Adelene

https://www.glowfic.com/users/20

Kaprela

A desert country located on the Kaprela river in Oerth.

Kaprela

Kaprelan royal family

family tree

His Majesty King Nawfal al-Kaprela al-Kamar, 50yo
Her Majesty Queen Zaki al-Kaprela al-Mian

their children:
His Highness Prince Arkaan al-Kaprela al-Kamar, 29yo
Her Highness Princess Kameela, 26yo
His Highness Prince Faadil, 25yo
Her Highness Princess Kifaaya al-Kaprela al-Kamar, 22yo
Her Highness Princess Sahar, 16y

His Highness Prince Maziar, 46yo

His Highness Prince Baasim, 40yo
Her Highness Layaali al-Basa

Kaprela

Prince Maziar the Charismatic

Size/Type: Medium Humanoid
Hit Dice: 8d8 (40 hp)
Initiative: -1 (-1 dex)
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 dex, +6 cool breastplate +1, +2 small shield +1), touch 9, flat-footed 17
    or 11 (-1 dex, +1 wis, +1 monk), touch 11, flat-footed 11
    combat expertise can increase this by up to 5
Base Attack/Grapple: +6/+8
Attack: unarmed (monk) +8 melee (1d8+2, -, light, bludgeoning)
    or +1 scimitar +10 melee (1d6+2, 18-20/x2, 2 lb., one-handed, slashing)
    or +1 spiked light steel shield +9 melee (1d4+1, 9 lb., light, piercing)
Full Attack: unarmed (monk) +8/+3 melee (1d8+2, -, light, bludgeoning)
    or +1 scimitar +10/+5 melee (1d6+2, 18-20/x2, 2 lb., one-handed, slashing)
Space/Reach: 5 ft/5 ft
Special Attacks: horn of the loyal sands
Special Qualities: heat endurance
Saves: Fort +2, Ref +1, Will +7
    +2 bonus on saving throws against fire effects
Abilities: Str 14, Dex 8, Con 10, Int 15, Wis 13, Cha 17
Skills: bluff +6, diplomacy +18, gather information +5, intimidate +5, knowledge (geography) +4, knowledge (history) +7, knowledge (local) +7, knowledge (nature) +5, knowledge (nobility)+ 13, knowledge (religion) +7, perform (oratory) +8, perform (woodwinds) +4, profession (sailor) +2, ride +4, sense motive +8, swim +7
Feats: combat expertise, negotiator, heat endurance, weapon focus: scimitar
Gear: amulet of unaging (removes physical effects of age), monk's belt, +1 spiked +1 light bronze shield, +1 scimitar, +1 cool breastplate, horn of the loyal sands
Alignment: Neutral Good
Languages: Common, Catfolk, Gnome

Kaprela

Horn of the Loyal Sands

Once a day while in the Kaprelan desert, this horn may be sounded to summon 1d4+2 level four dustform human fighters armed with great scimitars, as specified below, for ten minutes. These summoned constructs appear from the nearest patch of sand large enough to emerge from. They understand Common and obey the horn-blower's commands, though a cleric of Chahu, the Kaprelan goddess of the desert sands, may take control of them instead on a successful turning check.

Dustform Human Fighter 4
Size/Type: Medium Construct
Hit Dice: 4d10 (22 hp)
Initiative: -1 (-1 dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: great scimitar +7 (1d8+4, 18-20/x2) or slam +6 (1d6+2)
Full Attack: great scimitar +7 (1d8+4, 18-20/x2) and slam +1 (1d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: breath weapon, power attack, cleave
Special Qualities: blindsight, construct traits, bludgeoning weakness, damage reduction 5/magic
Saves: Fort +2, Ref +1, Will +7
Abilities: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 10
Skills: intimidate +7, jump +6, climb +5
    +8 to hide in sandy environments
Feats: Exotic Weapon Proficiency (Great Scimitar), Power Attack, Cleave, Weapon Focus (Great Scimitar), Weapon Specialization (Great Scimitar)
Alignment: Lawful Neutral
Languages: Common

Breath Weapon (Su): As a standard action every 2d4 rounds, this dustform fighter can spew out a 10-foot cone of dust and sand. The cone deals 2d6 points of damage, and creatures within the area can make DC12 Reflex saves for half damage.

Blindsight (Ex): Dustform creatures are blind, but they can sense all creatures within 60 feet as a sighted creature would by defecting subtle vibrations in the air around them. Beyond that range, they treat all targets as having total concealment.

Construct Traits: Constructs have immunity to poison, sleep, paralysis, stunning, and mind-affecting spells and abilities. They are not subject to extra damage from critical hits or flanking. In addition, a dustform creature cannot be polymorphed into a nondustform creature.

Damage Reduction (Su): Dustform creatures have damage reduction 5/magic. A dustform creature's own natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Dustform creatures have one fatal weakness. A critical hit with a bludgeoning weapon forces the dustform creature to make a Will save to remain cohesive; otherwise it dissolves into lifeless dust again. The DC for the Will save is equal to 10 + damage dealt.

Kaprela

Kaprelan Royal Household

Reedbearer Amaani, priestess of Adnauk, the god of the Kaprela river

Size/Type: Medium Humanoid (Human) Cloistered Cleric 12
Hit Dice: 12d6 (42hp)
Initiative:  -1
Speed: 30 ft
Armor Class: 9 (-1 dex), touch 9, flat-footed 9
Base Attack/Grapple: +6/+4
Attack: Unarmed +4 (1d4-2)
Full Attack: Unarmed +4 (1d4-2)
Space/Reach: 5 ft/5 ft
Special Attacks: Turn undead 8/day
Special Qualities: Charity Domain, Life Domain, Lore
Spells per day:
6, 7+1, 5+1, 5+1, 4+1, 4+1, 2+1
Spell DC:
15 plus spell level
Saves: Fort +8, Ref +3, Will +13
Abilities: Str 7, Dex 9, Con 10, Int 13, Wis 20, Cha 11
Skills: Sense Motive +17, Knowledge (Nobility) +16, Knowledge (Religion) +16, Heal +15, Profession (Priest) +15, Craft (basketweaving) +11, Knowledge (History) +11, Knowledge (Nature) +11, Decipher Script +6, Diplomacy +9, Survival +8, Knowledge (Geography)+6, Knowledge (Local) +6, Spellcraft +6, Knowledge (Planes) +3, Gather Information +2
    Craft >=5 ranks gives +2 on related appraise checks.
    Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
    Know Nature >=5 ranks gives +2 on survival checks above ground.
    Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
Feats: Augment Healing (healing spells do +2 per spell level), Negotiator, Skill Focus (Survival), Heat Endurance, Sacred Healing (spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst; the fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round)), Extra Turning
Gear: -
Alignment: Neutral Good
Languages: Aquan Celestial Common Catfolk Gnome

Sandkite Fahami, priest of Shonles, the god of the desert winds

Size/Type: Medium Humanoid (Human) Rogue 3/Favored Soul 6
Hit Dice: 3d6+6d8 (37 hp)
Initiative: +3
Speed:  30 ft
Armor Class: 13 (+3 dex, +4 cool studded leather armor +1), touch 13, flat-footed 10
Base Attack/Grapple: +6/+6
Attack: +1 dagger +7 melee (1d4+1) or +1 thundering returning kylie +11 ranged (1d6+1/x2+1d8 sonic, range increment 20')
Full Attack: +1 dagger +7/+2 melee (1d4+1) or +1 thundering returning kylie +11 ranged (1d6+1/x2+1d8 sonic, range increment 20')
Space/Reach: 5 ft/5 ft
Special Attacks: spells
Special Qualities: fire resistance 10
Spells per Day:
6, 7, 6, 4
Spell DC:
13 + spell level
Spells Known:
    0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light
    1: Cause Fear, Divine Favor, Entropic Shield, Obscuring Mist, Sanctuary, Cure Light Wounds, Inflict Light Wounds
    2: Remove Paralysis, Silence, Sound Burst, Spiritual Weapon, Cure Moderate Wounds, Inflict Moderate Wounds
    3: Protection from Energy, Water Breathing, Wind Wall, Cure Serious Wounds, Inflict Serious Wounds
Saves: Fort +6, Ref +11, Will +9
Abilities: Str 10, Dex 16, Con 10, Int 14, Wis 16, Cha 18
Skills: Diplomacy +14, Listen +10, Sense Motive +9, Bluff +8, Move Silently +8, Spot +8, Disable Device +7, Hide +7, Perform (kiteflying) +7, Search +7, Tumble +7, Balance +6, Concentration +6, Escape Artist +6, Knowledge (religion) +6, Open Lock +6, Profession (sailor) +6, Profession (priest) +6, Use Rope +6, Appraise +5, Knowledge (local) +5, Spellcraft +4, Climb +3, Jump +3, Survival +3, Swim +3
Feats: Alertness, Dodge, Heat Endurance, Spontaneous Healer, Spontaneous Wounder, Weapon Focus (kylie)
Gear: +1 cool glamered studded leather armor, +1 thundering returning kylie, +1 dagger, wind fan
Alignment: Chaotic Neutral
Languages: Aquan Common Gnome

Serir Farhat, priestess of Chahu, the goddess of the desert sands (domains: temperance, sand)

armsmith Waleed

diviner Aatika

druid Suhail

 

Kaprela

Scions of Adnauk

Level Class HP

BAB

Fort
Save
Ref
Save
Will
Save
Skill
points
Feats Special

Spells

per Day

1st Ranger 1 8 1 +2 +2 +0 - Point Blank Shot, Exotic Weapon Proficiency (Aquatic Crossbow), Track (b) 1st

favored environment (warm deserts), Track, wild empathy

-
2nd Ranger 2 12 2 +3 +3 +0 - Rapid Shot (b) Combat style -
3rd Paladin 1 17 3 +5 +3 +0 - Rapid Reload (Light/Aquatic) Aura of good, detect evil, smite evil 1/day -
4th Paladin 2 22 4 +6 +3 +0 -   Divine grace, lay on hands -
5th Paladin 3 27 5 +6 +4 +1 -   Aura of courage, divine health -
6th Scion 1 32 6 +8 +4 +3 1 Ranged Smite Evil Buoyancy, river mastery -
7th Scion 2 37 7 +9 +4 +4 2   River’s vigor 1/day 1
8th Scion 3 42 8 +9 +5 +4 3   River walk 1/day, the river’s life is mine 1
9th Scion 4 47 9 +10 +5 +5 4 Weapon Focus (Aquatic Crossbow) Smite evil 2/day 1
10th Scion 5 52 10 +10 +5 +5 5   Divine power 1/day 1
11th Scion 6 57 11 +11 +6 +6 6   Control water 3/day, river’s vigor 2/day, river walk 2/day 2
12th Scion 7 62 12 +11 +6 +6 7 Aquatic Shot Restoring immersion 2
13th Scion 8 67 13 +12 +6 +7 8   Smite evil 3/day 2
14th Scion 9 72 14 +12 +7 +7 9   Divert river, river walk 3/day 2
15th Scion 10 77 15 +13 +7 +8 10 ? Divine Power 2/day 2, 1

Size/Type: Medium Humanoid (Human)
Hit Dice: per chart, HP per chart + (2 x level)
Initiative: +1
Speed: 30 ft
Armor Class: 11 (+1 dex), touch 11, flat-footed 10
Base Attack/Grapple: per chart/BAB-1
Attack: Handaxe BAB-1 melee (1d6-1/x3) or sling BAB+1 ranged (1d4-1, 50ft) or aquatic crossbow BAB+1 ranged (1d8/19-20 x2, 40 ft)
Full Attack: Handaxe BAB-1 melee (1d6-1/x3) or sling BAB+1 ranged (1d4-1, 50ft) or aquatic crossbow BAB+1 ranged (1d8/19-20 x2, 40 ft)
Space/Reach: 5 ft/5 ft
Special Attacks: per chart
Special Qualities: per chart
Spells per day:
per chart
Spell DC:
12 + spell level
Saves: Fort per chart +2, Ref per chart +1, Will per chart +2
Abilities: Str 9, Dex 13, Con 14, Int 10, Wis 14, Cha 12
Skills:
    Lv1 Ranger skills - Heal +6, Profession (sailor or farmer) +6, Spot +6, Survival +6, Handle Animal +4, Swim +3, Knowledge (Religion) +2, Knowledge (Nature) +1
    Lv2 Ranger skills - Heal +7, Profession (sailor or farmer) +7, Spot +7, Survival +7, Handle Animal +5, Swim +4, Knowledge (Religion) +2, Knowledge (Nature) +2
    Lv1 Paladin skills: Heal +7, Profession (sailor or farmer) +7, Spot +7, Survival +7, Handle Animal +5, Swim +4, Sense Motive +3, Diplomacy +2, Knowledge (Religion) +2, Knowledge (Nature) +2
    Lv2 Paladin skills: Heal +7, Profession (sailor or farmer) +7, Spot +7, Survival +7, Handle Animal +5, Swim +5, Diplomacy +3, Knowledge (Religion) +3, Sense Motive +3, Knowledge (Nature) +2
    Lv3 Paladin skills: Heal +7, Profession (sailor or farmer) +7, Spot +7, Survival +7, Handle Animal +5, Swim +5, Diplomacy +4, Knowledge (Religion) +4, Sense Motive +4, Knowledge (Nature) +2
    Scion skills - points per chart: Survival, Swim; Diplomacy 1/2, Gather Information 1/2
Skill Bonuses: +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks in deserts; +2 bonus on knowledge (nature) checks about deserts (ranger)
Feats: per chart
Gear: per chart below
Alignment: Lawful Good
Languages: Common

Favored Environment

At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).

Track

A ranger gains Track as a bonus feat.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Buoyancy (Ex)

You become buoyant in water, giving you a +4 circumstance bonus on Swim checks. Additionally, your armor has been blessed by a cleric of Adnauk, which means the armor check penalty for your armor is not doubled for the purposes of Swim checks. If you ever lose your armor, or if you want a new suit blessed, a cleric of Adnauk can perform the ceremony to bless your armor at any temple devoted to your patron deity. The blessing is free of charge for scions.

River Mastery (Ex)

As a Scion of Adnauk, you gain a +1 insight bonus on attack rolls and damage rolls against river-dwelling aquatic creatures.

Spellcasting

At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a scion of Adnauk, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

River’s Vigor (Su)

Beginning at 2nd level, you can emulate the vigor and unstoppable power of the river during a spring flood, gaining 5 temporary hit points per scion class level for 1 minute per scion class level once per day. From 6th level on, you can use river’s vigor two times per day (the temporary hit points gained with each use of this ability do not stack).

River Walk (Sp)

At 3rd level and higher, you can tread on river water as though you were affected by a water walk spell. You can use this ability once per day for every three scion of Adnauk levels. Your caster level for this ability is equal to your class level.

The River’s Life Is Mine (Su)

At 3rd level and higher, you gain fast healing 5 whenever you begin your turn in or adjacent to a square containing a river.

Smite Evil (Su)

Beginning at 4th level, once per day you can attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for the day. You must declare the use of the smite before making the attack roll. Starting at 8th level, you can smite twice per day. If you have levels in a class that grant a smite evil ability (such as paladin), you gain extra uses of that ability, and the levels of that class stack with your scion of Adnauk class levels to determine the power of your smite evil ability.

Divine Power (Sp)

At 5th level, you gain the benefit of divine power, as the spell, once per day. Your caster level is equal to your class level. If you activate this ability while submerged up to your waist (or deeper) in a river, the amount of time you benefit from the ability does not count toward the duration of the effect until you move out of water of this depth. Once the duration begins to count down, however, it does not stop even if you proceed to immerse yourself in waist-deep water. At 10th level, you can use this ability twice per day.

Control Water (Sp)

Beginning at 6th level, you can use control water, as the spell, three times per day. Your caster level is equal to your class level.

Restoring Immersion (Sp)

When you attain 7th level, you become able to draw upon the power of Adnauk once per day to benefit from a restoration effect if you immerse yourself completely in water for a short time. Restoring negative levels requires that you be immersed for 1 minute per negative level. Curing ability score damage requires 5 rounds per point, and restoring drained ability score points requires 1 minute per point. You can receive more than one benefit during each period of immersion you undergo. For example, you could restore three negative levels and four drained ability points by remaining immersed for 7 consecutive minutes.Your caster level for this ability is equal to your class level.

Divert River (Sp)

At 9th level, you become capable of changing the course of a river for a short time. With slow-moving rivers, this is the equivalent of casting both versions of control water simultaneously: lower water downstream of your location, and raise water aimed at where you divert the river. Water overflows the river’s bank where you specify, rather than following the natural contours of the river. With fast-moving rivers, the effect is more dramatic: The river downstream is affected as though the lower water version of control water had been cast, and a flash flood effect, as the spell (see below), originates at the point on the river that you specify. Regardless of the speed of the river, the effect lasts for 2 hours unless you choose to end it sooner.

FLASHFLOOD
Conjuration (Creation) [Water]
Level: Cleric 8, druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.Area: Cone-shaped spread
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

You create a roaring, frothing wall of water 10 feet high that erupts from where you stand and surges forward, sweeping away or smashing down nearly everything in its path. The effect lasts for 1 round, although the water created by the spell does not disappear after 1 round, during which time creatures on the ground within the area cannot move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) to successfully cast a spell.

The force of the water and debris deals those caught in the area 1d6 points of nonlethal damage plus another 1d6 points per five caster levels (maximum 4d6). Any creature or object that is not soundly secured is pushed violently to the outer edge of the area. If this forces the creature or object into a solid surface, it takes 8d6 points of damage. A creature holding onto a sturdy object can make a DC 20 Strength check to avoid being moved. A creature not already holding onto such an object can make a DC 20 Reflex save or Swim check to grab one. A creature of Huge size or larger can make a DC 30 Strength check to dig in its feet and simply withstand the oncoming wave. A creature that fails any of these checks falls prone in addition to being swept away.

The specific effect and aftereffects of a flashflood spell on the environment depend on the nature of the terrain where it is cast. When the spell is completed, a total volume of 100,000 cubic feet of water (400 5-foot squares, in a 120-ft. cone, 10 feet deep) is left behind. This water behaves like ordinary water—draining away and leaving puddles in most cases, or perhaps forming a shallow lake or pond. Unless the caster has taken care to create the flashflood in a cleared area, however, the water left behind is full of debris, dirt, and perhaps a few corpses. Such water is unfit to drink.

Cave, Cavern, or Tunnel: The sudden surge of water knocks down support beams, but otherwise has no real effect, aside from filling the tunnel with water to a depth of 10 feet. If the area is insufficient to support 100,000 cubic feet of water, the water level rises above 10 feet until the entire volume is filled, or it spills outward from the confines of the original 400 squares. What happens is based on the layout of the area. In the case of level terrain, the water simply drains away over the course of a minute or so, leaving pools in depressions from which it cannot drain. When the ground in a tunnel is not level, the water might flood sections of the tunnel. In such cases, determine whether the flooded area is sufficient to contain the entire volume of water created—and, if not, how deeply the water floods the next level up. Any creatures caught in water over their heads might drown. For example, Miyish casts flashflood in the dungeon of a ruined castle. The dungeon’s total volume is only 40,000 cubic feet (160 squares, with a 10 -foot ceiling). The remaining 60,000 cubic feet of water has to go somewhere, so it rushes up and out the entrance to the dungeon. Since the terrain above the dungeon is another level of the castle, and is basically watertight, the water collects up here. The total volume of this level is 80,000 cubic feet (320 squares, with a 10-foot ceiling), leaving 20,000 cubic feet of air. Since the water has nowhere to go but up, and it has gone as high as it can, the water on this level is 7-1/2 feet deep (60,000 cubic feet divided by 8,000—the square footage of 320 5-foot squares). If Miyish can’t swim or breathe water, he has made a grave tactical error by casting flashflood in an area too small to contain it.

Cliffs: Casting flashflood at the base of a cliff has no effect on the cliff. Casting flashflood from the top of a cliff can force creatures and objects over the edge, so that they take falling damage.

Open Ground: Creatures on open ground are safest from the worst effects of flashflood. They might be knocked prone by the force of the water, or even swept 120 feet (24 squares) away, but they are not in any particular danger of drowning or being crushed.

Structure(s): Any structure standing on open ground takes 60 points of damage, enough to collapse a typical wooden building, but not a structure built of stone, masonry, or rein forced masonry. Hardness reduces this damage, but it isn’t halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ). The debris is swept away by the flashflood.

River, Lake, or Marsh: The river, lake, or marsh overflows its banks, though with rivers the effect is transitory. In the case of lakes and marshes, determine how much the body of water overflows, given the 100,000 cubic feet of water added to it. Only calculate this amount if the total surface area of the lake or marsh is less than 40,000 square feet—and even then, it’s only academic unless it is important to determine whether something on the shore gets wet.

Multiclass Note

A paladin who becomes a scion of Adnauk may continue advancing as a paladin.

Scion of Adnauk Gear

Key:

Lvl Weapons Armor Consumables Reusables Ongoing Effects Weight:
1 Mwk handaxe
Sling & 10 bullets
Mwk light wooden shield Deep Draught
Healer's Kit
Oil, 3 pt
Potion: Cure Light, 3
Potion: Mage Armor, 3

18.5 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Holy symbol (reed)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Filter mask
Sun lenses
Worn: 13
Pack: 27.5
Remain: 19.5
2 Mwk handaxe
Sling & 10 bullets
+1 light wooden shield Deep Draught
Healer's Kit
Oil, 3 pt
Potion: Cure Light, 3
Potion: Mage Armor, 3

118.5 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Holy symbol (reed)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Filter mask
Sun lenses
Worn: 13
Pack: 27.5
Remain: 19.5
3 Mwk aquatic crossbow & 10 bolts
Mwk handaxe
+1 light wooden shield Deep Draught
Healer's Kit
Oil, 3 pt
Potion: Cure Light, 3
Potion: Mage Armor, 3

67.6 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Holy symbol (reed)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Filter mask
Sun lenses
Worn: 13
Pack: 27.5
Remain: 19.5
4 Mwk aquatic crossbow & 10 bolts
Mwk handaxe
+1 light wooden shield Deep Draught
Feather Token: Bird
Healer's Kit
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light (47)

12.6 gp

Potion: Cure Light, 3
Backpack
Bedroll
Flint and Steel
Grappling hook
Holy symbol (reed)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Filter mask
Sun lenses
Worn: 13
Pack: 27.5
Remain: 19.5
5 Mwk aquatic crossbow & 10 bolts
Mwk handaxe
+1 light wooden shield
Bracers of Armor +1
Deep Draught
Feather Token: Bird
Healer's Kit
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light (47)

12.6 gp
Backpack
Bedroll
Flint and Steel
Grappling hook
Holy symbol (reed)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Filter mask
Sun lenses
Worn: 14
Pack: 27.5
Remain: 18.5
6 Mwk aquatic crossbow & 10 bolts
Mwk handaxe
+1 light wooden shield
Bracers of Armor +1
Air plant (3)
Deep Draught
Feather Token: Bird
Healer's Kit
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

43.6 gp
Backpack
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Filter mask
Medal of Gallantry
Sun lenses
Swim Goggles
Worn: 14.5
Pack: 30.5
Remain: 15
7 Mwk aquatic crossbow & 10 bolts
Mwk handaxe
+1 light wooden shield
Bracers of Armor +1
Air plant (3)
Deep Draught
Feather Token: Bird
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

194 gp
Backpack
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Cloak of Resistance +1
Filter mask
Medal of Gallantry
Sun lenses
Swim Goggles
Worn: 15.5
Pack: 30.5
Remain: 14
8 Mwk aquatic crossbow & 10 bolts
Mwk handaxe
+1 light wooden shield
Bracers of Armor +1
Air plant (3)
Deep Draught
Feather Token: Bird (2)
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

95.6 gp
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Handy Haversack
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin

Backpack
Cloak of Resistance +1
Filter mask
Medal of Gallantry
Sun lenses
Swim Goggles
Worn: 20.5
Remain: 9.5
9 Mwk aquatic crossbow & 10 bolts
Mwk handaxe
+1 light wooden shield
Amulet of Natural Armor +1
Bracers of Armor +1
Air plant (3)
Deep Draught
Feather Token: Bird (2)
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

695.6 gp
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Handy Haversack
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Cloak of Resistance +1
Filter mask
Medal of Gallantry
Sun lenses
Swim Goggles
Worn: 20.5
Remain: 9.5
10 Mwk aquatic crossbow & 10 bolts
Mwk handaxe
+1 light wooden shield
Amulet of Natural Armor +1
Bracers of Armor +1
Air plant (3)
Deep Draught
Feather Token: Bird (2)
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Potion: Mage Armor, 3
Wand: Cure Light

695.6 gp
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Handy Haversack
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Cloak of Resistance +1
Filter mask
Gauntlets of Ogre Power
Medal of Gallantry
Sun lenses
Swim Goggles
Worn: 24.5
Remain: 13.5
11 +1 pearlsteel handaxe
Mwk aquatic crossbow & 10 bolts
+1 cool leather armor
+1 light wooden shield
Amulet of Natural Armor +1

Bracers of Armor +1
Air plant (3)
Deep Draught
Feather Token: Bird (2)
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Wand: Cure Light (35)

10.6 gp

Potion: Mage Armor, 3
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Handy Haversack
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Cloak of Resistance +1
Filter mask
Gauntlets of Ogre Power
Medal of Gallantry
Sun lenses
Swim Goggles
Worn: 37.75
Remain: 0.25
12 +1 aquatic crossbow & 10 bolts
+1 pearlsteel handaxe
+1 cool leather armor
+1 light wooden shield
Amulet of Natural Armor +1
Air plant (3)
Deep Draught
Feather Token: Bird (2)
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Wand: Cure Light

1160.6 gp
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Handy Haversack
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Cloak of Resistance +1
Filter mask
Gauntlets of Ogre Power
Medal of Gallantry
Versatile Eyes of the Eagle

Sun lenses
Swim Goggles
Worn: 37.25
Remain: 0.75
13 +1 aquatic crossbow & 10 bolts
+1 pearlsteel handaxe
+1 cool leather armor
+1 light wooden shield
Amulet of Natural Armor +1
Deep Draught
Feather Token: Bird (2)
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Wand: Cure Light

40.6 gp

Air plant (3)
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Handy Haversack
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Cloak of the Porpoise
Filter mask
Gauntlets of Ogre Power
Medal of Gallantry
Permanent Resistance +1
Versatile Eyes of the Eagle

Cloak of Resistance +1
Worn: 37.25
Remain: 0.75
14 +2 aquatic crossbow & 10 bolts
+1 pearlsteel handaxe
+1 light wooden shield
+2 cool leather armor
Amulet of Natural Armor +1
Deep Draught
Feather Token: Bird (2)
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Wand: Cure Light

1040.6 gp
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Handy Haversack
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Cloak of the Porpoise
Filter mask
Gauntlets of Ogre Power
Medal of Gallantry
Permanent Resistance +1
Versatile Eyes of the Eagle
Worn: 32.25
Remain: 5.75
15 +2 aquatic crossbow & 10 bolts
+1 pearlsteel handaxe
+1 light wooden shield
+2 cool leather armor
Amulet of Natural Armor +1
Deep Draught
Feather Token: Bird (2)
Feather Token: Swan Boat
Healer's Kit
Oil, 3 pt
Wand: Cure Light

40.6 gp
Bedroll
Flint and Steel
Float Bladder
Grappling hook
Handy Haversack
Holy symbol (mother of pearl)
Hooded lantern
Mirror (small)
Signal whistle
Silk rope 50'
Waterskin
Cloak of the Porpoise
Filter mask
Gauntlets of Ogre Power
Medal of Gallantry
Permanent Resistance +1
Ring of Water Walking
Versatile Eyes of the Eagle
Worn: 32.25
Remain: 5.75

Deep Draught

This powder is a mixture of salt, dried herbs, and extracts of desert plants. Adding it to water increases your body’s retention of fluid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus on the Heal check to treat dehydration.

Filter mask

A filter mask is a fine cloth mesh, usually of silk or cotton, that covers your mouth and nose. Cords or straps fasten the cloth around the back of your head to provide a good seal. A filter mask grants a +2 bonus on saves against gas-based effects. It negates the effects of suffocation from dust and sand, as well as the effects of supernatural or magic dust (such as slumber sand) for up to 4 hours. After this time, the mesh is clogged with grit and can no longer allow air to pass through freely. A clogged filter mask requires thorough laundering before it can be reused, but most travelers simply replace it with fresh fabric.

Sun lenses

This item, made of thin slabs of mica or volcanic glass affixed to curved frames, can protect your eyes from being dazzled by bright light, such as glare (see page 18). If you are already dazzled when you don the lenses, you are treated as if you had entered an area of shade; you recover from the dazzled condition 1 hour if you continue to wear the lenses.

Crossbow, Aquatic

This special version of a light crossbow is strung especially tautly with thicker wire and reinforced so as not to snap under the increased tension. The aquatic crossbow is not subject to the normal -2 penalty on ranged attack rolls for every five feet of distance (see Ranged Attacks Underwater, page 93 of the Dungeon Master’s Guide), and uses its normal range increment of 40 feet both in and out of the water.

Float Bladder

This is an emergency flotation device for those who find themselves cast overboard. It can also be used to support a non-swimmer being assisted through water. A float bladder is a sack of oiled hide that can be filled with air. It has a long neck that is knotted shut after filling and ropes or straps to fasten it to the wearer. A float bladder can keep afloat one Medium creature. Treat this as a leather object (hardness 2); if it takes 5 or more points of damage, the skin is punctured. The round after puncturing, the user must begin making Swim checks to remain afloat. A punctured or deflated float bladder is a burden to a swimmer, imposing a -2 penalty on Swim checks if it is not removed.

