Monsters

Emander
Type Huge Dragon
Hit Dice/Hit Points: 4/64
Initiative: + 2
Speed: 50 ft, 80 ft(fly (good)) 40 ft (swim)
Armor Class: 18=10 + 8(natural) – 2(size) + 2(dex)
Base Attack/Grapple: + 4/ + 22
Attack: bite ( + 14 to hit, 2d6 + 10 damage), 2 claws ( + 12 to hit. 1d8 + 5 damage each), tail slap ( + 12 to hit, 2d6 + 5 damage)
Full Attack: Bite, 2 Claws, and Tail slap
Space/Reach: 15 ft/10 ft
Special Attacks: Constrict, Pounce, Powerful charge
Special Qualities: Dark vision 60 ft, lowlight vision, immune to magic sleep and paralysis effects, SR 15, DR:5/magic
Saves: Fort + 12, Ref + 6, Will + 7
Abilities: Str30, Dex 15, Con 26, Int 8, Wis 16, Cha 14
Skills: Hide + 1, Listen + 10, Move silently + 9, Spot + 10, Survival + 10
Feats: Fly-by attack, Multi-attack, Wingover
Environment: Any Mountains
Organization: solitary, pair, or flight (3-10 dragons)
Challenge Rating: 4
Treasure:
Alignment: Neutral
Advancement:

Combat
Constrict: A Emander deals 1d6+8 points of damage with a successful Grapple check.
Pounce: If a Emander charges it’s foe, it can make a full attack.
Powerful Charge: If a Emander charges, it deals an additional +5 points of damage with each of its attacks.

Faerie Courtier

Though all creatures of Fae are considered royal to a degree, even within the Seelie/Unseelie Courts there are the nobility that have a higher placing than others. The Lords and Ladies, or those favored by them, called the Faerie Courtier. This position they may be born to, earned, or simply because the sylvan indvidual strikes the fancy of other nobility. They have powers beyond most mortals and may even open a Faerie Circle, a touch of their sylvan plane within another.

There they dally with mortals, often taking them as servants and pets, or worse, slaves and playthings. Then they leave, nothing to show they ever danced other than the rings of mushrooms where there feet touched.

Creating A Faerie Courtier

“Faerie Courtier” is an acquired or inherited template that can be added to any fey, or an outsider from the plane of Faerie, hereafter referred to as the base creature. A Faerie Courtier uses all the base creature’s statistics and special abilities except as noted here.

Special Qualities: A Faerie Courtier retains all qualities of the base creature. They also gain the following special qualities.
Coifed (Su): A Faerie Courtier is under a constant prestidigitation-like spell that constantly cleans and perfumes them. They may turn this ability off and on at will.
Dark Waltz: A Faerie Courtier ranks in Perform (dance) increases to 3 + their HD. They also may stack their Strength or Dexterity modifiers with their dance checks.

Special Attacks: A Faerie Courtier retains all attacks of the base creature. They also gain the following special attacks.
Faerie Circle (Su): Between sunset and sunrise a Faerie Courtier may designate an area as a Faerie Circle to dance a special waltz. This area is up to 10 feet per HD of the Faerie Courtier, though within that frame can make it as small as they wish. If there are multiple Faerie Courtiers present for the dance, the one with the highest HD is the one who designates the range of the area. For each additional Faerie Courtier the circle may be, but is not required to be, increased in size a number of feet equal to twice the courtier’s space. So for example a Medium courtier would extend the circle another 10 feet.

Faerie Circle Traits
Spoiler
Hide
Wild Time
Time passes strangely within the circle. The Faerie Courtier rolls a 1d6 to decide how this time moves.
1 – No time passes within. Those that leave the circle find themselves exiting the same round they entered.
2 – 1d4 minutes have gone by.
3 – 1d4 hours have gone by.
4 – 1d4 days have gone by.
5 – The sun is just rising on the next day.
6 – Time has passed normally, within and without.

The circle designator may put a number of spells upon it at any point during the dance, or remove them. Often they make themselves invisible and inaudible only once they have captured a mortal.
Blinking: Every 1d12 rounds the circle moves 60 feet in a random direction.
Invisibility: From outside the circle those within are invisible.
Silent: From outside the circle those within are inaudible.

