Sphere Bestiary
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Ultimate Spheres of Power
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The following creatures are new creatures that make use of the Spheres of Power system.

Blood Constructs (CR Varies)

All blood constructs gain the following abilities:

Absorb Blood (Su): Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Blood Mastery (Ex): A blood construct gains a +1 bonus on attack and damage rolls if its opponent is taking bleed damage.

Drench (Ex): The construct’s touch puts out non-magical flames of its size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals construct’s Hit Dice).

Engulf: As a standard action, the blood construct may move up to its speed and attempt to engulf anything in its path. It cannot make other attacks during a round in which it engulfs. The blood construct merely has to move over its opponents of its size or smaller, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the blood construct, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 + 1/2 Hit Dice + Strength modifier) to avoid being engulfed - on a success, they are pushed back or aside (target’s choice) as the blood construct moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the blood construct’s body until they are no longer pinned, and take slam damage from the blood construct each round. An engulfed creature may attempt to escape as if escaping a pin.

Fluid Body (Ex): The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Tiny (CR 1/3)

XP 400
N Tiny construct
Init +1; Senses darkvision 60 ft.; Perception +4

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 5 (1d10)
Fort +0, Ref +1, Will +0
Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee slam +4 (1d4+1)
Special Attacks blood mastery, drench, engulf (DC 11, 1d4+1 bludgeoning)

Statistics
Str 13, Dex 12, Con -, Int -, Wis 11, Cha 11
Base Atk +1; CMB +0; CMD 11

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

Blood constructs are unnatural creatures, rarely existing unless formed by a blood mage as a servant. A tiny blood construct is 1 foot tall and weighs 3 pounds.

Familiar
A tiny blood construct may be taken as a familiar. The master of a blood construct familiar gains a +2 bonus on Fortitude saves. A blood construct familiar may be replaced by taking 1 point of Constitution damage per two levels (minimum 1) instead of paying 100 gp per level.

Blood Construct, Small (CR 1)

XP 400
N Small construct
Init +0; Senses darkvision 60 ft.; Perception +4

Defense
AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +0, Will +0
Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee slam +5 (1d6+3)
Special Attacks blood mastery, drench, engulf (DC 13, 1d6+2 bludgeoning)

Statistics
Str 14, Dex 10, Con -, Int -, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13

Special Abilities
Absorb Blood (Su) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Familiar
A small blood construct may be taken as a familiar with the Improved Familiar feat by caster of at least caster level 5th or higher. The master of a blood construct familiar gains a +2 bonus on Fortitude saves. A blood construct familiar may be replaced by taking 1 point of Constitution damage per level instead of paying 100 gp per level.

Blood Construct, Medium (CR 3)

XP 800
N Medium construct
Init +1; Senses darkvision 60 ft.; Perception +5

Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1
Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee slam +7 (1d8+4)
Special Attacks blood mastery, drench, engulf (DC 15, 1d8+3 bludgeoning)

Statistics
Str 16, Dex 12, Con -, Int -, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 18

Special Abilities
Absorb Blood (Su) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Large (CR 5)

XP 1,600
N Large construct
Init +2; Senses darkvision 60 ft.; Perception +9

Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 74 (8d10+30)
Fort +2, Ref +4, Will +2
DR 5/—; Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +12 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks blood mastery, drench, engulf (DC 19, 2d6+5 bludgeoning)

Statistics
Str 20, Dex 14, Con -, Int -, Wis 11, Cha 11
Base Atk +8; CMB +14; CMD 26

Special Abilities
Absorb Blood (Su) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Huge (CR 7)

XP 3,200
N Huge construct
Init +4; Senses darkvision 60 ft.; Perception +13

Defense
AC 20, touch 12, flat-footed 16 (+4 Dex, +8 natural, -2 size)
hp 95 (10d10+40)
Fort +3, Ref +7, Will +3
DR 5/—; Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +15 (3d6+7)
Space 15 ft.; Reach 15 ft.
Special Attacks blood mastery, drench, engulf (DC 22, 3d6+7 bludgeoning)

Statistics
Str 24, Dex 18, Con -, Int -, Wis 11, Cha 11
Base Atk +10; CMB +19; CMD 33

Special Abilities
Absorb Blood (Su) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Gargantuan (CR 9)

XP 6,400
N Gargantuan construct
Init +5; Senses darkvision 60 ft.; Perception +16

Defense
AC 20, touch 11, flat-footed 15 (+5 Dex, +9 natural, -4 size)
hp 131 (13d10+60)
Fort +4, Ref +9, Will +4
DR 10/—; Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +21 (4d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks blood mastery, drench, engulf (DC 28, 4d6+12 bludgeoning)

Statistics
Str 34, Dex 20, Con -, Int -, Wis 11, Cha 11
Base Atk +13; CMB +29; CMD 44

Special Abilities
Absorb Blood (Su) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Blood Construct, Colossal (CR 11)

XP 12,800
N Colossal construct
Init +6; Senses darkvision 60 ft.; Perception +19

Defense
AC 17, touch 8, flat-footed 11 (+6 Dex, +9 natural, -8 size)
hp 148 (16d10+80)
Fort +5, Ref +11, Will +5
DR 10/—; Defensive Abilities absorb blood, Immune construct traits

Offense
Speed 30 ft., swim 30 ft.
Melee 2 slams +24 (6d6+16)
Space 25 ft.; Reach 25 ft.
Special Attacks blood mastery, drench, engulf (DC 34, 6d6+16 bludgeoning)

Statistics
Str 42, Dex 22, Con -, Int -, Wis 11, Cha 11
Base Atk +16; CMB +40; CMD 56

Special Abilities
Absorb Blood (Su) Whenever a creature taking bleed damage is within the blood construct’s threatened area, the blood construct heals a number of hit points each round equal to the bleed damage taken by the creature. If there are multiple threatened creatures taking bleed damage, the healing does not stack, only the highest value is used.

Fluid Body (Ex) The blood construct can move through an area as small as one-eighth its space without squeezing or one-sixteenth its space when squeezing.

Cloud Sprite (CR 2)

There is some debate about the origin of cloud sprites. Some maintain that they are spontaneously generated by clouds and fog, while others have said that they reproduce as normal creatures. Whatever the case, cloud sprites are secretive, skittish creatures that do not make themselves available for questioning on the subject. When they perceive a threat, they almost invariably disappear into their misty environment, becoming invisible. Only when protecting something of value to them or if their invisibility is penetrated do they unleash miniature lightning bolts on predators or enemies.

Cloud Sprite (CR 2)
A spot in the fog shimmers and coalesces into the shape of a tiny winged human, with a blue tunic and bluer skin.
XP 600
CN Tiny fey
Init +4; Senses low-light vision, mistsight; Perception +8

Defense
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural armor, +2 size)
hp 13 (3d6+3)
Fort +2, Ref +7, Will +6
Immune electricity

Offense
Speed fly 40 ft. (good)
Space 5 ft.; Reach 0 ft.

Magic
Caster Level 3; MSB +3, MSD 13, Concentration +8
Tradition Natural; CAM Cha
Spell Points 6

Destruction Sphere: Extended Range; (blast type) Electric Blast; Energy Focus (electric) drawback
• destructive blast, medium range touch (130 ft.), DC 18; Extended Range
◊ Electric Blast (3d6 electric, 1 round stun, Reflex negates)

Weather Sphere: (mantle) Mist Form, Sodden, Zephyr’s Flight; Localized Weather drawback
• mantle, Duration 3 hours, 1 sp
◊ Mist Form (Precipitation; concealment)
◊ Sodden (Precipitation; fire resistance)
◊ Zephyr’s Flight (Wind; movement speed)

Statistics
Str 3, Dex 18, Con 12, Int 11, Wis 17, Cha 20
Base Atk +1; CMB -5; CMD 7
Feats Mantled Caster, Sphere Focus (Destruction)
Skills Acrobatics +10, Fly +18, Knowledge (nature) +6, Perception +8, Survival +5, Stealth +10
Languages Common, Sylvan
SQ cloud meld

Special Abilities
Cloud Meld (Su) While in an area of Precipitation of severity level 2 or above, a cloud sprite may turn invisible, as the spell greater invisibility, as a free action. This lasts as long as the cloud sprite remains within Precipitation of severity level 2 or higher, or until it uses a free action to end this ability. While invisible, creatures using unusual forms of sensory perception such as blindsight or tremorsense cannot automatically foil the cloud sprite’s use of Stealth; such creatures must attempt a Perception check as normal to detect it, though the cloud sprite does not gain a bonus to its check for being invisible.

Mistsight (Ex) A cloud sprite can see through fog, smoke, precipitation, and other obscuring vapors as if they did not exist.

Ecology
Environment clouds, fog banks
Organization solitary
Treasure incidental

Familiar
A cloud sprite can be summoned via the Improved Familiar feat by a chaotic good, chaotic neutral, chaotic evil, or true neutral spellcaster of 7th level or higher.

Crystal Golem (CR 7)

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 moves with a constant snapping and cracking as it the crystals about its joints break and reform.

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 succeed at 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 Hit Dice. 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 hit points in this way.

