with natural Water Weakness: All water deals damage to a dry lich as

weapons retains those weapons. A dry lich fighting if it were holy water.

without weapons uses either its desiccating touch or Abilities: Increase from the base creature as follows:

its primary natural weapon (if it has any). A dry lich Str +2, Wis +4, Cha +2. As an undead creature, a dry lich

armed with a weapon uses its touch or its weapon, as has no Constitution score.

it desires. Skills: Dry liches have a +8 racial bonus on Hide,

Full Attack: A dry lich fighting without weapons uses Intimidate, Listen, Move Silently, Search, and Spot checks.

either its desiccating touch attack (see above) or its natural Otherwise same as the base creature.

weapons (if it has any). If armed with a weapon, it usually Environment: Any deserts.

uses the weapon as its primary attack along with a desic-­ Organization: Solitary or patrol (1 dry lich, plus 1-2

cating touch as a natural secondary attack, provided it has salt mummies and 2-4 sand golems).

a way to make that attack (either a free hand or a natural Challenge Rating: Same as the base creature +3.

weapon that it can use as a secondary attack). Treasure: Standard coins; standard goods; double

Damage: A dry lich without natural weapons has a items.

desiccating touch attack that deals 5d6 points of dessica- Alignment: Any nongood.

tion damage (or 5d8 points to plants and elementals of the Advancement: By character class.

water subtype) to living creatures, a Fortitude save (DC 15 Level Adjustment: Same as the base creature + 5.

+ dry lich's Wis modifier) halves the damage. A dry lich

with natural weapons can use its desiccating touch attack The Sere Rite

or its natural weapons as it prefers. If it chooses the latter, To become a dry lich, a walker in the waste who has

it deals an extra 5d6 points of dessication damage on one reached 10th level in that prestige class must undergo

natural weapon attack. the Sere Rite. This ritual requires the participation of at

Special Attacks: A dry lich retains all the base creature's least one other dry lich, and the prospective dry lich must

special attacks and gains those described below. Save DCs also craft a set of five canopic jars in which to preserve

are equal to 10 + 1/2 dry lich's HD + Cha modifier unless its internal organs. (See page 94 for more information.)

otherwise specified. These jars retain the dry lich's life force, and unless they

Aura of Despair (Su): A dry lich is surrounded by a ter-­ are destroyed, a slain dry lich resurrects within 1d6 weeks

rible sense of age, loss, and death. Any creature within a after its destruction.

60-foot radius must succeed on a Will save or be shaken The canopic jars have a caster level equal to the creator's

for 1d4 rounds. A creature that successfully saves cannot at the time of creation. They are Tiny objects, made of

be affected again by the same dry lich's aura of despair for magically hardened clay or ceramic and having 40 hit

24 hours. points, hardness 20, and a break DC of 40.

DUNE HAG The beauty of the desert might be a dune hag

Large Monstrous Humanoid If found out, a dune hag tries to kiss at least one enemy
Hit Dice: 5d8+15 (37 hp) before fleeing, though she eventually returns to try to
Initiative: +1 lure the enthralled victim to its death.
Speed: 40 ft (8 squares)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, Improved Grab (Ex): To use this ability, a dune hag
must hit a creature of any size with its claw attack. It can
flat-footed 17 then attempt to start a grapple as a free action without
Base Attack/Grapple: +5/+14 provoking attacks of opportunity.
Attack: Claw +10 melee (1d6+5)
Full Attack: 2 claws +10 melee (1d6+5) and bite +5 melee Enthrall (Su): A dune hag can mentally enslave any
humanoid it kisses. If the target is not willing to be kissed,
(1d6+2) the dune hag must start a grapple with the target. Once
Space/Reach: 10 ft./10 ft. kissed, the target must succeed on a DC 15 Will save
Special Attacks: Improved grab, enthrall, spell-like to negate the effect of the enthrallment. An enthralled
target sees the dune hag as a beautiful desert princess, and
abilities firmly believes that the hag form everyone else sees is the
Special Qualities: Damage reduction 2/—, darkvision illusion. The effect is otherwise like a charm person spell,
except that the target can attempt a new save whenever
60 ft., spell resistance 18 he sees the dune hag in her true form, or he is presented
Saves: Fort +4, Ref +5, Will +5 with incontrovertible evidence that she means to harm
Abilities: Str 21, Dex 13, Con 16, Int 12, Wis 12, Cha the victim.

15 Spell-Like Abilities: 3/day—disguise self, haboob*,
Skills: Bluff +8, Climb +9, Intimidate +6, Listen +6, skin of the cactus*; 1/day—hallucinatory terrain. Caster
level 7th.
Spot +6, Survival +5
Feats: Alertness, Endurance * New spell described in Chapter 5.
Environment: Warm deserts
Organization: Solitary or covey (2-4 dune hags plus

1-8 ogres and 1-4 evil giants)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: —

This creature looks like an extraordinarily tall but decrepit female
human, dressed in filthy robes and a ragged burnoose. Her skin is
a sickly greenish-brown, her hair iron-gray, and her rotting teeth
brown and block.

Wasteland cousins of the annis, dune hags use their
disguise self and enthrall abilities to lure victims to
their deaths. Dune hags enjoy the taste of humanoid
flesh, and they take great risks to procure a meal of it
whenever possible.

A dune hag stands just over 8 feet tall and weighs some
350 pounds.

Dune hags speak Common and Giant.

COMBAT

Dune hags do not like engaging in direct confrontation;
they prefer to lure their victims to out-of-the-way places,
where they either ambush the victim with superior
numbers, trick the victim into some suicidal action,
or simply wait until the victim is sleeping. To this end,
they employ their disguise self ability to get close to
unsuspecting victims, and try to kiss the victim before
drawing him or her to some secluded spot for a "tryst."

DUNEWINDER A dunewinder shreds prey
with its bristles
Huge Magical Beast
Hit Dice: 12d10+48 (114 hp) drip with a green venom. The bristles let the
Initiative: +2 creature get a grip in the desert's shifting surface
and provide a devastating attack against any prey
Speed: 50 ft. (10 squares), the dunewinder seizes.
burrow 20 ft. Dunewinders cannot speak.

Armor Class: 21 (-2
size, +2 Dex, +11
natural), touch 10,
flat-footed 19

Base Attack/Grapple:

+12/+28
Attack: Bite +18 melee

(2d8+12)
Full Attack: Bite +18

melee (2d8+12)
Space/Reach:

15 ft./10 ft.

Special Attacks: Breath weapon, death throes, improved COMBAT
grab, poison, shred
Dunewinders do not have the wide maw of other serpen-
Special Qualities: Darkvision 60 ft., immunity to dessica- tine creatures, so they "tenderize" a meal before consuming
tion and fire, tremorsense 60 ft., vulnerability to cold it. Generally a dunewinder lies in ambush, using its natural
coloration to blend in with the sand. When it attacks, it
Saves: Fort +12, Ref + 10, Will +5 rears up suddenly to blast prey with its breath weapon.
Abilities: Str 26, Dex 15, Con 19, Int 5, Wis 12, Cha 12 It then wraps around the victim, shredding it with its
Skills: Hide +2*, Listen +8, Spot +8, Survival +6 poisonous bristles.
Feats: Alertness, Awesome Blow, Improved Bull Rush,
Breath Weapon (Su): 60-ft. line, once per hour, 10d6
Power Attack, Snatch fire, Reflex DC 20 half. The save DC is Constitution-
Environment: Warm deserts based.
Organization: Solitary
Challenge Rating: 10 Death Throes (Ex): When killed, a dunewinder explodes
Treasure: Standard in a blast of spiked flesh that deals 12d4 points of piercing
Alignment: Usually neutral damage to everything within 60 feet (Reflex half DC 20).
Advancement: 13-18 HD (Huge); 17-36 HD (Gargantuan) The save DC is Constitution-based. In addition, all crea-
Level Adjustment: — tures injured by this attack must make Fortitude saves or
be poisoned (see Poison, below).
An enormous, bristling worm flings itself across a dune, mouth
gaping. Its skin is a mottled reddish-brown. Improved Grab (Ex): To use this ability, a dunewinder
must hit with its bite attack. It can then attempt to start
Dunewinders are a distant cousins of the remorhaz, a grapple as a free action without provoking attacks of
native to waste climates instead of arctic zones. Their opportunity. If it wins the grapple check, it can shred
most distinctive characteristic is their sidewinding its opponent.
motion, which allows them to traverse loose sand with
amazing speed. Poison (Ex): Injury, Fortitude DC 20, initial and
secondary damage 1d8 Con. The save DC is Constitution-
A dunewinder's long, mottled body can reach 40 feet based.
in length, and it is covered with stiff, sharp bristles that
Shred (Ex): On a successful grapple check, a dune-
winder crushes the creature it has grabbed, dealing 3d4+12
points of piercing damage. In addition, the bristles inject
poison into the wounds.

Immunity to Dessication (Ex): A dunewinder has creatures concerned primarily with feeding. Like other
immunity to any spell or effect that deals magical des- creatures require meat, dustblights require the liquid blood
sication damage, as well as to any damage that results that runs through the veins of their prey, which keeps
from failed Constitution checks to resist the effects of them moist and limber. Where other creatures would
dehydration. A dunewinder cannot become dehydrated starve without food, dustblights dry up and blow away if
(as the condition; see page 15). they don't consume enough blood.

Skills: Dunewinders have a +8 racial bonus on Hide Dustblights are very fond of ashworms and often keep
checks. *In a sandy environment, this bonus increases them as others keep bees. Some dustblights have learned
to +12. to ride ashworms.

DUSTBLIGHT Dustblights and asheratis are mortal enemies—asheratis
hunt dustblights without hesitation or remorse. Some
Medium Aberration tales hint that dustblights were once asheratis that were
Hit Dice: 5d8+5(27 hp) transformed into awful creatures of hunger and deceit
Initiative: +3 by a curse of the deep desert.
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat- A dustblight is about 6-1/2 feet tall and weighs about
230 pounds.
footed 17
Base Attack/Grapple: +3/+8 Dustblights speak Asherati and sometimes Common.
Attack: Bite +8 melee (1d8+5)
Full Attack: Bite +8 melee (1d8+5) and 2 claws +6 melee COMBAT

(1d3+2) Dustblights like to move in and rend with their claws,
Space/Reach: 5 ft./5 ft. though they also attempt to use their Sand Dancer feat
Special Attacks: — when possible.
Special Qualities: Low-light vision, tremorsense 60 ft.
Saves: Fort +2, Ref +6, Will +6
Abilities: Str 20, Dex 17, Con 12, Int 6, Wis 14, Cha 8
Skills: Craft (trapmaking) +2, Hide +5, Listen +3,

Spot +3
Feats: Lightning Reflexes, Multiattack, Sand DancerB
Environment: Warm deserts
Organization: Solitary, pair, or cavalry (2-4 riding

ashworms)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 6-7 HD (Medium); 8-15 HD (Large)
Level Adjustment: +3

This revolting, stooped humanoid appears to be composed
of dark gray ash, through which rivulets of blood
flow like exposed veins. Its mouth gapes
with terrible teeth, and its claws
look eager for fresh victims.

Although not especially in- Dustblights thirst for the vital fluids of other creatures
telligent, dustblights are wily
wasteland hunters. They can
move equally well through sand
and above it, and they often lie
in wait beneath a thin coating of
sand for those unlucky enough
to be deemed prey.

Lurking in desolate waste-
lands, dustblights are solitary

DUSTFORM CREATURE Breath Weapon (Su): 10-foot cone, once every 2d4
rounds, damage 5d6 from dust and grit, Reflex DC 13
half. The save DC is Charisma-based.
The dust of the waste is not all arid dirt and tine sand. Skills: *The dustform giant banded lizard has a +8 racial
Creatures long-dead eventually become dust, and as dust
they can return. bonus on Hide checks in sandy environments.

Dustform creatures appear more or less as they did in CREATING A DUSTFORM CREATURE
life, though in form only. Even casual observation reveals
that they are composed entirely of compacted dust, like "Dustform" is an acquired template that can be added
realistic but not quite finished statues. to any living creature (referred to hereafter as the base
creature).
Dustform creatures understand whatever languages
they understood in life, though they can no longer speak A dustform creature uses all the base creature's statistics
them. and special abilities except as noted here.

SAMPLE DUSTFORM CREATURE Size and Type: The creature's type changes to construct.
Do not recalculate base attack bonus, saves, or skill points.

This example uses a giant banded lizard as the base Size is unchanged.

creature. Hit Dice: Change all current and future Hit Dice

to d10s.

Dustform Giant Banded Lizard Armor Class: The base creature's natural armor bonus

Huge Construct increases by 5.

Hit Dice: 10d10 (55 hp) Attack: A dustform creature retains all the attacks

Initiative: -1 of the base creature and gains a slam attack if it didn't

Speed: 20 ft. (4 squares), climb 10 ft., swim 10 ft. already have one. If the base creature can use weapons,

Armor Class: 17 (-2 size, -1 Dex, +10 natural), touch 7, the dustform creature retains this ability. A creature

flat-footed 17 with natural weapons retains those natural weapons. A

Base Attack/Grapple: +7/+26 dustform creature fighting without weapons uses either its

Attack: Claw +16 melee (2d6+11) or slam +16 melee slam attack or its primary natural weapon (if it has any). A

(2d6+11) dustform creature armed with a weapon uses its slam or

Full Attack: 2 claws +16 melee (2d6+11) or 2 slams +16 a weapon, as it desires.

melee (2d6+11), and bite +11 melee (2d8+6) Full Attack: A dustform creature fighting without

Space/Reach: 15 ft./10 ft. weapons uses either its slam attack (see above) or its

Special Attacks: Breath weapon natural weapons (if it has any). If armed with a weapon,

Special Qualities: Blindsight, construct traits, damage it usually uses the weapon as its primary attack along

reduction 5/magic, low-light vision, scent with a slam or other natural weapon as a natural sec-

Saves: Fort +10, Ref +4, Will +5 ondary attack.

Abilities: Str 32, Dex 8, Con —, Int —, Wis 10, Cha 5 Damage: Dustform creatures have slam attacks. If

Skills: Climb +14, Hide - 1 * , Listen +7, Spot +4 the base creature does not have this attack form, use the

Feats: Alertness, Cleave, Improved Overrun, Power appropriate damage value from the table below accord-

Attack ing to the dustform creature's size. Creatures that have

Environment: Warm deserts and evaporated seas other kinds of natural weapons retain their old damage

Organization: Solitary values or use the appropriate value from the table below,

Challenge Rating: 9 whichever is better.

Alignment: Always neutral

Advancement: 11-14 HD (Huge); 15-30 HD (Gargantuan) Size Damage
Level Adjustment: — Fine 1
Diminutive 1d2
This massive reptile has powerful jaws, sharp claws, and a thick, Tiny 1d3
heavy tail. While it appears as though faint hands of color might Small 1d4
mark the lizard's skin, the shading is occluded by the shifting Medium 1d6
dust of which the creature seems composed. Large 1d8
Huge 2d6
Combat Gargantuan 2d8
Colossal 4d6

A dustform giant banded lizard is an aggressive and

deadly foe. Its already potent combat abilities have Special Attacks: A dustform creature loses all the

been enhanced with a devastating breath weapon and special attacks of the base creature, but gains those

construct immunities. described below. Saves have a DC of 10 + 1/2 dustform

creature's HD + dustform creature's Cha modifier unless A creature that dies in the waste might
noted otherwise. return as a dustform creature

Breath Weapon (Su): As a standard action every 2d4 Dustform Creature Weaknesses
rounds, a dustform creature can spew out a 10- Dustform creatures have one fatal weakness. A critical hit
foot cone of dust and sand. The cone deals with a bludgeoning weapon forces the dustform creature
1d6 points of damage for each 2 Hit to make a Will save to remain cohesive; otherwise it dis-
Dice the creature possesses, and solves into lifeless dust again. The DC for the Will save is
creatures within the area can equal to 10 + damage dealt.
make Reflex saves for half
damage. The save DC is DUST TWISTER
Charisma-based.
Medium Elemental (Air, Extraplanar)
If the base creature Hit Dice: 4d8+8 (26 hp)
already has a breath Initiative: +5
weapon, that breath Speed: 60 ft. (12 squares), fly 5 ft. (perfect)
weapon changes to sand, Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-
with a Charisma-based
saving throw DC. Other- footed 13
wise, all details remain Base Attack/Grapple: +3/+4
the same. For example, Attack: Slam +8 melee (1d6+1)
a dustform juvenile blue Full Attack: Slam +8 melee (1d6+1)
dragon could spew forth a line of Space/Reach: 5 ft./5 ft.
sand (rather than lightning) once every Special Attacks: —
1d4 rounds, dealing 8d8 points of damage, with a Special Qualities: Darkvision 60 ft., elemental traits,
Reflex save DC of 19.
strength of the whirlwind
Special Qualities: A dustform creature retains all the Saves: Fort +3, Ref +9, Will +1
special qualities of the base creature and gains the follow- Abilities: Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
ing abilities: Skills: Listen +3, Spot +4
Feats: Combat Reflexes, Flyby Attack, Weapon FinesseB
Blindsight (Ex): Dustform creatures are blind, but they Environment: Warm deserts
can sense all creatures within 60 feet as a sighted creature Organization: Solitary, company (2-4), or band (6-15)
would by defecting subtle vibrations in the air around Challenge Rating: 3
them. Beyond that range, they treat all targets as having Treasure: None
total concealment. Alignment: Usually neutral

Construct Traits: Constructs have immunity to poison,
sleep, paralysis, stunning, and mind-affecting spells and
abilities. They are not subject t0 extra damage from critical
hits or flanking. In addition, a dustform creature cannot
be polymorphed into a nondustform creature.

Damage Reduction (Su): Dustform creatures have damage
reduction 5/magic. A dustform creature's own natural
weapons are treated as magic weapons for the purpose of
overcoming damage reduction.

Abilities: Adjust the base creatures abilities as follows:
Str +4, Dex - 2 . As a construct, a dustform creature has no
Constitution or Intelligence score.

Skills: Dustform creatures have a +8 racial bonus on
Hide checks made in a sandy or dusty environment.
Otherwise same as the base creature.

Environment: Dustform creatures are found exclu-
sively in deserts and wastelands.

Challenge Rating: Same as the base creature +2.
Treasure: None.
Alignment: Always neutral.
Advancement: None.
Level Adjustment: Same as the base creature +2.