All mortals within sight of the circle that sees them dance must succeed on a Will save equal to her Perform (dance) check or be affected as by the Attraction power. For the purpose of this ability the circle and those within it are not considered a danger, despite the peril. Those that are affected by her attraction automatically accept her invitation to dance. Those that make their save are not affected by the attraction affect for 24 hours. However, they may still enter. Once entering they are affected by the Wild time trait, though may still leave.

Once a mortal begins dancing with a Faerie Courtier he must continue dancing for 10 minutes, even if he wishes to end it. For each minute a faerie courtier and a mortal dance they make opposing Perform (dance) rolls. For each time the mortal loses the roll he becomes further trapped, and for each time he wins he becomes closer to freedom. A mortal begins dancing with a trapped rating of 5. The final score after the ten minutes of dancing determines his status.
1 – The Faerier Courtier is bound to you and must perform a single task to which you command her to the best of her ability. This command must be feasibly possible. An impossible command frees her from you. Once she has performed this task she may leave.
2 – You are entitled to a favor from the Faerie Courtier. This includes freeing others from the circle or her service, making changes to the circle, making a request to a Faerie Lord/Lady, or any number of small entitlements.
3 – You are a favorite of the Faerie Courtier, and are no longer affected by her courtier-granted abilities, including attraction, wild time or potential of entrapment by dancing with her.
4 – You are free to leave the circle and automatically exit the same round that you entered despite the Wild Time.
5 – You are free to leave the circle unhindered.
6 – The Lady can call upon you for a favor. See #2.
7 – You must perform a single task for the Faerie Courtier to the best of your ability. See #1.
8 – You are bound to the Faerie Courtier for 1 year of normal time and have free will devoid of Domination or Charm.
9 – You are forever bound to the Faerie Courtier, and have free will, but are considered Charmed towards her.
10 – You are forever bound to the Faerie Courtier and act as if permanently Dominated.

A Faerie Courtier may speak mind to mind with their bound mortal regardless of planar boundaries, and may use their Master of Mortals ability through this link. They need not share the same language.

If the Faerie Courtier is killed the mortal bound to her must succeed on a Will save (DC = 10 + half courtiers HD + Cha modifier) or die as their heart breaks. If they succeed on their save they instead collapse and awake in the circle from which they were taken.

Master of Mortals (Su): A Faerie Courtier may rebuke, command, or bolster animals and humanoids as an evil cleric rebukes undead. She may also attempt to master a magical beast, though uses up 3 uses of this ability. They may use these abilities a total number of times per day equal to 3 + their Charisma modifier.
Summoned to Court (Su): Once per day a Faerie Courtier can return to the court in the Plane of Faerie (seelie or unseelie, whichever they hold allegiance), or to the last circle in which she danced. This acts as Word of Recall except the courtier can obviously move between planes. A mortal bound to the courtier is automatically considered willing. If a mortal that is bound to her leaves without her permission she can use her daily summoned to court use to instead bring the mortal to an adjacent square to her, to the circle he was caught in, or to the location within the court where she herself would normally appear. The mortal is allowed no save.

Abilities: Increase from the base creature as follows: +2 Dex, +4 Cha
Skills: A Faerie Courtier gains Knowledge (nobility and royalty) as a trained skill with a +4 bonus. If of the Seelie Court they also gain a +4 bonus to Diplomacy. If of the Unseelie Court they gain a +4 bonus to Bluff. Both are considered trained skills.
Skill Trick: A Faerie Courtier gains the use of the Social Recovery skill trick even if they don’t meet the prerequisites.
Treasure: As base creature plus double gems.
Challenge Rating: Up to 5 HD +1, same as base creature +1. 6-10 HD same as base creature +2, 11-15 HD same as base creature +3, 16-20 HD same as base creature +4
Level Adjustment: Same as base creature +3

Fey wolf
Fey wolves were created by the fey as an answer to Tane’s assault on the planes of existence. As the Great War escalated and more fey died, the slow to reproduce fey were hard pressed to replenish their front lines. Soon they turned to drafting others into their armies.
However the enchantments to force others into their armies only lasted so long, and common mortal farmers made poor soldiers. The fey then created a disease that would force those afflicted to obey their commands and to take forms that were more hardy and capable in battle, being more powerful against Tane’s children.
Type: The creatures type does not change but it does gain the shapechanger subtype.
Speed: same as base creature in humanoid and hybrid form
Armor Class: +2 to AC in all forms
Attacks: Gains 2 claws and bite attack in hybrid form