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

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
Forge Construct, Destruction sphere (Crystal Blast); Special creator must have MSB 8; Skill Craft (jewelry) or Appraise DC 13; Cost 10,500 gp

Cù-sìth (CR 10)

The cù-sìth (plural coin-sìth) is the psychopomp of Faerie. Tasked with ensuring that the dead do not rise, they are typically seen as heralds of doom. Coin-sìth will usually begin combat by using their baleful howl ability. Then they will harry their foe with Spring Attack, tripping them and ensuring they cannot retaliate. When fighting alongside other coin-sìth, they will focus on a single foe until it is no longer a threat. Once it has collected a soul with its psychopomp ability, a cù-sìth will typically attempt to flee to a barrow where they can ensure the dead will not rise.

Cù-sìth (CR 10)
A great black dog seemingly tattooed with knots of phosphorescent green, this fey being raises its muzzle to the new moon and lets loose a chilling howl.
XP 9,600
N Large fey
Init +4; Senses barrowsight, low-light vision; Perception +19

Defense
AC 22, touch 14, flat-footed 17 (+4 Dex, +1 dodge, +8 natural, -1 size)
hp 120 (16d6+64)
Fort +9, Ref +14, Will +10
Defensive Abilities DR 10/cold iron, ghostly

Offense
Speed 50 ft.
Melee 1 bite +15 (2d6+23 plus trip) (includes bonuses and penalties from Power Attack)
Space 10 ft.; Reach 10 ft.
Special Attacks baleful howl, trip, psychopomp

Statistics
Str 22, Dex 19, Con 18, Int 11, Wis 10, Cha 21
Base Atk +8; CMB +15 (+4 trip); CMD 27 (+6 vs. trip)
Feats Blood Feast, Dirty Fighting, Dodge, Greater TripB, Improved Natural Attack (bite), Improved TripB, Mobility, Power Attack, Spring Attack, Weapon Focus (bite)
Skills Intimidate +21, Knowledge (nature) +19, Knowledge (religion) +16, Perception +19, Stealth +23, Survival +16
Languages Common, Sylvan
SQ barrowwalk, fey power, scent

Special Abilities
Baleful Howl (Su) As a standard action, the cù-sìth can release a howl of ill omen. All enemies within 60 ft. take a -4 penalty to saves against curse and death effects and against the cù-sìth’s psychopomp ability, as well as a -4 penalty to AC. These penalties last for 5 rounds. These penalties are reduced to -1 and last only a single round with a successful Will save (DC 23). This is a sonic curse effect.

Barrowsight (Su) A cù-sìth can constantly see the state of living and undead creatures within 60 feet. This functions as the lifesense option of the Advanced Alternate Divinations advanced Divination talent, but functions for undead creatures as well as the living.

Barrowwalk (Su) As a full-round action, the cù-sìth can teleport as if using the Flawless Teleport Warp talent, but can only teleport to and from barrows, cairns, graveyards, and other final resting places. It need not know exactly where there is a burial site and may specify direction and distance to teleport, arriving at the nearest such site. The cù-sìth cannot transport any other creatures with this ability, but it can bring any objects it carries, up to its maximum load.

Fey Power (Su) The cù-sìth adds its Charisma bonus to attack rolls, damage rolls, CMB, and CMD.

Ghostly (Su) Attacks against a cù-sìth have a 20% miss chance. This is bypassed by ghost touch weapons and incorporeal creatures.

Soul Shepherd (Su) When a cù-sìth reduces a creature to 0 hit points or lower with its bite attack, the creature must succeed at a DC 25 Will save or die and have its soul collected by the cù-sìth. A creature killed outright by the cù-sìth’s attack also has its soul collected by the cù-sìth with no save. When the cù-sìth collects a soul in this manner, it gains 5 temporary hit points and a +2 enhancement bonus to Strength, and the creature cannot be returned to life by any effect short of miracle or wish, nor can their body be raised as undead. The only way to prevent this permanent rest and return the victim to life without such a powerful effect is to kill the cù-sìth or persuade it to return the soul before it next uses its barrowwalk ability—a prospect which is highly unlikely.

Silence (Su) The cù-sìth is constantly surrounded by a 20-foot radius sphere of silence, as the option of the Suppression Illusion talent. It does not impede the cùsìth’s baleful howl ability.

Ecology
Environment any near burial sites
Organization solitary, pair, or pack (3–8)
Treasure none

Devouring Hole (CR 8)

A devouring hole is void given form and transformed into a construct. A devouring hole serves its master like any other construct, but has no feelings or reserves about devouring anything and everything it can.

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 (cannot 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 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.

Ecology
Environment any
Organization solitary
Treasure none

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
Forge Construct, Dark sphere (Hungry Darkness), Enhancement sphere (Animate Object), Warp sphere (Extradimensional Storage); Special creator must have MSB 12; Skill Craft (cloth) DC 15; Cost 25,000 gp

Dewdrop Fairy Swarm (CR 4)

Individually, dewdrop fairies are all but harmless to larger creatures. Unarmored, wielding makeshift weapons of cold iron, and utterly diminutive, they are easily swept aside by most opponents. In massive swarms, however, they can kill by a thousand tiny cuts. Unfortunately, they lack any sort of discipline or even an attention span to speak of, and so tend to haphazardly attack whichever enemy is closest or attracts their ire. Dewdrop fairies become violent for a number of reasons.

They are often conscripted by more powerful fey who arm them with nails or shards of cold iron so they can become a whirlwind of death for rival fey. They are also known to protect magic-rich territories on instinct and are particularly intent on putting out fires that threaten their demesnes. Their definition of “threaten”, however, is quite broad as they have a hard time distinguishing between the threat of a mad wizard flinging fireballs into dry undergrowth and a small, carefully built campfire.

Dewdrop Fairy Swarm (CR 4)
What seemed at a distance to be a cloud of glittering gems now becomes clear as a swarm of tiny fey whose wings sparkle with dew and who carry rough weapons of iron nails.
XP 1200
N Diminutive fey (swarm)
Init +8; Senses low-light vision; Perception +9

Defense
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 40 (9d6+9)
Fort +4, Ref +10, Will +3
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
Weaknesses swarm traits

Offense
Speed fly 40 ft. (perfect)
Melee swarm (2d6 plus distraction and drench, counts as cold iron)
Space 10 ft.; Reach 0 ft.
Special Attacks crude cold iron weapons, distraction (DC 17)

Magic
Caster Level 9; MSB +9, MSD 20, Concentration +11
Tradition Rain dancing (Skilled Casting (Perform (dance)), Wild Magic); Tradition Boon Atmoturgy; CAM Cha
Spell Points 11

Weather Sphere: Rain Lord, Severe Weather; (mantle) Clear Skies; (shroud) Battering Winds; Focused Weather (Precipitation) drawback
• control weather, maximum severity 4, medium (190 ft.), DC 16
◊ Rain Lord (Precipitation maximum severity +1)
◊ Severe Weather (1 sp, +1 severity)
• mantle, Duration 9 hours
◊ Clear Skies (reduce severity by 1 step)
• shroud, 190 ft. (medium range), Save none
◊ Battering Winds (-3 Reflex saves and attack rolls)

Statistics
Str 1, Dex 18, Con 12, Int 11, Wis 5, Cha 14
Base Atk +4; CMB –; CMD
Feats Ability Focus (distraction), Cantrips, Improved Initiative, Lightning Reflexes, Skill Focus (Perform (dance))
Skills Fly +30, Knowledge (nature) +12, Perception +9, Perform (dance) +17, Stealth +16, Survival +9
Languages Common, Sylvan
SQ drench, rain dance

Special Abilities
Shards of Iron (Ex) The crude weapons wielded by the dewdrop fairies in the swarm allow its swarm damage to count as cold iron for the purpose of overcoming damage reduction. These weapons are extremely rough and, if wielded by a Diminutive creature, count as improvised piercing weapons that deal 1 damage. This small amount of cold iron is typically the only thing of value carried by the swarm’s members.

Drench (Ex) Any non-magical flames within the dewdrop fairy swarm’s space at the end of its move are immediately extinguished. As a free action the dewdrop fairy swarm may attempt a magic skill check to dispel any magical flames (as the Counterspell feat) within the swarm’s space at the end of its turn. It takes no damage for entering any flames it extinguishes.

Rain Dance (Ex) When using its control weather ability to create or alter Precipitation, a dewdrop fairy swarm may concentrate on the effect as part of a move action used to move.

Ecology
Environment any wet environment
Organization solitary or frolick (2–5)
Treasure incidental

Elusa Hound, Sibyl (CR 3)

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.

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, scent; Perception +5

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, spelllike 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 a sense with a range of medium (counting their Hit Dice as Low-Caster levels for this) and requires no spell points to utilize.

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 (sibyl elusa hound paired with an inquisitor or investigator)
Treasure none

Ghoran, Wyrgrove (CR 1/2)

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.

