Skelephant

Imagine the damage a stampede of frightened undead elephants fleeing the cleric disciple of a powerful god can do.skelephant-300x217
Skelephants are skeletal dire elephants, gargantuan beasts that wander aimlessly through the plans and steppes in search of prey.  With wild, stony, empty eyesockets that swallow the light, they clear forests under the moonlight.
Gargantuan Undead Animal
Hit Dice: 24d8+200 (310 hp)
Initiative: +0
Speed: 30 ft.
AC: 10 (-4 size, +4 natural), touch 6, flat-footed 10
Base Attack/Grapple: +17/+44
Attack: Slam +28 melee and 2 stamps +23 melee, or gore +30 melee
Full Attack: Slam +28 melee and 2 stamps +23 melee, or gore +30 melee
Damage: Slam 2d8+15, stamp 2d8+7, gore 4d6+22
Space: 20 ft./10 ft.
Special Qualities: Undead senses
Special Attacks: Trample 4d6+24
Saves: Fort +20, Ref +11, Will +20
Abilities: Str 44, Dex 11, Con -, Int 2, Wis 15, Cha 7
Skills: Listen +19, Spot +15
Feats: Alertness; Endurance; Improved Bull Rush; Iron Will; Power Attack; Skill Focus (listen); Weapon Focus (gore)
Climate/Terrain: Nocturnal in plains and steppes
Organization: Solitary or herd (6-30)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 25-32 HD (Gargantuan); 33-47 HD (Colossal)
Tusk Gore: Skelephants swing their sharp tusks at their prey, skewering them in the pale darkness.

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Abyssal Headlesses

Created by Orcus from the corpses of Demogorgon’s subjects when he began reshaping Abysm to suit his will, these horrors now stalk the burning jungles of the 88th layer of the Abyss.  They mindlessly kill all they encounter other than their own kind.

 

These horrible maimed wretches are as varied as the demons of the abyss in appearance, but all share the trait of having no head – just a bloody stump for a neck.  

Abyssal Headless CR 15
CE size large monstrous humanoid (outsider, undead)
Init: +1 Senses: tremorsense 60 ft.
Languages: none

AC: 30 (+1 dex, +20 natural, -1 size) touch 10, flatfooted 16
HP: 199 (HD 30d12)
Immune: mind-effecting and illusions, fire, poison & electricity
Resist: 15 cold, acid & sonic
DC 15 / magic
Fort: +18 Ref: +9 Will: +13

MV: 40 feet
Attack: claw +28 (1d8+12) or greatclub +27 (2d8+18)
Full Attack: 2 claws +26 (1d8+12) or greatclub +27 / +22 / +17 (2d8+18)
Attack Options: improved grab, rend, combat reflexes
Space / Reach: 10 ft. / 10 ft.
Base Attack: +15 Grapple: +39

Abilities Str 34, Dex 10, Con -, Int -, Wis 14, Cha 6
SQ: tremorsense 90 feet, senseless, undead traits
SA: improved grab, rend
Feats: Improved Grapple, Weapon Focus (claws), Combat Reflexes, Iron Will, Improved Natural Armor (7 times)
Skills: climb +46, jump +46

Rend (Ex): If a headless hits with both claw attacks it can automatically rend for 4d6+18 damage.

Improved Grab (Ex): If a headless hits with a claw attack it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it’s claws at a -4 penalty or it can roll a grapple checks to deal claw damage.

Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged by with 2 comments.

Burning Treant Husks

These eternally burning undead treants were created by Orcus when the Savage Tide was thwarted, Orcus became Prince of Demons, and he began to transform Abysm, the 88th layer of the Abyss, to his liking.


This blackened, shrieking, humanoid tree rushes toward you, its panicked expression back-lit by the blazing fire in its foliage.

