Creatures
Gardian Bunmy (AKA Vorpal Bunnies)
Tiny Outsider
HD: 1 1/2d8 (8 hp)
Initiative: +4
Speed: 40ft
AC: 17 (+2 Size, +4 Dex, +1 Natural)
Att: 1 Bite +1 Melee (+5 with Finese)
Damage: 1d3 Bite
Face/Reach: 2 1/2ft by 2 1/2ft Reach 0ft
Special/ Attack: Improved bite attack threat 19-20/x2 and vorpal bite ability
Special Qualitys: Scent
Saves: +3 Fort. +6 Ref. +1 Will
Abilitys: STR: 10 DEX: 18 CON: 13 INT: 2 WIS: 12 CHA: 11
Feats: Finese (Bite)
Skills: Hide +5, Listen +8, Move Silently +4, Spot +2, Listen +8, Jump +12,
Wilderness Knowledge +1*
*The guardian bunies get a +4 racial bonus to track with scent
Climate/Terrain: Any Land/Underground
Organization: Solitary, in gangs of 1-4 or in Packs of 4-16
Challange Rating: 1/2
Alighnment: Neutral
Advancement: -
These creatures were originaly brought to the prime by a powerful mage to gaurd
his sanctuary
from intruders.
When encountered these creatures resemble adorable white bunny rabbits.
(SU)Vorpal Bite In combat these creatures will do a running leap attack
at the victems throat.
This attack is treated as a bull rush but dosn't trigger a attack of opertunity
if it should fail.
Upon a succesful critical and if the target is medium size or smaller the bite
will
sever the head of the opponent as per the magical vorpal ability
(SU) Thump of Doom On the 3rd round of combat any bunny that isn't engaged
in combat will start the
thump of doom. if not stapped they must make a will roll vs dc14 to summon 1-4
more
bunnies
(EX) Immunities These creatures are immune to Fear and Paralysis
Sword Ghouls
Medium Undead/Outsider
HD: 2d12 (13 hp)
Initiative: +2 Dex
Speed: 30ft
AC: 16 (+3 Dex, +3 Natural)
Att: 2 with Sword Arms +3 melee
Damage: 1d8 Sword Arms
Face/Reach: 5 ft by 5 ft Reach 5ft
Special/ Attack: Paralysis, Create Spawn
Special Qualitys: Undead, +3 to turn
Saves: +0 Fort. +3 Ref. +5 Will
Abilitys: STR: 13 DEX: 17 CON: - INT: 13 WIS: 14 CHA: 14
Feats: Finese (Sword Arms), Multi-Attack
Skills: Hide +7 , Climb +6 Intuit Direction +3, Listen +7, Move Silently +7,
Spot +7, Search +6
Jump +6
Climate/Terrain: Any Land/Underground
Organization: Solitary, in gangs of 2-4 or in Packs of 7-12
Challange Rating: 1
Alighnment: Neutral Evil
Advancement: 3 HD (Medium Size)
These are undead brought from another plane of existance.
They make excellent shock troops
They appear as humanoid reptilian creatures with glowing red eyes and no mouth
with two sword like appendages instead of hands or forarms that they wield to
deadly effect
(EX) Paralysis upon any succesful hit by one of these creatures the
victem must make a
a Fort save vs DC14 or be paralyzed for 1d6+2 minutes Elves are immune to this
form of
paralysis
(EX) Create Spawn Upon paralysing a individual they will implant a embryo
in the victem
instead if the victem fails a Fort. save vs DC20 thay will die and become a
sword ghoul within
1d4 days if sucessful the embryo dies and the carrier will be immune to this
type of implantation
for 24hours. A Cure Disease or Casting a Protection From Evil will also prevent
the
Sword Ghoul from forming.