Hybrd size Claw Bite
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8

Special Attacks
Blood Moon: Any small, medium, or large humanoid or giant hit by a fey wolfs bite attack must make a successful fortitude save (DC: 10+hit die+Cha modifier of the fey wolf) or slowly turn into a fey wolf over the next month. If the target shakes of the infection they can never again risk contracting this magical disease.
Special qualities
Canine empathy: Can communicate with all dogs and wolves (dire and otherwise), granting a + 4 to handle animal checks
Damage reduction 10/cold iron
Vampire Bane: A fey wolves natural attacks count as silver and magic for the purposes of overcoming a vampires and vampire spawns damage reduction.
Low light vision
Shape change: A fey wolf can shift into animal form as though using the polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only its wolf or hybrid form can be assumed. It does not assume the ability scores of a wolf, but instead adds the wolf’s physical ability score modifiers to its own ability scores. Changing to or from animal or hybrid form is a standard action. A slain fey wolf reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.
Scent
Fey Bound: All Fey wolves are subservient to all fey, forced to obey their commands as if under a dominate person spell. A will save of the 10+ the hit die of the fey + the fey’s cha modifier allows the fey wolf to ignore the command but the fey can issue a new command next round, forcing another save.
Disease: Blood moon
When a character first contracts Blood Moon, they may be completely unawear of it. However one month after catching it, the disease takes hold. That night the fey wolf assumes it’s wolf form for the first time, running and attempting to infect as many other people as possible before running off before morning.
The fey wolf retains its memories of the night before and is now fully in control of itself when it assumes hybrid or animal form. However, most who know about the nature of their infection usually try and find an entry into the fey wild.
Once aware of their condition the fey wolf gains the ability to fully control its shape change, able to switch freely between its forms.
Abilities: Fey wolves gain + 2 to wisdom in all forms, along with a Str + 2, Dex+ 4, and Con + 4 in hybrid of animal form.
LA: +3

Red Death
Medium Fey (extraplanar, incorporeal)
Hit Dice: 13d6 + 78 (123 hp)
Initiative: + 7
Speed: 50 ft. (12 squares)
Armor Class: 19 (+ 6 deflection, + 3 dex), touch 19, flat-footed 16; or 19 (+ 3 dex, + 6 natural), touch 13, flat-footed 16
Base Attack/Grapple: + 6/- (+ 9 to non-corporeals)
Attack: Incorporeal Touch + 9 melee (1d8 plus red death)
Full Attack: Incorporeal Touch + 9 melee (1d8 plus red death)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, rage against inevitability, spell-like abilities
Special Qualities: Darkvision 60 ft., essence of pestilence, incorporeal traits, low-light vision, spell resistance 23
Saves: Fort +12, Ref +11, Will +8
Abilities: Str – (16 to non-corporeals), Dex 17, Con 22, Int 12, Wis 11, Cha 19
Skills: Hide + 19, Intimidate + 19, Knowledge (local) + 17, Knowledge (nobility and royalty) + 17, Listen + 16, Perform (dance) + 19, Spot + 16
Feats: Cloak Dance, Great Fortitude, Improved Initiative, Tomb-born Fortitude, Tomb-tainted Soul
Environment: Plane of Faerie
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 14-30 HD (Medium)
Level Adjustment: -

This appears as a gaunt being clothed in exquisite suite of brilliant scarlet whose material seems woven of silk and smoke. The face at first appears to be but a mask made to appear as a stiffened corpse with splatters of blood. However, as it’s cloudy, emotionless eyes turn to you it becomes apparent that is in truth a reality. A stream of crimson continuously trickles from a corner of it’s mouth and down it’s chin to flow and become one with the suit.

Red Death is an assassin of the Unseelie Court, a spirit of the natural inevitability of mortal disease and suffering. They are often the cause of great plagues. They are indiscriminate to who they affect but are wont to pursue those that make a special attempt to hide from the disease. In particular they are angered by mortals who think themselves above disease and death and thus often give special attention to nobility. Red deaths have a flair for the dramatic and often appear first at parties, dancing with his victims and infecting them one by one…

Red Deaths speak all the languages of mortals plus Sylvan.

Combat
Red Death tends to use their Rage Against Inevitabilty to throw their victims into a frenzy, leading them on a chase until they have exhausted themselves. They then close in and infect them in their weakened state.