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 (+2 Dex, +1 natural, +3 Wis)
hp 13 (1d10+3)
Fort +5, Ref +4, Will +3
Weakness delicious, light dependency

Offense
Speed 30 ft.
Melee unarmed strike +3 (1d6+2/x2), or
flurry of blows +3/+3 (1d6+2/x2)

Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Natural (none); CAM Wis
Spell Points 4

Alteration Sphere
• shapeshift, touch, 1 minute; Blank Transformation
◊ Size Change (Small or Large)

Nature Sphere: (geomancing) Plant (Entangle, Harvest, Pummel); Manipulate Nature; Nature’s Carapace (Barkskin) geomancing, close (40 ft.), DC 20)
◊ Plant (Entangle, Harvest, Pummel)
Manipulate Nature (Shelter)
Nature’s Carapace (Barkskin, +1 natural armor, +1 Stealth in nature, 1 min, 1 sp)

Statistics
Str 14, Dex 14, Con 16, Int 5, Wis 16, Cha 9
Base Atk +1; CMB +3; CMD +18
Feats Extra Magic 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 Alteration and Nature (though there are rumors to exist those touched by other spheres). Wyrgrove ghorans have the Basic Magic Training feat.

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

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 Magic Training (2 RP) as a bonus feat, but are limited to choosing either the Alteration or Nature sphere.

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.

Gremlin, Tunneler (CR 1)

Tunneler gremlins delight in chaos and destruction, but have more patience than many of their kin. Tunnelers take their time, working in teams to undermine structures carefully, allowing them to set off a carefully engineered collapse (complete with mad cackling), dealing far more damage than they would otherwise be able to. As Faerie is dominated by natural landscapes and toppling trees and causing landslides is less amusing than collapsing buildings, tunnelers take any chance they can get to escape to planes with complex architecture to destroy. Needless to say, they are killed on sight in all cities, with many municipalities offering a bounty for their destruction.

Gremlin, Tunneler (CR 1)
XP 400
CE Tiny fey
Init +0; Senses darkvision 120 ft., low-light vision; Perception +5

Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 8 (1d6+5)
Fort +2, Ref +2, Will +3
DR 3/cold iron; SR 11

Offense
Speed 20 ft., burrow 20 ft.
Melee shovel +4 (1d8+3/×3)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks break ground, undermine

Statistics
Str 14, Dex 11, Con 14, Int 11, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 10
Feats Skill Focus (Knowledge (engineering)), Toughness
Skills Climb +6, Craft (traps) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Perception +5, Stealth +12
Languages Aklo, Undercommon
SQ shovel training, strength, tunnel

Special Abilities
Break Ground (Ex) A tunneler can pass directly beneath the space of another creature, softening the ground and causing unstable footing. If the tunneler is in a space directly below the surface of the ground, it can choose to make the surface of the ground above it difficult terrain. Clearing this difficult terrain requires a full-round action. If a creature occupies this space when the tunneler passes beneath it, the creature must succeed on a DC 12 Reflex save or fall prone. If the creature’s space is larger than one 5-foot square, then the tunneler must pass beneath all of the creature’s occupied spaces in order to force this save. This DC is Strength-based.

Shovel Training (Ex) Tunnelers are proficient in the use of their shovels as weapons. Use the statistics for a greataxe sized appropriately.

Strength (Ex) Despite being Tiny, tunnelers may use their Strength to determine CMB, CMD, and Climb.

Tunnel (Su) When using its burrow speed, the tunneler may choose to leave behind a stable passage suitable for creatures of Tiny size or smaller. Creatures of Small size may pass through by squeezing. A group of at least 4 tunnelers can leave a space suitable for a Small creature through which a Medium creature can squeeze through. Larger passages require construction and reinforcement, though each tunneler can supply the labor of 4 humans for projects that consist primarily of digging, such as making ditches, mines, or tunnels.

Undermine (Ex) A tunneler can spend up to 12 hours digging beneath a wall or other structure. At the end of this time, the tunneler can cause its tunnels to collapse as a full-round action, dealing 10 damage per hour to a 5-foot section of that structure. This damage bypasses hardness and deals full damage to objects. Multiple tunnelers can aid each other to reduce this time, but cannot increase the maximum damage to a single section.

Ecology
Environment any underground
Organization solitary, team (2–4), labour (6–12)
Treasure standard (shovel, trap bag, other treasure)

Familiar
A chaotic evil or neutral evil or a chaotic neutral 5th-level spellcaster can gain a tunneler as a familiar if she has the Improved Familiar feat.

Mau (CR 20)

Mau are the mummified remains of a beloved housecat inhabited by a spirit of Law. Typically found guarding the tomb of their former master from those who would dare violate it, they have the ability to raise undead servants as well as to enter combat themselves in a flurry of claws and teeth. Though they will typically try to avoid combat by warning away intruders, they also readily attack those who persist. Mau begin combat by transforming into either a lion or a dire lion and using a quickened ranged ghost strike. Then they will pounce, using Mystic Assault to replace a claw attack with another ghost strike. They typically reserve their breath weapon for when they are near a cluster of weak enemies.

Mau (CR 20)
This mummified cat is wrapped in linen that has been covered in ancient glyphs of warding. Its eyes have been replaced with turquoise and it is bedecked with gold earrings, necklaces, and other adornments.
XP 307,200
LN Tiny outsider (lawful, native)
Init +11; Senses darkvision 120 ft.; Perception +33

Defense
AC 40, touch 35, flat-footed 29 (+11 Dex, +5 natural, +4 size, +10 Wis)
hp 253 (22d8+154)
Fort +14, Ref +24, Will +23
Defensive Abilities DR 15/chaotic, perfect order, raised to serve

Offense
Speed 40 ft.
Melee 2 claws +33 (1d2, 19–20/x2), bite +31 (1d3)
Space 2-1/2 ft. ft.; Reach 0 ft.
Special Attacks breath weapon

Magic
Caster Level 16; MSB +16, MSD 27, Concentration +26
Tradition Natural (none); CAM Wis
Spell Points 27

Death Sphere: Greater Undead, Lingering Necromancy, Permanent Necromancy; (ghost strike) Command Undead, Curse, Drain, Vampiric Strike
• ghost strike, medium range touch (260 ft.) or melee touch, DC 28
◊ Command Undead (give instructions to undead, 16 minutes, 1 sp)
◊ Curse (permanent curse, 2 sp)
◊ Drain (1d4 negative levels, 1 sp)
◊ Exhausting Strike (fatigue for 16 rounds, 1 sp to exhaust for 16 minutes)
◊ Vampiric Strike (8d6 damage, half as temp hp, 1 sp)
• reanimate, touch, 16 hours, 1 sp; Lingering Necromancy
◊ Greater Undead (reanimate intelligent undead)
◊ Permanent Necromancy (spend an additional 2 sp to make reanimate permanent)

Fate Sphere: Bound Consecration, Consecrated Ground (2x); (consecration) Divine Force, Divine Pressure; (word) Classify, Geas, Greater Geas, Mark of Judgement, Truth
• consecration, 35 ft., DC 28, Alignment lawful
◊ Bound Consecration (apply consecration to place or object)
◊ Consecrated Ground (3 sp for 32 hours or permanent)
◊ Divine Force (opposite alignment suffer random conditions)
◊ Divine Pressure (opposite alignment suffer chosen condition)
◊ Serendipity (+1 luck bonus)
• word, close (65 ft.), DC 28
◊ Classify (compel target to identify themselves)
◊ Geas (compel target to do task, 10 minute cast time, no save, 16 days, 2 sp)
◊ Hallow (provide protections against opposite alignment, 1 sp)
◊ Mark of Judgement (permanent Geas, harsher penalty for disobeying)
◊ Truth (compel target to speak truth)

Statistics
Str 11, Dex 33, Con 28, Int 15, Wis 30, Cha 12
Base Atk +22; CMB +20 (+24 grapple); CMD 45 (47 vs. grapple)
Feats Align Spell (lawful), Dirty Fighting, Greater Grapple, Improved Critical (claws), Improved Grapple, Improved Mystic Assault, Multiattack, Mystic Assault, Quicken Spell, Weapon Finesse
Skills Acrobatics +34, Climb +25, Diplomacy +24, Knowledge (planes) +25, Knowledge (religion) +25, Perception +33, Sense Motive +33, Stealth +34
Languages Common, Necril, speak with animals (cats only)
SQ leonine form

Special Abilities
Breath Weapon (Su) Once every 1d4 rounds a mau can release a 15-foot long cone of desiccating sand and salt. This does 10d4 slashing damage and 8d4 untyped damage and fatigues all within the area. A successful Reflex saving throw halves the slashing damage and a successful Fortitude saving throw negates the untyped damage and fatigue (DC 30).

Leonine Form (Su) As a standard action, a mau can take the form of a housecat, a lion, or a dire lion. This functions as the Alteration sphere shapeshift ability, using the Blank Transformation and the following traits:

  • Housecat: no traits
  • Lion: Large size (+10 Str, –6 Dex, +2 Con; +3 CMB; –3 attack, CMD, and AC), grab, pounce, land speed (100 ft.)
  • Dire lion: Huge size (+14 Str, –8 Dex, +4 Con; +4 CMB; –4 attack, CMD, and AC), grab, pounce, land speed (100 ft.)

The mau can remain in any of these forms indefinitely and always gains a +10 bonus to Disguise to appear to be the animal whose form it has taken. This is a polymorph effect, the mauloses access to its breath weapon while transformed. It may use this ability at will.

Perfect Order (Su) A mau adds its Wisdom modifier to its AC.

