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A Refuge from Reason
Part Two of the Angry Land Series
A Therran Scenario for 5 PCs of level 9

 

Summary:

The PCs meet with the killoren elders and must convince them that they are not the cause of the angry manifestations of nature plaguing the region. They then witness a mystic ceremony gone awry and discover that they are the only ones who can assuage an angry and jealous spirit of nature.

Assumptions:

The PCs have taken part in the scenario entitled The Beasts Within.

Location:

Aladur

Historical Date:

701 A.C. Mechinahcatlinatl/Oromoxcoinatl (summer)

DM's Introduction:

The premiere sentient race of the northeastern tip of the Coatlizin Jungle, as well as the land of Aladur, is the killoren, a group of fey native to the region.

The Aladur region was, before the Creation Blast, a wild and unsettled land, and the Lake of Refuge at its center (known as Lake Ithaminoine in Aquan) was inhabited by a powerful and benign water spirit named Talinwique, who named the Lady of Rivers (known to the Azotchlan as Chalchihuitlicue [chal-CHEE-hweet-lee-CUE-eh]) as her mother.

When Okoth and his volunteer army marched south with the a creation cyst to annihilate the Serpent Empire, he passed through lands that he had seen many times before, but always as a sarrukh and never as one whose eyes had been open to beauty and truth. This time, traveling the beautiful lands of the Lake Tir region and the lake that now bears the name Poison Lake, he saw the wonders of the land with eyes anew and its beauty moved him. He knew that the blast unleashed by the creation cyst was likely to decimate this land, and although he had no way to shield the land from the blast, he felt he should at least attempt to save the spirits of the land and the many lakes, rivers, and streams that were in the area. And so, at great risk, he informed the six most powerful and trustworthy of the spirits of his plan and swore them to great oaths of secrecy and instructed them to go to the "land in the bosom of the mountains".

The spirits left, with heavy hearts and arrived in Aladur and found the Lake of Refuge. After speaking with Talinwique and pleading their case to her, they immersed themselves within. And Talinwique bade them to descend to the deepest portion of the Lake, and there to take shelter in a spiritual refuge accessible by a mystic crossroads of nature magic that was at the bottom of the Lake. For only by so sheltering themselves from the blast could the spirits hope to not perish. The danger to the spirits was not physical, for Aladur itself was shielded and distant enough to avoid the main effects of the blast, but rather psychic, for the spirits were all intimately attached to their lands, and devastation of their lands and waters would corrupt, destroy, or drive them mad just as surely as if they had remained in the blast itself. Only by taking refuge in the mystical realm accessed at the bottom of the Lake could they withstand the psychic shock of the loss of their lands and endure.

The blast did not harm Aladur, but even in their refuge, the devastation of their lands and waters affected the collected spirits and filled them with anger and frustration and a desire to protect what was now their refuge. This desire, mingled with some of the creative essences of the blast that did manage to waft their way over the mountains and into the land, caused the birth of the killoren, who are a people directly descended from the land of Aladur itself and imbued with the spark of sentience by the collective will of the spirits that have taken refuge here. Such a feat was unique, for in general only divine beings of godly stature can create new sentient life whole cloth. But the circumstances of so many spirits collected together in one place, their extreme psychic turmoil, and the collateral effects of the creation blast all combined to allow this to occur.

The killoren have, in the seven centuries since their creation, propagated and prospered so that they can truly be said to be the caretakers and guardians of the land of Aladur and the nearby portion of the Coatlizin Jungle that is cradled between Mallar's Peaks and the Lake of Refuge.

For many long decades, the spirits huddled at the bottom of the Lake of Refuge could not stand to emerge into the world again, for their loss was too traumatic, and even emerging to the bottom of the Lake was too much, as they could sense, taste, and feel the lingering distress and death of their old lands even across such vast distances. And so they remained in hiding. But this, too, was no solution, for such spirits thrive on the land and sun and air and cannot remain forever locked in hiding, removed from the world of which they are an inherent part. And so Talinwique and the killoren developed the ritual of Erytimbre (Marriage of Nature) which in essence married a worthy killoren with one of the hidden spirits.

This ritual marriage serves to divert much of the psychic bond that the spirits still hold with their devastated lands. Instead, much (but not all...for if the bond were fully severed they would die) of the bond is redirected to bond with their killoren spouse, and through that bond, an indirect bond with the land of Aladur or the Lake of Refuge itself. In this way, the orphaned spirits become somewhat tied to the healthy and prospering land of Aladur.

Because killoren are effectively immortal (though having been created 700 years ago there is no empirical evidence to this effect, they simply stop aging at about 100 years of age), these marriages to the spirits are permanent and long-lived (which is perfect for the immortal spirits). The only time a new marriage must be made is when a spouse dies due to unnatural causes (accidents, beasts, what have you). As such, these marriages are important and rare events, and the choice of a spouse is a long and arduous process that includes rigourous tests amongst the killoren candidates. In the history of the killoren, other than the initial marriages that took place over 600 years ago, only 3 marriages have taken place.

Recently, one of the Uryltimbri (Spouses of Nature) died due to an attack by a very large and powerful ahuizotl named by the killoren as Ambacras (Most Dangerous). Devoid of its link to her spouse, the spirit married to the Uryltimbre had to withdraw to the bottom of the lake and cross into the mystic realm to await a new spouse. This spirit, whose name is Hlavanaque was born of one of the most serene and peaceful bodies of water in the region of Poison Lake. As such, her beauty, both physical and mystical, transcends almost into the realm of the divine. When she came into the place of refuge, she was espied by the spirit of the land of Aladur (named Gyrmashil) that dwells within the mystic realm and calls it his own. When this same spirit had witnessed Hlavanaque centuries before, he was struck by her beauty and desired to have her. But as Hlavanaque was in the company of five of her fellow spirits, Gyrmashil did nothing and when the spirits left his realm, he thought often upon Hlavanaque's beauty and desired her more and more, jealous that she was married to a mere killoren. This time Gymashil gave into his desires and took Hlavanaque, desiring that she marry him. But Hlavanaque does not desire Gymashil, both for his crude way of abducting her and because he is mystically bound to his realm, which is tied to Sazhansiir but not truly a part of it. A marriage to Gymashil would not alleviate her psychic pain to the same extent that a marriage to the killoren would.

As Gymashil grows more and more frustrated, for he knows the killoren will eventually choose a mate for Hlavanaque and begin to miss her, his anger has become manifest in the lands over which he is guardian, such that strange manifestations of nature have begun to appear throughout the land. These manifestation have caused worry to the killoren, but so far they cannot figure out why they are happening. As guardians of the land, they know that these manifestations are, themselves, natural (though not normal) and so do not suspect corruption or some other profanation that is creating these manifestations directly. Nevertheless, something is wrong, and they are becoming more and more agitated.

Into this comes the PCs, who will receive anything but a warm welcome from the killoren or from the land itself.

What has Gone Before:

In the events of The Beasts Within, the PCs encountered a beast of malice, a manifestation of the land's anger. They also met the killoren and may have aided them or avenged their deaths by confronting the ahuizotl ambacras and her brood in their watery caves. The PCs then, either with killoren escort or not, marched across the Coatlizin Jungle and through the outlying regions of Aladur, encountering the native creatures, before being accosted by a patrol of killoren led by a druid who had divined the PCs' entrance into the land by means of a commune with nature spell.