Disease (Ex): Red Death — touch, Fortitude DC 22, incubation period 1d3 minutes, damage 1d4 Dex and sweating blood. Victims takes 1d4 points of damage per minute from blood loss, though can stave off that minute’s damage with another fortitude save. Those who fail their save and begin sweating blood can infect as well. Elementals, Fey and Outsiders (extraplanar) are immune to this disease. The save DC is Constitution-based.

Essence of Pestilence (Ex): A red death is immune to disease, death effects, and energy drain, though takes 3d8 points of damage from a Remove Disease spell.

Rage Against Inevitability (Ex): Red Death can trigger in mortal creatures an instinctive rage. The target is not only affected as the Goad feat, but they must succeed on a DC 20 will save or become utterly obsessed with pursuing and striking down the Red Death. While in this fury the opponent takes a +2 bonus to Strength and Constitution, though takes a -6 penalty to his or her AC and may not use spot or listen checks unless it relates to pursuing the red death. This rage lasts for as long as they can see the red death and for 1d4 minutes afterwards. At the end of this rage they are Fatigued. The victim cannot rage again while fatigued. This is a mind-affecting rage effect. The save DC is Charisma-based.

Spell-like Abilities: Caster level 13th. Save DC’s are Charisma-based.
Continuous – Deathwatch
3/day – Finger of Death (DC 22), Silence (DC 16).

Rock Worm
Gargantuan Magical Beast
Hit Dice: 12d10 + 108 (174HP)
Initiative: + 3
Speed: 20 ft, Burrow 35 ft
Armor Class: 18=10+3+8-3
Base Attack/Grapple: +12
Attack: Slam + 6 melee (2d6 + 5), Bite + 11 melee (2d8 + 10), Sting + 6 melee (2d6 + 10 + poison), or Tail Slam + 6 melee (2d8 + 5)
Full Attack: Slam, Bite, Sting, and Tail Slam
Space/Reach: 20ft/15ft
Special Attacks: Poison, Acid Spray
Special Qualities: BlindSight, Tremorsence, Damage Reduction 10/Adamentine
Saves: Fort 20, Ref 11, Will 8
Abilities: Str 30, Dex 16, Con 28, Int 2, Wis 11, Cha 9
Skills: Survival + 12
Feats:
Environment: Underground
Organization: Solitary or with Dwarven tunneling squad (1 + 4-10 dwarves)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement:

These massive worms live in mountains. They tunnel through the rocks in their homes using an acid that ignores the rocks hardness. Dwarves use them to help tunnel and the worms are more then happy to help.

Combat
Rock worms tend to avoid combat. They dislike fighting and would rather be left alone. That said, however, an angered rock worm fights fiercely and can be a dangerous opponent.

Poison: Rock Toxin: Sting (DC: 15) Initial Damage: 1d6 strength, Secondary damage 1d10 Con.
Acid Spray: once every other round, a rock worm can let loose a burst of acid. It normally uses this acid to assist in tunneling but it can be a potent weapon. It deals 6d8 points of damage and ignores the hardness of stone and items made of stone.

Spider Forged

The spider forged are a recently discovered construct left over from the Zheechdrian civilization. They are a verity of spider shaped constructs that work together to accomplish their tasks.