Air Plant

The air plant is a bizarre form of pond vegetation whose spongy structure produces and stores air, keeping the plant at the surface so it can receive adequate light. This mass remains alive and continues to produce air even after being cut from the plant, provided it is kept moist and well lit. When placed in the mouth, a fist-sized piece of this material can provide enough air to sustain a Medium air-breathing creature for 5 minutes. After that time, the submerged creature must begin holding its breath and risks drowning. The air plant dies after use and can’t be recharged—another portion must be procured.

Medal of Gallantry

This silver sun-shaped brooch grants its wearer a +2 bonus on Diplomacy checks but imposes a -2 penalty on Bluff checks. This penalty remains for 24 hours after the medal is removed.

Three times per day the wearer can use sanctuary on himself as a swift action. If the wearer attacks while protected by this effect, he takes a -1 morale penalty on that attack and all subsequent attacks for 1 hour afterward.

Faint abjuration; CL 3rd; Craft Wondrous Item, sanctuary; Price 1,100 gp.

Swimming Goggles

This is a leather frame containing a clear piece of glass (sometimes two) made to fit tightly over the eyes. Wearing a set of swimming goggles improves visibility underwater. In clear water, the wearer’s vision extends to 6d8×10 feet. Swimming goggles don’t make it any easier to see through murky or fast-moving water.

Cool (Armor Enchantment)

This special ability can be placed only on a suit of armor. The suit ’s wearer does not take the normal -4 penalty on Fortitude saves to resist the effects of hot environments.

Faint abjuration; CL 3rd; Craft Magic Arms and Armor, endure elements; Price +2,400 gp.

Pearlsteel (Material)

A strange metal crafted by secretive aventi metallurgists working near volcanic vents in the ocean floor, pearlsteel is gleaming, shining steel covered with a blue-white sheen like mother of pearl. Created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker, pearlsteel is highly prized by all undersea races and constitutes a major trade item for the aventi. Pearlsteel is very light, especially in water. Pearlsteel items weigh 25% less than their normal equivalents. Pearlsteel also slices more smoothly through the resistance that water presents. When a slashing weapon made of pearlsteel is used in the water, its damage is reduced by -1 rather than the normal -2 for fighting in the water with a slashing weapon, and its damage is reduced by -2 instead of half. Likewise, damage dealt underwater by a bludgeoning weapon made of pearlsteel is reduced by -2 rather than reduced by half.

Versatile Eyes of the Eagle

This variation on the standard Eyes of the Eagle incorporates the effects of both sun lenses and swimming goggles. Due to the extra complexity of its construction, it costs 2,650 gold rather than 2,500.

Cloak of the Porpoise

This cloak appears to be made of leather until the wearer enters fresh water. At that time the cloak of the porpoise adheres to the individual, and they appear nearly identical to a porpoise (as the polymorph spell, except that it allows only manta ray form). They gain a +2 natural armor bonus, the ability to hold their breath, blindsight, and a swim speed of 80 feet, like a real porpoise.

The wearer also gains a porpoise's slam attack, which deals 2d4 damage. This attack can be used in addition to any other attack the character has, using their highest melee attack bonus. The wearer can release their arms from the cloak without sacrificing underwater movement if so desired.

Blindsight (Ex)

Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this.

Hold Breath (Ex)

A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Moderate transmutation; CL 9th; Craft Wondrous Item, polymorph, water breathing; Price 7,200 gp; Weight 1 lb.

Kaprela

Kaprelan Encounters

CR River Wildlife Plains Wildlife Desert Wildlife Neighbors
<0 1 giant leech, 1 small diving spider 1 giant fire beetle 1 jackal 1 locathah, 1 merfolk
1 2-4 giant leeches, 2 small diving spiders, 1 bubble cluster, 1 leech swarm 2-4 giant fire beetles, 1 serval 2 small scorpions, 1 hyena, 1 medium scorpion 2 locathah, 2 merfolk, 1 half-janni merfolk
2 8-9 tiny diving spiders, 5-7 giant leeches, 3-4 small diving spiders, 2 bubble clusters, 2 leech swarms, 1 crocodile 5-7 giant fire beetles, 2 servals, 1 cheetah, 1 gem scarab 8-9 tiny scorpions, 5-7 jackals, 3-4 small scorpions, 2 hyenas, 2 medium scorpions, 1 ashworm 3-4 locathah, 3-4 merfolk, 1 crucian, 1 wyrmling sand dragon
3 10-13 tiny diving spiders, 8-10 giant leeches, 5-6 small diving spiders, 3 bubble clusters, 3 leech swarms, 1 dire eel 8-10 giant fire beetles, 3 servals 10-13 tiny scorpions, 8-10 jackals, 5-6 small scorpions, 3 medium scorpions, 1 dust twister, 1 large scorpion, 1 protoceratops 1 merfolk brd3, 1 crucian dru1, 1 very young sand dragon
4 14-16 tiny diving spiders, 11 giant leeches, 7-9 small diving spiders, 4 bubble clusters, 4 leech swarms, 1 piranah swarm 11 giant fire beetles, 4 servals, 2 cheetah, 2 gem scarabs 14-16 tiny scorpions, 11-12 jackals, 7-9 small  scorpions, 4 medium scorpions, 2 ashworms 2 crucians, 2 wyrmling sand dragons, 1 Janni, 1 quese'en, 1 half-janni merfolk brd3, 1 verdant reaver
5 10-11 small diving spiders, 2 dire eels, 1 manticore, 1 dancing ooze 5 servals, 3 cheetahs, 3 gem scarabs 10-11 small scorpions, 5 medium scorpions, 3 ashworms, 2 dust twisters, 2 large scorpions, 2 protoceratops, 1 canisphinx, 1 diprotodon, 1 hieracosphinx, 1 scorpion swarm 3 crucians, 3 wyrmling sand dragons, 2 very young sand dragons, 1 saurosphinx, 1 young sand dragon, 1 quese'en sct1
6 2 piranah swarms, 1 hippopotamus 4 cheetahs, 4 gem scarabs 7-9 hyenas, 4 ashworms, 3 dust twisters, 3 large scorpions 4 crucians, 4 wyrmling sand dragons, 3 very young sand dragons, 2 Janni, 2 quese'en, 2 verdant reavers

crucian crew (2 + war3)
7 6 crocodiles, 3 piranah swarms, 2 manticores, 2 dancing oozes 5 cheetahs, 5-6 gem scarabs 10-13 hyenas, 5-7 ashworms, 4 dire vultures, 4 dust twisters, 4 large scorpions, 4 protoceratops, 2 canisphinx, 2 diprotodons, 2 hieracosphinxes, 2 scorpion swarms, 1 huge scorpion, 1 giant banded lizard 5 crucians, 5-6 wyrmling sand dragons, 4 very young sand dragons, 3 Janni, 2 saurosphinx, 2 young sand dragons, 2 quese'en sct1, 1 juvenile sand dragon, 1 criosphinx

crucian crew (3-4 + war3) or (2-3 + dru3), small locathah patrol (11-13 + 2x war3 + ftr3), small merfolk patrol (11-13 + 2x war3 + brd3)
8 7-9 crocodiles, 4 piranah swarms, 3 manticores, 3 dancing oozes, 2 hippopotami, 1 archelon, 1 dire tortoise 7-9 gem scarabs, 1 tyrannosaurus, 1 deadborn vulture 14-16 hyenas, 7-9 ashworms, 5-6 dire vultures, 5-6 dust twisters, 5 large scorpions, 5-6 protoceratops,  3 hieracosphinxes, 3 scorpion swarms 5-6 very young sand dragons, 4 Janni, 3 young sand dragons, 1 gynosphinx

crucian crew (5 + war3) or (4-5 + dru3), med locathah patrol (11-14 + 2x war3 + ftr4-6), med merfolk patrol (11-14 + 2x war3 + brd4-6)
9 10-11 crocodiles, 4 manticores, 4 dancing oozes 10 gem scarabs 10-13 ashworms, 7-9 dire vultures, 7-9 dust twisters, 7 protoceratops, 4 hieracosphinxes, 4 scorpion swarms, 2 huge scorpions 5 Janni, 4 young sand dragons, 2 juvenile sand dragons, 1 young adult sand dragon, 1 androsphinx

crucian squad (5-7 + dru4), large locathah patrol (15-20 + 2x war3 + ftr6), large merfolk patrol (15-20 + 2x war3 + brd6)

Dustform template: +2 CR
Living Spell template (MM3)
Woodling template (MM3) (reedling)

Neighbors

Androsphinx - CR 9

Criosphinx - CR 7

Crucian - CR 2

Medium Humanoid
Hit Dice: 3d8+9 (22 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 21 (-1 Dex, +8 natural, +2 leather, +2 heavy shield), touch 9, flat-footed 21
Base Attack/Grapple: +2/+4
Attack: Warhammer +5 melee (1d8+2/x3)
Full Attack: Warhammer +5 melee (1d8+2/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +6, Ref +0, Will +3
Abilities: Str 15, Dex 8, Con 17, Int 11, Wis 10, Cha 8
Skills: Diplomacy +1, Sense Motive +6, Spot +6
Feats: Iron Will, Weapon Focus (warhammer)
Environment: Warm deserts
Organization: Pair, crew (2-5 plus 50% chance for 1 4th-level leader), squad (5-10 plus 1 4th level leader plus 50% chance tor 1 5th-level leader)
Challenge Rating: 2
Treasure: 50% coins, double goods, 50% items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2
Medium Humanoid [aquatic]
Hit Dice: 3d8+9 (22 hp)
Initiative: -2
Speed: 20 ft. (4 squares), swim 10 ft.
Armor Class: 20 (-2 Dex, +8 natural, +2 leather, +2 heavy shield), touch 8, flat-footed 20
Base Attack/Grapple: +2/+4
Attack: Heavy pick +5 melee (1d6+2/x4)
Full Attack: Heavy pick +5 melee (1d6+2/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +6, Ref -1, Will +3
Abilities: Str 15, Dex 6, Con 17, Int 11, Wis 10, Cha 8
Skills: Diplomacy +1, Sense Motive +6, Spot +6
Feats: Iron Will, Weapon Focus (heavy pick)
Environment: Warm deserts
Organization: Pair, crew (2-5 plus 50% chance for 1 4th-level leader), squad (5-10 plus 1 4th level leader plus 50% chance tor 1 5th-level leader)
Challenge Rating: 2
Treasure: 50% coins, double goods, 50% items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

Amphibious: An amphibious crucian can breathe air and water equally well.

An amphibious crucian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. they can move through water at their swim speed without making Swim checks. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

A crablike shell covers the upper body of this otherwise humanoid form. Its shell is heavily inscribed and painted, and it wears simple equipment and clothing.

Comfortable in the brutal heat of the desert, battle-hard­ened crucians rely on their natural shell armor to protect them in all situations. Crucians are human­oids that sport broad, flat shells, like desert crabs, encompassing their upper bodies in natural protection. Not content with just their shells, they often wear additional leather chaps and armlets to protect the rest of their bodies. They decorate their shells with brightly colored painted sigils, as well as deeply etched tallies of their personal triumphs on the sandy field of conflict. Most crucians prefer to wield enormous warhammers, weighted to crack even the hardest enemy shells; about 1 in 10 is amphibious, and these favor massive picks, instead. Crucians are highly territorial, and they organize into small bands, each group protecting a prized water source. Crucian bands regularly raid one another's oases, which accounts for their warlike demeanor. Every twenty years or so, a leader rises among the crucians and forges the various bands into a mighty force. This crucian army strikes out into cooler lands for booty and conquest, only to fall back into the desert once the creatures have wreaked their fill of misery. In negotiations, crucians are known to be cunning. They often employ verbal feints to draw others out and get a better read on them, and they are keenly interested in figuring out how both friends and enemies think. Crucians speak Common and Draconic. More intelligent crucians learn Sphinx, the language of the creatures that share their desert homes.

COMBAT

When they can, crucians prefer to attack as a solid line to prevent enemies from getting at their flanks.

Favored Class: Druid

Gynosphinx - CR 8

Janni - CR 4

Locathah - CR 1/2

Merfolk - CR 1/2

Half-Janni Merfolk - CR 1

Quese'en - CR 4

Sand Dragons - CR 2+

Saurosphinx - CR 5

Large Magical Beast
Hit Dice: 8d10+32 (76 hp)
Initiative: +2
Speed: 60 ft. (12 squares), fl y 90 ft. (poor)
Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +8/+16
Attack: Claw +11 melee (1d6+4)
Full Attack: 2 claws +11 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 19, Dex 14, Con 19, Int 11, Wis 15, Cha 15
Skills: Knowledge (any one) +6, Listen +12, Spot +12
Feats: Alertness, Flyby Attack, Power Attack
Environment: Warm deserts
Organization: Solitary, pair, or clutch (5–10)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement: 9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment: +2 (cohort)

A pair of feathery wings and an inquisitive reptilian face augment this creature’s slender leonine body. As large as a horse, the creature has powerful claws that look capable of rending smaller creatures limb from limb.

Among sphinxes, saurosphinxes are the most civilized. Though not remarkably intelligent, they are far more interested in conversation than combat, and they sometimes travel long distances to listen to sages and scholars speak. Other, more aggressive sphinxes often see saurosphinxes as little more than educated food. Saurosphinxes lair in rocky hills, where they seek the shade of small caves during the day and crawl out at twi-light to enjoy the waning warmth. They dislike the cold intensely, and they fl ee from encounters w ith anyone who wields cold weapons or casts cold spells.

Combat

Saurosphinxes avoid combat, but when given no other choice they try to limit an opponent’s ability to attack at range. They tend to make flyby attacks on opponents with long-range weapons—bows and crossbows, typically—and depart as soon afterward as possible. A saurosphinx forced to fight on the ground tries its best to take to the air and flee as soon as it can.

Rake (Ex): Attack bonus +11, damage 1d6+4.

Verdant Reaver - CR 4

Normal
Size/Type: Large Plant
Hit Dice: 6d8 (63 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: AC 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +4/+13
Attack: slam +8 (1d8+5)
Full Attack: 2 slams +8 each (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cleave, Power Attack, Powerful Charge, verdant growth, verdant rend 1d8+7
Special Qualities: plant traits, low-light vision, vulnerability to fire, woodland stride
Saves: Fort +11, Ref +2, Will +2
Abilities: Str 20, Dex 10, Con 22, Int 6, Wis 10, Cha 6
Skills: Listen +5, Spot +4
Feats: Cleave, Power Attack, Powerful Charge
Environment: Warm plains
Organization: Solitary or pair
Alignment: Usually Neutral
Languages: Sylvan
Amphibious
Size/Type: Large Plant [aquatic]
Hit Dice: 6d8 (63 hp)
Initiative: -1
Speed: 30 ft. (6 squares), swim 15 ft.
Armor Class: AC 15 (-1 size, -1 dex, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: slam +8 (1d8+5)
Full Attack: 2 slams +8 each (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cleave, Power Attack, Powerful Charge, verdant growth, verdant rend 1d8+7
Special Qualities: plant traits, low-light vision, vulnerability to fire, woodland stride
Saves: Fort +11, Ref +1, Will +2
Abilities: Str 20, Dex 8, Con 22, Int 6, Wis 10, Cha 6
Skills: Listen +5, Spot +4
Feats: Cleave, Power Attack, Powerful Charge
Environment: Warm aquatic
Organization: Solitary or pair
Alignment: Usually Neutral
Languages: Sylvan

Woodland Stride (Ex) A verdant reaver can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it.

Verdant Growth (Su) Squares adjacent to a verdant reaver spring up with low brush and tangled roots, even if they are actually bare stone. It costs 2 squares of movement to enter a square of verdant growth, and the DC of Tumble checks increases by 2 in such squares. This growth also imposes a –2 penalty on Move Silently checks. Squares of verdant growth revert to their normal state as soon as a verdant reaver is no longer adjacent.

Verdant Rend (Ex) If both of a verdant reaver’s slams hit a single target that is touching the ground and adjacent to the reaver, verdant growth tears at that target, dealing an extra 1d8+7 points of damage.

Powerful Charge: A creature that has this feat can charge with extra force. When the creature charges, if its melee attack hits, it deals an extra 1d8 points of damage if it is of Medium size. For Large creatures, the extra damage is 2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat works only when the creature makes a charge. It does not work when the creature is mounted. If the creature has the ability to make multiple attacks after a charge, it can apply this extra damage to only one of those attacks.

A creature resembling animated driftwood shambles into view, roots and undergrowth springing up from the ground where it walks. You hear the creak of twisting wood as it strides forward, thick limbs thrashing the ground as they reach for you.

Wildlife

CR 1/4

Monstrous Diving Spider, Tiny

Size/Type:Tiny Vermin
Hit Dice:½ d8 (2 hp)
Initiative:+3
Speed:20 ft. (4 squares), climb 10 ft., swim 30 ft.
Armor Class:15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:+0/-12
Attack:Bite +5 melee (1d3-4 plus poison)
Full Attack:Bite +5 melee (1d3-4 plus poison)
Space/Reach:2½ ft./0 ft.
Special Attacks:Poison
Special Qualities:Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves:Fort +2, Ref +3, Will +0
Abilities:Str 3, Dex 17, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +11, Hide +15, Jump -4, Spot +4
Feats: Weapon Finesse (b)
Environment: Temperate forests
Organization: Colony (8-16)
Challenge Rating: ¼
Treasure: None
Advancement: —
Level Adjustment: —

Poison (Ex): A tiny diving spider has a poisonous bite. Fort DC 10, primary and secondary damage 1d2 str.

Tremorsense (Ex): A diving spider can detect and pinpoint any creature or object within 60 feet in contact with the ground or in the water.

Hold Breath (Ex): A diving spider can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. For a typical tiny diving spider this is 40 rounds, or 4 minutes.

Skills: Diving spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A tiny diving spider takes a -4 on Swim checks due to its low strength. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Monstrous Scorpion, Tiny

CR 1/3

Giant Fire Beetle

Giant Leech

Small Vermin (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
BaseAttack/Grapple: +0/–6
Attack: Bite +2 melee (1 plus blood drain)
Full Attack: Bite +2 melee (1 plus blood drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Anesthetize, attach, blood drain, disease
Special Qualities: Blindsight 10 ft., scent
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 6, Dex 12, Con 11, Int —, Wis 8, Cha 2
Skills: Hide +9, Swim +6
Feats: Weapon Finesse (b)
Environment: Warm marsh
Organization: Colony (2–5) or swarm (6–11)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: —

This wormlike creature is the size of a human forearm. Its mouth is a round, suckerlike orifice.Giant leeches have little ability to attack foes in open water or clear terrain but can pose a serious danger to characters wading or swimming in murky or muddy water.

COMBAT

Giant leeches are found in murky water, where they can approach prey unseen. Characters might be attacked without even noticing. (DM Tip: Take note of the PCs’ Spot checks and AC before running an encounter with giant leeches. Record damage dealt by an undetected leech, but do not inform the player of the damage until his or her character notices the attack.)

Anesthetize (Ex): A creature bitten by a giant leech must succeed on a Spot check (opposed by the giant leech’s Hide check) to notice the attack if both the leech and its target are in murky water at least 2 feet deep. Each round of blood drain entitles the creature to another Spot check to notice the leech, with a cumulative +2 bonus on the check per round after the first. Characters attacked in clear water, or who have some means of detecting the leech without seeing it, notice the attack automatically.

Attach (Ex): If a giant leech hits with its bite attack, it uses its suckerlike mouth to latch onto the opponent’s body. It deals no additional damage when it is attached, but it drains blood (see below). An attached leech loses its Dexterity bonus to AC and has an AC of 11. An attached leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A leech that is attached to its opponent deals 1 point of Constitution damage per round until it deals a total of 6 points, at which point it detaches from its target and swims off to digest its meal.

Disease (Ex): A creature bitten by a giant leech must succeed on a DC 15 Fortitude save or contract red ache (see page 292 of the Dungeon Master’s Guide).

Skills: Giant leeches have a +4 racial bonus on Hide checks. A giant leech has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Jackal

CR 1/2

Monstrous Diving Spider, Small

Size/Type:Small Vermin
Hit Dice:1d8 (4 hp)
Initiative:+3
Speed:30 ft. (6 squares), climb 20 ft., swim 30 ft.
Armor Class:14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple:+0/-6
Attack:Bite +4 melee (1d4-2 plus poison)
Full Attack:Bite +4 melee (1d4-2 plus poison)
Space/Reach:5 ft./5 ft.
Special Attacks:Poison
Special Qualities:Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves:Fort +2, Ref +3, Will +0
Abilities:Str 7, Dex 17, Con 10, Int Ø, Wis 10, Cha 2
Skills:Climb +11, Hide +11, Jump -2, Spot +4
Feats:Weapon Finesse (b)
Environment:Temperate forests
Organization:Colony (2-5) or swarm (6-11)
Challenge Rating:½
Treasure:None
Advancement:—
Level Adjustment:—

Poison (Ex): A small diving spider has a poisonous bite. Fort DC 10, primary and secondary damage 1d3 str.

Tremorsense (Ex): A diving spider can detect and pinpoint any creature or object within 60 feet in contact with the ground or in the water.

Hold Breath (Ex): A diving spider can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. For a typical small diving spider this is 40 rounds, or 4 minutes.

Skills: Diving spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A small diving spider takes a -2 on Swim checks due to its low strength. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Monstrous Scorpion, Small

CR 1

Bubble Cluster

Ampibious Living Spell, Float, Caster Level 1
Size and Type: Medium Ooze [aquatic]
Initiative: -2
Hit Dice: 1d10 (5 hp)
Speed: 60 feet, swim 30 feet
Armor Class: 9 (-2 dex +1 deflection), touch 9, flat-footed 9
Attack/Grapple: +0/+0
Attack: Slam +0 (1d4+1 and Float)
Space/Reach: 5 ft./5 ft.
Special Attacks: Float, engulf
Special Qualities: Ooze traits, immune to poison, sleep effects, paralysis, polymorph, and stunning, damage reduction 10/magic, spell resistance 16
Saves: Fort +1, Ref -1, Will +1
Abilities: str 11, dex 6, con 11, int -, wis 8, cha 11
Skills and Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral

Float (Su): A creature hit by a bubble cluster’s slam attack must make a DC 11 Fortitude save or float on the surface of the water for 1 minute. It cannot swim beneath the surface of the water, though if it must breathe water it can still do so. If it is underwater, it rises toward the surface at a speed of 30 feet per round.

Engulf (Ex): A bubble cluster can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The cluster merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cluster, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 11) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the bubble cluster's Float effect each round on the cluster's turn, and are considered to be grappled.

Hyena

Leech Swarm

Fine Vermin (Aquatic, Swarm)

Hit Dice: 2d8–2 (7 hp)
Initiative: +0
Speed: Swim 10 ft. (2 squares)
Armor Class: 18 (+8 size, +0 Dex, +0 natural), touch 18, flat-footed 18
BaseAttack/Grapple: +1/—
Attack: Swarm (1d6 plus blood drain)
Full Attack: Swarm (1d6 plus blood drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Anesthetize, blood drain, disease, distraction
Special Qualities: Immune to weapon damage, low-light vision, swarm traits
Saves: Fort +2, Ref +0, Will +1
Abilities: Str 1, Dex 11, Con 8, Int —, Wis 12, Cha 2
Skills: Hide +16, Swim +3
Feats: —
Environment: Warm marsh
Organization: Solitary or plague (2–4 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

The water squirms with uncounted thumb-sized sluglike crea-tures, each one wriggling in an unsettling manner.Leeches are found in murky water, where they can approach prey unseen.

Combat

A leech swarm relies on stealth and blood drain to quietly disable its target. An unobservant creature can be drained dry without even realizing the cause of its weakness. (DM Tip: Take note of the PCs’ Spot checks and AC before running an encounter with a leech swarm. Record damage dealt by undetected leeches, but do not inform the player of the damage until his or her character notices the attack.)

Anesthetize (Ex): A creature attacked by a leech swarm must succeed on a Spot check (opposed by the swarm’s Hide check) to notice the attack if both the leech swarm and its target are in murky water at least 2 feet deep. Each round of blood drain entitles the creature to another Spot check to notice the leeches, with a cumulative +2 bonus on the check per round after the first. Characters attacked in clear water, or who have some means of detecting the leech swarm without seeing it, notice the attack automatically.

Blood Drain (Ex): Any living creature damaged by a leech swarm also takes 1 point of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing leeches from its body.

Disease (Ex): A creature damaged by a leech swarm must succeed on a DC 15 Fortitude save or contract red ache (see page 292 of the Dungeon Master’s Guide).Distraction (Ex): Any living creature vulnerable to the leech swarm’s damage who notices the swarm and begins its turn with a swarm in its square is nauseated for 1 round; a DC 10 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.

Swarm Traits (Ex): See page 316 of the Monster Manual.

Skills: A leech swarm has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Monstrous Scorpion, Medium

Serval (Savannah Wildcat)

Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–3
Attack: Claw +4 melee (1d3+1)
Full Attack: 2 claws +4 melee (1d3+1) and bite –1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d3
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 7
Skills: Balance +7, Climb +7, Hide +11*, Jump +17, Listen +9, Move Silently +7, Spot +3
Feats: Weapon Finesse
Environment: Warm plains
Organization: Solitary, pair, or family (3–5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: —

Servals are wildcats that hunt small animals in savannahs and desert regions. A typical serval is about 3 feet long and weighs around 40 pounds; males are somewhat heavier than females.

Combat

Servals are accomplished jumpers and can leap 10 feet into the air to snatch birds. They are also capable of great bursts of speed.

Improved Grab (Ex): To use this ability, a serval must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a serval charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +4 melee, damage 1d3.

Skills: Servals have a +4 racial bonus on Balance, Climb, Hide, and Move Silently checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus increases to +8.

CR 2

Ashworm

Large Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 30 ft., climb 5 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Sting +7 melee (1d6+7 plus poison)
Full Attack: Sting +7 melee (1d6+7 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Evasive diver, tremorsense 60 ft.
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Skills: Climb +16, Listen +6, Spot +3
Feats: Alertness, Lightning Reflexes
Environment: Warm deserts or plains
Organization: Solitary, cluster (2-4), or herd (6-30)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 6-9 HD (Huge)
Level Adjustment: —

This large, eyeless worm is as big as a horse. It is covered in a thin chitinous layer of pale purple plates. A nasty stinger quivers at the end of its tail. Wild ashworms are distant cousins to the purple worm, but not nearly as large or aggressive (not able to gulp down prey in a single mouthful). Traveling in vast herds both above and below the desert sands, the sound of a herd's approach is akin t0 thunder. As a result, ashworms are sometimes called thunderherders. Ashworms are sometimes caught and trained as mounts, though a trainer clips off the dangerous stinger. Ashworms can be induced to travel on the sand's surface (or even packed earth or stone) exclusively by a skilled rider. However, the rider must succeed on a DC 15 Ride check once every 24 hours it in a sandy environment or be swept off the back of the ashworm as it dives below the surface for ld4 rounds before returning to the surface. Expert riders who put up with this behavior are somewhat mollified by the ashworm's ability to secrete a substance that allows it to stick to vertical surfaces; a rider securely strapped to an ashworm's back can climb up walls or other impediments with his mount, albeit slowly. An ashworm is hard to control in combat (see Mounted Combat, page 157 of the Player's Handbook), unless it belongs to an ashworm dragoon (see page 66).

Carrying Capacity: A light load for an ashworm is up to 500 pounds; a medium load, up to 900 pounds; and a heavy load, up to 1,400 pounds. An ashworm can drag 6,900 pounds.

COMBAT

Ashworms hunt prey from beneath the sand, then rise to confront their targets. In battle, an ashworm forms into a coil, stinging anything in reach.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 2d6 Str. The save DC is Constitution-based.

Evasive Diver (Ex): In areas of sand (not packed earth or stone), the ashworm feels more secure because of its evasive diver ability. If the ashworm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the ashworm instead manages to instantly dive below the protective sand or earth and takes no damage. An ashworm's rider might be swept from the ash-worm's back unless it makes a DC 15 Reflex save when the ashworm dives below the sand. If the rider tails this save, it is swept from the ashworm's back. Particu-larly skilled riders, such as ashworm dragoons with the sand rider ability, go along for the dive and also take no damage from the effect that prompted the ashworm's Reflex save.

Cheetah

Crocodile

Gem Scarab

Small Magical Beast
Hit Dice: 2d (17 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (average), burrow 15 ft., climb 10 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +2/-3
Attack: bite +2 (1d4–1)
Space/Reach: 5 ft./5 ft
Special Attacks: spell-like abilities
Special Qualities: tremorsense 30 ft.
Spells per day:
Spell DC:
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 9, Dex 10, Con 16, Int 1, Wis 15, Cha 10
Skills: Climb +9, Hide +7 (+15 in sand), Listen +6, Spot +4
Feats: Alertness
Alignment: Always Neutral
Languages: -

Spell-Like Abilities (CL 2nd): 6/day any one cantrip or orison; each spell gets a distinctive gemstone.
    Diamond: flare (DC 14)
    Emerald: acid splash (+3 ranged touch)
    Sapphire: ray of frost (+3 ranged touch)
    Black Onyx: touch of fatigue (DC 14)
    White Opal: daze (DC 14)
    Ruby: inflict minor wounds (DC 14)
    [decide later]: cure minor wounds

Skills A gem scarab has a +8 racial bonus on Hide checks in sand. It has a +10 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.Gem scarabs are burrowing, insectlike creatures that dwell in arid and sandy lands.