Advancement: 5-7 HD (Medium); 8-12 HD (Large) passenger in a precipitous manner, dealing 1d6 points
Level Adjustment: — of damage to the passenger or cargo as it is dropped upon
the ground.
A slender twister races across the desert, like a waterspout of
sand and dust, though it moves with purpose. FORLORN HUSK

A dust twister sometimes results from the union of an Medium Undead
air elemental and a jann. While extraplanar in nature, Hit Dice: 3d12 (19 hp)
most are consigned to the Material Plane, and they favor Initiative: +3
forlorn deserts and hidden oases where they can bedevil Speed: 30 ft. (6 squares)

any janni they find. Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-
A dust twister usually appears as a slender cylinder of footed 14

wind and sand that can reach a height of 20 feel. When Base Attack/Grapple: +1/+5
carrying a "rider" or a load, the load appears at the base Attack: Claw +5 melee (1d6+4)

of the twister 5 feet above the ground, visible within the Full Attack: 2 claws +5 melee (1d6+4) and bite +3 melee
5-foot-diameter swirling core but apparently untouched (1d4+2)
by the scouring winds.
Space/Reach: 5 ft./5 ft.
Carrying Capacity: A dust twister is treated as a large Special Attacks: Create spawn, improved grab, water

quadruped, and benefits from its strength of the whirl- drain
wind ability, when determining its carrying capacity. Special Qualities: Damage reduction 5/magic, drawn to
A light load for a dust twister is up to
water, darkvision 60 ft., fast healing 2, low-

460 pounds; a medium load, up light vision, spider climb, undead traits

to 900 pounds; and a heavy Saves: Fort +1, Ref +4, Will +4
load, up to 1,300 pounds. A Abilities: Str 18, Dex 17, Con —, Int 11,
dust twister cannot drag
Wis 13, Cha 10

an item. Skills: Hide +6, Listen +6, Move Silently
+6, Spot +6
COMBAT
Feats: Alertness, Multiattack
A dust twister uses a Environment: Warm deserts
portion of its whirling Organization: Solitary or pair
form to blast foes with its Challenge Rating: 4
slam attack. Treasure: Standard
Alignment: Always neutral
Strength of the Whirlwind Advancement: By character class
(Ex): A dust twister uses its Dex- Level Adjustment: —
terity score to determine its

carrying capacity. Ragged, withered, and yammering with
A creature or object can lunatic glee, this humanoid creature has

be caught up in the body of eyes that seem to give off a green
a dust twister if it touches or glow. Its smile is jogged with
enters the whirlwind, or it the overlarge and pointed slobs of
dust twister moves through the
creature's or object's space. An grinding bone, while its hands are
heavy with yellowed, foul claws.

affected creature that does not Forlorn bulks are not afraid to hunt A forlorn husk sometimes re-
wish to be carried along by the the living by day sults when a humanoid dies of
dust twister must succeed on a
Reflex save when it comes into thirst in the desert. Wild and
contact with the whirlwind or savage, it roams the sands
be picked up and held safely
suspended in the calm eye seeking the moisture it was
of the twister. A crea- denied in life. Equipped
tures held within the with sharp teeth and claws,
eye of the dust twister can take a forlorn husk slaughters the liv-
a move action to extricate itself, if a ing to drink the body fluids that
dust twister wishes, it can expel its quench its unholy thirst.

A forlorn husk appears mostly the same as it did in Armor Class: 13 (-2 size, +5 natural), touch 8, flat-
life, except that its skin takes on a parchment like quality, footed 13
its teeth and fingernails develop wicked points, and its
eyes gleam with a pale green luminescence. Base Attack/Grapple: +7/+24
Attack: Bite +14 melee (2d8+9)
A forlorn husk speaks Common, as well as any languages Full Attack: Bite +14 melee (2d8+9) and 2 claws +9
it spoke when alive.
melee (2d6+4 plus poison)
COMBAT Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, poison
A forlorn husk is virtually fearless in its quest for Special Qualities: Low-light vision, scent
moisture, sneaking into camps and houses to attack Saves: Fort +13, Ref +3, Will +3
sleeping victims, then creeping out again just as quietly, Abilities: Str 28, Dex 10, Con 23, Int 2, Wis 10, Cha 5
leaving behind desiccated corpses. After dealing claw Skills: Climb +12, Listen +7, Spot +4
or bite damage, a forlorn husk attempts to grapple its Feats: Alertness, Cleave, Improved Overrun, Power Attack
victim, sucking the creature's body fluids out through Environment: Warm deserts
the open wound. Organization: Solitary
Challenge Rating: 7
A forlorn husk can sometimes be tricked away from Alignment: Always neutral
a victim by presenting it with water, as described in the Advancement: 11-14 HD (Huge); 15-30 HD (Gargantuan)
drawn to water ability, below. Level Adjustment: —

Create Spawn (Su): A humanoid or monstrous human- This giant lizard has a thick, heavy tail. Its sharp claws ore out-
oid slain by the dessication damage caused by a forlorn husk's matched only by in powerful jaws.
water drain attack rises as a forlorn husk 1d2 days later.
Resembling some kind of dinosaur, the giant banded lizard
Drawn to Water (Ex): If presented with a source of prowls the deserts and scrublands, constantly in search of
visible water, a forlorn husk must attempt a DC 15 Will prey. Virtually fearless, it attacks any creature that crosses
save; if it fails, it relinquishes its grip on any victim it might its lumbering path.
have and goes after the water instead (possibly attempting
to disarm the creature holding it). The forlorn husk then Up to 30 feet long, and weighing close to eight tons, a
spends its next turn drinking the water as a full-round giant banded lizard moves slowly. Its long, forked tongue
action. A forlorn husk can even be tricked into drinking flickers constantly in search of prey. Its hide is covered in
holy water in this fashion, though it is allowed a DC 15 tubercles, or beads, usually colored orange, but sometimes
Wisdom check to see if it notices that it is about to drink found in pink, yellow, or white. A giant banded lizard's
something that can harm it. A forlorn husk that is attacked black head is streaked with orange.
before it can drink the water immediately turns to that foe
and resumes its attacks. Only if left unassaulted during COMBAT
this turn does it consume the water it seizes.
A giant banded lizard attacks any creature its own size or
Improved Grab (Ex): To use this ability, a forlorn husk smaller without hesitation. As it holds a creature fast in
must hit a creature with a claw attack. It can then attempt its mouth, a giant banded lizard pumps the creature full
to start a grapple as a free action without provoking attacks of venom secreted from its lower jaw.
of opportunity. If it wins the grapple check, it gets a hold
and can drain water from the victim. Improved Grab (Ex): To use this ability, a giant banded
lizard must hit a creature of any size with its bite attack. It
Spider Climb (Su): A forlorn husk can climb sheer sur- can then attempt to start a grapple as a free action without
faces as though under the effect of a spider climb spell. provoking attacks of opportunity, if it wins the grapple
check, it establishes a hold and attempts to deal bite damage
Water Drain (Ex): If a living target has an open wound, each round thereafter.
a forlorn husk can drain moisture from the victim by
making a successful grapple check. Each such attack deals Poison (Ex): Injury, Fortitude DC 21, initial and second-
2d6 points of dessication damage to the victim. On each ary damage 2d4 Str. The save DC is Constitution-based.
such successful attack, the forlorn husk gains 5 temporary
hit points that last for up to 1 hour.

GIANT BANDED LIZARD HALF-JANNI

Huge Animal These products of crossbreeding between jann and more
mundane races are rare, but over thousands of years of
Hit Dice: 10d8+60 (105 hp) walking the same deserts and sharing the same oases,
Initiative: +0 the incidences of half-jann have naturally become more
Speed: 20 ft. (4 squares), climb 10 ft., swim 1o ft.

numerous. Half-jann owe much, in terms of power and Fighting, Weapon Focus (scimitar), Weapon Special-

appearance, to their janni heritage, but they can still pass ization (scimitar)B

for members of their other parent’s race—albeit with an Environment: Warm deserts and mountains

air of otherworldly majesty. Organization: Solitary

Half-jann are most prevalent in human societies that Challenge Rating: 6

make their homes in the deserts, although some desert- Treasure: Standard

dwelling elf tribes have bred with the jann as well. Alignment: Usually neutral

Dwarven half-jann are considerably more rare, except Advancement: By character class

where deserts give way to the kinds of mountainous Level Adjustment: +3

terrains that dwarves favor. Certain halfling and gnome CHAPTER 6

clans—those given to the nomadic lifestyle favored by COMBAT MONSTERS

the jann—have produced half-jann, while orc–jann This half-janni whirls into combat, leading with her

crossbreeds are virtually unheard of. scimitars. She has the skill to fight from the back of a

Half-jann typically have warm-hued skin with a hint mount, and she might be encountered atop a war camel

of red or gold. (see page 193).

SAMPLE HALF-JANNI This half-janni’s caster
level for her spell-like abili-

This elegant lady has raven tresses and warm brown skin, and ties is 5th, and her planar jaunt
she is dressed in light armor and brandishes twin scimitars. can last for up to 5 minutes.
She wears jingling baubles of gold and silver
and has an otherworldly quality about her. CREATING A
HALF-JANNI
This example uses a 5th-level human

fighter as the base creature. “Half-janni” is an inherited

template that can be added Illus. by W. O’Connor

Half-Janni 5th-Level Human to any humanoid creature (here-

Fighter after referred to as the base

Medium Humanoid creature).

Hit Dice: 5d10+10 (42 hp) A half-janni uses all

Initiative: +7 the base creature’s statis-

Speed: 30 ft. (6 squares) tics and special abilities

Armor Class: 20 (+2 mithral except as noted here.

chain shirt, +3 Dex, +1 natu- Armor Class: The base

ral), touch 13, flat-footed 17 creature’s natural armor

Base Attack/Grapple: +5/+8 improves by 1.

Attack: +1 scimitar +10 melee (1d6+6/ Special Attacks:

18–20) or masterwork shortbow A half-janni retains all the

+9 ranged (1d6/×3) special attacks of the base crea-

Full Attack: +1 scimitar +6 melee ture and also gains the following

(1d6+6/18–20) and +1 scimitar special attacks.

+6 melee (1d6+4/18–20) or Spell-Like Abilities: 1/day—

masterwork shortbow +9 enlarge person, invisibility,

ranged (1d6/×3) reduce person, speak with ani-

Space/Reach: 5 ft./5 mals. Caster level equals

ft. the half-janni’s HD.

Special Attacks: Spell-like Special Qualities: A

abilities Half-jann are the offspring of desert genies half-janni retains all the special qualities

Special Qualities: Planar jaunt, of the base creature and also gains the

resistance to fire 5 following special qualities.

Saves: Fort +6, Ref +4, Will +1 Planar Jaunt (Sp): Once per day, a half-janni can travel

Abilities: Str 17, Dex 16, Con 14, Int 12, Wis 10, Cha 12 to any elemental plane, the Astral Plane, or the Material

Skills: Climb +11, Intimidate +9, Ride +11 Plane as though using plane shift cast by a 13th-level caster.

Feats: Improved InitiativeB, Mounted CombatB, Ride- The half-janni and any willing creatures brought along

By AttackB, Two-Weapon Defense, Two-Weapon appear at a random location on the destination plane.

The half-janni and the creatures brought on the planar 165

CHAPTER 6 jaunt remain on the other plane (or any location on any Attack: Vine rake +8 melee (1d6+3)
plane they travel to from there) for a number of minutes Full Attack: 2 vine rakes +8 melee (1d6+3)
MONSTERS equal to the half-janni’s number of Hit Dice. When this Space/Reach: 10 ft./5 ft. (15 feet with vines)
duration expires, the half-janni and all creatures on the Special Attacks: Impale, improved grab, poison
Illlus. by M. Pillippi planar jaunt return to their original positions on their Special Qualities: Blindsense 60 ft., damage reduction
origin plane. An effect that suppresses or dispels planar
jaunt sends the half-janni and creatures brought along 5/bludgeoning or slashing, plant traits
back to the exact places from which they left. If the space Saves: Fort +13, Ref +3, Will +4
from which the half-janni originated (or a creature that Abilities: Str 17, Dex 10, Con 25, Int 1, Wis 12, Cha 1
accompanied her on the planar jaunt) is occupied upon its Skills: Spot +13
return, the half-janni (or its companions) appears in the Feats: Ability Focus (poison), Heat Endurance, Improved
nearest unoccupied space.
Heat Endurance, Toughness
Resistance to Fire (Ex): Half-jann have resistance to Environment: Warm deserts
fire 5. Organization: Solitary
Challenge Rating: 6
Abilities: Change from the base creature as follows: Treasure: 1/10th coins; 50% goods; 50% items
Str +2, Dex +2, Int +2, Wis +2. Alignment: Always neutral
Advancement: 10–18 HD (Large); 19–27 HD (Huge)
Feats: Half-jann gain Improved Initiative as a bonus Level Adjustment: —
feat.
This twisted shrub has only a few waxy leaves and is covered with
Challenge Rating: Same as the base creature +1. wicked, foot-long thorns. Bones and rusted armor protrude from
Level Adjustment: Same as the base creature +3. its gnarled limbs.

IRONTHORN The ironthorn is a tough, waste-adapted plant that snatches
passing creatures and impales them on its thorns to gain
Large Plant nourishment. Typical ironthorns are about the size of
Hit Dice: 9d8+63 (103 hp) apple trees, about 15 feet tall, with thick bark and a
Initiative: +0 few needlelike leaves.
Speed: 10 ft. (2 squares)
Armor Class: 24 (–1 size, +15 natural), touch 9, flat- Ironthorn sap is prized as a natural hardening agent,
used in making armor and other items. However,
footed 24
Base Attack/Grapple: +6/+13 the plants are dangerous predators and resistant to
damage, making collecting of the sap
a tricky proposition.
An ironthorn is barely sentient
and generally does not move once
it has found a suitable rooting
spot. Ironthorns do not speak or
understand any language.

Combat
An ironthorn waits for a creature
to pass within reach of its feeding

vines, which look like its other
twisted branches until they
lash out. With their extended
reach, the vines often take prey
by surprise.

Once it has grabbed its prey,
an ironthorn pulls it deep into its
mass of poisonous thorns, where
the victim is impaled and left to slowly
die. The ironthorn then slowly absorbs
the flesh as it rots.

166 Many have died on the ironlike thorns of this ravenous wasteland growth

Impale (Ex): An ironthorn deals 2d6+4 points of LYCANTHROPE CHAPTER 6
damage to a grabbed opponent with a successful grapple
check. The opponent is pulled deep into the plant’s thorny Lycanthropes are humanoids or giants that can turn MONSTERS
mass and is subject to the plant’s poison (see below). themselves into animals. In the waste, werecrocodiles are
sometimes encountered along contested riverways.
Improved Grab (Ex): To use this ability, an ironthorn
must hit with a vine attack. It can then attempt to start WERECROCODILE
a grapple as a free action without provoking attacks of
opportunity. If it wins the grapple check, it establishes a This powerful, scaly reptile stands upright like a human, but
hold and can impale. that’s where the resemblance ends. Its flesh is that of a vicious
crocodile, complete with a flattened body and tail, short legs, and
Poison (Ex): Injury, Fortitude DC 23, initial damage powerful, toothy jaws. It stands over 7 feet tall.
paralysis 1d4 minutes, secondary damage 2d4 Con. A
victim must save against the secondary damage each Werecrocodiles in human form tend to be well-muscled
minute that it is held in the thorns. The save DC is individuals, often with bowed legs and little hair.
Constitution-based. Werecrocodiles often work somewhere close to water,

Werecrocodile, Werecrocodile, Werecrocodile,
Crocodile Form Hybrid Form
Human Form Medium Humanoid Medium Humanoid
(Human, Shapechanger) (Human, Shapechanger)
Medium Humanoid 1d8+1 plus 3d8+9 (28 hp) 1d8+1 plus 3d8+9 (28 hp)
+1 +1
(Human, Shapechanger) 20 ft. (4 squares), swim 30 ft. 30 ft. (6 squares), swim 20 ft.
17 (+1 Dex, +6 natural), 17 (+1 Dex, +6 natural),
Hit Dice: 1d8+1 plus 3d8+9 (28 hp) touch 11, flat-footed 16 touch 11, flat-footed 16
+3/+8 +3/+8
Initiative: +0 Bite +8 melee (1d8+5) Bite +8 melee (1d8+5)
or tail slap +8 melee (1d12+5) or tail slap +8 melee (1d12+5)
Speed: 30 ft. (6 squares)
Bite +8 melee (1d8+5) Bite +8 melee (1d8+5)
Armor Class: 12 (+2 natural), touch 10, or tail slap +8 melee (1d12+5) or tail slap +8 melee (1d12+5)

flat-footed 12 5 ft./5 ft. 5 ft./5 ft.
Improved grab, Improved grab,
Base Attack/Grapple: +3/+4 curse of lycanthropy curse of lycanthropy
Alternate form, crocodile Alternate form, crocodile
Attack: Scimitar +4 melee empathy, damage reduction empathy, damage reduction
10/silver, hold breath, 10/silver, hold breath,
(1d6+1/18–20) or spear low-light vision, scent low-light vision, scent
Fort +8, Ref +4, Will +3 Fort +8, Ref +4, Will +3
+4 ranged (1d6+1/×3) Str 20, Dex 12, Con 17, Str 20, Dex 12, Con 17,
Int 10, Wis 11, Cha 8 Int 10, Wis 11, Cha 8
Full Attack: Scimitar +4 melee Handle Animal +3, Hide +9*, Handle Animal +3, Hide +9*,
Listen +4, Move Silently +5, Listen +4, Move Silently +5,
(1d6+1/18–20) or spear Spot +4, Swim +13 Spot +4, Swim +13
Alertness, Iron WillB, Alertness, Iron WillB,
+4 ranged (1d6+1/×3) Power Attack, Skill Focus Power Attack, Skill Focus
(Hide) (Hide)
Space/Reach: 5 ft./5 ft. Warm marshes or rivers Warm marshes or rivers
Solitary or pair Solitary or pair
Special Attacks: — 4 4
Standard Standard
Special Qualities: Alternate form, crocodile Always chaotic evil Always chaotic evil
empathy, low-light vision, By character class By character class
scent, hold breath +3 +3

Saves: Fort +6, Ref +3, Will +3 167
Abilities: Str 12, Dex 10, Con 13,
Int 10, Wis 11, Cha 8
Skills: Handle Animal +3, Hide +8,
Listen +4, Move Silently +4,
Feats: Spot +4, Swim +1
Alertness, Iron WillB,
Environment: Power Attack, Skill Focus
Organization: (Hide)
Challenge Rating: Warm marshes or rivers
Treasure: Solitary or pair
Alignment: 4
Advancement: Standard
Level Adjustment: Always chaotic evil
By character class
+3

The werecrocodile is a diabolic
creature with the worst qualities of

both human and crocodile

CHAPTER 6

MONSTERS

Illus. by M. Phillippi and they have unnerving, opponent with
steady stares. its mouth and can
168 attempt to drag it into
Werecrocodiles are found only in deep waste deep water with another
environments that are pierced by life-giving rivers. successful grapple check (see page
156 of the Player’s Handbook), where it tries to drown
COMBAT its victim.
Skills: A werecrocodile in crocodile or hybrid form
Werecrocodiles can assume hybrid forms as well as animal has a +8 racial bonus on any Swim check to perform some
forms. In crocodile form, they rely on stealth to approach special action or avoid a hazard. It can always choose to
potential victims, then lunge forward with a bite attack. take 10 on a Swim check, even if distracted or endangered.
They use their tail slaps only when facing multiple oppo- It can use the run action while swimming, provided it
nents. In hybrid form, though, werecrocodiles generally swims in a straight line.
lead with their tails, using their bites only when they *A werecrocodile in crocodile or hybrid form gains a
wish to grapple. +4 racial bonus on Hide checks when it is in the water.
Further, a werecrocodile in animal or hybrid form can
Alternate Form (Su): A werecrocodile can assume the lie in the water with only its eyes and nostrils showing,
form of a crocodile or a crocodile–human hybrid. gaining a +10 cover bonus on Hide checks.

Crocodile Empathy (Ex): Communicate with croco- MARRUSPAWN
diles, giant crocodiles, and dire crocodiles, and a +4 racial
bonus on Charisma-based checks against crocodiles, giant A people known as the marru once lived and warred in
crocodiles, and dire crocodiles. the world, but their civilization has long since passed
into the waste, devastated and destroyed by internecine
Curse of Lycanthropy (Su): Any humanoid or giant wars of terrible magnitude. As a result of these so-called
hit by a werecrocodile’s bite attack in animal or hybrid Flesh Wars, the marru turned to a little-understood
form must succeed on a DC 15 Fortitude save or contract art called spawncraft, and in so doing created living
lycanthropy. weapons to wage their battles. These spawncrafted
creatures have come to be known collectively as the
Hold Breath (Ex): A werecrocodile can hold its breath spawn of marru, but are more commonly referred to
for a number of rounds equal to 4 × its Constitution score as marruspawn. The marru were advanced in other
before it risks drowning. areas as well, but all their arts couldn’t save them
from destroying themselves. However, marruspawn
Improved Grab (Ex): To use this ability, a were-
crocodile must hit a creature with its bite attack. It can
then attempt to start a grapple as a free action without
provoking attacks of opportunity. If it wins the grapple
check, the werecrocodile establishes a hold on the

linger on in forgotten and blasted wastelands across when all other sentient creatures are eradicated will

many worlds. the progenitors return.

