Sphere Bestiary

Crystal Golem (CR 7)

XP 3,200
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
DR 5/bludgeoning; Immune construct traits, magic

Offense
Speed 30 ft.
Melee 2 claws +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Crystal Growth

Statistics
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 11
Base Atk +9; CMB +15; CMD 24
Languages none

Special Abilities

Crystal Growth (Ex)
When a crystal golem strikes a creature twice in one round with its claw attacks, the creature must pass a Reflex save DC 14 or become entangled as per the Crystal Blast Destruction sphere talent with a caster level equal to the golem’s HD. The DC is charisma based.

Immunity to Magic (Ex)
A crystal golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

  • An attack that deals sonic damage deals 50% more damage.
  • A crystal blast from the destruction sphere heals the crystal golem for a number of hit points equal to the damage that would have been dealt. A crystal golem can only heal a number of hit points per day up to its maximum HP in this way.

Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none

A crystal golem is a humanoid-shaped collection of ever growing, splitting, and shifting crystals, dividing any light that shines upon them into an ever-shifting pattern of colors. It has no possessions and no weapons. A crystal golem stands 8 feet tall and weighs 800 pounds.

A crystal golem cannot speak, although it can emit crashing and grinding noise. It move with a constant snapping and cracking as it the crystals about its joints break and reform.

Crystal Golem Construction
A crystal golem is assembled from a collection of rare crystals, imbued with powerful dweomers and held together by golden filaments until the growth begins properly.
CL 8th; Price 20,500 gp

Construction Requirements
Craft Construct, crystal blast, creator must be caster level 8th; Skill Craft (jewelry) or appraise DC 13; Cost 10,500 gp


Devouring Hole (CR 8)

This circle of pitch-black fabric hides an extradimensional space sized to fit a dozen bodies.

XP 4,800
N Large Construct
Init +0 Senses Darkvision 60 ft., low-light vision, perception +0

Defenses
AC 18, touch 14, flat-footed 14 (+4 dex, +4 natural)
hp 75 (10d10+20)
Fort +2 Ref +6 Will +2
Defensive Abilities DR 5/magic; Immune Construct Traits, Magic

Offense
Speed 20 ft.
Melee Bite (1d6+7 plus Devouring Darkness and Grab)
Space 10 ft.; Reach 5 ft.;
Special Attack Extradimensional Gullet (1d6+7 plus Devouring Darkness), Devouring Darkness

Statistics
Str 20 Dex 18 ConIntWis 10 Cha 14
Base Atk +10; CMB +15 (+23 grapple); CMD +30 (can’t be tripped)
SQ Compression, Nothing to See Here

Special Abilities
Devouring Darkness (Su) A devouring hole can create or dismiss an area of darkness within its extradimensional space as a free action. This darkness is augmented with a more potent version of the the Hungry Darkness talent, inflicting 2 points of Constitution damage per round to targets that have been swallowed, grappled, or successfully struck with a bite attack. A creature can not be affected by Devouring Darkness more than once in a round.

Extradimensional Gullet (Su) A devouring hole can swallow a creature it is grappling and hold it inside its extradimensional space. This functions as the swallow whole special ability, except that it can swallow a creature up to its own size and the victim can not cut its way free, though it can escape through a successful grapple check. If the devouring hole is killed with a creature inside its extradimensional gullet that creature is shunted out into the nearest open space.

Nothing to See Here (Ex) A devouring hole functions in all ways as a normal portable hole when not feeding, and interacts with a bag of holding as would a normal portable hole under all circumstances. When not active, a DC 32 Spellcraft check is required to distinguish a devouring hole from a portable hole.

Construction
A devouring hole is created from a normal portable hole given animation and purpose through an elaborate ritual requiring rare reagents. The crafting cost assumes the creator must purchase a portable hole at market price. Adjust the cost down if the creator can supply one by other means or craft one herself.

CL 12th; Price 50,000 gp

Feats Craft Construct Spells Dark sphere, Enhancement sphere, Warp sphere, Animate Object, Extradimensional Storage, Hungry Darkness, creator must be at least caster level 12th. Skill Craft (Cloth) DC 15; Cost 25,000 gp


Elusa Hound, Sibyl (CR 3)

At first glance, this magical beast looks nothing more than an arctic wolf, but as you focus in on it, its fur which appeared white or light grey at first, now clearly has a coat with a blue tint.

XP 800
LN Medium magical beast
Init: +2; Senses darkvision 60 ft, detect spellcaster (120 ft), low-light vision, perception +5, scent

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Natural)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
Defensive Abilities Spellhide (+3 saves vs spells, spell-like abilities, sphere talents and abilities)

Offense
Speed 50 ft
Melee bite +5 (1d6+1 plus trip)

Statistics
Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 8
Base Atk +4; CMB +5; CMD 17
Feats Skill Focus (Perception), Skill Focus (Survival)
Skills Perception +8, Survival +8 (+12 scent tracking); Racial Modifiers +4 Survival when tracking by scent.
SQ aura tracking, detect spellcaster, spellhide

Special Abilities

Aura Tracking (Su) If a sibyl elusa hound has “tasted” the magical aura of a creature (a creature it has successfully divined using detect spellcaster), it gains a +10 competence bonus to its Survival check when tracking that target. The aura must be fresh (“tasted” within the last 2 hours) or the elusa hound does not gain this bonus.