Gem scarabs look like large golden beetles. They live primarily underground, where they eat minerals found in the soil, interfering with its suitability for growing plants. Each gem scarab has six gems of a particular color on its back, which hold the magical energy to power its spell-like abilities; these gems crumble if removed while the beetle is still alive, as it moves the magical energy from an attacked gem to an empty one. Empty and removed gems regrow and refill in 24 hours.

CR 3

Dire Eel

Large Animal (Aquatic)
Hit Dice: 6d8+15 (42 hp)
Initiative: +5
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
BaseAttack/Grapple: +4/+12
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +1 (+5 in coral, rock, or kelp), Listen +5, Spot +6, Swim +12
Feats: Improved Initiative, Toughness, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: —

The dire eel is a moraylike animal of unusual size. It can reach lengths of 20 feet or more and weigh up to 500 pounds. It resembles its smaller relations in other respects.

Attach (Ex): If a dire eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached eel loses its Dexterity bonus to AC and has an AC of 12. An attached eel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.

Skills: Dire eels have a +4 racial bonus on Hide checks, which improves to +8 in areas of coral, rock, or heavy kelp. An eel has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Dire Vulture

Large Animal
Hit Dice: 6d8+42 (69 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+11
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stench
Special Qualities: Low-light vision, resistance to disease, scent
Saves: Fort +12, Ref +6, Will +7
Abilities: Str 16, Dex 13, Con 25, Int 2, Wis 14, Cha 4
Skills: Listen +4, Spot +12, Survival +11
Feats: Alertness, Flyby Attack, Track
Environment: Warm deserts
Organization: Solitary or flock (4-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —

This enormous bird of prey has a mottled, naked head and neck with a wicked, hooked beak. A stink of carrion surrounds the beast.

A dire vulture, like its normal cousin, is a carrion feeder. It takes a very large carcass, or many small ones, to keep such a monster fed.

A dire vulture is 8 to 12 feet long and has a wingspan of 20 feet or more.

Combat

Dire vultures are much more aggressive than mundane vultures, and one might attack a creature that is two or more size categories smaller than itself.

Stench (Ex): Scraps of rotting flesh cling to a dire vulture's feathers, and the fetid wind of its wings can fell even the hardiest opponent. A creature within 20 feet of a dire vulture must succeed on a DC 20 Forti-tude save or be sickened for ld6 rounds. A creature that successfully saves can't be affected by that dire vulture's stench ability for 24 hours. The save DC is Constitution-based.

Resistance to Disease (Ex): A dire vulture has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.

Skills: A dire vulture has a +4 racial bonus on Spot and Survival checks

Dust Twister

Medium Elemental (Air, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +5
Speed: 60 ft. (12 squares), fly 5 ft. (perfect)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d6+1)
Full Attack: Slam +8 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., elemental traits, strength of the whirlwind
Saves: Fort +3, Ref +9, Will +1
Abilities: Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Combat Reflexes, Flyby Attack, Weapon Finesse (b)
Environment: Warm deserts
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: —

A slender twister races across the desert, like a waterspout of sand and dust, though it moves with purpose.

A dust twister sometimes results from the union of an air elemental and a jann. While extraplanar in nature, most are consigned to the Material Plane, and they favor forlorn deserts and hidden oases where they can bedevil any janni they find.

A dust twister usually appears as a slender cylinder of wind and sand that can reach a height of 20 feel. When carrying a "rider" or a load, the load appears at the base of the twister 5 feet above the ground, visible within the 5-foot-diameter swirling core but apparently untouched by the scouring winds.

Carrying Capacity: A dust twister is treated as a large quadruped, and benefits from its strength of the whirlwind ability, when determining its carrying capacity. A light load for a dust twister is up to 460 pounds; a medium load, up to 900 pounds; and a heavy load, up to 1,300 pounds. A dust twister cannot drag an item.

COMBAT

A dust twister uses a portion of its whirling form to blast foes with its slam attack.

Strength of the Whirlwind (Ex): A dust twister uses its Dexterity score to determine its carrying capacity. A creature or object can be caught up in the body of a dust twister if it touches or enters the whirlwind, or it the dust twister moves through the creature's or object's space. An affected creature that does not wish to be carried along by the dust twister must succeed on a Reflex save when it comes into contact with the whirlwind or be picked up and held safely suspended in the calm eye of the twister. A creatures held within the eye of the dust twister can take a move action to extricate itself, if a dust twister wishes, it can expel its passenger in a precipitous manner, dealing 1d6 points of damage to the passenger or cargo as it is dropped upon the ground.

Monstrous Scorpion, Large

Protoceratops

Medium Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 16, Dex 11, Con 19, Int 1, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Survival +9
Feats: Alertness, Endurance
Environment: Warm deserts
Organization: Solitary, pair, or herd (4-7)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

Protoceratops is a desert-dwelling herbivorous dinosaur that roots for tubers below the baked earth and grazes on the rough leaves of desert weeds. It has a thick, bony skull and a tough hide to protect it from climate and predators. A protoceratops is 6 to 8 feet long and weighs about 900 pounds.

Combat

Protoceratops are not very aggressive, but because they are the favored prey of larger creatures, they have developed Protoceratops travel in herds effective defenses. A threatened protoceratops lowers its head and charges, attempting to bull rush an enemy and escape. If it cannot get away, it attempts to charge as often as possible.

Powerful Charge (Ex): A protoceratops deals 2d8+11 points of damage when it makes a charge.

Skills: Protoceratops have a +4 racial bonus on Survival checks.

CR 4

Piranah Swarm

Tiny Animal (Aquatic, Swarm)
Hit Dice: 8d8+11 (47 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
BaseAttack/Grapple: +6/—
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Half damage from slashing and piercing weapons, low-light vision, scent, swarm traits
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Hide +10, Listen +9, Spot +8, Swim +5
Feats: Alertness, Improved Initiative, Toughness
Environment: Warm aquatic
Organization: Solitary or school (2–4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

The water boils with small, darting fish, each armed with a jawful of razor-sharp teeth.One of the most feared denizens of warm aquatic environments is the piranha swarm, capable of devouring even a Large creature with amazing quickness.

Combat

Due to a piranha’s unusually strong jaws and sharp teeth, piranha swarms deal more damage than a swarm of their Hit Dice normally would.

Distraction (Ex): Any living creature vulnerable to the piranha swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.

Swarm Traits (Ex): See page 316 of the Monster Manual.

Skills: A piranha swarm has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

CR 5

Canisphinnx

Large Magical Beast
Hit Dice: 9d10+18 (67 hp)
Initiative: +1Speed: 60 ft. (12 squares), fly 90 ft. (poor)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, fl at-footed 19
Base Attack/Grapple: +9/+18
Attack: Bite +13 melee (1d10+5)
Full Attack: Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2, roar
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 21, Dex 13, Con 15, Int 15, Wis 17, Cha 16
Skills: Intimidate +15, Listen +21, Spot +17, Survival +15
Feats: Alertness, Flyby Attack, Power Attack, Track
Environment: Warm Deserts
Organization: Solitary or pair
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +3 (cohort)

This creature is bigger than a riding horse and has a tawny lion’s body, great falcon wings, and a jackal’s head.Vicious hunters, canisphinxes often chase their prey across the desert sands for hours, wait-ing for the victim to drop from exhaustion. Though these crea-tures generally hunt alone, a mated pair occasionally gangs up on prey as a prelude to some sort of courting behavior.

Combat

Canisphinxes prefer prey that is too weak to fight back, and they usually flee in the face of stronger opposition. When they decide to fight, they try to pin their foes and finish them off with bite and rake attacks.

Rake (Ex): Attack bonus +13, damage 1d6+2.

Roar (Su): Three times per day, a canisphinx can loose a mighty roar as a standard action. All creatures within 200 feet must succeed on a DC 17 Will save or be affected as though by a fear spell for 2d4 rounds. If the sphinx roars a second time during the same encounter, all creatures within 100 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds, and all those within 60 feet are also deafened for 1d4 rounds (no save). If it roars a third time during the same encounter, all those within 50 feet must succeed on a DC 17 Fortitude save or take 1d4 points of Strength damage for 1d4 rounds. The effect of roars from multiple cani-sphinxes is cumulative. A second canisphinx that roars within 100 feet of a creature already affected by another’s fear roar forces that creature to save to resist paralysis. Other canisphinxes have immunity to these effects. The save DCs are Charisma-based.

Skills (Ex): Canisphinxes have a +4 racial bonus on Listen checks.

Dancing Ooze

Amphibious Living Spell, Jig of the Waves, CL 6
Size and Type: Medium Ooze [aquatic]
Initiative: -1
Hit Dice: 6d10 +12 (45 hp)
Speed: 20 feet, swim 10 feet
Armor Class: 11 (-1 dex +2 deflection), touch 11, flat-footed 11
Attack/Grapple: +5/+5
Attack: Slam +5 (1d4+1 and jig, DC 14)
Space/Reach: 5 ft./5 ft.
Special Attacks: Jig, engulf
Special Qualities: Ooze traits, immune to poison, sleep effects, paralysis, polymorph, and stunning, damage reduction 10/magic, spell resistance 16
Saves: Fort +5, Ref +2, Will +3
Abilities: str 14, dex 9, con 14, int -, wis 11, cha 14
Skills and Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral

Jig (Su): A creature with up to 4 hd hit by a dancing ooze’s slam attack must make a DC 14 Will save or begin dancing a merry jig. This is a mind-affecting compulsion effect. They receive a -2 penalty on attack rolls, saving throws, skill checks, ability checks and Armor Class for the time that they dance. Though they can take actions normally (using the penalties given above), their movement is not their own.

Each round, a creature affected by this spell must take a move action to move half her speed in a random direction. If this movement would place the target in danger (such as dancing into a fire or off the deck of a ship), the dance causes the target to stop just short of the threat. Targets can still take their actions, either before or after their movement as they choose.

Engulf (Ex): A dancing ooze can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 14) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the dancing ooze's Jig effect each round on the ooze’s turn, and are considered to be grappled.

Diprotodon

Large Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (1d8+8)
Full Attack: Gore +13 melee (1d8+8) and 2 claws +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 2d6+12
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 27, Dex 10, Con 18, Int 2, Wis 13, Cha 11
Skills: Listen +9, Spot +9
Feats: Alertness, Improved Natural Attack (claw), Iron Will, Run
Environment: Warm deserts
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None Alignment:
Always neutral Advancement: 12-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: —

This hippopotamus-sized beast is covered with short, grizzled fur. Its thick legs end in massive digging claws, and two large tusks project horizontally from its lower jaw. It shakes its head threateningly and prepares to charge. A diprotodon is a giant relative of the wombat, an herbivorous, powerfully built marsupial.

Diprotodons are built to graze dry grasses and other tough desert vegetation. Their powerful teeth grind the fibrous plant matter to a fine pulp, and their digestive systems slowly process the food, extracting every drop of water and scrap of nourishment. Their powerful legs and claws are built for digging, and a diprotodons habitat is easy to identify from the large entrances to its nesting burrow.

Combat

Although mild mannered in general, a diprotodon is intensely territorial and does not hesitate to stamp an intruder into the ground. A diprotodon can move as quickly as a camel, despite its lumbering appear-­ance, and when it charges, it often catches opponents off guard.

Trample (Ex): Reflex half DC 22. The save DC is Strength-based. 

Hieracosphinx

Manticore

Scorpion Swarm

Diminutive Vermin (Swarm)
Hit Dice: 9d8+9 (49 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +6/—
Attack: Swarm (2d6 plus rend plus poison)
Full Attack: Swarm (2d6 plus rend plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison, rend 4d6
Special Qualities: Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 1, Dex 19, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +12, Spot +4
Feats: Weapon Finesse (b)
Environment: Warm deserts
Organization: Solitary, gathering (2–4 swarms), or living mat (7–12 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A jumping, sticky mass of desert scorpions rolls forward, hundreds of tiny stingers held high, each glistening with poison.A scorpion swarm is a heaving mass of desert scorpions eager to feast on any large prey it can bring down.

COMBAT

A scorpion swarm seeks to surround and attack any living creature it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a scorpion swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Rend (Ex): If a scorpion swarm successfully distracts a foe it surrounds, it takes advantage of the distraction and tears the victim’s flesh. This attack automatically deals an extra 4d6 points of damage.

Skills: A scorpion swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A scorpion swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

CR 6

Hippopotamus

Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: -1
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 14 (–1 size, –1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d6+10)
Full Attack: Bite +12 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, scent
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 24, Dex 9, Con 20, Int 2, Wis 12, Cha 3
Skills: Listen +7, Spot +6, Swim +15
Feats: Improved Bull Rush, Improved Overrun, Power Attack
Environment: Warm plains and forests (rivers)
Organization: Solitary, pair, or herd (10–15)
Challenge Rating: 6
Alignment: Always neutral
Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: —

Sometimes known as the river horse, the hippopotamus is an immense mammal usually found in or near rivers, ponds, and lakes. It spends most of its daylight hours wallowing in mud or lounging in water to keep its skin from drying out. The typical river hippo has eyes on the top portion of its head (rather than the sides), so that it can see above water as it floats. Its large nostrils close tight when it submerges, and it can hold its breath for several minutes at a time. A hippopotamus can even sleep while submerged.

Combat

Hippopotami are often brutally territorial and do not hesitate to attack any thing they perceive as a threat. Their powerful, tusklike incisors can slice through wood and even thin metal with ease.

Hold Breath (Ex): A hippopotamus can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: A hippopotamus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line

CR 7

Giant Banded Lizard

Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 10 ft., swim 10 ft.
Armor Class: 13 (-2 size, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +7/+24
Attack: Bite +14 melee (2d8+9)
Full Attack: Bite +14 melee (2d8+9) and 2 claws +9 melee (2d6+4 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, poison
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +3, Will +3
Abilities: Str 28, Dex 10, Con 23, Int 2, Wis 10, Cha 5
Skills: Climb +12, Listen +7, Spot +4
Feats: Alertness, Cleave, Improved Overrun, Power Attack
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 7
Alignment: Always neutral
Advancement: 11-14 HD (Huge); 15-30 HD (Gargantuan)
Level Adjustment: —

This giant lizard has a thick, heavy tail. Its sharp claws ore out-matched only by in powerful jaws. Resembling some kind of dinosaur, the giant banded lizard prowls the deserts and scrublands, constantly in search of prey. Virtually fearless, it attacks any creature that crosses its lumbering path. Up to 30 feet long, and weighing close to eight tons, a giant banded lizard moves slowly. Its long, forked tongue flickers constantly in search of prey. Its hide is covered in tubercles, or beads, usually colored orange, but sometimes found in pink, yellow, or white. A giant banded lizard's black head is streaked with orange.

COMBAT

A giant banded lizard attacks any creature its own size or smaller without hesitation. As it holds a creature fast in its mouth, a giant banded lizard pumps the creature full of venom secreted from its lower jaw.

Improved Grab (Ex): To use this ability, a giant banded lizard must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity, if it wins the grapple check, it establishes a hold and attempts to deal bite damage each round thereafter.

Poison (Ex): Injury, Fortitude DC 21, initial and secondary damage 2d4 Str. The save DC is Constitution-based.

Monstrous Scorpion, Huge

CR 8

Archelon (Giant snapper)

Huge Animal (Dinosaur)
Hit Dice: 12d8+84 (138 hp)
Initiative: –2
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 21 (–2 size, –2 Dex, +15 natural), touch 6, flat-footed 21
BaseAttack/Grapple: +9/+26
Attack: Bite +16 melee (2d6+13)
Full Attack: Bite +16 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision
Saves: Fort +16, Ref +2, Will +5
Abilities: Str 28, Dex 7, Con 22, Int 2, Wis 13, Cha 7
Skills: Listen +11, Spot +6, Swim +17
Feats: Great Fortitude, Toughness (×4)
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13–24 HD (Huge); 25–36 HD (Gargantuan)
Level Adjustment: —

This huge, flat turtle is easily 15 feet from nose to tail, with a powerful beaked jaw. Its feet are large, paddlelike flippers.

The archelon is a large, primitive sea turtle. While it often feeds on floating carrion or shellfish it digs up out of the mud, it is highly aggressive and is not afraid to come up out of the water in order to reach a meal on shore.

Combat

The archelon attacks with a snap of its oversized jaws.

Hold Breath (Ex): An archelon can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical archelon, this is 220 rounds, or 22 minutes.

Skills: An archelon has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Deadborn Vulture

Normal:
Size/Type: Large Magical Beast
Hit Dice: 9d10 (67 hp)
Initiative: +3
Speed: Speed 10 ft. (2 squares), fly 70 ft. (poor)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +9/+19
Attack: 2 claws +14 each (1d6+6 plus disease) and bite +12 (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: disease, foul breath
Special Qualities: darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +11, Will +4
Abilities: Str 22, Dex 17, Con 14, Int 10, Wis 12, Cha 10
Skills: Intimidate +8, Listen +11, Spot +15
Feats: Alertness, Flyby Attack, Lightning Reflexes, Multiattack
Alignment: Always Neutral Evil
Languages: understands Common; cannot speak

Deadborn (Su) When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability. This transformation does not cause a flying deadborn vulture to fall.

Disease (Ex) Claw, Fort DC 16 negates, incubation period 1 day, damage 1d4 Str. The save DC is Constitution-based.

Foul Breath (Ex) 30-foot cone, 1/day, nauseated 1d6 rounds, Fort DC 16 negates. The save DC is Constitution-based.

Skills Deadborn vultures have a +4 racial bonus on Spot checks.
Zombie:
Size/Type: Large Undead
Hit Dice: 18d12 (120 hp)
Initiative: +2
Speed: Speed 10 ft. (2 squares), fly 70 ft. (poor)
Armor Class: AC 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +9/+20
Attack: claw +15 (1d6+7 plus disease) or bite +15 (1d8+7) or slam +15 (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: disease
Special Qualities: single actions only, undead traits, darkvision 60 ft., DR 5/slashing
Saves: Fort +6, Ref +8, Will +11
Abilities: Str 24, Dex 15, Con —, Int —, Wis 10, Cha 1
Skills: Listen +0, Spot +0
Feats: Toughness
Alignment: Always Neutral Evil
Languages: -

Single Actions Only (Ex) A deadborn vulture zombie can perform only a single move action or standard action each round. It can still charge.

Disease (Ex) Claw, Fort DC 19 negates, incubation period 1 day, damage 1d4 Str. The save DC is Constitution-based.

Necromancers created deadborn vultures from the eggs of giant eagles and giant owls. Once grown, the resulting black birds make excellent mounts that become undead creatures when they die.

Deadborn vultures are sterile. A giant eagle or giant owl egg brooded over by a deadborn vulture is corrupted, and the chick is born a deadborn vulture.

After being reanimated as zombies, deadborn vultures do not eat, sleep, or reproduce. Unlike most other zombies, they remain loyal to creatures they were friendly with in life.

Dire Tortoise

Huge Animal
Hit Dice: 14d8+107 (170 hp)
Initiative: -2
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 25 (-2 size, -2 Dex, +19 natural), touch 6, flat-footed 25
Base Attack/Grapple: +10/+26
Attack: Bite +16 melee (1d8+12)
Full Attack: Bite +16 melee (1d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Lightning strike, trample 4d8+12
Special Qualities: Low-light vision
Saves: Fort +16, Ref +7, Will +9 Abilities:
Str 26, Dex 6, Con 25, Int 2, Wis 10, Cha 6
Skills: Hide -1*, Listen +6, Spot +6
Feats: Alertness, Endurance, Toughness (3)
Environment: Warm deserts
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 15-28 HD (Huge); 29-42 HD (Gar­gantuan)
Level Adjustment: —

This massive tortoise has a spiked, rocky shell as big as a house. Its large head ends in a wickedly sharp beak. A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders. A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.

Combat

Dire tortoises rely on their camouflage and protection. If approached, they lunge suddenly at any creature within reach of their powerful jaws.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based. Skills: *A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.

Tyrannosaurus

Kaprelan neighbors

Kaprelan neighbors

Basic Geography

North:

mentioned:

under consideration:

South:

mentioned:

Surrounding desert, general:

mentioned:

under consideration:

Kaprelan neighbors

Quese'en (tauric halfling/protoceratops)

halfingceratopstaur.png

Quese'en are monstrous humanoids related to halflings. They roam the desert in groups, similar to their more mundane kin, though their tribes are significantly smaller as a result of the lack of resources in the deserts where they live. Quese'en are most active at dawn and dusk, avoiding travel during the heat of the day, and often carry interesting items looted from ruins or stolen from other denizens of the wastes.

Quese'en stats

Size/Type: medium monstrous humanoid (halfling)
Hit Dice: 6d8 + 24 (51hp)
Initiative: +0
Speed: 30 ft
Armor Class: 18 (+8 natural armor), touch 10, flat-footed 18
Base Attack/Grapple: +6/+9
Attack: sling +10 (1d4+3) or longspear +9 (1d8+4 x3)
Full Attack: sling +10 (1d4+3) or longspear +9 (1d8+4 x3)
    +1 racial bonus on attack rolls with thrown weapons and slings (included)
    str rather than dex for thrown weapon attack roll (included)
Space/Reach: 5ft/5ft; 5ft/10ft with longspear
Special Attacks:
none
Special Qualities: low-light vision, scent
Saves: fort +10, ref +6; will +3
    +1 racial on all saving throws (included)
    +2 morale bonus vs. fear
    +4 racial bonus on saves vs. hot weather; survival skill may grant an additional bonus
Abilities:
str 16, dex 10, con 18, int 10, wis 10, cha 10
Skills: survival +6, listen +4, move silently +4, hide +4, sleight of hand +4, spot +2
    +4 racial bonus on survival, +2 racial bonus on listen, move silently, hide, sleight of hand (included)
Feats: endurance, sandskimmer, brutal throw, ride-by attack (b)
Climate/Terrain: warm deserts
Organization: single, pair, squad (5-10 plus 1 3rd-level sergeant), or band (20-50 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 protoceratops)
Challenge Rating: 4
Gear: sling & 10 bullets, longspear, sun lenses, filter mask, deep draught (1 dose), oleum (2 flasks), 1 random minor magic item (roll 1d16 on the chart), [814-magic item value] gp
Alignment: usually chaotic neutral
Languages: Common, Halfling
Advancement: by class; favored class scout (complete adventurer)

Carrying Capacity

As medium-sized quadrupeds, quese'en can carry heavier loads than bipeds can. Multiply the value corresponding to their Strength score from Table: Carrying Capacity by 1½ to determine their limitations.

A quese'en of average strength can carry up to 114 lb. as a light load, 115-230 lb. as a medium load, and 231-345 lb. as a heavy load; they can lift 345 lb. over their head and drag 1,725 lb. under normal (not sand-hampered) circumstances.

Innately Mounted

A quese'en is considered to have the Mounted Combat feat and 1 rank in the Ride skill for purposes of selecting feats; they count as mounted whenever it is convenient to them to do so. They receive Ride-by Attack as a bonus feat.

Skills

Quese'en have a +4 racial bonus on survival checks and a +2 racial bonus on listen, move silently, hide, and sleight of hand checks.

Heat Endurance

Quese'en gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.

Quese'en Sergeant

Size/Type: medium monstrous humanoid (halfling)
Hit Dice: 9d8 + 36 (80hp)
Initiative: +0
    +1 if unencumbered
Speed: 40 ft (30 ft if encumbered)
Armor Class: 19 (+8 natural armor, +1 scout), touch 10, flat-footed 19
    +1 competence bonus to AC on turns they have moved at least 10', when unencumbered (included)
Base Attack/Grapple: +8/+11
Attack: mwk sling +13 (1d4+3) or mwk longspear +12 (1d8+4 x3)
Full Attack: mwk sling +13/+8 (1d4+3) or mwk longspear +12/+7 (1d8+4 x3)
    +1 racial bonus on attack rolls with thrown weapons and slings (included)
    str rather than dex for thrown weapon attack roll (included)
    +1d6 skirmish damage on turns they have moved at least 10', when unencumbered; must be within 30' if ranged
Space/Reach: 5ft/5ft; 5ft/10ft with longspear
Special Attacks:
skirmish
Special Qualities: low-light vision, scent, trapfinding, battle fortitude, fast movement, trackless step
Saves: fort +12, ref +9; will +4
    +1 racial on all saving throws (included)
    +1 scout bonus on fortitude saves when unencumbered (included)
    +2 morale bonus vs. fear
    +4 racial bonus on saves vs. hot weather; survival skill may grant an additional bonus
Abilities: str 16, dex 10, con 18, int 10, wis 10, cha 10
Skills: Survival  +9, Listen +7, Hide +7, Move Silently +7, Disable Device +7, Spot +5, Sleight of Hand +4, Knowledge (dungeoneering) +3, Search +3
    +4 racial bonus on survival, +2 racial bonus on listen, move silently, hide, sleight of hand (included)
Feats: endurance, sandskimmer, brutal throw, skill focus (disable device), ride-by attack (b)
Climate/Terrain: warm deserts
Challenge Rating: 7
Gear: masterwork sling, masterwork longspear, sun lenses, filter mask, deep draught (4 doses), oleum (4 flasks), 1 minor magic item (roll 1d11+19 on the chart), [1,724-magic item value] gp
Alignment: usually true neutral
Languages: Common, Halfling

Skirmish (Ex)

A quese'en sergeant relies on mobility to deal extra damage and improve their defense. They deal an extra 1d6 points of damage on all attacks they make during any round in which they move at least 10 feet. The extra damage applies only to attacks taken during the sergeant’s turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The sergeant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Quese'en sergeants can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A quese'en sergeant gains a +1 competence bonus to Armor Class during any round in which they move at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. A quese'en sergeant loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Trapfinding(Ex)

A quese'en sergeant can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

A sergeant can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A sergeant who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Battle Fortitude

A quese'en sergeant  gains a +1 competence bonus on Fortitude saves and initiative checks. They lose this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge

A quese'en sergeant retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

Fast Movement

A quese'en sergeant gains a +10 foot enhancement bonus to their base land speed. A sergeant loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step

A quese'en sergeant leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.

Quese'en Lieutenant

Size/Type: medium monstrous humanoid (halfling)
Hit Dice: 11d8 + 55 (108 hp)
Initiative: +0
    +1 if unencumbered
Speed: 40 ft (30 ft if encumbered)
Armor Class: 19 (+8 natural armor, +1 scout), touch 10, flat-footed 19
    +1 competence bonus to AC on turns they have moved at least 10', when unencumbered (included)
Base Attack/Grapple: +9/+12
Attack: mwk sling +14 (1d4+3) or mwk longspear +13 (1d8+4 x3)
Full Attack: mwk sling +14/+9 (1d4+3) or mwk longspear +13/+8 (1d8+4 x3)
    +1 racial bonus on attack rolls with thrown weapons and slings (included)
    str rather than dex for thrown weapon attack roll (included)
    +2d6 skirmish damage on turns they have moved at least 10', when unencumbered; must be within 30' if ranged
    +1 to attack and damage on ranged attacks within 30'
Space/Reach: 5ft/5ft; 5ft/10ft with longspear
Special Attacks:
skirmish
Special Qualities: low-light vision, scent, trapfinding, battle fortitude, fast movement, trackless step, evasion
Saves: fort +12, ref +10; will +4
    +1 racial on all saving throws (included)
    +1 scout bonus on fortitude saves when unencumbered (included)
    +2 morale bonus vs. fear
    +4 racial bonus on saves vs. hot weather; survival skill may grant an additional bonus
Abilities: str 16, dex 10, con 20, int 10, wis 10, cha 10
Skills: Survival  +11, Listen +9, Hide +9, Move Silently +9, Disable Device +9, Spot +7, Knowledge (dungeoneering) +5, Search +5, Sleight of Hand +4
    +4 racial bonus on survival, +2 racial bonus on listen, move silently, hide, sleight of hand (included)
Feats: endurance, sandskimmer, brutal throw, skill focus (disable device), ride-by attack (b), point blank shot (b)
Climate/Terrain: warm deserts
Challenge Rating: 9
Gear: masterwork sling, masterwork longspear, sun lenses, filter mask, deep draught (4 doses), oleum (4 flasks), 1 random minor wondrous item (roll 1d23+30 on the chart), [3,524-magic item value] gp
Alignment: usually true neutral
Languages: Common, Halfling

Skirmish (Ex)

A quese'en lieutenant relies on mobility to deal extra damage and improve their defense. They deal an extra 2d6 points of damage on all attacks they make during any round in which they move at least 10 feet. The extra damage applies only to attacks taken during the sergeant’s turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The sergeant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Quese'en sergeants can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A quese'en sergeant gains a +1 competence bonus to Armor Class during any round in which they move at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. A quese'en sergeant loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Trapfinding(Ex)

A quese'en lieutenant can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Quese'en lieutenants can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A quese'en lieutenant who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Battle Fortitude

A quese'en lieutenant gains a +1 competence bonus on Fortitude saves and initiative checks. They lose this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge

A quese'en lieutenant retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

Fast Movement

A quese'en lieutenant gains a +10 foot enhancement bonus to their base land speed. A lieutenant loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step

A quese'en lieutenant leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.

Evasion (Ex)

If a quese'en lieutenant makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if a scout is wearing light armor or no armor. A helpless lieutenant does not gain the benefit of evasion.

Kaprelan neighbors

Scabland Orc

Scabland orcs live in small, nocturnal, semi-nomadic groups throughout the wastes, and often take over vital water sources or raid villages or caravans for supplies.

