Book of Beasts Books/Bestiaries/Book... · 2020. 1. 13. · This printing of the Book of Beasts...

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Transcript of Book of Beasts Books/Bestiaries/Book... · 2020. 1. 13. · This printing of the Book of Beasts...

  • Book of BeastsA bestiary of creatures, real or fictitious.

    5th Edition

    EDITORRobert J. Hall

    hiddenway.tripod.com

    CONTRIBUTING AUTHORSDavid E. Brooks Jr., Steve Clark, Monte Cook, Dominique Crouzet, EricDavis, Ashley H., T. Dane Haggard, Robert J. Hall, Robert H. Nichols,Sean K. Reynolds, Paul K. Stefko, and the Netbook of Witches team.

    COVER ARTIgino

    www.igino.net

    INTERIOR ARTISTSDaniel Brannan, Dominique Crouzet, T. Dane Haggard, Robert J. Hall,

    Eric Lofgren, and Jean Paul Torres.

    This book requires the use of the Dungeon & DragonsÒ Player’s Handbook,version 3.5, published by Wizards of the CoastÒ.

    The cover illustration is copyright © 2001 by Igino, and permission was granted for use in thispublication. This printing of the Book of Beasts complies with the Open Gaming License (OGL), version1.0a and is Open Gaming Content (OGC) as identified under the terms of the OGL. The materialspresented herein are the original works of the editor and the contributing authors.

    Use of the names Wizards of the Coast, Dungeons & Dragons, D&D, 3E, v.3.5, d20 or any othercopyrighted or trademarked names or materials is not intended as a challenge to the copyright owner inany way. No challenge to these copyrights or trademarks is intended by their use in this material.WIZARDS OF THE COASTÒ, Dungeons and DragonsÒ, and d20Ò are registered trademarks of Wizardsof the Coast, Inc. The author has no affiliation with Wizards of the CoastÒ, the d20Ò system, the OpenGaming LicenseÒ, or the Open Gaming FoundationÒ. The inclusion of these product names does notimply any approved usage or official licensing of the contents of this document with the aforementionedproducts.

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    http://www.igino.net/http://hiddenway.tripod.com/

  • Table of ContentsMonster Listings....................... 5

    Type (and Subtype).....................5Challenge Rating.........................5Environment................................6

    Introduction.............................. 8Monster Descriptions............... 9

    Reading the Entries.....................9Statistics Block........................ 9

    Fantasy Creatures.................. 13Arcanis Watcher....................... 13Archfiend.................................. 14Archlumine............................... 16Archon...................................... 19

    Flare....................................... 20Jadeoin................................... 21Regalent................................. 22Sidræ...................................... 23

    Astral Frigate............................ 26Ayan..........................................27Babooten...................................28Batling...................................... 29Batreng......................................30Bendith Y Mamau.....................31Blazing Terror.......................... 32Bogoil....................................... 33Bole...........................................34Brownie.....................................35Butterfae................................... 37Campen de la Muerte................38Cellar Dweller...........................39Centacornus.............................. 40Challatyr................................... 42Chupacabra............................... 43Cinderling................................. 44Coursar......................................44Cravedead................................. 46Cricklangal................................48Crypt-Cursed.............................49Death Shrieker.......................... 51Dinosaur....................................52

    Deinosuchus...........................52Diplodocus.............................53Iguanodon.............................. 54Stegosaurus............................ 55

    Dire Animal.............................. 55Dire Bull................................ 55

    Dire Stirge.................................56Diva Ray................................... 57Dominad................................... 58Dragon, Gray............................ 59Draug........................................ 62Dread........................................ 63

    Druther......................................65Elder Spirits.............................. 66Eldraal.......................................70Elf............................................. 71

    Elf, Deep................................ 72Elf, Shadow............................73

    Ellyon........................................74Ephemeral................................. 75Figment..................................... 76Flame Enzine............................ 78Fleshbound Vampire.................79Garnamond............................... 81Ghorig.......................................83Giant......................................... 83

    Cyclopes.................................84Giant, Sea...............................85

    Ginkgosa, Carnivorous............. 86Glashans....................................87Goblin, Firedeep....................... 88Green Jack................................ 90Gryphon.................................... 91Half-Arachnid........................... 91Half-Incarnate........................... 93Half-Lich...................................96Half-Medusa............................. 98Hameh.......................................99Hauntling................................ 101Hiend...................................... 101Hodekin.................................. 103Hoodoo................................... 103Hordling..................................104Hydra, Chimerical...................105Iecorn...................................... 106Incarnate................................. 108J'ghul.......................................109Karkadann...............................111Khryg...................................... 112Kulmander.............................. 113Lasa.........................................114Lenk........................................ 115Lesser Hag.............................. 116Living Sword.......................... 117Lizardfolk, Greater................. 119Makva..................................... 120Manes......................................121Manta-Kine............................. 123Maw........................................ 125Mekanoid................................ 126Merocorn................................ 129Midden Shambler....................130Mortslayer...............................130Mugwumpkin..........................132

    Nemesis...................................134Nepalope.................................135Nubling................................... 136Nymph, Sea.............................138Ooze........................................139

    Sand Slime........................... 139Tar Fiend..............................140

    Orc.......................................... 142Ebony Orc............................143Pigmy Orc............................ 144Swamp Orc.......................... 145

    Plasma Dog.............................146Poludnica................................ 147Primal......................................148

    Air Primal............................ 148Earth Primal......................... 150Fire Primal........................... 151Water Primal........................152

    Pyre Wyrm..............................153Rat, Vulcan............................. 154Rataga..................................... 155Rock Lizard............................ 156Rust Fiend...............................158Sand Lord............................... 159Scallion................................... 160Scarecrow Guardian................161

    Undead Scarecrow............... 162Sea Serpent............................. 162Seant....................................... 164Shabat..................................... 165Shadow Reeve........................ 166Sharod.....................................167Shnoz...................................... 169Shrevebush..............................170Silver Floater.......................... 171Simurgh...................................172Skinrug Guardian....................173Slime Ghoul............................ 175Smoke Snake.......................... 175Sonic Nightmare..................... 176Spider Worg............................177Spine Worm............................178Sprite.......................................179

    Sprite, Fire........................... 179Gravesprite...........................180Sprite, Night.........................181

    Stone Groll..............................182Swarm..................................... 183

    Assassin Bug Swarm............183Ghost Swarm........................184Gloom Fly Swarm................185Skeleton Swarm................... 186

    3

  • Tanglevine Swarm............... 187Tempest Swarm................... 187Virikas Swarm..................... 188Worm Mass..........................189

    Targ.........................................190Tarridin Viper.........................191Thermic Elemental..................191Thodic.....................................193Thorned Star Serpent.............. 195Thunder Bird.......................... 196Tree Shadow........................... 197Troll, Tunnel...........................198Two-Headed Mutant...............199Umbra..................................... 202Unraval................................... 203Valdeen...................................205Verge...................................... 206Virikas.................................... 208Vugoo..................................... 208Wandering Eye....................... 209Wendigo..................................210Werefiend............................... 211

    Lupusfiend........................... 212Wolfling, Lampblack.............. 212Wulgaru.................................. 213Wumpus..................................214Xusc........................................ 215Yurghoul Root........................ 216Zyloek..................................... 217

    Gaol Creatures......................219Acantha................................... 219Bale Warder............................221Dancing Weaver..................... 222Dræcock Bird..........................224Dynad Construct..................... 224Elemental Whippet................. 226Eye Mass.................................227Fetid........................................ 228Giant Horned Dragon Toad.... 230Hund....................................... 232Jadrow.....................................233Mercurial Mimic.....................235Ooze........................................237

    Murkdeep.............................237Sentinel Slime...................... 238

    Reen........................................ 239Squll........................................241Thrug...................................... 242Veil......................................... 244

    Psionic Creatures..................246Giant....................................... 246

    Giant, Rust........................... 246Necrotic Brain.........................247Nulyani................................... 248Nuthril.....................................250Ooze........................................251

    Ethereal Slime......................251Shaggy Stalker........................ 252Swarm..................................... 254

    Psi Fly Swarm...................... 254Science Fiction Creatures.... 256

    Arachnæ..................................256Beowolf...................................256Bluum..................................... 257Boarog.................................... 259Chrone.................................... 260Ciberial................................... 262Cybercube............................... 263Cyborg.................................... 264Droid.......................................265Eolascean................................ 267Gravidon................................. 269Gremlin................................... 270Hopper.................................... 270Immortal................................. 271LGM....................................... 273Megazoid................................ 274Microbot Swarm..................... 275Neanderthal.............................276Nieon...................................... 276Ooze........................................277

    Grid Dust............................. 277Ihchoide............................... 279

    Ogatsu..................................... 280Overseer..................................281Phage Zombie......................... 283Replicant.................................285Rifter.......................................286Rock Roach.............................287Skald....................................... 288

    Spinar......................................289Sryag....................................... 291Tagard.....................................292Tanker.....................................293Thark.......................................294Tordori....................................296Trig......................................... 297Vevul...................................... 301Xenic.......................................301

    Animals.................................. 303Australopithecus..................... 303Arsinoitherium........................ 303Baluchitherium........................304Canis Dirus............................. 304Carcharodon Megalodon........ 305Cave Lion................................306Chimpanzee............................ 307Duck-billed Platypus.............. 307Electric Eel............................. 308Fox.......................................... 308Giant Beaver........................... 309Giant Ground Sloth.................309Gigantopithecus...................... 310Glyptodon............................... 310Hippopotamus.........................311Irish Elk.................................. 312Lynx........................................312Mesophant.............................. 313Ostrich.................................... 313Otter........................................ 314Portuguese Man-O-War..........314Ram.........................................315Smilodon.................................315Terror Crane........................... 316Woolly Mammoth...................317

    Vermin................................... 318Giant Crustacean.....................318Giant Soldier Termite............. 318Giant Tiger Beetle.................. 319Golden Spitting Scarab........... 320Heart-eater.............................. 320

    Appendix A. Summoning.....325Appendix B. Gaol................. 327Copyright Information.........334

    4

  • Monster ListingsThe following lists summarize the monsters

    presented in this publication.