Raised to Serve While not strictly undead, mau do share some of their traits. They are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), bleed, death effects, disease, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Any effect that explicitly affects undead in addition to the living, like Divine Force, affects mau, but effects that only affect undead, like Command Undead, do not. Unlike other native outsiders, mau are not affected by raise dead, reincarnate, resurrection, true resurrection, or any Life sphere talents that would return it to life unless enhanced with Esoteric Healing. Usually it takes a different magical effect, such as limited wish, miracle, or wish to restore a mau to life. Despite being native outsiders, mau do not breathe, eat, or sleep.

Ecology
Environment desert tombs
Organization destruction (1 mau plus 0–1 mummy lord and 3–20 mummies)
Treasure twice normal

Menehune (CR 1/2)

Peaceful island dwellers, menehune are seldom violent unless pressed. When threatened, they prefer to use their friendship arrows to make peace. Normally exclusive, those that know how to contact them and offer their favorite foods (fish and bananas) can sometimes get them to apply their impressive speed in construction projects. Areas with menehune are known to sprout temples, ponds, and other construction overnight. Despite this, they rarely build such things for themselves and prefer to live away from others, moving away from any area that becomes significantly settled.

Menehune (CR 1/2)
XP 200
NG Small fey
Init +3; Senses low-light vision; Perception +5

Defense
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d6+2)
Fort +2, Ref +6, Will +2; +2 vs. illusions

Offense
Speed 30 ft.
Melee dagger +3 (1d3+1/19–20)
Ranged shortbow +3 (1d4)
Space 5 ft., Reach 5 ft.

Statistics
Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot
Skills Acrobatics +7, Craft (carpentry) +5, Knowledge (engineering) +2, Perception +5, Perform (dance) +6, Perform (sing) +6, Stealth +15
Languages Common, Sylvan

Special Abilities
Friendship Arrows (Su) When a menehune fires an arrow from any bow, it can change the arrow into a charm arrow as part of making the attack. A menehune can do this a number of times per day equal to its Charisma score (usually 15). The arrow does not damage and the target must succeed on a DC 12 Will save or have its attitude toward the menehune shift to friendly as an instantaneous effect. The save DC is Charisma-based.

Rapid Construction (Ex) When constructing buildings, mines, tunnels, ditches, etc., a menehune performs the work of 10 normal humans.

Ecology
Environment tropical
Organization solitary, band (7–12)
Treasure standard (carpentry tools, other treasure)

Familiar
A 5th-level spellcaster within one step of neutral good can gain a menehune as a familiar if she has the Improved Familiar feat.

Nymph, Wyrgrove (CR 5)

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.

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)
Ranged destructive blast +8
Special Attacks stunning glance

Magic
Caster Level 6; MSB +6, MSD 17, Concentration +13
Tradition Natural (none); CAM Cha
Spell Points 13

Destruction Sphere
• destructive blast, close range touch (40 ft.), 3d6 bludgeoning

Life Sphere
• cure, 1d8+6, 1 sp
• invigorate, 6 temporary hp
• restore, heal dazzled, fatigued, shaken, sickened, staggered, 1 sp

Nature Sphere: (geomancing) Plant (Entangle, Harvest, Pummel); (spirit) Friend To Wildlife (animals); Nature’s Carapace (Barkskin)
• geomancing, close (40 ft.), DC 20
◊ Plant (Entangle, Harvest, Pummel)
Friend To Wildlife (call animals to you, 1 sp)
Nature’s Carapace (Barkskin, +2 natural armor, +3 Stealth in nature, 6 min, 1 sp)

Warp Sphere
• teleport, close (40 ft.), medium (160 ft.) 1 sp

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 its racial Hit Dice + 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 Hit Dice. 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 Hit Dice for determining her total modifier to the check.

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

Omnimentals (CR Varies)

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 Strike-enhanced slams.

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) plus Energy Strike
Ranged destructive blast +3 (+4 inside 30 ft.)
Special Attacks admixture (1), detonation (DC 11), natural destroyer

Magic
Caster Level 1; MSB +1, MSD 12, Concentration +1
Tradition Natural (none); CAM Cha
Spell Points 2

Destruction Sphere: Admixture; (blast shape) Energy Strike; (blast type) Air Blast, Fire Blast, Frost Blast, Stone Blast
• destructive blast, close range touch (25 ft.), 1d6 bludgeoning, DC 11
◊ Admixture (combine blast types, 1 sp)
◊ Energy Strike (blast made with attack)
◊ Air Blast (nonlethal, +1 bull rush)
◊ Fire Blast (fire damage, Reflex or catch fire)
◊ Frost Blast (cold damage, staggered, Reflex negates)
◊ Stone Blast (bludgeoning, ignores SR)

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), Weapon Finesse
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Aquan, Auran, Ignan, Terran

Special Abilities
Admixture (Ex) The omnimental gains the Admixture talent as a bonus talent. Additionally, it gains a pool of admixture points equal to half its Hit Dice. 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.

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

Natural Destroyer (Ex) The omnimental does not provoke attacks of opportunity when using destructive blast for ranged attacks.

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

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) plus Energy Strike
Ranged destructive blast +7 (+8 inside 30 ft.)
Special Attacks admixture (2), detonation (DC 13), natural destroyer

Magic
Caster Level 2; MSB +4, MSD 16, Concentration +5
Tradition Natural (none); CAM Cha
Spell Points 5

Destruction Sphere: Admixture; (blast shape) Energy Leap, Energy Strike; (blast type) Air Blast, Fire Blast, Frost Blast, Stone Blast
• destructive blast, close range touch (30 ft.), 1d6 bludgeoning, DC 13
◊ Admixture (combine blast types, 1 sp)
◊ Energy Leap (move in a straight line, +3 overrun)
◊ Energy Strike (blast made with attack)
◊ Air Blast (nonlethal, +3 bull rush)
◊ Fire Blast (fire damage, Reflex or catch fire)
◊ Frost Blast (cold damage, staggered, Reflex negates)
◊ Stone Blast (bludgeoning, ignores SR)

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), Weapon Finesse
Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
Languages Aquan, Auran, Ignan, Terran

Special Abilities
Admixture (Ex) The omnimental gains the Admixture talent as a bonus talent. Additionally, it gains a pool of admixture points equal to half its Hit Dice. 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.

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

Natural Destroyer (Ex) The omnimental does not provoke attacks of opportunity when using destructive blast for ranged attacks.

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) plus Energy Strike
Ranged destructive blast +13 (+14 inside 30 ft.)
Special Attacks admixture (4), detonation (DC 14), natural destroyer

Magic
Caster Level 4; MSB +8, MSD 19, Concentration +10
Tradition Natural (none); CAM Cha
Spell Points 12

Destruction Sphere: Admixture, Extended Range; (blast shape) Energy Leap, Energy Strike; (blast type) Air Blast, Fire Blast, Frost Blast, Stone Blast
• destructive blast, medium range touch (140 ft.), 2d6 bludgeoning, DC 15
◊ Admixture (combine blast types, 1 sp)
◊ Energy Leap (move in a straight line, +6 overrun)
◊ Energy Strike (blast made with attack)
◊ Air Blast (nonlethal, +6 bull rush)
◊ Fire Blast (fire damage, Reflex or catch fire)
◊ Frost Blast (cold damage, staggered, Reflex negates)
◊ Stone Blast (bludgeoning, ignores SR)

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 Spell Combat, 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

Special Abilities
Admixture (Ex) The omnimental gains the Admixture talent as a bonus talent. Additionally, it gains a pool of admixture points equal to half its Hit Dice. 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.

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

Natural Destroyer (Ex) The omnimental does not provoke attacks of opportunity when using destructive blast for ranged attacks.

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) plus Energy Strike
Ranged destructive blast +15 (+16 inside 30 ft.)
Special Attacks admixture (5), detonation (DC 15), natural destroyer

Magic
Caster Level 5; MSB +10, MSD 21, Concentration +13
Tradition Natural (none); CAM Cha
Spell Points 15

Destruction Sphere: Admixture, Extended Range; (blast shape) Energy Leap, Energy Strike, Explosive Orb; (blast type) Air Blast, Fire Blast, Frost Blast, Stone Blast
• destructive blast, medium range touch (150 ft.), 3d6 bludgeoning, DC 16
◊ Admixture (combine blast types, 1 sp)
◊ Energy Leap (move in a straight line, +8 overrun)
◊ Energy Strike (blast made with attack)
◊ Explosive Orb (Reflex save, 15 ft. radius)
◊ Air Blast (nonlethal, +8 bull rush)
◊ Fire Blast (fire damage, Reflex or catch fire)
◊ Frost Blast (cold damage, staggered, Reflex negates)
◊ Stone Blast (bludgeoning, ignores SR)

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 Spell Combat, 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

Special Abilities
Admixture (Ex) The omnimental gains the Admixture talent as a bonus talent. Additionally, it gains a pool of admixture points equal to half its Hit Dice. 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.

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

Natural Destroyer (Ex) The omnimental does not provoke attacks of opportunity when using destructive blast for ranged attacks.