Scabland Orc Stats

Glare

The sun can be extremely dangerous to unprotected eyes, drying and irritating the tissue. Areas of white sand, salt, gypsum, or similarly light-colored material reflect the sun’s glare into the eyes even when not looked at directly. Sun glare is doubly dangerous during winter months, when the sun is low on the horizon and thus difficult to avoid looking at.

Characters traveling in such conditions must cover their eyes with a veil, dark lenses, or a similar eye covering. Those whose eyes are unprotected in such conditions are automatically dazzled. Such characters take a -1 penalty on attack rolls, Search checks, and Spot checks. These penalties are doubled for creatures that have light sensitivity, including scabland orcs. Characters who take the precaution of covering or shielding their eyes automatically eliminate the risk of being dazzled by sun glare and take no penalties.

Glare-induced blindness lasts as long as characters remain in an area of sun glare and for 1d4 hours thereafter, or for 1 hour thereafter if the character enters a shadowed or enclosed area. The dazzling effect of sun glare can be negated by a remove blindness spell, but an unprotected character still in an area of sun glare immediately becomes dazzled again when the spell’s duration expires.

Gear

Weapons

Scabland orcs favor greatclubs and warhammers, but are also commonly found with smaller clubs, daggers, and javelins.

  Cost Dmg Critical Range Increment Weight Type Size
Greatclub 5 gp 1d10     8 lb. Bludgeoning Two-handed
Warhammer 12 gp 1d8 x3   5 lb. Bludgeoning One-handed
Club - 1d6     3 lb. Bludgeoning One-handed
Dagger 2 gp 1d4 19-20/×2 10 ft. 1 lb. Piercing or slashing Light
Dagger, punching 2 gp 1d4 ×3   1 lb. Piercing Light
Javelin 1gp 1d6   30 ft 2 lb. Piercing Thrown
Armor

Scabland orcs wear leather armor during their night raids, and often carry bucklers or large shields fashioned from leather and bone. They have little to no access to wood or metal suitable for making armor or shields.

Table: Armor and Shields
Armor Cost Armor/Shield
Bonus
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure Chance
Weight
Leather armor 10 gp 2 6 0 10% 15 lb.
Buckler 15 gp 1 -1 5% 5 lb.
Shield, leather 50 gp 3 4 -3 30% 30 lb.
Other Gear

Scabland orcs frequently encounter natural deposits of oleum, which they sometimes gather and use as a thrown weapon.

Scabland Orc Wasteland Barbarian

Table: The  Wasteland Barbarian
Level HP Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Skill
points
Feats Special
1st 12 +1 +2 +0 +0 4 Sandskimmer Fast movement, illiteracy, rage 1/day
2nd 18 +2 +3 +0 +0 5   Uncanny dodge
3rd 24 +3 +3 +1 +1 6 Power Attack Wastelands Trap Sense +1
4th 30 +4 +4 +1 +1 7   Rage 2/day
5th 36 +5 +4 +1 +1 8   Bonus Feat: Sandskimmer 2
6th 42 +6/+1 +5 +2 +2 9 Cleave Wastelands Trap Sense +2
7th 48 +7/+2 +5 +2 +2 10   Damage reduction 1/-

Size/Type: Medium Humanoid (Orc)
Hit Dice: HD per chart; hp per chart + (2 x level)
Initiative: +1
Speed: 40 ft. (8 squares), 30 ft. if heavily encumbered
Armor Class: 16 (+1 dex, +2 leather armor, +3 shield), touch 11, flat-footed 15
Base Attack/Grapple: per chart/BAB+4
Attack: Greatclub BAB+4 (1d10+6)
    or warhammer BAB+4 (1d8+4/x3)
    or javelin BAB+1 (1d6+4)
Full Attack: Greatclub BAB+4 (1d10+6)
    or warhammer BAB+4 (1d8+4/x3)
    or javelin BAB+1 (1d6+4)
Space/Reach: 5 ft/5 ft
Special Attacks: per chart
Special Qualities: per chart
Saves: fort per chart +2, ref per chart +1, will per chart -1
Abilities: Str 18, Dex 13, Con 15, Int 8, Wis 10, Cha 6
Skills: Intimidate per chart -2, Listen per chart, Survival per chart
Feats: per chart
Gear: leather armor, leather shield, greatclub or warhammer

Weapon and Armor Proficiency

A scabland orc waste barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)

A scabland orc waste barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Illiteracy

Barbarians are the only characters who do not automatically know how to read and write. A scabland orc waste barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex)

A scabland orc waste barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A scabland orc waste barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Uncanny Dodge (Ex)

At 2nd level, a scabland orc waste barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Wasteland Trap Sense (Ex)

At 3rd level, a scabland orc waste barbarian adds the bonus from his trap sense class feature to Reflex saves made against natural hazards of the wastes, as well as to his Armor Class against attacks made by natural hazards. Hazards of the wastes include dangers such as lava pools, slipsand, softsand, and other terrain features. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level).

Improved Uncanny Dodge (Ex)

At 5th level and higher, a scabland orc waste barbarian gains Sandskimmer as a bonus feat.

Scabland Orc Cleric

Table: The Cleric
Level HP Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Skill
points
Feats Special Spells per Day
1st 8 +0 +2 +0 +2 4 Martial Weapon Proficiency (warhammer) Rebuke Undead, Strength domain power, Fire domain power 3, 2+1
2nd 12 +1 +3 +0 +3 5     4, 3+1
3rd 16 +2 +3 +1 +3 6 Weapon focus (warhammer)   4, 3+1, 1+1
4th 20 +3 +4 +1 +4 7     5, 4+1, 2+1
5th 24 +3 +4 +1 +5 8     5, 4+1, 2+1, 1+1

Size/Type: Medium Humanoid (Orc)
Hit Dice: HD per chart; hp per chart + (2 x level)
Initiative: -1
Speed: 30 ft.
Armor Class: 14 (-1 dex, +2 leather armor, +3 shield), touch 9, flat-footed 14
Base Attack/Grapple: per chart/BAB+3 (str)
Attack: Warhammer BAB+3 (1d8+3/x3)
    or javelin BAB-1 (1d6+3)
Full Attack: Warhammer BAB+3 (1d8+3/x3)
    or javelin BAB-1 (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: per chart
Special Qualities: per chart
Saves: fort per chart +2, ref per chart +1, will per chart -1
Abilities: Str 17, Dex 8, Con 14, Int 8, Wis 13, Cha 10
Skills: Concentration per chart +2
Feats: per chart
Gear: leather armor, leather shield, warhammer

A typical 5th level scabland orc cleric will have the following spells prepared:

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Strength Domain

Granted Power

You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells
  1. Enlarge Person: Humanoid creature doubles in size.

  2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.

  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Fire Domain

Granted Power

Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Fire Domain Spells
  1. Burning Hands: 1d4/level fire damage (max 5d4).

  2. Produce Flame: 1d6 damage +1/ level, touch or thrown.

  3. Resist Energy (cold or fire only): Ignores 10 (or more) points of damage/attack from specified energy type.

Scabland Orc Druid

Table: The Cleric
Level HP Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Skill
points
Feats Special Spells per Day
1st 8 +0 +2 +0 +2 4 Martial Weapon Proficiency (warhammer) Animal companion, nature sense, wild empathy 3, 2
2nd 12 +1 +3 +0 +3 5   Sandskimmer (b) 4, 3
3rd 16 +2 +3 +1 +3 6 Weapon focus (warhammer) Trackless step 4, 3, 1
4th 20 +3 +4 +1 +4 7   Heat Endurance 2 (b) 5, 4, 2
5th 24 +3 +4 +1 +5 8   Wild shape (1/day) 5, 4, 3

Size/Type: Medium Humanoid (Orc)
Hit Dice: HD per chart; hp per chart + (2 x level)
Initiative: -1
Speed: 30 ft.
Armor Class: 14 (-1 dex, +2 leather armor, +3 shield), touch 9, flat-footed 14
Base Attack/Grapple: per chart/BAB+2
Attack: Warhammer BAB+2 (1d8+3/x2)
    or javelin BAB-1 (1d6+2)
Full Attack: Warhammer BAB+2 (1d8+2/x3)
    or javelin BAB-1 (1d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: per chart
Special Qualities: per chart
Saves: fort per chart +2, ref per chart +1, will per chart -1
Abilities: Str 14, Dex 8, Con 14, Int 10, Wis 13, Cha 11
Skills: Handle animal per chart, Knowledge (nature) +2, Listen per chart +1, Survival per chart +3, Ride per chart -1
Feats: per chart
Gear: leather armor, leather shield, warhammer

A typical 5th level scabland orc druid will have the following spells prepared:

Weapon and Armor Proficiency

Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells

A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting

A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells

A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages

A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex)

A scabland orc druid will typically have a hyena or jackal as an animal companion; a 4th or 5th-level orc druid may instead have a puma or large viper. See below for stats.

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Wild Shape (Su)

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Scabland Orc Druid Animal Companions

Given stats are for the companion of a 5th-level druid.

Hyena

Size/Type: Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative:  +3
Speed:  50 ft (10 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 15, Dex 16, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +4, Listen +7, Spot +5
    +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth
Feats: Alertness, Weapon Focus (Bite)

Trip (Ex)

A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Jackal

Size/Type: Small Animal
Hit Dice:
3d8+6
Initiative:
+4
Speed:
40 ft. (8 squares)
Armor Class:
18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple:
+2/-?
Attack:
Bite +7 melee (1d4+2)
Full Attack:
Bite +7 melee (1d4+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:
-
Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +7, Will +2
Abilities:
Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills:
Jump +8, Listen +6, Spot +6, Survival +1
    +4 racial bonus on Survival checks when tracking by scent
Feats: Alertness, Weapon Finesse, TrackB

Skills

Jackals have a +4 racial bonus on Jump checks.

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Puma

Size/Type: Medium Animal
Hit Dice:
3d8+6 (19hp)
Initiative: 
+4
Speed: 
40 ft (8 squares), climb 20 ft.
Armor Class:
15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple:
+2/+5
Attack:
Bite +6 melee (1d6+3)
Full Attack:
Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Improved grab, pounce, rake 1d3+1
Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +7, Will +2
Abilities
: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills:
Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6
    +8 to hide in tall grass or heavy undergrowth
Feats:
Alertness, Weapon Finesse

Improved Grab (Ex)

To use this ability, a puma must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)

If a puma charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)

Attack bonus +6 melee, damage 1d3+1.

Skills

Pumas have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Pumas have a +8 racial bonus on Balance and Climb checks. A puma can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Large Viper

Size/Type: Large Animal
Hit Dice:
3d8 (13hp)
Initiative:
+7
Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class:
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+2/+6
Attack:
Bite +4 melee (1d4 plus poison)
Full Attack:
Bite +4 melee (1d4 plus poison)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Poison
Special Qualities:
Scent
Saves:
Fort +3, Ref +6, Will +2
Abilities:
Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills:
Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats:
Improved Initiative, Weapon Finesse

Poison (Ex)

A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC for a large viper is 11. The save DC is Constitution-based.

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

    Kaprelan neighbors

    Item: Oleum

    A black liquid, oleum has a foul, bitter odor. It occurs naturally around the world, but is particularly common in the waste. Though it forms underground, oleum is generally found in surface pools in areas of barren waste terrain.

    You can use a flask of oleum as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. Burning oleum is hard to put out, granting a –4 penalty on the Reflex save to extinguish the fire. The oleum burns away within 4 rounds (eliminating the penalty on putting out the fire).

    Raw oleum burns readily, but it is smoky when it does so. The smoke created by burning oleum is heavy smoke (see Smoke), so a wide area of open air is required for the substance to burn safely. Every round when raw oleum burns, it produces enough smoke to fill a 5-foot cube. For this reason, oleum is typically used only in lamps made to burn outdoors. The smoke drives away flying insects.

    Oleum is also used to lubricate moving parts; a flask of it can cover a 5-foot square, provided that the surface is smooth. A creature can walk within or through an area of oleum at half normal speed by making a DC 10 Balance check. Failure means it can’t move that round, while failure by 5 or more means it falls prone (see the Balance skill). If an area of oleum is ignited, it burns for 4 rounds and deals 1d3 points of fire damage to each creature in the area.

    A quart of oleum (two flasks) can coat a Medium creature, providing a +4 circumstance bonus on Escape Artist checks and opposed grapple checks made to resist being grappled or to escape a pin. Oleum applied in this manner also acts as insect repellent, protecting you from normal vermin (such as those summoned by insect plague) and granting a +4 bonus to Armor Class against vermin. A creature with oleum on its hands takes a –4 penalty on grapple checks or any task requiring a solid grip, including attack rolls with weapons. A roll of 1 on the attack means the oleum-coated creature drops the slippery weapon.

    When worn, oleum is uncomfortable and unpleasant. You take a –2 penalty on Fortitude saves against natural heat effects. Further, oleum makes you quite flammable, granting a –4 penalty on saves against supernaturally hot effects and any attack involving fire, including Reflex saves to put yourself out after catching fire. When subjected to a fire-based attack that does not normally cause subjects to catch on fire, you must make a DC 14 Reflex save or catch on fire. As indicated above, oleum burns away after 4 rounds.

    An ounce of oleum can substitute for the material component usually used for a grease spell.

    Kaprelan neighbors

    Sand Dragon

     

    Wyrmling (0-5 yrs)
    Size/Type: Tiny Dragon (earth)
    Hit Dice: 3d12 (19)
    Initiative: +0
    Speed: 30 ft., burrow 20 ft., fly 80 ft. (average) 
    Armor Class: 16 (+2 size, +4 natural) touch 12, flat-footed 16
    Base Attack/Grapple: +3/-5
    Attack: Bite +5 (1d4) or claws +0 (1d3)
    Full Attack: Bite +5 (1d4) and claws +0 (1d3)
    Space/Reach: 2½ ft./0 ft. (5 ft. with bite)
    Special Attacks: Breath weapon
    Special Qualities: Immunity to fire, immunity to sleep and paralysis, tremorsense 60 ft., darkvision 120 ft., low-light vision
    Saves: Fort +3, Ref +2, Will +2
    Abilities: Str 10, Dex 11, Con 11, Int 10, Wis 10, Cha 10
    Skills: Hide +6, Listen +6, Move Silently +6, Sense Motive +6, Spot +6, Survival +6
    Feats: Track, Endurance
    Languages: Draconic

    Breath Weapon: 15' flaywind cone, 1d4, Ref DC 11 halves
    Very Young (6-15 yrs)
    Size/Type: Small Dragon (earth)
    Hit Dice: 6d12+6 (45)
    Initiative: +0
    Speed: 30 ft., burrow 20 ft., fly 120 ft. (poor) 
    Armor Class: 18 (+1 size, +7 natural) touch 11, flat-footed 18
    Base Attack/Grapple: +6/+3
    Attack: Bite +8 (1d6+1) or claws +3 (1d4)
    Full Attack: Bite +8 (1d6+1) and claws +3 (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath weapon
    Special Qualities: Immunity to fire, immunity to sleep and paralysis, tremorsense 60 ft., darkvision 120 ft., low-light vision
    Saves: Fort +5, Ref +3, Will +4
    Abilities: Str 12, Dex 11, Con 11, Int 10, Wis 12, Cha 10
    Skills: Hide +11, Listen +10, Move Silently +11, Sense Motive +10, Spot +10, Survival +10
    Feats: Track, Endurance, Stealthy
    Languages: Draconic

    Breath Weapon: 20' flaywind cone, 2d4, Ref DC 14 halves
    Young (16-25 yrs)
    Size/Type: Medium Dragon (earth)
    Hit Dice: 9d12+9 (67)
    Initiative:
    Speed: 30 ft., burrow 20 ft., fly 120 ft. (poor) 
    Armor Class: 20 (+10 natural) touch 10, flat-footed 20
    Base Attack/Grapple:
    Attack: Bite +11 (1d8+2) or claws +9 (1d6+1) or wings +9 (1d4+1)
    Full Attack: Bite +11 (1d8+2) and claws +9 (1d6+1) and wings +9 (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath weapon
    Special Qualities: Immunity to fire, immunity to sleep and paralysis, tremorsense 60 ft., darkvision 120 ft., low-light vision
    Saves: Fort +8, Ref +5, Will +7
    Abilities: Str 14, Dex 11, Con 13, Int 12, Wis 14, Cha 12
    Skills: Hide +14, Intimidate +13, Listen +14, Move Silently +14, Sense Motive +14, Spot +14, Survival +14
    Feats: Track, Endurance, Stealthy, Multiattack
    Languages: Draconic, Common

    Breath Weapon: 30' flaywind cone, 4d4, Ref DC 15 halves
    Juvenile (26-50 yrs)
    Size/Type: Medium Dragon (earth)
    Hit Dice: 12d12+24 (102)
    Initiative: +0
    Speed: 30 ft., burrow 20 ft., fly 120 ft. (poor) 
    Armor Class: 23 (+13 natural) touch 10, flat-footed 23
    Base Attack/Grapple: +12/+15
    Attack: Bite +15 (1d8+3) or claws +13 (1d6+1) or wings +13 (1d4+1)
    Full Attack: Bite +15 (1d8+3) and claws +13 (1d6+1) and wings +13 (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath weapon, SLAs
    Special Qualities: Immunity to fire, immunity to sleep and paralysis, tremorsense 60 ft., darkvision 120 ft., low-light vision
    Saves: Fort +12, Ref +7, Will +10
    Abilities: Str 16, Dex 11, Con 15, Int 12, Wis 16, Cha 14
    Skills: Hide +17, Intimidate +17, Listen +18, Move Silently +17, Sense Motive +18, Spot +18, Survival +15, Knowledge (any one) +4
    Feats: Track, Endurance, Stealthy, Multiattack, Power Attack
    Languages: Draconic, Common

    Breath Weapon: 30' flaywind cone, 6d4, Ref DC 18 halves

    SLAs: At will: Hoboob (DC 15) (caster level 4)
    Young Adult (51-100 yrs)
    Size/Type: Large Dragon (earth)
    Hit Dice: 15d12+45 (142)
    Initiative: +0
    Speed: 30 ft., burrow 20 ft., fly 120 ft. (poor) 
    Armor Class: 25 (-1 size, +16 natural) touch 9, flat-footed 25
    Base Attack/Grapple: +15/+24
    Attack: Bite +19 (2d6+5) or claws +17 (1d8+2) or wings +17 (1d6+2) or tail +17 (1d8+7)
    Full Attack: Bite +19 (2d6+5) and claws +17 (1d8+2) and wings +17 (1d6+2) and tail +17 (1d8+7)
    Space/Reach: 10 ft./5 ft. (10 ft. with bite)
    Special Attacks: Breath weapon, SLAs, spells, frightful presence
    Special Qualities: Immunity to fire, immunity to sleep and paralysis, tremorsense 60 ft., darkvision 120 ft., low-light vision, DR 5/magic, SR 18
    Saves: Fort +16, Ref +9, Will +12
    Abilities: Str 20, Dex 11, Con 17, Int 14, Wis 16, Cha 14
    Skills: Concentration +20, Hide +20, Intimidate +20, Listen +21, Move Silently +20, Sense Motive +20, Spot +21, Survival +15, Knowledge (any one) +9
    Feats: Track, Endurance, Stealthy, Multiattack, Power Attack, Improved Overrun
    Languages: Draconic, Common, any one

    Breath Weapon: 40' flaywind cone, 8d4, Ref DC 23 halves.

    Frightful presence: 150-ft. radius, HD 14 or fewer, Will DC 19 negates.

    SLAs: At will: Hoboob (DC 15) (caster level 5)

    Spells per day: 5, 3
    Spells Known:
        0: Flare, Ghost Sound, Message, Open/Close
        1: Locate Water, Silent Image
    Spell DC: 12 + level
    Adult (101-200 yrs)
    Size/Type: Large Dragon (earth)
    Hit Dice: 18d12+72 (189)
    Initiative: +0
    Speed: 30 ft., burrow 20 ft., fly 120 ft. (poor) 
    Armor Class: 28 (-1 size, +19 natural) touch 9, flat-footed 28
    Base Attack/Grapple: +18/+29
    Attack: Bite +24 (2d6+7) or claws +22 (1d8+3) or wings +22 (1d6+3) or tail +22 (1d8+10)
    Full Attack: Bite +24 (2d6+7) and claws +22 (1d8+3) and wings +22 (1d6+3) and tail +22 (1d8+10)
    Space/Reach: 10 ft./5 ft. (10 ft. with bite)
    Special Attacks: Breath weapon, SLAs, spells, frightful presence
    Special Qualities: Immunity to fire, immunity to sleep and paralysis, tremorsense 60 ft., darkvision 120 ft., low-light vision, DR 5/magic, SR 20
    Saves: Fort +22, Ref +12, Will +16
    Abilities: Str 24, Dex 11, Con 19, Int 14, Wis 18, Cha 16
    Skills: Concentration +24, Hide +23, Intimidate +24, Listen +25, Move Silently +23, Sense Motive +21, Spot +25, Survival +16, Knowledge (any one) +15
    Feats: Track, Endurance, Stealthy, Multiattack, Power Attack, Improved Overrun, Flyby Attack
    Languages: Draconic, Common, any one

    Breath Weapon: 40' flaywind cone, 10d4, Ref DC 23 halves.

    Frightful presence: 180-ft. radius, HD 17 or fewer, Will DC 22 negates.

    SLAs: At will: Hoboob (DC 16); 3/day Dispel water (DC 17) (caster level 6)

    Spells per day: 6, 5
    Spells Known:
        0: Flare, Ghost Sound, Mage Hand, Message, Open/Close
        1: Locate Water, Silent Image, Ventriloquism
    Spell DC: 13 + level

    Environment: Warm deserts
    Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (3-6); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family 1-2 and 3-6 offspring)
    Challenge Rating: Wyrmling 2; very young 3; young 5; juvenile 7; young adult 9; adult 12; mature adult 14; old 16; very old 18; ancient 21; wyrm 24; great wyrm 27
    Treasure: Double standard
    Alignment: Always chaotic neutral

    This dragon's head is a mass of thick, short horns in irregular rings around its snout, jaws, and neck, giving its entire head a distinct appearance reminiscent of a lamprey. Its large scales are a dark gray-brown, and a crest of broad, short spines runs from its head to the tip of its tail. A membranous frill runs between these spines down the length of the dragon's body, allowing it to undulate through the air rather than flop like other dragons. The dragon smells of dust and dirt. Sand dragons are violent, irritable, and cunning creatures, given to raiding farms for cattle, but leaving the farmers alive as a sign of "mercy" (never mind that the dragon has just devoured the farmer's livelihood). Not exactly evil, but definitely not good, sand dragons are motivated only by what is good for their own survival. In fact, they have a difficult time understand­ing why any living creature would think any other way.

    Sand dragons lay their eggs deep within the sand of the desert, which is partly responsible for their name. As the eggs hatch, the hatchling dragons claw their way up to the surface, giving the impression that the dragons spring spontaneously from the sand. Even at that age, sand dragons have fully developed horns and claws, enabling them to burrow just as easily as their parents. Sand dragon wings are actually not wings at all, but thin membranes of a similar consistency and material to regular dragon wings. These membranes stretch between a double row of spikes that run the length of a sand dragon's back, from the base of its skull to the tip of its tail. These spines can collapse flat along a sand dragon's back when it burrows, protecting the fragile membranes from damage. A sand dragon can also lie flat on a sandy surface and flutter its wings to cover itself with sand, much as a stingray flutters its "wings" to conceal itself on the ocean floor.

    In fact, sand dragons make their lairs under the sands, and only emerge to hunt or mate. As a result, sand dragons smell of freshly turned dirt and dust —not a particularly unpleasant smell, but a distinctive one. Due to their burrowing ability, sand dragons have little difficulty Sand dragons lair in the deep waste disguising their lairs; only their nostrils lie exposed (allowing them to breathe). When sand dragons travel underground—their primary means of sneaking up on prey—they simply hold their breath. Sand dragons are most fond of lizards and rodents, though the older they get, the larger the prey. Young adult and adult sand dragons eat goats and jackals, mature adult and older sand dragons go after cattle, camels, crocodiles, and even giant banded lizards (see page 164).

    Sand dragons acquire a good deal of treasure, though they have no real use for it aside from bait for prey. They generally bury it in the sand under their lairs, and lie waiting for the sound of shovels digging toward them.

    COMBAT

    Sand dragons hunt by flying high above the ground, looking for herds of cattle or other concentrations of prey, then wait for nightfall to land and burrow up underneath their targets. Using their tremorsense to determine when an animal is in position, the sand dragon then bursts forth, snatches up the startled prey in its mouth or claws, and flies off to devour it in privacy. Alternatively, a sand dragon might locate a trade route and bury itself in the sand along the side of the road, waiting for a caravan to pass. Sand dragons rarely attack from the sky; there are simply too few clouds to provide the kind of concealment a sand dragon prefers.

    Breath Weapon (Su)

    Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. The save DC against a breath weapon is 10 + ½ dragon’s HD + dragon’s Con modifier.

    Frightful Presence (Ex)

    A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    Spells

    A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.

    Spell-Like Abilities

    A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level.

    Haboob

    Conjuration (Creation) [Air, Earth]
    Spell Level 3
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft. level)
    Effect: Abrasive dust spreads in 20-ft. radius, 20 ft. high
    Duration: 1 min./level
    Saving Throw: None or Reflex half; see text
    Spell Resistance: No

    A thick haze of swirling dust and sand swirls out from the point you designate. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Unprotected, nonmagical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed.

    In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move through it. Any creature passing through the haze takes 1d4 points of damage per two caster levels (maxi-mum 5d4), with no save allowed. If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze. Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area. Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save).

    A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds. This spell does not function underwater.

    Dispel Water

    Abjuration
    Spell Level 5
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target or Area: See text
    Duration: Instantaneous
    Saving Throw: See text
    Spell Resistance: See text

    You call on the power of the waste to counter and dismiss water creatures, spells, and effects. However, dispel water cannot counter an instantaneous spell or effect.

    You choose to use dispel water in one of three ways: to dry up a body of water, to counter a water-based spell or effect, or to dismiss an extraplanar creature of the water subtype.

    Dry Up Water: This effect instantly destroys 200 cubic feet of water per level. Remaining water rushes in to fill the void. Cast in a large body of water, such as an ocean, the destruction of 1,000 or more cubic feet of water produces a strong current that pulls boats and creatures down. Creatures caught in the current must make a DC 20 Swim check to avoid going under. A creature that fails the Swim check is pulled down to a depth of 10 feet per caster level and must hold its breath or begin to drown (see page 304 of the Dungeon Master’s Guide). The current might capsize vessels: The chance is 95% for a craft shorter than 20 feet long, 50% for one from 20 to 60 feet long, and 20% for one over 60 feet long.

    Counterspell: Used in this way, dispel water targets a spellcaster and is cast as a counterspell (see page 170 of the Player’s Handbook). It only counters spells and spell-like abilities that have the water descriptor, or appear on the Water domain spell list, or clearly involve water (such as create food and water, sleet storm, and wall of ice). To successfully counter the other spell, you must make a dispel check (1d20 + your caster level, maximum +20) against a DC equal to 11 + the spell’s caster level.

    Dismiss Water Creature: Cast in this way, dispel water targets a single extraplanar creature of the water subtype within range. The creature can negate the effect with a successful Will save (and its spell resistance, if any, applies). If it fails to save or resist the spell, the creature is forced back to its home plane.

    Damage Reduction

    Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Immunities (Ex)

    All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.

    Spell Resistance (Ex)

    As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.

    Keen Senses (Ex)

    A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

    Kaprelan neighbors

    Catfolk Tribe

    Total population of 45 Catfolk. Gold piece limit is 40 gp. The total amount of available coinage, or the total value of any given item of equipment for sale at any given time, is 90 gp.

      Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6 Lv 7
    Bard 2 1          
    Cleric 1            
    Fighter 1            
    Rogue 1            
    Spellthief 1            
    Expert 1 2     1    
    Warrior 1 2   1      
    Commoner 27   2       1
    Skill Highest Bonus
    Appraise 10
    Bluff 10
    Climb 9
    Concentration 5
    Craft (bowyer) 14
    Craft (armorsmith) 10
    Craft (leatherworking) 10
    Craft (woodworking) 7
    Craft (basketweaving) 7
    Craft (trapmaking) 5
    Decipher Script 10
    Diplomacy 12
    Disable Device 5
    Escape Artist 9
    Handle Animal 8
    Heal 8
    Hide 10
    Intimidate 10
    Jump 7
    Knowledge (arcana) 8
    Knowledge (architecture) 5
    Knowledge (dungeoneering) 5
    Knowledge (geography) 8
    Knowledge (history) 8
    Knowledge (local) 8
    Knowledge (nature) 10
    Knowledge (nobility) 6
    Knowledge (religion) 8
    Knowledge (the planes) 6
    Listen 11
    Move Silently 11
    Open Lock 9
    Perform (dance) 10
    Perform (wind instruments) 10
    Ride 4
    Search 5
    Sense Motive 11
    Spellcraft 7
    Spot 4
    Survival 9
    Swim 8
    Use Magic Device 7
    Use Rope 7

    • +4 Dexterity, +2 Charisma.• A catfolk’s base land speed is 40 feet.
    • Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Racial Skills: Catfolk have a +2 racial bonus on Listen and Move Silently checks.
    • +1 natural armor bonus.
    • Automatic Languages: Common, Feline. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan.
    • Favored Class: Ranger.
    • Level adjustment +1.