(EX) Undead As undead they are immune to mind influencing effects, poison,
sleep, paralysis
stunning, disease and are not subject to criticals, subdual, ability damage,
energy drain,
or death from massive damage
NecroOgre
Large Undead
HD: 6d8+12 (36 hp)
Initiative: -
Speed: 30 ft
AC: 18 (-1 size - Dex, +5 Natural +4 Breast Plate and Mail Gauntlets)
Att: 1 Melee +7
Damage: Slam 1d8+9
Face/Reach: 5 ft by 5 ft Reach 10ft
Special/ Attack: N/A
Special Qualitys: Undead, +2 to turn, Negitive Energy Discharge
Saves: +6 Fort. +2 Ref. +8 Will
Abilitys: STR: 24 DEX: 10 CON: - INT: 4 WIS: 10 CHA: 1
Feats: Toughness, Improved Bull Rush
Skills: Climb +6 , Listen +2, Spot +2
Climate/Terrain: Any Land/Underground
Organization: Solitary, in gangs of 2-4 or in bands 2-5
Challange Rating: 3
Alighnment: Neutral Evil
Advancement: HD (Huge Size): 9-23HD (Huge)
These Ogres were the created by a evil necromancer to guard his fortress from
invaders
These ogres were all changed into thier undead form upon death and infused
with negitive
energy. Thier breatplate and spiked mail gloves were added after for terrifying
effect.
They still retain a limited intellegance and can initiate some limited tactical
ability but will
not use weapons unless ordered to.
Undead
Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and
disease
not subject to critical hits, subduel damage, ability damage, energy drain,
or death from massive damage
(EX) Negitive Energy Discharge upon death these horrid creatures discharge
a cloud of negitive
energy within a 5ft radius having the same effect as if effected by a chill
touch doing 1d6
must make a fort save or take 1pt of temp. str damage
Skeletons Fiendish
Medium Undead
HD: 1d12 (6 hp)
Initiative: +5
Speed: 30ft
AC: 13 ( +1 Dex, +2 Natural)
Att: 2 Claws +0 Melee (+5 with Finese)or 1 with melee weapon
Damage: 1d4 Claws or by weapon type
Face/Reach: 5ft by 5ft Reach 5ft
Special/ Attack: Smite Good,Fiendish Laugh
Special Qualitys: Undead, Immunitys, Dark Vision 60 feet
Saves: +0 Fort. +1 Ref. +3 Will
Abilitys: STR: 10 DEX: 12 CON: - INT: 3 WIS: 13 CHA: 11
Feats: Improved Initiative
Skills: Climb +2, Hide +2, Listen +2, Move Silently +8, Search +4, Spot +2
Climate/Terrain: Any Land/Underground
Organization: Solitary, in gangs of 1-3 or in Packs of 3-12
Challange Rating: 1/2
Alighnment: Always Neutral Evil
Advancement: -
These are skeletons created by a fiendish power as it's servents to spread
evil and chaos
throughout the land
Undead Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease
Not subject to critical hits, subdual damage, ability drain, energy drain, or
death from massive damage
Immunities (EX) Immunity to cold, Resistance to fire 5hp, SR 2
Half damage from piercing or slashing weapons
Smite Good Frenzy (SU) 1/day can make a normal attack +1 to damage vs
good beings
+4 to str +2 to will saves, -2 to AC, +2 to hit points this frenzy lasting for
3 rounds
Fiendish Laugh (SU) 1/day they can initiate a Fiendish Laugh that will
make thier opponent
suffer -1 to hit and saves for 1-3 rounds if they fail a Will save vs (DC 13)
if successful
victem will be immune to the laughing skeletons laughter for 24 hrs
WillowWisps (Guardian)
Fine Aberration (Air)
HD: 9d8 (40 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50ft (Perfect)
AC: 32 ( +8 Size +9 Dex, +5 Natural)
Att: Energy Discharge +16 Melee
Damage: Energy Bolt 2d6
Face/Reach: 5ft by 5ft Reach 5ft
Special/ Attack: Energy Discharge 6d6 to all within 5ft radius
Special Qualitys: Immunitys, Death Knell Ability
Saves: +0 Fort. +1 Ref. +3 Will
Abilitys: STR: - DEX: 29 CON: 10 INT: 15 WIS: 16 CHA: 12
Feats: Alertness, Improved Initiative, Blind Fight, Dodge
Skills: Bluff +11, Listen +17, Search +14, Spot +17
Climate/Terrain: Any Land/Underground
Organization: Solitary
Challange Rating: 6
Alighnment: Chaotic Evil
Advancement: -
These are evil magic gone wrong accidently created by a group of necromancers
while experimenting
on a dead ioune stone. The magics used in a attempt to restore the stone not
only returned the stone to
life but it also gave the stone a life of it's own and a need to feed of the
energys of the dead and dying
to sustaine itself.