    Type (and Subtype)Aberration: arachnæ, chrone, dancing weave, eyemass, gremlin, kulmander, maw, mercurial mimic,midden shambler, nemesis, nieon, nuthril, ogatsu,overseer, rifter, shaggy stalker, shnoz, silver floater,sryag, tordori, wumpus, xenic, zyloek.Animal: arsinoitherium, baluchitherium, canisdirus, carcharodon megalodon, cave lion,chimpanzee, deinosuchus, diplodocus, dire bull,duck-billed platypus, electric eel, fox, giant beaver,giant ground sloth, gigantopithecus, glyptodon,hippopotamus, iguanodon, irish elk, lynx, otter,portuguese man-o-war, mesophant, ram, smilodon,stegasaurus, tagard, terror crane, vevul, woolymammoth.Construct: beowolf, cybercube, droid, druther,dynad construct, living sword, mekanoid, microbotswarm, scarecrow guardian, skinrug guardian, vergekraken, wandering eye, wulgaru.Dragon: gray dragon, pyre wyrm, rust fiend, seaserpent, two-headed mutant adult red dragon.Elemental (Air): air primal, glashans, sand lord,smoke snake, spinar.Elemental (Cold): cricklangal, sharod.Elemental (Earth): cinderling, earth primal,eldraal, garnamond, hoodoo, mugwumpkin, rockroach, sand lord.Elemental (Electricity): ciberial.Elemental (Fire): cinderling, eldraal, fire primal,flame enzine, plasma dog, smoke snake, tempestswarm.Elemental (Water): mugwumpkin, sharod, waterprimal.Fey: batling, brownie, butterfae, elder spirit direwolf, ellyon, fire sprite, gravesprite, hodekin, nightsprite, sea nymph, squll, tree shadow, tunnel troll.Giant: cyclopes, rust giant, sea giant, two-headedmutant hill giant, two-headed mutant ogre.Humanoid: ape man, bendith y mamau, bogoil,ebony orc, firedeep goblin, ghorig, gravidon, khryg,LGM, neanderthal, nubling, nulyani, pigmy orc,shadow elf, skald, swamp orc, trig, vugoo, xusc.Magical Beast: arcanis watcher, assassin bug,astral frigate, ayan, batreng, cellar dweller,chimerical hydra, chupacabra, dræcock bird,ephemeral, fetid, giant horned dragon toad,gryphon, karkadann, lenk, megazoid, merocorn,nepalope, simurgh, spider worg, spine worm, stone

    groll, tarridin viper, thorned star serpent, thunderbird, worm mass.Monstrous Humanoid: boarog, bole, half-arachnid, half-medusa, hiend, lesser hag, makva,manta-kine, ollorog, poludnica, reen, thark, thrug.Ooze: ethereal slime, grid dust, ihchoide,murkdeep, phleg, sand slime, sentinel slime, tarfiend.Outsider: babooten, elemental whippet, half-incarnate, incarnate, jadrow, shadow reeve, targ.Outsider (Air): blazing terror, sonic nightmare.Outsider (Chaotic): coursar, shabat, valdeen,virikas swarm, wendigo.Outsider (Cold): blazing terror, wendigo.Outsider (Earth): dominad, scallion, thermicelemental.Outsider (Evil): archfiend, rataga, virikas swarm,wendigo, werefiend, wolfling (lampblack).Outsider (Fire): rat (vulcan).Outsider (Good): coursar, diva ray, flare archon,jadeoin archon, lasa, regalent archon, sidræ archon.Outsider (Lawful): diva ray, flare archon, iecorn,jadeoin archon, j'ghul, rataga, regalent archon,sidræ archon, thodic.Plant: acantha, bluum, carnivorous ginkgosa, deathshrieker, green jack, seant, shrevebush, tanglevineswarm, yurghoul root.Undead: bale warder, campen de la muerte,cravedead, crypt-cursed, dread, draug, fleshboundvampire, ghost swarm, half-lich, hameh, hauntling,manes, mortslayer, necrotic brain, phage zombie,skeleton swarm, slime ghoul, umbra.Vermin: assassin bug swarm, eolascian, giantcrustacean, giant soldier termite, giant tiger beetle,gloom fly, golden spitting scarab, heart-eater,hopper, psi fly swarm.

    Challenge Rating1/6: flame enzine, vugoo.1/4: batreng, duck-billed platypus, gloom fly,portuguese man-o-war, ram.1/3: fox, lynx, otter, stone groll.1/2: ape man, bendith y mamau, chimpanzee,cinderling, firedeep goblin, gremlin, gravesprite,gryphon, khryg, neanderthal, nulyani, pigmy orc,vulcan rat, xusc.1: arcanis watcher, bogoil, chupacabra, deathshrieker, droid, ebony orc, electric eel, eolascianscout, ephemeral, eye mass, fire sprite, giant beaver,gloom fly swarm, hordling, human phage zombie,kulmander, manta-kine, nieon, nubling, ostrich,shabat, shadow elf, silver floater, skeleton swarm,smoke snake, spine worm, sryag, tree shadow, trig,

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  • umbra.2: batling, boarog, bole, canis dirus, diva ray,eldraal, ellyon, ghorig, giant soldier termite,glashans, greater lizardfolk, green jack, hiend,hopper, ihchoide, lampblack wolfing, manes,merocorn, necrotic brain, night sprite, plasma dog,psi fly swarm, slime ghoul, sonic nightmare,tanglevine swarm, terror crane, vevul, wulgaru,xenic.3: babooten, bluum, dire stirge, giant tiger beetle,glyptodon, hameh, hippopotamus, jadeoin archon,mesophant, mortslayer, mugwumpkin, reen, sandslime, targ, tarridin viper, thark, thorned starserpent, tunnel troll, valdeen.4: blazing terror, coursar, cravedead, draug,garnamond, golden spitting scarab, hauntling, irishelk, living sword, microbot swarm, nepalope,nuthril, rifter, sand lord, scarecrow guardian,sharod, shrevebush, spinar, tagard, tordori, two-headed mutant ogre, wandering eye.5: air primal, beowolf, butterfae, cave lion,centacornus, ciberial, cricklangal, dire bull,dominad, earth primal, eolascian swarm, fireprimal, giant crustacean, gigantopithecus,karkadann, midden shambler, phleg, rock roach,rust fiend, seant, shnoz, simurgh, smilodon, tempestswarm, thodic, water primal.6: ayan, carnivorous ginkgosa, cellar dweller,cyclopes, dræcock bird, druther, ethereal slime,lasa, makva, ollorog, tar fiend, virikas swarm, wormmass, yurghoul root, 5-headed chimerical hydra.7: acantha, arsinoitherium, assassin bug swarm,giant horned dragon toad, grid dust, hoodoo,iguanodon, j'ghul, lenk, lupusfiend, ogatsu,poludnica, regalent archon, sea nymph, shadowreeve, stegasaurus, wumpus, zyloek, 6-headedchimerical hydra.8: dynad construct, iecorn, maw, pyre wyrm, rataga,rock lizard, thrug, two-headed mutant hill giant,woolly mammoth, 7-headed chimerical hydra.9: astral frigate, carcharodon megalodon,deinosuchus, diplodocus, eolascian queen, flarearchon, giant ground sloth, LGM, mercurial mimic,scallion, sidræ archon, thunder bird, wendigo, 8-headed chimerical hydra.10: rust giant, 9-headed chimrical hydra.11: dancing weaver, elder spirit dire wolf, 10-headed chimerical hydra.12: baluchitherium, jadrow, shaggy stalker, vergekraken, 11-headed chimerical hydra.13: murkdeep, sea giant, squll, 12-headed chaoshydra.14: bale warder, elemental whippet.15: cybercube.

    16: megazoid, two-headed mutant adult red dragon18: ghost swarm19: sentinel slime.20: campen de la muerte, fetid tyrannosaurus,overseer.21: archlumine ghaele.23: sea serpent24: archfiend horned devil.42: nemesis.

    EnvironmentAny: babooten, beowolf, campen de la muerte,cybercube, droid, druther, gremlin, grid dust,hameh, hauntling, LGM, living sword, makva,manes, megazoid, mekanoid snake, mercurialmimic, microbot swarm, mortslayer, necrotic brain,nemesis, nuthril, overseer, phage zombie, rifter,scarecrow guardian, shabat, skeleton swarm,tordori, veil, wandering eye.Cold Aquatic: bluum, draug, sea dragon.Cold Forest: khryg, night sprite, wendigo.Cold Hills: rock roach, xenic.Cold Plains: arachnæ, cave lion, eolascian, hiend,ichiode, irish elk, sharod, thrug, woolly mammoth.Cold Marshes: Slime ghoul.Cold Mountains: half-arachnid troll.Graveyard: gravesprite.Plane (Astral): astral frigate.Plane (Chaotic Evil): virikas.Plane (Chaotic Good): archlumine ghaele, coursar.Plane (Chaotic Neutral): ephemeral, valdeen.Plane (Domain of Dreams): figmentary dire wolf.Plane (Elemental, Air): air primal, glashans, sonicnightmare.Plane (Elemental, Cold): blazing terror.Plane (Elemental, Earth): earth primal, eldraal,garnamond, hoodoo, rust giant, scallion, spinar,thermic elemental.Plane (Elemental, Fire): cinderling, fire primal,flame enzine, plasma dog, pyre wyrm, smoke snake,tempest swarm, vulcan rat.Plane (Elemental, Water): cricklangal, waterprimal.Plane (Ethereal): ethereal slime.Plane (Evil): assassin bug swarm, lampblackwolfling, targ.Plane (Lawful Evil): archfiend horned devil,rataga.Plane (Lawful Good): diva ray, flare archon,regalent archon, sidræ archon.Plane (Lawful Neutral): iecorn, j'ghul, thodic.Plane (Negative Energy): bale warder.Plane (Neutral Good): incarnate giant owl, lasa.