    Size/Type: Medium Humanoid (Catfolk) Commoner 7
    Hit Dice: 7d4 (17 hp)
    Initiative: +2
    Speed: 40'
    Armor Class: 13 (+2 dex, +1 natural), flat-footed 11, touch 12
    Base Attack/Grapple: +3/+5
    Attack: Unarmed +5 (1d4+2)
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 14, Dex 15, Con 11, Int 12, Wis 10, Cha 14
    Skills: Craft (bowyer) +14, Survival +7, Diplomacy +4, Move Silently +4, Heal +2, Listen +2, Sense Motive +2
    Feats: Skill Focus (craft bowyer), Self-Sufficient, Negotiator
    Alignment: TN
    Languages: Feline, Common, Sylvan

    Size/Type: Medium Humanoid (Catfolk) Expert 5 (diplomat)
    Hit Dice: 5d6 +5 (22hp)
    Initiative: +1
    Speed: 40'
    Armor Class: 12 (+1 dex, +1 natural), flat-footed 11, touch 11
    Base Attack/Grapple: +3/+3
    Attack: Unarmed +3 (1d4)
    Saves: Fort +2, Ref +2, Will +5
    Abilities: Str 11, Dex 12, Con 12, Int 15, Wis 13, Cha 14
    Skills: Appraise +10, Diplomacy +12, Hide +3, Knowledge (nature) +10, Listen +11, Move Silently +5, Perform (dance) +10, Sense Motive +11, Survival +9, Swim +8
    Feats: Negotiator, Stealthy
    Alignment: LN
    Languages: Feline, Common, Sylvan, Halfling

    Size/Type: Medium Humanoid (Catfolk) Warrior 4
    Hit Dice: 4d8 +4 (22 hp)
    Initiative: +5
    Speed: 40'
    Armor Class: 18 (+5 dex, +1 natural, +2 masterwork leather), flat-footed 13, touch 15
    Base Attack/Grapple: +4/+5
    Attack: Masterwork composite (+2) shortbow +10 ranged (1d6+2/x3, 105' range)
    Saves: Fort +5, Ref +6, Will +1
    Abilities: Str 15, Dex 20, Con 13, Int 11, Wis 10, Cha 16
    Skills: Climb +9, Intimidate +10, Listen +2, Move Silently +7
    Feats: Point Blank Shot, Far Shot
    Alignment:
    Languages: Feline, Common

    Size/Type: Medium Humanoid (Catfolk) Commoner 3
    Hit Dice: 3d4 (7hp)
    Initiative: +4
    Speed: 40'
    Armor Class: 15 (+4 dex, +1 natural), flat-footed 11, touch 14
    Base Attack/Grapple: +1/+3
    Attack: Unarmed  (1d4)
    Saves: Fort +1, Ref +4, Will +3
    Abilities: Str 14, Dex 19, Con 10, Int 12, Wis 15, Cha 16
    Skills: Craft (armorsmithing) +10, Craft (woodworking) +7, Heal +4, Listen +4, Move Silently +6, Survival +7
    Feats: Skill Focus (craft armor), Self-Sufficient
    Alignment:
    Languages: Feline, Common, Sylvan

    Size/Type: Medium Humanoid (Catfolk) Commoner 3
    Hit Dice: 3d4 (7hp)
    Initiative: +2
    Speed: 40'
    Armor Class: 13 (+2 dex, +1 natural), flat-footed 11, touch 12
    Base Attack/Grapple: +1/+2
    Attack: Unarmed  (1d4)
    Saves: Fprt +1, Ref +3, Will +1
    Abilities: Str 12, Dex 15, Con 10, Int 12, Wis 11, Cha 16
    Skills: Craft (leatherworking) +10, Craft (basketweaving) +7, Listen +2, Move Silently +4, Survival +5
    Feats: Skill Focus (craft leather), Self-Sufficient
    Alignment:
    Languages: Feline, Common, Halfling

    Size/Type: Medium Humanoid (Catfolk) Savage Bard 2
    Hit Dice: 2d6-2 (5hp)
    Initiative: +3
    Speed: 40'
    Armor Class: 16 (+3 dex, +1 natural, +2 masterwork leather), flat-footed 13, touch 13
    Base Attack/Grapple: +1/+2
    Attack: Masterwork composite (+1) shortbow +5 (1d6+1/x3, 70' range)
    Spells per Day: 3, 2
    Spells Known: Flare, Know Direction, Prestidigitation, Resistance, Summon Instrument; Calm Animals, Cause Fear
    Special Abilities: Bardic knowledge +1, bardic music 1/day: countersong, fascinate, inspire courage +1
    Special Qualities: Illiterate
    Saves: Fort +2, Ref +3, Will +3
    Abilities: Str 13, Dex 16, Con 9, Int 8, Wis 11, Cha 20
    Skills: Bluff +10, Concentration +4, Diplomacy +10, Hide +10, Listen +2, Move Silently +7, Perform (wind instruments) +10
    Feats: Stealthy
    Alignment: CN
    Languages: Feline, Common

    Size/Type: Medium Humanoid (Catfolk) Expert 2 (lorekeeper)
    Hit Dice: 2d6+4 (11hp)
    Initiative: +2
    Speed: 40'
    Armor Class: 13 (+2 dex, +1 natural), flat-footed 11, touch 12
    Base Attack/Grapple: +1/+2
    Attack: Unarmed +2 (1d4+1)
    Saves: Fort +2, Ref +2, Will +3
    Abilities: Str 13, Dex 14, Con 14, Int 16, Wis 11, Cha 13
    Skills: Appraise +10, Decipher Script +10, Knowledge (arcana) +8, Knowledge (architecture) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +6, Knowledge (religion) +8, Knowledge (the planes) +6, Listen +2, Move Silently +4
    Feats: Diligent
    Alignment:
    Languages: Feline, Common, Sylvan, Halfling, Draconic

    Size/Type: Medium Humanoid (Catfolk) Expert 2 (animal wrangler)
    Hit Dice: 2d6-2 (5hp)
    Initiative: +2
    Speed: 40'
    Armor Class: 15 (+2 dex, +1 natural, +2 masterwork leather armor), flat-footed 13, touch 12
    Base Attack/Grapple: +1/+2
    Attack: Unarmed +2 (1d4+1)
    Saves: Fort -1, Ref +2, Will +5
    Abilities: Str 12, Dex 14, Con 9, Int 15, Wis 14, Cha 12
    Skills: Bluff +6, Handle Animal +6, Hide +7, Intimidate+6, Knowledge (nature) +7, Listen +4, Move Silently +9, Survival +7, Use Rope +7
    Feats: Track
    Alignment:
    Languages: Feline, Common, Sylvan, Halfling

    Size/Type: Medium Humanoid (Catfolk) Warrior 2
    Hit Dice: 2d8 (9 hp)
    Initiative: +4
    Speed: 40'
    Armor Class: 17 (+4 dex, +1 natural, +2 masterwork leather armor), flat-footed 13, touch 14
    Base Attack/Grapple: +2/+4
    Attack: Masterwork composite (+2) shortbow +8 ranged (1d6+2/x3, 105' range)
    Saves: Fort +3, Ref +4, Will +3
    Abilities: Str 15, Dex 19, Con 10, Int 14, Wis 16, Cha 14
    Skills: Climb +7, Intimidate +7, Listen +4, Move Silently +7
    Feats: Point Blank Shot
    Alignment:
    Languages: Feline, Common, Sylvan, Halfling

    Size/Type: Medium Humanoid (Catfolk) Warrior 2
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +3
    Speed: 40'
    Armor Class: 16 (+3 dex, +1 natural, +2 masterwork leather armor), flat-footed 13, touch 13
    Base Attack/Grapple: +2/+4
    Attack: Masterwork composite (+2) shortbow +7 ranged (1d6+2/x3, 105' range)
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 14, Dex 17, Con 13, Int 14, Wis 14, Cha 14
    Skills: Climb +7, Intimidate +7, Listen +4, Move Silently +5
    Feats: Point Blank Shot
    Alignment:
    Languages: Feline, Common, Sylvan, Halfling

    Size/Type: Medium Humanoid (Catfolk) Savage Bard 1
    Hit Dice: 1d6+1 (4hp)
    Initiative: +3
    Speed: 40'
    Armor Class: 16 (+3 dex, +1 natural, +2 masterwork leather armor), flat-footed 13, touch 13
    Base Attack/Grapple: +0/+1
    Attack: Masterwork composite (+1) shortbow +4 (1d6+1/x3, 70' range)
    Spells per Day: 2
    Spells Known: Flare, Know Direction, Prestidigitation, Resistance
    Special Abilities: Bardic knowledge +1, bardic music 1/day: countersong, fascinate, inspire courage +1
    Special Qualities: Illiterate
    Saves: Fort +3, Ref +3, Will +4
    Abilities: Str 13, Dex 17, Con 13, Int 11, Wis 12, Cha 18
    Skills: Bluff +8, Concentration +5, Diplomacy +8, Hide +9, Listen +3, Move Silently +11, Perform (wind instruments) +8
    Feats: Stealthy
    Alignment:
    Languages: Feline, Common

    Size/Type: Medium Humanoid (Catfolk) Savage Bard 1
    Hit Dice: 1d6+1 (4hp)
    Initiative: +2
    Speed: 40'
    Armor Class: 15 (+2 dex, +1 natural ,+2 masterwork leather armor), flat-footed 13, touch 12
    Base Attack/Grapple: +0/+0
    Attack: Masterwork shortbow +3 (1d6/x3, 70' range)
    Spells per Day: 2
    Spells Known: Flare, Know Direction, Prestidigitation, Resistance
    Special Abilities: Bardic knowledge +1, bardic music 1/day: countersong, fascinate, inspire courage +1
    Special Qualities: Illiterate
    Saves: Fort +3, Ref +2, Will +2
    Abilities: Str 10, Dex 14, Con 13, Int 13, Wis 11, Cha 19
    Skills: Bluff +8, Concentration +5, Diplomacy +8, Hide +8, Listen +2, Move Silently +10, Perform (wind instruments) +8, Spellcraft +5
    Feats: Stealthy
    Alignment:
    Languages: Feline, Common, Sylvan

    Size/Type: Medium Humanoid (Catfolk) Cleric of Obad-Hai 1
    Hit Dice: 1d8+1 (5hp)
    Initiative: +5
    Speed: 40'
    Armor Class: 17 (+5 dex, +1 natural, +2 masterwork leather armor), flat-footed 13, touch 15
    Base Attack/Grapple: +0/+2
    Attack: Masterwork light crossbow +5 (1d8/19-20)
    Spells per Day: 3; 2+1
    Typical Spells: Guidance x3; Bless x2, Entangle
    Special Abilities: Turn undead 3/day, speak with animals 1/day, rebuke plant creatures 3/day
    Saves: Fort +3, Ref +5, Will +6
    Abilities: Str 15, Dex 20, Con 13, Int 10, Wis 18, Cha 11
    Skills: Diplomacy +7, Heal +8, Listen +6, Move Silently +7
    Feats: Skill Focus (Diplomacy)
    Alignment: TN
    Languages: Feline, Common

    Size/Type: Medium Humanoid (Catfolk) Fighter 1
    Hit Dice: 1d10+2 (7hp)
    Initiative: +3
    Speed: 40'
    Armor Class: 16 (+3 dex, +1 natural, +2 masterwork leather armor), flat-footed 13, touch 13
    Base Attack/Grapple: +1/+4
    Attack: Masterwork composite (+3) shortbow +5 (1d6+3/x3, 105' range)
    Saves: Fort +4, Ref +3, Will +0
    Abilities: Str 17, Dex 17, Con 15, Int 14, Wis 10, Cha 17
    Skills: Climb +7, Intimidate +7, Jump +7, Listen +3, Move Silently +5, Swim +7
    Feats: Point Blank Shot, Far Shot
    Alignment:
    Languages: Feline, Common, Sylvan, Halfling

    Size/Type: Medium Humanoid (Catfolk) Wilderness Rogue 1
    Hit Dice: 1d6+1 (4hp)
    Initiative: +5
    Speed: 40'
    Armor Class: 18 (+5 dex, +1 natural, +2 masterwork leather armor), flat-footed 13, touch 15
    Base Attack/Grapple: +0/+2
    Attack: Masterwork composite (+2) shortbow +5 (1d6+2/x3, 70' range)
    Special abilities: Sneak attack +1d6, trapfinding
    Saves: Fort +1, Ref +7, Will +0
    Abilities: Str 15, Dex 21, Con 13, Int 13, Wis 11, Cha 15
    Skills: Climb +6, Craft (trapmaking) +5, Disable Device +5, Escape Artist +9, Hide +9, Listen +6, Move Silently +11, Search +5, Survival +4
    Feats: Point Blank Shot
    Alignment:
    Languages: Feline, Common, Halfling

    Size/Type: Medium Humanoid (Catfolk) Spellthief 1 (traded sneak attack for fighter feats)
    Hit Dice: 1d6 (3hp)
    Initiative: +5
    Speed: 40'
    Armor Class: +18 (+5 dex, +1 natural, +2 masterwork leather armor), flat-footed 13, touch 15
    Base Attack/Grapple: +0/+1
    Attack: Masterwork composite (+1) shortbow +5 (1d6+1/x3, 70' range)
    Special Abilities: Steal spell (0 or 1st), trapfinding 
    Saves: Fort +0, Ref +5, Will +2
    Abilities: Str 13, Dex 20, Con 11, Int 14, Wis 10, Cha 12
    Skills: Concentration +4, Decipher Script +5, Disable Device +5, Knowledge (arcana) +5, Listen +2, Move Silently +7, Open Lock +9, Spellcraft +7, Spot +4, Use Magic Device +7
    Feats: Dodge, Magical Aptitude
    Alignment:
    Languages: Feline, Common, Halfling, Draconic

     

    Utility Pages

    not actually glowfic info; for internal wiki use. (ok for other people to use but I reserve the right to change stuff around.)

    Utility Pages

    Oerth Statblock

    Size/Type:
    Hit Dice:
    Initiative:  
    Speed: 
    Armor Class:
    Base Attack/Grapple:
    Attack:
    Full Attack:
    Space/Reach:
    Special Attacks:
    Special Qualities:
    Spells per day:
    Spell DC:
    Saves:
    Abilities:
    Skills:
    Feats:
    Gear:
    Alignment:
    Languages:

    Oerth - general

    Oerth - general

    Sorcerer's Rhubarb

    A common sight in areas with high concentrations of natural magic, Sorcerer's Rhubarb uses its shielding leaves as protection against wild magic effects, granting the plant itself SR 5 and anyone standing in a square populated with Sorcerer's Rhubarb who recognizes it (which requires a DC 12 Knowledge (nature) check) +2 to Reflex saves vs. spells. If eaten, the distinctive whitish leaves disrupt an arcane spell-user's magic for 24 hours: the spellcaster in question must make a DC 8+spell level Fortitude save or lose any spell they try to cast. The arils hidden beneath the leaves in autumn, on the other hand, are a boon to such casters: a handful of the fruit, taken fresh from the plant and eaten while preparing spells (or meditating for the day, in the case of a spontaneous caster) allows them to prepare 1d6 of those spells (or 1d6 spell slots of specific levels) at +1 caster level.

    (Plant-cast Noble Rhubarb)

    Oerth: Ithoarirth's Domain

    Oerth: Ithoarirth's Domain

    Ithoarirth, Very Old White Dragon

    Size/Type: Huge Very Old Female White Dragon
    Hit Dice: 27d12+162 (337 hp)
    Initiative: +4 (+4 improved initiative)
    Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
    Armor Class: 34 (-2 size, +26 natural), touch 8, flat-footed 34
    Base Attack/Grapple: +27/+45
    Attack: Bite +37 melee (2d8+10) or tail slap +35 melee (3d6+15)
    Full Attack: Bite +37/+32/+27/+22 melee (2d8+10) and 2 claws +35 melee (2d6+5) and 2 wings +35 melee (1d8+5) and tail slap +35 melee (3d6+15)
    Space/Reach: 15 ft/10 ft (15 ft with bite)
    Special Attacks: Breath weapon (50' cone of cold, 9d6, Ref DC 29 half), crush (2d8+10), frightful presence (DC 25 negates), flyby attack, power attack
    Special Qualities: Immunity to cold, vulnerability to fire, icewalking, blindsense 60, darkvision 120, keen senses, DR 15/magic, SR 23
    Spells per day: 6, 7, 7, 4
    Spell DC: 12 + spell level, 14 + spell level for enchantments💫
    Spells Known:
        0: Daze💫, 6
        1: Charm Person💫, Power Word Pain💫, Shock and Awe💫, Whelm💫, Snowdrift
        2: Daze Monster💫, Entice Gift💫, Detect Thoughts
        3: Adoration of the Frightful💫, Suggestion💫
    Saves: Fort +21, Ref +15, Will +17
    Abilities: Str 31, Dex 10, Con 23, Int 14, Wis 15, Cha 14
    Skills: Listen +32, Search +32, Spot +32, Move Silently +30, Concentration +21, Use Magic Device +20 (+22 scrolls), Diplomacy +17, Knowledge (arcana) +17, Sense Motive +17, Spellcraft +17 (+19 scrolls), Hide +10
    Feats: Craft Skull Talisman, Craft Wondrous Item, Flyby Attack, Greater Spell Focus (enchantment), Improved Initiative, Improved Natural Attack (tail), Multiattack, Skill Focus (spellcraft), Power Attack, Spell Focus (enchantment)
    Gear:
    Alignment: CE
    Languages: Draconic, Common, Orc

    Breath Weapon (Su)

    Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + ½ dragon’s HD + dragon’s Con modifier.

    Ithoarirth's breath weapon is a 50' cone of cold that deals 9d6 damage with a save DC of 29.

    Frightful Presence (Ex)

    A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

    Ithoarirth's frightful presence works within 270' and has a DC of 25.

    Spells

    Ithoarirth knows and casts arcane spells as a 7th-level sorcerer.

    Damage Reduction

    Ithoarirth has damage reduction 15/magic. Her natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Immunities (Ex)

    Ithoarirth has immunity to sleep, paralysis, and cold effects, and is vulnerable to fire.

    Spell Resistance (Ex)

    Ithoarirth has spell resistance 23.

    Blindsense (Ex)

    Ithoarirth can pinpoint the locations of creatures within a distance of 60 feet. Opponents she can’t actually see still have total concealment against her.

    Keen Senses (Ex)

    Ithoarirth sees four times as well as a human in shadowy illumination and twice as well in normal light. She also has darkvision out to 120 feet.

    Icewalking (Ex)

    This ability works like the spider climb spell, but the surfaces Ithoarirth climbs must be icy. It is always in effect.

    Freezing Fog (Sp)

    Ithoarirth can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. Ithoarirth is immune to the grease effect because of her  icewalking ability. This ability is the equivalent of a 5th-level spell.

    Spell-Like Abilities

    3/day—fog cloud, gust of wind; caster level 9, save DC 12 + spell level

    Oerth: Ithoarirth's Domain

    Nembit the Vicious

    Size/Type: Small Humanoid (Kobold, dragonblood) Battle Sorcerer 5/Dragonheart Mage 5
    Hit Dice: 5d8 + 5d6 + 10 (50 hp)
    Initiative: +2 (+2 dex)
    Speed: 30'
    Armor Class: 17 (+2 dex, +1 small, +1 natural, +3 leather), touch 13, flat-footed 15
    Base Attack/Grapple: +5/-1
    Attack: Spell +7 ranged (per spell) or mwk heavy pick +4 melee (1d4-2/x4)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, draconic breath, draconic flight, draconic presence, draconic vigor, skull talisman of Cure Moderate (2d8+3), capsule retainer potion of Invisibility, vial of fareye oil
    Special Qualities: Darkvision 60, draconic heritage, draconic legacy, draconic power, ring of feather falling, boots of the winterlands
    Spells per day: 5, 7, 6, 6, 4
    Spell DC: 14 + spell level; 15 + spell level for cold spells
    Spells Known:
        0: Ray of Frost❄, Dancing Lights, Daze, Detect Magic, Message, Open/close, Touch of Fatigue
        1: Ice Dagger❄, Lesser Orb of Cold❄, Lesser Shivering Touch❄, Path of Frost❄, Obscuring Mist
        2: Heat Leech❄, Ice Darts❄, Magic of the Dragonheart
        3: Arctic Haze❄, Hailstones❄, Sleet Storm
        4: Orb of Cold❄, Wall of Ice
    Casting benefits: heal hp=spell level; fly for remainder of turn speed=10' x spell level; opponents shaken for rounds=spell level (DC 12 + spell level Will save negates for 24h)
    Saves: Fort +6, Ref +6, Will +7
        +13/+13/+14 vs. magical sleep, paralysis, and cold
        +15/+15/+16 vs. magical sleep, paralysis, and cold with Magic of the Dragonheart
    Abilities: Str 6, Dex 14, Con 12, Int 14, Wis 8, Cha 16 (18)
    Skills: Concentration +14, Craft (trapmaking) +4, Hide +14, Intimidate +12, Knowledge (arcana) +15, Move Silently +12. Profession (miner) +1, Search +4, Spot +6 (+8 w/familiar), Listen +1 (+3 w/familiar)
    Feats: Draconic Arcane Grace, Draconic Breath (b), Draconic Flight, Draconic Heritage, Draconic Legacy, Draconic Power, Draconic Presence
    Gear: +1 studded leather armor of silent moves, mwk heavy pick, cloak of charisma +2, boots of the winterlands, memento magica (1st), ring of feather falling, skull talisman of cure moderate wounds (2d8+3), capsule retainer w/potion of invisibility, vial of fareye oil
    Alignment: NE
    Languages: Common, Undercommon, Draconic, Orc

    Draconic Vigor

    Whenever you cast an arcane spell, you heal a number of points of damage equal to the spell's level.

    Draconic Breath (white)

    As a standard action, you can convert an arcane spell slot into a breath weapon. The breath weapon is a 30-foot cone of cold that deals 2d6 points of damage per level of the spell slot you expended to create the effect. Any creature in the area can make a Reflex save (DC 10 + level of the spell used + your Cha modifier) for half damage. This is a supernatural ability.

    Draconic Flight

    After you cast an arcane spell with a casting time of 1 standard action, you gain a fly speed equal to 10 feet per level of the spell you just cast for the remainder of your turn.

    Draconic Heritage (white)

    You gain the dragonblood subtype. Hide is a sorcerer class skill for you. You gain a bonus equal to the number of draconic feats you have on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with the cold descriptor.

    Draconic Legacy (white)

    Add obscuring mist, sleet storm, and wall of ice to your list of spells known. Each spell is added at the spell level where a spellcaster normally gains it.

    Draconoic Power (white)

    Your caster level increases by one, and you add 1 to the save DC of all arcane spells with the cold descriptor.

    Draconic Presence

    Whenever you cast an arcane spell, opponents within 10 feet of and with fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast. A Will save (DC 10 + level of the spell cast + your Cha modifier) negates the effect. A successful save indicates that the opponent is immune to your draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons.

    Drakken Lemming Familiar

    Size/Type: Tiny Magical Beast
    Hit Dice: 5 hd (25 hp)
    Initiative: +2
    Speed: 15 ft, climb 15 ft, swim 15 ft
    Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15
    Base Attack/Grapple: +5/-7
    Attack: Bite +9 melee (1d3-4)
    Space/Reach: 2.5 ft./0 ft.
    Special Attacks: -
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +4, Will +9 (5,2,8)
    Abilities: Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2
    Skills: Balance +10, Concentration +13, Climb +12, Hide +16, Intimidate +4, Knowledge (arcana) +12, Move Silently +13, Spot +6, Swim +10
    Feats: Stealthy, Weapon Finesse (b)

    Lemmings have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A lemming can always choose to take 10 on Climb checks, even if rushed or threatened. A lemming uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A lemming has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Alertness (Ex)

    While a familiar is within arm’s reach, the master gains the Alertness feat.

    Improved Evasion (Ex)

    When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Share Spells

    At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

    If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.

    A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

    The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

    Because of this empathic link, the master has the same connection to an item or place that his familiar does.

    Breath weapon

    A drakken familiar gains a breath weapon: a 15' cone of cold, 1d6+10 damage, Ref DC 12 halves, 1 hour cooldown. This replaces the standard familiar's ability to deliver touch spells.

    Speak with Master (Ex)

    If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

    Oerth: Ithoarirth's Domain

    Glowing Torch Orc Tribe

    The Glowing Torch tribe consists of 38 adult arctic orcs and 16 children living in a protected, pine-forested river valley herding branta, a horse-like magical beast. While many of its members are individually evil, the tribe as a whole are followers of Vatun, a lost chaotic neutral god of barbarians, arctic beasts, personal strength, and flames in snow; Vatun's gentler philosophy makes it unusually safe to approach them.

    The Glowing Torch tribe makes its living from its herd, raising them as food, steeds, and materials; the tribe has several leatherworkers including two capable of making masterwork goods. These are brought market at nearby tribes by Shif the Glorious, their trader. They also occasionally rear other wildlife, if they manage to catch it; with assistance and good tools, their lead herder Ghiveng The Crafty can beat DC 30 when taking 10 on a Handle Animal check, rearing animals with up to 15 HD and magical beasts with up to 10. These creatures are usually sold on, rather than the tribe using their resources to support them.

    Barbarians of the Glowing Torch tribe follow the branta totem, which gives the following adjustments to the standard barbarian class:

      Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6
    Barbarian (branta totem)   4
    Ghundokk the Cruel
    Dhul Kill Crusher
    Aawnko Beast Squasher
    Droboll the Brutal
    2
    Matroll Bone Cleaver
    Grahrok Fang Butcher
      1
    Kathoz the Proud
     
    Druid 2
    Gievik the Cold
    Rhag the Fearless
      1
    Ninko Storm-shatterer
         
    Sorcerer (battle) 1
    Mabzoll the Colossal
             
    Expert 1
    Shugof the Whisper
      2
    Gih Skincrafter
    Doddukk Brightblade
        1
    Shif the Glorious
    Warrior 1
    Bhyewge The Dark
    2
    Mun the Bloody
    Ansik The Vicious
      1
    Vang One-Tusk
       
    Commoner 16   2
    Iwgye
    Nangakk
        1
    Ghiveng The Crafty
    Skill Highest Bonus
    Appraise 8
    Climb 8
    Craft (armorsmithing) 11
    Craft (basketweaving) 7
    Craft (brewing) 8
    Craft (fibercrafting) 8
    Craft (leatherworking) 11
    Craft (trapmaking) 8
    Craft (weaponsmithing) 10
    Craft (woodworking) 7
    Diplomacy 15
    Escape Artist 6
    Handle Animal 15
    Heal 8
    Hide 8
    Intimidate 7
    Knowledge (nature) 8
    Knowledge (all other) 3 (untrained)
    Listen 7
    Move Silently 8
    Open Lock 6
    Ride 10 (12 branta)
    Search 7
    Sense Motive 13
    Spot 4
    Survival 14
    Use Rope 8
    Branta
    Large Magical Beast (Cold)
    Hit Dice: 3d10+9 (25 hp)
    Initiative: +2
    Speed: 50 ft. (10 squares)
    Armor Class: 14 (–1 size, +2 Dex, +3 natural)
    Base Attack/Grapple: +3/+11
    Attack: Gore +6 melee (1d8+4)
    Full Attack: Gore +6 melee (1d8+4) and 2 hooves +1 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, toss
    Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent, surefooted, vulnerability to fire
    Saves: Fort +6, Ref +5, Will +2
    Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 12, Cha 6
    Skills: Balance +2 (+6 on ice or snow), Jump +14, Listen +5, Spot +5
    Feats: Alertness, Run
    Environment: Cold forests
    Organization: Solitary, pair, or hala (3–8)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral
    Advancement: 4–6 HD (Large)

    Improved Grab (Ex): To use this ability, the branta must hit a Medium or smaller foe with a gore attack. If it gets a hold, it tosses its opponent.