Whether voluntarily or under duress, the PCs have now been escorted to the shore of the Lake of Refuge and approach the settlement of the Most Sacred Elders.

Note: If the PCs, for some reason, became hostile to the killoren patrol in the previous scenario and/or refused to be escorted to the settlement and, instead, have proceeded their on their own, the killoren will be extremely agitated (as word will likely have gotten to the Most Sacred Elders unless the druid leader of the killoren ambush encountered at the end of The Beasts Within was killed) and at least unfriendly if not downright hostile to the PCs. In this case, the DM is going to have to adjust the reactions of the killoren in this scenario accordingly, as it is assumed that the PCs have agreed to accompany the killoren ambushers to the Most Sacred Elders.

Part One - The Most Sacred Elders

The PCs meet the leaders of the killoren and attempt to convince them that they are not the cause of the angry manifestations plaguing the land. They witness a spiritual marriage ceremony go awry and learn of the anger of Gyrmashil.

The Most Sacred Settlement:

The PCs will not have seen any killoren settlements previous to arriving at the shores of the Lake of Refuge. If escorted by the killoren, they will have purposefully kept the PCs away from such settlements, to avoid any undue confrontations and so that the PCs are not allowed to "scout out" these places pending their judgment by the Most Sacred Elders.

If the PCs have traveled on their own, then it is also just as unlikely that they would have run across any settlements, as killoren settlements are small and usually well-hidden and designed to blend into the landscape.

The settlement of Ilywtrimbre-etel (literally, meeting of the most sacred in Sazhan) sits hard by the short of the Lake of Refuge, along its northwestern tip. The settlement is centered on a massive cypress tree that thrusts up from a jagged outcropping of rock that overlooks the Lake of Refuge.

The tree is surrounded by 100 ft high stone walls that form a triangular bastion, and within the walls are green grasses a mere 25 ft below the top of the walls that house various buildings fashioned from the still living roots of the great cypress. A massive stone gate on the tip of the bastion that faces north towards the Lake allow egress into the settlement.

The cypress itself, which is known as The Urythilimb (or "main tree") houses most of the settlement, and though it is living, the killoren have somehow managed to have the tree fold and shape its trunk and branches to allow access within the tree, which is well over 600 ft in height and 50 ft in diameter at its base. Within the massive hollow trunk are ladders and staircases fashioned of vines and rope that wind up the great spiral and enter various holes leading to the hollow interiors of branches.

The settlement houses over 500 killoren. These are led by the three Most Sacred Elders, who date back to the original birth of the killoren out of the Creation Blast. The Most Sacred Elders are:

Awarentimbel (NG, Female druid 13/hierophant 2), one of the few killoren showing any signs of age, dressed in a robe of thin hide and woven grasses and reeds and wearing a laurel of flowers, she holds a gnarled staff in her hands and has a look of piercing wisdom and consideration.

Erybrumettig (CG, Male druid 14), a tall killoren, over 6 ft tall and quite lanky, bedecked in a brown robe with hundred of small amber pieces sewn at the hems and with a staff of white bone in his hand and a circlet of copper and turquoise on his brow. His forehead seems constantly furrowed as if in thought or as if always judging what he sees and hears.

Kyrphanitemb (N, Male ranger 6/scout 8), seeming to be the youngest of the three, with piercing eyes and a face that is somewhat pinched. He is dressed in leafweave armour and has a large wooden haft with a sharp, blue crystal axe blade set into it.

The Most Sacred Elders hold court in a grand audience chamber situated about 200 ft up the inside of the trunk, where the main trunk makes its first branchings. The chamber is easily 40 ft in diameter and the ceiling rises to a conical point some 50 ft overhead. Glowing veins of sap decorate the walls and ceiling of the place, and flecks of amber provide a golden starscape for the room. At one end sits three seats formed of branches that have grown through the floor, and leaves and flowers sprout from these branches as would jewels on a more mundane throne.

If the PCs are being escorted by killoren, then they will be escorted through the gate after being challenged by guards (NG ranger 2) and led to the massive cypress and up to the audience chamber. Along the way, many killoren, some young children but most adults, will gawk at the PCs, especially remarking and pointing out any elves or half elves.

If the PCs arrive at the gate unescorted, the guards will attempt to speak to them in Sazhan, asking them why they have come and otherwise questioning them in an unfriendly and distrustful manner, naming them "children of the destroyer". The PCs will need to convince the gate guards to let them in, which will require them to raise the guards' attitude from unfriendly to friendly.

Circumstance modifiers to the Diplomacy check are as follows (all are stackable except the first two bonuses):

At least one elf or fey is amongst the PCs and is visibly elven = +5
At least one half elf is amongst the PCs and is visibly a half elf = +2
At least one PC speaks Sylvan in front of the killoren = +4
At least one PC is a druid or spirit shaman and evidences his affinity to nature by some means (including simply having an animal companion visible and showing it affection or giving it commands) = +3
The PCs produce a trophy of Ambacras = +5

Should the attitude of the guards be merely indifferent, then they will tell the PCs to wait without and one will fetch a senior watchman who will let them in with an escort after a wait of about 30 minutes. The watchman will have gone to the main tree to consult with a Most Sacred Elder and the latter will have accepted an audience with the PCs.

If the PCs manage to raise the guards' attitude to friendly or helpful, then they will open the gates and allow the PCs to enter assuming their stated business seems reasonable. If they want to speak to the leaders of the killoren, a senior watchman will be summoned and he will escort the PCs to the Most Sacred Elders' audience chamber inside the main tree.

If the attitude of the guards remains unfriendly, then they will not let the PCs in and will warn them to leave these lands and return to their own homeland. They want no desecrators of the earth here in Aladur. In order for the scenario to continue, the DM will have to adjudicate the PCs' actions, which could include sneaking into the place and demanding an audience with the Elders. The only real way for this to happen in the first place would be that the PCs have evaded a killoren escort and fail to show a trophy of Ambacras and make a very poor Diplomacy check. In short, the PCs will have had to have consciously attempted to not cooperate with the killoren previously and then roll badly. In such a case, they get what they deserve, although even in this circumstance, later events (detailed below) will encourage the killoren Elders to seek out the PCs (who are perhaps leaving Aladur in frustration or anger) and plead with them to enter the Place of Refuge at the bottom of the Lake.

If the attitude of the guards is hostile, they will warn the PCs away immediately and begin to fire arrows if the PCs do not flee. Persistence will be met with ever greater opposition until the Most Sacred Elders themselves become involved. Their reaction to the PCs is up to the DM and should depend on how lethally the PCs have responded to this force.

The remainder of this scenario assumes relations have not gone completely awry and the PCs are, in one way or another, able to gain an audience with the Most Sacred Elders.

Meeting of the Minds:

In audience with the Most Sacred Elders, the PCs will be questioned in Sazhan or, lacking that, in any of the four elemental tongues (Aquan, Auran, Ignan, or Terran). If those cannot establish communication, then in a pinch an Elder will cast speak with animals on a companion of the PCs or on a tame bird present in the audience chamber and invite the PCs to do the same so that the animal can, in a sense, translate. The latter is not ideal, but at least initial communication can be established and the PCs can hopefully explain that with some rest and prayer (or study) they can arrange communication (via a tongues spell, for example). If so, the PCs will be sent to rest in a nearby chamber under guard and another audience arranged for the next day.