    6

  • Plane (Neutral Evil): jadrow.Plane (Shadow): shadow reeve.Space: phleg.Temperate Aquatic: giant crustacean, jadeoinaquatic, sea giant, sea nymph, seant, thorned starserpent.Temperate Desert: ciberial.Temperate Forests: ayan, boarog, butterfae,ellylon, elder spirit dire wolf, giant beaver, graydragon, green jack, gryphon, lenk, lupusfiend, lynx,psi fly swarm, nieon, replicant elf, sryag, tanglevineswarm, tarridin forest, thunder bird, tree shadow,yurghoul root.Temperate Hills: batling, bendith y mamau,dancing weaver, elemental whippet, hodekin, two-headed mutant hill giant, two-headed mutant ogre,two-headed mutant orc.Temperate Marshes: bogoil, chimerical hydra,duck-billed platypus, glyptodon, greater lizardfolk,sentinel slime, swamp orc, two-headed mutant hugeviper snake, xusc.Temperate Mountains: centacornus, ebony orc,half-incarnate bugbear, nepalope, spider worg.Temperate Plains: brownie, canis dirus, dire bull,fox, ghorig, hund, midden shambler, mesophant,nubling, nulyani, ram, shrevebush, smilodon, terrorcrane, trig.Underground: bole, carnivorous ginkgosa, cellardweller, challatyr, cravedead, death shrieker, dreadhuman commoner zombie, firedeep goblin, ghostswarm, gloom fly, golden spitting scarab,kulmander, maw, murkdeep, neanderthal, ogatsu,pigmy orc, poludnica, reen, rust fiend, sand slime,skald, shaggy stalker, shnoz, spine worm, stonegroll, tunnel troll, umbra, vugoo, worm mass,wumpus, zyloek.Vacuum: Verge kraken.Warm Aquatic: carcharodon megalodon, electriceel, merocorn, portuguese man-o-war.Warm Desert: acantha, dominad, hordling, firesprite, hopper, karkadann, manta-kine, sand lord, tarfiend, thark.Warm Forests: ape man, baluchitherium, batreng,chimpanzee, diplodocus, dire stirge, giant groundsloth, gigantopithecus, iguanodon, shadow elf,silver floater, simurgh, squll, stegasaurus, wulgaru.Warm Hills: cyclopes, rock lizard.Warm Marshes: arsinoitherium, deinosuchus, eyemass, giant horned dragon toad, iguanodon (duckbill), gravidon.Warm Mountains: two-headed mutant adult reddragon.Warm Plains: arcanis watcher, chrone,chupacabra, dræcock bird, dynad construct, fetid

    tyrannosaurus, giant soldier termite, giant tigerbeetle, hippopotamus, mugwumpkin, ostrich,tagard, vevul.

    7

  • IntroductionWelcome to the fifth edition of the Book of

    Beasts, a bestiary of creatures for use in role-playing games. The written material in this work isOpen Game Content, and is licensed for public useunder the terms of the Open Game License v1.0a.See the copyright at the end of this book for moreinformation.

    This new edition includes a variety of newmonsters; some descriptive text with each monsterfor introduction to the players; more details on theGaol Plane setting, and expanded Summon Monstertables that include more lawful and chaotic neutral-aligned monsters.

    I'd like to extend a gracious thanks to thefollowing authors for their excellent contributions.

    • David E. Brooks Jr. ― Babooten, DeathShrieker, Rust Fiend, Wumpus.

    • Steve Clark ― Diplodocus, Iguanodon,Stegasaurus.

    • Monte Cook ― Challatyr.• Dominique Crouzet ― Cravedead, Crypt-

    cursed.• Eric Davis ― Ayan, Hameh.• Ashley H. ― Heart-eater.• T. Dane Haggard1 ― Manes, Mugwumpkin,

    Tar Ooze.• Robert H. Nichols ― Dire Stirge, Gravesprite,

    Gryphon, Rock Lizard.• Sean K. Reynolds ― Fleshbound Vampire,

    Half-Medusa, Thermic Elemental, Two-HeadedMutant.

    • Paul M. Stefko ― Half-Lich.• Netbook of Witches team2 ― Batlings,

    Butterfae, Druther, Lesser Hag, Makva,Poludnica, Scarecrow Guardian, Sea Nymph.

    The marvelous cover illustration is copyright ©2001 by Igino and permission was graciouslygranted for use in this non-commercial publication.I'd also like to thank the following artists for theirwonderful illustrations:

    1 http://d20forge.com/ ― "Halifax", #446.2 Liber Mysterium ― The Netbook of Witches

    and Warlocks.

    • Daniel Brannan ― Druther and Lesser Hag.• Dominique Crouzet ― Cravedead and LGM.• T. Dane Haggard and Jean Paul Torres ―

    Mugwumpkin.• Eric Lofgren ― Boarog and Sryag.

    The animal images are from out-of-copyrightbooks. The remaining sketches and other creaturedepictions are by yours truly.

    Proper use of this material requires access to theCore Rulebook III v3.5, or the System ReferenceDocument version 3.5. If you find an issue with anyof these creatures, or would like to contribute aunique monster write-up or nice illustration for thenext edition of this book, please send me an e-mailmessage.

    At present there are no plans for additionalexpansions of this volume. Any further contentwould appear in a new book. However some day Iwould like to produce a version of this book thatcontains many more illustrations of the monsters.Good art is difficult to obtain, however, particularlyfor a non-commercial work such as this.

    I hope you enjoy the creatures described hereinand find a use for them in your own campaign.While the creatures are covered by the OGL, if youdo decide to use any of these creatures in anotherpublication then some form of notification would begreatly appreciated.

    Bob Hall,November 21, 2005

    8

    http://www.igino.net/http://d20forge.com/http://www.dcrouzet.net/http://www.ericlofgren.com/mailto:[email protected]:[email protected]

  • Monster DescriptionsThis chapter is taken verbatim from the SystemReference Document version 3.5. See the legalinformation at the end of this publication.

    Reading the EntriesEach monster description is organized in the same

    general format, as outlined below.

    Statistics BlockThis portion of a monster description contains

    basic game information on the creature.

    NameThis is the name by which the creature is generally

    known. The descriptive text may provide othernames.

    Size and TypeThis line describes the creature’s size. A size

    modifier applies to the creature’s Armor Class (AC)and attack bonus, as well as to certain skills. Acreature’s size also determines how far it can reachto make a melee attack and how much space itoccupies in a fight (see Space/Reach, below).

    The size and type line continues with thecreature’s type. Type determines how magic affectsa creature. Type determines certain features, such asHit Dice size, base attack bonus, base saving throwbonuses, and skill points.

    Hit DiceThis line gives the creature’s number and type of

    Hit Dice, and lists any bonus hit points. Aparenthetical note gives the average hit points for acreature of the indicated number of Hit Dice. Acreature’s Hit Dice total is also treated as its levelfor determining how spells affect the creature, itsrate of natural healing, and its maximum ranks in askill.

    InitiativeThis line gives the creature’s modifier on initiative

    checks.

    SpeedThis line gives the creature’s tactical speed on

    land (the amount of distance it can cover in onemove action). If the creature wears armor thatreduces its speed, the creature’s base land speedfollows.

    If the creature has other modes of movement,these are given after (or in place of) the land speed.Unless noted otherwise, modes of movement arenatural (not magical).

    Armor ClassThe Armor Class line gives the creature’s AC for

    normal combat and includes a parenthetical mentionof the modifiers contributing to it (usually size,Dexterity, and natural armor). The creature’s touchand flat-footed ACs follow the combat-ready AC.

    A creature’s armor proficiencies (if it has any)depend on its type, but in general a creature isautomatically proficient with any kind of armor it isdescribed as wearing (light, medium, or heavy), andwith all lighter kinds of armor.

    Base Attack/GrappleThe number before the slash on this line is the

    creature’s base attack bonus (before any modifiersare applied). This number won’t often be used, butit can be handy sometimes, especially if the creaturehas the Power Attack or Combat Expertise feats.

    The number after the slash is the creature’sgrapple bonus, which is used when the creaturemakes a grapple attack or when someone tries tograpple the creature. The grapple bonus includes allmodifiers that apply to the creature’s grapple checks(base attack bonus, Strength modifier, special sizemodifier, and any other applicable modifier, such asa racial bonus on grapple checks).

    AttackThis line shows the single attack the creature

    makes with an attack action. In most cases, this isalso the attack the creature uses when making anattack of opportunity as well. The attack lineprovides the weapon used (natural ormanufactured), attack bonus, and form of attack(melee or ranged). The attack bonus given includesmodifications for size and Strength (for meleeattacks) or Dexterity (for ranged attacks). Acreature with the Weapon Finesse feat can use itsDexterity modifier on melee attacks. If the creatureuses natural attacks, the natural weapon given hereis the creature’s primary natural weapon. If thecreature has several different weapons at itsdisposal, the alternatives are shown, with eachdifferent attack separated by the word “or.” Acreature can use one of its secondary naturalweapons when making an attack action, but if itdoes it takes an attack penalty, as noted in the FullAttack section below. The damage that each attackdeals is noted parenthetically. Damage from an

    9

  • attack is always at least 1 point, even if asubtraction from a die roll reduces the result to 0 orlower.

    Full AttackThis line shows all the physical attacks the

    creature makes when it uses a full-round action tomake a full attack. It gives the number of attacksalong with the weapon, attack bonus, and form ofattack (melee or ranged). The first entry is for thecreature’s primary weapon, with an attack bonusincluding modifications for size and Strength (formelee attacks) or Dexterity (for ranged attacks). Acreature with the Weapon Finesse feat can use itsDexterity modifier on melee attacks. The remainingweapons are secondary, and attacks with them aremade with a -5 penalty to the attack roll, no matterhow many there are. Creatures with the Multiattackfeat take only a -2 penalty on secondary attacks.The damage that each attack deals is notedparenthetically. Damage from an attack is always atleast 1 point, even if a subtraction from a die rollreduces the result to 0 or lower.

    A creature’s primary attack damage includes itsfull Strength modifier (1–1/2 times its Strengthbonus if the attack is with the creature’s sole naturalweapon) and is given first. Secondary attacks addonly 1/2 the creature’s Strength bonus and are givensecond in the parentheses.