    Toss (Ex): Brantas vigorously shake any creature caught in their horns and fling it in a random direction. Resolve the toss as a bull rush maneuver (+8 check modifier), except that there is no attack of opportunity, since the branta has already grabbed itsfoe when it tries to toss the victim. The branta does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the branta’s Strength check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

    Scent (Ex): A branta can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

    Surefooted (Ex): Brantas ignore all movement penalties associated with snow on the ground. They also receive a +4 racial bonus on Balance checks when walking on ice or snow.
    Kathoz The Proud
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 5 (F)
    Hit Dice: 5d12+10 (42 hp)
    Initiative: +0
    Speed: 40'
    Armor Class: 13 (+3 hide), touch 10, flat-footed 13
    Base Attack/Grapple: +5/+10
    Attack: Greataxe +10 melee (1d12+7/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 2/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +6, Ref +1, Will +0
        Fort +12 vs. cold weather
        immune to cold above 0F
    Abilities: Str 20, Dex 11, Con 14, Int 10, Wis 9, Cha 9
    Skills: Handle Animal +9 (+11 branta), Intimidate +7, Listen +7, Ride +10 (+12 branta)
    Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Cold Endurance (b), Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: TN
    Languages: Orc, Common
    Raging
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 5
    Hit Dice: 5d12+20 (52 hp)
    Initiative: +0
    Speed: 40'
    Armor Class: 11 (+3 hide, -2 rage), touch 8, flat-footed 11
    Base Attack/Grapple: +5/+12
    Attack: Greataxe +12 melee (1d12+10/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 2/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +8, Ref +1, Will +2
       Fort +14 vs. cold weather
        immune to cold above 0F
    Abilities: Str 24, Dex 11, Con 18, Int 10, Wis 9, Cha 9
    Skills: Handle Animal +9 (+11 branta), Intimidate +7, Listen +7, Ride +10 (+12 branta)
    Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Cold Endurance (b), Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: TN
    Languages: Orc, Common
    Fatigued
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 5
    Hit Dice: 5d12+10 (42 hp)
    Initiative: -1
    Speed: 40'
    Armor Class: 12 (-1 dex, +3 hide), touch 9, flat-footed 12
    Base Attack/Grapple: +5/+9
    Attack: Greataxe +9 melee (1d12+6/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 2/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +6, Ref +0, Will +0
       Fort +12 vs. cold weather
        immune to cold above 0F
    Abilities: Str 18, Dex 9, Con 14, Int 10, Wis 9, Cha 9
    Skills: Handle Animal +9 (+11 branta), Intimidate +7, Listen +7, Ride +9 (+11 branta)
    Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Cold Endurance (b), Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: TN
    Languages: Orc, Common
    Matroll Bone Cleaver
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 3 (M)
    Hit Dice: 3d12+9 (28 hp)
    Initiative: +0
    Speed: 40'
    Armor Class: 13 (+3 hide), touch 10, flat-footed 13
    Base Attack/Grapple: +3/+6
    Attack: Greataxe +6 melee (1d12+4/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 8 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +6, Ref +1, Will +1
        Fort +10 vs. cold weather
    Abilities: Str 16, Dex 11, Con 16, Int 7, Wis 11, Cha 9
    Skills: Handle Animal +7 (+9 branta), Ride +10 (+12 branta)
    Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc
    Raging
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 3
    Hit Dice: 3d12+15 (34 hp)
    Initiative: +0
    Speed: 40'
    Armor Class: 11 (+3 hide, -2 rage), touch 8, flat-footed 11
    Base Attack/Grapple: +3/+8
    Attack: Greataxe +8 melee (1d12+7/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 8 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +8, Ref +1, Will +3
        Fort +12 vs. cold weather
    Abilities: Str 20, Dex 11, Con 20, Int 7, Wis 11, Cha 9
    Skills: Handle Animal +7 (+9 branta), Ride +10 (+12 branta)
    Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc
    Fatigued
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 3
    Hit Dice: 3d12+9 (28 hp)
    Initiative: -1
    Speed: 40'
    Armor Class: 12 (-1 dex, +3 hide), touch 9, flat-footed 12
    Base Attack/Grapple: +3/+5
    Attack: Greataxe +5 melee (1d12+3/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 8 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +6, Ref +0, Will +1
        Fort +10 vs. cold weather
    Abilities: Str 14, Dex 9, Con 16, Int 7, Wis 11, Cha 9
    Skills: Handle Animal +7 (+9 branta), Ride +9 (+11 branta)
    Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc
    Grahrok Fang Butcher
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 3 (M)
    Hit Dice: 3d12+6 (25 hp)
    Initiative: -1
    Speed: 40'
    Armor Class: 12 (-1 dex, +3 hide), touch 9, flat-footed 12
    Base Attack/Grapple: +3/+7
    Attack: Greataxe +7 melee (1d12+6/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +5, Ref +0, Will +1
       Fort +9 vs. cold weather
    Abilities: Str 18, Dex 9, Con 15, Int 10, Wis 10, Cha 9
    Skills: Handle Animal +7 (+9 branta), Listen +6, Ride +7 (+9 branta), Survival +6
    Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common
    Raging
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 3
    Hit Dice: 3d12+12 (31 hp)
    Initiative: -1
    Speed: 40'
    Armor Class: 10 (-1 dex, +3 hide, -2 rage), touch 7, flat-footed 10
    Base Attack/Grapple: +3/+9
    Attack: Greataxe +9 melee (1d12+9/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +7, Ref +0, Will +3
      Fort +11 vs. cold weather
    Abilities: Str 22, Dex 9, Con 19, Int 10, Wis 10, Cha 9
    Skills: Handle Animal +7 (+9 branta), Listen +6, Ride +7 (+9 branta), Survival +6
    Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common
    Fatigued
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 3
    Hit Dice: 3d12+6 (25 hp)
    Initiative: -2
    Speed: 40'
    Armor Class: 11 (-2 dex, +3 hide), touch 8, flat-footed 11
    Base Attack/Grapple: +3/+6
    Attack: Greataxe +6 melee (1d12+4/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +5, Ref +-1, Will +1
       Fort +9 vs. cold weather
    Abilities: Str 16, Dex 7, Con 15, Int 10, Wis 10, Cha 9
    Skills: Handle Animal +7 (+9 branta), Listen +6, Ride +6 (+8 branta), Survival +6
    Feats: Mounted Combat, Ride-By Attack, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common
    Ghundokk The Cruel
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2 (M)
    Hit Dice: 2d12+4 (17 hp)
    Initiative: +3
    Speed: 40'
    Armor Class: 16 (+3 dex, +3 hide), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+7
    Attack: Greataxe +7 melee (1d12+7/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +5, Ref +3, Will +0
       Fort +9 vs. cold weather
    Abilities: Str 20, Dex 16, Con 15, Int 11, Wis 11, Cha 12
    Skills: Handle Animal +8, Intimidate +6, Listen +5, Ride +10
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: CE
    Languages: Orc, Common
    Raging
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2
    Hit Dice: 2d12+8 (21 hp)
    Initiative: +3
    Speed: 40'
    Armor Class: 14 (+3 dex, +3 hide, -2 rage), touch 11, flat-footed 11
    Base Attack/Grapple: +2/+9
    Attack: Greataxe +9 melee (1d12+10/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +7, Ref +3, Will +2
       Fort +11 vs. cold weather
    Abilities: Str 24, Dex 16, Con 19, Int 11, Wis 11, Cha 12
    Skills: Handle Animal +8, Intimidate +6, Listen +5, Ride +10
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: CE
    Languages: Orc, Common
    Fatigued
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2
    Hit Dice: 2d12+4 (17 hp)
    Initiative: +2
    Speed: 40'
    Armor Class: 15 (+2 dex, +3 hide), touch 12, flat-footed 13
    Base Attack/Grapple: +2/+6
    Attack: Greataxe +6 melee (1d12+6/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +5, Ref +2, Will +0
       Fort +9 vs. cold weather
    Abilities: Str 18, Dex 14, Con 15, Int 11, Wis 11, Cha 12
    Skills: Handle Animal +8, Intimidate +6, Listen +5, Ride +9
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: CE
    Languages: Orc, Common
    Dhul Kill Crusher
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2 (M)
    Hit Dice: 2d12+4 (17 hp)
    Initiative: +2
    Speed: 40'
    Armor Class: 15 (+2 dex, +3 hide), touch 12, flat-footed 13
    Base Attack/Grapple: +2/+4
    Attack: Greataxe +4 melee (1d12+3/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +5, Ref +2, Will +0
       Fort +9 vs. cold weather
    Abilities: Str 15, Dex 14, Con 14, Int 10, Wis 11, Cha 8
    Skills: Handle Animal +6, Listen +5, Ride +9, Survival +5
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common
    Raging
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2
    Hit Dice: 2d12+8 (21 hp)
    Initiative: +2
    Speed: 40'
    Armor Class: 13 (+2 dex, +3 hide, -2 rage), touch 10, flat-footed 11
    Base Attack/Grapple: +2/+6
    Attack: Greataxe +6 melee (1d12+6/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +7, Ref +2, Will +2
       Fort +11 vs. cold weather
    Abilities: Str 19, Dex 14, Con 18, Int 10, Wis 11, Cha 8
    Skills: Handle Animal +6, Listen +5, Ride +9, Survival +5
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common
    Fatigued
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2
    Hit Dice: 2d12+4 (17 hp)
    Initiative: +1
    Speed: 40'
    Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13
    Base Attack/Grapple: +2/+3
    Attack: Greataxe +3 melee (1d12+1/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +5, Ref +1, Will +0
       Fort +9 vs. cold weather
    Abilities: Str 13, Dex 12, Con 14, Int 10, Wis 11, Cha 8
    Skills: Handle Animal +6, Listen +5, Ride +8, Survival +5
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common
    Aawnko Beast Squasher
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2 (F)
    Hit Dice: 2d12+2 (15 hp)
    Initiative: +1
    Speed: 40'
    Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13
    Base Attack/Grapple: +2/+7
    Attack: Greataxe +7 melee (1d12+7/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 6 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +4, Ref +1, Will -2
       Fort +8 vs. cold weather
    Abilities: Str 20, Dex 13, Con 12, Int 12, Wis 7, Cha 14
    Skills: Handle Animal +9, Intimiate +7, Listen +3, Ride +8, Survival +3
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common, Undercommon
    Raging
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2
    Hit Dice: 2d12+6 (19 hp)
    Initiative: +1
    Speed: 40'
    Armor Class: 12 (+1 dex, +3 hide, -2 rage), touch 9, flat-footed 11
    Base Attack/Grapple: +2/+9
    Attack: Greataxe +9 melee (1d12+10/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 6 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +6, Ref +1, Will +0
       Fort +10 vs. cold weather
    Abilities: Str 24, Dex 13, Con 16, Int 12, Wis 7, Cha 14
    Skills: Handle Animal +9, Intimiate +7, Listen +3, Ride +8, Survival +3
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common, Undercommon
    Fatigued
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2
    Hit Dice: 2d12+2 (15 hp)
    Initiative: +0
    Speed: 40'
    Armor Class: 13 (+3 hide), touch 10, flat-footed 13
    Base Attack/Grapple: +2/+6
    Attack: Greataxe +6 melee (1d12+6/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 6 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +4, Ref +0, Will -2
       Fort +8 vs. cold weather
    Abilities: Str 18, Dex 11, Con 12, Int 12, Wis 7, Cha 14
    Skills: Handle Animal +9, Intimiate +7, Listen +3, Ride +7, Survival +3
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc, Common, Undercommon
    Droboll The Brutal
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2 (M)
    Hit Dice: 2d12+4 (17 hp)
    Initiative: +0
    Speed: 40'
    Armor Class: 13 (+3 hide), touch 10, flat-footed 13
    Base Attack/Grapple: +2/+5
    Attack: Greataxe +5 melee (1d12+4/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +5, Ref +0, Will +0
       Fort +9 vs. cold weather
    Abilities: Str 17, Dex 10, Con 14, Int 10, Wis 10, Cha 12
    Skills: Handle Animal +8, Intimiate +6, Listen +5, Ride +7
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: CE
    Languages: Orc, Common
    Raging
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2
    Hit Dice: 2d12+8 (21 hp)
    Initiative: +0
    Speed: 40'
    Armor Class: 11 (+3 hide, -2 rage), touch 8, flat-footed 11
    Base Attack/Grapple: +2/+7
    Attack: Greataxe +7 melee (1d12+7/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +7, Ref +0, Will +2
       Fort +11 vs. cold weather
    Abilities: Str 21, Dex 10, Con 18, Int 10, Wis 10, Cha 12
    Skills: Handle Animal +8, Intimiate +6, Listen +5, Ride +7
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: CE
    Languages: Orc, Common
    Fatigued
    Size/Type: Medium Humanoid (Orc) Branta Barbarian 2
    Hit Dice: 2d12+4 (17 hp)
    Initiative: -1
    Speed: 40'
    Armor Class: 12 (-1 dex, +3 hide), touch 9, flat-footed 12
    Base Attack/Grapple: +2/+4
    Attack: Greataxe +4 melee (1d12+3/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Rage 1/day 7 rds
    Special Qualities: Low-light vision, cold resistance, fast movement, illiteracy
    Saves: Fort +5, Ref -1, Will +0
       Fort +9 vs. cold weather
    Abilities: Str 15, Dex 9, Con 14, Int 10, Wis 10, Cha 12
    Skills: Handle Animal +8, Intimiate +6, Listen +5, Ride +6
    Feats: Mounted Combat, Frozen Berserker (b)
    Gear: greataxe, mwk hide armor
    Alignment: CE
    Languages: Orc, Common
    Ninko Stormshatterer
    Size/Type: Medium Humanoid (Orc) Druid 3 (F)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: 13 (+3 hide), touch 10, flat-footed 13
    Base Attack/Grapple: +2/+3
    Attack: Club +3 melee (1d6+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, wild empathy (+4), companion link, share spells
    Special Qualities: Low-light vision, cold resistance, nature sense, animal companion (gyrfalcon), woodland stride, trackless step
    Spells per day: 4, 3, 2
    Spell DC: 11 + spell level
    Saves: Fort +5, Ref +1, Will +4
       Fort +9 vs. cold weather
    Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 12, Cha 11
    Skills: Handle Animal +8, Heal +3, Ride +8, Survival +16, Knowledge (nature) +10
    Feats: Skill Focus (Survival), Self-Sufficient
    Gear: club, mwk hide armor
    Alignment: CN
    Languages: Orc, Common, Druidic
    Size/Type: Tiny Animal (gyrfalcon companion)
    Hit Dice: 3d8 (13 hp)
    Initiative: +4
    Speed: 10', fly 60' (average)
    Armor Class: 20 (+2 size, +4 Dex, +4 natural), touch 16, flat-footed 18
    Base Attack/Grapple: +2/-8
    Attack: Talons +8 melee (1d4-2)
    Space/Reach: 2.5 ft/0 ft
    Special Attacks: Flyby attack
    Special Qualities: Low-light vision, evasion
    Saves: Fort +3, Ref +7, Will +3
    Abilities: Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6
    Skills: Listen +4 (+2 alertness +2 wis), Spot +18 (6 ranks +8 racial +2 alertness +2 wis)
    Feats: Alertness, Flyby Attack, Weapon Finesse (b)
    Alignment: TN
    Gievik The Cold
    Size/Type: Medium Humanoid (Orc) Druid 1 (M)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13
    Base Attack/Grapple: +0/+1
    Attack: Club +1 melee (1d6+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, wild empathy (+0)
    Special Qualities: Low-light vision, cold resistance, nature sense, animal companion (dog)
    Spells per day: 3, 1
    Spell DC: 10 + spell level
    Saves: Fort +3, Ref +1, Will +2
       Fort +7 vs. cold weather
    Abilities: Str 13, Dex 13, Con 13, Int 9, Wis 11, Cha 8
    Skills: Handle Animal +5, Ride +5, Survival +7
    Feats: Skill Focus (Survival)
    Gear: club, mwk hide armor
    Alignment: TN
    Languages: Orc, Druidic
    Size/Type: Small Animal (dog companion)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 40'
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-3
    Attack: Bite +2 melee (1d4+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, scent
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)
    Feats: Alertness, Track (b)
    Alignment: TN
    Rhag The Fearless
    Size/Type: Medium Humanoid (Orc) Druid 1 (M)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: 13 (+3 hide), touch 10, flat-footed 13
    Base Attack/Grapple: +0/+3
    Attack: Club +3 melee (1d6+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, wild empathy (+0)
    Special Qualities: Low-light vision, cold resistance, nature sense, animal companion (dog)
    Spells per day: 3, 2
    Spell DC: 11 + spell level
    Saves: Fort +3, Ref +0, Will +3
       Fort +7 vs. cold weather
    Abilities: Str 16, Dex 10, Con 13, Int 12, Wis 13, Cha 10
    Skills: Handle Animal +6, Heal +8, Ride +4, Survival +5
    Feats: Skill Focus (Heal)
    Gear: club, mwk hide armor
    Alignment: NE
    Languages: Orc, Common, Sylvan, Druidic
    Size/Type: Small Animal (dog companion)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 40'
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-3
    Attack: Bite +2 melee (1d4+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, scent
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)
    Feats: Alertness, Track (b)
    Alignment: TN
    Mabzoll The Colossal
    Size/Type: Medium Humanoid (Orc) Battle Sorcerer 1 (M)
    Hit Dice: 1d8 (4 hp)
    Initiative: -2
    Speed: 30'
    Armor Class: 11 (-2 dex, +3 studded leather), touch 8, flat-footed 11
    Base Attack/Grapple: +0/+4
    Attack: Sugliin +4 melee (2d8+6; 10' reach) (15 avg dmg)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells
    Special Qualities: Low-light vision, cold resistance
    Spells per day: 4, 2
    Spell DC: 12 + spell level
    Spells known:
        0: Resistance, Flare, Light, Daze
        1: Enlarge Person
    Saves: Fort +0, Ref -2, Will +2
       Fort +4 vs. cold weather
    Abilities: Str 18, Dex 7, Con 11, Int 6, Wis 10, Cha 14
    Skills: Intimidate +6, Handle Animal +4
    Feats: Exotic Weapon Proficiency (sugliin)
    Gear: greataxe, mwk studded leather armor
    Alignment: LN
    Languages: Orc
    Enlarged
    Size/Type: Large Humanoid (Orc) Battle Sorcerer 1
    Hit Dice: 1d8 (4 hp)
    Initiative: -3
    Speed: 30'
    Armor Class: 9 (-3 dex, -1 size, +3 studded leather), touch 6, flat-footed 9
    Base Attack/Grapple: +0/+9
    Attack: Sugliin +4 melee (3d8+7; 15-20' reach) (20 avg dmg)
    Space/Reach: 10 ft/10 ft
    Special Attacks: Spells
    Special Qualities: Low-light vision, cold resistance
    Spells per day: 4, 2
    Spell DC: 12 + spell level
    Spells known:
        0: Resistance, Flare, Light, Daze
        1: Enlarge Person
    Saves: Fort +0, Ref -3, Will +2
    Abilities: Str 20, Dex 5, Con 11, Int 6, Wis 10, Cha 14
    Skills: Intimidate +6 (+10 vs. med), Handle Animal +4
    Feats: Exotic Weapon Proficiency (sugliin)
    Gear: greataxe, mwk studded leather armor
    Alignment: LN
    Languages: Orc
    Vang One-Tusk
    Size/Type: Medium Humanoid (Orc) Warrior 4 (F)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13
    Base Attack/Grapple: +4/+7
    Attack: Greataxe +4 melee (1d12+4/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +5, Ref +2, Will +1
      Fort +9 vs. cold weather
    Abilities: Str 16, Dex 13, Con 13, Int 6, Wis 10, Cha 7
    Skills: Ride +8, Handle Animal +0
    Feats: Mounted Combat, Ride-By Attack
    Gear: greataxe, mwk hide armor
    Alignment: LE
    Languages: Orc
    Mun The Bloody
    Size/Type: Medium Humanoid (Orc) Warrior 2 (F)
    Hit Dice: 2d8 (9 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13
    Base Attack/Grapple: +2/+6
    Attack: Greataxe +6 melee (1d12+6/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +3, Ref +1, Will -1
       Fort +7 vs. cold weather
    Abilities: Str 18, Dex 12, Con 11, Int 9, Wis 8, Cha 14
    Skills: Ride +6, Handle Animal +4
    Feats: Mounted Combat
    Gear: greataxe, mwk hide armor
    Alignment: NE
    Languages: Orc
    Ansik The Vicious
    Size/Type: Medium Humanoid (Orc) Warrior 2 (M)
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: 14 (+1 dex, +3 hide), touch 11, flat-footed 13
    Base Attack/Grapple: +2/+6
    Attack: Greataxe +6 melee (1d12+6/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +5, Ref +1, Will +0
       Fort +9 vs. cold weather
    Abilities: Str 19, Dex 12, Con 13, Int 9, Wis 10, Cha 8
    Skills: Ride +6, Handle Animal +1
    Feats: Mounted Combat
    Gear: greataxe, mwk hide armor
    Alignment: CE
    Languages: Orc
    Bhyewge The Dark
    Size/Type: Medium Humanoid (Orc) Warrior 1 (NB/F)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: 13 (+3 hide), touch 10, flat-footed 13
    Base Attack/Grapple: +1/+4
    Attack: Greataxe +4 melee (1d12+4/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +3, Ref +0, Will -1
       Fort +7 vs. cold weather
    Abilities: Str 17, Dex 10, Con 13, Int 12, Wis 9, Cha 10
    Skills: Ride +4, Handle Animal +2
    Feats: Mounted Combat
    Gear: greataxe, mwk hide armor
    Alignment: LN
    Languages: Orc, Common, Undercommon
    Shugof the Whisper
    Size/Type: Medium Humanoid (Orc) Expert 1 (sneak) (F)
    Hit Dice: 1d6-1 (2 hp)
    Initiative: +2
    Speed: 30'
    Armor Class: 15 (+2 dex, +3 studded leather), touch 12, flat-footed 13
    Base Attack/Grapple: +0/+4
    Attack: Club +4 melee (1d6+4)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +0, Ref +1, Will +3
       Fort +4 vs. cold weather
    Abilities: Str 18, Dex 15, Con 9, Int 16, Wis 10, Cha 11
    Skills: Climb +8, Craft (trapmaking) +7, Escape Artist +6, Handle Animal +2, Hide +8, Listen +4, Move Silently +8, Open Lock +6, Search +7, Spot +4
    Feats: Stealthy
    Gear: club, mwk studded leather armor
    Alignment: CN
    Languages: Orc, Common, Undercommon, Draconic, Dwarven

    Shif The Glorious
    Size/Type: Medium Humanoid (Orc) Expert 6 (merchant) (F)
    Hit Dice: 6d6 (21 hp)
    Initiative: -1
    Speed: 30'
    Armor Class: 11 (-1 dex, +2 leather), touch 9, flat-footed 11
    Base Attack/Grapple: +4/+7
    Attack: Club +7 melee (1d6+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +2, Ref +1, Will +7
       Fort +6 vs. cold weather
    Abilities: Str 17, Dex 9, Con 10, Int 9, Wis 14, Cha 14
    Skills: Appraise +8, Diplomacy +15, Handle Animal +11, Initmidate +11, Ride +1, Sense Motive +13
    Feats: Negotiator
    Gear: club, mwk leather armor
    Alignment: CE
    Languages: Orc

    Doddukk Brightblade
    Size/Type: Medium Humanoid (Orc) Expert 3 (crafter) (M)
    Hit Dice: 3d6-3 (7 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: 12 (+2 leather armor), touch 10, flat-footed 12
    Base Attack/Grapple: +2/+5
    Attack: Club +5 melee (1d6+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +0, Ref +1, Will +3
       Fort +4 vs. cold weather
    Abilities: Str 16, Dex 11, Con 8, Int 13, Wis 11, Cha 10
    Skills: Craft (armorsmithing) +7, Craft (basketweaving) +7, Craft (brewing) +10, Craft (leatherworking) +7, Craft (weaponsmithing) +10, Craft (woodworking) +7, Handle Animal +8, Ride +2
    Feats: Skill Focus (leatherworking), Skill Focus (weaponsmithing)
    Gear: club, leather armor
    Alignment: CN
    Languages: Orc, Common, Undercommon

    Gih Skincrafter
    Size/Type: Medium Humanoid (Orc) Expert 3 (crafter) (F)
    Hit Dice: 3d6+3 (13 hp)
    Initiative: -1
    Speed: 30'
    Armor Class: 11 (-1 dex, +2 leather armor), touch 9, flat-footed 11
    Base Attack/Grapple: +2/+4
    Attack: Club +4 melee (1d6+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +2, Ref +1, Will +2
       Fort +6 vs. cold weather
    Abilities: Str 14, Dex 9, Con 13, Int 15, Wis 9, Cha 8
    Skills: Craft (armorsmithing) +11, Craft (brewing) +8, Craft (fibercrafting) +8, Craft (leatherworking) +11, Craft (trapmaking) +8,Craft (weaponsmithing) +8,  Handle Animal +7, Heal +5, Ride +1
    Feats: Skill Focus (armorsmithing), Skill Focus (leatherworking)
    Gear: club, leather armor
    Alignment: NE
    Languages: Orc, Common, Undercommon, Draconic

    Ghiveng The Crafty
    Size/Type: Medium Humanoid (Orc) Commoner 6 (rancher) (F)
    Hit Dice: 6d4-6 (9 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: 12 (+2 leather armor), touch 10, flat-footed 12
    Base Attack/Grapple: +3/+6
    Attack: Club +6 melee (1d6+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +1, Ref +2, Will +1
       Fort +5 vs. cold weather
    Abilities: Str 16, Dex 10, Con 8, Int 9, Wis 8, Cha 8
    Skills: Handle Animal +15, Listen +1, Ride +4, Spot +1
    Feats: Skill Focus (handle animal), Animal Affinity, Alertness
    Gear: club, mwk leather armor
    Alignment: NE
    Languages: Orc

    Nangakk
    Size/Type: Medium Humanoid (Orc) Commoner 3 (rancher) (M)
    Hit Dice: 3d4-3 (4 hp)
    Initiative: +2
    Speed: 30'
    Armor Class: 14 (+2 dex, +2 leather armor), touch 12, flat-footed 12
    Base Attack/Grapple: +1/+4
    Attack: Club +4 melee (1d6+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +0, Ref +3, Will +1
       Fort +4 vs. cold weather
    Abilities: Str 16, Dex 14, Con 8, Int 12, Wis 11, Cha 7
    Skills: Handle Animal +9, Listen +2, Ride +10, Spot +2, Use Rope +8
    Feats: Skill Focus (Handle Animal), Alertness
    Gear: club, leather armor
    Alignment: NG
    Languages: Orc, Common, Undercommon

    Iwgye
    Size/Type: Medium Humanoid (Orc) Commoner 3 (rancher) (F)
    Hit Dice: 3d4+3 (10 hp)
    Initiative: +3
    Speed: 30'
    Armor Class: 15 (+3 dex, +2 leather armor), touch 13, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Club +2 melee (1d6+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Low-light vision, cold resistance
    Saves: Fort +2, Ref +4, Will +1
       Fort +6 vs. cold weather
    Abilities: Str 13, Dex 16, Con 12, Int 9, Wis 10, Cha 9
    Skills: Handle Animal +10, Listen +2, Ride +5, Spot +2
    Feats: Skill Focus (Handle Animal), Alertness
    Gear: club, leather armor
    Alignment: NE
    Languages: Orc

    Oerth: Ithoarirth's Domain

    Silent Crow Goliath Tribe

    The Silent Crow tribe is a large goliath tribe, consisting of 49 adult goliaths, 18 adult neanderthals, about half as many children of each species, and two arctic half-orcs. The tribe is nomadic, roaming the mountains and hills around Ithoarirth's lair. It is generally friendly to outsiders, though it will quickly cool to anyone who isn't interested in taking part in the tribe's competitions.

    The Silent Crow tribe makes its living in the traditional goliath way, sending squads to hunt and gather during the day and socializing in the evening and keping goats (both regular and giant) for milk, hides, and emergency food. They also do a small amount of trading, acting as go-betweens for the local glacier dwarves and the orcs that they won't do business with directly.

    Several members of the Silent Crow tribe are blessed wereotters. The tribe makes a yearly visit to Nerirel Birchdreamer, an elven druid who lives in the forest below their more usual paths; Nerirel is friendly with the tribe for the last hundred and twenty years (several generations, for short-lived goliaths and neanderthals), ever since it helped her hunt down a gigantic snowcloak that was terrorizing the area. The tribe visits for about a week, sharing food and stories, and if she's impressed with tales of a tribe member's bravery or cleverness, she'll often offer them the wereotter blessing - though she only ever offers it to individuals of good alignments.

      Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6 Lv 7
    Bard 3 1 1        
    Cleric 2 1          
    Druid 1            
    Scout 4 2     1    
    Warrior 2            
    Expert 44   4 1   1 1
       
    Appraise 11
    Balance 9
    Bluff 7
    Climb 14
    Concentration 9
    Craft (armorsmithig) 12
    Craft (basketweaving) 9
    Craft (bonecarving) 8
    Craft (flintknapping) 7
    Craft (leatherworking) 6
    Craft (weaponsmithing) 9
    Craft (woodcarving) 6
    Diplomacy 13
    Disable Device 7
    Escape Artist 5
    Gather Information 11
    Handle Animal 11
    Heal 9
    Hide 9
    Jump 12
    Knowledge (arcana) 12
    Knowledge (geography) 9
    Knowledge (history) 12
    Knowledge (local) 12
    Knowledge (nature) 9
    Knowledge (religion) 12
    Listen 13
    Move Silently 10
    Perform (drumming) 8
    Perform (singing) 8
    Perform (wind instruments) 8
    Search 7
    Sense Motive 13
    Spot 14
    Survival 12
    Swim 14
    Use Rope 8

    Livestock

    Goat

    Size/Type: Medium Animal
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
    Base Attack/Grapple: +1/+3
    Attack: Headbutt +5 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low-light vision, scent
    Saves: Fort +6, Ref +5, Will +0
    Abilities: Str 14, Dex 15, Con 17, Int 2, Wis 11, Cha 6
    Skills: Balance +9, Climb +9, Jump +8
    Feats: Power Attack (b), Improved Bull Rush

    Skills: Goats have a +5 racial bonus to Balance, Climb, and Jump.

    Giant Goat

    Size/Type: Large Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
    Base Attack/Grapple: +2/+9
    Attack: Headbutt +5 melee (1d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low-light vision, scent
    Saves: Fort +6, Ref +4, Will +1
    Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
    Skills: Balance +10, Climb +9, Jump +9
    Feats: Power Attack (b), Improved Bull Rush, Knockback

    Skills: Giant goats have a +5 racial bonus to Balance, Climb, and Jump.

    Knockback: If a giant goat scores a hit while using the Power Attack feat, they can make a free bull rush attempt against the foe they hit, applying the number by which they reduced their attack roll as a bonus on the opposed Strength check (as well as on the damage they deal). Unlike standard bull rush attempts, knockback attempts don’t provoke attacks of opportunity, and the giant goat doesn’t move with the enemy they knock backward.