It gets it's name from the fact that upon creation they seek out areas that
see alot of conflict
and start a circular pattern of patrol as if guarding the area
They appear as a 3" inch glowing sphere they glow with the brightness
of a light spell illuminating
a 15' ft radius
In death they revert to that of a dead ioune stone
In combat they usually dance and doge around a opponent while discharging dagger
like bolts of
energy into the victems for 2d6 these bolts act as normal melee attacks
Energy Discharge (Su) If pressed (taken half its hit points or more) 3/day
it can release a
energy discharge in which all within 5' radius will take 6d6 REF save for half
Death Knell (Su) When a creature is reduced to -1 or fewer hp in it's presence
it can use it's ability
to absorb the victems life energys gaining +1d8hp plus 1 effective HD for 10
minutes per HD of
creature
Immunitys (Ex) Acid, Cold, Electricity Resistance 15hp, SR16, Damage Reduction 10/+1
Stitched Zombies
Medium Undead
HD: 2d12+6+1d8 (20hp)
Initiative: -
Speed: 30ft (can't run)
AC: 14 (+2 Natural, +1 Leather Stitch Work, +1 Evasion)
Att: 1 Slam +3 Melee
Damage: 1d10+3 Bite
Face/Reach: 5ft by 5ft Reach 5ft
Special/ Attack: Flurry Of Blows, Stunning Blow
Special Qualitys: Undead, Partial Actions, Evasion
Saves: +2 Fort. +2 Ref. +5 Will
Abilitys: STR: 16 DEX: 11 CON: - INT: 1 WIS: 13 CHA: 1
Feats: Toughness
Skills: Listen +8 ,Spot +8
Climate/Terrain: Any Land/Underground
Organization: Solitary, in gangs of 1-4 or in Packs of 4-16
Challange Rating: 2
Alighnment: Always Neutral
Advancement: Medium (4hd), Large (6-8hd), Huge (9-24hd), Gargantuan (25-48hd)
Colossal (49-97hd)
These fearsome undead are the culmination of a evil necromancers handy work.
Taking the bodies of his verious victems then disecting them then stitching
them
back together to serve as his guardians.
They usually are left to thier own devices having enough intellegance to obay
simple instructions
and nothing more.
Thier pattern of attack is usally to try to stun a foe first. Then launch a
flurry of blows right
after on a stunned opponent for a devistating effect
Flurry of Blows (EX) can make 1 extra attack in a round at the expense
of accuracy cost of -2 to hit apiece
it is a full round action lasting for 1 round only
Stunning Blow (SA) 1/day can turn a attack into a stunning blow. This
most be declaired before the attack
roll is made. Upon a hit the victem must make a Fort save vs DC13 or be stunned.
In addition to normal damage
for 1 round the victem is stunned unable to act and loses any DEX bonuses to
AC, while gaining +2 to hit against
a stunned opponent. This attack dosn't work against constructs, oozes, plants,
undead, incorporeal and those
immune to critical hits.
Evasion (EX) can evade magical and unusual attacks with spurts of great
agility on a succesful Reflex save
a attack that normally dose half on a save will do no damage instead
Undead: Immune to Mind -influencing effects, Poison, Sleep, Paralysis,
Stunning, and Desease.
not subject to Critical Hits, Subdual Damage, Ability Drain, Energy Drain, or
Death from massive damage.
Stich (SA) Thier stiches not only grant some protection but also allow
them to heal as if they were alive.
Improving thier durability for long term use
Death Cloud (SA) Upon death they release a noxious green cloud equal
to a stinking cloud 5ftx5ftx5ft must
make a Fort save or be nausiated for 1-4 rounds as the animating elements seep
out from the corpse.