During the audience, Erybrumettig will have a true seeing spell running.

The Most Sacred Elders are well-versed in Sense Motive, and Kyrphanitemb has a Sense Motive bonus of +19 (+21 against humans due to favoured enemy ability).

Awarentimbel will do most of the talking. Kyrphanitemb has the most disdain for humans, and he doesn't attempt to hide it such that a DC 15 Sense Motive check will discern this.

The PCs will be yet again questioned as to their purpose in Aladur and why they are so far from their homelands to the north. If any PCs care to reveal that they are not Azotchtla, the killoren will be somewhat taken aback, remarking that they did not know there were any humans who were not Azotchtla and that they cannot easily tell the physical differences amongst humans, not the least because even they have seen but a few humans in their long lives. The Elders will be only mildly interested in the notion that there is a continent across the sea from Sazhansiir, as only the happenings in their own land concern them.

If the PCs tell the Elders of their encounter with (and presumably defeat of ) Ambacras, the Elders will be impressed, though Kyrphanitemb will demand proof (such as a trophy). If any of the killoren from Ambacras' caves (even including the young watcher) are present, they will testify to the PCs' deeds (good or ill).

The PCs can also mention their encounter with the beast of malice. The Elders will nod and confirm that such manifestations have plagued their land of late, growing stronger and stronger. These manifestations have not been known in Aladur before now, but the Elders know of their nature and suggest that some event has occurred that angered the spirit of the land. The PCs or an escorting killoren might suggest that Ambacras was the cause of this anger, for she slew the Uryltimbri (or Spouse of Nature) of Hlavanaque, and that with the defeat of Ambacras the land might be appeased, but the Elders will ask when Ambacras was slain and after some consultation inform the PCs that manifestation have appeared even after Ambacras was slain.

Assuming the PCs speak with the Elders and engage in a dialogue with them, a Diplomacy check can be made. Awarentimbel and Erybrumettig are indifferent and Kyrphanitemb is unfriendly.

At least one elf or fey is amongst the PCs and is visibly elven = +5
At least one half elf is amongst the PCs and is visibly a half elf = +2
At least one PC speaks Sylvan in front of the killoren = +4
At least one PC is a druid or spirit shaman and evidences his affinity to nature by some means (including simply having an animal companion visible and showing it affection or giving it commands) = +3
The PCs have produced a trophy of Ambacras or it is known and believed that they have slain the creature = +5

Kyrphanitemb will suggest that perhaps the land is angry at the coming of and the presence of the "children of the destroyer" marring this sacred land. He will note that the land's anger predates the arrival of the strangers by only a short time. Perhaps the land sensed their coming and seeks to drive them away.

The other two Elders will nod and agree that this may be so, and if it is, then the PCs would best leave Aladur, for their own sake and the sake of the killoren and the land. But Awarentimbel will suggest that perhaps the land's anger will be satisfied once Hlavanaque is married again, for only then will Ambacras' crime be truly erased. She will suggest that the strangers be allowed to stay at least until Hlavanaque is married. Then, if the manifestations still occur, they will be escorted from the land. Erybrumettig will agree with this, as will Kyrphanitemb grudgingly.

If the PCs ask about Hlavanaque and the marriage, Awarentimbel will explain the situation, reciting the history of the refuge of the spirits, the birth of the killoren, and the marriage of the spirits as follows:

This land was, before the Great Destruction, a wild and unsettled land, and Lake Ithaminoine at its center was inhabited by a powerful and goodly water spirit named Talinwique, who named the Lady of Rivers as her mother.

When Okoth and his hordes marched south with his egg of destruction to annihilate the Serpent Empire, he passed through lands that he had seen many times before, but even to the cold, dead eyes of a sarrukh he finally noticed the beauty of those lands and such beauty even moved his scaled heart. He knew that the blast unleashed by the egg of destruction would decimate this land, and although he had no way to shield the land from the blast, he felt he should at least attempt to save the spirits of the land and the many lakes, rivers, and streams that were in the area. And so, he informed the six most powerful spirits of his plan and swore them to great oaths of secrecy and instructed them to go to the "land in the bosom of the mountains".

The spirits left, with heavy hearts and arrived in Aladur and found the Lake Ithaminoine, which we now name the Lake of Refuge. After speaking with Talinwique and pleading their case to her, they immersed themselves within. And Talinwique bade them to descend to the deepest portion of the Lake, and there to take shelter in a spiritual refuge accessible by a mystical doorway at the bottom of the Lake. For only by so sheltering themselves from the blast could the spirits hope to not perish. The danger to the spirits was not physical, for Aladur itself was shielded and distant enough to avoid the main effects of the blast, but rather to their soul, for the spirits were all intimately attached to their lands, and devastation of their lands and waters would corrupt them, destroy them, or drive them mad just as surely as if they had remained in the blast itself. Only by taking refuge in the place of refuge at the bottom of the Lake could they withstand the loss of their lands and endure.

The blast did not harm Aladur, but even in their refuge, the devastation of their lands and waters affected the collected spirits and filled them with anger and frustration and a desire to protect what was now their refuge. This desire, mingled with some of the essences of the blast that did manage to waft their way over the mountains and into the land, caused the birth of we killoren, for even now I can remember that day. And we are a people directly descended from the land itself and imbued with the spark of sentience by the collective will of the spirits that have taken refuge here.

For many long decades, the spirits huddled at the bottom of the Lake of Refuge could not stand to emerge into the world again, for their loss was too traumatic, and even emerging to the bottom of the Lake was too much, as they could sense, taste, and feel the lingering distress and death of their old lands even across such vast distances. And so they remained in hiding. But this, too, was no solution, for such spirits thrive on the land and sun and air and cannot remain forever locked in hiding, removed from the world of which they are an inherent part. And so Talinwique and we killoren developed the ritual of Erytimbre (Marriage of Nature) which in essence marries a worthy killoren with one of the hidden spirits.

This ritual marriage serves to divert much of the soul bond that the spirits still hold with their devastated lands. Instead, much (but not all...for if the bond were fully severed they would die) of the bond is redirected to bond with their killoren spouse, and through that bond, an indirect bond with the land of Aladur or the Lake of Refuge itself. In this way, the orphaned spirits become somewhat tied to the healthy and prospering land of Aladur.

Because we are as long-lived as the land itself, these marriages to the spirits are permanent. The only time a new marriage must be made is when a spouse dies due to unnatural causes. As such, these marriages are important and rare events, and the choice of a spouse is a long and arduous process that includes rigourous tests amongst the our candidates. In our entire history, other than the initial marriages that took place over 600 years ago, only 3 marriages have taken place.

Ambacras has slain one of the Uryltimbri, or Spouses of Nature, who was wed to a water spirit named Hlavanaque. Devoid of her link to her spouse, Hlavanaque had to withdraw to the bottom of the lake and cross into the mystic refuge to await a new spouse.

We have now chosen a new Uryltimbri from amongst the candidates, and in three days we shall perform the ceremony to reunite Hlavanaque with this land that she may emerge from the place of refuge and be whole once more.

Awarentimbel will now tell the PCs that they may rest and find succor here within the Urythilimb until the ceremony is to take place. They may also roam the settlement and may leave the place to attend to the stunning view of the Lake from the promontory, but must have an escort of killoren with them at all times.