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) plus Energy Strike
Ranged destructive blast +19 (+20 inside 30 ft.)
Special Attacks admixture (6), detonation (DC 21), natural destroyer

Magic
Caster Level 6; MSB +13, MSD 24, Concentration +18
Tradition Natural (none); CAM Cha
Spell Points 20

Destruction Sphere: Admixture, Extended Range; (blast shape) Energy Leap, Energy Strike, Energy Wall; Explosive Orb; (blast type) Air Blast, Acid Blast, Electric Blast, Fire Blast, Frost Blast, Stone Blast, Thunder Blast)
• destructive blast, medium range touch (160 ft.), 3d6 bludgeoning, DC 19
◊ Admixture (combine blast types, 1 sp)
◊ Energy Leap (move in a straight line, +11 overrun)
◊ Energy Strike (blast made with attack)
◊ Energy Wall (wall or hemisphere of energy)
◊ Explosive Orb (Reflex save, 15 ft. radius)
◊ Air Blast (nonlethal, +11 bull rush)
◊ Acid Blast (acid damage, 3 damage next round)
◊ Electric Blast (electricity damage, bonus vs. metal)
◊ Fire Blast (fire damage, Reflex or catch fire)
◊ Frost Blast (cold damage, staggered, Reflex negates)
◊ Stone Blast (bludgeoning, ignores SR)
◊ Thunder Blast (sonic damage, deafened, Fortitude negates)

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 Spell Combat, Empower Spell, Sphere Focus (Destruction), Weapon Finesse
Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Knowledge (planes) +10, Perception +16
Languages Aquan, Auran, Ignan, Terran

Special Abilities
Admixture (Ex) The omnimental gains the Admixture talent as a bonus talent. Additionally, it gains a pool of admixture points equal to half its Hit Dice. 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.

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

Natural Destroyer (Ex) The omnimental does not provoke attacks of opportunity when using destructive blast for ranged attacks.

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) plus Energy Strike
Ranged destructive blast +23 (+24 inside 30 ft.)
Special Attacks admixture (8), detonation (DC 24), natural destroyer

Magic
Caster Level 8; MSB +16, MSD 27, Concentration +22
Tradition Natural (none); CAM Cha
Spell Points 24

Destruction Sphere: Admixture, Extended Range; (blast shape) Energy Leap, Energy Strike, Energy Tether, Energy Wall; Explosive Orb; (blast type) Air Blast, Acid Blast, Crystal Blast Electric Blast, Fire Blast, Frost Blast, Stone Blast, Thunder Blast)
• destructive blast, medium range touch (180 ft.), 4d6 bludgeoning, DC 21
◊ Admixture (combine blast types, 1 sp)
◊ Energy Leap (move in a straight line, +14 overrun)
◊ Energy Strike (blast made with attack)
◊ Energy Tether (Fortitude save or 22 hp tether, hardness 3, Break DC 21)
◊ Energy Wall (wall or hemisphere of energy)
◊ Explosive Orb (Reflex save, 15 ft. radius)
◊ Air Blast (nonlethal, +14 bull rush)
◊ Acid Blast (acid damage, 3 damage next round)
◊ Crystal Blast (encased in 18 hp crystal, Reflex negates)
◊ Electric Blast (electricity damage, bonus vs. metal)
◊ Fire Blast (fire damage, Reflex or catch fire)
◊ Frost Blast (cold damage, staggered, Reflex negates)
◊ Stone Blast (bludgeoning, ignores SR)
◊ Thunder Blast (sonic damage, deafened, Fortitude negates)

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 Spell Combat, Empower Spell, Quicken Spell, Iron Will, Tether Adept, Sphere Focus (Destruction), Weapon Finesse
Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19
Languages Aquan, Auran, Ignan, Terran

Special Abilities
Admixture (Ex) The omnimental gains the Admixture talent as a bonus talent. Additionally, it gains a pool of admixture points equal to half its Hit Dice. 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.

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

Natural Destroyer (Ex) The omnimental does not provoke attacks of opportunity when using destructive blast for ranged attacks.

Ooze, Humoral (CR 1/3)

A humoral ooze is a special construct made of blood and bodily fluids that is sometimes used as a familiar by wizards who specialize in blood-related magic.

Ooze, Humoral (CR 1/3)
XP 135
N Tiny ooze
Init -5; Senses blindsight 60 ft.; Perception -5

Defense
AC 7, touch 7, flat-footed 7 (-5 Dex, +2 size)
hp 7 (1d8+3)
Fort +3, Ref -5, Will -5
Immune ooze traits; Resist fire 5
Weaknesses vulnerability to cold

Offense
Speed 10 ft., climb 10 ft., swim 10 ft.
Melee Slam +3 (1d3+1)
Space 2-1/2 ft., Reach 0 ft.

Statistics
Str 12, Dex 1, Con 16, Int —, Wis 1, Cha 1
Base Atk +0; CMB +1; CMD 6

Special Abilities
Emotional Touch (Su) Humoral oozes impact the emotions of those in contact with them. This is a mind-affecting emotion ability and requires at least one round of contact and ends one round after contact ceases; brief contact such as from an unarmed strike is insufficient. Most casters that keep humoral oozes as familiars allow the ooze to ride on their shoulder, in a pocket, or another location that maintains contact.

There are four types of humoral oozes, each one with a different effect:

  • Choleric - Creatures touching the ooze are on edge, prone to anger, leaving them unwilling to listen to others, causing the DC of Bluff, Diplomacy, and Intimidate checks made against them increased by 2, +1 for every 5 Hit Dice of the creature.
  • Melancholic - Creatures touching this ooze grow depressed and gloomy, though since things cannot get any worse, they press on, gaining a +2 morale bonus on saves that would cause the paralyzed or slow conditions.
  • Phlegmatic - Creatures touching the ooze are inclined to move slowly, and gain a +2 morale bonus on saves vs. mind-affecting abilities.
  • Sanguine - Creatures touching the ooze become hopeful and optimistic; once per minute as a free action that can be taken even when it is not its turn, the creature can grant itself a +2 morale bonus on an ability check, attack roll, saving throw, or skill check.

Fluid (Ex) The humoral ooze can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Ecology
Environment any underground
Organization solitary, pair, or coagulum (3-5)
Treasure none

Familiar
A humoral ooze may be taken as a familiar. The master of a humoral ooze familiar gains a +2 bonus on Heal checks. A humoral ooze familiar may be replaced by taking 1 point of Constitution damage per two levels (minimum 1) instead of paying 100 gp per level.

Primal Elementals (CR Varies) [Warden]

Unlike most elementals that exist on various elemental planes, primal elementals are creatures that embody an aspect of nature, and are typically created or spontaneously birthed from the world itself to act as guardians and defenders of the natural world. These elementals always appear to be made up of plantlife, although the nature of this plantlife always depends on the facet of nature it was created from: for example, a primal elemental created from the remains of a wildfire may be composed of charred wood and burning embers, whereas one created from the sea would be made up of silt, seaweed and coral.

Despite usually only encompassing one essence of nature, there have been primal elementals known to encompass two or more essences of nature, being made up of mud, lightning, etc. All primal elementals gain the following abilities:

Innately Magical (Su): A primal elemental is a creature of nature, possessing partial dominion over the very element that composes itself. Primal elementals gain the Nature sphere with the package most closely associated with its elemental nature. A primal elemental is considered a Low-Caster, possessing both a number of magic talents and a caster level equal to 1/2 its Hit Dice. This counts as having the casting class feature for the purposes of meeting the prerequisites for feats. These talents may only be spent gaining talents associated with its Nature package or (spirit) talents. They also possess a spell pool with a number of spell points equal to its caster level + its Constitution modifier.

Primal Essence (Su): A primal elemental is the pure manifestation of nature in its wildest form. Typically thought to be wardens of a certain aspect of nature, these elementals can vary as greatly in appearance as they can their power and disposition.

  • Air: Composed largely of thin and wispy plantlife that shakes to an ever-present wind, these elementals are largely known for their lithe appearance and calm demeanours. Air-based primal elementals gain the Auran language, a 60 feet fly speed (perfect maneuverability), sonic resistance 10 + their Hit Dice, and a +2 bonus to Dexterity. Spells or abilities that explicitly target or affect air elementals also affect air-based primal elementals.
  • Earth: Made up of large chunks of rock, earth, fungi and roots, these elementals are commonly the largest among all types of primal elementals, usually acting as immovable vanguards and defenders of caves and caverns. Earth-based primal elementals gain the Terran language, a 30 feet burrow speed, DR 1/adamantine, +1 per 5 Hit Dice, and a +2 bonus to Constitution. Spells or abilities that explicitly target or affect earth elementals also affect earth-based primal elementals.
  • Fire: Commonly made up of charred wood, singed plants and burning embers, these elementals are known to be the most volatile and dangerous of primal elementals; known to set ablaze small villages that encroach too far into the lands of nature. Fire-based primal elementals gain the Ignan language, fire resistance 10 + their Hit Dice, and deal an additional 1d6 fire damage with their natural attacks. Spells or abilities that explicitly target or affect fire elementals also affect fire-based primal elementals.
  • Metal: Usually the most varied in appearance, these elementals are usually composed up of ore-riddled stone and rough gemstones, commonly acting as a nuisance for most mining operations that dig too deep. Metal-based primal elementals gain the Aklo language, electricity resistance 10 + their Hit Dice, a +2 natural bonus to AC, +1 per Hit Die, and a +2 bonus to Strength. Spells or abilities that explicitly target or affect metal or ferrous creatures (such as rusting grasp) also affect metal- based primal elemental.
  • Plant: Made up of thick vines, moss and flowers, these elementals are known to be patient caretakers of nature, usually formed after a great wildfire to return life to what was destroyed. Plant-based elementals gain the Sylvan language, a 30 feet climb speed, acid resistance 10 + their Hit Dice, and a +2 bonus to their CMB when attempting trip and disarm maneuvers. Spells or abilities that explicitly target or affect creatures with the plant creature type also affect plant-based primal elementals.
  • Water: Made up of dense seaweed, damp driftwood and coral, these elementals are great defenders of rivers and lakes, commonly to defend against pollution and waste that would find its way within them. Water-based elementals gain the Aquan language, a 30 feet swim speed, cold resistance 10 + their Hit Dice, and a +2 bonus to their Dexterity. Spells or abilities that explicitly target or affect water elementals also affect water-based primal elementals.