The marru understood the stratified nature of the Marruspawn speak Marru, the ancient language of

multiverse, and in their wish to ascend closer to heaven, their progenitors. Those that break their racial condi-

they built their strongholds on the tops of pyramids, so tioning and become renegades might learn Common, if

that religious observances and rituals could be conducted they make it far enough from their crèches before being

as close as possible to the divine realm of the sky. While hunted down by other marruspawn.

later cultures saw and copied the marru structures in

their own building styles, it was the marru who first COMBAT

perfected the form. Primeval pyramidal structures that Though different types of marruspawn have unique CHAPTER 6

date back to the Flesh Wars still contain bloodthirsty individual abilities, the race as a whole enjoys several MONSTERS

marruspawn. common traits.

Full-grown marruspawn stand 7 feet tall and resemble Discriminating Hearing (Ex): A marruspawn can

ebony-hued, jackal-headed humanoids—mostly. Dif- hear across great distances with ease, gaining a +4 racial

ferent types of marruspawn were crafted for different bonus on Listen checks. A marruspawn’s hearing is so

purposes in the ancient war, and thus their outward forms sensitive that it can sense the presence of most creatures

might vary. All types of marruspawn can interbreed, merely by the sound of their breathing, their heartbeat,

though the progeny of such unions is never a hybrid of or their movement if they are within 30 feet.

two forms—it is always one of the original forms created When a marruspawn detects a noise, the exact loca-

by the marru. tion of the source is not revealed—only its presence

Marruspawn come in three distinct types: the marru- somewhere within range. A marruspawn can take a move

sault, the marrulurk, and the marrutact. Marrusaults are action to note the direction of the sound. Whenever a

brutish warriors; marrulurks are sly assassins; and the marruspawn comes within 5 feet of the source, it can

powerful but rare marrutacts command their brethren pinpoint the sound’s location. Undead, constructs, and

in the event of a skirmish and provide magical support. other creatures that have no metabolism are not subject

In the long periods between conflicts, marrutacts also to being detected by discriminating hearing unless they

lead their sibling marruspawn. Many other types of move—in any round when they move, they are detect-

marruspawn were crafted, but most of those rarely breed able by the sound they make while moving through

true; their bloodlines have been lost along with that of the air or shuffling along the ground. Only incorporeal

the progenitor race. creatures are completely undetectable, unless they wish

For years without number, lingering marruspawn to be detected.

were content in their small, isolated communities at Resistance to Dessication (Ex): Centuries of life in

the center of lonely tracts of endless waste, worshiping the waste afford marruspawn the ability to cope with

their progenitor race and engaging in the demanding thirst and reduced fluid intake. A marruspawn thus gains

tasks required to eke out an existence in a blasted land. resistance to dessication damage 10. Whenever a marru-

In more recent centuries, the marruspawn have endured spawn is subject to magical dessication damage (see page

an increasing number of incursions by adventurers and 15), that damage is reduced by 10 before being applied to

desert settlers into their own territories. One marrutact, the marruspawn’s hit points.

called Wisdom, finally moved beyond the rituals that had A marruspawn also takes no nonlethal or lethal damage

kept his race mollified and in perpetual decline in the from failing Constitution checks to avoid becoming

lost desert sands. In a bold move, Wisdom broke with dehydrated (see page 15), although it might still become

the rituals of centuries—he claimed to have received a fatigued if it fails a check. If a marruspawn ever becomes

message from the ancient progenitor race: Expand forth dehydrated, whether due to natural causes or another effect

from the waste and wipe clean from the earth all that are (such as a spell), it needs to drink only a mouthful of water

not spawned of the marru. to lose that condition. A marruspawn also requires only

Marruspawn are scattered into hidden communities half as much water in a day as is normally required for a

called crèches. Thus, many marruspawn have yet to creature of its size.

hear of Wisdom’s proclamation. About half the time, Resistance to Fire (Ex): Bred to withstand magic

those that do hear the message believe the proclama- artillery, a marruspawn enjoys an inborn resistance to

tion to be false, and these have declared Wisdom a false fire 5.

prophet. In some ancient places, the wars of the marru Low-Light Vision (Ex): A marruspawn can see twice

have resumed as a result. In other places, marruspawn as far as humans in conditions of poor illumination.

newly converted to Wisdom’s ideals spread outward,

committed to genocide. According to Wisdom, only 169

MARRULURK Marrulurks always look for an advantage in any
situation, but like other subraces created by the marru,

Small Monstrous Humanoid they have a racial inclination to follow the dictates of

Hit Dice: 3d8+6 (19 hp) marrutacts. This compulsion is somewhat stronger in

Initiative: +7 marrulurks than in marrusaults, but after generations

Speed: 20 ft. (4 squares) of unmonitored breeding, the compulsion has faded to

Armor Class: 20 (+1 size, +3 Dex, +2 natural, +3 studded the point where some marrulurks can ignore it entirely.

leather armor, +1 buckler), touch 14, flat-footed 17 However, those that openly display disobedience to

Base Attack/Grapple: +3/+0 a marrutact in the confines of a crèche are ordered

CHAPTER 6 Attack: Scimitar +5 melee (1d4+1/18–20 plus poison) or immediately destroyed.

MONSTERS longbow +7 ranged (1d6/×3 plus poison)

Full Attack: Scimitar +5 melee (1d4+1/18–20 plus poison) Combat

or longbow +5/+5 ranged (1d6/×3 plus poison) Marrulurks prefer to attack suddenly and secretly with

Space/Reach: 5 ft./5 ft. poisoned weapons. If caught in combat against a foe they

Special Attacks: Death attack, nauseating breath, poison deem too difficult to face head on, they use their nauseat-

use, sneak attack +2d6 ing breath to discomfit their opponent long enough to slip

Special Qualities: Darkvision 60 ft., marruspawn traits back into hiding. Other times they use their nauseating

Saves: Fort +3, Ref +6, Will +6 breath to set foes up for a swift, deadly attack.

Abilities: Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 14 Death Attack (Ex):

Skills: Bluff +5, Hide +10, Listen +10, Move Silently +6, If a marrulurk studies a

Spot +7 victim for 3 rounds and

Feats: Improved Initiative, Point Blank ShotB, then makes a sneak attack

Rapid ShotB, Track with a melee weapon that

Illus. by M. Cotie Environment: Warm deserts successfully deals damage,

Organization: Solitary, death squad (3–5), the sneak attack has the addi-

party (1 plus 2 marrusaults plus 1 marru- tional effect of possibly either

tact), or troop (2–3 plus 6–11 marrusaults paralyzing or killing the tar-

plus 1–2 marrutacts) get (marrulurk’s choice). The

Challenge Rating: 4 save DC against a marrulurk’s

Treasure: Standard coins; double death attack is 13, and the save

goods; standard items DC is Charisma-based. This

Alignment: Usually neutral ability otherwise functions

Advancement: By character class like the assassin’s death at-

Level Adjustment: +1 tack ability described on

page 180 of the Dungeon

A small, slender humanoid skulks in Master’s Guide and is subject
darkness. It wears studded leather armor to the same limitations.
and grins like a jackal. Its obsidian black
fur highlights the malign sparkle of its Nauseating Breath (Su):
eyes, like the glint of fresh blood under Once per day, a marrulurk can
the stark desert sun. breathe a 10-foot cone of nau-

seating gas as a free action. All

Sometimes victory is gained creatures except other marrulurks

through guile rather within the area must succeed on a DC

than through head- 13 Fortitude save or be nauseated 1

strong charges into round. The save DC is Constitution-

battle. This consid- based. See page 301 of the Dungeon

eration led to the Master’s Guide for a description

marru’s creation of of the nauseated condition.

the marrulurk subrace. Poison Use (Ex): A

The marru used these marrulurk is skilled in the use

creatures as assassins of poison and never risks acci-

or treacherous adjuncts to units dentally poisoning itself when

that also included marrusaults Guile is bred into the bones of a marrulurk; applying poison to a weapon.

170 and marrutacts. marrusaults face down any and all threats A marrulurk typically carries

2d4 doses of Large monstrous scorpion venom (Fort DC it gains from swearing service to a marrutact. Sometimes a CHAPTER 6
14; 1d4 Con/1d4 Con), applying it to its crossbow bolts marrusault goes rogue—these creatures often find death
and scimitars. in the waste, their bones posing a mystery to travelers who MONSTERS
come upon them.
Sneak Attack (Ex): A marrulurk deals extra damage 171
when it is flanking an opponent or at any time when Individually, marrusaults are known for the ability to
the target would be denied its Dexterity bonus. This withstand wounds that would drop a lesser creature. Of
extra damage applies to ranged attacks only if the target course, such fortitude is just another gift of spawncraft.
is within 30 feet. See the rogue class feature, page 50 of
the Player’s Handbook. Combat
Like all marruspawn, a marrusault relies on its discriminat-
Skills: Marrulurks have a +4 racial bonus on Hide and ing hearing to pinpoint hidden enemies. Once identified,
Move Silently checks. a marrusault uses its howl as it pounces on its target,
bringing its mighty blade to bear.
MARRUSAULT Howl of Defiance (Su): Once per day, a marrusault
can loose a terrifying howl as a free action. All creatures
Large Monstrous Humanoid except other marrusaults within 30 feet must succeed on
Hit Dice: 6d8+18 (45 hp) a DC 15 Will save or become fatigued. Those within 10
Initiative: +1 feet who fail their saves become exhausted. The save DC
Speed: 20 ft. (6 squares) in full plate, 30 ft. base speed is Charisma-based.
Armor Class: 23 (–1 size, +1 Dex, +5 natural, +8 full plate), Pounce (Ex): If a marrusault charges, it can make a full
attack, including its bite attack.
touch 10, flat-footed 22 Ferocity (Ex): A marrusault is such a tenacious combat-
Base Attack/Grapple: +6/+15 ant that it continues to fight without penalty even while
Attack: Great falchion +11 melee (1d12+7/18–20) or bite disabled or dying.

+10 melee (1d8+5) MARRUTACT
Full Attack: Great falchion +11/+6 melee (1d12+7/18–20)
Medium Monstrous Humanoid
and bite +5 melee (1d8+2) Hit Dice: 7d8+7 (38 hp)
Space/Reach: 10 ft./10 ft. Initiative: +5
Special Attacks: Howl of defiance, pounce Speed: 30 ft. (6 squares)
Special Qualities: Ferocity, marruspawn traits Armor Class: 19 (+1 Dex, +4 natural, +4 mage armor),
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 16, Int 7, Wis 10, Cha 14 touch 11, flat-footed 18
Skills: Listen +7, Search +1, Spot +3 Base Attack/Grapple: +7/+7
Feats: Cleave, Exotic Weapon Proficiency (great falchion)B, Attack: Masterwork staff +8 melee (1d6)
Full Attack: Masterwork staff +8/+3 melee (1d6)
Great Fortitude, Power Attack, Weapon Focus (great Space/Reach: 5 ft./5 ft.
falchion)B Special Attacks: Howl of healing, spells
Environment: Warm deserts Special Qualities: Marruspawn traits, spell resistance 16
Organization: Solitary, party (2 plus 1 marrulurk plus Saves: Fort +3, Ref +6, Will +9
1 marrutact), or troop (6–11 plus 2–3 marrulurks plus Abilities: Str 11, Dex 13, Con 13, Int 18, Wis 18, Cha 16
1–2 marrutacts) Skills: Concentration +11, Hide +11, Knowledge (arcana)
Challenge Rating: 5
Treasure: Standard +14, Knowledge (history) +14, Knowledge (geography)
Alignment: Usually neutral +14, Listen +8, Spellcraft +16, Survival +4 (+6 to keep
Advancement: By character class from getting lost or avoid hazards)
Level Adjustment: +2 Feats: Combat Expertise, Dodge, Improved Initiative
Environment: Warm deserts
Jacketed in coal-black full plate and clutching a prodigious Organization: Solitary, party (1 plus 2 marrusaults plus
scimitar, this jackal-headed humanoid looks like a juggernaut 1 marrulurk), or troop (1–2 plus 2–3 marrulurks plus
of death. 6–11 marrusaults)
Challenge Rating: 5
In ancient days, armies of marrusaults darkened the once- Treasure: Standard
green plains, fighting for the will of the marru. Bred for Alignment: Usually neutral
fighting, each marrusault knows its worth in any conflict. Advancement: By character class
Hardy survivors, marrusaults eked out existence where Level Adjustment: +3
many of the weaker or more specialized spawncrafted
creations of the marru perished with their masters. Still, a
marrusault depends on the equipment and other resources

This tall, gaunt humanoid wears sand-brown robes and a volumi- Spells: A marrutact casts spells as a 5th-level wizard.

nous hood that fails to hide its jackallike visage. Wielding a staff Typical Wizard Spells Prepared (caster level 5th): 0—daze
intricately carved to resemble a slender double helix, the creature (DC 14), disrupt undead, mage hand, resistance; 1st—mage
commands respect with its mere presence. armor, magic missile (2), true strike; 2nd—detect thoughts (DC

16), see invisibility, mirror image; 3rd—dispel magic, fireball

The marrutact commands by (DC 17).

birthright, ordering the lesser MARRUSPAWN SOCIETY
marruspawn subraces as it desires.

The sign of a marrutact’s authority The marruspawn, or “the Crafted,” as they sometimes

CHAPTER 6 is the staff it wields, a symbol of refer to themselves, are a society of small cells that con-

MONSTERS the forgotten spawncraft lore tain a selection of marrusaults and marrulurks,

that raised desert jackals to each led by a few (and often just one) marru-

a race of intelligent crea- tacts. Typically, many cells coexist together

tures of amazing ability. in the body of ancient structures (often

Lesser marruspawn rare- shaped like pyramids) honeycombed

ly question the decrees with chambers, each subsisting in un-

of a marrutact, though easy alliance or open warfare with

among themselves marru- the other cells. Other cells exist in

tacts scheme and argue, lone structures in the waste, the

each eager to put itself resident marruspawn within

forward as the supreme even more isolated than their

commander of all sur- brethren. The constant ad-

viving marruspawn. herence to strict rules laid

Illus. by M. Cotie With the death of the pro- down by the marru keep

genitors, the equilibrium the marruspawn occupied

that allowed the quarrel- with rituals of loyalty and re-

some subrace to exist in membrance, despite the marru

something like military being long dead. When ritu-

harmony is gone. Thus, als do not beckon, the chores

many marrutacts claim of eking out life in a waste

areas apart from their fel- take most of the remaining

lows, content in the short waking time a marruspawn

term to rule the fates of a might otherwise have to grow

small retinue of marrulurk bored or unhappy with its lim-

and marrusault followers. If an ited existence.

advantage is spied, it is not un- When marruspawn reach a

common for one marrutact to lead certain age, they are old enough

its forces against another marrutact’s to breed. In any given year,

holdings. The victor claims all the sur- a single marruspawn capa-

viving lesser marruspawn, and it might Few can avert the well-laid ble of reproducing is chosen

even accept the surrender of the enemy plan of a marrutact from each cell by the most powerful marru-

marrutact itself if it pledges on the memory tact and sent to a secret location in the

of the marru to serve the victor. waste that serves as the core of the race’s continued

survival. This location is rumored to be a pyramid so

Combat vast that even the tip jutting from the earth reaches

Marrutacts prefer to give orders in a conflict rather than a height of several hundred feet. Called the Cradle, it

physically enter melee themselves, though they use is said to contain sections sealed since the death of

their spells and special abilities to support their troops the marru, marruspawn types other than marrulurks,

as necessary. marrusaults, and marrutacts, and even well-guarded

Howl of Healing (Su): Once per day, a marrutact can chambers where spawncrafting lore might yet reside.

loose a regenerative howl as a free action. All marruspawn Those who return a year later from a trip to the Cradle

pledged to the howling marrutact within 30 feet heal 3d8+5 cannot speak of what they’ve seen—the memory of the

points of damage. Those within 10 feet heal an extra 1d8+1 experience is wiped before they return to their home.

172 points of damage. No marruspawn is quite sure what the purpose of these

trips might be—only that to make them is the inviolable Marrucraft Zyme: If a creature other than a marru-

law of the marru. spawn drinks this zyme, a painful series of biological

MARRUSPAWN ITEMS responses occurs over the course of 1 round, dealing 1d6
points of damage to the creature. For the next minute,

Marruspawn possess some relic technology of spawn- that creature can benefit from other marruspawn zymes

crafting. Large structures that hold three or more (for their full duration, even if the duration of the mar-

marruspawn cells usually also include a marruzyme rucraft zyme expires in the meantime) as if it were a

master (a marruspawn with at least 4 ranks in Craft marruspawn itself. However, after 1 minute, the creatures

[spawncrafting]). The marruzyme master oversees several takes 2d6 points of damage as the process reverses. If

odiferous vats where molds, bacteria, and other exotic drunk by a marruspawn, this zyme heals 3d8+5 points CHAPTER 6

substances are cultured to specific ends: the creation of damage. MONSTERS

of zymes.

A zyme is a turgid liquid in which milky blobs float, usu- MARRUSPAWN CHARACTERS

ally bottled in a clay vial. A zyme is activated by drinking Marruspawn generally choose the character class to

it (a standard action that provokes attacks of opportunity). which they are already most suited: marrulurks prefer

Though features of these items resemble alchemical or the rogue class, marrusaults the fighter class, and

magic items, they are created through a biological process marrutacts the wizard class, but exceptions are possible.

quite different from that used by alchemists or potion These classes are also the favored classes of each kind of

brewers. Generally, zymes are useful only for marruspawn, marruspawn. Marrulurks that add levels of rogue add

or for creatures that utilize the marrucraft zyme, since sneak attack damage dice to their class sneak attack

they are designed to unlock dormant abilities already ability. Marrutacts that add levels of wizard add their

present in marruspawn. natural spellcasting ability (5th level) to their class

A small selection of zymes are described below. All zyme levels in wizard and determine their spellcasting ability

effects have a duration of 1 minute. accordingly. Only marruspawn that go rogue from their

Rage Zyme: A marruspawn that drinks this zyme cell and give up their loyalty to the vanished marru can

flies into a berserk rage in the following round, fighting be characters.

madly until either it or its opponent is dead. It gains +4 to

Strength, +4 to Constitution, and –2 to Armor Class. The MARRUSPAWN
marruspawn cannot end its rage voluntarily. ABOMINATION

Bite Zyme: A marruspawn that drinks this zyme gains

a bite attack (if it doesn’t already have one) that deals a base Medium Outsider (Native)

1d6 points of damage. A marruspawn armed with a weapon Hit Dice: 20d8+140 (300 hp)

usually uses the weapon as its primary attack and the bite Initiative: +4

as a natural secondary attack. Speed: 60 ft. (12 squares)

If a marruspawn hits with the bite attack, it uses its Armor Class: 43 (+19 natural, +10 insight, +4 Dex), touch

empowered jaws to latch onto the opponent’s body. An 24, flat-footed 39

attached marruspawn is effectively grappling its foe. Base Attack/Grapple: +20/+32

The marruspawn loses its Dexterity bonus to AC, but Attack: Claw +32 melee (2d8+12) or bite +32 melee

holds on with great tenacity. Each round it remains (4d6+12)

attached, the marruspawn automatically deals triple Full Attack: Claw +32/+27/+22/+17 melee (2d8+12) and

bite damage. bite +34 melee (4d6+6)

An attached marruspawn can be struck with a weapon Space/Reach: 5 ft./5 ft.

or grappled itself. To remove an attached marruspawn Special Attacks: Howl of dissolution, spell-like abilities

through grappling, the opponent must achieve a pin Special Qualities: Blindsight 120 ft., damage reduction

against the marruspawn. 10/magic and adamantine, darkvision 120 ft., fast heal-

Speed Zyme: The base land speed of a marruspawn ing 15, immunities, marruspawn traits, nondetection,

that drinks this zyme increases by 30 feet for the zyme’s resistance to cold 20, spell resistance 32, telepathy, touch

duration. of the divine

Supercharged Zyme: A marruspawn that drinks this Saves: Fort +19, Ref +16, Will +21

zyme can make one whirlwind attack per round, giving Abilities: Str 35, Dex 18, Con 24, Int 20, Wis 29, Cha 25

up its regular attacks and instead making one melee attack Skills: Balance +15, Bluff +19, Climb +24, Concentration

at its full base attack bonus against each opponent within +30, Craft (any one) +28, Diplomacy +11, Disguise +7

reach. The marruspawn forfeits any extra attacks granted (+9 when acting in character), Heal +20, Intimidate

by other abilities or feats. +32, Jump +35, Knowledge (history) +28, Knowledge 173

(the planes) +28, Listen +32, Sense Motive +32, Search presence prevents any future flowering of that desert.