Unless the PCs raise objections, they will now have 3 days to rest or interact with the killoren. An escort of six killoren guards (NG ranger 2/warrior 3) will be with the PCs at all times. If the PCs do object to an escort, then if at least two Elders have an attitude of helpful, they will allow the PCs to tarvel unescorted, but only with solmen oaths given that they will not flee the area.

The Wait (and the Hunt [EL 13]):

During the 3 days until the marriage, the PCs can spend their time however they like within the settlement.

Optionally, on the morning of the second day Kyrphanitemb will come to them and say that he has grave doubts about the intentions of the PCs. Nevertheless, they can prove their mettle to him and their genuine desire to befriend the killoren by helping in a hunt being undertaken by a group of killoren from the settlement. Kyrphanitemb is making this offer both to test the PCs and see if they truly do wish to help the killoren (even despite the fact that they may have already shown this by slaying Ambacras...Kyrphanitemb will say he cannot be sure of the circumstances surrounding that event nor of the motivations for it) and to possibly have the PCs perish in the hunt.

If the PCs refuse, Kyrphanitemb will sneer and remark on the PCs' true lack of desire to befriend the killoren. If they agree, he will lead them to the hunting party assembling near the gate of the settlement. The killoren hunting party consists of a hunt leader, six guards, and a druid. They will tell the PCs that an abomination of the Scaled Ones has been reported in the high moors about half a day journey north of the settlement. The abomination is a many-headed lizard that breathes fire. The killoren will not agree to wait another day in order for the PCs to prepare new spells. They are eager to find and kill the creature before it can wreak any harm or escape back into the hinterlands.

The killoren know the last area the beast was sighted, and so will head to that place, which is an area of moor land about 6 miles north of the settlement. As the PCs approach the area, they will start to notice swaths of burnt grass and the charred remains of trees. The hunt leader of the killoren will begin to track and easily be able to find the trail. An hour later the group will encounter the first hydra (yes...I said first hydra!).

At this time the killoren druid will wild shape into a dire hawk and begin to scout the area. Soon enough he will spot the pyrohydra from a distance of about 1500 ft. The druid will inform the killoren and PCs and remind them that pyrohydras have a keen sense of smell and that they should approach it from upwind.

Just before reaching the area, the druid will cast a mass resist energy (fire) on the killoren hunters and a protection from energy (fire) and aura against flame on herself. The hunt leader will cast a resist energy (fire) on himself. These killoren did not know that the PCs would be accompanying them and so the druid has not taken enough spells to protect the PCs from fire. She can, however, use her aura against flame to aid a single PC in this manner.

HUNT LEADER CR 6
Races of the Wild page 102
Male killoren Ranger 6
CG Medium fey
Init +4; Senses low-light vision, Track; Listen +9, Spot +9
Languages Sazhan, Aquan


AC 15, touch 12, flat-footed 13
hp 34 (6 HD)
Immune charm, hold, magical sleep effects
Fort +5, Ref +6, Will +3; +2 vs enchantments, Endurance

Spd 30 ft (6 squares); quick swimmer
Melee 2H mwk battleaxe +9/+4 (1d8+3)
Melee mwk battleaxe +7/+4 (1d8+2) and handaxe +7 (1d6+1)
Ranged mwk shortbow +9/+4 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
Atk Options cold iron anathema, Power Attack
Special Actions
Killoren Hunter
Combat Gear masterwork battle axe, masterwork shortbow, arrows (20), potion of cure moderate wounds (CL 3), potion of barkskin +2 (CL 3)
Ranger Spells Prepared (CL 3, melee touch +8, ranged touch +8):
1st - entangle (DC 13), resist energy

Abilities Str 14, Dex 15, Con 12, Int 12, Wis 14, Cha 14
SQ animal companion (link, share spells), combat style (two-weapon combat), favoured enemy (aberrations +2, magical beasts +4), manifest nature's might (aspect of the hunter), wild empathy +10
Feats Endurance, Forester, Killoren Hunter, Power Attack, Track, Two-Weapon Fighting
Skills Climb +6, Handle Animal +9, Heal +7, Hide +9*, Jump +6, Knowledge (nature) +8, Listen +9*, Move Silently +9*, Ride +4, Search +7, Spot +9*, Survival +14 (+16 aboveground natural environments, +2 to follow tracks), Swim +9
Skill Tricks quick swimmer
Possessions combat gear plus leafweave studded leather armour, spell component pouch


Cold Iron Anathema (Su)
Killoren have a difficult time wielding weapons made of cold iron. Killoren take a -2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.

Manifest Nature's Might (Su) Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature's might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling his spirit with the aspect of nature that is most needed for his current tasks. Once a killoren chooses an aspect, he manifests that aspect until the next morning, when he chooses again which aspect to manifest. Many killoren favour one aspect over the others and rarely choose to manifest one of the other two aspects.

Aspect of the Ancient: While manifesting the aspect of the ancients, a killoren embodies the deep and ancient secrets of nature itself. With this bond to nature's secret lore, a killoren gains a racial bonus on Knowledge (nature) checks equal to his Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the killoren's normal racial bonus on saving throws against enchantment effects. While a killoren manifests the aspect of the ancient, his hair turns white and his eyes turn to the colour of a blue summer sky.

Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect of the destroyer. Once per hour (up to a maximum number of times per day equal to the killoren's Charisma bonus, minimum 1), a killoren manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. When making this smite attack, a killoren adds his Charisma bonus to his attack roll and deals an extra 1 point of damage per Hit Die. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. If a killoren accidentally smites a creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up for that hour and counts against the total uses per day. While a killoren manifests the aspect of the destroyer, his hair and eyes turn a deep, lusterless black; many find the gaze of a killoren destroyer's coal-black eyes to be unnerving.

Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to nature's ancient tradition of the hunt, and his senses sharpen to an amazing degree. While manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the hunt, his hair and eyes turn a deep forest green, and his skin town becomes a deeper brown than when manifesting one of the other aspects.

* +1 additional bonus in forest due to Forester feat


HUNT LEADER'S ANIMAL COMPANION CR n/a
Female small viper snake
N Small viper
Init +8; Senses Listen +7, Spot +7

AC 20, touch 15, flat-footed 16
hp 13 (3 HD)
Fort +3, Ref +7, Will +2; evasion

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +7 (1d2-2 plus poison)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp -4

Abilities Str 7, Dex 18, Con 11, Int 1, Wis 12, Cha 2
SQ animal companion (link, share spells)
Feats Improved Initiative, Skill Focus (hide), Weapon Finesse
Skills Balance +12, Climb +11, Hide +15, Listen +7, Spot +7, Swim +6
Tricks: attack, come, fetch, home, seek


Poison (Ex)
A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con (DC 11 Fortitude save). The save DCs are Constitution-based.