Detect Spellcaster (Su) Sibyl elusa hounds have a supernatural sense of smell which functions as the Divination sphere talent Detect Spellcaster, except that it is constantly active, requiring no spell points to utilize, and does not inhibit the creature’s actions nor its ability to defend itself.

Spellhide (Ex) Sibyl elusa hounds add their natural armor bonus to their saving throws vs spells, spell-like abilities, and sphere talents and abilities.

Ecology
Environment urban
Organization solitary, pair, or unit (mana-hound paired with an inquisitor or investigator)
Treasure none

The sibyl elusa hounds are favored by inquisitors and investigators alike, who utilize these magical beasts to track down cultists, renegade mages, and other spellcasters deemed a threat to society. Compared to the common elusa hound (Tome of Horrors Complete, pg 271), the sibyl variety are less intelligent and physically weaker. To make up for this, the sibyl elusa hounds have magic-resistant hides that help defend them from their inevitable prey.


Ghoran, Wyrgrove (CR 1/2)

XP 200
Wyrgrove Ghoran yamabushi (unchained monk) 1
LN Medium plant
Init: +2; Senses low-light vision, Perception +7

Defense
AC 16, touch 15, flat-footed 14 (+1 natural, +2 Dex, +3 Wis)
hp 13 (1d10+3)
Fort +5, Ref +4, Will +3
Immune plant traits
Weakness delicious, light dependency

Offense
Speed 30 ft
Melee unarmed strike +3 (1d6+2/x2)
Melee flurry of blows +3/+3 (1d6+2/x2)
Spell Points 4

Spheres and Talents (CL 1, MSB +1, MSD 12)
Alteration Sphere - Alter Size
Nature Sphere (plantlife geomancing) - Barkskin, Shelter

Statistics
Str 14, Dex 14, Con 16, Int 5, Wis 16, Cha 9
Base Atk +1; CMB +3; CMD +18
Feats Extra Magical Talent
Skills Intimidate +3
Languages Common, Treant
SQ Delicious, Ghorus Seed, Light Dependent, Sphere-touched

Special Abilities

Delicious (Ex) Ghorans take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

Ghorus Seed (Ex) As a full-round action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate may reallocate all of its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ghoran character.

Light Dependent (Ex) Ghorans take 1d4 points of Constitution damage each day they go without exposure to sunlight.

Sphere-touched Wyrgrove ghorans are touched individually by a different sphere of magic, the most common being nature and alteration (though there are rumors to exist those touched by other spheres). Wyrgrove ghorans have the Basic Magical Training feat. If the ghoran gains a level in a sphere casting class, it is traded out with Extra Magical Talent.

Ecology
Environment temperate forest
Organization solitary, pair, or plot (3-12)
Treasure NPC gear, other treasure

The common ghoran is looked upon as a beauty of nature who provide food to those less fortunate than themselves, but not all ghoran are content to live a such a simple life. In fact an entire breed of ghoran have come into being with inborn natural sphere abilities, they are called the wyrgrove ghoran.

Wyrgrove Ghoran Racial Subtype (RP 16)

Ability Scores Ghoran receive a +2 racial bonus to Constitution and Wisdom and a -2 racial penalty to Intelligence.

Raised Among Trees Ghoran start off knowing treant as language instead of sylvan. They may still select additional languages with a high intelligence modifier.

Shell of their Former Selves Ghoran reduce their natural armor bonus from +2 (3 RP) to +1 (2 RP).

Sphere-touched (2 RP) Ghoran lose Natural Magic (2 RP) to gain instead the feat Basic Magical Training (2 RP) as a bonus feat, but are limited to choosing either the Alteration or Nature Sphere. If the ghoran gains a level in a sphere casting class, it is traded out with Extra Magical Talent.

Wisdom of the Past The Ghoran give up Past-Life Knowledge (2 RP) as they slowly lose unnecessary memories over time.

Ghoran keep their Delicious, Ghorus Seed, and Light Dependency racial traits while utilizing this racial variant.