    If any attacks also have some special effect otherthan damage, that information is given here.

    Unless noted otherwise, creatures using naturalweapons deal double damage on critical hits.

    Manufactured Weapons: Creatures that useswords, bows, spears, and the like follow the samerules as characters do. The bonus for attacks withtwo-handed weapons is 1-1/2 times the creature’sStrength modifier (if it is a bonus), and is givenfirst. Offhand weapons add only 1/2 the Strengthbonus and are given second in the parentheses.

    Space/ReachThis line describes how much space the creature

    takes up on the battle grid and thereby needs tofight effectively, as well as how close it has to be tothreaten an opponent. The number before the slashis the creature’s space, or how many feet one side ofthe creature occupies. The number after the slash isthe creature’s natural reach. If the creature hasexceptional reach due to a weapon, tentacle, or thelike, the extended reach and its source are noted inparentheses at the end of the line.

    Special Attacks and Special QualitiesMany creatures have unusual abilities. A monster

    entry breaks these abilities into special attacks andspecial qualities. The latter category includesdefenses, vulnerabilities, and other special abilitiesthat are not modes of attack. A special ability iseither extraordinary (Ex), spell-like (Sp), orsupernatural (Su). Additional information (whenneeded) is provided in the creature’s descriptivetext.

    When a special ability allows a saving throw, thekind of save and the save DC is noted in thedescriptive text. Most saving throws against specialabilities have DCs calculated as follows: 10 + 1/2the attacker’s racial Hit Dice + the relevant abilitymodifier.

    The save DC is given in the creature’s descriptionalong with the ability on which the DC is based.

    SavesThis line gives the creature’s Fortitude, Reflex,

    and Will save modifiers.

    AbilitiesThis line lists the creature’s ability scores, in the

    customary order: Str, Dex, Con, Int, Wis, Cha.Except where noted otherwise, each creature isassumed to have the standard array of ability scoresbefore racial adjustments (all 11s and 10s). Todetermine any creature’s racial ability adjustments,subtract 10 from any even-numbered ability scoreand subtract 11 from any odd-numbered score.(Exceptions are noted in the Combat section of acreature’s descriptive text.)

    Strength: Quadrupeds can carry heavier loadsthan bipeds can. Any creature with four or moremotive limbs can carry a load as a quadruped, evenif it does not necessarily use all the limbs at once.

    Intelligence: A creature can speak all thelanguages mentioned in its description, plus oneadditional language per point of Intelligence bonus.Any creature with an Intelligence score of 3 orhigher understands at least one language (Common,unless noted otherwise).

    Nonabilities: Some creatures lack certain abilityscores. These creatures do not have an ability scoreof 0―they lack the ability altogether. The modifierfor a nonability is +0.

    SkillsThis line gives the creature’s skills, along with

    each skill’s modifier (including adjustments forability scores, armor check penalties, and any

    10

  • bonuses from feats or racial traits). All listed skillsare class skills, unless the creature has a characterclass (noted in the entry). A creature’s type andIntelligence score determine the number of skillpoints it has.

    The Skills section of the creature’s descriptionrecaps racial bonuses and other adjustments to skillmodifiers for the sake of clarity; these bonusesshould not be added to the listed skill modifiers.

    An asterisk (*) beside the relevant score and in theSkills section of the descriptive text indicates aconditional adjustment, one that applies only incertain situations.

    Natural Tendencies: Some creatures simplyaren’t made for certain types of physical activity. Ifit seems clear that a particular creature simply is notmade for a particular physical activity, that creaturetakes a -8 penalty on skill checks that defy itsnatural tendencies.

    In extreme circumstances the creature fails thecheck automatically.

    FeatsThe line gives the creature’s feats. A monster

    gains feats just as a character does. Sometimes acreature has one or more bonus feats, marked with asuperscript B (B). Creatures often do not have theprerequisites for a bonus feat. If this is so, thecreature can still use the feat. If you wish tocustomize the creature with new feats, you canreassign its other feats, but not its bonus feats. Acreature cannot have a feat that is not a bonus featunless it has the feat’s prerequisites.

    EnvironmentThis line gives a type of climate and terrain where

    the creature is typically found. This describes atendency, but is not exclusionary.

    OrganizationThis line describes the kinds of groups the

    creature might form. A range of numbers inparentheses indicates how many combat-readyadults are in each type of group. Many groups alsohave a number of noncombatants, expressed as apercentage of the fighting population.Noncombatants can include young, the infirm,slaves, or other individuals who are not inclined tofight. If the organization line contains the term“domesticated,” the creature is generally found onlyin the company of other creatures, whom it serves insome capacity.

    Challenge RatingThis shows the average level of a party of

    adventurers for which one creature would make anencounter of moderate difficulty.

    TreasureThis line reflects how much wealth the creature

    owns. In most cases, a creature keeps valuables inits home or lair and has no treasure with it when ittravels. Intelligent creatures that own useful,portable treasure (such as magic items) tend to carryand use these, leaving bulky items at home.

    AlignmentThis line gives the alignment that the creature is

    most likely to have. Every entry includes a qualifierthat indicates how broadly that alignment applies tothe species as a whole.

    AdvancementThe monster entry usually describes only the most

    commonly encountered version of a creature. Theadvancement line shows how tough a creature canget, in terms of extra Hit Dice. (This is not anabsolute limit, but exceptions are extremely rare.)Often, intelligent creatures advance by gaining alevel in a character class instead of just gaining anew Hit Die.

    Level AdjustmentThis line is included in the entries of creatures

    suitable for use as player characters or as cohorts(usually creatures with Intelligence scores of at least3 and possessing opposable thumbs). Add thisnumber to the creature’s total Hit Dice, includingclass levels, to get the creature’s effective characterlevel (ECL). A character’s ECL affects theexperience the character earns, the amount ofexperience the character must have before gaining anew level, and the character’s starting equipment.

    Descriptive TextThe description of each creature starts with a few

    lines describing the first impressions a player mightgain upon viewing the monster. This is followed bya more detailed description of the creature'sappearance, habits, personality, nature, and culture.The typical combat tactics are detailed whereappropriate, and the unique special attacks andspecial qualities are described. For intelligentcreatures that can gain classes, the characterqualities and modifiers are also listed.

    11

  • Advanced BenefitsThe advanced benefits show the additional

    enhancements that are gained by a creature when itis advanced by a number of Hit Dice beyond thetypical creature statistics. These abilities are addedto the normal benefits that occur when a creature isadvanced. The extra benefits can increase the CRabove the typical progression rate.

    12

  • Fantasy CreaturesThese creatures are suitable for use in most

    fantasy campaigns that allow the use of magic.

    Copyright © 2005, Robert J. Hall.

    Arcanis WatcherAuthor: Robert J. Hall.Small Magical BeastHit Dice: 1d10+2 (8 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 14 (+1 size, +1 Dex, +2 natural),touch 12, flat-footed 13Base Attack/Grapple: +1/-1Attack: Bite +4 melee (1d6+3)Full Attack: Bite +4 melee (1d6+3)Space/Reach: 5 ft./5 ft.Special Attacks: ―Special Qualities: True sight, darkvision 60 ft.,low-light vision, scentSaves: Fort +4, Ref +3, Will +2Abilities: Str 14, Dex 13, Con 15, Int 4, Wis 14,Cha 7Skills: Jump +3, Listen +11, Spot +11, Survival+7*Feats: AlertnessEnvironment: Warm plainsOrganization: Solitary or pack (5–10)Challenge Rating: 1Treasure: NoneAlignment: Always neutralAdvancement: 2–4 HD (Small); 5–8 HD(Medium)Level Adjustment: ―

    This lean creature has dog-like features; a shaggy,multi-hued fur coat; oversized hind legs, and a long,thick tail. It appears keenly observant, with dark,glittering eyes, pointed, twitching ears, and alengthy snout.

    These peculiar creatures were bred by wizards toserve as magical watchdogs. Physically theycombine the lower body and tail of a wallaby withthe head, neck, and front paws of a wild dog. Theirshaggy, mottled fur coat is a mixture of patchyblack, brown, yellow, and white markings.

    The senses of these creatures are exceptionallykeen, being at least the equal of the most successfulpredatory animals. In addition, they are capable ofdetecting beings that would normally be concealedby magical means or by their ethereal state.

    The arcanis watchers originally served as faithfulpets and guardians in the towers of their wizardcreators, but in time they were also sold to wealthymerchants and became more widespread.

    Intended to serve as domesticated beasts, arcaniswatchers generally do not reproduce well in thewilderness and will only thrive in a civilizedenvironment. They breed as marsupials, with thefemale carrying a single infant in her pouch.

    CombatThe arcanis watcher is a faithful and courageous

    guardian who defends its master with a potent bite.When it becomes aware of a threat it will issue adeep growl then begin barking loudly, oftensummoning more powerful guardians as a result.

    True Sight (Su): This ability is identical with trueseeing (caster level 10th) except that it constant andhas personal range.

    Skills: Arcanis watchers have a +4 racial bonus toSpot and Listen checks. *They have a +4 racialbonus on Survival checks when tracking by scent.

    Advanced BenefitsIn addition to the standard changes due to Hit

    Dice advancement, arcanis watchers also gain thefollowing special benefits.• 2–7 HD ― The racial bonuses to Spot and

    Listen checks increase to +6.• 4+ HD ― +2 bonus on saving throws against all

    mind-affecting effects.

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  • • 6+ HD ― Gain Alarm (Su): An arcaniswatcher receives a mental alarm each time acreature of Tiny or larger size approaches withina 20-foot-radius, in a manner identical to thealarm spell. This is a constant ability and cannot be dispelled or suppressed.

    • 8 HD ― The racial bonuses to Spot and Listenchecks increase to +8.

    ArchfiendAuthor: Robert J. Hall.

    Existence on the dimensional planes of evil isbrutal in the extreme, and none can command therewho are not utterly ruthless. The most malicious ofthese villainous beings rise above the rank and fileto find positions of power. These superiorrepresentatives of their ilk are rewarded with potentabilities granted by the masters of their plane,allowing these chosen ones to dominate theirlessors.