Burning Treant Husks CR 15
CE size huge plant (outsider, undead)
Init: -1 Senses: darkvision
Languages:abyssal, common
Aura: creatures within 5 feet take 3d6 fire damage

AC: 29 (-2 size, -1 Dex, +22 natural), touch 7, flat-footed 27
HP: 187 (HD 28d12)
Immune: mind-effecting and illusions, fire, poison & electricity
Resist: 15 cold, acid & sonic
DC 15 / magic
Fort: +18 Ref: +9 Will: +11
SR: 20

MV: 30 feet
Attack: slam +32 (2d6+18)
Full Attack: 2 slams +30 (2d6+18) and 3d6 fire
Attack Options: trample 2d6+18 and 6d6 fire, (DC 32 Reflex for half damage)
Space / Reach: 15 ft. / 15 ft
Base Attack: +15 Grapple: +31

Abilities Str 37, Dex 8, Con -, Int 12, Wis 16, Cha 12
SQ: plant traits, undead treaits
SA: trample

Skills: climb +46, jump +46


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Asteroth: Demon Liche

Asteroth is an ancient demon who through a bizarre series of events and a strange curse survived his own destruction. Now, by the use of his arcane powers, he persists as a liche.

In the centuries since then he has served as a mercenary wizard, enchanter and sage to many of the most powerful and important personages of the underworlds. None know where his sanctum lies.

Asteroth is the creator of the spell Asteroth’s Snare.

His normal form is a towering skeletal humanoid with the skull of a jackal and glowing, red eyes, but often he appears in other guises. He leaves a trail of ash wherever he walks.

Asteroth CR 22
Size Large Undead Outsider (Evil)
Wizard 17
Alignment: Neutral Evil
Languages: Abyssal, Telepathy to 100 feet
Senses: darkvision, Listen +12, Spot +15
Initiative: +6

AC: 26 (flatfooted 19, touch 14), +1 dodge bonus against one target, +4 with Shield cast, +4 vs. attacks of opportunity when moving
DR 15 / bludgeoning and magic and 10 / adamantium from Stoneskin
Hit Dice: (22d12)
Hit Points: 136
Saves: Fortitude: +11, Reflex: +13, Will: +21
Immune: cold, electricity, paralysis, mind-affecting attacks, poison, acid
Resist: 20 cold, 20 fire
Aura: fear (affects creatures of 5 HD and less within 60 feet, Will DC 24 negates)
Turn Resistance: +4
Spell Resistance: 29

Speed: 40 ft.
Attacks: +13 negative energy touch
Damage: 1d8+5 (Will DC 24 halves) and permanent paralysis (Will DC 24 negates)
Face / Reach: 10 ft. / 10 ft.

Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Improved Initiative, Mobility, Scribe Scroll, Spell Penetration, Greater Spell Penetration

Special Abilities & Qualities: See Below

Abilities: STR 17 (+3), DEX 15 (+2), CON – (-), INT 28 (+9), WIS 18 (+4), CHA 19 (+4)

Skills: Appraise 10; Balance 2; Bluff 5; Concentration 29; Decipher Script 9; Diplomacy 9; Hide 11; Knowledge (Arcana) 28; Knowledge (Architecture and Engineering) 10; Knowledge (Dungeoneering) 9; Knowledge (Geography) 10; Knowledge (History) 13; Knowledge (Local) 14; Knowledge (Nature) 10; Knowledge (Nobility and Royalty) 14; Knowledge (Religion) 12; Knowledge (The Planes) 15; Listen 12; Move Silently 10; Ride 4; Search 17; Sense Motive 13; Spellcraft 30; Spot 15; Survival 3; Swim 1;

Possessions: Amulet of Natural Armor +3; Ring of Protection +3; Bracers of Armor +4; Cloak of Resistance +4; Headband of Intellect +4; Wand of Cat’s Grace; Wand of Scorching Ray (11th level caster); Wand of Lightning Bolt (10th level caster); Wand of Magic Missile (9th level caster); Wand of Polymorph; Wand of Suggestion;

Spell-like Abilities (as 17th level wizard, save DC 19 + spell level): At-Will: alter self, greater teleport. 3/Day: geas, true seeing

