Adversaries

Despite the overthrow of the Trial of Evil, much of Britannia is still a dangerous place. Many foul monsters escaped the fall of their masters, and continue to stalk the land. Other creatures are not as evil, but no less dangerous for that. A selection of the more infamous denizens of Britannia is given here.

Corpser

Large Aberration (Spirit)

Hit Dice: 9d8+27 (67 hp)

Initiative: +2

Speed: 5 ft, burrow 20 ft

AC: 22 (–1 size, +2 Dex, +11 natural), touch 11, flat-footed 20

Base Attack/Grapple: +6/+30

Attack: Tentacle +9 melee (1d4+4)

Full Attack: 12 tentacles +9 melee (1d4+4)

Space/Reach: 10 ft/15 ft

Special Attacks: Constrict 1d4+4, improved grab, spell-like abilities, swallow whole

Special Qualities: Darkvision 60 ft, tremorsense 60 ft

Saves: Fort +6, Ref +5, Will +7

Abilities: Str 19, Dex 15, Con 17, Int 14, Wis 12, Cha 12

Skills: Concentration +11, Hide +14, Listen +6, Move Silently +14, Spot +6

Feats: Blind-Fight, Combat Reflexes, Multidexterity, Multiweapon Fighting

Environment: Any land or underground

Organization: Solitary, pair, or cluster (3-6)

Challenge Rating: 9

Treasure: No coins; 50% goods; no items

Alignment: Always chaotic evil

Advancement: 10–18 HD (Large); 19–27 HD (Huge)

Corpsers are found only in the deepest underground caverns. Voracious predators, they burrow into the ground and wait in ambush for unsuspecting prey. Often, the only warning a victim has that they have wandered into a corpser's territory is when the monster's tentacles erupt from the ground around them.

Constrict (Ex): A corpser deals automatic tentacle damage with a successful grapple check. It can constrict multiple opponents simultaneously, up to one per tentacle. A corpser can choose to swallow whole an opponent it is constricting with a successful grapple check.

Improved Grab (Ex): To use this ability, the corpser must hit a creature at least one size smaller than itself with its tentacle 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 constrict. A corpser gains a +20 racial bonus to grapple checks.

Swallow Whole (Ex): The corpser can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d8+4 points of bludgeoning damage and 1d8+4 points of acid damage from the corper's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the corpser's interior (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large corpser's interior can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive, or 512 Fine opponents.

Spell-Like Abilities: At will — move earth; 3/day — deeper darkness, earthbolt (DC 14); 1/day — earth reaver (DC 16), transmute rock to mud (DC 16), transmute mud to rock (DC 16). Caster level 9th. The save DCs are Charisma-based.

Demon

Fell spirits of the Underworld, demons are the stuff of nightmare. They come in an infinite variety of forms, shapes and sizes, most of which are beyond the ability of any sane mind to contemplate. Demons walked the surface world during the Ages of Darkness, summoned here from their infernal home by the sorcery of Mondain and his apprentice Minax, and the foul Exodus. Since those days sightings of demons have greatly diminished, for which most Britannians are eternally thankful.

Demons, like all outsiders, have the spirit subtype.

Dragon

Dragons are offspring of the great Earth Serpent, majestic creatures that have inspired both awe and terror through the ages. Some are renowned guardians of the virtues, but others are thoroughly evil, having fallen long ago to the lure of the dark side. No two dragons are alike, but all should be treated with the greatest respect, if only because of the power they wield.

Dragons have the spirit subtype.