    The archfiend is an evil-aligned outsider that hasdemonstrated the type of dominant traits whichplease their heinous masters. They have committedcountless acts of villainy to achieve their infamousstatus, and have become the very embodiment ofpure and unrepentant evil. Their superior abilitiesare sufficient to give all but the most powerful ofrivals cause for fear. Archfiends always possess anobedient following of lesser creatures to serve theirbidding.

    Sample ArchfiendThis example uses a horned devil that has been

    advanced to 21 HD as the base creature.

    ThorzeghazulArchfiend Horned Devil (Cornugon)Huge Outsider (Evil, Extraplanar, Lawful)Hit Dice: 21d8+189 (283 hp)Initiative: +12Speed: 20 ft. (4 squares), fly 50 ft. (average)Armor Class: 39 (-2 size, +8 Dex, +19 natural, +4deflection), touch 20, flat-footed 31Base Attack/Grapple: +21/+41Attack: +2 huge unholy spiked chain +34 (2d6+14plus stun) or claw +31 melee (2d6+12) or tail +31(2d6+6 plus infernal wound)Full Attack: +2 huge unholy spiked chain+34/+29/+24/+19 (2d6+20 plus stun) and bite +29(2d8+6) and tail +29 (2d6+6 plus infernal wound);or 2 claws +31 melee (2d6+12) and bite +29(2d8+6) and tail +29 (2d6+6 plus infernal wound)

    Space/Reach: 15 ft./15 ft. (20 ft. with spiked chain)Special Attacks: Aura of despair, fear aura,infernal wound, spell-like abilities, stun, summondevilSpecial Qualities: Damage reduction 15/good andsilver, darkvision 60 ft., immunity to fire andpoison, resistance to acid 10 and cold 10,regeneration 5, see in darkness, spell resistance 31,telepathy 100 ft., detect good, greater scrying 5/day,plane shift, true nameSaves: Fort +21, Ref +22, Will +16Abilities: Str 35, Dex 27, Con 29, Int 16, Wis 18,Cha 26Skills: Bluff +30, Climb +41, Concentration +32,Diplomacy +16, Disguise +12 (+6 acting), Hide+30, Intimidate +34, Knowledge (planes) +15,Listen +28, Move Silently +30, Search +27, SenseMotive +24, Speak Language +4, Spot +28,Survival +4 (+6 following tracks)Feats: Cleave, Improved Sunder, ImprovedInitiative, Iron Will, LeadershipB, Multiattack,Power Attack, Weapon Focus (spiked chain)Environment: A lawful evil-aligned planeOrganization: Pair (with cohort), or mob (withcohort and 20–40 followers)Challenge Rating: 24Treasure: Standard coins; double goods; standarditemsAlignment: Lawful evilAdvancement: By character classLevel Adjustment: ―

    This towering creature presents a fearsome aspect,with a massive, powerful frame as big as a giant,and a vaguely humanoid form covered in scales. Itpossesses bat-like wings and a slashing,serpentine tail. The form is surrounded by anunsettling, shadowy nimbus.

    Thornzeghazul is an awe-inspiring figure, standingover 16 feet tall and weighing about 5,000 pounds.His monstrous, intimidating form is constantlysurrounded by a dark nimbus in which unsettlingfigures and shapes seem to shift and move about. Aglance at his hard, penetrating gaze can send eventhe toughest, most battle-hardened veteran into thedepths of utmost despair.

    Thornzeghazul speaks abyssal, celestial, draconic,infernal, orcish, and undercommon. His cohort is acauchemar nightmare.

    Gear: +2 huge unholy spiked chain, dagger ofvenom, +1 ring of greater energy resistance(electricity), cloak of etherealness, earth elemental

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  • gem, amulet of proof against detection andlocation, 3 potions of cure serious wounds, 2potions of haste.

    CombatThornzeghazul is a bold, fearless fighter. He has

    never been known to retreat, even againstoverwhelming odds. He relishes fighting with hiswicked spiked chains, usually singling out theenemy leader to shred and destroy.

    Thornzeghazul’s natural weapons, as well as anyweapons he wields, are treated as evil-aligned andlawful-aligned for the purpose of overcomingdamage reduction.

    Spell-Like Abilities: At will―dispel chaos (DC23), dispel good (DC 23), magic circle againstgood, greater teleport (self plus 50 pounds ofobjects only), persistent image. 3/day―fireball(DC 21), lightning bolt (DC 21). 1/day―acid fog(DC 24), confusion (DC 22), finger of death (DC25), hold monster (DC 23), maze. Caster level 21st.The save DCs are Charisma-based.

    Aura of Despair (Su): Thornzeghazul isconstantly shrouded in a blood-red, infernal aura ofevil. Creatures of less than 10 HD in a 60-footradius that look at the archfiend must succeed on aDC 22 Will save or be affected as though by acrushing despair spell (caster level 21st.) A creaturethat successfully saves cannot be affected again bythe same archfiend's aura for 24 hours.

    Detect Good (Sp): At will, Thornzeghazul canuse detect good as a spell-like ability, duplicatingthe effect of the detect good spell.

    Greater Scrying (Su): Thornzeghazul can use agreater scrying ability, as the spell, four times perday.

    Plane Shift (Su): This ability affects onlyThornzeghazul and it can be used once per day. It isotherwise identical to the spell (caster level 21st.)

    Fear Aura (Su): Thornzeghazul can radiate a 5-foot-radius fear aura as a free action. A creature inthe area must succeed on a DC 28 Will save or beaffected as though by a fear spell (caster level15th). A creature that successfully saves cannot beaffected again by the same horned devil’s aura for24 hours. Other devils are immune to the aura. Thesave DC is Charisma-based.

    Stun (Su): Whenever Thornzeghazul hits with aspiked chain attack, the opponent must succeed on aDC 32 Fortitude save or be stunned for 1d4 rounds.The save DC is Strength-based. This ability is afunction of the horned devil, not of the spiked

    chain.Infernal Wound (Su): The damage

    Thornzeghazul deals with its tail attack causes apersistent wound. An injured creature loses 2additional hit points each round. The wound doesnot heal naturally and resists healing spells. Thecontinuing hit point loss can be stopped by a DC 29Heal check, a cure spell, or a heal spell. However, acharacter attempting to cast a cure spell or a healspell on a creature damaged by Thornzeghazul’s tailmust succeed on a DC 29 caster level check, or thespell has no effect on the injured character. Asuccessful Heal check automatically stops thecontinuing hit point loss as well as restoring hitpoints. The check DC is Constitution-based.Summon Devil (Sp): Once per day Thornzeghazulcan attempt to summon 2d10 lemures or 1d6bearded devils with a 70% chance of success; 1d6barbed devils with a 55% chance of success, or ahorned devil with a 40% chance of success. Thisability is the equivalent of a 6th-level spell.

    Regeneration (Ex): Thornzeghazul takes normaldamage from good-aligned silvered weapons, andfrom spells or effects with the good descriptor.

    True Name (Su): Thornzeghazul has a true namewhich holds special power over the creature. Anarchfiend is unable to resist a spell or spell-likeeffect cast by a creature that knows the true name ofthe archfiend, and the DC for any Will save againstthe spell is increased by +10. The greater powerthat bestowed the archfiend template uponThornzeghazul always knows his true name.

    Creating an Archfiend"Archfiend" is an acquired template that can be

    added to any evil-aligned outsider that hasadvanced by more than 5 Hit Dice (referred tohereafter as the base creature).

    An archfiend uses all the base creature's statisticsand special abilities except as noted here.

    Size and Type: The creature's type and size areunchanged. Do not recalculate Hit Dice or baseattack bonus.

    Armor Class: The creature gains a +1 deflectionbonus to AC per five Hit Dice (maximum +5 at 25HD) or the deflection bonus of the base creature,whichever it is better.

    Special Attacks: An archfiend has all the specialattacks of the base creature and gains thosedescribed below.

    Spell-Like Abilities: An archfiend with anIntelligence or Wisdom score of 8 or higher has a

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  • choice of spell-like abilities depending on its HitDice, as indicated on the table below. The abilitiesare cumulative; an archfiend with 10 HD can usebestow curse, confusion, and hold monster. Anability is usable once per day. Use the caster levelfor the spell-like abilities of the the base creature, orthe creature's Hit Dice, whichever is greater. Thesave DCs are Charisma-based.

    HD Abilities6–7 Confusion8 Bestow curse

    9–10 Hold monster11 Private sanctum

    12–13 Eyebite14 Acid fog

    15–16 Finger of death17 Power word blind

    18–19 Discern location20 Maze

    21–22 Destruction23 Time stop

    24–25 Fear, chain lightning26 Contagion, symbol of weakness

    27–28 Baleful polymorph, insanity29 Magic jar, demand

    30–31 Circle of death, horrid wilting32+ Disintegrate, dominate monster

    Improved Summoning (Sp): If the base creaturehas a chance to summon evil outsiders as a spell-like ability, the chance for success improves by+20%.

    Special Qualities: An archfiend has all the specialqualities of the base creature and gains thosedescribed below.

    Aura of Despair (Su): Archfiends are constantlyshrouded in a blood-red, infernal aura of evil.Creatures of less than 10 HD in a 60-foot radiusthat look at the archfiend must succeed on a Willsave or be affected as though by a crushing despairspell (caster level equal to Hit Dice.) The save DCis equal to 14 + Charisma bonus. A creature thatsuccessfully saves cannot be affected again by thesame archfiend's aura for 24 hours.

    Damage Reduction (Su): If the base creature hasdamage reduction, increase the amount of reductionby +5. Otherwise the creature gains damagereduction 10/good.

    Detect Good (Sp): At will, an archfiend can usedetect good as a spell-like ability, duplicating theeffect of the detect good spell.

    Greater Scrying (Su): An archfiend can use agreater scrying ability, as the spell, once per day forevery five Hit Dice (caster level 14th.)

    Plane Shift (Su): This ability affects only thearchfiend and it can be used once per day. It isotherwise identical to the spell (caster level equals14th or the creature's HD, whichever is greater.)