    Bards

    Murak Dawncaller
    Male Arctic Half-Orc Bard 3
    Size/Type: Medium Humanoid
    Hit Dice: 2d6+6 (13 hp)
    Initiative: +0
    Speed: 30'
    Armor Class:
    Base Attack/Grapple: +2/+5
    Attack: Spear +4 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, spells
    Special Qualities:Low-light vision, cold endurance, orc blood
    Spells per day: 3, 2
    Spells known:
        0: Daze, Ghost Sound, Know Direction, Message, Prestidigitation, Resistance
        1: Cure Light Wounds, Feather Fall, Remove Fear
    Saves: Fort +4, Ref +3, Will +3
    Abilities: Str 15, Dex 10, Con 17, Int 10, Wis 11, Cha 14
    Skills: Balance +6, Climb +8, Concentration +9, Diplomacy +13, Jump +8, Listen +6, Perform (drumming) +8, Perform (singing) +8
    Feats: Skill Focus (Diplomacy)
    Gear:
    Alignment: TN
    Languages: Common, Gol-Kaa
    Moakavomath Lamenter
    Male Goliath Bard 2
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 2d6+4 (11 hp)
    Initiative: -1
    Speed: 30'
    Armor Class: (-1 dex)
    Base Attack/Grapple: +1/+7
    Attack: Large spear +3 melee (2d6+3/x3) or large spear +0 ranged (2d6+2/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, spells
    Special Qualities: Powerful build, mountain movement, acclimated
    Spells per Day: 3, 1
    Spells Known:
        0: 5
        1: 2
    Saves: Fort +2, Ref +2, Will +4
    Abilities: Str 15, Dex 8 (-1), Con 14, Int 11, Wis 13, Cha 17
    Skills: Balance +4, Climb +7, Jump +7, Listen +6, Perform +8 (singing), Perform +8 (wind instruments), Sense Motive +3
    Feats: Lingering Song
    Gear: Bagpipes
    Alignment: NE
    Languages: Common, Gol-Kaa
    Aithak Dawncaller
    Female Goliath Savage Bard 1
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d6+2 (5 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: (+0 dex)
    Base Attack/Grapple: +0/+9
    Attack: Large spear +6 melee (2d6+7/x3) or large spear +1 ranged (2d6+5/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
    Special Qualities: Powerful build, mountain movement, acclimated, illiteracy
    Spells per Day: 2
    Spells Known: 4
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 20, Dex 11, Con 14, Int 15, Wis 7 (-2), Cha 16
    Skills: Appraise +6, Balance +4, Climb +9, Concentration +6, Diplomacy +7, Jump +9, Listen +4, Perform (singing) +7, Spot +0
    Feats: Alertness
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc
    Ukanun Dawncaller
    Male Goliath Bard 1
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+6 (18 hp)
    Initiative: -1
    Speed: 30'
    Armor Class: (-1 dex, +3 natural)
    Base Attack/Grapple: +1/+5
    Attack: Large spear +1 melee (2d6/x3) or large spear +0 ranged (2d6/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy
    Special Qualities: Powerful build, mountain movement, acclimated, illiteracy, hold breath, alternate form, low-light vision, scent
    Spells per day: 2
    Spells known: Dancing Lights, Flare, Know Direction, Resistance
    Saves: Fort +7, Ref +2, Will +7
    Abilities: Str 11, Dex 9, Con 15, Int 10, Wis 14, Cha 16
    Skills: Balance +3, Climb +4, Concentration +6, Jump +4, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +6
    Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+6 (18 hp)
    Initiative: +1
    Speed: 30', swim 20'
    Armor Class: (+1 dex, +5 natural)
    Base Attack/Grapple: +1/+6
    Attack: Large spear +2 melee (2d6+1/x3) and claw +2 melee (1d6+1) and bite -3 melee (1d8+1) or 2 claws +2 melee (1d6+1) and bite -3 melee (1d8+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy
    Special Qualities: Powerful build, mountain movement, acclimated, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Spells per day: 2 (no v components)
    Spells known: Dancing Lights, Flare, Know Direction, Resistance
    Saves: Fort +7, Ref +2, Will +7
    Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 16
    Skills: Balance +5, Climb +5, Concentration +6, Jump +5, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +7
    Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+6 (18 hp)
    Initiative: +1
    Speed: 30', swim 30'
    Armor Class: (+1 dex, +5 natural)
    Base Attack/Grapple: +1/+2
    Attack: Bite +2 melee (1d3+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, otter empathy
    Special Qualities: Mountain movement, acclimated, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Spells per day: 2 (no v/s/m components)
    Spells known: Dancing Lights, Flare, Know Direction, Resistance
    Saves: Fort +7, Ref +2, Will +7
    Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 16
    Skills: Balance +5, Climb +5, Concentration +6, Jump +5, Listen +4, Perform (singing) +7, Sense Motive +8, Spot +6, Survival +6, Swim +7
    Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Tazill Dawncaller
    Male Neanderthal Bard 1
    Size/Type: Medium Humanoid
    Hit Dice: 1d6 (3 hp)
    Initiative: -3
    Speed: 30'
    Armor Class: (-3 dex)
    Base Attack/Grapple: +0/+2
    Attack: Spear +3 melee (1d8+3/x3) or spear -3 ranged (1d8+2/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
    Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy
    Spells per day: 2
    Spells known: Ghost Sound, Light, Lullaby, Mage Hand
    Saves: Fort +0, Ref -1, Will +0
    Abilities: Str 14, Dex 5 (-4), Con 11, Int 12, Wis 7 (-3), Cha 17
    Skills: Balance +2, Bluff +7, Climb +6, Concentration +4, Escape Artist -2, Jump +6, Listen +3, Perform (singing) +7, Sense Motive +1, Spot -1, Survival -1, Swim +6
    Feats: Agile
    Gear:
    Alignment: TN
    Languages: Common, Gol-Kaa, Dwarven

    Clerics

    Vaum Skywatcher
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +2
    Speed: 30'
    Armor Class: (+2 dex, +3 natural)
    Base Attack/Grapple: +2/+10
    Attack: Large spear +6 melee (2d6+6/x3) or large spear +4 ranged (2d6+4/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Turn undead, otter empathy, 1/day speak with animals
    Special Qualities:Powerful build, mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, low-light vision, scent
    Spells per day: 4, 3+1
    Saves: Fort +8, Ref +5, Will +6
    Abilities: Str 18, Dex 15, Con 15, Int 11, Wis 18, Cha 16
    Skills: Heal +9, Knowledge (nature) +5, Listen +6, Sense Motive +6, Spot +8
    Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +4
    Speed: 30', swim 20'
    Armor Class: (+4 dex, +5 natural)
    Base Attack/Grapple: +2/+11
    Attack: Large spear +7 melee (2d6+7/x3) and claw +7 melee (1d6+5) and bite +2 melee (1d8+2) or 2 claws +7 melee (1d6+5) and bite +2 melee (1d8+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Turn undead, otter empathy, 1/day speak with animals
    Special Qualities:Powerful build, mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Spells per day: 4, 3+1 (no v components)
    Saves: Fort +8, Ref +7, Will +6
    Abilities: Str 20, Dex 19, Con 15, Int 11, Wis 18, Cha 16
    Skills: Heal +9, Knowledge (nature) +5, Listen +8, Sense Motive +6, Spot +8
    Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Otter Form
    Size/Type: Medium Monstrous Humanoid (goliath, shapeshifter) Wereotter Cleric 2 of Ehlonna
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +4
    Speed: 30', swim 30'
    Armor Class: (+4 dex, +5 natural)
    Base Attack/Grapple: +2/+7
    Attack: Bite +7 melee (1d3+5)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Turn undead, otter empathy, 1/day speak with animals
    Special Qualities: Mountain movement, acclimated, animal domain, good domain, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Spells per day: 4, 3+1 (no v/s/m components)
    Saves: Fort +8, Ref +7, Will +6
    Abilities: Str 20, Dex 19, Con 15, Int 11, Wis 18, Cha 16
    Skills: Heal +9, Knowledge (nature) +5, Listen +8, Sense Motive +6, Spot +8
    Feats: Heavy Lithoderms, Alertness, Weapon Finesse (b), Iron Will (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Galomon Adjucator
    Female Goliath Cleric 1 of Kavaki
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d8 (4 hp)
    Initiative: +0
    Speed: 30'
    Armor Class:
    Base Attack/Grapple: +0/+9
    Attack: Large greatclub +5 melee (2d8+7) or large spear +0 ranged (2d6+5/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, protective ward, feat of strength
    Special Qualities:Powerful build, mountain movement, acclimated, protection domain, strength domain
    Spells per day: 3, 2+1
    Saves: Fort +2, Ref +0, Will +4
    Abilities: Str 20, Dex 11, Con 11, Int 15, Wis 14, Cha 13
    Skills: Balance +5 Diplomacy +5, Knowledge (history) +4, Knowledge (religion) +3, Sense Motive +8
    Feats: Martial Weapon Proficiency (greatclub)
    Gear:
    Alignment: LN
    Languages: Common, Gol-Kaa, Dwarven, Orc
    Naathegeth Stronghealer
    Male Goliath Cleric 1 of Manethak
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: (+2 natural)
    Base Attack/Grapple: +1/+7
    Attack: Large spear +3 melee (2d6+3/x3) or large spear +1 ranged (2d6+2/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, good fortune 1/day, otter empathy
    Special Qualities:Powerful build, mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, low-light vision, scent
    Spells per day: 3, 2+1 (+1 ECL div)
    Saves: Fort +6, Ref +3, Will +7
    Abilities: Str 14, Dex 10, Con 13, Int 13, Wis 15, Cha 14
    Skills: Balance +5, Heal +9, Knowledge (nature) +3, Knowledge (geography) +2, Listen +6, Sense Motive +4, Spot +6, Swim +3
    Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa, Dwarven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +2
    Speed: 30', swim 20'
    Armor Class: (+2 dex, +5 natural)
    Base Attack/Grapple: +1/+8
    Attack: Large spear +4 melee (2d6+4/x3) and bite -1 melee (1d8+3) and 2 claws -1 melee (1d6+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, good fortune 1/day, otter empathy
    Special Qualities:Powerful build, mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Spells per day: 3, 2+1 (+1 ECL div; no v components)
    Saves: Fort +6, Ref +5, Will +7
    Abilities: Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 14
    Skills: Heal +9, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Swim +5
    Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa, Dwarven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +2
    Speed: 30', swim 30'
    Armor Class: (+2 dex, +5 natural)
    Base Attack/Grapple: +1/+4
    Attack: Bite +4 melee (1d3+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, good fortune 1/day, otter empathy
    Special Qualities: Mountain movement, acclimated, knowledge domain, luck domain, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Spells per day: 3, 2+1 (+1 ECL div, no v/s/m components)
    Saves: Fort +6, Ref +5, Will +7
    Abilities: Str 16, Dex 14, Con 13, Int 13, Wis 15, Cha 14
    Skills: Heal +9, Knowledge (nature) +5, Knowledge (geography) +5, Listen +6, Sense Motive +4, Spot +6, Swim +5
    Feats: Skill Focus (heal), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa, Dwarven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Druid

    Gattoc Elkspotter
    Male Neanderthal Druid 1
    Size/Type: Medium Humanoid
    Hit Dice: 1d8 (5 hp)
    Initiative: +0
    Speed: 30'
    Armor Class:
    Base Attack/Grapple: +0/+3
    Attack: Spear +4 melee (1d8+4/x3) or spear +1 ranged (1d8+3/3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells, wild empathy (+1)
    Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, animal companion, nature sense
    Spells per day: 3, 2
    Saves: Fort +3, Ref +0, Will +4
    Abilities: Str 16, Dex 10, Con 12, Int 9 (-1), Wis 15, Cha 11
    Skills: Balance +4, Climb +5, Handle Animal +4, Knowledge (nature) +1, Listen +4, Spot +4, Survival +8, Swim +7
    Feats: Mountaineer
    Gear:
    Alignment: LN
    Languages: Gol-Kaa
    Raven Companion
    Hit Dice: ¼ d8 (1 hp)
    Initiative: +2
    Speed: 10', fly 40' (average)
    Armor Class: 14 (+2 size, +2 dex), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-13
    Attack: Claws +4 melee (1d2-5)
    Space/Reach: 2.5 ft/0 ft
    Special Attacks: -
    Special Qualities: Low-light vision
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
    Skills: Listen +5, Spot +7
    Feats: Alertness, Weapon Finesse (b)

    Scouts

    Chief Oamueni Ogrefoe
    Male Goliath Scout 5
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 5d8 (32 hp)
    Initiative: +6
    Speed: 40'
    Armor Class: (+1 dex)
    Base Attack/Grapple: +3/+11
    Attack: Large spear +7 melee (2d6+6/x3) or large spear +4 ranged (2d6+4/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skimish (+2d6, +1AC),
    Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, fast movement 10', trackless step
    Saves: Fort +4, Ref +5, Will +0
    Abilities: Str 18, Dex 13, Con 15, Int 12, Wis 9 (-1), Cha 10
    Skills: Balance +9, Climb +14, Hide +9, Jump +12, Knowledge (geography) +9, Knowledge (nature) +9, Listen +1, Sense Motive +1, Spot +9, Survival +7, Swim +14
    Feats: Athletic, Alertness, Improved Initiative (b)
    Gear:
    Alignment: LN
    Languages: Common, Gol-Kaa, Dwarven
    Neai Cloudwatcher
    Male Goliath Scout 2
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 4d8 (18 hp)
    Initiative: +2
    Speed: 30'
    Armor Class: (+1 dex, +3 natural)
    Base Attack/Grapple: +2/+9
    Attack: Large spear +5 melee (2d6+4/x3) or large spear +3 ranged (2d6+1/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6), otter empathy
    Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, low-light vision, scent
    Saves: Fort +4, Ref +7, Will +7
    Abilities: Str 17, Dex 13, Con 11, Int 11, Wis 18, Cha 13
    Skills: Balance +6, Climb +8, Jump +8, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +8
    Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 4d8 (18 hp)
    Initiative: +4
    Speed: 30', swim 20'
    Armor Class: (+3 dex, +5 natural)
    Base Attack/Grapple: +2/+10
    Attack: Large spear +6 melee (2d6+6/x3) and claw +6 (1d6+4) and bite +1 melee (1d8+2) or 2 claws +6 melee (1d6+4) and bite +1 melee (1d8+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6), otter empathy
    Special Qualities:Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +4, Ref +9, Will +7
    Abilities: Str 19, Dex 17, Con 11, Int 11, Wis 18, Cha 13
    Skills: Balance +8, Climb +9, Jump +9, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +9
    Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 4d8 (18 hp)
    Initiative: +4
    Speed: 30', swim 30'
    Armor Class: (+3 dex, +5 natural)
    Base Attack/Grapple: +2/+6
    Attack: Bite +6 melee (1d3+4)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6), otter empathy
    Special Qualities: Mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +4, Ref +9, Will +7
    Abilities: Str 19, Dex 17, Con 11, Int 11, Wis 18, Cha 13
    Skills: Balance +8, Climb +9, Jump +9, Listen +13, Sense Motive +11, Spot +13, Survival +9, Swim +9
    Feats: Heavy Lithoderms, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Thakeovoo Pathmapper
    Female Goliath Scout 2
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +2
    Speed: 30'
    Armor Class: (+1 dex, +2 natural)
    Base Attack/Grapple: +2/+7
    Attack: Large spear +3 melee or ranged (2d6+1/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6), otter empathy
    Special Qualities: Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, low-light vision, scent
    Saves: Fort +5, Ref +7, Will +5
    Abilities: Str 12, Dex 13, Con 12, Int 14, Wis 14, Cha 11
    Skills: Balance +6, Climb +8, Hide +3, Jump +6, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +10, Use Rope +6
    Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +4
    Speed: 30', swim 20'
    Armor Class: (+3 dex, +5 natural)
    Base Attack/Grapple: +2/+8
    Attack: Large spear +4 melee (2d6+3/x3) and claw +5 melee (1d6+2) and bite +0 melee (1d8+1) or 2 claws +5 melee (1d6+2) and bite +0 melee (1d8+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6), otter empathy
    Special Qualities: Powerful build, mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +5, Ref +9, Will +5
    Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 11
    Skills: Balance +8, Climb +9, Disable Device +7, Hide +5, Jump +7, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +11, Use Rope +8
    Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +4
    Speed: 30', swim 30'
    Armor Class: (+3 dex, +5 natural)
    Base Attack/Grapple: +2/+4
    Attack: Bite +5 melee (1d3+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6), otter empathy
    Special Qualities: Mountain movement, acclimated, trapfinding, battle fortitude +1, uncanny dodge, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +5, Ref +9, Will +5
    Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 11
    Skills: Balance +8, Climb +9, Disable Device +7, Hide +5, Jump +7, Listen +11, Search +7, Sense Motive +9, Spot +11, Survival +7, Swim +11, Use Rope +8
    Feats: Athletic, Alertness, Weapon Finesse (b), Iron Will (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Golovol Beargutter
    Male Goliath Scout 1
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +2
    Speed: 30'
    Armor Class: (+2 dex)
    Base Attack/Grapple: +0/+6
    Attack: Large spear +2 melee (2d6+3/x3) or large spear +2 ranged (2d6+2/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6)
    Special Qualities:Powerful build, mountain movement, acclimated, trapfinding
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 11
    Skills: Balance +6, Climb +6, Jump +6, Knowledge (geography) +5, Listen +7, Sense Motive +7, Spot +7, Survival +5, Swim +7
    Feats: Alertness
    Gear:
    Alignment: CE
    Languages: Common, Gol-Kaa, Dwarven
    Leikmu Silentscout
    Male Goliath Scout 1
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d8+4 (6 hp)
    Initiative: +2
    Speed: 30'
    Armor Class: (+2 dex)
    Base Attack/Grapple: +0/+7
    Attack: Large spear +3 melee (2d6+4/x3) or large spear +3 ranged (2d6+3/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6)
    Special Qualities:Powerful build, mountain movement, acclimated, trapfinding
    Saves: Fort +2, Ref +7, Will +2
    Abilities: Str 16, Dex 15, Con 15, Int 15, Wis 14, Cha 14
    Skills: Balance +6, Climb +7, Jump +7, Listen +6, Move Silently +6, Search +6, Sense Motive +4, Spot +6, Survival +6, Swim +7, Use Rope +6
    Feats: Lightning Reflexes
    Gear:
    Alignment: CN
    Languages: Common, Gol-Kaa, Dwarven, Orc
    A’akullu Badgerfriend
    Goliath Scout 1
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d8-1 (3 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: (+1 dex)
    Base Attack/Grapple: +0/+7
    Attack: Large spear +3 melee (2d6+4/x3) or large spear +1 ranged (2d6+3/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6)
    Special Qualities:Powerful build, mountain movement, acclimated, trapfinding
    Saves: Fort -1, Ref +3, Will +2
    Abilities: Str 17, Dex 13, Con 9 (-1), Int 13, Wis 14, Cha 15
    Skills: Balance +5, Climb +9, Jump +7, Knowledge (nature) +5, Listen +6, Sense Motive +4, Spot +6, Survival +6, Swim +9, Use Rope +5
    Feats: Athletic
    Gear:
    Alignment: NE
    Languages: Common, Gol-Kaa, Orc
    Molvi Skinmaker
    Male Neanderthal Scout 1
    Size/Type: Medium Humanoid
    Hit Dice: 1d8 (7 hp)
    Initiative: +2
    Speed: 30'
    Armor Class: (+2 dex)
    Base Attack/Grapple: +0/-1
    Attack: Spear +0 melee (1d8-1/x3) or spear +3 ranged (1d8-1/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Skirmish (+1d6)
    Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, trapfinding
    Saves: Fort +3, Ref +4, Will +2
    Abilities: Str 9 (-1), Dex 14, Con 17, Int 12, Wis 15, Cha 6 (-2)
    Skills: Balance +5, Climb +5, Escape Artist +5, Hide +5, Listen +7, Move Silently +5, Spot +7, Survival +7, Swim +5
    Feats: Athletic
    Gear:
    Alignment: LN
    Languages: Common, Gol-Kaa, Dwarven, Orc

    Warriors

    Maenilgalo Darkfighter
    Female Goliath Warrior 1
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d8 (8 hp)
    Initiative: +0
    Speed: 30'
    Armor Class:
    Base Attack/Grapple: +1/+9
    Attack: Large spear +5 melee (2d6+6/x3) or large spear +1 ranged (2d6+4/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities:Powerful build, mountain movement, acclimated
    Saves: Fort +6, Ref +0, Will -2
    Abilities: Str 18, Dex 11, Con 18, Int 12, Wis 7 (-2), Cha 10
    Skills: Balance +4, Climb +8, Jump +8, Sense Motive +0
    Feats: Weapon Focus
    Gear:
    Alignment: CE
    Languages: Common, Gol-Kaa, Orc
    Olil Badgersinger
    Male Goliath Warrior 1
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d8 (7 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: (+1 dex)
    Base Attack/Grapple: +1/+9
    Attack: Large spear +5 melee (2d6+6/x3) or large spear +2 ranged (2d6+4/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities:Powerful build, mountain movement, acclimated
    Saves: Fort +5, Ref +1, Will +2
    Abilities: Str 19, Dex 12, Con 16, Int 9 (-1), Wis 15, Cha 13
    Skills: Climb +6, Jump +6, Sense Motive +4, Swim +6
    Feats: Athletic
    Gear:
    Alignment: TN
    Languages: Common, Gol-Kaa

    Expert Wereotters

    Ziccu Cliffseeker
    Female Arctic Half-Orc Expert 3
    Half-Orc Form
    Size/Type: Medium Humanoid (shapeshifter)
    Hit Dice: 3d6+2d8+10 (29 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: (+1 dex, +2 natural)
    Base Attack/Grapple: +3/+6
    Attack: Spear +6 melee (1d8+4/x3) or spear +4 ranged (1d8+3/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, low-light vision, scent
    Saves: Fort +6, Ref +5, Will +7
    Abilities: Str 16, Dex 12, Con 14, Int 15, Wis 12, Cha 8 (-1)
    Skills: Balance +7, Climb +11, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +3, Jump +9, Listen +11, Spot +11, Survival +7, Swim +7
    Feats: Athletic, Skill Focus (armorcrafting), Iron Will (b), Weapon Finesse (b), Alertness (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Hybrid Form
    Size/Type: Medium Humanoid (shapeshifter)
    Hit Dice: 3d6+2d8+10 (29 hp)
    Initiative: +3
    Speed: 30', swim 20'
    Armor Class: (+3 dex, +5 natural)
    Base Attack/Grapple: +3/+7
    Attack: Spear +7 melee (1d8+6/x3) and claw +7 melee (1d4+4) and bite +2 melee (1d6+2) or 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +6, Ref +7, Will +7
    Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 12, Cha 8 (-1)
    Skills: Balance +9, Climb +12, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +5, Jump +10, Listen +11, Spot +11, Survival +7, Swim +8
    Feats: Athletic, Skill Focus (leatherworking), Iron Will (b), Weapon Finesse (b), Alertness (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Humanoid (shapeshifter)
    Hit Dice: 3d6+2d8+10 (29 hp)
    Initiative: +3
    Speed: 30', swim 30'
    Armor Class: (+3 dex, +5 natural)
    Base Attack/Grapple: +3/+7
    Attack: Bite +7 melee (1d3+4)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Low-light vision, cold endurance, orc blood, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +6, Ref +7, Will +7
    Abilities: Str 18, Dex 16, Con 14, Int 15, Wis 12, Cha 8 (-1)
    Skills: Balance +9, Climb +12, Craft (armorsmithing) +11, Craft (bonecarving) +8, Diplomacy +1, Hide +5, Jump +10, Listen +11, Spot +11, Survival +7, Swim +8
    Feats: Athletic, Skill Focus (leatherworking), Iron Will (b), Weapon Finesse (b), Alertness (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Vakath Flintfingers
    Male Goliath Expert 3
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 3d6+2d8+10 (29 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: (+2 natural)
    Base Attack/Grapple: +3/+10
    Attack: Large spear +6 melee (2d8+4/x3) or large spear +3 ranged (2d8+3/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent
    Saves: Fort +6, Ref +4, Will +6
    Abilities: Str 17, Dex 11, Con 14, Int 16, Wis 11, Cha 8 (-1)
    Skills: Balance +6, Climb +11, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +2, Jump +9, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +11
    Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc, Elven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.



    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 3d6+2d8+10 (29 hp)
    Initiative: +2
    Speed: 30', 20' swim
    Armor Class: (+2 dex +5 natural)
    Base Attack/Grapple: +3/+10
    Attack: Large spear +7 melee (2d8+6/x3) and claw +7 melee (1d6+4) and bite +2 melee (1d8+2) or 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +6, Ref +6, Will +6
    Abilities: Str 19, Dex 15, Con 14, Int 16, Wis 11, Cha 8 (-1)
    Skills: Balance +8, Climb +12, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +4, Jump +10, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +12
    Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc, Elven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 3d6+2d8+10 (29 hp)
    Initiative: +2
    Speed: 30', 30' swim
    Armor Class: (+2 dex +5 natural)
    Base Attack/Grapple: +3/+6
    Attack: Bite +6 melee (1d3+4)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +6, Ref +6, Will +6
    Abilities: Str 19, Dex 15, Con 14, Int 16, Wis 11, Cha 8 (-1)
    Skills: Balance +8, Climb +12, Craft (basketweaving) +9, Craft (weaponsmithing) +9, Hide +4, Jump +10, Listen +10, Sense Motive +3, Spot +10, Survival +8, Swim +12
    Feats: Mountaineer, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: CG
    Languages: Common, Gol-Kaa, Dwarven, Orc, Elven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Nanoal Keenfoot
    Male Goliath Expert 1
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+6 (18 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: (+2 natural)
    Base Attack/Grapple: +1/+7
    Attack: Large spear +4 melee (2d6+3/x3) or large spear +2 ranged (2d6+2/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent
    Saves: Fort +5, Ref +3, Will +5
    Abilities: Str 15, Dex 11, Con 14, Int 6 (-2), Wis 11, Cha 10
    Skills: Balance +4, Climb +6, Jump +6, Listen +2, Sense Motive +2, Spot +8
    Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+6 (18 hp)
    Initiative: +2
    Speed: 30', swim 20'
    Armor Class: (+2 dex, +5 natural)
    Base Attack/Grapple: +1/+8
    Attack: Large spear +5 melee (2d6+4/x3) and claw +4 (1d6+3) and bite -1 melee (1d8+1) or 2 claws +4 melee (1d6+3) and bite -1 melee (1d8+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +5, Ref +5, Will +5
    Abilities: Str 17, Dex 15, Con 14, Int 6 (-2), Wis 11, Cha 10
    Skills: Balance +6, Climb +7, Jump +7, Listen +2, Sense Motive +2, Spot +8
    Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+6 (18 hp)
    Initiative: +2
    Speed: 30', swim 30'
    Armor Class: (+2 dex, +5 natural)
    Base Attack/Grapple: +1/+4
    Attack: Bite +4 melee (1d3+3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter empathy
    Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +5, Ref +5, Will +5
    Abilities: Str 17, Dex 15, Con 14, Int 6 (-2), Wis 11, Cha 10
    Skills: Balance +6, Climb +7, Jump +7, Listen +2, Sense Motive +2, Spot +8
    Feats: Weapon Focus (spear), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Ilonguv Riverwatcher
    Female Goliath Expert 1
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+0 (12 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: (+1 dex, +2 natural)
    Base Attack/Grapple: +1/+6
    Attack: Large spear +2 melee (2d6+1/x3) or large spear +2 ranged (2d6+1/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent
    Saves: Fort +3, Ref +4, Will +8
    Abilities: Str 13, Dex 12, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)
    Skills: Balance +5, Climb +5, Jump +5, Listen +9, Sense Motive +5, Spot +14
    Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+0 (12 hp)
    Initiative: +3
    Speed: 30', swim 20'
    Armor Class: (+3 dex, +5 natural)
    Base Attack/Grapple: +1/+6
    Attack: Large spear +3 melee (2d6+3/x3) and claw +4 melee (1d6+2) and bite -1 melee (1d8+1) or 2 claws +4 melee (1d6+2) and bite -1 melee (1d8+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +3, Ref +6, Will +8
    Abilities: Str 15, Dex 16, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)
    Skills: Balance +7,Climb +6, Jump +6, Listen +9, Sense Motive +5, Spot +14
    Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+0 (12 hp)
    Initiative: +3
    Speed: 30', swim 30'
    Armor Class: (+3 dex, +5 natural)
    Base Attack/Grapple: +1/+3
    Attack: Bite +3 melee (1d3+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +3, Ref +6, Will +8
    Abilities: Str 15, Dex 16, Con 11, Int 8 (-1), Wis 16, Cha 9 (-1)
    Skills: Balance +7,Climb +6, Jump +6, Listen +9, Sense Motive +5, Spot +14
    Feats: Skill Focus (spot), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Kethau Adjucator
    Male Goliath Expert 1
    Goliath Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+5 (17 hp)
    Initiative: +0
    Speed: 30'
    Armor Class: (+0 dex, +2 natural)
    Base Attack/Grapple: +1/+9
    Attack: Large spear +5 melee (2d6+6/x3) or large spear +1 ranged (2d6+4/x3, 20') or rock +1 ranged (2d6+4, 15')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, low-light vision, scent
    Saves: Fort +4, Ref +3, Will +6
    Abilities: Str 19, Dex 11, Con 12, Int 12, Wis 12, Cha 13
    Skills: Balance +4, Climb +8, Jump +8, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +10
    Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: LG
    Languages: Common, Gol-Kaa, Dwarven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+5 (17 hp)
    Initiative: +2
    Speed: 30', swim 20'
    Armor Class: (+2 dex, +5 natural)
    Base Attack/Grapple: +1/+9
    Attack: Large spear +6 melee (2d6+7/x3) and claw +6 melee (1d6+5) and bite +1 melee (1d8+2) or 2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2) or rock +3 ranged (2d6+5, 15')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Powerful build, mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +4, Ref +5, Will +6
    Abilities: Str 21, Dex 15, Con 12, Int 12, Wis 12, Cha 13
    Skills: Balance +6 Climb +9, Jump +9, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +11
    Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: LG
    Languages: Common, Gol-Kaa, Dwarven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+5 (17 hp)
    Initiative: +2
    Speed: 30', swim 30'
    Armor Class: (+2 dex, +5 natural)
    Base Attack/Grapple: +1/+6
    Attack: Bite +6 melee (1d3+5)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Mountain movement, acclimated, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +4, Ref +5, Will +6
    Abilities: Str 21, Dex 15, Con 12, Int 12, Wis 12, Cha 13
    Skills: Balance +6 Climb +9, Jump +9, Listen +9, Sense Motive +3, Spot +9, Survival +5, Swim +11
    Feats: Rock Hurling, Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: LG
    Languages: Common, Gol-Kaa, Dwarven