Wizard Spells:
Spell Save DC:19 + spell level
Mana: 193
Level 0 (4 / day): Arcane Mark, Daze, Detect Magic, Touch of Fatigue
Level 1 (7 / day): Identify, Ray of Enfeeblement x 2, Shield, True Strike, Charm Person, Protection From Good
Level 2 (6 / day): Mirror Image, Detect Thoughts, Invisibility, Resist Energy, Touch of Idiocy, Web
Level 3 (6 / day): Blink, Slow, Fly, Fire Ball, Vampyric Touch, Protection From Energy
Level 4 (6 / day): Enervation, Fire Shield, Greater Invisibility, Mass Reduce Person, Stoneskin, Resilient Sphere
Level 5 (6 / day): Feeblemind, Baleful Polymorph, Telekinesis, Dominate Person, Wall of Force, Cloudkill
Level 6 (5 / day): Flesh to Stone, Globe of Invulnerability, True Seeing, Greater Dispel Magic, Repulsion
Level 7 (4 / day): Mage’s Sword, Spell Turning, Finger of Death, Force Cage
Level 8 (3 / day): Horrid Wilting, Clenched Fist, Temporal Stasis
Level 9 (2 / day): Mass Hold Monster, Time Stop

Summon Daemon: once per day, Asteroth can summon 3d6 Canaloths or 2d4 Nycaloths with 100% chance of success, or 1d6 Nycoloths or 1 Ultroloth with a 50% chance of success. See the Manual of the Planes for statistics of these fiends.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Turn Resistance (Ex): A lich has +4 turn resistance.

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.


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Shadow Swarm

Swarm of shadows that attack creatures standing in shadows like piranhas, devouring their flesh wish a massive number of attacks. Creatures which move out of the shadows cannot be attacked by these swarms.

Shadow Swarm
Size/Type: Large Undead Swarm (Incorporeal)
Hit Dice: 7d12 (56 hp)
Initiative: +2
Speed: 0 ft. Travel only by shadows (see Shadow Jump text below)
Armor Class: 16 (+3 dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +6 melee (1d4 Str)
Full Attack: 4 attacks/round Incorporeal touch +6 melee (1d4 Str)
Space/Reach: 10 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +3, Ref +5, Will +6
Abilities: Str Ø, Dex 16, Con Ø, Int 6, Wis 10, Cha 14
Skills: Hide +14*, Listen +7, Search +5, Spot +13
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Swarm (8-12 per swarm)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-12 HD (Huge), 13-17 HD ()
Level Adjustment: —

A shadow swarm can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.

A shadow swarm is a group of 8-10 weightless shadows 4 to 5 feet tall. Shadows cannot speak intelligibly, but emit high-pitched shrieks when they fly in swarms.

Combat

Shadows hunt in the night sky, traveling great distances.

Strength Damage (Su): The touch of a shadow swarm deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow swarm dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.

Shadow Jump (Su): A shadow swarm has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow swarm can jump up to a total of 20 feet each round in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two HD higher than 7, the distance a shadow swarm can jump each round doubles (40 feet at 9, 80 feet at 11, and 160 feet at 13). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Skills

Shadow swarms have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow swarm gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.


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Thoul

Wilbur, methinks that troll don’t want yer toll; ‘e wants yer soul!

Thoul
Size/Type: Large Undead Giant
Hit Dice: 7d12+36 (83 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+16
Attack: Claw +9 melee (1d6+6 plus paralysis)
Full Attack: 2 claws +9 melee (1d6+6 plus paralysis) and bite +4 melee (1d6+3 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, ghoul fever, paralysis
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent, undead traits, +2 turn resistance
Saves: Fort +11, Ref +6, Will +8
Abilities: Str 23, Dex 14, Con Ø, Int 6, Wis 9, Cha 6
Skills: Listen +3, Spot +4, Balance +3, Climb +3, Move Silently +4
Feats: Alertness, Iron Will, Multiattack
Environment: Cold mountains, warm swamps
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-10 HD Huge
Level Adjustment: –

A Thoul is a troll which has become a ghoul. Thouls walk upright but hunched forward with sagging shoulders, and drag their feet slightly. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are somewhat agile.

A typical adult thoul stands 8 feet tall and weighs 400 pounds. Females are slightly larger than males. A thoul’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Thouls speak Giant, though barely intelligibly.