+28, Spellcraft +16, Spot +32, Survival +9 (+11 on other Were it ever to escape its binding, its appearance would

planes), Swim +24 at the very least be an ominous omen for the welfare of

Feats: Blind-Fight, Cleave, Improved Bull Rush, Improved the world. Even without its release, its dreams sometimes

Sunder, Multiattack, Power Attack, Quicken Spell-Like interact with those who draw too near, but never in the

Ability (flesh to salt) same way twice.

Environment: Warm deserts A marruspawn abomination speaks Abyssal, Celestial,

Organization: Solitary Infernal, and Terran.

CHAPTER 6 Challenge Rating: 19 COMBAT
Treasure: Standard
MONSTERS
Alignment: Always evil (any) An abomination tries to begin any combat by first

Advancement: 21–30 HD (Large); 31–60 HD (Huge) summoning the monstrosities of the desert—it uses its

Level Adjustment: — spell-like ability to summon one (or more) Gargantuan

fiendish monstrous scorpions. It uses its howl of fossil-

If the soul of ferocity could be contained in a single form, this ization in every round that it is able. If it can, it uses its
ebony creature might be it. Shaking the dust of ages from its other spell-like abilities from a distance. Otherwise, it
coal-black pelt, the creature opens its eyes. Within those orbs tears into its foes with its claw and bite attacks.
is malice—the creature is rage personified, like some god of
starving jackals or the very embodiment of savagery. Vaguely Howl of Fossilization (Su): Once every 1d4 rounds, a
humanoid, the lupine creature bounds forward, an unearthly marruspawn abomination can loose a fossilizing howl as a
energy contained in its sinews, eager for the kill. free action. All creatures within 30 feet must succeed on

a DC 27 Fortitude save or become fossilized. This effect

This creature’s genesis is rumored to be the true cause functions as the flesh to stone spell (see page 232 of the

of the marru’s extinction. Delving too far into their Player’s Handbook). The save DC is Charisma-based. Even a

Illus. by M. Cotie lore of spawncraft, the marru dared to add the blood of creature that makes its save is subject to the abomination’s

a deity to one of their force-bred creations. Seeking to howl of fossilization ability in later rounds.

spawn a champion marruspawn, they instead created Immunities (Ex): A marruspawn abomination

an abomination. has immunity to polymorph (although it can activate a

Abominations are mistakes—the unwanted, unforeseen polymorph effect on itself) and petrification. It is not

offspring of misguided deific concourse. Abortions of subject to energy drain, ability drain, or ability damage. It

spirit, abominations live on, nurtured by their quasi-deific has immunity to mind-affecting spells and abilities and

powers and the pure, undiluted hate of their forebears and fire, and a marruspawn abomi-

all naturally formed creatures. nation is not subject to

This mistake ended the marru, though the histories death from massive

are unclear how—either through the machina- damage.

tions of the deity whose essence was stolen and

infused into the creature, or by the waking

abomination itself.

A marruspawn abomination pos-

sesses a spark of godhood. As such, it is

virtually immortal unless slain. It is not

actually immortal, but it ages so slowly

and needs to eat, sleep, and even breathe

so rarely that death for it could arrive

only through conflict.

The marruspawn abomina-

tion that is rumored to exist

(though there could be more)

is confined in a subterranean

prison secured both by powerful

spells and by the quintes-

sential preservative fluids

designed by spawncraft.

The prison lies below a

174 blighted wasteland, and its mere The downfall of the marru race was this abomination

Marruspawn Traits: A marruspawn abomination Fast Healing (Ex): A mephit heals 2 points of damage CHAPTER 6
has all the abilities of the marruspawn (see page 168), each round, provided it is alive and certain other condi-
including discriminating hearing, resistance to des- tions are met. See the individual descriptions for details. MONSTERS
sication 10, and low-light vision (the resistance to fire 5
ability has no effect since an abomination already has GLASS MEPHIT 175
immunity to fire).
Small Outsider (Earth, Extraplanar, Fire)
Nondetection (Su): A marruspawn abomination is Hit Dice: 3d8+3 (16 hp)
treated as if affected by a continuous nondetection spell Initiative: +4
with a caster level equal to its Hit Dice. Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-
Spell-Like Abilities: At will—parching touch† (DC
18), true seeing; 3/day—flesh to salt† (DC 22), sandform†, footed 16
summon monster IX (Gargantuan fiendish monstrous Base Attack/Grapple: +3/+2
scorpion only); 1/day—symbol of thirst† (DC 23). Caster Attack: Claw +7 melee (1d3+3 plus 1 fire)
level 20th. Full Attack: 2 claws +7 melee (1d3+3 plus 1 fire)
Space/Reach: 5 ft./5 ft.
† New spell described in Chapter 5. Special Attacks: Breath weapon, spell-like abilities,
Telepathy (Su): A marruspawn abomination can com-
municate telepathically with any creature within 200 feet summon mephit
that has a language. Special Qualities: Damage reduction 5/magic, darkvision
Touch of the Divine (Ex): A marruspawn abomination
has maximum hit points for each Hit Die. 60 ft., fast healing 2
Saves: Fort +4, Ref +3, Will +3
MEPHIT Abilities: Str 16, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when
Mephits are minor creatures from the elemental planes.
They are more curious than evil, though each individual’s acting in character), Escape Artist +6, Hide +10, Intimi-
nature varies depending on the essence of the element date +4, Listen +6, Move Silently +6, Spot +6, Use Rope
that birthed it. +0 (+2 with bindings)
Feats: Improved Initiative, Power Attack
All mephits appear as small, winged creatures with Environment: Elemental Plane of Earth
more or less humanoid features. Although they are Organization: Solitary, gang (2–4 mephits of mixed
often described as impish, their elemental origins are varieties), or mob (5–12 mephits of mixed varieties)
apparent. Challenge Rating: 3
Treasure: Standard
COMBAT Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
All mephits fight with their claws or by using their breath Level Adjustment: +3 (cohort)
weapons, the nature and effects of which vary from crea-
ture to creature. This winged creature is small, with smooth but angular features.
It has a glossy surface and glows dully like a dying ember.
A mephit’s natural weapons are treated as magic weapons
for the purpose of overcoming damage reduction. Glass mephits inhabit the boundary between the elemental
planes of Earth and Fire.
Breath Weapon (Su): A mephit can use its breath
weapon once every 1d4 rounds as a standard action. See A glass mephit is about 4 feet tall and weighs 50 pounds.
the individual descriptions for details. Glass mephits speak Common and Terran.

Spell-Like Abilities: All mephits have one or more Combat
spell-like abilities (save DC 12 + spell level). See the indi- Glass mephits, like most of their species, use their breath
vidual descriptions for details. weapons as much as possible. Before a fight, glass mephits
will activate their blur ability if possible, and they try to
Summon Mephit (Sp): Once per day, a mephit can reserve their vitrify ability when facing large groups or
attempt to summon another mephit of the same variety, to cover a retreat.
much as though casting a summon monster spell, but with Breath Weapon (Su): 10-ft. cone of molten glass,
only a 25% chance of success. Roll d%: On a failure, no damage 1d4 fire, Reflex DC 13 half. Living creatures that
creature answers the summons that day. A mephit that fail their saves are exposed to splashes of hot glass that
has just been summoned cannot use its own summon continue to burn their skin. The molten glass deals an
mephit ability for 1 hour. This ability is the equivalent of extra 1d4 points of fire damage per round for 3 rounds.
a 2nd-level spell, so mephits summoned with this ability
remain for 3 rounds before disappearing back to their
native planes.

CHAPTER 6 The creature can take a full-round action to scrape off the Organization: Solitary, gang (2–4 mephits of mixed
burning material; doing so means the creature stops taking varieties), or mob (5–12 mephits of mixed varieties)
MONSTERS the additional damage. The save DC is Constitution-based
and includes a +1 racial bonus. Challenge Rating: 3
Illus. by J. Nelson Treasure: Standard
Spell-Like Abilities: 2/day—heat metal; 1/hour— Alignment: Usually neutral
blur (mephit only). Caster level 3rd. Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)
When the mephit activates its blur ability, its skin becomes
translucent. This winged creature looks vaguely goblinoid. It has yellow-
orange skin and is accompanied by the smell of brimstone. Its
Fast Healing (Ex): A glass mephit heals only if it is touch- skin looks like it’s crumbling, as though the creature were carved
ing molten glass or a flame at least as large as a torch. of sandstone.

SULFUR MEPHIT Sulfur mephits inhabit the boundary between the Elemen-
tal Planes of Air and Earth.
Small Outsider (Air, Earth, Extraplanar)
Hit Dice: 3d8+3 (16 hp) A sulfur mephit is about 4 feet tall and weighs 20 pounds.
Initiative: +2 Sulfur mephits speak Common and Auran.
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch Combat
Sulfur mephits activate their haboob ability and attack
13, flat-footed 15 with their breath weapons as much as possible, knocking
Base Attack/Grapple: +3/+0 opponents unconscious before resorting to claw attacks.
Attack: Claw +5 melee (1d3+1) They try to reserve their stinking cloud ability to cover
Full Attack: 2 claws +5 melee (1d3+1) a retreat.
Space/Reach: 5 ft./5 ft. Breath Weapon (Su): 10-ft. cone of toxic volcanic
Special Attacks: Breath weapon, spell-like abilities, vapor, initial damage unconsciousness, secondary damage
none, Fort DC 12 negates. The save DC is
summon mephit Constitution-based and includes a +1
Special Qualities: Damage reduction 5/magic, darkvision racial bonus.
Spell-Like Abilities: 1/
60 ft., fast healing 2 hour—haboob† (centered
Saves: Fort +4, Ref +5, Will +3 on mephit only, DC
Abilities: Str 13, Dex 15, Con 12, Int 6, Wis 11, 15); 1/day—stinking
cloud (DC 15). Caster
Cha 15 level 6th.
Skills: Bluff +8, Diplomacy +4, Disguise † New spell described
on page 117.
+2 (+4 when acting in character), Fast Healing (Ex):
Escape Artist +8, Hide +12, Intimi- A sulfur mephit heals
date +4, Listen +6, Move Silently only if in a region of
+8, Spot +6, Use Rope +2 (+4 volcanic gases or similar
with bindings) fumes.
Feats: Dodge, Power Attack
Environment: Elemental Plane
of Air

Mephits sometimes frolic
in the deep waste

176

MIRAGE MULLAH CREATING A MIRAGE MULLAH CHAPTER 6

Fey nobles known as mirage mullahs rule fey oases (see “Mirage mullah” is an inherited template that can be MONSTERS
page 21). Unlike other sorts of fey, these seemingly jovial added to any humanoid creature (hereafter referred to as
creatures have precious little compassion where mortals the base creature).
are concerned, and they delight in exacting punishment
for the slightest perceived offense. Mortals who speak A mirage mullah uses all the base creature’s statistics
harsh words to a mirage mullah might be cursed with and special abilities except as noted here.
muteness. Those who raise a hand against a mirage mullah
might be stricken blind. Those who accept a mirage Size and Type: The creature’s type changes to fey. Do
mullah’s hospitality run the greatest risk of all: A mortal not recalculate base attack bonus, saves, or skill points.
who fails to leave a fey oasis before the sun rises becomes Size is unchanged.
a mirage mullah himself.
Hit Dice: Convert all current and future racial Hit Dice
SAMPLE MIRAGE MULLAH to d6s. Do not change class Hit Dice.

This richly dressed desert merchant has warmly burnished skin, Special Attacks: A mirage mullah has all the special
twinkling, mischievous eyes, and a jovial tone. attacks of the base creature, plus the following special
attacks.
This example uses a 5th-level human fighter as the base
creature. Spell-Like Abilities: At will—ghost sound, mage armor, pres-
tidigitation, shield; 3/day—lullaby, minor image, ventriloquism;
Mirage Mullah, 5th-level Human Fighter 1/day—charm person, lesser confusion.
Medium Fey
Hit Dice: 5d10+5 (37 hp) A mirage mullah with a Charisma of 19 or greater
Initiative: +6 gains the following spell-like abilities as well: At will—
Speed: 30 ft. (6 squares) mage hand, message, tongues; 3/day—blindness/deafness,
Armor Class: 20 (+2 Dexterity, +4 mage armor, +4 shield), major image, suggestion; 1/day—confusion, hallucinatory
terrain; 1/week—bestow curse.
touch 12, flat-footed 18
Base Attack/Grapple: +5/+6 Caster level equals the creature’s HD.
Attack: +1 scimitar +8 melee (1d6+2/18–20) or javelin +7 Special Qualities: A mirage mullah retains all the
special qualities of the base creature and gains the follow-
ranged (1d6+1) ing special qualities.
Full Attack: +1 scimitar +8 melee (1d6+2/18–20) or javelin Low-Light Vision (Ex): A mirage mullah can see twice
as far as a human in conditions of low light (but not total
+7 ranged (1d6+1) darkness).
Space/Reach: 5 ft./5 ft. Oasis Dependent (Su): Each mirage mullah is mystically
Special Attacks: Spell-like abilities bound to the fey oasis where it was transformed, and it
Special Qualities: Daylight weakness, low-light vision, can never stray beyond the light of its various torches,
candles, and campfires (about 60 feet from the edge of
oasis dependent the camp). Any mirage mullah that does so becomes ill
Saves: Fort +5, Ref +3, Will –1 and must succeed on a DC 12 Will save each hour or
Abilities: Str 13, Dex 14, Con 12, Int 14, Wis 6, Cha 16 permanently lose 1 point each from Strength, Consti-
Skills: Intimidate +11, Ride +10, Move Silently +6, tution, and Charisma. The DC increases by +1 for each
previous failed check. If a mirage mullah survives 24
Spot +2 hours away from its fey oasis, it becomes mortal again,
Feats: CleaveB, Improved Initiative, Point Blank Shot, losing the mirage mullah template, and regains any
ability score points it had lost at the rate of 1 point per
Power AttackB, Weapon Focus (scimitar), Weapon ability per hour.
Specialization (scimitar)B Daylight Weakness (Su): A mirage mullah exposed to
Environment: Warm deserts (fey oases) natural sunlight (not merely a daylight spell) takes a –2
Organization: Solitary, pair, or caravan (20–50) penalty on attack rolls, saving throws, and ability checks,
Challenge Rating: 7 and loses 4 points of Charisma.
Treasure: Double standard Abilities: Change from the base creature as follows: Str
Alignment: Usually lawful evil –2, Con –2, Int +2, Wis –2, Cha +6.
Advancement: By character class Challenge Rating: Same as the base creature +2.
Level Adjustment: +3 (+4 if Charisma exceeds 18) Level Adjustment: Same as the base creature +3 (+4 if
Charisma exceeds 18).

177

CHAPTER 6 OOZE Constrict (Ex): A brine ooze deals automatic slam and
dessication damage with a successful grapple check.
MONSTERS Oozes are amorphous creatures that live only to eat. Oozes
of the waste inhabit scorched and sandy areas throughout Dessicating Impact (Ex): Each time a brine ooze hits
the world, scouring dust, ruins, and riversides in search a living creature with its slam attack, the opponent must
of organic matter—living or dead. make a DC 23 Fortitude save or take 4d6 points of dessica-
tion damage as moisture is evaporated from its body. This
BRINE OOZE impact is especially devastating to plants and elementals
with the water subtype, which take 4d8 points of dam-
Huge Ooze age on a failed save instead. A successful save reduces
Hit Dice: 12d10+84 (150 hp) the dessication damage by half, although the creature
Initiative: –5 still takes normal damage from the slam. The save DC
Speed: 10 ft. (2 squares), swim 20 ft. is Constitution-based.
Armor Class: 3 (–2 size, –5 Dex), touch 3, flat-footed 3
Base Attack/Grapple: +9/+20 Improved Grab (Ex): To use this ability, a brine ooze
Attack: Slam +10 melee (1d8+4 plus dessication) must hit with its slam attack. It can then attempt to start
Full Attack: Slam +10 melee (1d8+4 plus dessicration) a grapple as a free action without provoking attacks of
Space/Reach: 15 ft./10 ft. opportunity. If it wins the grapple check, it establishes a
Special Attacks: Constrict 1d8+4 plus dessication, hold and can constrict.

dessicating impact, improved grab Immunity to Dessication (Ex): A brine ooze has
Special Qualities: Blindsight 60 ft., camouflage, immu- immunity to any spell or effect that deals magical des-
sication damage, as well as to any damage that results
nity to dessication, ooze traits, split from failed Constitution checks to resist the effects of
Saves: Fort +11, Ref –1, Will –1 dehydration. A brine ooze cannot become dehydrated (as
Abilities: Str 17, Dex 1, Con 24, Int —, Wis 1, Cha 1 the condition; see page 15).
Skills: Hide –13*, Swim +11
Feats: — Split (Ex): Slashing and piercing weapons deal no
Environment: Warm deserts damage to a brine ooze. Instead, the creature splits into
Organization: Solitary two identical oozes, each with half the original’s current
Challenge Rating: 6 hit points (round down). A brine ooze with 10 hit points
Treasure: None or fewer cannot be further split and dies if it is reduced
Alignment: Always neutral to 0 hit points.
Advancement: 13–24 HD (Huge); 25–36 HD (Gargan-
Skills: A brine ooze gains a +8 racial bonus on any Swim
tuan) check to perform some special action or avoid a hazard.
Level Adjustment: — It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
A pool shimmers before you in the desert heat. Suddenly, glisten- swimming, provided it swims in a straight line.
ing pseudopods extend from the pool as it begins to glide across
the side. *A brine ooze has a +12 bonus on Hide checks when
immersed in water.

LAVA OOZE

Brine oozes lurk in salt lakes or form poollike shapes in Large Ooze (Fire)

the desert, waiting for prey to come along. Hit Dice: 8d10+84 (128 hp)

A typical brine ooze is 15 feet across and 2 feet thick. It Initiative: –5

weighs about 12,000 pounds. However, it can spread out until Speed: 10 ft. (2 squares), climb 10 ft.

it is only an inch or two thick and up to 30 feet across. Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4

Base Attack/Grapple: +6/+14

Combat Attack: Slam +9 melee (1d6+6 plus 2d6 fire)

A brine ooze hunts much as a crocodile does, relying Full Attack: Slam +9 melee (1d6+6 plus 2d6 fire)

on camouflage to let prey get close, then grabbing with Space/Reach: 10 ft./5 ft.

its pseudopods. Special Attacks: Burn, constrict 1d6+6 plus 2d6 fire,

Camouflage (Ex): A brine ooze can spread itself out in improved grab

a shallow depression that resembles a pool of water any- Special Qualities: Blindsight 60 ft., immunity to fire,

where from 15 to 30 feet across. It is difficult to determine ooze traits, vulnerability to cold

the true nature of the creature, requiring a DC 20 Spot Saves: Fort +9, Ref –3, Will –3

check. A creature that touches the “pool” is automatically Abilities: Str 19, Dex 1, Con 24, Int —, Wis 1, Cha 1

178 affected by the ooze’s dehydrating impact. Skills: Climb +12

concentrations of nutritious minerals, and characters CHAPTER 6
wearing heavy armor are at risk of becoming a meal. (The
ooze does not mind ingesting organic material along MONSTERS
with the metal.)
Illus. by R. Spencer
Burn (Ex): A lava ooze’s body has the temperature
and consistency of thick lava. With a successful slam
attack, the ooze leaves behind some of its substance and
might set flesh and clothing aflame. A struck creature
must make a DC 21 Reflex save or catch on fire. The
flames burn for 1d4 rounds. See Catching on Fire,
page 303 of the Dungeon Master’s Guide. The save DC is
Constitution-based.