DRUID CR 6
Races of the Wild page 102
Female killoren Druid 6
NG Medium fey
Init +2; Senses low-light vision; Listen +10, Spot +10
Languages Sazhan, Aquan, Auran, Terran


AC 16, touch 12, flat-footed 14
hp 39 (6 HD)
Immune charm, hold, magical sleep effects
Fort +8, Ref +5, Will +9; +4 vs enchantments, +4 vs spell-like abilities of fey

Spd 30 ft (6 squares); trackless step, woodland stride
Melee mwk spear +6 (1d8+1)
Ranged sling +6 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +5
Atk Options cold iron anathema
Special Actions
wild shape (2/day)
Combat Gear masterwork spear, sling, bullets (10), potion of cure moderate wounds (CL 5), potion of owl's wisdom (CL 3), potion of protection from energy (fire) (CL 5)
Druid Spells Prepared (CL 6, melee touch +5, ranged touch +6):
3rd - cure moderate wounds, mass resist energy, protection from energy
2nd - frost breath (3), numbing sphere (DC 15)
1st - aura against flame, cure light wounds (2), entangle (DC 14),
0 - cure minor wounds (2), detect magic, light, resistance

Abilities Str 13, Dex 14, Con 14, Int 14, Wis 16, Cha 14
SQ animal companion (link, share spells), manifest nature's might (aspect of the ancient), wild empathy +12
Feats Combat Casting, Elemental Essence (cold), Natural Spell
Skills Concentration +13, Diplomacy + 8, Handle Animal +10, Heal +8, Knowledge (nature) +19, Listen +10, Ride +4, Spellcraft +6, Spot +10, Survival +12 (+14 in above ground natural environments), Swim +7
Possessions combat gear plus +1 wood armour, spell component pouch


Cold Iron Anathema (Su)
Killoren have a difficult time wielding weapons made of cold iron. Killoren take a -2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.

Manifest Nature's Might (Su) Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature's might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling his spirit with the aspect of nature that is most needed for his current tasks. Once a killoren chooses an aspect, he manifests that aspect until the next morning, when he chooses again which aspect to manifest. Many killoren favour one aspect over the others and rarely choose to manifest one of the other two aspects.

Aspect of the Ancient: While manifesting the aspect of the ancients, a killoren embodies the deep and ancient secrets of nature itself. With this bond to nature's secret lore, a killoren gains a racial bonus on Knowledge (nature) checks equal to his Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the killoren's normal racial bonus on saving throws against enchantment effects. While a killoren manifests the aspect of the ancient, his hair turns white and his eyes turn to the colour of a blue summer sky.

Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect of the destroyer. Once per hour (up to a maximum number of times per day equal to the killoren's Charisma bonus, minimum 1), a killoren manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. When making this smite attack, a killoren adds his Charisma bonus to his attack roll and deals an extra 1 point of damage per Hit Die. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. If a killoren accidentally smites a creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up for that hour and counts against the total uses per day. While a killoren manifests the aspect of the destroyer, his hair and eyes turn a deep, lusterless black; many find the gaze of a killoren destroyer's coal-black eyes to be unnerving.

Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to nature's ancient tradition of the hunt, and his senses sharpen to an amazing degree. While manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the hunt, his hair and eyes turn a deep forest green, and his skin town becomes a deeper brown than when manifesting one of the other aspects.


DRUID'S ANIMAL COMPANION CR n/a
Female small viper snake
N Medium animal
Init +1; Senses low-light vision; Listen +4, Spot +4


AC 15, touch 11, flat-footed 14
hp 22 (3 HD)
Fort +6, Ref +4, Will +2

Spd 20 ft (4 squares), swim 30 ft (6 squares)
Melee bite +6 (1d8+6)
Melee tail slap +6 (1d12+6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options improved grab

Abilities Str 7, Dex 18, Con 11, Int 1, Wis 12, Cha 2
SQ animal companion (link, share spells), hold breath
Feats Alertness, Skill Focus (hide)
Skills Hide +7*, Listen +4, Spot +4, Swim +12
Tricks: ambush, attack, guard, hold


Improved Grab (Ex)
To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

KILLOREN HUNTERS (6) CR 4
Races of the Wild page 102, Complete Adventurer page 11
Male and Female killoren Scout 2/Warrior 3
CG Medium fey
Init +5, battle fortitude; Senses low-light vision, trapfinding; Listen +8, Spot +8
Languages Sazhan, Aquan


AC 14, touch 12, flat-footed 14; uncanny dodge
hp 28 (5 HD)
Immune charm, hold, magical sleep effects
Fort +5, Ref +6, Will +3; +2 vs enchantments, battle fortitude

Spd 30 ft (6 squares)
Melee 2H battleaxe +6 (1d8+3)
Ranged shortbow +6 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options cold iron anathema, Power Attack
Special Actions
skirmish +1d6
Combat Gear battleaxe, shortbow, arrows (20), potion of cure light wounds (CL 1)

Abilities Str 14, Dex 14, Con 12, Int 12, Wis 14, Cha 14
SQ manifest nature's might (aspect of the hunter)
Feats Forester, Power Attack
Skills Balance +9, Climb +8, Escape Artist +7, Heal +3, Hide +6*, Intimidate +3, Jump +9, Knowledge (nature) +6, Listen +8*, Move Silently +6*, Spot +8*, Survival +7 (+9 aboveground natural environments, +2 to follow tracks), Search +5, Swim +7, Tumble +10, Use Ropes +2 (+4 to bind)
Possessions combat gear plus bark armour


Cold Iron Anathema (Su)
Killoren have a difficult time wielding weapons made of cold iron. Killoren take a -2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.

Manifest Nature's Might (Su) Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature's might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling his spirit with the aspect of nature that is most needed for his current tasks. Once a killoren chooses an aspect, he manifests that aspect until the next morning, when he chooses again which aspect to manifest. Many killoren favour one aspect over the others and rarely choose to manifest one of the other two aspects.

Aspect of the Ancient: While manifesting the aspect of the ancients, a killoren embodies the deep and ancient secrets of nature istelf. With this bond to nature's secret lore, a killoren gains a racial bonus on Knowledge (nature) checks equal to his Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the killoren's normal racial bonus on saving throws against enchantment effects. While a killoren manifests the aspect of the ancient, his hair turns white and his eyes turn to the colour of a blue summer sky.

Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect of the destroyer. Once per hour (up to a maximum number of times per day equal to the killoren's Charisma bonus, minimum 1), a killoren manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. When making this smite attack, a killoren adds his Charisma bonus to his attack roll and deals an extra 1 point of damage per Hit Die. This smite attack works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. If a killoren accidentally smites a creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up for that hour and counts against the total uses per day. While a killoren manifests the aspect of the destroyer, his hair and eyes turn a deep, lusterless black; many find the gaze of a killoren destroyer's coal-black eyes to be unnerving.

Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to nature's ancient tradition of the hunt, and his senses sharpen to an amazing degree. While manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the hunt, his hair and eyes turn a deep forest green, and his skin town becomes a deeper brown than when manifesting one of the other aspects.

* +1 additional bonus in forest due to Forester feat

Creatures: 2 pyrohydras dwell here. They are a rare mated pair, looking for a den in which to nest. Pyrohydras mate in the autumn and lay their eggs in the winter, so that the young hatch during the warm summers, which increases their chance of survival.

The PCs will come across the first pyrohydra, which will be basking in a shallow bog (purple shading) about 60 ft in diameter. The rest of the terrain is rocky land punctuated by large boulders (grey shapes, height roughly equal to diameter) but clear of undergrowth, except for a few patches of light undergrowth (green shading) and a few small trees. The red arrow indicates the upwind direction (i.e. the wind is blowing from west to east), which is the direction the killoren will attempt to use to sneak up towards the pyrohydra.