    Spell Resistance (Su): Spell resistance equal tocreature's HD + 10 (maximum 35) or the spellresistance of the base creature, whichever is better.

    True Name (Su): An archfiend has a true namewhich holds special power over the creature. Anarchfiend is unable to resist a spell or spell-likeeffect cast by a creature that knows the true name ofthe archfiend, and the DC for any Will save againstthe spell is increased by +10. The greater powerthat bestowed the archfiend template upon thecreature always knows its true name.

    Abilities: Increase from the base creature asfollows: Str +4, Dex +2, Con +4, Int +2, Cha +4.

    Feats: Gains Leadership as a bonus feat.Otherwise same as the base creature.

    Challenge Rating: HD 9 or less, as base creature+2; HD 10–15, as base creature +3; HD 16 or more,as base creature +4.

    Advancement: By character class.Level Adjustment: Same as base creature +7.

    ArchlumineAuthor: Robert J. Hall.

    Among the many marvelous inhabitants of thedimensional planes of good, there are those whoembody the purest virtues of their kind. Theseparagons of all that is decent and righteous haveexcelled in their struggles against evil, and thushave been rewarded with positions of greaterresponsibility. Such impressive representatives oftheir type are blessed with significantly improvedabilities by a divine patron of the plane, allowingthese creatures to pursue their cause with evengreater efficacy.

    An archlumine is a good-aligned outsider that hasattained a remarkable record of achievement whiledisplaying a virtue beyond reproach. They areheroic figures, and many a good-natured creaturewould willingly sacrifice themselves in order tofurther the illustrious purpose of the blessedarchlumine. The potent powers of an archlumine arethe bane of all but the darkest of evil opponents,and they have dedicated their lives to theelimination of all that is vile and despicable.Archlumine always have a loyal following of goodcreatures to serve and protect their noble lord.

    16

  • Archlumine GhaeleThis example uses a ghaele that has been

    advanced to 18 HD as the base creature.

    Erichelle GlowhearthArchlumine GhaeleLarge Outsider (Chaotic, Extraplanar, Good)Hit Dice: 18d8+54 (135 hp)Initiative: +7Speed: 50 ft. (10 squares), fly 150 ft. (perfect)Armor Class: 29 (-1 size, +3 Dex, +14 natural, +3deflection), touch 15, flat-footed 26, or15 (-1 size, +3 Dex, +3 deflection), touch 15, flat-footed 12Base Attack/Grapple: +18/+30Attack: +4 large ghost touch holy greatsword +30melee (3d6+17/19–20) or light ray +20 rangedtouch (2d12)Full Attack: +4 large ghost touch holy greatsword+30/+25/+20 melee (3d6+17/19–20) or 2 light rays+20 ranged touch (2d12)Space/Reach: 10 ft./10 ft.Special Attacks: Spell-like abilities, spells, gaze,greater spiritual weaponSpecial Qualities: Alternate form, damagereduction 15/evil and cold iron, darkvision 60 ft.,detect evil, immunity to electricity and petrification,low-light vision, protective aura, resistance to cold10 and fire 10, spell resistance 28, aura of hope,greater arcane sight, tongues, limitationsSaves: Fort +14, Ref +14, Will +15Abilities: Str 27, Dex 16, Con 17, Int 18, Wis 19,Cha 20Skills: Concentration +24, Diplomacy +22, EscapeArtist +24, Handle Animal +26, Hide +24,Knowledge (any two) +25, Listen +25, MoveSilently +24, Ride +24, Sense Motive +25, Spot+25, Use Rope +7 (+9 with bindings)Feats: Combat Expertise, Dodge, ImprovedDisarm, Improved Initiative, Improved Trip,LeadershipB, Mobility, Spring AttackEnvironment: Any chaotic good-aligned planeOrganization: Pair (with cohort), or cadre (withcohort and 20–40 followers)Challenge Rating: 21Treasure: No coins; double goods; standard itemsAlignment: Chaotic goodAdvancement: By character classLevel Adjustment: ―

    This magnificent being has distinctively elf-likefeatures, and stands erect with a regal grace. Shehas flesh the hue of ivory; pearly, sparkling eyes,and flowing, dark green hair. She is shrouded in agolden nimbus that radiates with the pureness oftrue faith.

    Erichelle Glowhearth is a living legend among theghaele, having valiantly defeated untold numbers ofevil creatures and slain many of their malevolentmasters in combat. She is widely regaled by thebards of her realm, and is the very stuff of legend.Erichelle loves nothing better than to rescueinnocent souls from the horror of vile tyranny, but ismore than willing to serve as a powerful friend andally in any significant cause for good.

    While usually appearing as a towering humanoidfemale of striking allure, Erichelle can also take theform of an incorporeal globe of eldritch colors, 8feet in diameter. In her normal form she stands justover 9 feet tall and weighs about 600 pounds.

    Erichelle speaks Celestial, Infernal, and Draconic,but can communicate with almost any creature,thanks to her tongues ability. Her cohort and closestfriend is a chaotic good half-brass dragon centaur14th-level Cleric/3th-level Hierophant named MynlaTralshien.

    Gear: +4 large ghost touch holy greatsword, rodof enemy detection, gauntlet of rust, ring of animalfriendship, 3 potions of cure moderate wounds, 2potions of haste. The sword is an intelligent weaponnamed Solbern the Wraith Reaver (CG, Int 13, Wis13, Cha 10, empathy, Search +11, cast major image1/day, and 60 ft. vision and hearing.)

    CombatWhen Erichelle enters combat, she prefer direct

    confrontation and lethal attacks to more subtle orinsidious methods. She usually fights in herhumanoid form, wielding an incandescent +4 largeghost touch holy greatsword. If Erichelle desiresmobility, she assumes her globe form and blasts theenemy with light rays.

    Erichelle’s natural weapons, as well as anyweapons she wields, are treated as chaotic-alignedand good-aligned for the purpose of overcomingdamage reduction.

    Spell-Like Abilities: At will―aid, charmmonster (DC 19), color spray (DC 16),comprehend languages, continual flame, cure lightwounds (DC 16), dancing lights, detect evil, detectthoughts (DC 17), disguise self, dispel magic, holdmonster (DC 20), greater invisibility (self only),

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  • major image (DC 18), see invisibility, greaterteleport (self plus 50 pounds of objects only);1/day―chain lightning (DC 21), detect scrying,dimension lock, discern lies, greater command (DC20), heal (DC 21), instant summons, prismaticspray (DC 22), righteous might, spell turning,symbol of persuasion (DC 21), wall of force. Casterlevel 18th. The save DCs are Charisma-based.

    Spells: While in humanoid form, Erichelle cancast divine spells as a 14th-level cleric. Erichellehas access to the Good and Plant domains. The saveDCs are Wisdom-based.

    Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3;save DC 13 + spell level): 0―cure minor wounds,detect magic, guidance, light, resistance, virtue;1st―bless, command, divine favor, entangle*,obscuring mist, sanctuary, shield of faith;2nd―aid*, align weapon, bear’s endurance, findtraps, lesser restoration, remove paralysis, zone oftruth; 3rd―daylight, plant growth*, prayer, removecurse, searing light, water breathing; 4th―deathward, dismissal, divine power, holy smite*,restoration; 5th―dispel evil*, flame strike, raisedead, true seeing; 6th―banishment, blade barrier,heal, repel wood*; 7th―holy word*, mass cureserious wounds, summon monster VII.

    *Domain spell.Greater Spiritual Weapon (Sp): Three times per

    day Erichelle can summon a weapon of pure force.This ability functions as the spiritual weapon spell(caster level 18th), except that a weapon remains inexistence for 18 minutes and it can be redirected toa new opponent as a free action. This ability is theequivalent of a 4th-level spell.

    Aura of Hope (Su): Erichelle is constantlyshrouded in a golden, glowing aura of faith. Anyallies within a 30-foot radius are affected as thoughby a good hope spell (caster level 18th.) Creaturesmust succeed on a DC 13 Will save in order toresist this effect. A creature that successfully savescannot be affected again by the same archlumine'saura for 24 hours. Erichelle is not affected by theaura.

    Gaze (Su): In humanoid form―slay evil creaturesof 5 or less HD, range 60 feet, Will DC 18 negates.Even if the save succeeds, the creature is affected asthough by a fear spell for 2d10 rounds. Non-evilcreatures, and evil creatures with more than 5 HD,must succeed on a DC 18 Will save or suffer thefear effect. The save DCs are Charisma-based.

    Light Ray (Ex): Erichelle in globe form canproject light rays with a range of 300 feet. Thisattack overcomes damage reduction of any type.

    Alternate Form (Su): Erichelle can shift betweenher humanoid and globe forms as a standard action.In humanoid form, she cannot fly or use her lightrays, but she can use her gaze attack and spell-likeabilities, make physical attacks, and cast spells. Inglobe form, she can fly, use her light rays, and usespell-like abilities, but she cannot cast spells or useher gaze attack. The globe form is incorporeal, andErichelle has no Strength score while in that form.

    Erichelle remains in one form until she chooses toassume a new one. A change in form cannot bedispelled, nor does Erichelle revert to any particularform when killed. A true seeing spell or ability,however, reveals both forms simultaneously.

    Protective Aura (Su): Against attacks made oreffects created by evil creatures, this abilityprovides a +4 deflection bonus to AC and a +4resistance bonus on saving throws to anyone within20 feet of Erichelle. Otherwise, it functions as amagic circle against evil effect and a lesser globeof invulnerability, both with a radius of 20 feet(caster level 18th). (The defensive benefits from thecircle are not included in a Erichelle’s statisticsblock.)

    Greater Arcane Sight (Su): Erichelle can use agreater arcane sight ability, as the spell, three timesper day (caster level 14th.)

    Detect Evil (Sp): At will, Erichelle can use detectevil as a spell-like ability, duplicating the effect ofthe detect evil spell.

    Plane Shift (Su): This ability affects onlyErichelle and it can be used once per day. It isotherwise similar to the spell (caster level 18th.)