Creatures that strike a lava ooze with a natural weapon
or an unarmed attack take 2d6 points of fire damage and
catch on fire unless they succeed on a Reflex save.

Constrict (Ex): A lava ooze deals automatic slam and
fire damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a lava ooze
must hit with its slam attack. It can then attempt to start
a grapple as a free action without provoking attacks of

opportunity. If it wins the grapple check, it establishes
a hold and can constrict. A creature grappled by the
ooze automatically takes fire damage each round, even
if it avoids taking slam damage.
Skills: A lava ooze receives a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks,
even if rushed or threatened.

A lava ooze incinerates everything in its path PORCUPINE CACTUS

Feats: — Small Plant
Environment: Underground Hit Dice: 2d8+4 (13 hp)
Organization: Solitary Initiative: –5
Challenge Rating: 5 Speed: 0 ft.
Treasure: No coins; 50% goods (gems only); no items Armor Class: 14 (+1 size, –2 Dex, +5 natural), touch 9,
Alignment: Always neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge) flat-footed 13
Level Adjustment: — Base Attack/Grapple: +1/–4
Attack: —
A fiery mass of lava surges forward, pseudopods of white-orange Full Attack: —
stretching out before it. A flamestorm surrounds it, and its trail Space/Reach: 5 ft./5 ft.
is a hot, glassy channel through the sand. Special Attacks: Detonate, thorns
Special Qualities: Low-light vision, plant traits
A lava ooze favors hot underground caves and lava tubes Saves: Fort +5, Ref –2,Will –4
formed over still-hot magma. It consumes stone and Abilities: Str —, Dex 7, Con 15, Int —, Wis 2, Cha 1
metallic items. As it feeds, its body becomes filled with Skills: —
“indigestible” gems. Feats: —
Environment: Warm deserts
A typical lava ooze is 5 to 10 feet across and 1 foot thick. Organization: Solitary or patch (4–24)
It weighs about 2,000 pounds Challenge Rating: 1
Treasure: None
Combat Alignment: Always neutral
A lava ooze flows through tunnels, melting and consuming Advancement: 3–6 HD (Small)
stone and metal that it engulfs. It is able to detect high Level Adjustment: —

179

This stubby, barrel-shaped cactus bristles with wickedly long protect them from damage when they are not ready to

thorns. scatter seeds.

These plants are easy to avoid if someone knows what

Porcupine cacti are so named for their unique to look for. A DC 10 Knowledge (nature)

method of reproduction. They explode in check suffices to recognize the telltale

a burst of pulp, seeds, and thorns at the circle of a porcupine cactus patch. How-

slightest touch. ever, creatures that are running

These plants form roughly circu- or charging are not entitled to

lar patches containing dozens of a check.

CHAPTER 6 cacti. During long periods of dry Detonate (Ex): Merely touch-

MONSTERS weather, they grow very slowly ing a turgid porcupine cactus causes

and conserve the limited moisture it to explode violently. The det-

in their tissues. When porcupine onation can be triggered by a

cacti are not ready to reproduce, strong wind (over 20 mph), a

they have a somewhat flat- sonic spell or effect that produces

tened shape and their flesh vibration, a moderate shaking of the

is quite leathery. However, ground (such as might

when a sudden be produced by a tun-

rain comes, they neling ashworm or

absorb prodigious the footsteps of a gi-

amounts of water, ant), or any amount

swelling like rain bar- of damage dealt

rels. Large, showy to a cactus. An

Illus. by R. Spencer flowers appear exploding cac-

within hours tus deals 2d6

and are points of

quickly slashing

fertilized and piercing

by small desert damage to all

birds that can maneuver A patch of porcupine cactus might explode when disturbed creatures within

safely among the cactus’s a 10-foot radius. A DC 13

numerous thorns. The petals drop after a day, and the Reflex save reduces the damage to half. The save DC is

fertilized plants begin to swell even more with fast- Constitution-based.

growing seeds. After about a week, they are ready to scatter Although the damage from a single porcupine cactus

their offspring. is not usually enough to kill a creature, the explosion

A turgid porcupine cactus is extremely sensitive to causes any other turgid cacti within 10 feet to explode

vibration. If a creature chances to brush against it, a strong as well. Usually an entire patch goes up at once. The

wind blows up, or a slight tremor shakes the ground, the resulting area of spiny flesh leaves behind the equiva-

plant explodes violently. The spray of thorny matter shreds lent of a field of caltrops (see page 126 of the Player’s

any creatures unfortunate enough to be nearby. Creatures Handbook) for 24 hours after the explosion. New cacti

slain by the exploding cactus then conveniently provide begin to sprout after that time and reach full size in

fertilizer for the new patch. In patches, one cactus explod- a week.

ing is sufficient to set off a chain reaction of explosions Thorns (Ex): A porcupine cactus’s thorns tear at any

from other cacti in the patch. creature that touches it, dealing 1d4 points of piercing

A patch of porcupine cacti consists of up to two dozen damage. Creatures that strike a porcupine cactus with

plants, 5 to 10 feet apart from one another. natural attacks or unarmed strikes, or that try to grapple

COMBAT the cactus (presumably to pull it out of the ground), are
subject to this damage, but creatures striking with melee

Porcupine cacti do not attack but simply wait for some- weapons are not. A creature that is pushed into or falls

thing to wander into them. Their wickedly sharp thorns onto a plant also takes damage from its thorns.

180

SAGUARO SENTINEL CHAPTER 6

Huge Plant MONSTERS
Hit Dice: 12d8+84 (138 hp)
Initiative: –1 Illus. by S. Prescott
Speed: 20 ft. (4 squares)
Armor Class: 22 (–2 size, –1 Dex, +15 natural), Mighty wardens protect the ecology of the waste

touch 7, flat-footed 22 has soil in which to root, so it can observe larger por-
Base Attack/Grapple: +9/+28 tions of the waste. If interlopers are causing harm to
Attack: Slam +18 melee (3d6+11) desert life, a sentinel barrels down on them without
Full Attack: 2 slams +18 melee (3d6+11) warning.
Space/Reach: 15 ft./15 ft.
Special Attacks: Thorns, trample 3d6+16 Thorns (Ex): The body of a saguaro sentinel is covered
Special Qualities: Damage reduction 10/piercing, with long, cruel thorns. These thorns tear at any creature
that touches it, dealing 1d6 points of piercing damage.
low-light vision, plant traits, tough flesh Creatures striking a saguaro sentinel with natural attacks
Saves: Fort +15, Ref +3, Will +5 or unarmed strikes are subject to this damage, but creatures
Abilities: Str 33, Dex 8, Con 25, Int 10, Wis 13, striking with melee weapons are not. A creature that is
pushed into or falls onto a plant also takes damage from
Cha 14 its thorns.
Skills: Disguise +2*, Intimidate +12, Knowledge
Trample (Ex): Reflex DC 27 half. The save DC is
(nature) +10, Listen +3, Spot +8, Survival +6 (+8 Strength-based.
aboveground)
Feats: Alertness, Awesome Blow, Improved Bull Tough Flesh (Ex): The f lesh of a saguaro sentinel
Rush, Improved Natural Attack, Power Attack is tough and retains water in the harshest of condi-
Environment: Warm deserts tions. It does not take extra damage from dehydration
Organization: Solitary or stand (2–5) spells and effects (including horrid wilting) as plants
Challenge Rating: 9 normally do.
Treasure: Standard
Alignment: Usually neutral Skills: *A saguaro sentinel has a +12 racial bonus on
Advancement: 13–16 HD (Huge); 17–36 HD (Gargantuan) Disguise checks to resemble an inanimate plant.
Level Adjustment: +4

This massive being possesses several thick, jointed arms raised to
the sky. Long, needle-sharp thorns cover its thick hide, and tiny,
deep-set eyes peer from between ridges along its body.

Saguaro sentinels are wastelands relatives of the treant.
Like those tree folk, they consider themselves guardians
of desert plant life. Unlike treants, though, they are not
much concerned with good and evil.

Saguaro sentinels stand over 30 feet tall, and some
exceptional individuals approach 50 feet in height. They
are thicker-bodied and retain more water than treants,
having an average weight of 6,000 pounds. These cactus
folk are normally slow to anger, but once aroused they
are deadly juggernauts.

Saguaro sentinels speak Sylvan; those of above average
intelligence also know the Treant language. Their voices
are deep and booming.

COMBAT

A saguaro sentinel spends most of its time standing
and watching. It prefers higher ground, as long as it

181

Treasure: None
Alignment: Always neutral

Advancement: 19–36 HD (Huge); 37–54 HD
(Gargantuan)
Level Adjustment: —

CHAPTER 6 This hulking automaton looks like an abstract sculp-
ture of a human, molded in magically fused
MONSTERS sand. Its feet disappear into the ground, and
a cloud of dust surrounds it.

Illus. by J. Nelson Sand golems never grow weary A sand golem is the creation of a
of their tireless desert patrol walker in the waste (see page 89), set
182 to patrol the desert endlessly.
SAND GOLEM Sand golems are massive things, weigh-
ing 5,000 pounds or more. Sand golems seem
Huge Construct to be a part of the earth. They can move
Hit Dice: 18d10+40 (139 hp) readily through sand and loose soil at their
Initiative: –1 burrow speed, and they can do so indefinitely,
Speed: 20 ft. (4 squares), burrow 20 ft. (sand and earth since they have no need to breathe.
When fashioned, a sand golem is keyed to a set
only) of magic amulets, usually in the shape of scarabs
Armor Class: 23 (–2 size, –1 Dex, +16 natural), touch 7, or scorpions. Henceforth, it regards the wearer of
an amulet as its master, obeying that person’s
flat-footed 23 commands without fail. The wearer of
Base Attack/Grapple: +13/+27 an amulet can call the sand golem from
Attack: Slam +17 melee (3d8+6 plus stifle) any distance, and it will come as long as
Full Attack: 2 slams +17 melee (3d8+6 plus stifle) it is on the same plane, no matter how
Space/Reach: 15 ft./15 ft. long this might take.
Special Attacks: Brownout, stifle A sand golem cannot speak, although
Special Qualities: Construct traits, damage reduction it can emit a dry hissing like the

5/adamantine and bludgeoning, darkvision 60 ft., approach of a duststorm.
immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6 COMBAT
Abilities: Str 23, Dex 8, Con —, Int —, Wis 11, Cha 1
Skills: — A sand golem’s master can command it if the golem is
Feats: — within 60 feet and can see and hear its master. If uncom-
Environment: Warm deserts manded, a sand golem usually follows its last instruction
Organization: Solitary or gang (2–4) to the best of its ability, although if attacked it returns the
Challenge Rating: 12 attack. Its master can give the golem a simple command
to govern its actions in her absence, such as “Remain in
this area and attack all creatures that enter.” Its creator
can order a sand golem to obey the commands of another
person (usually a member of the Dusty Conclave; see page
63), but she can always resume control over the golem by
commanding it, at will, to obey her alone.

A sand golem attacks with its fists, pummeling its oppo-
nents. Its Armor Class is relatively low, and its ability to
resist damage is less than that of other golems, but it draws
strength from the fury of a desert storm.

Brownout (Ex): The dust cloud that surrounds a sand
golem produces a constant condition of brownout, a
common side effect of sandstorms (see page 16 for details
on sandstorms). Creatures within 10 feet of a sand golem
take a –4 penalty on Dexterity-based skill checks, as well
as Search, Spot, and any other checks that rely on vision.

These effects end when the creature leaves the 10-foot area are in contact with one another and are aware of any mem- CHAPTER 6
around a golem. ber’s use of an amulet. If a sand golem’s amulet is destroyed,
the golem no longer follows instructions except from its MONSTERS
Stifle (Ex): When a sand golem strikes a living crea- creator, and only if that creator is within 60 feet. If the
ture, some of the shapesand that forms its body forces wearer dies but the amulet is intact, the golem becomes Illus. by S. Prescott
its way into its opponent’s mouth and nose, causing inactive until a new person wears the amulet.
that creature to suffocate. The opponent must make an
immediate DC 10 Constitution check, repeated each SAND HUNTER
round with the DC increasing by 1 for each previous
check, until it can clear the sand from its lungs. A stifled Medium Magical Beast
creature can clearing the sand from its blocked airways Hit Dice: 3d10+6 (22 hp)
by spending a full-round action that provokes attacks of Initiative: +7
opportunity. When the opponent fails a Constitution Speed: 40 ft. (8 squares)
check, it begins to suffocate (see page 304 of the Dungeon Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-
Master’s Guide).
footed 13
Immunity to Magic (Ex): A sand golem has immunity Base Attack/Grapple: +3/+5
to any spell or spell-like ability that allows spell resistance. Attack: Bite +5 melee (1d4+3)
In addition, certain spells and effects function differently Full Attack: Bite +5 melee (1d4+3)
against the creature, as noted below. Space/Reach: 5 ft./5 ft.
Special Attacks: Pack attack, sonic howl
An earthquake spell cast directly on a sand golem stops Special Qualities: Darkvision 60 ft., low-light vision,
it from moving on its next turn and deals 3d12 points
of damage. pack mind, scent
Saves: Fort +5, Ref +6, Will +4
A vitrify spell (see page 125) does not actually change the Abilities: Str 15, Dex 17, Con 15, Int 3*, Wis 12, Cha 12
sand golem’s structure but negates its damage reduction Skills: Listen +5, Spot +5, Survival +3
and immunity to magic for 1 round. Feats: AlertnessB, Improved Initiative, Iron Will,

A blast of sand or flaywind burst spell restores 1 hit point TrackB
for every 3 points of damage it would otherwise deal. (A Environment: Warm deserts
sand golem caught in a supernatural flaywind also benefits Organization: Pack (4–16)
from this effect.) A fuse sand spell restores all of a sand Challenge Rating: 3
golem’s lost hit points. Treasure: Standard
Alignment: Usually neutral good
CONSTRUCTION Advancement: 4–9 HD (Medium)
Level Adjustment: —
Only the Dusty Conclave of walkers in the waste has the
hidden knowledge of sand golem creation.

A sand golem’s body must be formed from a mass of
shapesand (see page 25) having a volume of 1,000
cubic feet (equivalent to a 10-foot
cube), and treated with volcanic ash
and precious powders worth at least
2,000 gp. Creating the body requires
a DC 15 Craft (sculpting) check.

CL 14th; Craft Construct (see page
303 of the Monster Manual), awaken
sand, fuse sand (see page 116),
geas/quest, caster must be at
least 14th level; Price 50,000
gp; Cost 27,000 gp + 920 XP.

SAND GOLEM Many forms hold only a single consciousness in a pack of sand hunters 183
AMULETS

Members of the Dusty Con-
clave share a set of amulets
and can use any of the sand
golems an individual walker has
created. The walkers in the waste

CHAPTER 6 A small group of scaly, doglike creatures lopes across the sand. are. No member of the pack is considered flanked unless
An eerie whining surrounds the pack, which seems to move as all of them are.
MONSTERS one being.
The pack mind operates through high-frequency sounds
184 Sand hunters are bizarre, intelligent predators that exist and limited empathy. As long as the pack members remain
only in packs. Each member of the pack has a long, sinuous within range, they all enjoy the benefits of Alertness. They
neck and flexible lips to help it manipulate objects, and can communicate empathically with one another, as well
the creatures are capable of tool use. as with a sentient being within range, much as a familiar
does with its master.
Sand hunters share a “pack mind,” allowing the pack
to act as one coordinated being. The pack consciousness *The collective Intelligence score of a pack of sand hunt-
is established through high-pitched sonics (mostly at fre- ers is 12, and their tactics reflect this. Each individual has
quencies beyond human hearing) and a limited empathic an Intelligence score of only 3, as given in the statistics
contact. If a sand hunter is split off from the others in a above. A pack must include at least three members to gain
pack, or the group is reduced to one or two individuals, the benefit of the higher Intelligence score.
the pack mentality breaks down. Isolated sand hunters
become little more than animals, unintelligent and mad. Sonic Howl (Ex): As a standard action, a pack of sand
They do not live long. hunters can lower the frequency of their communication
sounds to produce a sonic attack. Any creature within
Sand hunters prefer to prey on large herbivores of the 60 feet of any pack member producing the howl must
plains and deserts, using their superior group intelligence succeed on a Will save or be stunned for 1d4 rounds.
and coordination to overcome prey much larger than The save DC of the howl is 10 + 1/2 the number of sand
themselves. They are shy in the presence of intruders, hunters in the pack + each pack member’s Cha modifier.
often choosing to retreat and hide. However, they have A pack must include at least three members to activate
a longstanding good relationship with the asherati, who the sonic howl, and no two contributing pack members
call them the “spirit of the sands,” and the two often hunt can be more than 30 feet apart. Creatures with immunity
and work together. to sonic energy attacks do not have immunity to the
sonic howl, although creatures that can’t hear the howl
COMBAT (such as deaf creatures or those within the area of a
silence spell) are not affected. The save DC is Charisma-
When hunting, sand hunters spread out to the limit of based and includes the Charisma bonus of each member
communication, scouting out prey and acting as beaters participating in the attack.
to drive creatures ahead of them. The hunters yip back
and forth in a series of signals but keep “pack speak” to SCARAB SWARM, DEATH
a minimum to prevent alerting their prey. Once within
range of a suitable target, the pack uses its sonic howl Diminutive Undead (Swarm)
attack in an attempt to stun the target. If successful, the Hit Dice: 12d12+9 (87 hp)
pack attacks. Initiative: +6
Speed: 30 ft. (6 squares), climb 30 ft.
If attacked, a sand hunter uses its sonic howl to dis- Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
courage the enemy, then flees to its pack’s hidden den. Base Attack/Grapple: +6/—
In combat, sand hunters leap in and out of melee range, Attack: Swarm (3d6)
setting up flanks and attempting to grapple and overcome Full Attack: Swarm (3d6)
their foes. Space/Reach: 10 ft./0 ft.
Special Attacks: Consumption, distraction
Pack Attack (Ex): If a sand hunter in a pack uses Special Qualities: Damage reduction 10/magic, dark-
the aid another action to assist another pack member’s
attack roll in combat, it grants a +4 bonus on its ally’s vision 60 ft., hive mind, low-light vision, resistance to
next attack roll instead of the usual +2. If any member fire 10, swarm traits
of a pack enters a grapple, each other member can Saves: Fort +4, Ref +10, Will +9
use the aid another action to grant it a +2 bonus on Abilities: Str 1, Dex 23, Con —, Int 6, Wis 13, Cha 15
grapple checks to pin the opponent. Often two or three Skills: Climb +4, Hide +18, Listen +10, Spot +10
members enter a grapple, with the remainder aiding Feats: Alertness, Iron Will, Toughness (3)
their companions. Environment: Warm deserts
Organization: Solitary, dread (2–4 swarms), or horror
Pack Mind (Ex): As long as a pack contains at least (5–8 swarms)
three individuals, none of which is more than 50 feet Challenge Rating: 7
from any other individual, all its members share a group Treasure: None
consciousness. If one is aware of a particular danger, they
all are. If one in the pack is not flat-footed, none of them