The second pyrohydra is actually underneath one of the large boulders about 80 ft away from the first pyrohydra. The second has been digging out a nesting burrow beneath the boulder and there is now a 15 ft diameter den under the rock, accessed by a 10 ft diameter hole in the ground. If the PCs and killoren approach the first hydra from upwind, they will have no chance to spot the hole or the second hydra until it comes slithering out of its burrow.

TEN- HEADED PYROHYDRAS (2) CR 11
N Huge magical beast
Init +1; Senses Blind-Fight, darkvision 60 ft, low-light vision, scent; Listen +8, Spot +9


AC 20, touch 9, flat-footed 19
hp 108 [10 hp per head] (10 HD), fast healing 20
Immune fire
Vulnerable cold
Fort +11, Ref +7, Will +4

Spd 20 ft (4 squares), swim 20 ft (4 squares)
Melee 10 bites +14 (1d10+5)
Space 15 ft; Reach 10 ft
Base Atk +10; Grp +23
Special Actions
Combat Reflexes, fire breath (DC 20)

Abilities Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Feats Blind-Fight, Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)
Skills
Listen +8, Spot +9, Swim +13

Combat Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.

Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.

A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.

Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

Fire attacks cannot prevent a pyrohydra’s stump from growing new heads (since a pyrohydra has immunity to fire), but 5 points of cold damage does.

Feats A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

Fire Breath (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Pyrohydras must make all of their breath weapon attacks at the same time during their turn. This is because the creature has a single set of lungs and so, when it breathes, those heads electing to breathe do so at the same time. In addition, the breath effects from each head overlap; they do not stack. This means a given target can only ever sustain 3d6 damage from a hydra's breath weapon in a given round. Hydras are too unintelligent to delay or ready actions. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier.

Tactics: The first pyrohydra will roar bestially and attack the PCs and hunters. It seeks to defend its mate and the nest (even though there are no eggs yet) and so will not leave sight of the area.

Once the first pyrohydra lets out its roar, the second one will emerge from its lair on the next round. That round it will still be under complete cover, and will not make any noise, giving it a Move Silently bonus of +1. Due to the din of the other hydra roaring, there is a -10 penalty to Listen checks to hear the second hydra emerging from its lair. In addition, PCs not taking active Listen checks are treated as distracted (by the first hydra) and suffer a further -5 penalty.

One the round after it emerges from the hole, the second pyrohydra roars and stomps into the battle. They will use their breath weapons fairly liberally, but when and if they see them ineffective they will resort to bite attacks.

The killoren have a bit of knowledge about pyrohydras. They are very rare in these parts, but tales and oral tradition do tell of previous encounters. As such, they know the combat rules for fighting hydras and they know that they need to do cold damage to seal a neck stump. This is the druid's job in the fight....to use his cold spells to seal stumps. The hunters are armed with slashing weapons and will use their Power Attack feats to attempt to sever the heads.

Developments: The pyrohydras, by virtue of digging their nest, are now instinctually bound to defend it, and so will not flee combat and will fight to the death.

If the pyrohydra is slain, then Kyrphanitemb will be somewhat pleased with the result, especially if there were not inordinate killoren casualties and even moreso if any surviving killoren vouch for the PCs' performance and bravery in combat. Nevertheless, he will still remain suspicious of the PCs.

The Marriage:

On the 3rd day, the killoren will rouse the PCs and an air of electric excitement will buzz through the settlement. The killoren are gathering to perform the ceremony of marriage between the new Uryltimbre and Hlavanaque, and the PCs are invited to attend this rare and blessed event. The ceremony takes place at the very top of the stone promontory, where a stone plinth carved with scenes of the devastation of the Creation Blast and the spirits of land and water fleeing to Aladur to join with the killoren, who are represented as having sprouted from the ground itself.

The plinth is about 12 ft tall and about 3 ft to each of its four sides. Set before the plinth is a large concave bowl cut into the stone of the promontory. This bowl is filled with still water that seems to have strange swirls of silver and gold rippling through it.

At least 300 killoren are present, standing on the rocks and outcroppings of the promontory that look up towards the plinth and pool area. The Most Sacred Elders stand around the pool and before the plinth, facing the Main Tree.

One of the killoren will step forth from the crowd and raise a conch shell horn to his lips and a great blast will sound. The blast is an amazing thing, as the sound reverberates and echoes around the promontory and seems to somehow travel back and forth across the vast lake and, where the sound brushes the Lake, little waves bounce with joy.

With that the crowd will part and a male killoren dressed in long robes of woven leaves and bedecked in a crown of flowers and ivy moves forward solemnly. He steps forward to the edge of the pool, and the three Most Sacred Elders begin to intone a long chant that interweaves elements of all four elemental languages. As the chant is intoned, a breeze picks up, and the ground of the promontory seems to shudder, and the water in the nearby Lake and in the pool jounces and forms tiny whirlpools. And tiny blooms of flame flicker briefly in the air overhead.

Finally the Uryltimbre disgards his robe and steps into the pool, where he is bathed in a swirling, multicoloured radiance. The radiance then congeals over his head and shoots out over the promontory and down into the Lake, where the water boils and froths as the radiance sinks beneath the surface and out of sight into the depths of the water.

The chanting stops and for five minutes or more there is a hushed anticipation in the gathered killoren. Finally, the Most Sacred Elders raise their hands and turn to face the Lake. They place their hands on the plinth and speak in Sazhan:

Oh spirits of the Lake...oh Hlavanaque who waits in the realm of refuge for our succor. Here is your Uryltimbre! He is pure and he is sanctified and he is a willing conduit between you and the land, that by your love you may know ease from your past and take joy in your everlasting future. Come forth Hlavanaque and be wed!

For a minute or two nothing happens, and all are still. But then some of the gathered begin to fidget, and shortly thereafter the Most Sacred Elders will begin to glance nervously at one another. Soon a murmur will ripple through the killoren and Awarentimbel will step forth to the very edge of the promontory and call out in Aquan:

Hlavanaque, your groom awaits! Come forth and be in bliss again!

Again nothing will happen, and now there is clear nervousness, and the Uryltimbre emerges from the pool and dons his ceremonial robe, looking confused.

One killoren will wonder if the Uryltimbre is unworthy and has been rejected by Hlavanaque. Some will assert this is the case, while others will argue that no other Uryltimbre has ever been rejected.

As the din begins to grow louder, Erybrumettig raises his hands and shouts for the crowd to be still:

It is clear something is amiss. We shall go down to the Lake and summon forth Talinwique and let the Lady of the Lake herself tell us what goes here.

The crowd seems mollified by this, and as the Elders pass the bewildered groom, Awarentimbel places a reassuring hand on his shoulder and smiles to him and whispers something in his ear. Meanwhile, Kyrphanitemb will simply glare accusingly at the PCs as the Most Sacred Elders make their way down the promontory. The Elders proceed past the settlement and Main Tree and descend down to the shore of the Lake. The killoren follow in tow, while the groom is taken back into the settlement by a few killoren.

Down at the shore, the Most Sacred Elders remove their robes and enter waist deep into the Lake water, nude excepting their headgear. There they will become a low, humming chant that resolves itself into a plea in Aquan for the spirit Talinwique to appear and hear their plea. After about five minutes of chanting, the water about 25 ft further into the Lake begins to rise and twist in a column. The column grows to a height that is over 10 ft tall before the outer skin of water of the column suddenly sloughs away, revealing a beautiful figure of a female humanoid comprised entirely of water.