Nymph, Wyrgrove (CR 5)

XP 1,600
CG Medium Fey
Init: +5; Senses low-light vision, Perception +12
Aura Blinding Beauty (30 ft, DC 20)

Defense
AC 22, touch 22, flat-footed 17 (+7 Deflection, +5 Dex)
hp 45 (6d6+24)
Fort +13, Ref +17, Will +15
DR 10/cold iron

Offense
Speed 30 ft, swim 20 ft
Melee mwk dagger +9 (1d4/19-20)
Special Attacks stunning glance
Spell Points 10

Spheres and Talents (CL 6th, MSB +6, MSD 17)
Destruction Sphere
Life Sphere
Nature Sphere (plantlife geomancing) - Animal Friend, Barkskin
Warp Sphere

Statistics
Str 10, Dex 20, Con 18, Int 16, Wis 17, Cha 25
Base Atk +3; CMB +8; CMD +25
Feats Agile Maneuvers, Combat Casting, Weapon Finesse
Skills Diplomacy +16, Escape Artist +14, Handle Animal +13, Heal +9, Knowledge (nature) +12, Perception +12, Sense Motive +12, Stealth +14, Swim +17
Languages Common, Sylvan, Elven, Treant
SQ spell points, unearthly grace, wild empathy +19

Special Abilities

Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell Points A wyrgrove nymph gains a small reservoir of energy that it can call upon to create wondrous effects, called a spell pool. This pool contains a number of spell points equal to 1/2 its racial HD + its Charisma modifier.

Spheres and Talents A wyrgrove nymph uses sphere and talent abilities as a High caster, with a caster level and a number of talents equal to its racial HD. Wyrgrove nymphs do not naturally possess a casting tradition, but they may gain one if they gain class levels in a casting class.

Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class and CMD.

Wild Empathy (Su) This works like the druid’s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph’s effective druid level is equal to her HD for determining her total modifier to the check.

Ecology
Environment temperate forest
Organization solitary
Treasure standard (dagger, other treasure)

There are told tales of a beauty so great that those who behold her may be struck blind. The wyrgrove nymph is not only a threat to those that behold her grace, but also to those who mean her ill well, for she has nature at her disposal.


Omnimental, Small (CR 2)

XP 600
N Small outsider (elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +4

Defense
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (Perfect)
Melee slam +1 (1d4+2) + energy blade
Ranged destructive blast +3 (+4 inside 30’)
Special Attacks detonation DC 11

Statistics
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Point Blank Shot, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Aquan, Auran, Ignan, Terran

Special Abilities
Admixture: The omnimental gains the Admixture talent as a bonus talent. Additionally, it gains a pool of admixture points equal to half its HD. These points may be used to remove the casting time increase from the admixture talent or to reduce the spell point cost of a metamagic feat by one spell point per admixture point spent. When using the Admixture talent, the omnimental must choose blast types associated with different elements.
Casting: Destruction CL 1, DC 11
Talents: The omnimental possesses the Destruction sphere, the Energy Blade talent, and the following blast types: Air Blast, Fire Blast, Frost Blast, and Stone Blast.
Spell Pool: 1 (Caster level plus Charisma modifier)

Detonation: When slain, an omnimental explodes in a burst of energy as if having used a destructive blast at its CL with the Explosive Orb blast shape and any one blast type talent it possesses.

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Ecology
Environment any
Organization solitary, pair, or gang (3–8)
Treasure none

Omnimentals are a planar oddity, forming from the clashing energies in locations where the elemental planes intersect. This makes their formation a rare occurrence, however skilled mages may create them from the fused essences of more common elementals. They are therefore most commonly found as servants and guardians of the mages that create them. Creatures with elemental subtypes tend to dislike them due to the mingling of opposed natures.

In combat, omnimentals prefer to skirmish, weakening their enemy with blasts from range before closing in to finish them off with energy blade-enhanced slams.

Omnimental, Medium (CR 4)

XP 1,200
N Medium outsider (elemental, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +7

Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +3
Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (Perfect)
Melee slam +4 (1d6+3) + energy blade
Ranged destructive blast +7 (+8 inside 30’)
Special Attacks detonation DC 13

Statistics
Str 10, Dex 17, Con 14, Int 4, Wis 11, Cha 13
Base Atk +4; CMB +5; CMD 19
Feats Point Blank Shot, Precise shot, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
Languages Aquan, Auran, Ignan, Terran
Admixture: 2 points
Casting: Destruction CL 2, DC 13
Talents: Destruction Sphere, Energy Blade, Energy Leap, and Air Blast, Fire Blast, Frost Blast, and Stone Blast.
Spell Pool: 3

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Omnimental, Large (CR 6)

XP 2,400
N Large outsider (elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +11

Defense
AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
hp 60 (8d10+16)
Fort +8, Ref +11, Will +4
DR 5/—, Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft (Perfect)
Melee 2 slams +13 (1d8+2) + energy blade
Ranged destructive blast +13 (+14 inside 30’)
Special Attacks detonation DC 14

Statistics
Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 15
Base Atk +8; CMB +11; CMD 27
Feats Point Blank Shot, Precise Shot, Extra Spell Pool, Improved Energy Blade, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
Languages Aquan, Auran, Ignan, Terran
Admixture: 4 points
Casting: Destruction CL 4, DC 15
Talents: Destruction Sphere, Energy Blade, Energy Leap, Extended Range, and Air Blast, Cold Blast, Fire Blast, and Stone Blast.
Spell Pool: 8