Alignment: Always neutral SCORPION SWARM CHAPTER 6
Advancement: None
Level Adjustment: — Diminutive Vermin (Swarm) MONSTERS
Hit Dice: 9d8+9 (49 hp)
A black carpet of furiously vibrating carapaces surges forward. Initiative: +4
Every square inch of the ground is covered with hundreds of Speed: 20 ft. (4 squares), climb 20 ft.
scrabbling scarabs. Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +6/—
Death scarabs are vicious, undead beetles that reside Attack: Swarm (2d6 plus rend plus poison)
in some desert tombs. A single death scarab resembles Full Attack: Swarm (2d6 plus rend plus poison)
a round, night-black beetle 1-1/2 inches long. Death Space/Reach: 10 ft./0 ft.
scarabs exhibit no fear, and when swarming, these crea- Special Attacks: Distraction, poison, rend 4d6
tures seem unstoppable. Special Qualities: Darkvision 60 ft., swarm traits, trem-

While living scarab beetle swarms are terrible to contend orsense 30 ft., vermin traits
with, the tenacity of death scarab swarms is something Saves: Fort +7, Ref +7, Will +3
living swarms cannot duplicate. Abilities: Str 1, Dex 19, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +12, Spot +4
Death scarab swarms are visually distinct from living Feats: Weapon FinesseB
beetles in that they are black all over, and an individual is Environment: Warm deserts
slightly larger than its living counterpart. Organization: Solitary, gathering (2–4 swarms), or living

COMBAT mat (7–12 swarms)
Challenge Rating: 5
A death scarab swarm surrounds and swarms any living Treasure: None
prey it encounters. A swarm deals 3d6 points of damage Alignment: Always neutral
to any creature whose space it occupies at the end of its Advancement: None
move. It can completely consume prey in moments under Level Adjustment: —
the right conditions.
A jumping, sticky mass of desert scorpions rolls forward, hundreds
Consume (Ex): A death scarab swarm can attempt to of tiny stingers held high, each glistening with poison.
instantly consume prey by entering a creature directly
through the skin or by crawling into its mouth and other A scorpion swarm is a heaving mass of desert scorpions
orifices to eat the target both inside and out. If a scarab eager to feast on any large prey it can bring down.
swarm successfully distracts a foe it surrounds, it takes
advantage of the distraction, and the swarm enters the COMBAT
distracted prey’s body. Once scarabs have entered a crea-
ture, the victim automatically takes 6d6 points of damage A scorpion swarm seeks to surround and attack any living
in each subsequent round. If the swarm slays the prey, creature it encounters. A swarm deals 2d6 points of damage to
it is considered completely consumed, leaving nothing any creature whose space it occupies at the end of its move.
behind but equipment.
Distraction (Ex): Any living creature that begins its
A remove disease or heal spell cast on a victim being turn with a scorpion swarm in its space must succeed on
consumed expels the invading scarabs (in that round, a DC 15 Fortitude save or be nauseated for 1 round. The
anyway; the swarm can attempt to consume again on the save DC is Constitution-based.
following round if all other conditions are met).
Poison (Ex): Injury, Fortitude DC 15, initial and second-
Distraction (Ex): Any living creature that begins its ary damage 1d4 Dex. The save DC is Constitution-based.
turn with a death scarab swarm in its space must succeed
on a DC 18 Fortitude save or be nauseated for 1 round. The Rend (Ex): If a scorpion swarm successfully distracts a
save DC is Charisma-based. foe it surrounds, it takes advantage of the distraction and
tears the victim’s flesh. This attack automatically deals an
Hive Mind (Ex): Any death scarab swarm with at least 1 extra 4d6 points of damage.
hit point per Hit Die (or 12 hit points, for a standard death
scarab swarm) forms a hive mind, giving it an Intelligence Skills: A scorpion swarm has a +4 racial bonus on Spot
of 6. When a death scarab swarm is reduced below this hit checks and a +8 racial bonus on Climb checks, and uses
point threshold, it becomes mindless. its Dexterity modifier instead of its Strength modifier for
Climb checks.
Skills: A death scarab swarm has a +8 racial bonus on
Climb checks and can always take 10 on a Climb check, A scorpion swarm has a +8 racial bonus on Climb checks
even if rushed or threatened. and can always choose to take 10 on a Climb check, even
if rushed or threatened.
185

Saves: Fort +8, Ref +7, Will +6

SPHINX Abilities: Str 21, Dex 13, Con 15, Int 15, Wis 17, Cha 16

Sphinxes are enigmatic creatures with great, feathery Skills: Intimidate +15, Listen +21, Spot +17, Survival +15

wings and leonine bodies. The most common sphinxes Feats: Alertness, Flyby Attack, Power Attack, Track

are the androsphinx, criosphinx, Environment: Warm deserts

gynosphinx, and hieracosphinx— Organization: Solitary or pair

but in the wastes, the canisphinx, Challenge Rating: 5

crocosphinx, saurosphinx, and threski- Treasure: Standard

sphinx are just as prevalent. Alignment: Usually neutral evil

CHAPTER 6 All sphinxes are territorial, but the more Advancement: 10–15 HD (Large); 16–27 HD

MONSTERS intelligent ones can differentiate between (Huge)

deliberate intrusion and temporary or inadver- Level Adjustment: +3 (cohort)

tent trespass.

A typical sphinx is about 10 feet long and weighs This creature is bigger than a riding horse
about 800 pounds. and has a tawny lion’s body, great falcon

Sphinxes speak Common, Draconic, and wings, and a jackal’s head.

Sphinx.

COMBAT Vicious hunters, cani-
sphinxes often

Most sphinxes fight chase their prey

on the ground, us- across the desert

ing their wings to sands for hours, wait-

help them pounce ing for the victim to drop

Illus. by R. Spencer much as lions do. If from exhaustion. Though these crea-

outnumbered tures generally hunt alone, a mated pair

by earthbound occasionally gangs up on prey as a prelude to

creatures, a some sort of courting behavior.

sphinx takes

wing and at- Combat

tacks from the air. Canisphinxes prefer prey that is too weak to fight

Pounce (Ex): If back, and they usually flee in the face of stronger

a sphinx charges opposition. When they decide to fight, they try to

a foe, it can make pin their foes and finish them off with bite and

a full attack, including two A canisphinx hunts alone rake attacks.

rake attacks. Rake (Ex): Attack bonus +13, damage 1d6+2.

Rake (Ex): A sphinx that Roar (Su): Three times per day, a canisphinx can loose a

pounces onto a creature can mighty roar as a standard action. All creatures within 200

make two rake attacks with its hind legs. Each sphinx’s feet must succeed on a DC 17 Will save or be affected as

description provides its attack bonus and damage. though by a fear spell for 2d4 rounds.

CANISPHINX If the sphinx roars a second time during the same
encounter, all creatures within 100 feet must succeed on

Large Magical Beast a DC 17 Fortitude save or be paralyzed for 1d4 rounds,

Hit Dice: 9d10+18 (67 hp) and all those within 60 feet are also deafened for 1d4

Initiative: +1 rounds (no save). If it roars a third time during the same

Speed: 60 ft. (12 squares), fly 90 ft. (poor) encounter, all those within 50 feet must succeed on a DC

Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, 17 Fortitude save or take 1d4 points of Strength damage

flat-footed 19 for 1d4 rounds. The effect of roars from multiple cani-

Base Attack/Grapple: +9/+18 sphinxes is cumulative. A second canisphinx that roars

Attack: Bite +13 melee (1d10+5) within 100 feet of a creature already affected by another’s

Full Attack: Bite +13 melee (1d10+5) and 2 claws +8 fear roar forces that creature to save to resist paralysis. Other

melee (1d6+2) canisphinxes have immunity to these effects. The save

Space/Reach: 10 ft./5 ft. DCs are Charisma-based.

Special Attacks: Pounce, rake 1d6+2, roar Skills (Ex): Canisphinxes have a +4 racial bonus on

186 Special Qualities: Darkvision 60 ft., low-light vision Listen checks.

CROCOSPHINX Despite having wings, crocosphinxes rarely feel the need
to fly, and cannot do so immediately out of the water, in

Large Magical Beast any case. A crocosphinx that has been submerged must

Hit Dice: 15d10+90 (172 hp) wait for 1 minute before it can fly; its wings must dry out

Initiative: –1 before it can take to the air.

Speed: 40 ft. (8 squares), fly 60 ft. (poor), swim 40 ft.

Armor Class: 23 (–1 size, –1 Dex, +15 natural), touch 8, Combat

flat-footed 23 A crocosphinxes pounces on its opponent from beneath the

Base Attack/Grapple: +15/+27 water, then drags it in and attempts to drown the victim.

Attack: Bite +22 melee (2d6+8) or tail slap +22 melee Hold Breath (Ex): A crocosphinx can hold its breath CHAPTER 6

(1d12+12) for a number of rounds equal to 4 × its Constitution score MONSTERS

Full Attack: Bite +22 melee (2d6+8) and 2 claws +17 melee before it risks drowning.

(2d4+4); or tail slap +22 melee (1d12+12) and 2 claws +17 Improved Grab (Ex): To use this ability, a croco-

melee (2d4+4) sphinx must hit a creature with its bite attack. It can

Space/Reach: 10 ft./5 ft. then attempt to start a grapple as a free action without

Special Attacks: Improved grab, pounce, rake 2d4+4 provoking attacks of opportunity. If it wins the grapple

Special Qualities: Darkvision 60 ft., hold breath, low- check, the crocosphinx establishes a hold on the oppo-

light vision nent and drags it into deep water, attempting to pin it

Saves: Fort +15, Ref +8, Will +7 to the bottom.

Abilities: Str 26, Dex 8, Con 23, Int 13, Wis 14, Cha 15 Rake (Ex): Attack bonus +17, damage 2d4+4.

Skills: Hide +8*, Intimidate +11, Listen +22, Spot +22, Skills (Ex): A crocosphinx has a +8 racial bonus on

Swim +8 any Swim check to perform some special action to avoid

Feats: Alertness, Awesome Blow, Cleave, Flyby Attack, a hazard. It can always choose to take 10 on a Swim check,

Improved Bull Rush, Power Attack even if distracted or endangered. It can use the run action Illus. by M. Phillippi

Environment: Warm deserts while swimming, provided it swims in a straight line.

Organization: Solitary *A crocosphinx gains a +4 racial bonus on Hide checks

Challenge Rating: 12 when in the water. Further, a crocosphinx can lie in the

Treasure: Standard water with only its eyes and nostrils showing, gaining a

Alignment: Always chaotic evil +10 circumstance bonus on Hide checks.

Advancement: 16–22 HD (Large); 23–45 HD (Huge)

Level Adjustment: +8 (cohort)

This large creature looks like something out of a
nightmare. Great feathered wings sprout from
behind the front shoulders of its powerful
leonine body, but its most terrifying fea-
ture is its large, toothy crocodile head.
A crocodile’s tail droops from its
hindquarters.

Crocosphinxes are among A crocosphinx might lair with crocodiles 187
the most aggressive of the
sphinxes. They lair on the
banks of rivers that cut
through the waste, often
amid colonies of crocodiles,
with which they freely inter-
breed. When hunting, they slip into
the water and lie mostly submerged,
leaving only their eyes and nostrils
above the surface. They then swim
slowly closer to their prey. They ap-
pear almost to drift until the victim is
within reach; then they pounce in a sud-
den, deadly attack.

CHAPTER 6 SAUROSPHINX THRESKISPHINX

MONSTERS Large Magical Beast Large Magical Beast
Hit Dice: 8d10+32 (76 hp) Hit Dice: 10d10+40 (95 hp)
Initiative: +2 Initiative: +2
Speed: 60 ft. (12 squares), fly 90 ft. (poor) Speed: 40 ft. (8 squares), fly 100 ft. (poor)
Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11,

flat-footed 17 flat-footed 17
Base Attack/Grapple: +8/+16 Base Attack/Grapple: +10/+19
Attack: Claw +11 melee (1d6+4) Attack: Claw +14 melee (1d4+5)
Full Attack: 2 claws +11 melee (1d6+4) Full Attack: 2 claws +14 melee (1d4+5)
Space/Reach: 10 ft./5 ft. Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2 Special Attacks: Pounce, rake 1d4+2, spells
Special Qualities: Darkvision 60 ft., low-light vision Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +10, Ref +8, Will +4 Saves: Fort +11, Ref +9, Will +10
Abilities: Str 19, Dex 14, Con 19, Int 11, Wis 15, Cha 15 Abilities: Str 20, Dex 15, Con 18, Int 19, Wis 24, Cha 19
Skills: Knowledge (any one) +6, Listen +12, Spot +12 Skills: Concentration +17, Knowledge (any one) +17,
Feats: Alertness, Flyby Attack, Power Attack
Environment: Warm deserts Knowledge (nature) +17, Listen +22, Spellcraft +17,
Organization: Solitary, pair, or clutch (5–10) Spot +22
Challenge Rating: 5 Feats: Alertness, Craft Wondrous Item, Flyby Attack,
Treasure: Standard Still Spell
Alignment: Usually neutral Environment: Warm deserts
Advancement: 9–15 HD (Large); 16–24 HD (Huge) Organization: Solitary
Level Adjustment: +2 (cohort) Challenge Rating: 8
Treasure: Standard
A pair of feathery wings and an inquisitive reptilian face aug- Alignment: Always neutral good
ment this creature’s slender leonine body. As large as a horse, the Advancement: 11–16 HD (Large); 17–30 HD (Huge)
creature has powerful claws that look capable of rending smaller Level Adjustment: +5 (cohort)
creatures limb from limb.
As big as a horse, this creature has a lion’s body, but the resem-
Among sphinxes, saurosphinxes are the most civilized. blance to a great feline ends there. Feathered wings sprout from
Though not remarkably intelligent, they are far more inter- the creature’s shoulders, and its head is that of an ibis—one of
ested in conversation than combat, and they sometimes the commonly revered birds of the waste.
travel long distances to listen to sages and scholars speak.
Other, more aggressive sphinxes often see saurosphinxes Ibis-headed threskisphinxes are renowned for the magic
as little more than educated food. items they create. They are the sages of the sphinxes.
They lair frequently at the edge of lakes and rivers, hiding
Saurosphinxes lair in rocky hills, where they seek the among flocks of ibises and often protecting the flocks
shade of small caves during the day and crawl out at twi- with their spells. While not particularly aggressive, they
light to enjoy the waning warmth. They dislike the cold do not like uninvited guests and try to chase them off
intensely, and they flee from encounters with anyone who whenever possible.
wields cold weapons or casts cold spells.
Good heroes sometimes seek out threskisphinxes for
Combat magical aid, usually in the form of a magic item that the
Saurosphinxes avoid combat, but when given no other threskisphinx has created. A threskisphinx creates only a
choice they try to limit an opponent’s ability to attack at few items in its lifetime, though, and those merely as an aca-
range. They tend to make flyby attacks on opponents with demic pursuit. Any given threskisphinx encountered has a
long-range weapons—bows and crossbows, typically—and 75% chance of having an additional wondrous item—one
depart as soon afterward as possible. A saurosphinx forced that it has created—among its treasure.
to fight on the ground tries its best to take to the air and
flee as soon as it can. Combat
Rake (Ex): Attack bonus +11, damage 1d6+4. Threskisphinxes use their spells to avoid combat when-
ever possible, usually throwing out an obscuring mist or
188 a summon nature’s ally spell to distract opponents. Because
they eat only small fish, a threskisphinx’s natural weapons
are generally used only for defense.

Rake (Ex): Attack bonus +11, damage 1d4+2. CHAPTER 6
Spells: A threskisphinx casts spells as a 6th-level druid.
Typical Druid Spells Prepared (caster level 6th): MONSTERS
0—create water, cure minor wounds, detect mag-
ic, light, purify food and drink; 1st—charm
animal (DC 18), cure light wounds,
obscuring mist, speak with ani-
mals, summon nature’s ally I;
2nd—animal trance (DC 19),
delay poison, hold animal (DC
19), lesser restoration, summon
nature’s ally II; 3rd—cure moderate
wounds, daylight, neutralize poison,
remove disease.

THUNDERBIRD Thunderbirds are Illus. by R. Spencer
nature’s fury made flesh
Huge Magical Beast 189
Hit Dice: 15d10+90 (172 hp) A typical thunderbird is 20 to 30 feet long and has a
Initiative: +3 wingspan of 50 feet, although much larger individuals have
Speed: 20 ft. (4 squares), fly 80 ft. been sighted. Its plumage is brightly colored, usually red
and orange, but blue and white thunderbirds also exist.
(good) The creature is usually difficult to see clearly, since it is
Armor Class: 18 (–2 size, +3 Dex, +7 surrounded by vapors and clouds.

natural), touch 11, flat-footed 15 A thunderbird is often friendly to humanoids, but is a
Base Attack/Grapple: +15/+32 wild creature with a ferocious appetite and a quick temper.
Attack: Talon +22 melee (1d8+9) It nests in a hidden cave deep within a mountain or canyon,
Full Attack: 2 talons +22 melee (1d8+9) and bite +20 and does not tolerate intruders. A thunderbird can readily
carry off prey the size of a horse or larger (coastal varieties
melee (2d6+4) are known to feed on orca whales).
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-like abilities Thunderbirds speak Auran and Common.
Special Qualities: Darkvision 60 ft., immunity to elec-
COMBAT
tricity and sonic, resistance to acid 10 and fire 10, spell
resistance 25 An angry thunderbird is a terrible opponent. It hovers
Saves: Fort +15, Ref +12, Will +11 over the battlefield, striking with talons and beak while
Abilities: Str 28, Dex 17, Con 22, Int 12, Wis 19, Cha 17 its wings stir up storm winds on the ground below.
Skills: Intimidate +21, Knowledge (nature) +10, Listen With a blink of its flashing eyes, it can call down
+13, Spot +20, Survival +4 (+6 aboveground) lightning from a clear sky and blast foes with crashes
Feats: Flyby Attack, Hover, Iron Will, Multiattack, Power of thunder.
Attack, Snatch
Environment: Temperate deserts Spell-Like Abilities: At will—call lightning (DC 16),
Organization: Solitary fog cloud, shout (DC 17); 3/day—call lightning storm (DC 18),
Challenge Rating: 12 greater shout (DC 21), sandstorm†, solid fog; 1/day—earthquake
Treasure: Standard coins; double goods; double items (DC 21). Caster level 15th.
Alignment: Always chaotic good
Advancement: 16–30 HD (Huge); 31–45 HD (Gargantuan) † New spell described on page 119.
Level Adjustment: — Skills: Thunderbirds have a +4 racial bonus on Spot
checks.
The clouds part as lightning surges down and you see the enor-
mous silhouette of a bird of prey. As the thunder peals, its eyes
flash with electric light, and its beating wings threaten to block
out the sky.

The thunderbird is a fabulous beasts that embodies the
fury and abundance of nature. It is often worshiped as a
nature spirit, particularly by the bhukas.

Otherwise, they are just as ravenous and brutal as other

TROLL, WASTELAND varieties. Whenever possible, they set up their lairs near

Large Giant settlements, then prey upon the inhabitants night after

Hit Dice: 8d8+56 (92 hp) night until they have devoured every living creature.

Initiative: +0 Because they hunt under the cover of darkness, their prey

Speed: 30 ft. (6 squares) might not even realize the nature of the threat until it’s

Armor Class: 17 (–1 size, +8 natural), touch 9, flat- too late.

footed 17 Unlike ordinary trolls, wasteland trolls are not agile,

Base Attack/Grapple: +6/+17 though they make up for this lack with sheer strength.