This is the spirit Talinwique, and when she speaks her voice is like a hundred water drops tinkling against crystal. She speaks in Aquan, and the Elders answer in that language.

Talinwique: Why have you called me children of the land, awakened me from my eternal sleep and into the waking world of mortals?

Erybrumettig: Oh generous Talinwique, Lady of the Lake and she whose arms welcomed and cradled the refugee spirits during the Day of Destruction, we are loathe to awaken you from your revere in the depths of your demesne, but we are puzzled by what has happened this morning.

Talinwique: What has happened?

Erybrumettig: We have tested and presented an Uryltimbre for Hlavanaque, but when we chanted the ritual of calling, she did not come.

Awarentimbel: We fear that there may be some occurance that has distracted her...

Kyrphanitemb:Or perhaps like the land itself, she is angered at something and refuses to come...perhaps she is displeased with us or distressed by the presence of strangers amongst us...

Erybrumettig: In any event, oh revered Lady of the Lake, we seek your guidance.

Talinwique: You have indicated that the land itself is angry. Of this I was not aware, though my awareness extends little beyond the confines of my Lake. However, even now, as you have mentioned it, I feel the a tenseness in the water and the air, as if a bowstring were pulled taught beyond its normal limits, and ready to snap. This anger even infuses my waters with a bitter spiritual taste...and it is disturbing to me.

But as far as Hlavanaque, I felt her presence when her Uryltimbre died a time ago. She descended into the Lake and entered the Realm of Refuge. I have not felt her presence since, so I can say with some certainty that she remains there still.

Wait a moment...

[about a minute passes as Talinwique concentrates]

The anger I feel also comes from the Realm of Refuge. Such anger...it is potent and powerful and quite ancient. It is, I think, from Gyrmashil, the eld spirit of the land of Aladur who is the master of the Realm of Refuge. That is, I am afraid, all I can tell you. His anger is great and its potency distresses me. I do not wish to remain awake any longer in the wake of such turmoil.

With that, Talinwique dissolves back into the Lake.

The gathered crowd will be buzzing with consternation, and there will be observed some pointed stares at the PCs. A few killoren will have gathered around each of the Most Sacred Elders, conferring with them, and those around Kyrphanitemb will often glance at the PCs.

Eventually, Awarentimbel will call for the gathered to meet in the council chambers and the whole mob will travel back to the settlement and into the Main Tree, ascending to the audience chamber, where the Most Sacred Elders will take their seats and the PCs and the rest of the killoren will be asked to remain outside as the Elders confer. Some of the gathered will eventually tire of waiting and wander back to their daily lives, but at least 50 killoren will remain waiting for the counsel of the Elders.

After about a half an hour the doors will open and the Elders will invite the PCs into the chamber (they will be sent for if they wandered off during this time). About half of the 50 killoren will crowd into the chamber, the rest hovering outside the doors to overhear what they can.

When the PCs enter the audience chamber, a DC 20 Sense Motive check will show that Kyrphanitemb is quite upset, though trying to control his anger.

Awarentimbel will address the PCs:

You are aware of the situation, as you have witnessed it with your own eyes and ears. What you may not know is of Gyrmashil. Gyrmashil is the elder spirit of the land of Aladur. In a sense, he is the land itself...or at least its mystic embodiment. All lands have such a spirit, and these spirits dwell in another realm that is mystically connected to the land itself, but at the same time removed. This realm houses the elder spirit, and like a womb for an unborn child, the elder spirit draws his strength from the mystic realm, and this strength is translated into the land and disseminated throughout the land to keep it vital and healthy. It is such strength that allows our elders to wield their earth powers.

This elder spirit is usually quite removed from direct action in the land. His is a passive role usually. But there are ancient accounts, that predate the killoren, that tell of such elder spirits rousing at great need...and then the power displayed by such entities is awesome indeed. Usually there is no means or way to enter the mystic realms of the elder spirits of the land. Ours is a unique case because Talinwique pleaded on behalf of the refugee spirits and Gyrmashil opened a door into his realm.

These elder spirits are not the same as the spirits of the land and water that we interact with in the mundane world. In a sense, these spirits, even ancient and wise Talinwique, are children compared to the elder spirits. We three are to a killoren child as spirits such as Talinwique and Hlavanaque are to such as Gyrmashil.

It is clear to us, confirmed by Talinwique, that the manifestations of anger in the land of late, including the beasts of malice, are a result of Gyrmashil. He is angry...an anger that has not been felt by us here ever before. And it is clear that Hlavanaque is in Gyrmashil's Realm and for some reason refuses to leave it to marry the Uryltimbre. But we fear for Hlavanaque, for as has been said to you before by me, such spirits as Hlavanaque cannot long abide it in Gyrmashil's Realm, for unlike Gyrmashil, they are tied to the mundane land and must be present in it.

So something is amiss. But there is a problem for us. We killoren are tied to the land. We are borne of it. We cannot leave it. We cannot enter Gyrmashil's Realm. We do not know what would happen if we tried, but at the best we would lose our connection to the land, which is the foundation of our being. At worst we would perish or lose our souls.

But you strangers are not tied to the land as we are. You could, we think, enter Gyrmashil's Realm and try to find out what has happened...what has angered Gyrmashil so and what causes Hlavanaque to remain in that realm and not marry her groom.

This is not your concern strangers. You have already done much for us, and we cannot presume to obligate you to undertake a journey that none of us is willing or able to undertake. We can only appeal to you to help us in our time of need. Some suggest that your presence itself is the cause of Gyrmashil's anger and of Hlavanaque's reluctance to leave his realm. Others of us disagree with this contention, but if it is true, then it would be mete, perhaps, for you to confront Gyrmashil and let him see what is noble and good in you and that you are not desecrators of the land, despite what Okoth may have done in your name centuries ago.

If you refuse to undertake this journey, we understand and you will earn no ill will from us, but we will then have to ask you to leave our land, for we will have to at least try to appease Gyrmashil by removing your presence from the land and hope that will mollify him and Hlavanaque.

If, on the other hand, you will undertake this journey, then we will endeavour to aid you as we can and provide you with the means to reach the doorway to Gyrmashil's Realm in the depths of the Lake.

The choice is entirely up to the PCs. While Kyrphanitemb argued that the PCs should be banished, even he agreed to allow the PCs to undertake this journey because he is certain that Gymshil's anger is caused by the presence of the PCs and that, if this is so, then he feels it will be likely that Gyrmashil will simply destroy the PCs and they will never return and all will be right with the land.

If the PCs refuse to undertake the journey, then the Elders will insist that the next day the PCs leave Aladur. A strong escort, including the 3 Elders, will take the PCs to any edge of the land they like, and they will warn the PCs that they should attempt no further entry into Aladur ever again. And they should warn their kind the same...Aladur is off limits to humans until further notice.

The remainder of this scenario presumes, of course, that the PCs agree to undertake the journey to Gyrmashil's Realm.

Part Two - The Realm of Refuge

The PCs enter Gyrmashil's Realm and learn of the reason behind his anger and Hlavanaque's disappearance. They must then choose one of three means to free Hlavanaque: To defeat Gyrmashil in combat, to convince him of the hollowness of his angry love, or to trick him into letting her go.