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Omnimental, Huge (CR 8)

XP 4,800
N Huge outsider (elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +7

Defense
AC 20, touch 15, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, -2 size)
hp 85 (10d10+30)
Fort +10, Ref +14, Will +5
DR 5/—; Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
Melee 2 slams +15 (2d6+4) + energy blade
Ranged destructive blast +15 (+16 inside 30’)
Special Attacks detonation DC 15

Statistics
Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 17
Base Atk +10; CMB +16; CMD 34
Feats Point Blank Shot, Precise Shot, Extra Spell Pool, Improved Energy Blade, Empower Spell, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
Languages Aquan, Auran, Ignan, Terran
Admixture: 5 points
Casting: Destruction CL 5, DC 16
Talents: Destruction Sphere, Energy Blade, Energy Leap, Extended Range, Explosive Orb, and Air Blast, Fire Blast, Frost Blast, and Stone Blast.
Spell Pool: 10

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Omnimental, Greater (CR 10)

XP 9,600
N Huge outsider (elemental, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +7

Defense
AC 22, touch 16, flat-footed 14 (+8 Dex, +6 natural, -2 size)
hp 123 (13d10+52)
Fort +12, Ref +16, Will +6
DR 10/—; Immune elemental traits; Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
Melee 2 slams +19 (2d6+7) + energy blade
Ranged destructive blast +19 (+20 inside 30’)
Special Attacks detonation DC 21

Statistics
Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 21
Base Atk +10; CMB +16; CMD 34
Feats Point Blank Shot, Precise Shot, Extra Spell Pool, Improved Energy Blade, Empower Spell, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16
Languages Aquan, Auran, Ignan, Terran
Admixture: 6 points
Casting: Destruction CL 6, DC 19
Talents: Destruction Sphere, Energy Blade, Energy Leap, Extended Range, Explosive Orb, Energy Wall, and Acid Blast, Air Blast, Electric Blast, Fire Blast, Frost Blast, Stone Blast, Thunder Blast.
Spell Pool: 13

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.

Omnimental, Elder (CR 12)

XP 19,200
N Huge outsider (elemental, extraplanar, air, earth, fire, water)
Init +9; Senses darkvision 60 ft.; Perception +19

Defense
AC 25, touch 17, flat-footed 16 (+9 Dex, +8 natural, -2 size)
hp 152 (16d10+64)
Fort +14, Ref +19, Will +9
DR 10/—; Immune elemental traits, Resist Acid 5, Cold 5, Electricity 5, Fire 5

Offense
Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
Melee 2 slams +23 (2d8+8) + energy blade
Ranged destructive blast +25 (+26 inside 30’)
Special Attacks detonation DC 24

Statistics
Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 23
Base Atk +16; CMB +16; CMD 34
Feats Point Blank Shot, Precise Shot, Extra Spell Pool, Improved Energy Blade, Empower Spell, Quicken Spell, Iron Will, Tether Adept, Sphere Focus (Destruction)B, Weapon FinesseB
Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19
Languages Aquan, Auran, Ignan, Terran
Admixture: 8 points
Casting: Destruction CL 8, DC 21
Talents: Destruction Sphere, Energy Blade, Energy Leap, Extended Range, Explosive Orb, Energy Wall, Energy Tether, and Acid Blast, Air Blast, Crystal Blast, Electric Blast, Fire Blast, Frost Blast, Stone Blast, and Thunder Blast.
Spell Pool: 16

Natural Destroyer: The omnimental does not provoke attacks of opportunity when using destructive blast.


Rot Grub Swarm, Apocalypse (CR 15)

XP 51,200
N Fine vermin (swarm)
Init +4; Senses Blindsense 30 ft; Perception +6

Defense
AC 22, touch 14, flat-footed 18 (+4 Dex, +0 size, +8 natural)
hp 217 (14d8+154)
Fort +20, Ref +8, Will +10
Defensive Abilities fast healing 3, swarm traits; Immune mind-affecting effects, weapon damage

Offense
Speed 10 ft
Melee swarm 3d6 plus distraction and infestation
Space 5 ft; Reach 0 ft
Special Attacks distraction (DC 28), infestation

Statistics
Str 23, Dex 19, Con 33, Int -, Wis 22, Cha 13
Base Atk +10; CMB +8; CMD 22

Special Abilities

Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 28) negates the effect.

Infestation (Ex) Any living creature that takes damage from a rot grub swarm becomes infested unless it succeeds at a DC 28 Reflex save. On a failed save, the infested creature takes 1d4 points of Constitution damage per round as the rot grubs burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for 1d6 rounds after it leaves the swarm. Any energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely.

Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense. The save DC is Constitution-based.