Gazer

Large Aberration (Spirit)

Hit Dice: 12d8+24 (78 hp)

Initiative: +6

Speed: 5 ft, fly 30 ft (good)

AC: 22 (–1 size, +2 Dex, +11 natural), touch 11, flat-footed 20

Base Attack/Grapple: +9/+13

Attack: Slam +8 melee (1d4)

Full Attack: Slam +8 melee (1d4)

Space/Reach: 5 ft/5 ft

Special Attacks: Domination gaze, soul feed, eye attacks, spell-like abilities

Special Qualities: Darkvision 120 ft, resistance to cold, electricity and fire 10, all-around vision

Saves: Fort +8, Ref +6, Will +13

Abilities: Str 10, Dex 14, Con 14, Int 15, Wis 16, Cha 17

Skills: Knowledge (arcana) +17, Listen +10, Search +16, Spellcraft +17, Spot +24

Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, Quicken Spell-Like Ability (protection from good)

Environment: Any land or underground

Organization: Solitary, pair, or cluster (3-6)

Challenge Rating: 10

Treasure: Double standard

Alignment: Always lawful evil

Advancement: 13–18 HD (Large); 19–36 HD (Huge)

Bizarre horrors found in dark forests and underground dungeons, gazers are giant floating eyes with a strong command of the forces of magic. Among their powers are said to be the ability to dominate unwary minds, and to hurl searing bolts of fire at their enemies. They can communicate telepathically with any intelligent being, but do not speak, seeing all other forms of life as cattle to feed on.

All-Around Vision (Ex): The gazer’s multiple eyes make it an exceptionally alert and vigilant opponent. It gains a +4 racial bonus to Spot and Search checks, and can’t be flanked.

Domination Gaze (Su): The gazer’s central eye puts forth a continual gaze attack that acts as a dominate person spell. This attack has a range of 30 feet. A DC 19 Will save negates the effect. The save DC is Charisma-based.

Eye Attacks (Su): Each round, the gazer can activate 1d4+1 of its five eyes as a standard action. Its eyes have the following abilities, as the spells cast by a sorcerer with levels equal to its Hit Dice: fireball, lightning bolt, acid arrow, magic missile, greater dispelling. The save DCs against these attacks (where applicable) are all 19. The save DC is Charisma-based.

Soul Feed (Su): The gazer derives nourishment from the life force of those that fall victim to its domination gaze. If it remains within 30 feet of a creature it has dominated, it can inflict two negative levels per round as a free action on its victim. A DC 19 Fortitude save prevents the negative levels from being inflicted. Each negative level inflicted grants the gazer 5 temporary hit points, which disappear after 24 hours. The gazer can only feed on one victim per round, even if it has dominated multiple creatures. The Fortitude save DC is 19 to remove the negative levels after 24 hours. The save DC is Charisma-based.

Spell-Like Abilities: At will — charm monster (DC 17), detect thoughts (DC 15), mage hand, open/close (DC 13), protection from good, see invisibility; 3/day — dimension door, hold monster (DC 18), invisibility purge, stoneskin, telekinesis (DC 18), unholy blight (DC 17). Caster level 12th. The save DCs are Charisma-based.

Giant

Many races of giants, ettins and cyclopes dwell in the high peaks of the Serpent's Spine. Some are peaceable and wish only to be left alone, but others were seduced by the Triad of Evil, and became some of their most terrifying warriors during the Ages of Darkness. Their stats are as per the various giant races in the MM.

Headless

Literally beings without a head, these abominations are an ever-present menace in hilly and mountainous areas. No-one is sure how they survive without any visible means of feeding; a few sages in the Lycaeum theorise that they gain nourishment from the souls of their victims. They use the stats of the grimlock in the MM, except as follows:

Orc

The most common of the races of the Underworld, orcs are dark spirits corrupted by the baleful influence of evil. They formed the bulk of the armies of the Triad of Evil, and even now they remain an ever-present threat to the Empire. Their game statistics are as per the MM, except as follows:

Reaper

Large Magical Beast (Spirit)

Hit Dice: 10d10+30 (85 hp)

Initiative: +5

Speed: 10 ft

AC: 24 (–1 size, +1 Dex, +14 natural), touch 10, flat-footed 23

Base Attack/Grapple: +10/+30

Attack: Tentacle +16 melee (1d8+6) or bite +10 melee (2d6+6)

Full Attack: 6 tentacles +16 melee (1d8+6) and bite +10 melee (2d6+6)

Space/Reach: 5 ft/5 ft (15 ft with tentacle)