    Hold Breath (Ex): A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Onki Flintmind
    Female Neanderthal Expert 1
    Neanderthal Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+5 (17 hp)
    Initiative: -1
    Speed: 30'
    Armor Class: (-1 dex, +2 natural)
    Base Attack/Grapple: +1/+1
    Attack: Spear +2 melee (1d8/x3) or spear +1 ranged (1d8/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, low-light vision, scent
    Saves: Fort +4, Ref +2, Will +7
    Abilities: Str 11, Dex 8 (-1), Con 13, Int 11, Wis 14, Cha 13
    Skills: Balance +3, Climb +4, Craft (flintknapping) +7, Jump +4, Listen +8, Spot +12, Survival +8
    Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa

    Hybrid Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+5 (17 hp)
    Initiative: +1
    Speed: 30', swim 20'
    Armor Class: (+1 dex, +5 natural)
    Base Attack/Grapple: +1/+1
    Attack: Spear +3 melee (1d8+1/x3) and claw +2 melee (1d4+1) and bite -3 melee (1d6+0 or 2 claws +2 melee (1d4+1) and bite -3 melee (1d6+0)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +4, Ref +4, Will +7
    Abilities: Str 13, Dex 12, Con 13, Int 11, Wis 14, Cha 13
    Skills: Balance +5, Climb +5, Craft (flintknapping) +7, Jump +5, Listen +8, Spot +12, Survival +8
    Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa

    Otter Form
    Size/Type: Medium Monstrous Humanoid (shapeshifter)
    Hit Dice: 1d6+2d8+5 (17 hp)
    Initiative: +1
    Speed: 30', swim 30'
    Armor Class: (+1 dex, +5 natural)
    Base Attack/Grapple: +1/+2
    Attack: Bite +2 melee (1d3+1)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Otter Empathy
    Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy, hold breath, alternate form, DR 10/silver, low-light vision, scent
    Saves: Fort +4, Ref +4, Will +7
    Abilities: Str 13, Dex 12, Con 13, Int 11, Wis 14, Cha 13
    Skills: Balance +5, Climb +5, Craft (flintknapping) +7, Jump +5, Listen +8, Spot +12, Survival +8
    Feats: Skill Focus (craft), Alertness, Iron Will (b), Weapon Finesse (b)
    Gear:
    Alignment: NG
    Languages: Common, Gol-Kaa

    Other experts

    Gaunoa Cloudstudent

    Male Goliath Expert 7
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 7d6+28 (52 hp)
        Reroll stabilization checks 1/turn
    Initiative: -2
    Speed: 30'
    Armor Class: (-2 dex)
    Base Attack/Grapple: +5/+10
    Attack: Large spear +2 melee (2d6+1/x3) or large spear -1 ranged (2d6+1/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Powerful build, mountain movement, acclimated
    Saves: Fort +6, Ref +0, Will +7
    Abilities: Str 12, Dex 7 (-2), Con 19, Int 15, Wis 14, Cha 13
    Skills: Balance +5, Climb +6, Craft (armorsmithing) +12, Jump +6, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (religion) +12, Listen +4, Spot +4, Sense Motive +4, Survival +5
        +2 on Cha checks vs. Goliaths
        3/day reroll any skill check & use higher result
    Feats: Alertness, Auspicious Markings, Markings of the Maker
    Gear:
    Alignment: CE
    Languages: Common, Gol-Kaa, Dwarven, Orc

    Rezi Keentalker

    Female Neanderthal Expert 6
    Size/Type: Medium Humanoid
    Hit Dice: 6d6 (33 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: (+1 dex)
    Base Attack/Grapple: +4/+7
    Attack: Spear +8 melee (1d8+4/x3) or spear +6 ranged (1d8+3/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks:
    Special Qualities: Primitive weapon mastery, climate tolerant, human blood, illiteracy
    Saves: Fort +4, Ref +3, Will +7
    Abilities: Str 17, Dex 12, Con 14, Int 11, Wis 14, Cha 14
    Skills: Balance +5, Appraise +9, Climb +14, Diplomacy +13, Gather Information +7, Jump +12, Listen +6, Sense Motive +13, Spot +6, Survival +6
    Feats: Alertness, Mountaineer, Negotiator
    Gear:
    Alignment: CN
    Languages: Common, Gol-Kaa

    Lavo’oela Tentmother

    Female Goliath Expert 4
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 4d6+8 (22 hp)
    Initiative: -1
    Speed: 30'
    Armor Class: (-1 dex)
    Base Attack/Grapple: +3/+7
    Attack: Large spear +1 melee (2d6/x3) or large spear +0 ranged (2d6/x3, 20')
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities: Powerful build, mountain movement, acclimated
    Saves: Fort +3, Ref +0, Will +4
    Abilities: Str 11, Dex 9 (-1), Con 15, Int 9 (-1), Wis 10, Cha 15
    Skills: Balance +3, Climb +3, Craft (basketweaving, bonecarving, woodcarving) +0, Diplomacy +12, Heal +4, Jump +3, Listen +7, Perform (oratory) +6
    Feats: Skill Focus (Diplomacy), Endurance
    Gear:
    Alignment: TN
    Languages: Common, Gol-Kaa

    Joulli Goatspeaker

    Female Neanderthal Expert 3
    Size/Type: Medium Humanoid
    Hit Dice: 3d6 (16 hp)
    Initiative: -1
    Speed: 30'
    Armor Class: (-1 dex)
    Base Attack/Grapple: +2/+4
    Attack: Spear +5 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
    Saves: Fort +3, Ref +0, Will +5
    Abilities: Str 15, Dex 8 (-1), Con 14, Int 10, Wis 14, Cha 10
    Skills: Balance +5, Climb +8, Craft (leatherworking) +6, Handle Animal +11, Jump +8, Listen +4 Spot +10, Survival +4
    Feats: Skill Focus (Handle Animal), Animal Affinity
    Gear:
    Alignment: TN
    Languages: Common, Gol-Kaa

    Cisro Ramstalker

    Female Neanderthal Expert 3
    Size/Type: Medium Humanoid
    Hit Dice: 3d6 (16 hp)
    Initiative: +1
    Speed: 30'
    Armor Class: (+1 dex)
    Base Attack/Grapple: +2/+3
    Attack: Spear +4 melee (1d8+1/x3) or spear +4 ranged (1d8+1/x3)
    Space/Reach: 5 ft/5 ft
    Special Attacks: -
    Special Qualities:Primitive weapon mastery, climate tolerant, human blood, illiteracy
    Saves: Fort +3, Ref +2, Will +5
    Abilities: Str 13, Dex 13, Con 15, Int 9 (-1), Wis 14, Cha 11
    Skills: Balance +5, Climb +4, Hide +7, Jump +4, Listen +10, Move Silently +10, Spot +9, Survival +4
    Feats: Skill Focus (move silently), Skill Focus (spot)
    Gear:
    Alignment: TN
    Languages: Common, Gol-Kaa

    29 1st-level goliath experts and 11 1st-level neaderthal experts

    Oerth: Ithoarirth's Domain

    Nerirel Birchdreamer, Deepforest Warden

    Nerirel Birchdreamer is a 250 year old elf and devoted follower of Ehlonna. She hails from a warmer, more southerly elven city, but moved north as a young adult after a visit to the area revealed that she liked both the surroundings and the company in the local druid's circle. She's since moved away, and lives primarily alone, but is still in regular contact with both the circle and several local tribes.

    Nerirel has a particularly close connection to the Silent Crow tribe, who helped her to vanquish a gigantic snowcloak some hundred and twenty years ago; she still grants the several-times-great grandchildren of those hunters the blessing of becoming wereotters.

    --------------------

    Size/Type: Medium Humanoid (elf) Druid 5/Holt Warden 5/Master of Many Forms 4; Middle-aged
    Elven form (baseline)
    Hit Dice: 9d8+5d6 (58 hp)
    Initiative: +0
    Speed: 40'
    Armor Class: 16 (+0 dex, +5 +2 beastskin leather scale, +1 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +9/+12
    Attack: Mwk elvencraft longbow +13 melee (1d6+4) or +2 elvencraft composite (+3) longbow +16 ranged (1d8+5/x3)
    Full Attack: Mwk elvencraft longbow +13/+8 melee (1d6+4) or +2 elvencraft composite (+3) longbow +16 ranged (1d8+5/x3)
    Space/Reach: 5'/5'
    Special Attacks: Spells, wild empathy, wild shape, rebuke plants, earth's communion, hawk's vision
    Special Qualities: Low-light vision, secret passage awareness, trackless step, plant affinity, animal companion, nature sense, woodland stride, resist nature's lure, improved woodland stride, improved trackless step, venom immunity, zen archery, natural bond
    Spells per day: 6, 5+1, 5+1 (p), 4+1 (p), 4+1, 2+1
    Spell DC: 14 + spell level
    Saves: Fort +12, Ref +7, Will +13
        immune to magic sleep effects
        immune to poison
        +2 racial saving throw bonus against enchantment spells or effects
        +4 bonus on saving throws against the spell-like abilities of fey
    Abilities: Str 16, Dex 11, Con 10, Int 15, Wis 17, Cha 12
        in armor, max dex +6
    Skills: Concentration +10, Handle Animal +18, Heal +11, Knowledge (nature) +23, Listen +23, Search +4, Spot +23, Survival +25
        -1 acp
        +4 bonus on Hide and Move Silently checks while in natural surroundings
    Feats: Alertness, Endurance, Hawk's Vision, Natural Bond, Zen Archery
    Gear: +2 (bow only) elvencraft composite (+3) longbow w/arrows, +2 beastskin leather scale armor, lesser bracers of archery, pearl of power III, pearl of power II, amulet of natural armor +1
    Alignment: NG
    Languages: Common, Druidic, Elven, Goblin, Sylvan

    Low-Light Vision

    Nerirel can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

    Secret Passage Awareness

    Nerirel is entitled to a Search check to notice any secret or concealed door that she passes within 5 feet of, as if she were actively looking for it.

    Hawk's Vision

    Nerirel can expend one of her daily uses of wild shape to gain a +8 bonus on Spot checks for 1 hour per Hit Die. While this benefit is in effect, she takes only half the normal penalty for range increment (-1 on ranged attacks per range increment instead of -2), and takes a -1 penalty on Spot checks per 20 feet of distance (rather than per 10 feet). She retains these benefi ts regardless of what form she is in.

    Natural Bond

    Nerirel functions as a druid three levels higher for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that her animal companion receives. This bonus can never make her effective druid level exceed your character level.

    Zen Archery

    Nerirel can use her Wisdom modifier instead of her Dexterity modifier when making a ranged attack roll.

    Weapon and Armor Proficiency

    Nerirel is proficient with the following weapons: longsword, rapier, longbow (including composite longbow), shortbow (including composite shortbow), club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. She is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape.

    Nerirel is proficient with light and medium armor but is prohibited from wearing metal armor. She is proficient with shields (except tower shields) but must use only wooden ones.

    A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

    Spells

    Nerirel casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. Nerirel must choose and prepare her spells in advance (see below).

    To prepare or cast a spell, Nerirel must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against Nerirel’s spell is 10 + the spell level + her Wisdom modifier.

    Like other spellcasters, Nerirel can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. (Nerirel casts spells as a 10th level druid.) In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

    Nerirel prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Spontaneous Casting

    Nerirel can channel stored spell energy into spells from the Plant domain that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Plant domain spell of the same level or lower.

    Chaotic, Evil, Good, and Lawful Spells

    Nerirel can’t cast Evil spells. These spells are indicated by the evil descriptor in their spell descriptions.

    Druidic

    Nerirel knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for Nerirel; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

    Druidic has its own alphabet.

    Animal Companion (Ex)

    Nerirel may call an animal companion as if she were a druid of 8th level. She changes companions often; likely companions when she's found include:

    1st: dog, riding dog, gyrfalcon (stats as hawk), raven, snowy owl (stats as owl), or wolf
    4th: black bear, branta, snow leopard (stats as leopard), wolverine
    7th: brown bear, dire wolf, dire wolverine, megaloceros, terror bird (from Fiend Folio)

    An animal from the 1st-level list receives the following:

    An animal from the 4th-level list receives the following:

    An animal from the 7th-level list receives the following:

    Nerirel can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. She gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    Share Spells

    At Nerirel’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Nerirel before the duration expires.

    Additionally, Nerirel may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. Nerirel and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

    Evasion

    If an animal companion with evasion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Devotion

    An animal companion with devotion gains a +4 morale bonus on Will saves against enchantment spells and effects.

    Wild Empathy (Ex)

    Nerirel can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Nerirel rolls 1d20 and adds her druid level (+5) and her Charisma modifier (+0) to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, Nerirel and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    Nerirel can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

    Woodland Stride (Ex)

    Nerirel may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

    Trackless Step (Ex)

    Nerirel leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    Wild Shape (Su)

    Nerirel has the ability to turn herself into any Tiny, Small, Medium, or Large animal, humanoid, giant, monstrous humanoid, or fey and back again 5 times per day. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 9 hours or until she changes back. Changing form (to animal or back) is a move action and doesn’t provoke an attack of opportunity. Each time she uses wild shape, she regains lost hit points as if she had rested for a night.

    Any gear Nerirel wears or carries melds into the new form and becomes nonfunctional. When she reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at her feet.

    The form chosen must be that of a creature Nerirel is familiar with, and it may have no more than 9 hit dice.

    Nerirel can speak in any form she takes, and she can communicate with other creatures of the same kind while in wild shape as long as such creatures are normally capable of communicating with each other using natural methods..

    Plant Affinity (Ex)

    Nerirel gains bonus spells from the Plant domain as if she were a cleric with access to that domain.

    Rebuke Plants (Su)

    Nerirel can channel the power of her faith through her holy symbol to rebuke or command plant creatures as though she was a level 5 cleric rebuking undead. See the cleric class feature rebuke undead (PH 33), and the Plant Domain granted pow­er (PH 188).

    Earth's Communion (Sp)

    Nerirel has learned to heal and replenish herrself and others by communing with the earth twice day. At the end of 10 full minutes of concentration (as the skill), she is affected as if by a heal spell with a caster level equal to her character level. She can allow others to sit with her in a circle, holding hands, during her communion. In that case, she can choose to divide the hit points and other benefits provided by her communion among the people in the circle. She can divide hit points as if she were using the paladin class feature lay on hands (PH 44). Each other benefit of the heal spell can affect only one person in the circle, at her direction. Thus, only one person can be cured of blindness, and so forth. She does not gain the advantages of any healing benefits that she distributes to others.

    Oerth: Ithoarirth's Domain

    Blessed Wereotter Template

    Size and Type

    The base creature’s type does not change, but the creature gains the shapechanger subtype. The blessed wereotter gains the ability to take the form of a giant river otter (sea otter stats, see Frostburn).

    Blessed wereotters can also adopt a hybrid shape that combines features of the base creature and the otter. A blessed wereotter's otter form is medium-sized; its hybrid form is the same size as the base animal or medium, whichever is larger.

    Hit Dice and Hit Points

    Same as the base creature plus 2d8. To calculate total hit points, apply Constitution modifiers according to the score the blessed wereotter has in each form.

    Speed

    A blessed wereotter's speed in its base form is unchanged. In hybrid form it gains a 20' swim speed. In otter form its land and swim speeds are both 30'.

    Armor Class

    The base creature’s natural armor bonus increases by +2. In hybrid form, the blessed wereotter’s natural armor bonus is equal to the (improved) natural armor bonus of the base creature or +5, whichever is better. In otter form, the blessed wereotter's natural armor bonus is +5

    Base Attack/Grapple

    Add +1 to the base attack bonus for the base creature. The blessed wereotter’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on its form.

    Attacks and Damage

    The base creature's attacks are unchanged. In hybrid form, a blessed wereotter gains two primary claw attacks (1d4 + str, or 1d6 + str if the base creature is large) and a secondary bite attack (-5 to hit; 1d6 + 1/2 str, or 1d8 + 1/2 str if the base creature is large). In otter form, a blessed wereotter loses the ability to use weapons and gains a primary bite attack (1d3 + str).

    Special Attacks

    The base creature's special attacks are unchanged.

    A blessed wereotter spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.

    Blessed wereotters do not spread lycanthropy.

    Special Qualities

    A blessed wereotter retains all the special qualities of the base creature and gains those described below.

    Hold Breath (Ex)

    A blessed wereotter can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

    Alternate Form (Su)

    A blessed wereotter can assume the form of a dire river otter. Changing to or from animal or hybrid form is a standard action. A slain blessed wereotter reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Blessed wereotters are considered natural lycanthropes and have full control over this power.

    Damage Reduction (Ex)

    Blessed wereotters in animal or hybrid form have damage reduction 10/silver.

    Otter Empathy (Ex)

    In any form, blessed wereotters can communicate and empathize with normal, giant, and dire otters. This gives them a +4 racial bonus on checks when influencing the otter’s attitude and allows the communication of simple concepts and (if the otter is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Low-Light Vision (Ex)

    A blessed wereotter has low-light vision in any form.

    Scent (Ex)

    A blessed wereotter has the scent ability in any form.

    Base Save Bonuses

    A blessed wereotter's animal hit dice grant it +3 Fort, +3 Ref, and +0 Will.

    Abilities

    All blessed wereotters gain +2 to Wisdom.

    When in animal or hybrid form, a blessed wereotter gains +2 strength and +4 dexterity.

    In addition, a blessed wereotter may also gain an additional ability score increase by virtue of its extra Hit Dice.

    Skills

    A blessed wereotter gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Hide, Listen, Spot, and Swim are class skills for the blessed wereotter’s animal levels.

    In otter or hybrid form, a blessed wereotter has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Feats

    A blessed wereotter gains Iron Will and Weapon Finesse as bonus feats. If the base creature already has one or both of these feats it gains no additional benefit. It gains Alertness from its animal hit dice, or as a bonus feat if it isn't entitled to a feat from those dice; if it is entitled to a feat and already has this one it may select another one for which it qualifies.

    Environment

    Cold Forests

    Challenge Rating

    As base creature +2

    Treasure

    Standard

    Alignment

    Any Good

    Advancement

    By character class.

    Level Adjustment

    Same as the base creature +3. In addition, a blessed wereotter’s character level is increased 2 for its racial Hit Dice.

    Oerth: Ithoarirth's Domain

    Fimbulwinter (spell)

    Fimbulwinter
    Transmutation [Cold]
    Level: Cleric 9, druid 8, sorcerer/wizard 8, Winter 9
    Components: V, S, XP
    Casting Time: 10 minutes (see text)
    Range: 1 mile/level
    Area: 1 mile/level radius, centered on you
    Duration: 4d12 weeks
    Saving Throw: None
    Spell Resistance: No

    You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area.

    Season Possible Weather
    Spring Frequent snowfall, nightly frost
    Summer Light snow, hailstorms, cold rain, cloudy
    Autumn Frequent snowfall, frost
    Winter Frigid cold, blizzard, and constant snowfall

    Daily wind and snowfall during a fimbulwinter are determined randomly; roll 1d20, add the listed modifiers for climate and season, and consult the table. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow.

    Condition Modifier
    Cold climate +2
    Temperate climate -2
    Hot climate -6
    Winter +8
    Spring or Autumn +4
    Summer -2
    d20 Roll Amount of Snowfall Amount of Wind
    0 or less 1d12 inches of snowfall melt Weak (0 -10 mph)
    1-5 No new snow Weak (0-10 mph)
    6-10 1d4-1 inches snow Moderate (11-20 mph)
    11-15 1d8 inches snow or 1 inch hail Moderate (11-20 mph)
    16-20 1d12 inches snow Strong (21-30 mph)
    21-25 2d12+4 inches snow Strong (21-30 mph)
    26+ 1d6+1 feet of snow Very strong (31-50 mph)

    You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).

    XP Cost: 100 XP.

    Oerth: Ithoarirth's Domain

    Major Iceheart (item)

    A major iceheart looks similar to a minor iceheart, except that it is constantly surrounded by a swirling vortex of snow and ice to a radius of 1 foot. Creatures holding a major iceheart take 1d4+1 points of cold damage per round as the powerful magic of the device leeches heat from the body. On command, a major iceheart can be used to produce the following effects:

    A major iceheart’s most awesome power is the ability to create a fimbulwinter once per day. A major iceheart casts this spell automatically each day at sunset, unless it has already been used that day to create a fimbulwinter. Thus, the mere presence of a major iceheart generates a 15-mile-radius zone of eternal winter; the majority of frostfell regions that appear in temperate or tropical climates are the result of the introduction of a major iceheart into the region.

    Strong transmutation; CL 15th; Craft Wondrous Item, cone of cold, fimbulwinter, fog cloud, ice storm, polar ray, ray of frost, sleet storm, creator must be an uldra or a winterhaunt of Iborighu; Price 140,000 gp; Weight 1 lb.

    Crystal Hearts

    Crystal Hearts

    Plot Outline (WIP)

    A Crystal Heart campaign is intended to last ten to twenty sessions, from Novice to late Heroic (an Advance every session or two). We encourage playing using a serialized structure which gives an emphasis on fast, furious fun.

    The following is the suggested structure for a typical Crystal Heart campaign, listed here so that the players know what to expect. Game Master, if you depart from this structure, let your players know in advance!

    Think of the campaign as an animated series in three seasons:

    Season one (“Crystal Hunters”)

    During the first few sessions the Agents travel along their route, playing through mostly self-contained episodes in which they discover shards or Crystals. In between, they’re Chasing Leads (see page 80).

    This stage of the campaign is episodic, meaning that each adventure is its own story. An adventure starts like an episode in a television series, with the Agents already at the scene, sometimes even in medias res. All less-exciting background activities should either be waived, played in ways that make them fun (see Chasing Leads), or abstracted (such as with Requisition or the Ammo and Supplies rules).

    Episode 1: Surgical Strike

    The agent team is most of the way through training and one or more of them have already had their harness implantation surgery. The surgeon (the local Dusk) is needed to implant a crystal into an ally ([tie this to future events]); Raafi, the team's mentor, is asked to accompany her and invites the team along as supplemental security, as the ally has enemies who might try to interfere.

    The team is standing guard in the hallway outside the surgical suite when they hear a ruckus and Raafi's crystal being used inside. When they go in, they find Dusk poisoned on the floor, one of the surgical nurses knocked out by Raafi's crystal blast, and Raafi himself in the middle of switching Dusk's crystal out for his own, while the patient suffocates on the table: the nurse was an enemy infiltrator, and attacked Dusk as soon as she had the patient's heart out to replace it. With Dusk's crystal, Raafi can keep the patient alive for a time; he sends the team to find an antidote to the poison.

    Intermission: New-Minted Agents

    The rest of the team get their harnesses, make their requisitions, and receive their marching orders. There's an opportunity to [tie this to future events], perhaps by introducing a relevant character.

    Episode 2: Runaway Present

    The agents' first stop is Zingama City, where a recently-discovered Crystal is ready for them to pick up from the local authorities. This involves a small ceremony, which goes smoothly until the agents try to actually take the Crystal, at which point it teleports away; a moment later, they hear shouting from outside: the crystal has teleported into someone's pet zapacha, which has teleported out of their arms and is running off through the crowded streets (run as a Chase; SW Core Rulebook pg. 114).

    The zapacha is smaller than a cat and hard to see among the crowds, and teleports forward every few seconds, but can be tracked by the flashes of light and shouting of startled pedestrians when it teleports. It eventually leads the agents to its home (or they can talk to its owner and get the address, if they lose track of it), where the family is awed to meet Syn agents and cooperative with their attempts to corner the zapacha and retrieve the crystal.

    Intermission: The Mysterious River

    The agents head north from Zingama City, circling to the west of The Seat. On their travels they come across a river that's full of what seem to be tiny metallic petals, in all colors of the rainbow and changing color every few seconds - clearly not a natural phenomenon. They follow the river upstream for a few days, seeking the source of the petals; on the evening of the third day, there's a storm, causing the river to flood slightly. In the morning the petals are gone, and another day's travel upriver leads them to a swamp, with no signs of where the petals might have come from. Any locals they ask will confirm that the petals are a regular but random occurrence, happening about once a month, and inform them that the swamp is trackless and dangerous - none of them are willing to help the agents traverse it. With no way to continue their search, the agents turn back.

    When they return to their route, a bridge they need to cross has been washed out by the storm; the locals are in the process of rebuilding it, and would welcome help.

    Episode 3: Soaring Woods

    The agents leave Zingama, crossing the Perch Mountains into Maseia; the pass they use brings them close to the Soaring Woods, a steep and heavily forested hill known for its bear population and the glowing rocks at its peak. They stop for the night in a clearing at the base of the hill, which is currently in use by a local clan, who've stopped there to allow their young people to perform a rite of passage, retrieving a glowing rock from the Soaring Woods. They've been there for a week and no-one has found a glowing rock yet; even stranger, the some of the animals from the woods (bears, squirrels, rabbits; no carnivores) have been coming down from the hills into the camp and getting into their supplies, showing an alarming understanding of how to get into the clan's food supplies and animal enclosures: the first night the clan was here, the bears let all their capybison out, and while they were able to retrieve most of them, they don't have enough beast-power to move camp with their current herd. (They expect another clan to be by in a few weeks to a month, and hope to be able to talk them into helping in exchange for warning about the bears.)

    There's a crystal at the top of the hill: the glowing rocks were the work of a shard, and its mate recently fell from a floating mountain to reforge with it into Memento (CH Setting pg. 199), which is stuck in the branches of a fruit tree; eating the fruit of the tree grants the memories and skills of people possessing the glowing rocks taken from the woods. If the tree is disturbed, a crystal-touched nonthere (CH Setting pg. 195) swarms out to attack anyone nearby.

    Intermission: TBD

    The agents stop at the Southern Nexus trading post, turn in their crystals and so on, and are asked to check out the Clever Ott plotline; possibly there's some other interesting stuff here, too.

    Episode 4: Clever Ott

    Ma'aan used to be the teacher for his nomadic clan, giving classes to the children of the clan in between their tents. A few years ago, he noticed that Ott, one of the clan's capybison, often came around to watch. One day, as a joke, he asked the creature to answer a question he was presenting to the class, and was quite surprised when the capybison answered correctly by pawing the ground. Further investigation revealed that Ott can answer all sorts of math and multiple-choice questions, and Ma'aan got permission from his clan leaders to take Ott on the road as an attraction. Syn is interested in Ott, but he doesn't seem to have any other powers and isn't considered dangerous.

    A few weeks ago, Free Agent Tokan came through the Syn facility at the Southern Nexus a few weeks ago and stayed there briefly before heading off to find Ma'aan and Ott, who have been in the area recently. He had Scrutinizer (CH Setting pg. 200) slotted and seemed to be having trouble managing his Crystal's disposition, and initially agreed to swap it out, but became impatient and left before the replacement was delivered. The staff at the facility ask the agents to take the replacement crystal to him and make sure he hasn't been causing any trouble.

    It's not hard to find Tokan; he's with Ma'aan and Ott, following them around and trying to figure out how Ott is doing it. (He's confident because of Scrutinizer's powers that Ma'aan is not faking Ott's abilities or lying about the beast's lack of Crystal exposure.) Ma'aan, for his part, is content enough to have the agent tagging along; his questioning and inability to come up with another explanation only enhance the show, even if he is rather frustrating to have around the rest of the time. Tokan agrees that he should change his Crystal out, but wants to figure Ott out first.

    Ott is actually just an ordinary capybison with a particularly high Notice skill; Ma'aan himself is unintentionally cueing his answers, which can be proven by making Ott answer questions that Ma'aan doesn't know the answer to, or making him answer while he can't see him. Ma'aan will not believe this explanation, but Tokan will, and will agree to replace Scruitinzer when it's discovered. Alternately, if the team takes more than two weeks to solve the puzzle, Tokan decides that Ott should be taken back to the Syn Citadel for examination and demands that the team help him take Ott from Ma'aan.

    Season two (“Specialists”)

    While they were going through their route, the team discovered hints of some larger plot. Now they become Specialists or Free Agents, and are sent (or decide for themselves) to chase some leads and uncover the bigger conspiracy.

    This stage of the campaign might be far more open-ended than the previous one, giving the characters more freedom in deciding how to approach each situation.

    Season three (“Grand Finale”)

    As the big bad moves closer to achieving their sinister goals, the team uses powerful Crystals to chase them down, going through exotic locations and making far-reaching decisions, all culminating in one final fight. The campaign now ends—time to start a new one!