Swarm Traits The relevant swarm traits are as follows:

Swarms are immune to flanking, critical hits, and all weapon damage

Reducing a swarm to 0 hp or less breaks it up, but otherwise has no effect until that time.

Swarms are never staggered or reduced to a dying state by damage.

Swarms cannot be tripped, grappled or bull-rushed; nor can Swarms grapple an opponent.

Swarms are immune to spells and sphere effects that targets a specific number of creatures.

Swarms take half again (+50%) more damage from spells or effects that target an area.

Swarms don’t make standard attacks, instead they deal automatic damage to any creature whose space they occupy at the end of their move.

Swarms are not subject to miss chance for concealment or cover.

Swarm attacks are non-magical unless stated otherwise. Swarms do not threaten creatures and do not make attacks of opportunity with their swarm attack.

Creatures using sphere abilities within the area of a swarm requires a caster level check (DC 20 + 1/2 the creature’s caster level).

Using skills that require patience or concentration require a DC 20 Will save.

Ecology
Environment any
Organization solitary
Treasure none

Rot grub are deadly, as are swarms, and rot grub swarms are a terrible thing to come across. Yet woe be unto the adventurer who stumbles into the path of an apocalypse rot grub swarm. These collectives of vermin, while rare are most often seen at a distance days or weeks after a terrible battle, especially if no effort was made to properly lay to rest the fallen and deceased.


Samsaran, Sibyl (CR 1/2)

XP 200
Sibyl Samsaran psychic medium (medium) 1
LN Medium humanoid (samsaran)
Init: +1; Senses low-light vision, Perception +5

Defense
AC 16, touch 12, flat-footed 15 (+1 Dex, +4 Armor +1 Spirit)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +3 (+2 vs Death Effects, Negative Energy, Negative Levels)

Offense
Speed 30 ft
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)

Statistics
Str 8, Dex 13, Con 12, Int 12, Wis 12, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Extra Magical Training
Skills Bluff +9, Diplomacy +7, Perception +5, Perform (seance) +9, Sense Motive +5
Languages Common, Nagaji, Samsaran
SQ Lifebound, Sphere-touched, Spirit [Guardian], Spirit Bonus, Spirit Boon, Spirit Power (lesser)

Magic
Caster Level 1st; MSB +1; MSD 12; Concentration +4; Tradition focus casting (harrow deck), skilled casting (perform seance) drawbacks; CAB Cha
Spell Points: 5

Spheres Divination (Logos, Object Reading), Mind (Vision)
Divination: medium range (110 ft), Divine: detect magic; Object Reading: +1 appraise; Logos: comprehend languages.
Mind: close range (25 ft), DC 13, Charm: suggestion; Vision: alter the senses of the target

Special Abilities

Lifebound (Ex) Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Sphere-touched Sibyl samsaran are touched individually by a different sphere of magic, the most common being Divination and Mind (though there are rumors to exist those touched by other spheres). Sibyl samsaran have the Basic Magical Training feat. If the samsaran gains a level in a sphere casting class, it is traded out with Extra Magical Talent.

Spirit [Guardian] (Su) After a 1 hour seance, gain the benefits of the guardian spirit bonus, boon and power (lesser) for 24 hours.

Spirit Bonus (Su) +1 AC, Constitution checks, Fortitude Saves, and Reflex Saves.

Spirit Boon (Su) +1 CMD

Spirit Power (lesser) (Su) Gain proficiency in Heavy Armor and Shields (including Tower Shields)

Ecology
Environment any land
Organization solitary or clan (3-12)
Treasure NPC gear, other treasure

Unlike most samsaran who have blue skin, those of the sibyl variety have a magenta epidermis. Those samsaran who are born with such an unusual quality are usually shunned into the harsh wilderness where they find clans of other sibyl, learn to inhabit the wasteland, or else they die. The age at which a sibyl is to be shunned or undergo dur-rahana, is different for each samsaran community. While savage tribal samsaran may leave a newborn sibyl in the wilderness, not days after its birth, other tribes may wait till the coming of age before sending the individual on it’s way; samsaran who live in civilized cities do not so frequently force a dur-rahana upon a sibyl, but the sibyl is likely to leave on its own regardless upon becoming an adult if not sooner.