    Tongues (Su): Erichelle can speak with anycreature that has a language, as though using atongues spell (caster level 14th). This ability isalways active.

    Limitations: Erichelle will lose her archluminetemplate if she ever willingly commits an evil act.In addition, she is expected to freely serve the willof her divine patron when called upon to do so,although her patron is understanding about briefdiversions for a good purpose.

    Creating an Archlumine"Archlumine" is an acquired template that can be

    added to any good-aligned outsider that hasadvanced by more than 5 Hit Dice (referred tohereafter as the base creature).

    An archlumine uses all the base creature's statisticsand special abilities except as noted here.

    Size and Type: The creature's type and size are

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  • unchanged. Do not recalculate Hit Dice or baseattack bonus.

    Armor Class: The creature gains a +1 deflectionbonus to AC per five Hit Dice (maximum +5 at 25HD) or the deflection bonus of the base creature,whichever it is better.

    Special Attacks: An archlumine has all thespecial attacks of the base creature and gains thosedescribed below.

    Spell-Like Abilities: An archlumine with anIntelligence or Wisdom score of 8 or higher has achoice of spell-like abilities depending on its HitDice, as indicated on the table below. The abilitiesare cumulative; an archfiend with 10 HD can usedetect scrying, discern lies, and greater command.An ability is usable once per day. Use the casterlevel for the spell-like abilities of the the basecreature, or the creature's Hit Dice, whichever isgreater. The save DCs are Charisma-based.

    HD Abilities6–7 Detect scrying

    8 Discern lies9–10 Greater command

    11 Righteous might12–13 Heal

    14 Symbol of persuasion15–16 Instant summons

    17 Spell turning18–19 Dimension lock

    20 Mind blank21–22 Etherealness

    23 Foresight24–25 Stoneskin, animate objects

    26 Freedom of Movement, banishment27–28 Hold monster, forcecage

    29 Mark of justice, iron body30–31 Word of recall, sunburst32+ True seeing, astral projection

    Greater Spiritual Weapon (Sp): Three times perday the archlumine can summon a weapon of pureforce. This ability functions as the spiritual weaponspell (caster level equals HD), except that a weaponremains in existence for 1 minute per HD and it canbe redirected to a new opponent as a free action.This ability is the equivalent of a 4th-level spell.

    Special Qualities: An archlumine has all thespecial qualities of the base creature and gains thosedescribed below.

    Aura of Hope (Su): Archlumine are constantlyshrouded in a beautiful glowing aura of goodness.Any allies within a 30-foot radius are affected asthough by a good hope spell (caster level equal toHit Dice.) Creatures must succeed on a Will save in

    order to resist this effect. The save DC is equal to13 + Charisma bonus. A creature that successfullysaves cannot be affected again by the samearchlumine's aura for 24 hours.

    Damage Reduction (Su): If the base creature hasdamage reduction, increase the amount of reductionby +5. Otherwise the creature gains damagereduction 10/evil.

    Detect Evil (Sp): At will, an archlumine can usedetect evil as a spell-like ability, duplicating theeffect of the detect evil spell.

    Greater Arcane Sight (Su): An archlumine can usea greater arcane sight ability, as the spell, once perday for every five Hit Dice (caster level 14th.)

    Plane Shift (Su): This ability affects only thearchlumine and it can be used once per day. It isotherwise identical to the spell (caster level equals14th or the creature's HD, whichever is greater.)

    Spell Resistance (Su): Spell resistance equal tocreature's HD + 10 (maximum 35) or the spellresistance of the base creature, whichever is better.

    Limitations: An archlumine must be the samealignment as its divine patron and will lose itsarchlumine template if it ever willingly commits anevil act. In addition, it is expected to freely servethe will of its divine patron when called upon to doso, although most such patrons are understandingabout brief diversions for a good purpose.

    Abilities: Increase from the base creature asfollows: Str +2, Dex +4, Con +2, Int +2, Wis +2,Cha +4.

    Feats: Gains Leadership as a bonus feat.Otherwise same as the base creature.

    Challenge Rating: HD 9 or less, as base creature+2; HD 10–15, as base creature +3; HD 16 or more,as base creature +4.

    Advancement: By character class.Level Adjustment: Same as base creature +7.

    ArchonArchons are celestials from a lawful good-aligned

    plane. Archons speak Celestial, Infernal, andDraconic, but can speak with almost any creaturebecause of their tongues ability.

    CombatArchons generally prefer to meet a foe head-on if

    it is prudent to do so, but if outmatched, they dowhat they can to even the odds (usually byemploying hit-and run tactics or standing off andengaging a foe with magic before moving into

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  • melee).Archon Traits: An archon possesses the

    following traits (unless otherwise noted in acreature’s entry).— Darkvision out to 60 feet and low-light vision.— Aura of Menace (Su): A righteous aura

    surrounds archons that fight or get angry. Anyhostile creature within a 20-foot radius of anarchon must succeed on a Will save to resist itseffects. The save DC varies with the type ofarchon, is Charisma-based, and includes a +2racial bonus. Those who fail take a -2 penalty onattacks, AC, and saves for 24 hours or until theysuccessfully hit the archon that generated theaura. A creature that has resisted or broken theeffect cannot be affected again by the samearchon’s aura for 24 hours.

    — Immunity to electricity and petrification.— +4 racial bonus on saves against poison.— Magic Circle against Evil (Su): A magic circle

    against evil effect always surrounds an archon(caster level equals the archon’s Hit Dice). (Thedefensive benefits from the circle are notincluded in an archon’s statistics block.)

    — Teleport (Su): Archons can use greater teleportat will, as the spell (caster level 14th), exceptthat the creature can transport only itself and upto 50 pounds of objects.

    — Tongues (Su): All archons can speak with anycreature that has a language, as though using atongues spell (caster level 14th). This ability isalways active.

    FlareAuthor: Robert J. Hall.Small Outsider (Archon, Extraplanar, Good,Lawful)Hit Dice: 9d8+63 (103 hp)Initiative: +11Speed: 20 ft. (4 squares), fly 40 ft. (good)Armor Class: 22 (+1 size, +7 Dex, +4 deflection),touch 22, flat-footed 15Base Attack/Grapple: +9/+5Attack: Searing touch +16 melee (2d6 fire) or slam+16 melee (1d3 plus 2d6 fire)Full Attack: Searing touch +16/+11 melee (2d6fire) or 2 slams +16 melee (1d3 plus 2d6 fire)Space/Reach: 5 ft./5 ft.Special Attacks: Brilliant glow, searing touch,death burst, spell-like abilities

    Special Qualities: Aura of menace, darkvision 60ft., damage reduction 10/evil, immunity toelectricity, light, and petrification, resistance to cold20 and fire 20, magic circle against evil, spellresistance 20, teleport, tonguesSaves: Fort +9, Ref +13, Will +9Abilities: Str 11, Dex 25, Con 16, Int 14, Wis 17,Cha 19Skills: Concentration +13, Diplomacy +16, EscapeArtist +18, Knowledge (any four) +8, Listen +13,Search +18, Sense Motive +19, Spellcraft +9, Spot+19, Tumble +17Feats: Dodge, Improved Initiative, Mobility,Spring Attack, Weapon FinesseBEnvironment: Any lawful good-aligned plane.Organization: Solitary, pair, squad (2–5), or troop(6–10 plus 1–4 lantern archons)Challenge Rating: 9Treasure: No coins; double goods; standard itemsAlignment: Always lawful goodAdvancement: By character classLevel Adjustment: ―

    This brilliantly-glowing creature is painful to lookupon for more than the briefest glimpse. It appearsas a small, vaguely humanoid form with no distinctfeatures other than glowing tendrils that waft about.

    A flare archon is a hybrid creature combining thetraits of radiance with the barely corporeal. Theyliterally glow with the purity of their own goodnature. Their body is a simple, humanoid form withjust enough structure to allow them to interact withthe physical world. They continually radiate tendrilsof energy that permit them to effortlessly fly about.

    Flare archons are seekers of secrets and bringersof light to dark places. They believe that evilprospers when it is hidden, and that which isinnocent and free of evil will always prosperthrough openness and honesty. A flare archon willaid anybody who is suffering due to acts of evil.

    CombatA flare archon is a fearless opponent who will

    attack a foe from any distance, employing itsradiant powers to best effect. Flare archons focus onthe most evil foe first, then deal with otheropponents when the leader has been defeated.

    Spell-Like Abilities: At will―continual flame,detect evil, detect secret doors, produce flame, seeinvisibility. 3/day―daylight, mirror image, searinglight. Caster level 9th.

    Aura of Menace (Su): Will DC 20.

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  • Brilliant Glow (Ex): The body of a flare archonradiates a blinding light in a 60-ft. radius. Anycreature within 10 ft. that employs its sight for anyreason must succeed at a DC Fortitude save eachround or be blinded for 1d6 minutes. A creature towhich sunlight is harmful or unnatural takes 4d6points of damage (Reflex DC half). The save DCsare Constitution-based.

    Searing Touch (Ex): Merely touching or beingtouched by a flare archon automatically deals 2d6fire damage. Undead, fungi, mold, oozes, slimes,and any creatures to which sunlight is harmful orunnatural take double damage.

    Death Burst (Ex): When a flare archon is slain itcomes apart with a searing burst of radiance. This issimilar to a sunburst spell (caster level 15th).

    Skills: Flare archons have +4 on Search, SenseMotive, and Spot checks.