Primal Elemental, Small (CR 1)

XP 400
N Small outsider (elemental, native)
Init +2; Senses darkvision 60 ft.; Perception +5

Defense
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities primal essence; Immune elemental traits

Offense
Speed 30 ft., see primal essence
Melee slam +4 (1d4+1)
Special Attack none

Statistics
Str 12, Dex 14, Con 12, Int 4, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Extra Magic Talent
Skills Acrobatics +7, Climb +6, Escape Artist +7, Intimidate +5, Knowledge (nature) +5, Perception +5
Languages see primal essence
SQ primal essence

Magic
Caster Level 1; MSB +2; MSD 13; Concentration +2
Tradition Resolute Vanguard (Drawbacks: Emotional Casting, Magical Signs, Verbal Casting, Limited Protection (aegis) (Protection); CAM Wis
Spell Points 1
Nature Sphere: (geomancing) see primal essence; Create Nature, (spirit) Nature’s Weapon

  • geomancing, close (25 ft.), DC 12

Primal Elemental, Medium (CR 3)

XP 800
N Medium outsider (elemental, native)
Init +1; Senses darkvision 60 ft.; Perception +8

Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 26 (4d10+4)
Fort +5, Ref +5, Will +2
Defensive Abilities primal essence; Immune elemental traits

Offense
Speed 30 ft., see primal essence
Melee slam +7 (1d6+2)
Special Attack none

Statistics
Str 14, Dex 12, Con 12, Int 4, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 17
Feats Extra Magic Talent, Weapon Focus (slam)
Skills Acrobatics +8, Climb +9, Escape Artist +8, Intimidate +7, Knowledge (nature) +8, Perception +8
Languages see primal essence
SQ primal essence

Magic
Caster Level 2; MSB +2; MSD 13; Concentration +3
Tradition Resolute Vanguard (Drawbacks: Emotional Casting, Magical Signs, Verbal Casting, Limited Protection (aegis) (Protection); CAM Wis
Spell Points 3
Nature Sphere: (geomancing) see primal essence; Create Nature, (spirit) Nature’s Carapace, Nature’s Weapon

  • geomancing, close (30 ft.), DC 12

Primal Elemental, Large (CR 5)

XP 1,600
N Large outsider (elemental, native)
Init +4; Senses darkvision 60 ft.; Perception +13

Defense
AC 17, touch 9, flat-footed 18 (+8 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +6, Will +4
Defensive Abilities primal essence; Immune elemental traits

Offense
Speed 30 ft., see primal essence
Melee 2 slams +12 (1d8+4)
Ranged none
Special Attack none

Statistics
Str 18, Dex 10, Con 16, Int 4, Wis 14, Cha 10
Base Atk +8; CMB +13; CMD 23
Feats Extra Magic Talent, Extra Spell Points, Improved Initiative, Weapon Focus (slam)
Skills Acrobatics +11, Climb +15, Escape Artist +11, Intimidate +11, Knowledge (nature) +13, Perception +13
Languages see primal essence
SQ primal essence

Magic
Caster Level 4; MSB +4; MSD 15; Concentration +7
Tradition Resolute Vanguard (Drawbacks: Emotional Casting, Magical Signs, Verbal Casting, Limited Protection (aegis) (Protection); CAM Wis
Spell Points 8
Nature Sphere: Grant Spirit, (geomancing) see primal essence; Create Nature, (spirit) Nature’s Carapace, Nature’s Weapon, Wreath Of Elements

  • geomancing, close (35 ft.), DC 15

Primal Elemental, Huge (CR 7)

XP 3,200
N Huge outsider (elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +16

Defense
AC 18, touch 7, flat-footed 21 (-1 Dex, +11 natural, -2 size)
hp 105 (10d10+50)
Fort +12, Ref +5, Will +6
Defensive Abilities primal essence; Immune elemental traits

Offense
Speed 30 ft., see primal essence
Melee 2 slams +15 (2d6+6)
Ranged none
Special Attack none

Statistics
Str 22, Dex 8, Con 20, Int 4, Wis 16, Cha 10
Base Atk +10; CMB +18; CMD 27
Feats Extra Magic Talent x2, Extra Spell Points, Improved Initiative, Weapon Focus (slam)
Skills Acrobatics +12, Climb +19, Escape Artist +12, Intimidate +13, Knowledge (nature) +16, Perception +16
Languages see primal essence
SQ primal essence

Magic
Caster Level 5; MSB +5; MSD 16; Concentration +10
Tradition Resolute Vanguard (Drawbacks: Emotional Casting, Magical Signs, Verbal Casting, Limited Protection (aegis) (Protection); CAM Wis
Spell Points 10
Nature Sphere: Deep Nature, Grant Spirit, (geomancing) see primal essence; Create Nature, (spirit) Nature’s Carapace, Nature’s Weapon, Rejuvenation, Wreath Of Elements

  • geomancing, close (35 ft.), DC 17

Primal Elemental, Greater (CR 9)

XP 6,400
N Huge outsider (elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +20

Defense
AC 20, touch 7, flat-footed 23 (-1 Dex, +13 natural, -2 size)
hp 149 (13d10+78)
Fort +15, Ref +7, Will +10
Defensive Abilities primal essence; Immune elemental traits

Offense
Speed 30 ft., see primal essence
Melee 2 slams +20 (2d8+8)
Ranged none
Special Attack none

Statistics
Str 26, Dex 8, Con 24, Int 4, Wis 18, Cha 10
Base Atk +13; CMB +23; CMD 32
Feats Extra Magic Talent x2, Extra Spell Points, Improved Initiative, Improved Natural Armor, Iron Will, Weapon Focus (slam)
Skills Acrobatics +15, Climb +24, Escape Artist +15, Intimidate +16, Knowledge (nature) +20, Perception +20
Languages see primal essence
SQ primal essence

Magic
Caster Level 6; MSB +6; MSD 17; Concentration +13
Tradition Resolute Vanguard (Drawbacks: Emotional Casting, Magical Signs, Verbal Casting, Limited Protection (aegis) (Protection); CAM Wis
Spell Points 12
Nature Sphere: Deep Nature, Grant Spirit, (geomancing) see primal essence; Create Nature, Nature Lord, (spirit) Nature’s Carapace, Nature’s Weapon, Rejuvenation, Wreath Of Elements

  • geomancing, close (40 ft.), DC 19

Primal Elemental, Elder (CR 11)

XP 12,800
N Huge outsider (elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +25

Defense
AC 22 (-1 Dex, +15 natural, -2 size)
hp 166 (16d10+78)
Fort +17, Ref +9, Will +11
Defensive Abilities primal essence; Immune elemental traits

Offense
Speed 30 ft., see primal essence
Melee 2 slams +24 (2d8+10)
Ranged none
Special Attack none

Statistics
Str 30, Dex 8, Con 24, Int 4, Wis 22, Cha 10
Base Atk +16; CMB +28; CMD 39
Feats Extra Magic Talent (nature) x2, Extra Spell Points x2, Improved Initiative, Improved Natural Armor, Iron Will, Weapon Focus (slam)
Skills Acrobatics +18, Climb +29, Escape Artist +18, Intimidate +19, Knowledge (nature) +25, Perception +25
Languages see primal essence
SQ primal essence

Magic
Caster Level 8; MSB +8; MSD 19; Concentration +14
Tradition Resolute Vanguard (Drawbacks: Emotional Casting, Magical Signs, Verbal Casting, Limited Protection (aegis) (Protection); CAM Wis
Spell Points 18
Nature Sphere: Deep Nature, Grant Spirit, (geomancing) see primal essence; Create Nature, Manipulate Nature, Nature Lord, (spirit) Dragonlung, Nature’s Carapace, Nature’s Weapon, Rejuvenation, Wreath Of Elements

  • geomancing, close (45 ft.), DC 20

Raw Magic Elementals (CR+ Varies) [Mana HB]

Hailing from a place more primordial than even the Elemental Planes, raw magic elementals appear as floating clouds glittering in an array of impossible colors. Pure embodiments of raw energy, they are thankfully extremely rare on the Material Plane, only encountered when summoned by practitioners of magic. Even then, most mages prefer using elementals of the classical four elements, since raw magic elemental are all but immune to most of the usual methods of control, making them formidable allies against other magic users, but also lethal adversaries should they slip whatever means of control the original summoner has over them.