Combat

Thouls try to attack with surprise whenever possible, for instance from behind cover. Once engaged, thouls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a thoul hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a thoul. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Ghoul Fever (Su): Disease—bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex): Those hit by a thoul’s bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.


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Faduardo Gantonín

Faduardo lived his life mostly in the Phyloctæte. Raised heck in the other human lands with his psychotic wanderings and musings, traveling the many continents gathering reagents and challenging his contemporaries to duels. Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.

Born the middle child to a family of successful merchant nobles, Faduardo was both pampered by his nurses and neglected by his family. This developed a deep megalomania within him, and by puberty he was an incorrigible sociopath. A brilliant child, he was enrolled in a finishing school that included some magical training. In his lust for power he began to dabble in dark arts and the worship of evil powers when out of sight of his tutors. He succeeded in blending these veins into a mix of wizardly study and the use of evil spirits.

After leaving school he realized the commercial potential in crafting magic items for others. It also tickled his ego that others wanted so badly the power that he had harnessed for himself that they would pay thousands of gold for what he considered flashy trinkets. Thus began a long career for him of supplying magical items to any who would pay. The proceeds of this enterprise and his own crypt raiding have allowed him to create many hidden strongholds in addition to his storefronts.

Eventually the thought of his success and his riches brought jealous and greedy foes to his doorstep. After one particularly vicious campaign against him that included multiple poisonings of his meals and attacks by assassins in his sleep he became determined to find a way to overcome his mortality. Thus did he seek out and eventually learn a process by which he could die yet live on: lichdom.

Now, many years later, he has retired from the public spotlight. His presence is often felt, unknown, as he will often feed magical arms to both sides of a conflict, and then soar on dragon’s wings above the battle, watching with glee.

This is a story arc for the party once they reach level 16 or so. Turns out that he was behind some of the earlier problems they had: perhaps he was feeding minor villains evil magic items or providing help to them in other ways, and thereby causing strife in the region.

Presented below are his statistics, including spells he might prepare if he is anticipating conflict of some type. If attacked typical tactics are to dimension door away and cast defensive spells before returning to slay his foes. Defensive spells can include: shield, shield of faith, magic vestment, fire shield, spell resistance, freedom of movement and antilife shell. If running low on offensive spells he may cast polymorph (juvenile red dragon), haste, divine power and aid before meleeing with foes.

CE male human lich wizard 3 / cleric 3 / mystic theurge 10 / crafting artifacer 2
size medium undead CR 20
Init: +1 Senses: darkvision 60 ft.
Listen +7 Spot +7
Aura: 5 ft. fear aura (DC 21 will save)

AC: 21 (+5 natural armor, +1 dex, +5 armor)
or 32 (same and +4 deflection, +4 shield, +3 enhancement to armor from spells)
Damage Reduction: 15/bludgeoning and magic
HP:114 (HD 18d12)
Fortitude: +11 Reflex: +8 Will: +27
Resistance: SR 18, turn resistance +4
Immunities:
cold, electricity, polymorph, and mind-affecting attacks

MV: 30 ft.
Attack: +6 touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis

Full Attack: +6
touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis
Atk Options: paralyzing touch (DC 21 fort. save)
Space / Reach: 5ft / 5ft
Base Attack: +6 Grp: +6

Abilities: Str: 11 Dex: 13 Con: – Int: 18 (24) Wis: 19 (25) Cha: 14
Feats: Scribe Scroll, craft wand, craft arms & armor, forge ring, skill focus (concentration), craft wondrous item, spell focus (necromancy), improved spell focus (necromancy)
Skills: Concentration +31, Craft +28, Hide +9, Knowledge (arcana) +15, Knowledge (dungeoneering) +14, Knowledge (nature) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Search +15, Spellcraft +28.