    JadeoinAuthor: Robert J. Hall.Medium Outsider (Aquatic, Archon,Extraplanar, Good, Lawful)Hit Dice: 5d8 (22 hp)Initiative: +8Speed: 20 ft. (4 squares), swim 60 ft.Armor Class: 19 (+4 Dex, +4 deflection, +1buckler), touch 18, flat-footed 15Base Attack/Grapple: +5/+5Attack: +1 merciful trident +6 melee (1d8+1/x3plus 1d6 nonlethal) or slam +5 melee (1d4)Full Attack: +1 merciful trident +6 melee(1d8+1/x3 plus 1d6 nonlethal) or slam +5 melee(1d4)Space/Reach: 5 ft./5 ft.Special Attacks: Righteous gaze, spell-like abilitiesSpecial Qualities: Amphibious, aura of menace,darkvision 60 ft., low-light vision, damagereduction 5/evil, immunity to electricity andpetrification, resistance to cold 5, magic circleagainst evil, spell resistance 15, teleport, tonguesSaves: Fort +4 (+8 against poison), Ref +8, Will +7Abilities: Str 11, Dex 19, Con 10, Int 13, Wis 16,Cha 17Skills: Concentration +3, Diplomacy +10, EscapeArtist +17, Handle Animal +7, Hide +10,Knowledge (any two) +6, Listen +13, MoveSilently +12, Sense Motive +10, Spot +21, Swim+14Feats: AlertnessB, Blind-Fight, Improved InitiativeEnvironment: Any lawful good-aligned plane.Organization: Solitary, pair, or squad (3–5)Challenge Rating: 3

    Treasure: No coins; double goods; standard itemsAlignment: Always lawful goodAdvancement: 6–8 HD (Medium); 9–12 HD(Large)Level Adjustment: +5

    This tall, lean creature resembles a particularlybeautiful humanoid with amphibian features. It hasa sleek, silvery hide, and a long, finned tail. Its largeeyes are very compelling and draw attention awayfrom the body, which seems vaguely ill-defined.

    The jadeoin archon is a humanoid-shaped beingsomewhat taller than a normal human. It hasamphibian features, with a sleek, finned tail,shimmering, silvery hide, and possessing asalamander-like, but beautifully featured face.Oddly, the more closely the jadeoin archon isobserved, the more nebulous it appears. It has aslightly translucent body whose features areimpossible to precisely discern. The wide eyes ofthe jadeoin archon, however, are clearly visible andsharply defined. It has a riveting, sharp-eyed gazethat seems to penetrate whatever it looks upon.

    These aquatic beings are known as the watchers,and are noted for their remarkable powers ofperception and observation. They are theunderwater eyes and ears of the archons, seeingwhatever others would miss. When they speak, theiraquatic voice seems disembodied and unworldly,yet possessed of an elegant musical quality. Theymove through the water with a gliding motion thatis deceptively fast and quiet.

    Jadeoin archons speak celestial, infernal, draconic,and aquan.

    CombatJadeoin are the underwater scouts and watchers of

    the archons, and are rarely called upon to employtheir combat skills. They prefer to fight using hitand run attacks, using their uncanny gaze to strike afoe from an unexpected direction. When engaged inmelee combat, they will often fight defensively,waiting for a foe to leave an opening or make amistake.

    Righteous Gaze (Su): Those merely looking atthe penetrating gaze of a jadeoin archon mustsucceed on a DC 15 Will check or take a -2 penaltyon attack rolls for 1 minute. In addition, as astandard action a jadeoin archon can use a gazeattack to fascinate a single opponent. Anyone thejadeoin archon targets must succeed on a DC 15Will save or gain its rapt attention and become

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  • fascinated as long as the archon maintains its gazeupon the subject. The save DC is Charisma-based.

    Spell-Like Abilities: At will―dancing lights,detect evil, hypnotism (DC 14), invisibility purge.3/day―daylight, searing light (DC 16). Casterlevel 5th. The save DCs are Charisma-based.

    Aura of Menace (Su): Will DC 17 negates.Skills: Jadeoin archons have a +8 racial bonus on

    Swim checks to perform some special action oravoid a hazard. It can always choose to take 10 on aSwim check, even if distracted or endangered whenswimming. It can use the run action whileswimming, provided that it swims in a straight line.

    Jadeoin archons also have a +8 racial bonus onEscape Artist and Spot checks.

    Advanced BenefitsIn addition to the standard changes due to Hit

    Dice advancement, jadeoin archons also gain thefollowing special benefits.• Spell resistance equals creature's HD + 10

    (maximum 30).• The caster level of the spell-like abilities is

    equal to the Hit Dice.• The save DC of the righteous gaze is equal to 10

    + ½ HD + Charisma-modifier.• The save DC of the aura of menace is equal to

    12 + ½ HD + Charisma modifier.• The caster level of the magic circle against evil

    equals the HD.• 6+ HD ― Add 1/day―rainbow pattern to spell-

    like abilities.• 7–10 HD ― Deflection bonus improves to +5.• 8+ HD ― Add 3/day―blur to spell-like

    abilities.• 9+ HD ― Damage reduction improves to

    10/evil.• 10+ HD ― Gain Improved low-light vision

    (Ex): a jadeoin archon can see three times as faras a human can in dim light.

    • 11+ HD ― Deflection bonus improves to +6.• 12+ HD ― Add 1/day―true seeing to spell-like

    abilities.

    RegalentAuthor: Robert J. Hall.Medium Outsider (Archon, Extraplanar, Good,Lawful)Hit Dice: 8d8+24 (60 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 24 (+1 Dex, +9 +1 full plate armor,+2 masterwork heavy steel shield, +2 natural),touch 11, flat-footed 23Base Attack/Grapple: +8/+12Attack: +1 longsword +14 (1d8+5/19–20)Full Attack: +1 longsword +14/+9 (1d8+5/19–20)Space/Reach: 5 ft./5 ft.Special Attacks: Spell-like abilities, spellsSpecial Qualities: Aura of menace, damagereduction 10/evil, darkvision 60 ft., immunity toelectricity and petrification, magic circle againstevil, spell resistance 18, teleport, tongues, radiance,rust vulnerabilitySaves: Fort +9, Ref +7, Will +8Abilities: Str 19, Dex 13, Con 17, Int 10, Wis 14,Cha 14Skills: Concentration +12, Diplomacy +13, HandleAnimal +15, Heal +12, Jump +15, Knowledge (anytwo) +9, Ride +14, Sense Motive +8, Spot +12Feats: Animal Affinity, Combat Expertise,Improved DisarmEnvironment: Any lawful good-aligned plane.Organization: Solitary, pair, or troop (4–9 and 2–4lantern archons)Challenge Rating: 7Treasure: No coins; double goods; standard itemsAlignment: Always lawful goodAdvancement: 9–15 HD (Medium); 16–21 HD(Large)Level Adjustment: +5

    A tall, well-armed figure stands completely encasedin a suit of full plate armor. Blazing beams of whitelight shine out through every tiny opening in thearmor, making it difficult to view the humanoidfigure in more detail.

    Regalent archons appear as robust humanoidforms that are completely encased in a magnificentsuit of full plate armor. Inside is a nebulous beingthat continually radiates a blazing, pure white light.This illumination shines outward through everyseam and joint in the suit. A regalent archon moveswith an effortless grace in their heavy armor as ifthey it been born for that purpose.

    A regalent archon is a champion of justice who

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  • defends innocent victims of monstrous evil. Theyare intimately linked to the armor in which theydwell, and will cease to exist if their armor is everdestroyed.

    Regalent archons speak Celestial, Infernal, andDraconic, but can speak with almost any creaturebecause of their tongues ability. They talk with adeep, calming voice.

    CombatRegalent archons live for the valor of combat, and

    enter a fight with a will. They will usually battleheroically until they finish off their foe, or they areslain. However, if an honorable opponent is clearlyout-matched, a regelant archon will ask theopponent to yield rather than delivering the finaldeath stroke. They employ a +1 long sword and amasterwork heavy steel shield, but often use amasterwork lance when mounted.

    A regalent archon's natural weapons, as well asany weapons it wields, are treated as good-alignedand lawful-aligned for the purpose of overcomingdamage reduction.

    Spell-Like Abilities: At will―continual flame,detect evil, status. (DC 13). 3/day―daylight,greater magic weapon, phantom steed. Caster level8th. Save DCs are Wisdom-based.

    Spells: Regalent archons cast divine spells as 8th-level paladins. The save DC are Wisdom-based.

    Typical Paladin Spells Prepared (1/1; DC 12 +spell level): 1st―cure light wounds; 2nd―zone oftruth (DC 14).

    Aura of Menace (Su): Will DC 18 negates.Armored Mobility (Su): Regalent archons can

    move at their base land speed even when wearingmedium or heavy armor. A regalent archon neverreceives an armor check penalty to skill checks dueto the armor it is wearing, but it does receive anarmor check penalty for using a shield.

    Radiance (Su): A regalent archon continuallyradiates light in a 20-foot radius. This ability isconstant and can not be dispelled. This radiancedispels any darkness spell of 3rd level or less. Theradiance is temporarily negated by higher leveldarkness spells so that the prevailing lightconditions exist in the overlapping areas of effect.

    Rust Vulnerability (Ex): Regalent archons areconsidered ferrous creatures for the purpose ofdetermining damage from rust. Any rust damage isremoved by healing the regalent archon.

    Skills: A regalent archon gains a +2 racial bonuson Spot checks. Due to its constant radiance, a

    regalent archon has a -8 racial modifier to Hidechecks against opponents with normal sight ordarkvision.

    Advanced BenefitsIn addition to the standard changes due to Hit

    Dice advancement, regalent archons also gain thefollowing special benefits.• Spell resistance equals creature's HD + 10

    (maximum 30).• The caster level of the spell-like abilities is

    equal to the Hit Dice.• Cast spells as a paladin with class level equal to

    the Hit Dice.• The save DC of the aura of menace is equal to

    12 + ½ HD + Charisma modifier.• The caster level of the magic circle against evil

    equals the HD.• 10+ HD ― Add 1/day―searing light to spell-

    like abilities.• 12–17 HD ― Armor suit improves to +2 full

    plate armor.• 14+ HD ― Add 1/day―keen edge to spell-like

    abilities.• 16+ HD ― Add 1/day―air walk to spell-like

    abilities.• 18+ HD ― Armor suit improves to +3 full plate

    armor.• 20+ HD ― Add 1/day―sunbeam to spell-like

    abilities.

    SidræAuthor: Robert J. Hall.Medium Outsider (Archon, Extraplanar, Good,Lawful)Hit Dice: 8d8+16 (52 hp)Initiative: +8Speed: fly 60 ft. (perfect) (10 squares)Armor Class: 17 (+4 Dex, +3 deflectio