Special Attacks: Constrict 1d8+6, improved grab, spell-like abilities

Special Qualities: DR 5/—, darkvision 60 ft, poison immunity, SR 20, tremorsense

Saves: Fort +10, Ref +8, Will +8

Abilities: Str 23, Dex 13, Con 16, Int 13, Wis 16, Cha 18

Skills: Climb +7, Hide +10*, Listen +13, Spot +13

Feats: Alertness, Improved Initiative, Improved Natural Attack (tentacle), Weapon Focus (tentacle)

Environment: Any land or underground

Organization: Solitary, pair, or cluster (3-6)

Challenge Rating: 9

Treasure: No coins; 50% goods; no items

Alignment: Always chaotic evil

Advancement: 11–20 HD (Large); 20–30 HD (Huge)

Reapers are strange creatures that resemble the stalagmites in the caverns where they live. They lash out at their prey with many tentacles, stunning and paralyzing them before dragging them into their gaping maws. They are also reputed to have many magical talents.

In combat, a reaper likes to open with power word stun if it is facing a single strong opponent, or confusion if there are multiple opponents. It then follows up with unholy blight and fireball to further soften up its prey, before lashing out with its tentacles.

Constrict (Ex): A reaper deals automatic tentacle damage with a successful grapple check. It can constrict multiple opponents simultaneously, up to one per tentacle.

Improved Grab (Ex): To use this ability, the reaper must hit a creature at least one size smaller than itself with its tentacle 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 constrict. A reaper gains a +10 racial bonus to grapple checks.

Spell-Like Abilities: At will — bane (DC 15), doom (DC 15), magic missile, silence (DC 16), shield; 3/day — fireball (DC 17), shout (DC 18), unholy blight (DC 18); 1/day — confusion (DC 18), power word stun. Caster level 10th. The save DCs are Charisma-based.

Skills: *A reaper gains a +8 racial bonus to Hide checks in stony or rocky terrain.

Troll

Trolls are savage brutes that prey on anything that moves. They are particularly fond of lurking under bridges and demanding tolls from travellers. Even when paid, they frequently attack anyway. Their game statistics are as per the MM.

Wisp

Small Outsider (Spirit, Air)

Hit Dice: 9d8 (40 hp)

Initiative: +13

Speed: Fly 50 ft (perfect)

AC: 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20

Base Attack/Grapple: +6/–3

Attack: Shock +16 melee touch (2d8 electricity)

Full Attack: Shock +16 melee touch (2d8 electricity)

Space/Reach: 5 ft/5 ft

Special Attacks: Spell-like abilities

Special Qualities: Darkvision 60 ft, spell resistance 25

Saves: Fort +3, Ref +12, Will +9

Abilities: Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12

Skills: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)

Feats: Alertness, Blind-Fight, Improved Initiative, Weapon Finesse

Environment: Temperate forest and marshes

Organization: Solitary, pair, or string (3-4)

Challenge Rating: 8

Treasure: 1/10 coins; 50% goods; 50% items

Alignment: Usually chaotic neutral

Advancement: 10–18 HD (Small)

Mysterious creatures of the Spirit World, wisps dwell in the deepest, most primeval forests. They are said to be especially common in Spiritwood and parts of the Deep Forest. They are fiercely protective of their privacy, and are thus likely to attack any who disturb them.

Spell-Like Abilities: At will — invisibility, displacement; 3/day — charm monster (DC 15). The save DCs are Charisma-based.


Prestige Classes

Black Knight

Black knights are fallen knights who, for one reason or another, have turned away from the path of virtue. They use the black knight prestige class.

Bloodmage

This sorcerous cult is dedicated to keeping alive the legacy of Mondain, the first and greatest of the Triad of Evil. They are the sworn enemies of the witch hunters of Yew. They use the bloodmage prestige class.

Blood Warrior

Blood warriors are the martial champions of the bloodmages, and like them they are followers of the philosophies of Mondain. They use the tainted berserker prestige class. Blood warriors and bloodmages will often be found working together, with their martial and magical skills respectively complementing each other.

 


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