Name Drone Scout Overseer Sentinel
Size/type Tiny Construct Small Construct Small Construct Medium Construct
Hit Dice 1d10 (5HP) 2d10 + 10 (21HP) 3d10 + 10 (26HP) 6d10 + 20 (53HP)
Initiative + 4 + 2 + 1 + 7
Speed 30 ft 40 ft 0 ft, Fly 20ft (Perfect) 50 ft
Armor Class 18 ( + 2 size, + 4 dex, + 2 natural), touch 16, Flat foot 14 18 ( + 1 size, + 2 dex, + 5 natural), touch 13, flat foot 16 18 ( + 1 size, + 1 dex, + 5 natural, + 1 deflection), touch 13, flat foot 17 23 ( + 3 dex, + 7 natural, + 3 defecltion), touch 16, flat foot 20
Base Attack/grapple + 0/ – 7 + 1/ + 1 + 2/ – 3 + 4/ + 11
Attack Slam + 6 melee (1d4 + 1) or cutter + 6 melee (1d6) Slam + 5 melee (1d6 + 3) or cutter + 4 melee (1d8) Slam + 3 melee (1d8) or cutter + 4 (2d6) Bite + 11 melee (2d6 + 10 + 1d4 electricity)
Full Attack Slam or cutter Slame or cutter Slam or cutter Bite and 2 claws + 9 melee (2d6 + 3 + 1d4 electricity)
Space/reach 1ft/0ft 2.5/5ft 2.5ft/5ft 5ft/5ft
Special Attacks Harvest, interlink, replicate Interlink, sensors Coordinate, greater sensors, interlink Interlink
Special Qualities Construct Traits, DR 15 adamantine, Dark vision 60 ft, fast healing 1, low light vision, magic immunity Construct Traits, DR 15 adamantine, Dark vision 60 ft, fast healing 1, low light vision, magic immunity Construct traits, DR 15/adamantine, darkvision 60 ft., fast healing 1, low-light vision, magic immunity, greater shield Construct traits, DR 15/adamantine, darkvision 60 ft., fast healing 3, low-light vision, magic immunity, greater shield
Saves Fort + 0, Ref + 4, Will + 0 Fort + 0, Ref + 2, Will + 1 Fort + 1, Ref + 2, Will + 3 Fort + 2, Ref + 5, Will + 4
Abilities Str 10, Dex 19, Con -, Int 1, Wis 10, Cha 1 Str 18, Dex 14, Con-, Int 2, Wis 12, Cha 1 Str 10, Dex 12, Con —, Int 2, Wis 14, Cha 1 Str 24, Dex 16, Con —, Int 4, Wis 14, Cha 1
Skills Jump + 8, Listen +4, spot + 4 Jump + 7, Listen + 8, Spot + 9, Survival + 1 ( + 9 for the purpose of tracking) Listen +13, Spot +13 Listen +6, Spot +7
Feats Alertness, Weapon Finesse Alertness, Track Alertness, Track Alertness, Improved Initiative, Multiattack
Environment Any Any Any Any
Organization Solitary, group (2-10), or throng (11-100 with 2-5 overseers) Solitary, group (1 with 2-10 drones) or herd (10 with 1 overseer and 11-100 drones) Taskforce (1 with 6-20 drones) or herd (1 overseer with 10 scouts and 11-100 drones) Solitary, battle group (2-5) or batallion (11-20 sentinels)
Challenge Rating 2 3 5 8
Treasure None None None None
Alignment Always neutral Always Neutral Always neutral Always neutral

Drone:
Cutter: Spiderforged are equipped with one or more cutting tools. These are small, concentrated beams of energy that they use for harvesting raw material and attack. A drone’s cutter beam ignores all material hardness and does 1d6 base damage when used for the latter purpose. It is considered a melee weapon because its range does not far exceed the drone’s touch.

Fast Healing (Ex): When spiderforged get damaged, they attempt to absorb remnant materials from destroyed spiderforged into their subsystems, as well as shift the materials of their own body back into alignment, with limited effect. A drone regains 1 hit point at the start of every turn.

Harvest (Ex): A spiderforged drone can harvest raw materials in the form of metals and mineral sediments of sufficient purity necessary for the construction of additional spiderforged. To harvest, drines use their cutters. Spiderforged cannot attack and lose their Dexterity to AC when they are harvesting.

Interlink (Ex): All Spiderforged are able of interacting remotely with binary communication over any distance, although not across planes. Furthermore, this interlink functions roughly like a telepathy spell.

Magic Immunity (Ex): The strange magical energies that powerspiderforged have an arcane dampening effect that blocks the effects of most arcane and divine magics, with the following exceptions. Both chill metal and heat metal have the same effects upon a spiderforged as a slow spell, and a shatter spell deals normal damage to them.

Replicate (Ex): A spiderforged drone can then use base materials to synthesize new parts, being able to build one every 2 minutes or one whole new spiderforged drone in 6 hours. As such, one drone can become 16 in the time frame of a single day, given enough quality material is available. When harvesting, drones prefer to use material that is already refined, such as weapons or constructs, or other technological forms of arcana. The replicators themselves can interface with such technologies and assimilate them for personal use, vastly increasing the limits of what the technology could ordinarily do. When harvesting, replicators multiply to a critical number, after which they migrate to different areas in order to further multiply.

Scout:
Cutter: Spiderforged are equipped with one or more cutting tools. These are small, concentrated beams of energy that they use for harvesting raw material and attack. A scout’s cutter beam ignores all material hardness and does 1d8 base damage when used for the latter purpose. It is considered a melee weapon because its range does not far exceed the drone’s touch.