All raw magic elementals gain the following abilities:

Bond Happy (Sp): The elemental can create a manabond as a free action with any creature it hits with its slam attack. It gains a +1 bonus to attack and damage rolls for every 3 Hit Dice it possesses against creatures it has an active manabond with, and can make melee attacks against those creatures as if they were in adjacent to it. Raw magic elementals are able to create manabonds as if they possessed every (manabond) talent.

Immunity to Magic (Ex): The elemental is immune to spells, spell-like abilities or sphere effects that allow spell resistance. Certain spells and effects function differently against it, as noted below:

The elemental is vulnerable to antimagic. It can be targeted by effects that can attempt to dispel magic (such as the dispel magic spell or the Counterspell feat), using its Hit Dice + 11 as its magic skill defense. A successful dispel attempt deals damage to the elemental equal to 1d10 per Hit Dice it has.

Expunge effects from the Mana sphere can bypass its immunity to magic, and additionally slow the elemental (as per the Improved Slow talent from Time sphere) for 3 rounds, with no saving throw.

Manipulation effects from the Mana sphere bolster the elemental, negating the effect but immediately healing it as per the Mana Fueled ability, and causing the elemental to become hasted (as per the Improved Haste talent from the Time sphere) for 3 rounds.

Mana Fueled (Su): The elemental is fueled directly by magical energies. If the creature is targeted by or moves onto a magical effect with a caster level equal to or lower than its Hit Dice, it is immediately subject to a Counterspell effect (as the Counterspell feat), using the elemental’s Hit Dice as its magic skill bonus, with an additional +4 racial bonus. If the effect is dispelled, the elemental heals 2 hit points per caster level the effect had

Raw Magic Elemental, Small (CR 1)

XP 400
N Small outsider (elemental, native)
Init +6 Senses darkvision 60 ft.; Perception +5

Defense
AC 16, touch 14, flat-footed 13 (+2 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +1 Ref +5 Will +3
Defensive Abilities immunity to magic; Immune elemental traits

Offense
Speed 20 ft., fly 30 ft.
Melee slam +4 (1d4+1)
Special Attacks bond happy

Statistics
Str 12, Dex 15, Con 12, Int 14, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative
Skills Acrobatics +4, Fly +16, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +5, Sense Motive +5, Spellcraft +7, Stealth +10, Use Magic Device +5
Languages Common

Familiar
A small raw magic elemental may be taken as a familiar with the Improved Familiar feat by caster of at least caster level 5th or higher. The master of a raw magic elemental familiar gains a +2 bonus on Will saves.

Raw Magic Elemental, Medium (CR 3)

XP 800
N Medium outsider (elemental, native)
Init +5 Senses darkvision 60 ft.; Perception +7

Defense
AC 15, touch 12, flat-footed 13 (+1 Dex, +1 dodge, +3 natural)
hp 26 (4d10+4)
Fort +2 Ref +5 Will +4
Defensive Abilities immunity to magic, mana fueled; Immune elemental traits

Offense
Speed 30 ft., fly 30 ft.
Melee slam +6 (1d6+2)
Special Attacks bond happy

Statistics
Str 14, Dex 13, Con 12, Int 14, Wis 11, Cha 11
Base Atk +4; CMB +6; CMD 17
Feats Dodge, Improved Initiative
Skills Acrobatics +5, Fly +15, Knowledge (arcana) +9, Knowledge (planes) +9, Perception +7, Sense Motive +7, Spellcraft +9, Stealth +7, Use Magic Device +7
Languages Common

Raw Magic Elemental, Large (CR 5)

XP 1,600
N Large outsider (elemental, native)
Init +4 Senses darkvision 60 ft.; Perception +11

Defense
AC 15, touch 9, flat-footed 14 (+5 natural, -1 size, +1 dodge)
hp 68 (8d10+24)
Fort +6 Ref +6 Will +8
DR 5/—; Defensive Abilities immunity to magic, mana fueled; Immune elemental traits

Offense
Speed 30 ft., fly 30 ft.
Melee 2 slams +12 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks bond happy

Statistics
Str 22, Dex 11, Con 16, Int 14, Wis 11, Cha 11
Base Atk +8; CMB +15; CMD 25
Feats Dodge, Improved Initiative, Iron Will, Muscular Reflexes
Skills Acrobatics +8, Fly +15, Knowledge (arcana) +13, Knowledge (planes) +13, Perception +11, Sense Motive +11, Spellcraft +13, Stealth +11, Use Magic Device +11
Languages Common

Raw Magic Elemental, Huge (CR 7)

XP 3,200
N Huge outsider (elemental, native)
Init +3 Senses darkvision 60 ft.; Perception +18

Defense
AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -2 size, +1 dodge)
hp 130 (13d10+65)
Fort +9 Ref +7 Will +10
DR 5/—; Defensive Abilities immunity to magic, mana fueled; Immune elemental traits

Offense
Speed 30 ft., fly 30 ft.
Melee slam +23 (2d6+15)
Space 15 ft.; Reach 15 ft.
Special Attacks bond happy

Statistics
Str 30, Dex 9, Con 20, Int 14, Wis 11, Cha 11
Base Atk +13; CMB +25; CMD 34
Feats Blind-Fight, Dodge, Improved Initiative, Iron Will, Mobility, Muscular Reflexes, Power Attack
Skills Acrobatics +12, Fly +15, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +18, Sense Motive +18, Spellcraft +18, Stealth +7, Use Magic Device +16
Languages Common

Raw Magic Elemental, Greater (CR 9)

XP 6,400
N Huge outsider (elemental, native)
Init +5 Senses darkvision 60 ft.; Perception +21

Defense
AC 20, touch 10, flat-footed 18 (+1 Dex, +10 natural, -2 size, +1 dodge)
hp 192 (16d10+112)
Fort +11 Ref +9 Will +12
DR 10/—; Defensive Abilities immunity to magic, mana fueled; Immune elemental traits

Offense
Speed 30 ft., fly 30 ft.
Melee slam +28 (2d6+16)
Space 15 ft.; Reach 15 ft.
Special Attacks bond happy

Statistics
Str 34, Dex 13, Con 24, Int 18, Wis 15, Cha 15
Base Atk +16; CMB +31; CMD 41
Feats Blind-Fight, Dodge, Improved Blind-Fight, Improved Initiative, Iron Will, Mobility, Muscular Reflexes, Power Attack
Skills Acrobatics +15, Fly +18, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +21, Sense Motive +21, Spellcraft +21, Stealth +10, Use Magic Device +19
Languages Common

Rot Grub Swarm, Apocalypse (CR 15)

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.

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, +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 hit points 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 do not 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 requires a DC 20 Will save.

Ecology
Environment any
Organization solitary
Treasure none

Samsaran, Sibyl (CR 1/2)

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 its 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.

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 (+4 armor, +1 Dex, +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)

Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Fortune Teller (Focus Casting (harrow deck), Skilled Casting (Perform (seance)); CAM Cha
Spell Points 5

Divination Sphere: (divine) Object Reading; (sense) Logos
• divine, medium (110 ft.), Alternate Divinations (Divine Charm)
◊ Object Reading (gain pieces of information about an object)
• sense, 1 hour
◊ Logos (understand all spoken and written words, 1 sp, be understood by any creature with a language, 1 sp)

Mind Sphere: (charm) Vision
• charm, close (25 ft.), DC 14
◊ Suggestion (implant an idea or suggestion)
◊ Vision (alter perception)

Statistics
Str 8, Dex 13, Con 12, Int 12, Wis 12, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Extra Magic 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)

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 Magic Training feat.

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

Treant, Wyrgrove (CR 10)

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.

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 (+3 deflection, -1 Dex, +14 natural, -2 size)
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)

Magic
Caster Level 7; MSB +15, MSD 26, Concentration +18
Tradition Natural; CAM Wis
Spell Points 18

Nature Sphere: Deep Nature; (geomancing) Create Nature (Grow Plants), Elevated Nature, Plant (Entangle, Harvest, Pummel); (spirit) Nature’s Carapace (Barkskin), Nature Sight (Plantsight), Rejuvenation
• geomancing, close (40 ft.), DC 20; Deep Nature (geomancing persists 2 rounds after concentration)
◊ Create Nature (Grow Plants, tree or 10 ft. radius of plants, instantaneous, 1 sp)
◊ Plant (Entangle, Harvest, Pummel); Elevated Nature (entangle reaches 70 feet higher)
• Nature’s Carapace (Barkskin, +2 natural armor, +3 Stealth in nature, 7 min, 1 sp)
• Nature Sight (Plantsight, see through plant and underbrush, ignoring concealment, concentration, 7 min with 1 sp)
• Rejuvenation (heal 3 hit points per round up to 1/2 maximum, concentration, 7 min with 1 sp)

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.

Spheres and Talents A wyrgrove treant uses Nature ((plant) package) sphere talents and abilities as a Low-Caster, increasing its caster level and talents known by 1 every 2 racial Hit Dice.

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 treantgains a deflection bonus to armor class equal to its Wisdom modifier.