Treant, Wyrgrove (CR 10)

XP 9,600
NG Huge plant
Init -1; Senses low-light vision; Perception +20

Defense
AC 24, touch 10, flat-footed 24 (-1 Dex, +14 natural, -2 size, +3 deflection)
hp 142 (15d8+75)
Fort +14, Ref +4, Will +10
Defensive Abilities Plant Traits; DR 10/slashing
Weaknesses vulnerability to fire

Offense
Speed 30 ft
Melee 2 slams +19 (2d6+9/19-20)
Ranged rock +8 (2d6+13)
Space 15 ft; Reach 15 ft
Special Attacks rock throwing (180 ft), trample (2d6+13, DC 26)
Spell Points 3

Spheres and Talents (CL 7th, MSB +15, MSD 26)
Nature Sphere (plantlife geomancing) - Barkskin, Grow Plants, Lingering Nature, Nature Sight, Rejuvenation, Towering Growth

Statistics
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
Base Atk +11; CMB +22; CMD 31
Feats Alertness, Intimidating Prowess, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Skill Focus (perception), Weapon Focus (slam)
Skills Diplomacy +10, Intimidate +20, Knowledge (nature) +10, Perception +20, Sense Motive +12, Stealth -5 (+12 in forests); Racial Modifiers +17 Stealth in forests
Languages Common, Sylvan, Treant
SQ double damage against objects, spheres and talents, treespeak, tree warden

Special Abilities

Double Damage Against Objects (Ex) A treant or tree under the effect of the treant’s pummel that makes a full attack against an object or structure deals double damage.

Spell Points A treant has a number of spell points equal to its wisdom modifier.

Spheres and Talents A wyrgrove treant uses nature (plantlife geomancing) sphere talents and abilities as a low caster, increasing its caster level and talents known by 1 every 2 racial HD.

Treespeak (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.
Tree Warden (Ex) A wyrgrove treant while conscious gains a deflection bonus to armor class equal to its Wisdom modifier.

Ecology
Environment any forest
Organization solitary or grove (2-7)
Treasure standard

Wyrgrove Treants, like other treants are shepherds of the forest, but with their increased nature magic to aid them, they are even more deadly to those who cross paths with them. To those who have little experience when it comes to these towering treefolk, the sphere treants and the common treant are almost indistinguishable which has on occasion led to the topic of conversation when two individuals encounter varying types of treant.


Typhloter Assailant (CR 20)

XP 307,200
CN Tiny aberration
Init: +6; Senses darkvision 60 ft, detect scrying (150 ft), Perception +37

Defense
AC 36, touch 29, flat-footed 28 (+7 natural, +6 Dex, +11 Cha +2 Size)
hp 225 (30d8+90)
Fort +13, Ref +27, Will +23
Defensive Abilities no breath, non-euclidean, Immune ability drain, cold, energy drain, fire, gaze attacks, poison

Offense
Speed 30 ft, fly 120 ft (average), swim 60 ft
Melee bite +29 (1d4 piercing), 6 tendrils +27 (1d2 ability damage)
Ranged adhesive blast +29 (8d6 acid damage/x2), Entangled 1 round (Reflex Save, DC 29)

Statistics
Str 11, Dex 23, Con 17, Int 21, Wis 19, Cha 33
Base Atk +22; CMB +20; CMD +26
Feats Deadly Aim, Flyby Attack, Improved Natural Attack, Lurker in Darkness, Multiattack, Point Blank Shot, Precise Shot, Skill Focus (Stealth), Sphere Focus (Destruction), Sphere Focus (Mind), Sphere Focus (Time), Stealthy, Weapon Finesse, Weapon Focus (Bite), Weapon Focus (Destructive Blast), Weapon Focus (Tendril)
Skills Autohypnosis +34, Bluff +41, Fly +39, Intimidate +44, Knowledge (Arcana) +38, Perception +37, Sense Motive +34, Spellcraft +38, Stealth +49
Languages Aklo, Telepathy
SQ Detect Scrying, No Breath, Non-Euclidean, Starflight, Tendrils

Magic
Caster Level 15th; MSB +30; MSD 41; Concentration +41; Tradition none; CAB Cha
Spell Points: 26

Spheres
Destruction Sphere Adhesive Blast
Illusion sphere Lingering Illusion, Manipulate Aura, Permanent Image
Mind Sphere Deadly Vision, Powerful Charm, Vision
Time Sphere Ranged Time, Steal Time, Time Freeze
Warp Sphere Emergency Teleport, Plane Manipulator
Destruction: close range touch (60 ft); Adhesive Blast: 8d6 acid, Entangle 1 round, reflex save dc 29
Illusion: close range (60 ft); Trick: minor illusion 15 minutes; Illusion: Illusion, will save dc 28; Manipulate Aura: change any of its auras.
Mind: close range (60 ft); Charm: suggestion, will save dc 29; Deadly Vision: target within range dies if it fails both saves, will save dc 29, fort save dc 29.
Time: close range (60 ft); Steal Time: Daze 1 round, will save dc 29, gain 1 standard action; Time Freeze: Cannot Act or be Acted Upon for 1 round, will save dc 29.
Warp: close range (60 ft), teleport yourself and up to a heavy load to a location within range; Plane Manipulator: Creatures within 150 ft must succeed a Magic Skill check to teleport.

Special Abilities

Detect Scrying (Ex) The typhloter have an extraordinary sense which functions as the divination sphere power with the same name, except that it requires no spell points to utilize.