SA: Summon Familiar, Parylizing Touch, +2 to overcome SR checks
SQ: Damage Reduction 15 / bludgeoning and magic, SR 18, turn resistance +4, immune to cold, electricity, polymorph, and mind-affecting attacks

Wizard Spells Prepared: (DC 17 + spell level + 2 for necromancy spells) – as 15th level caster

0th (5/day): many
1st (6/day): shield, ray of enfeeblement, reduce person, magic missile x3
2nd (6/day): mirror image, false life, blindness (DC 21), blur, invisibility, scorching ray
3rd (10/day): displacement, haste, blink, slow, dispel magic, vampyric touch x2, fireball x2, lightning bolt
4th (5/day): fire shield, dimension door, improved invisibility, black tentacles, charm monster
5th (5/day): magic jar (DC 24), dominate person, teleport, overland flight, cone of cold
6th (4/day): circle of death (DC 25), greater dispel magic, acid fog, chain lightning
7th (3/day): finger of death (DC 26), avaculate, awaken undead
8th (1/day): horrid wilting (DC 27)

Cleric Spells Prepared: (DC 17 + spell level + 2 for necromancy spells) – as 13th level cleric

0th (6 / day): any
1st (7+1 / day): protection vs good, divine favor, command, necrotic awareness
2nd (7+1 / day): shield of faith, aid, necrotic cyst
3rd (6+1 / day): magic vestment, protection from energy, necrotic bloat, clutch of orcus, sheltered vitality
4th (5+1 / day): freedom of movement, divine power, necrotic domination, undead bane weapon
5th (4+1 / day): slay living (DC 24), necrotic burst, summon undead v
6th (3+1 / day): anti-life shell, harm, necrotic eruption
7th (3+1 / day): blasphemy, destruction, energy ebb, necrotic tumor
* domain spell

Domains:
Artifice: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
Corruption: Once per day you may target a single creature and know exactly what the creature wants most in the world, resisted by a Will save (DC 12+ wisdom bonus).

Possessions: black robe of the archmagi (75k), wand of enervation, skullcap of intellect +6, amulet of wisdom +6, ring of wizardy III.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).

The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Dragon Form

When polymorphed into a red dragon and enhanced with the spells listed above, his stats are changed as follows:

AC: 41 (+15 natural armor, +0 dex, -1 size+5 armor and +1 dodge, +4 deflection, +4 shield, +3 enhancement to armor from spells)
Fortitude: +11 Reflex: +8 Will: +27

Move: 70 ft, fly 180 ft
Attack: bite +32 (2d6 + 9 and 1d8+5 negative energy (DC 21 fort. save for half) + paralysis)
Full Attack: 2 bites as above and 2 claws +27 (1d8 +4) and 2 wings +27 (1d6+4)

Abilities: Str 29 Dex 10


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Spider Zombie

Size/Type: Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: -1
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d6+4 plus poison)
Full Attack: Bite +7 melee (1d6+4 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: poison
Special Qualities: Darkvision 60 ft., low-light vision, damage reduction 5/slashing, undead traits
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 12, Dex 12, Con Ø, Int Ø, Wis 10, Cha 1
Skills: Climb +11, Move Silently +11, Spot +4
Feats: Toughness
Environment: Warm hills
Organization: Solitary or cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —

Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights.

A typical spider zombie’s body is 8 feet long. It weighs about 700 pounds.

Spider zombies cannot speak; instead they gibber, and clip their mandibles together in a slow, haunting rhythm.

Combat

Undead spiders tend to inhabit graveyards and mausoleums. They usually spin webs that cling to the trees, where they await their prey. Indoors, they span the corners of the room, where they hide in the darkness beyond the light of a torch.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Damage Reduction (Ex): A spider zombie has damage reduction 5/slashing. Spider zombies are lumbering masses of flesh.

Skills

A spider zombie has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Alternates:

Spider Ghoul
Spider Wight

Also creepy, usually after these beasts pass from undeadness, they become ghost spiders.


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Drop Vine

This undead plant grows over common dungeon passages and gaps in the forest.

These wandering vines wrap themselves around trees and survive on moonlight through a process called lunasynthesis. They slowly draw nutrients from the soil and their unwilling hosts, invading dimly-lit natural groves, mausoleums and other such locales where they can acquire better sustenance from the fluids of corpses.