Fast Healing (Ex): When spiderforged get damaged, they attempt to absorb remnant materials from destroyed spiderforged into their subsystems, as well as shift the materials of their own body back into alignment, with limited effect. A scout regains 1 hit point at the start of every turn.

Interlink (Ex): All Spiderforged are able of interacting remotely with binary communication over any distance, although not across planes. Furthermore, this interlink functions roughly like a telepathy spell.

Magic Immunity (Ex): The strange magical energies that power individual spiderforged have an arcane dampening effect that blocks the effects of most arcane and divine magics, with the following exceptions. Both chill metal and heat metal have the same effects upon a replicator as a slow spell, and a shatter spell deals normal damage to them.

Sensors (Ex): Spiderfroged scouts have highly focused senses. They can detect objects and creatures in all directions and are immediately entitled to a Spot check when a creature enters within 60 feet, so long as that the scout has line of effect. Furthermore, spiderforged scouts get a +4 bonus to any Listen and Spot check due to their sensors.

Overseer:
Coordinate (Ex): Overseers guide and coordinate other spiderforged types in battle. Any replicator within 30 ft. of the overseer get a +1 bonus on any attack roll, save or skill check. Also, replicator drones harvest and replicate twice as fast within the coordination effect of an overseer.

Cutter: Replicators are equipped with one or more cutting tools. These are small, concentrated beams of energy that they use for harvesting raw material and attack. An overseer’s cutter beam ignores all material hardness and does 2d6 base damage when used for the latter purpose. It is considered a ranged weapon unlike most other replicator cutters, having an effective range of 10 feet.

Fast Healing (Ex): When spiderforged get damaged, they attempt to absorb remnant materials from destroyed spiderforged into their subsystems, as well as shift the materials of their own body back into alignment, with limited effect. An overseer regains 1 hit point at the start of every turn.

Interlink (Ex): All spiderforged are capable of interacting remotely with binary communication over any distance, although not across planes. Furthermore, this interlink functions roughly like a telepathy spell.

Magic Immunity (Ex): The strange magical energies that power individual spiderforged have an arcane dampening effect that blocks the effects of most arcane and divine magics, with the following exceptions. Both chill metal and heat metal have the same effects upon a replicator as a slow spell, and a shatter spell deals normal damage to them.

Greater Sensors (Ex): Spiderforged overseers have highly focused senses. They can detect objects and creatures in all directions and are immediately entitled to a Spot check when a creature enters within 100 feet of it, so long as that the scout has line of effect. Furthermore, Spiderforged overseers get a +8 bonus to any Listen and Spot check due to their sensors.

Greater Shield (Su): Spiderforged overseers have personal shielding that give it a +1 deflection bonus to AC and that have a total of 15 hit points when fully charged. The shield absorbs all damage from any attack. The shield cannot absorb more damage than it has hit points at any time, and against damage that penetrates the shields normal damage reduction still applies. An overseer’s shielding regains 10 hit points at the beginning of every turn.

Sentinel:
Fast Healing (Ex): When spiderforged get damaged, they attempt to absorb remnant materials from destroyed spiderforged into their subsystems, as well as shift the materials of their own body back into alignment, with limited effect. A drone regains 1 hit point at the start of every turn.

Interlink (Ex): All Spiderforged are able of interacting remotely with binary communication over any distance, although not across planes. Furthermore, this interlink functions roughly like a telepathy spell.

Magic Immunity (Ex): The strange magical energies that power individual spiderforged have an arcane dampening effect that blocks the effects of most arcane and divine magics, with the following exceptions. Both chill metal and heat metal have the same effects upon a replicator as a slow spell, and a shatter spell deals normal damage to them.

Greater Shield (Su): Spiderforged sentinels have personal shielding that give it a +3 deflection bonus to AC and that have a total of 30 hit points when fully charged. The shield absorbs all damage from any attack. The shield cannot absorb more damage than it has hit points at any time, and against damage that penetrates the shields normal damage reduction still applies. A sentinel’s shielding regains 15 hit points at the beginning of every turn.