CHAPTER 6 Attack: Claw +13 melee (1d6+7) or greatclub +12 melee They walk upright but dangle their arms at their

MONSTERS (2d8+10) sides—often dragging their greatclubs along the ground

Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee behind them.

(1d8+3) or greatclub +12/+7 melee (2d8+10) and bite +8 An average wasteland troll stands just over 10 feet tall

melee (1d8+3) and weighs over 600 pounds. Females are virtually indis-

Space/Reach: 10 ft./10 ft. tinguishable from males.

Special Attacks: Rend 2d6+10 Wastelands trolls speak Giant.

Special Qualities: Darkvision 90 ft., light sensitivity,

low-light vision, regeneration 5, scent COMBAT

Saves: Fort +14, Ref +4, Will +4 Wasteland trolls are no more subtle about combat than

Abilities: Str 25, Dex 11, Con 24, Int 5, Wis 10, their more common relatives. They charge

Cha 8 opponents with no regard for their own

Skills: Listen +8, Spot +7 safety—or, for that matter, combat

Feats: Alertness, Iron Will, Weapon tactics. Though vulnerable to fire,

Illus. by M. Phillippi Focus (claw) they merely seek to avoid it and

Environment: Warm hills and continue attacking.

mountains Light Sensitivity (Ex): A

Organization: Solitary or tomb wasteland troll is dazzled by

(2–4) bright sunlight or the glare

Challenge Rating: 7 of a daylight spell.

Treasure: Standard In addition, a waste-

Alignment: Usually chaotic land troll exposed to

evil sunlight or its equivalent is

Advancement: By character treated as though it was slowed:

class It can take only a single move

Level Adjustment: +5 action or standard action each

turn, but not both (nor can it take

Stepping from the darkness is a full-round actions). It also takes a –1
night-black, bulky creature, half penalty on attack rolls, AC, and
again as tall as a human, and Reflex saves, and moves at half
with long, thick arms and legs. its normal speed.
Its legs end in great, three-toed Regeneration (Ex): Fire
feet, the arms in wide, power- and acid deal normal damage
ful hands with sharp claws. to a wasteland troll.
The creature’s hide appears If a wasteland troll loses
as thick as stone, and it has
no hair.

a limb or body part, the lost

Larger, more powerful portion regrows in 3d6

versions of the common minutes. The creature

troll, wasteland trolls can reattach the severed

prowl the mountains and member instantly by hold-

badlands of the deserts. The Wasteland trolls thrive in darkness ing it to the stump.

bane of caravans and nomads, they fear- Rend: If a wasteland troll hits with

lessly attack anything that might be edible. both claw attacks, it latches onto the opponent’s body and

Wasteland trolls differ from ordinary trolls chiefly in tears the flesh. This attack automatically deals an extra

190 that sunlight dazzles their eyes and makes them sluggish. 2d6+9 points of damage.

TUMBLING MOUND it begins its turn grappling the victim. Once it has dealt CHAPTER 6
8 points of Constitution damage, it releases its grip and
Medium Plant tumbles away, sated. If the victim dies before the tumbling MONSTERS
Hit Dice: 6d8+12 (39 hp) mound has drained 8 points of Constitution, the tumbling
Initiative: +1 mound releases its victim and goes in search of a new one. 191
Speed: 30 ft. (6 squares) A tumbling mound does not need to deal thorn damage
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat- to utilize this ability.

footed 16 Improved Grab (Ex): To use this ability, a tumbling
Base Attack/Grapple: +4/+7 mound must hit a creature of any size with its slam attack.
Attack: Slam +7 melee (2d6+3) It can then attempt to start a grapple as a free action
Full Attack: 2 slams +7 melee (2d6+3) without provoking attacks of opportunity. If it wins the
Space/Reach: 5 ft./5 ft. grapple check, it establishes a hold and inflicts its thorn
Special Attacks: Blood drain, improved grab, thorns 2d4 damage with each subsequent grapple attempt (no matter
Special Qualities: Darkvision 60 ft., low-light vision, who initiates the grapple, including a third party coming
to the aid of the tumbling mound’s victim). It can also
plant traits, resistance to fire 10 begin draining blood once it has grappled a victim.
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 16, Dex 12, Con 15, Int 5, Wis 11, Cha 6 Thorns (Ex): Any creature that strikes a tumbling
Skills: Climb +6, Hide +1*, Spot +3, Survival +3 mound with a natural weapon takes 2d4 points of piercing
Feats: Improved Overrun, Power Attack, Track damage from sharp thorns that cover the mound’s body.
Environment: Warm deserts
Organization: Solitary or cluster (5–8) Skills: *Tumbling mounds have a +8 racial bonus on
Challenge Rating: 3 Hide checks in dry undergrowth or dead vegetation.
Treasure: 1/10th coins, 50% goods, 50% items.
Alignment: Always neutral WASTE CRAWLER
Advancement: 7–10 HD (Medium); 11–18 HD (Large) (ANHYDRUT)
Level Adjustment: —
Large Construct (Extraplanar, Lawful)
This mass of twisted brush looks like a particularly large tumble- Hit Dice: 8d10+30 (74 hp)
weed covered with sharp thorns. Initiative: +0
Speed: 30 ft. (10 squares), burrow 30 ft.
A tumbling mound appears to be a roughly spherical Armor Class: 27 (–1 size, +10 natural, +8 plate barding),
mass of dried brush. In truth, it is actually an intelligent,
carnivorous plant that imitates the form of harmless dead touch 9, flat-footed 27
vegetation. Its brain and major sensory organs are located Base Attack/Grapple: +6/+18
in a lump in the center of its body. Attack: Pincer claw +13 melee (2d6+8) or tail sting +13

Tumbling mounds move about virtually silently, and melee (1d6+8 plus 1d6 fire)
often go unnoticed due to their similarity to tumble- Full Attack: 2 pincer claws +13 melee (2d6+8) and tail
weeds. They often lurk in clumps of vegetation, then
tumble out to attack when their prey is sleeping or sting +11 melee (1d6+4 plus 1d6 fire)
otherwise off guard. Travelers tell stories of waking up to Space/Reach: 10 ft./10 ft.
find tumbling mounds feeding off their companions, and Special Attacks: Spell-like abilities
of taking flight, pursued by seemingly tireless clusters of Special Qualities: Construct traits, damage reduction
the thorny monsters.
10/chaotic, darkvision 60 ft., fast healing 5, low-light
COMBAT vision, spell resistance 20
Saves: Fort +4, Ref +2, Will +5
A tumbling mound attacks by throwing itself at a target, Abilities: Str 26, Dex 11, Con —, Int 10, Wis 17, Cha 15
then driving as many thorns as possible into the victim’s Skills: Diplomacy +4, Intimidate +4, Listen +9, Search +9,
flesh to latch on. It feeds by sucking the victim’s blood Sense Motive +12, Spot +9, Survival +3
through a hollow “feeder” thorn. Tumbling mounds have Feats: Great Fortitude, Improved Overrun, Power Attack,
enough cunning to choose lightly armored foes over those MultiattackB
wearing heavier armor. Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Blood Drain (Ex): A tumbling mound derives its Challenge Rating: 9
needed moisture from blood. It deals 1d4 points of Con- Treasure: None
stitution damage to a grappled creature in any round when Alignment: Always lawful neutral
Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: —

This creature looks like a clockwork scorpion, complete with a † New spell described in Chapter 5.
carapace of burnished metal. Instead of legs, it rolls through the Skills: An anhydrut has a +4 racial bonus on Search
desert sands on metallic treads. The gleaming tail rising behind and Sense Motive checks.
it is surmounted by a stinger engulfed in fire.

Waste crawlers are constructs hailing from the lawful ANIMALS

neutral plane of Mechanus. Like others that enforce the Animals of the waste have adapted in very special ways to

natural laws of the universe (called inevitables),the crawl- live in this barren environment. When finding water is a

ers are defenders of the waste. Also called anhydruts, these problem, many animals develop ways of surviving while

CHAPTER 6 constructs are designed to find and punish those who using less water.

MONSTERS commit particular transgressions—in this case, those Many waste animals stay out of the sun during the hot-

who sin against the desert itself. test part of the day, deep underground in burrows. There

Anhydruts represent the inevitability of the waste. They the sand is cooler, and burrowing animals can sleep away

confront those who would try to change the waste by farm- the searing daylight. Other animals, such as the hippo-

ing, irrigating, or otherwise transforming the sands from potamus, are found only in areas with sufficient mud or

their pristine state. Small communities of desert nomads water to cover them and keep them cool. At night, after

and other desert communities are rarely bothered, but the sun goes down and the sand cools off, animals of the

sometimes a desert outpost, for reasons too obscure to be waste are far more active.

known, violates some rule or obligation to the surrounding

waste. A waste crawler then shrugs from the sand and crawls CAMEL, DROMEDARY

surely and implacably forward, dedicated to destroying Large Animal

those who would make the waste impure. Hit Dice: 3d8+6 (19 hp)

Illus. by D. Knutson COMBAT Initiative: +3
Speed: 50 ft. (10 squares)

Upon discovering any creature that would despoil the Armor Class: 13 (–1 size, +3 Dex, +1 natural), touch 12,

desert sands, an anhydrut uses its pincers, fiery sting, and flat-footed 10

spell-like abilities to dispatch the guilty party. Base Attack/Grapple: +2/+10

Ananhydrut’snaturalweaponsaretreatedaslawful-aligned Attack: Bite +0 melee* (1d4+2*)

for the purpose of overcoming damage reduction. Full Attack: Bite +0 melee* (1d4+2*)

Spell-Like Abilities: At will—clairaudience/clairvoyance, Space/Reach: 10 ft./5 ft.

desert diversion†, dispel magic, halo of sand†, locate creature, true Special Attacks: —

seeing; 1/day—hold monster Special Qualities: Low-light vision, scent, sure feet

(DC 17); 1/century— Saves: Fort +5, Ref +6, Will +1

global warming†. Abilities: Str 18, Dex 16, Con 14, Int 1, Wis

Caster level 8th. 11, Cha 4

Skills: Listen +5, Spot +5

Feats: Alertness, Endurance

Environment: Warm deserts

Organization: Domesticated or

herd (6–30)

Challenge Rating: 1

Advancement: —

Level Adjustment: —

192 Waste crawlers enforce the harsh natural laws of the desert. Dromedaries are known for their abil-
ity to travel long distances without

food or water. A dromedary is a one-
humped camel, and it thrives in
warm deserts. A dromedary
stands about 7 feet tall at the
shoulder, with its hump
rising 1 foot higher.
Carrying Capacity:
A light load for a dromedary

is up to 300 pounds; a medium load, 301–600 pounds; surfaces. They treat shallow sand as normal terrain and
and a heavy load, 601–900 pounds. A dromedary can deep sand as shallow sand. See Sand Travel, page 18, for a
drag 4,500 pounds. description of shallow sand.

Combat CAMEL, WAR

*A dromedary’s bite is treated as a secondary attack and adds Large Animal

only 1/2 the camel’s Strength bonus to the damage roll. Hit Dice: 4d8+16 (34 hp)

Sure Feet (Ex): Dromedary camels have broad feet that Initiative: +3

help them travel easily over sand and similar loose surfaces. Speed: 50 ft. (10 squares)

They treat shallow sand as normal terrain and deep sand Armor Class: 16 (–1 size, +3 Dex, +4 natural), touch 12, CHAPTER 6

as shallow sand. See Sand Travel, page 18, for descriptions flat-footed 13 MONSTERS

of shallow and deep sand. Base Attack/Grapple: +3/+11

CAMEL, TWO-HUMPED Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee

Large Animal (1d4+2)

Hit Dice: 3d8+9 (22 hp) Space/Reach: 10 ft./5 ft.

Initiative: +3 Special Attacks: —

Speed: 40 ft. (8 squares) Special Qualities: Low-light vision, scent, sure feet

Armor Class: 14 (–1 size, +3 Dex, +2 natural), touch 12, Saves: Fort +8, Ref +7, Will +2

flat-footed 11 Abilities: Str 18, Dex 16, Con 18, Int 2, Wis 13, Cha 5

Base Attack/Grapple: +2/+10 Skills: Listen +7, Spot +6

Attack: Bite +0 melee* (1d4+2*) Feats: Alertness, Endurance

Full Attack: Bite +0 melee* (1d4+2*) Environment: Warm deserts

Space/Reach: 10 ft./5 ft. Organization: Domesticated

Special Attacks: — Challenge Rating: 2

Special Qualities: Low-light vision, scent, sure feet Advancement: —

Saves: Fort +6, Ref +6, Will +1 Level Adjustment: —

Abilities: Str 18, Dex 16, Con 16, Int 1, Wis 11, Cha 4

Skills: Listen +5, Spot +5 These animals are similar to dromedary camels but are

Feats: Alertness, Endurance trained and bred for strength and aggression. A war camel

Environment: Warm deserts can fight while carrying a rider, but the rider cannot also

Organization: Domesticated or herd (6–30) attack unless she succeeds on a Ride check.

Challenge Rating: 1 Carrying Capacity: A light load for a war camel is

Advancement: — up to 300 pounds; a medium load, 301–600 pounds; and

Level Adjustment: — a heavy load, 601–900 pounds. A war camel can drag

4,500 pounds.

Two-humped camels are known for their ability to move

through difficult terrain. These animals are suited to areas Combat

of the waste that are rockier and more difficult to traverse A war camel serves its rider well, with its ability to attack

for dromedary camels. The creature appears slightly stocky both with its flashing hooves and its vicious bite.

compared to its one-humped cousin, the dromedary. It Sure Feet (Ex): War camels have broad feet that help

stands about 6-1/2 feet tall at the shoulder, its humps rising them travel easily over sand and similar loose surfaces.

1 foot higher. They treat shallow sand as normal terrain and deep sand

Carrying Capacity: A light load for a two-humped as shallow sand. See Sand Travel, page 18, for descriptions

camel is up to 300 pounds; a medium load, 301–600 of shallow and deep sand.

pounds; and a heavy load, 601–900 pounds. A two-humped

camel can drag 4,500 pounds. HIPPOPOTAMUS

Large Animal

Combat Hit Dice: 8d8+40 (76 hp)

*A two-humped camel’s bite is treated as a secondary Initiative: –1

attack and adds only 1/2 the camel’s Strength bonus to Speed: 20 ft. (4 squares), swim 20 ft.

the damage roll. Armor Class: 14 (–1 size, –1 Dex, +6 natural), touch 8,

Sure Feet (Ex): Two-humped camels have broad feet flat-footed 14

that help them travel easily over sand and similar loose Base Attack/Grapple: +6/+17 193

Attack: Bite +12 melee (2d6+10) Special Qualities: Low-light vision, spines

Full Attack: Bite +12 melee (2d6+10) Saves: Fort +3, Ref +3, Will +2

Space/Reach: 10 ft./5 ft. Abilities: Str 7, Dex 12, Con 13, Int 1, Wis 14, Cha 6

Special Attacks: — Skills: Hide +13, Listen +6, Spot +6

Special Qualities: Hold breath, scent Feats: Alertness

Saves: Fort +11, Ref +5, Will +3 Environment: Warm deserts

Abilities: Str 24, Dex 9, Con 20, Int 2, Wis 12, Cha 3 Organization: Solitary or clutch (5–50)

Skills: Listen +7, Spot +6, Swim +15 Challenge Rating: 1/4

Feats: Improved Bull Rush, Improved Overrun, Power Treasure: None

CHAPTER 6 Attack Alignment: Always neutral

MONSTERS Environment: Warm plains and forests (rivers) Advancement: —

Organization: Solitary, pair, or herd (10–15) Level Adjustment: —

Challenge Rating: 6

Alignment: Always neutral Horned toads are adapted to life in the waste. They are

Advancement: 9–16 HD (Large); 17–24 HD (Huge) generally harmless (their diet consists of insects, spiders,

Level Adjustment: — and similar creatures), but they are capable of defending

themselves effectively.

Sometimes known as the river horse, the hippopotamus Horned lizards resemble large toads, but their flat, round

is an immense mammal usually found in or near rivers, bodies are covered with sharp spines. They have short,

ponds, and lakes. It spends most of its daylight hours thick tails, and their skin is a collage of desert colors.

wallowing in mud or lounging in water to keep its skin

from drying out. Combat

The typical river hippo has eyes on the top portion of its A horned lizard that is threatened uses its blood squirt

head (rather than the sides), so that it can see above water ability to surprise and distract predators. It then escapes

as it floats. Its large nostrils close tight when it submerges, by burrowing into the sand.

and it can hold its breath for several minutes at a time. A Blood Squirt (Ex): A horned lizard can spray a small

hippopotamus can even sleep while submerged. quantity of blood from its eyes, out to a distance of 5 feet.

The blood loss causes no harm to the creature, but it is

Combat disconcerting to those who view this ability. Foes who see

Hippopotami are often brutally territorial and do not this display must make a DC 11 Will save or be shaken for

hesitate to attack anything they perceive as a threat. Their 1 round. The save DC is Constitution-based.

powerful, tusklike incisors can slice through wood and Spines (Ex): A horned lizard is covered with sharp,

even thin metal with ease. thornlike spines. An opponent that hits it with a natural

Hold Breath (Ex): A hippopotamus can hold its breath weapon or an unarmed attack automatically takes 1d2

for a number of rounds equal to 8 × its Constitution score points of piercing damage.

before it risks drowning. Skills: A horned toad has a +4 racial bonus on Hide

Skills: A hippopotamus has a +8 racial bonus on any checks.

Swim check to perform some special action or avoid a

hazard. It can always choose to take 10 on a Swim check, JACKAL

even if distracted or endangered. It can use the run action A jackal is a common desert-dwelling animal that

while swimming, provided it swims in a straight line. resembles a cross between a domestic dog and a wild fox.

HORNED LIZARD Some nomadic tribes domesticate a few of the creatures
and use them as other cultures use guard dogs. Other tribes

Tiny Animal revere the jackal as a representation of natural cunning

Hit Dice: 1d8+1 (5 hp) and wisdom. Use the small dog statistics on page 271 of

Initiative: +1 the Monster Manual for the jackal.

Speed: 15 ft. (3 squares), burrow 5 ft.

Armor Class: 16 (+2 size, +1 Dex, +3 natural), touch 13, SERVAL (SAVANNAH WILDCAT)

flat-footed 15 Small Animal

Base Attack/Grapple: +0/–10 Hit Dice: 1d8+1 (5 hp)

Attack: Bite +0 melee (1d3–2) Initiative: +3

Full Attack: Bite +0 melee (1d3–2) Speed: 40 ft. (8 squares)

Space/Reach: 2-1/2 ft./0 ft. Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14,

194 Special Attacks: Blood squirt flat-footed 12

Base Attack/Grapple: +0/–3 Space/Reach: 5 ft./5 ft. CHAPTER 6
Attack: Claw +4 melee (1d3+1) Special Attacks: —
Full Attack: 2 claws +4 melee (1d3+1) and bite –1 melee Special Qualities: Low-light vision, resistance to disease, MONSTERS

(1d4) scent
Space/Reach: 5 ft./5 ft. Saves: Fort +5, Ref +4, Will +2
Special Attacks: Improved grab, pounce, rake 1d3 Abilities: Str 8, Dex 15, Con 17, Int 2, Wis 14, Cha 4
Special Qualities: Low-light vision, scent Skills: Spot +6, Survival +10
Saves: Fort +3, Ref +5, Will +1 Feats: Track
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 7 Environment: Warm deserts
Skills: Balance +7, Climb +7, Hide +11*, Jump +17, Listen Organization: Solitary or flock (4–20)
Challenge Rating: 1/3
+9, Move Silently +7, Spot +3 Treasure: None
Feats: Weapon Finesse Alignment: Always neutral
Environment: Warm plains Advancement: 2–3 HD (Small)
Organization: Solitary, pair, or family (3–5) Level Adjustment: —
Challenge Rating: 1
Treasure: None Vultures are birds of prey that feed on carrion. They are
Alignment: Always neutral resistant to food poisoning—a necessity, considering
Advancement: 2–3 HD (Small) their diet—and they have a keen sense of smell, unlike
Level Adjustment: — other birds.