No Breath (Ex) The typhloter does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Non-Euclidean (Ex) Typhloter do not exist wholly in the physical world, and space and time strain against his presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+11). Its apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. Divination spells or sphere abilities can defeat this miss chance, but any creature that looks upon a typhloter while under the effects of a divination spell or sphere ability must succeed at a DC 36 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based. 10 +1/2 HD + CHA mod

Starflight (Su) A typhloter can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the typhloter knows the way to its destination.

Tendrils The fluorescent tendrils which protrude from its head shift its hue from one glowing colour to the next. Each time that a tendril strikes a creature, roll a d6 to determine which ability score is damaged. 1-Strength (orange), 2-Dexterity (green), 3-Constitution (red), 4-Intelligence (yellow), 5-Wisdom (blue), 6-Charisma (purple).

Ecology
Environment void space
Organization solitary or pair
Treasure none

This breed of the typhloter has an eel-like appearance with an eyeless head and florescent colored tendrils which it uses to pull its prey into its toothy maw. The assailant whose general appearance is possibly the least threatening of the typhloter is in reality the most deadly of these aberrations.


Typhloter Enforcer (CR 15)

XP 51,200
CN Colossal aberration
Init: +2; Senses darkvision 60 ft, detect scrying (110 ft), Perception +27

Defense
AC 30, touch 12, flat-footed 28 (+18 natural, +2 Dex, +8 Cha -8 Size)
hp 369 (22d8+264)
Fort +19, Ref +17, Will +15
Defensive Abilities no breath, non-euclidean, Immune ability drain, cold, fire, gaze attacks, poison

Offense
Speed 30 ft, fly 120 ft (average), swim 60 ft
Melee bite +37 (4d6+20), 6 Tentacles +35 (2d8+10)
Ranged adhesive blast +18 (6d6 acid damage/x2), Entangled 1 round (Reflex Save, DC 23)

Statistics
Str 51, Dex 15, Con 35, Int 16, Wis 14, Cha 26
Base Atk +16; CMB +44; CMD 56
Feats Ability Focus (Non-Euclidean), Hover, Flyby Attack, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Multiattack, Rapid Grappler, Snatch, Weapon Focus (Bite), Weapon Focus (Tentacles)
Skills Bluff +30, Fly +27, Intimidate +33, Knowledge (Arcana) +28, Perception +27, Sense Motive +24, Spellcraft +28
Languages Aklo, Telepathy
SQ Detect Scrying, No Breath, Non-Euclidean, Starflight

Magic
Caster Level 11th; MSB +22; MSD 33; Concentration +30 Tradition none; CAB Cha
Spell Points: 19

Spheres
Destruction: close range touch (50 ft); Adhesive Blast: 6d6 acid, Entangle 1 round, reflex save dc 23
Illusion: close range (50 ft); Trick: minor illusion 11 minutes; Illusion: Illusion, will save dc 23
Mind: close range (50 ft); Charm: suggestion, will save dc 23
Time: close range (50 ft); Time Freeze: Cannot Act or be Acted Upon for 1 round, will save dc 23
Warp: close range (50 ft), teleport yourself and up to a heavy load to a location within range; Plane Manipulator: Creatures within 110 ft must succeed a Magic Skill check to teleport.

Special Abilities

Detect Scrying (Ex) The typhloter have an extraordinary sense which functions as the divination sphere power with the same name, except that it requires no spell points to utilize.

No Breath (Ex) The typhloter does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Non-Euclidean (Ex) Typhloter do not exist wholly in the physical world, and space and time strain against his presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+8). Its apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. Divination spells or sphere abilities can defeat this miss chance, but any creature that looks upon a typhloter while under the effects of a divination spell or sphere ability must succeed at a DC 29 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Starflight (Su) A typhloter can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)—provided the typhloter knows the way to its destination.

Ecology
Environment void space
Organization solitary or pair
Treasure none

The typhloter enforcer has an urchin cube-like appearance. Enforcers have a colossal eyeless body covered in a carapace of spines and sports six tentacles (one per side) which it uses to pull its prey into its toothy maw which protrudes from any one of its four corners. The enforcer relies on brute force and grappling to take down those it hunts.


Typhloter Nadir (CR 5)

XP 1,600
CN Medium aberration
Init: +6; Senses darkvision 60 ft, detect scrying (30 ft), Perception +17

Defense
AC 18, touch 18, flat-footed 16 (+2 Dex, +6 Cha)
hp 45 (7d8+14)
Fort +4, Ref +10, Will +7
Defensive Abilities no breath, non-euclidean, Immune gaze attacks; Resist cold 15, fire 15.