Stag Pegasus
Always N Large Magical Beast
Init: + 4;
Senses: darkvision 60’, low-light vision, listen + 5, search – 2, spot + 5
Languages –
AC: 17 touch 13 flat-footed 12 (+ 4 dex, -1 size, + 3 natural)
HP 45 (6 HD)
Fort + 7 Ref + 9 Will + 5
Speed 60’; fly 120’ (average)
Melee: antlers + 7 (1d8 + 3) and 2 hooves + 2 (1d6 + 1)
Space 10’ Reach 10’
BAB/Grapple: + 6/+ 8
Special Actions –
Abilities Str 14 Dex 18 Con 14 Int 2 Wis 16 Cha 16
Feats Flyby Attack; Hover; Alertness
Skills Escape Artist + 7, Balance + 8
CR: 3
Advancement 7-12 HD (Large)

Thought Drinkers
Thought Drinkers are a subteranian aberration who’s origins are lost to time. The horrid creatures skulk about in lightless caverns hunting prey to feed on and to spread their spawn, as these monsters reproduction is somehow worse then anything else about them. When they find prey and kill it, the body will get back up with a belly full of gestating Thought Drinkers who will direct the body to the closest group of living things before busting out of the host in a shower of blood, gore, and acid, as they attempt to bring down more prey.

Name Broodling Juvenile Adult Infiltrator
Size/type Small Aberration Medium Aberration Medium Aberration Medium Aberration
Hit Dice 2d8 + 2(11hp) 6d8 + 14(41hp) 10d8 + 30(75hp) 12d8 + 36(90hp)
Initiative + 2 + 6 + 6 + 9
Speed 30 ft 30 ft 30ft 50 ft
Armor Class 18 ( + 1 size, + 2 dex, + 5 natural), touch 13, Flat foot 16 20 ( + 2 dex, + 8 natural), touch 12, flat foot 18 24 ( + 2 dex, + 12 natural), touch 12, flat foot 22 27 ( + 5 dex, + 12 natural), touch 15, flat foot 22
Base Attack/grapple + 0/ – 7 + 1/ + 1 + 2/ – 3 + 4/ + 11
Attack Bite + 3 melee (2d6 + 1) or tail + 2 melee (1d4) Bite + 6 melee (2d6 +2) or tail + 4 melee (1d4 + 1) or claw + 4 melee (1d6 + 1) Bite +10 melee (3d6 + 3) or claw + 9 melee (1d8 + 1) Bite + 13 melee (3d6 + 4) or claw + 11 melee (1d8 + 2)
Full Attack Bite and tail Bite and tail or claw Bite and 2 claws Bite and 2 claws
Space/reach 5ft/5ft 5ft/5ft 5ft/5ft 5ft/5ft
Special Attacks Acid spit Acid spit Acid Spit Acid spit, charge
Special Qualities Thought Drinker traits Thought Drinker traits Thought Drinker traits Thought Drinker traits
Saves Fort + 1, Ref + 2, Will + 4 Fort + 4, Ref + 4, Will + 6 Fort + 6, Ref + 5, Will + 9 Fort + 7, Ref + 9, Will + 10
Abilities Str 13, Dex 15, Con 12. Int 2, Wis 12, Cha 9 Str 15, Dex 15, Con 14, Int 2, Wis 13, Cha 9 Str 17, Dex 15, Con 16, Int 2, Wis 14, Cha 11 Str 18, Dex 20, Con 17, Int 2, Wis 15, Cha 15
Skills Escape Artist + 6, Hide + 9, Listen + 6, Move silently + 6 Escape Artist + 6, Hide + 10, Listen + 10, Move silently + 11 Escape Artist + 8, Hide + 13, Listen + 11 Move Silently + 14 Escape Artist +17, Hide + 23, Listen + 14, Move silently + 25
Feats Multiattack, Weapon Finesse Dodge, Improved initiative, Multiattack Dodge, Multiattack, Improved initiative, Weapon focus Cleave, Dodge, Improved initiative, Multiattack, Power attack
Environment Any Any Any Any
Challenge Rating 1 3 5 8
Treasure None None None None
Alignment Always neutral evil Always Neutral evil Always neutral evil Always neutral evil

Thought Drinker Traits: All Thought Drinkers are eyeless but have blindsight to a range of 60 feet. They are all immune to acid and cold and possess fire resistance 20 and electricity resistance 20.

Spawn: Any one killed by a Thought Drinker is raised up as a shell of their former self who then carries a gestating brood of Thought Drinkers until they get to a group of living things, at which point the host will burst open and spill forth the broodlings. The memories of the host are absorbed by the broodlings and passed onto the hive.

Acid Spit: All Thought Drinkers are able to projectile acid from their mouths up to a range of 50 feet, dealing damage based on the age of the creature (1d6, 2d6, 3d6, 4d6).

Monsters

Adventures in Thary Kaean