Servals are wildcats that hunt small animals in savannahs A typical vulture is 2 to 3 feet long and has a wingspan
and desert regions. of 6 to 8 feet. The largest specimens can have a wingspan
of 12 feet. Vultures are unparalleled gliders and can soar
A typical serval is about 3 feet long and weighs around for hours while barely flapping their wings.
40 pounds; males are somewhat heavier than females.

Combat Combat

Servals are accomplished jumpers and can leap 10 feet Vultures are not aggressive, except over a food source. They

into the air to snatch birds. They are also capable of great can home in on rotting flesh from miles away, flocking in

bursts of speed. large numbers and fighting over the food among them-

Improved Grab (Ex): To use this ability, a serval must selves and other scavengers. If another nearby creature is

hit with its bite attack. It can then attempt to start a grapple close to death when the flock arrives, the vultures are not

as a free action without provoking attacks of opportunity. above helping it along.

If it wins the grapple check, it establishes a hold and Resistance to Disease (Ex): A vulture has a cast-iron

can rake. stomach. It has a +2 bonus on Fortitude saves to resist

Pounce (Ex): If a serval charges a foe, it can make a full normal diseases, but not supernatural or magical diseases

attack, including two rake attacks. such as mummy rot.

Rake (Ex): Attack bonus +4 melee, damage 1d3. Skills: A vulture has a +4 racial bonus on Spot and

Skills: Servals have a +4 racial bonus on Balance, Climb, Survival checks.

Hide, and Move Silently checks, and a +8 racial bonus on

Jump and Listen checks. They use their Dexterity modifier VERMIN
instead of their Strength modifier for Jump checks. *In

areas of tall grass or heavy undergrowth, the Hide bonus Vermin of the waste operate on instinct, driven by simple

increases to +8. needs such as food and reproduction. In the case of mon-

strous vermin, these needs can be deadly for those who

VULTURE encounter them.

Small Animal

Hit Dice: 1d8+3 (7 hp) BRINE SWIMMER

Initiative: +2 Large Vermin

Speed: 10 ft. (2 squares), fly 60 ft. (average) Hit Dice: 5d8+10 (32 hp)

Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, Initiative: +3

flat-footed 13 Speed: 20 ft. (4 squares), swim 40 ft.

Base Attack/Grapple: +0/–5 Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12,

Attack: Bite +0 melee (1d4–1) flat-footed 14

Full Attack: Bite +0 melee (1d4–1) Base Attack/Grapple: +3/+10 195

CHAPTER 6 Attack: Bite +5 melee (1d6+4) attempt to start a grapple as a free action without provok-
Full Attack: Bite +5 melee (1d6+4) ing attacks of opportunity. If it wins the grapple check, it
MONSTERS Space/Reach: 10 ft./5 ft. establishes a hold and can rake.
Special Attacks: Improved grab, rake 1d4+1
196 Special Qualities: Immunity to acid and dehydration, Rake (Ex): Six legs, attack bonus +5 melee, damage
1d4+1.
low-light vision, snap turn, vermin traits
Saves: Fort +6, Ref +4, Will +1 Snap Turn (Ex): A brine swimmer can change direc-
Abilities: Str 17, Dex 16, Con 15, Int —, Wis 10, Cha 4 tion quickly once each round as a free action. It can turn
Skills: Swim +3 180 degrees without expending any of its swim speed
Feats: — and can even use the run action after executing such
Environment: Warm aquatic a turn.
Organization: Solitary or colony (6–30)
Challenge Rating: 3 Skills: A brine swimmer has a +8 racial bonus on any
Treasure: None Swim check to perform some special action or avoid
Alignment: Always neutral a hazard. It can always choose to take 10 on a Swim
Advancement: 6–10 HD (Large); 11–15 HD (Huge) check, even if distracted or endangered. It can use the
Level Adjustment: — run action while swimming, provided it swims in a
straight line.
This large crustacean has dozens of feathery, flat legs and crush-
ing mandibles. It flips through the salt water with great agility. GIANT ANT LION

Brine swimmers are a giant form of brine shrimp, perfectly Large Vermin
adapted to the salty, shallow lakes of the waste. Hit Dice: 8d8+24 (60 hp)
Initiative: –1
While ordinary brine shrimp feed on algae, these Speed: 20 ft. (4 squares), burrow 20 ft.
giant creatures eat fish, larval brine swimmers, and even Armor Class: 14 (–1 size, –1 Dex, +6 natural), touch 8,
young crocodiles if they can get them. They are a danger
to any creature of Medium or smaller size that enters flat-footed 14
their territory. Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (2d8+6 plus poison)
A brine swimmer’s many legs act as fins, gills, and Full Attack: Bite +9 melee (2d8+6 plus poison)
food-gathering tools. They are fringed with bristles Space/Reach: 10 ft./5 ft.
that both filter food from the water and tear at prey Special Attacks: Constrict 2d8+6 plus poison, improved
held in the creature’s mandibles. Brine swimmers swim
constantly and seem to cavort as they twist and spin in grab, pit, poison, sand burst
the water. Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +9, Ref +1, Will +3
Brine swimmer eggs are able to withstand extended Abilities: Str 19, Dex 8, Con 17, Int —, Wis 12, Cha 7
periods of drought. If a salt lake dries up, the eggs can Skills: Hide –1*, Listen +5
survive for several years in a crystalline form, hatching Feats: —
within hours once they are immersed again. Environment: Temperate deserts
Organization: Solitary
Brine swimmers and their eggs are an important food Challenge Rating: 5
source for many waste-dwellers, although hunting the Treasure: None
creatures is by no means safe. Alignment: Always neutral
Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Combat Level Adjustment: —
A brine swimmer grabs at prey with its mandibles, then
holds on and rakes with its legs. At the bottom of a sandy pit lies a bristled horror with enor-
Brine swimmers can make sudden turns by flexing mous, hooked jaws. It looks like a fat-bodied louse but is the
their segmented abdomens, and they use this surprising size of a warhorse.
maneuverability both when hunting and when attempting
to escape danger. A giant ant lion is the larval form of a giant insect that
Brine swimmers generally travel in large groups, and a resembles a dragonfly. It spends almost its entire life in
movement by one toward a food source soon brings dozens larval form, voraciously consuming giant ants or anything
of others. that stumbles into its trap.
Improved Grab (Ex): To use this ability, a brine swim-
mer must hit an opponent with its bite attack. It can then Giant ant lions are perfectly adapted to trapping and
devouring prey. They dig slippery pits in loose sand and
hide themselves at the bottom, with only their outsized

jaws protruding. If a creature comes too close to the pit’s Skills: Giant ant lions have a +8 racial bonus on Hide CHAPTER 6
edge, it falls in and slides toward the waiting predator. A checks. *This bonus rises to +12 when buried in their sandy
giant ant lion is expert at knocking down hapless crea- pits. They also have a +4 racial bonus on Listen checks. MONSTERS
tures that try to escape the trap, and its body has thick,
forward-pointing bristles that keep it from being pulled GIANT TERMITE Illus. by W. O’Connor
out of its pit once it has seized its prey.
Giant termites build vast underground galleries below the 197
Combat baking surface of the waste. They farm fungus in special
A giant ant lion finds a dry slope of loose, sandy soil and chambers and use it to feed the colony.
digs its way in backward, hurling
sand out in circles until it Giant termite mounds are landmarks in the waste,
has formed a funnel-shaped averaging 20 feet high—although
pit about 20 feet deep. It some can be as tall as 50 feet.
lurks there and waits for a Predators often use these as
creature to slide in, then lookout points. The mounds,
grabs it with lightning made from the workers’ sa-
speed and paralyzes liva and body wastes, are as
the prey with its poison- hard as stone. They act as
ous bite. ventilators for the colony,
Constrict (Ex): A circulating air as the des-
giant ant lion deals ert winds blow against
2d8+6 points of dam- them. Abandoned termite
age with a successful mounds often serve as
grapple check. lairs for various desert
Improved Grab (Ex): creatures.
To use this ability, a giant Termite workers
ant lion must hit a creature are small, feeble crea-
with its bite attack. It can then tures no more than 2
attempt to start a grapple as a feet long devoted to the
free action without provoking endless maintenance
attacks of opportunity. If it wins of the colony. Soldiers
the grapple check, it establishes are much larger, up to 6
a hold and can constrict. feet in length, with out-
Pit (Ex): The pit of a sized, swordlike jaws that
giant ant lion fills four Ant lions lie buried in their pits, can cut an enemy in half
adjacent 5-foot squares waiting for prey to drop in with one bite. The queen
and is 20 feet deep. It is a bloated monster that
isn’t hard to recognize, requiring a DC 10 Spot or can barely move; she spends
Survival check to notice. Charging or running charac- her life laying eggs.
ters are not entitled to a check. A creature that does not
notice the pit can make a DC 17 Reflex save to avoid Combat
falling in. Only the soldier termites actively fight. Workers
A creature that falls into the pit begins to slide to the and the queen have weak bite attacks that they use only
bottom at the rate of 10 feet per round. A DC 17 Climb to defend themselves.
check is necessary to arrest the slide, and struggling out
of the pit requires a DC 22 Climb check. Worker Termite
Poison (Ex): Injury, Fortitude DC 17, initial damage Small Vermin
none, secondary damage paralysis 1d6 rounds. The save Hit Dice: 1d8 (4 hp)
DC is Constitution-based. Initiative: +0
Sand Burst (Ex): A giant ant lion can hurl sand at a Speed: 30 ft. (6 squares), climb 20 ft.
struggling creature to knock it from the pit walls. It makes Armor Class: 14 (+1 size, +3 natural), touch 11, flat-
a ranged touch attack; on a hit, the target must make an footed 14
immediate DC 22 Climb check or slide 10 feet toward the Base Attack/Grapple: +0/–5
bottom of the pit. Attack: Bite –5 melee (1d4–1*)
Full Attack: Bite –5 melee (1d4–1*)
Space/Reach: 5 ft./5 ft.

CHAPTER 6 Special Attacks: — not intelligent, soldier termites have some innate sense
Special Qualities: Darkvision 60 ft., scent, vermin of tactics as a result of breeding. They attempt to flank
MONSTERS targets when possible, and will even use the aid another
traits action (see page 154 of the Player’s Handbook) in an
Saves: Fort +2, Ref +0, Will +0 attempt to bring down foes that are particularly difficult
Abilities: Str 8, Dex 10, Con 10, Int —, Wis 11, Cha 7 to strike.
Skills: Climb +7
Feats: — Constrict (Ex): A giant termite soldier deals automatic
Environment: Warm plains bite damage on a successful grapple check.
Organization: Gang (3–12) or crew (5–20 plus 2 giant
Improved Grab (Ex): To use this ability, a giant termite
termite soldiers) soldier must hit a creature with its bite attack. It can then
Challenge Rating: 1/3 attempt to start a grapple as a free action without provok-
Treasure: None ing attacks of opportunity. If it wins the grapple check, it
Alignment: Always neutral establishes a hold and can constrict.
Advancement: 2–3 HD (Small)
Level Adjustment: — Poison (Ex): Injury, Fortitude DC 14, initial damage
1d4 acid, secondary damage paralysis 1d4 rounds.
Combat
Workers try to flee if attacked, racing toward prearranged Skills: Giant soldier termites have a +8 racial bonus on
positions where large numbers of soldiers congregate. Climb checks. A soldier can always choose to take 10 on
Workers attack only if they have no avenue of escape. a Climb check, even if rushed or threatened.
Skills: Giant worker termites have a +8 racial bonus on
Climb checks. A worker can always choose to take 10 on Queen Termite
a Climb check, even if rushed or threatened. Large Vermin
*A worker’s bite is treated as a secondary attack. Hit Dice: 6d8+18 (45 hp)
Initiative: –4
Soldier Termite Speed: 5 ft.
Medium Vermin Armor Class: 8 (–1 size, –4 Dex, +3 natural), touch 5,
Hit Dice: 3d8+3 (16 hp) flat-footed 8
Initiative: +0 Base Attack/Grapple: +4/+7
Speed: 30 ft. (6 squares), climb 20 ft. Attack: Bite +2 melee (1d6–1)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15 Full Attack: Bite +2 melee (1d6–1)
Base Attack/Grapple: +2/+5 Space/Reach: 10 ft./5 ft.
Attack: Bite +5 melee (1d8+4 plus poison) Special Attacks: —
Full Attack: Bite +5 melee (1d8+4 plus poison) Special Qualities: Darkvision 60 ft., scent, vermin
Space/Reach: 5 ft./5 ft. traits
Special Attacks: Constrict 1d8+4, improved grab, Saves: Fort +8, Ref –2, Will +2
poison Abilities: Str 8, Dex 3, Con 16, Int —, Wis 11, Cha 12
Special Qualities: Darkvision 60 ft., scent, vermin Skills: —
traits Feats: —
Saves: Fort +4, Ref +1, Will +2 Environment: Warm plains
Abilities: Str 16, Dex 10, Con 13, Int —, Wis 13, Cha 11 Organization: Hive (1 plus 12–120 workers and 6–30
Skills: Climb +11 soldiers)
Feats: — Challenge Rating: 1
Environment: Warm plains Treasure: 1/10 coins; 50% goods; 50% items
Organization: Solitary or squad (3–8) Alignment: Always neutral
Challenge Rating: 2 Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Treasure: None Level Adjustment: —
Alignment: Always neutral
Advancement: 4–6 HD (Medium); 7–9 HD (Large) Combat
Level Adjustment: — The sedentary giant queen termite has even less combat
capability than the workers. Barely able to shift her massive
Combat abdomen around, she relies exclusively on soldier termites
Giant soldier termites don’t back down from invaders. for protection. A queen is always accompanied at least a
They fight to the death to defend their queen. Although half-dozen soldier termites.

198

Illus. by D. Kovacs

his chapter presents several sample locations haunting images, but couldn’t specify a source. Neither
that can serve as adventure sites for characters
in various waste environments. Though each arcane nor divine magic (or even psionic emanations)
location is fully detailed, no specific adventure
hooks or plots are included, so you can use each seemed to radiate from the basin, yet clearly some
site as you see fit, manufacturing a story or background
to suit the needs of your campaign. strange force was at work.

BASIN OF DEADLY DUST An enterprising wizard named Ammavaru, whose

Primeval ruins poke up around a great waste basin a half-mile many interests included the celestial sphere, financed
in diameter, evidence of an ancient explosive catastrophe.
a larger expedition. Ammavaru and her large family
As presented here, the Basin of Deadly Dust should
provide a challenge for a group of 5th-level characters. of sons and daughters headed to the basin to set up

GENERAL HISTORY OF THE BASIN a permanent outpost. The story circulated that she

Histories of the desert people tell of a star that fell from hoped to mine the crater and nearby areas for residual
heaven long ago and touched the earth, creating a great
explosion that laid waste to the lands. After the fires had starmetals, from which exotic alloys and pure metals
gone out and the smoke had cleared over the formerly
green and vibrant land, there remained only a bleak crater are sometimes smelted and refined.
and miles of waste on all sides.
Unfortunately, things did not go well for Amma-
Despite the empty, unforgiving landscape all around the
crater, the location still drew visitors. The first to explore varu. Mining implements broke on a regular basis,
the hole in the earth reported unexplained phenomena and
for no reason anyone could immediately determine.

Work animals and slaves were given to sudden panics,

and everyone reported dreams of ever-increasing

dread, usually involving a slow death from being

buried under a crushing weight of tiny sand

particles. One day, the reports from Ammavaru

back to her financers simply ceased. The courier

assigned to run messages never returned, and new

couriers hired by the financers also failed to return.

Eventually, Ammavaru’s venture was written off as

a costly loss, and the location was forgotten. 199

SECRET HISTORY OF THE BASIN KEYED AREAS OF THE BASIN

While it is true that various starmetals were seeded when Visitors to the basin discover that the previous tenants

the falling star struck the surface, it was not true that disappeared quickly. The areas below correspond to the

Ammavaru was the only one who sent an expedition to map of the Basin shown here.

attempt to profit thereby. In fact, a nearby community

of asheratis was also drawn to the event. Being suited 1. Courtyard (EL 2)

CHAPTER 7 to life below the sand, they were able to begin filter- Adobe buildings squat around a sand-covered courtyard
ing particles of strange starmetals from the earth as of adobe bricks. A stained and eroded well sits at the
ADVENTURE soon as conditions in the crater settled down. They center of the courtyard. The buildings are in disrepair,
SITES found some of the particles very interesting indeed. many of them missing sections of roofing, others with-
Unfortunately, the particles were also strangely toxic out doors. The entire complex is situated at the edge of
(and eventually mind- and body-altering) to the asherati a half-mile-wide crater with plunging stone walls that
community, though these particular effects were not cradle a wide basin of gray-blue dust.
immediately evident.

When Ammavaru turned up, she interrupted the effort

of the asheratis to gather all the residual starmetal. How- It is obvious that the complex has been abandoned for

ever, Ammavaru and her team didn’t immediately realize many years. There are no signs of surface activity.

that they weren’t alone (since asheratis operate mostly The crater walls plunge some 50 feet to a layer of gray-blue

below the surface). Oblivious, Ammavaru constructed dust. The dust is mostly composed of standard desert sand,

her base at the edge of the crater. The asheratis who still but it is contaminated with residual stardust from the object

remained at the site were by now seriously infected by the that punctured the world so long ago. Should any creature

toxic variety of starmetal dust they had foundered into and fall into the basin, refer to the rules for slipsand on page 25.

had become murderously deranged. A creature flailing and sinking into the slipsand of the basin

In the end, the asheratis rose one midnight from the draws the attention of asheratis that swim beneath it.

surrounding dust, and then silently and efficiently mur- Within the crater near the lip closest to the complex, five

dered the miners in their sleep. The tainted asheratis (or asherati warriors swim underneath the surface of the sand.

their descendants) remain to this day, living around and These asheratis do not have the heavy infection of those

under the Basin of Deadly Dust, killing any creature that described in later entries, but their skin is visibly black-

seeks to explore or claim any portion of starmetal found ened with a tracery of scaly encrustations (stardust from

at the location. the crater that has adhered and slowly begun to spread).

IN YOUR CAMPAIGN These asheratis pull any surface creature that falls into
the crater even farther below the surface, attempting to

An appropriate location for the Basin of Deadly Dust would smother and slay the fallen, though they do not otherwise

be a somewhat remote locale that at least borders (if it isn’t reveal themselves.

completely contained within) a larger desert area. On the Other asheratis live farther out and deeper in the crater

other hand, the basin could be easily located in nearly in a small, dust-buried community.

any area, as long as several square miles surrounding it Asherati Warriors (5): See page 139.

are available to act as a wasteland buffer.

2. Well

CONDITIONS OF THE BASIN The sound of trickling water echoes up from the
bowels of this abandoned, chipped, and sandblasted
Temperatures around the crater routinely climb to more stone well.
than 110° F by day. However, the hollow ruins that still
cluster near one lip of the basin are built of adobe (see Table

1–17, page 31), and provide cooling shade for creatures on

the surface. Ammavaru’s team dug this well, after which she enchanted

The interior sides of the crater basin are of exposed rocky it with a spell to ensure that it never ran dry. It is one of the

walls, but the basin’s bottom is filled with dust that acts just few surviving artifacts of the mining operation.

like slipsand (see page 25). For asheratis, this is no problem,

but for other creatures, it can be deadly. The sides of the 3. Hollow Shells

basin are filled with cracks and small cavities. In fact, one This adobe building is empty and doorless, its interior
of these cracks allows access into an open subterranean filled with drifting sand.
complex utilized by the tainted asheratis that remain in

200 the area.


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