Offense
Speed 30 ft, fly 60 ft (average), swim 30 ft
Melee bite +7 (2d6+20), 6 Tentacles +2 (2d8+10)
Ranged radiation blast +7 (1d6 fire, 1d6 untyped damage/x2), low radiation (poison) (Fortitude Save, DC 17)

Statistics
Str 14, Dex 14, Con 14, Int 16, Wis 14, Cha 22
Base Atk +5; CMB +7; CMD 19
Feats Alertness, Focused Energy Type (Radiation Blast), Improved Initiative, Skill Focus (Perception)
Skills Bluff +16, Fly +12, Intimidate +16, Knowledge (Arcana) +13, Perception +17, Sense Motive +14, Spellcraft +13
Languages Aklo, Telepathy
SQ Detect Scrying, Limited Starflight, No Breath, Non-Euclidean

Magic
Caster Level 3rd (7th with Radiation Blast); MSB +7; MSD 18; Concentration +13; Tradition none; CAB Cha
Spell Points: 9

Spheres
Destruction Sphere - Radiation Blast, Searing Blast
Destruction: close range touch (30 ft); Radiation Blast: 1d6 fire 1d6 untyped; low radiation (poison), fort save dc 17 (primary 1 con drain, secondary 1 str damage/day).

Special Abilities

Detect Scrying (Ex) The typhloter have an extraordinary sense which functions as the divination sphere power with the same name, except that it requires no spell points to utilize.

Limited Starflight (Ex) A typhloter vanguard can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight, a typhloter vanguard’s ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its patience to complete the journey.

No Breath (Ex) The typhloter does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Non-Euclidean (Ex) Typhloter do not exist wholly in the physical world, and space and time strain against his presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+6). Its apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. Divination spells or sphere abilities can defeat this miss chance, but any creature that looks upon a typhloter while under the effects of a divination spell or sphere ability must succeed at a DC 19 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Ecology
Environment void space
Organization solitary or pair
Treasure none

The typhloter nadir has a starfish like appearance with 6 appendages covered in suction cups spread out evenly from its centered toothy maw. It moves through the void much like a jellyfish does the sea, slowly and seemingly without purpose. While the nadir is in the void, it emits a blinding glow which seems to pulse light, often attracting the attention of those who divine the stars and heavens for answers.


Typhloter Vanguard (CR 10)

XP 9,600
CN Huge aberration
Init: +0; Senses darkvision 60 ft, detect scrying (70 ft), Perception +27

Defense
AC 22, touch 15, flat-footed 22 (+7 natural, +0 Dex, +7 Cha -2 Size)
hp 162 (15d8+90)
Fort +11, Ref +12, Will +11
Defensive Abilities no breath, non-euclidean, Immune cold, fire, gaze attacks, poison

Offense
Speed 30 ft, fly 120 ft (average), swim 60 ft
Melee bite +21 (2d6+20), 6 Tentacles +35 (2d8+10)
Ranged adhesive blast +11 (4d6 acid damage/x2), Entangled 1 round (Reflex Save, DC 20)

Statistics
Str 30, Dex 10, Con 22, Int 16, Wis 14, Cha 24
Base Atk +11; CMB +44; CMD 56
Feats Awesome Blow, Cleave, Cleaving Finish, Great Cleave, Improved Bull Rush, Improved Cleaving Finish, Multiattack, Power Attack
Skills Bluff +22, Fly +18, Intimidate +25, Knowledge (Arcana) +21, Perception +20, Sense Motive +17, Spellcraft +21
Languages Aklo, Telepathy
SQ Detect Scrying, Limited Starflight, No Breath, Non-Euclidean

Magic
Caster Level 7th; MSB +15; MSD 26; Concentration +22 Tradition none; CAB Cha
Spell Points: 14

Spheres
Destruction Sphere - Adhesive Blast
Time Sphere - Ranged Time, Time Freeze
Warp Sphere - Plane Manipulator
Destruction: close range touch (40 ft); Adhesive Blast: 4d6 acid, Entangle 1 round, reflex save dc 20
Time: close range (40 ft); Time Freeze: Cannot Act or be Acted Upon for 1 round, will save dc 20
Warp: close range (40 ft), teleport yourself and up to a heavy load to a location within range; Plane Manipulator: Creatures within 70 ft must succeed a Magic Skill check to teleport.

Special Abilities

Detect Scrying (Ex) The typhloter have an extraordinary sense which functions as the divination sphere power with the same name, except that it requires no spell points to utilize.

Limited Starflight (Ex) A typhloter vanguard can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight, a typhloter vanguard’s ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its patience to complete the journey.

No Breath (Ex) The typhloter does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Non-Euclidean (Ex) Typhloter do not exist wholly in the physical world, and space and time strain against his presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+7). Its apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. Divination spells or sphere abilities can defeat this miss chance, but any creature that looks upon a typhloter while under the effects of a divination spell or sphere ability must succeed at a DC 24 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Ecology
Environment void space
Organization solitary or pair
Treasure none

The typhloter vanguard is a gargantuan floating orb with barbed tendrils that hang below it. These six tendrils are thin and razor sharp along their sides and are used to cleave to and attach themselves to any unfortunate soul that find themselves beneath it.


Spheres of Power by Drop Dead Studios
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