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

Typhloter Assailant (CR 20)

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 Assailant (CR 20)
XP 307,200
CN Tiny aberration
Init +6; Senses darkvision 60 ft., detect scrying (100 ft.); Perception +37

Defense
AC 36, touch 29, flat-footed 28 (+11 Cha, +6 Dex, +7 natural, +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 30)

Magic
Caster Level 15; MSB +30, MSD 41, Concentration +41
Tradition none; CAM Cha
Spell Points 42

Destruction Sphere: (blast type) Adhesive Blast
• destructive blast, close range touch (60 ft.), 8d6 bludgeoning, DC 30
◊ Adhesive Blast (acid damage, Entangle 1 round, Reflex negates)

Illusion Sphere: Lingering Illusion, Manipulate Aura, Permanent Image
• illusion, close range (60 ft.), maximum size Colossal+ (45 ft. cube), DC 29; Lingering Illusion (15 minute duration, 1 sp); Permanent Illusion (illusions are permanent, 2 sp)
◊ Manipulate Aura (figment or glamer, cause target to appear magical or mask magical aura)

Mind Sphere: Powerful Charm; (charm) Deadly Vision, Vision
• charm, close range (60 ft.), DC 30; Powerful Charm (2 sp for powerful effect)
◊ Suggestion (implant an idea or suggestion)
◊ Deadly Vision (target within range dies if it fails Will save, followed by Fortitude save, 2 sp)
◊ Vision (alter target’s perception)

Time Sphere: Ranged Time; (time) Steal Time, Time Freeze
• alter time, medium range (250 ft.), DC 30
◊ Haste (+40 ft. all speeds, +2 attack and AC)
◊ Slow (speed halved, -2 attack and AC)
◊ Steal Time (daze target for 1 round, gain an additional standard, Will negates, 1 sp)
◊ Time Freeze (freeze activity within a 25 ft. radius for 1 round, Will negates, 1 sp)

Warp Sphere: Emergency Teleport; (space) Plane Manipulator
• teleport, close (60 ft.), medium (250 ft.) 1 sp
◊ Emergency Teleport (immediate action, 35 ft., 1 sp)
• bend space, DC 29
◊ Plane Manipulator (dimensional anchor, 150 ft. radius, concentration or 15 min., 1 sp; banish extraplanar, Will negates, 1 sp)

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 (see Psionics Unleashed) +34, Bluff +41, Fly +39, Intimidate +44, Knowledge (arcana) +38, Perception +37, Sense Motive +34, Spellcraft +38, Stealth +49
Languages Aklo; telepathy 60 ft.
SQ detect scrying, no breath, non-euclidean, starflight, tendrils

Special Abilities
Detect Scrying (Ex) The typhloter assailant has 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 assailant 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) The typhloter assailant does not exist wholly in the physical world, and space and time strain against its presence. This grants the typhloter assailant a deflection bonus to AC and a racial bonus on Reflex saves equal to its Charisma modifier (+11). Its apparent and actual position are never quite the same, granting it 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 assailant 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 for the Gamemastery Guide (this is a mind-affecting effect). The save DC is Charisma-based (10 + 1/2 Hit Dice + Charisma modifier).

Starflight (Su) A typhloter assailant 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 assailant 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

Typhloter Enforcer (CR 15)

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 corners. The enforcer relies on brute force and grappling to take down those it hunts.

Typhloter Enforcer (CR 15)
XP 51,200
CN Colossal aberration
Init +2; Senses darkvision 60 ft., detect scrying (80 ft.); Perception +27

Defense
AC 30, touch 12, flat-footed 28 (+8 Cha, +2 Dex, +18 natural, -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)

Magic
Caster Level 11; MSB +22, MSD 33, Concentration +30
Tradition none; CAM Cha
Spell Points 30

Destruction Sphere: (blast type) Adhesive Blast
• destructive blast, close range touch (50 ft.), 6d6 bludgeoning, DC 23
◊ Adhesive Blast (acid damage, Entangle 1 round, Reflex negates)

Illusion Sphere: Lingering Illusion
• illusion, close range (50 ft.), maximum size Colossal (30 ft. cube), DC 23; Lingering Illusion (11 minute duration, 1 sp); Permanent Illusion (illusions are permanent, 2 sp)

Mind Sphere
• charm, close range (50 ft.), DC 23
◊ Suggestion (implant an idea or suggestion)

Time Sphere: (time) Time Freeze
• alter time, close range (50 ft.), DC 23
◊ Haste (+30 ft. all speeds, +2 attack and AC)
◊ Slow (speed halved, -2 attack and AC)
◊ Time Freeze (freeze activity within a 20 ft. radius for 1 round, Will negates, 1 sp)

Warp Sphere: (space) Plane Manipulator
• teleport, close (50 ft.), medium (210 ft.) 1 sp
• bend space, DC 23
◊ Plane Manipulator (dimensional anchor, 110 ft. radius, concentration or 11 min., 1 sp; banish extraplanar, Will negates, 1 sp)

Statistics
Str 51, Dex 15, Con 35, Int 16, Wis 14, Cha 26
Base Atk +16; CMB +44; CMD 56
Feats Ability Focus (non-euclidian), 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 60 ft.
SQ detect scrying, no breath, non-euclidean, starflight

Special Abilities
Detect Scrying (Ex) The typhloter enforcer has 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 enforcer 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) The typhloter enforcer does not exist wholly in the physical world, and space and time strain against its presence. This grants the typhloter enforcer a deflection bonus to AC and a racial bonus on Reflex saves equal to its Charisma modifier (+8). Its apparent and actual position are never quite the same, granting it 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 enforcer 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 from the Gamemastery Guide (this is a mind-affecting effect). The save DC is Charisma-based.

Starflight (Su) A typhloter enforcer 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 enforcer knows the way to its destination.

Ecology
Environment void space
Organization solitary or pair
Treasure none

Typhloter Nadir (CR 5)

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 Nadir (CR 5)
XP 1,600
CN Medium aberration
Init +6; Senses darkvision 60 ft., detect scrying (40 ft.); Perception +17

Defense
AC 18, touch 18, flat-footed 16 (+6 Cha, +2 Dex)
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 18)

Magic
Caster Level 3 (4 with Fire blast types); MSB +7, MSD 18, Concentration +13
Tradition none; CAM Cha
Spell Points 13

Destruction Sphere: (blast type) Radiation Blast, Searing Blast
• destructive blast, close range touch (35 ft.), 2d6 bludgeoning, DC 17
◊ Radiation Blast (half fire, half untyped, low radiation (primary 1 Con drain; secondary 1 Str damage/day; cure 2 consecutive saves), Fortitude negates, 2 sp)
◊ Searing Blast (d8 fire damage)

Statistics
Str 14, Dex 14, Con 14, Int 16, Wis 14, Cha 22
Base Atk +5; CMB +7; CMD 19
Feats Alertness, Focused Blast Type Group (Fire), 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 60 ft.
SQ detect scrying, no breath, non-euclidean, starflight

Special Abilities
Detect Scrying (Ex) The typhloter nadir has 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 nadir 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 nadir’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 nadir 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) The typhloter nadir does not exist wholly in the physical world, and space and time strain against its presence. This grants typhloter a deflection bonus to AC and a racial bonus on Reflex saves equal to its Charisma modifier (+6). Its apparent and actual position are never quite the same, granting it 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 from the Gamemastery Guide (this is a mind-affecting effect). The save DC is Charisma-based.

Ecology
Environment void space
Organization solitary or pair
Treasure none

Typhloter Vanguard (CR 10)

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.

Typhloter Vanguard (CR 10)
XP 9,600
CN Huge aberration
Init +0; Senses darkvision 60 ft., detect scrying (60 ft.); Perception +27

Defense
AC 22, touch 15, flat-footed 22 (+7 Cha, +7 natural, -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)

Magic
Caster Level 7; MSB +15, MSD 26, Concentration +22
Tradition none; CAM Cha
Spell Points 22

Destruction Sphere: (blast type) Adhesive Blast
• destructive blast, close range touch (40 ft.), 4d6 bludgeoning, DC 20
◊ Adhesive Blast (acid damage, Entangle 1 round, Reflex negates)

Time Sphere: (time) Time Freeze
• alter time, close range (40 ft.), DC 20
◊ Haste (+20 ft. all speeds, +1 attack and AC)
◊ Slow (speed halved, -1 attack and AC)
◊ Time Freeze (freeze activity within a 15 ft. radius for 1 round, Will negates, 1 sp)

Warp Sphere: (space) Plane Manipulator
• teleport, close (40 ft.), medium (170 ft.) 1 sp
• bend space, DC 20
◊ Plane Manipulator (dimensional anchor, 70 ft. radius, concentration or 7 min., 1 sp; banish extraplanar, Will negates, 1 sp)

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 60 ft.
SQ detect scrying, no breath, non-euclidean, starflight

Special Abilities
Detect Scrying (Ex) The typhloter vanguard has 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 vanguard 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) The typhloter vanguard does not exist wholly in the physical world, and space and time strain against its presence. This grants the typhloter vanguard a deflection bonus to AC and a racial bonus on Reflex saves equal to its Charisma modifier (+7). Its apparent and actual position are never quite the same, granting it 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 vanguard 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 from the Gamemastery Guide (this is a mind-affecting effect). The save DC is Charisma-based.

Ecology
Environment void space
Organization solitary or pair
Treasure none


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