Underground, these plants’ roots and tendrils will often stick through the soft soil ceilings of natural caverns, which drop down upon their tender prey.

Drop Vine CR 5
Undead plant
Neutral Evil Medium plant
Init: +2 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none

AC: 16 (+5 Natural, +1 Dex) touch 11, flatfooted 15
HP: 70 (HD 8d12)
Immune: Unholy
Fort: +5 Ref: +2 Will: +3
Weakness: Holy

MV: 10 ft.
Attack: +3 vine 1d6+3
Full Attack: 2 attacks with +3 vine 1d6+3
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +6 Grapple: +17

Abilities Str 16 Dex 13 Con – Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Weapon Focus Tendril
Skills: +8 Move Silently

Possessions: whatever was left by previous victims: standard treasure.

Improved Grab (Ex): Upon a successful melee attack, drop vines can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body. If they are successful, they get another attack.

Blood Drain (Ex): At the start of its round, each living creature caught in a grapple with a drop vine will take 1d4 points of constitution damage.

Blindsight (Ex): Drop Vines have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.

Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Undead and Plant Traits:

– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.


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Root of All Evil

A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants. They often travel in subterranean caverns and deep forests, sucking the nutrients out in a matter of minutes of the natural roots through a series of hollow thorny spikes that they stick into their plant prey. They are also known to attack animals, especially when they have them outclassed.

Intelligent enough to comprehend many languages, these malign plants tend to contemptuously refuse to communicate with anything not evil and powerful enough to speak the dark speech.

The root of all evil is covered in many all-seeing eyes which gleam like rough gemstones.

To maintain the element of surprise or to escape battle, roots of all evil can burrow into the ground and merge with plants.

Root of All Evil CR 16
Undead plant
Chaotic Evil Huge plant
Init: +7 Senses: Blindsight 45 ft. Listen +1, Spot +6
Aura: Fatiguing Radiance 30 ft.
Languages: dark speech (something evil)

AC: 30 (+20 Natural, +2 Dex, -2 Size) touch 10, flatfooted 19
HP: 150 (HD 17d12)
Immune: Unholy
Fort: +18 Ref: +6 Will: +14
Weakness: Holy

MV: 20 ft., burrow 20 ft.
Attack: +17 vine 1d8+8, spells
Full Attack: 8 attacks with +15 vine 1d8+8
Attack Options: improved grab, swallow whole
Space / Reach: 20 ft. / 20 ft.
Base Attack: +16 Grapple: +27

Abilities Str 26 Dex 15 Con – Int 18 Wis 12 Cha 17
SQ: undead and plant traits
SA: improved grab, blood drain, meld into plant, Swallow Whole,
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Vine, Sunder,
Skills: (160 points) +22 Hide, +22 Move Silently, +8 Search, +29 Spot, +21 Listen,

Possessions: Deep in the maw of the Root of all Evil is “something beyond your wildest dreams.” A table of items held within the root is below. Their hundreds of eyes are actually gems, so they too count as treasure.

Meld into Plant (Su): This ability functions identically to the spell meld into stone except that it allows the Root of all Evil to merge with plants instead of stone. The plant melded with must be as large of larger than the Root of all Evil.

Improved Grab (Ex): Upon a successful melee attack, roots of all evil can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their gaping maws, where they swallow them whole.

Swallow Whole (Ex): Once swallowed by a root of all evil, characters begin taking 1d4 points of wisdom damage and 2d6+8 points of bludgeoning damage per round. A DC 21 Will save is required to avoid the wisdom damage.

Blood Drain (Ex): At the start of its round, any living creature caught in a grapple with a root of all evil will take 2d4 points of constitution damage.

Spell-like Abilities (Su): 3/day control plants (undead plants only), diminish plants

Blindsight (Ex): Roots of all evil can see all foes within 45 feet using it’s many eyes, sound, scent, and vibration.

Fatiguing Radiance (Su): Any living creature within 30′ of a root of all evil must succeed on a DC 21 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it’s aura. The Fortitude save is Charisma based.

Roots of all evil recieve a +8 racial bonus to Spot and Search checks due to their many eyes.

Undead and Plant Traits:

– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.


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