Gyrmashil's Realm Overview:

Gyrmashil's Realm is actually the Plane of Faerie. In Therra, such planes are actually demi-planes coexistent with the Material Plane. In Jerranq, which is, due to its history and the presence of the gods themselves, Faerie is a series of relatively large and populous realms, such as the Seelie Realm. In Sazhansiir, which has much less of a fey presence, Faerie consists of a myriad of minor pocket planes that are generally coexistent with a single geographical swath of land (e.g. Aladur). These pocket planes vary in size, but none are as vast as Faerie on Jerranq. In general, there is no access between Sazhansiir and Faerie (again, unlike Jerranq, where many crossroads exist that provide gates to Faerie). These pocket planes essentially house the embodied consciousness of the land, and the plane feeds the mystic energies that sustain this consciousness and infuses the land with earth energy, the same that powers druid and ranger divine spells and gives life to the more mundane spirits of the land and water that actually dwell on the Material Plane.

These pocket planes generally reflect the nature, thoughts, and whimsies of the spirit that dwells within. In some ways, this is a synergistic process, in that the nature of the spirit affects the nature of the plane, but also the nature of the plane affects the nature of the spirit. Into this circular process, the nature of the land tied to the spirit also affects the plane.

As already mentioned, Gyrmashil was convinced to open a gate to his realm to allow the refugee spirits to take shelter during the Creation Blast. This opening takes the form of a crossroads situated in the very center of the Lake of Refuge at a depth of some 500 ft.

Getting There (EL 12):

The Most Sacred Elders will urge the PCs to make due haste in attempting to resolve the situation. Awarentimbel will place her hand on the shoulder of the PC that seems most sympathetic to the killoren and will say:

We urge you to make what haste you can, for we do not know how long Hlavanaque can abide being away from the land. Her time of refuge was unexpected and the time appointed to find a spouse has already passed. And every passing day the land's manifestations of anger grow more frequent and more potent, and more killoren and creatures of the land are slain by its own fury.

The killoren will offer to help the PCs get to the entrance to Gyrmashil's Realm however they can. They know that the doorway is at the bottom of the center of the Lake, some 125 miles away from the settlement and 500 ft deep. They cannot say what to expect in Gyrmashil's Realm. They do not even know if the realm is entirely underwater or not.

As a hierophant, Awarentimbel can transfer her wild shape ability to the PCs using her power of nature ability. Normally a druid of her level would have the wild shape ability 4/day, but she has also taken the Extra Wild Shape feat and so has the ability a total of 6/day. This should be enough to accommodate the PCs and an extra cohort or familiar. She can grant this ability to each PC for up to a week, but each PC has the use only 1/day and only for 13 hours. Even the most rapid fish swim at about 70 ft, which translates into 56 miles per day. The PCs could forced march for an extra 5 hours by taking no rests during their 13 hours of wild shape and traveling an extra hour beyond that. This would net them another 35 miles of travel, at the cost of 5 Fortitude saves (DC 12, 14,16, 18, and 20 respectively) or suffer 1d6 nonlethal damage and, if any such damage is taken, become fatigued.

91 miles will not allow the PCs to reach the center of the Lake. However, other means can allow this strategy to work, such a swimming on the surface and using the wind at back spell. Or the PCs can effect some means to sleep the night while on or under the lake and complete the journey the next day (e.g. using a rope trick spell).

The killoren can also cast spells like water breathing and transformation of the deeps on the PCs, including extended versions of these spells, but they will only last for a limited amount of time. Up to 3 persistent wings of the sea can be cast by the Elders as well, but this will likely not encompass all of the PCs.

Finally, the killoren can provide up to six water breathing potions, although these are at caster level 5.

Certainly, the PCs may have their own means of getting to the doorway.

Otherwise, the PCs can attempt to fabricate a raft of some sort. The killoren do not use boats and do not sail on the Lake, so they will not be able to help in this regard, but fabricating a crude raft is a DC 5 Craft (boatbuilding) check and such a raft has a 50 gp value for purposes of determining the time it takes to make one. A well-made raft is a DC 10 check and has a 100 gp value.

A well-made raft is as described in Stormwrack on page 102. The well-made raft will have a small shelter to rest in that can accommodate up to 4 Medium-sized beings at one time. A crude raft has no such shelter.

Raft: Huge vehicle; Seaworthiness -4; Shiphandling +0; Speed oars 5 ft (poor); Overall AC 3; Hull hp 30 (hardness 5); Ram 2d6; Mounts -; Space 15 ft by 10 ft; Height 2.5 ft (draft 2.5 ft); Complement 8; Watch 1 plus 2 rowers; Cargo 2 tons (Speed oars 5 ft if 1 ton or more); Cost 100 gp.

A crude raft is as follows:

Crude Raft: Huge vehicle; Seaworthiness -6; Shiphandling -2; Speed oars 5 ft (poor); Overall AC 5; Hull hp 15 (hardness 4); Ram 1d6; Mounts -; Space 15 ft by 10 ft; Height 2.5 ft (draft 2.5 ft); Complement 6; Watch 1 plus 2 rowers; Cargo 1 tons (Speed oars 5 ft if .5 tons or more); Cost 50 gp.

If the killoren are asked what creatures live in the Lake, they will say that many normal fish dwell within. As far as large or dangerous denizens, they know of two. First, a rare giant gar-like fish dwells in the depths of the Lake. Also, on very rare occasions observers have seen a large, reptilian creature breach the surface of the Lake.

If asked how the PCs will locate the precise position of the doorway, the Elders can tell them that at night, a distant deep glow will be seen on the surface from the depths below. This will be the doorway.

The journey to the middle of the Lake will actually be quite uneventful and peaceful, whether on a raft or swimming on or under the surface.

Finding the precise spot under which the doorway is located will not be easy, due to a lack of landmarks visible from the center of the massive Lake, unless it is at night. In this case, as mentioned by the Most Sacred Elders, a DC 18 Spot check (modified only by distance above the surface of the Lake) will locate a spectral glow coming from the depths of the Lake. This glow marks the location of the doorway (or the cryptoclidi, see below).

Descending into the depths around the doorway will involve pressure dangers. The water is 500 ft deep here, meaning no light will penetrate that far even in daylight (refer to page 11 of Stormwrack) and PCs without the aquatic subtype will suffer 1d6 per 100 ft of depth from pressure damage each minute unless a Fortitude save is made (DC 15 +1 for each previous check made).

While descending to the doorway, when the PCs approach to within 300 ft of the doorway, they will be attacked by a small school of massive cryptoclidi that dwell near the doorway. These beasts seems to enjoy being near the glow of the doorway, and consider this area their territory. In fact, the creatures have apparently absorbed some of the magic emanating from the doorway, and have the guardian template as a result. The creatures patrol the area, and with their heightened senses are likely to detect the PCs at some point unless they have taken extraordinary precautions.

Each cryptoclidus' eyes glow with the same radiance as the doorway, and, in fact, the DM can assume that the if the PCs spotted the glow of the doorway from the surface, that they really saw the glow from one of the creatures' eyes. The actual glow is somewhat farther below the surface and requires a DC 23 Spot check to see. If the PCs made their Spot check of 18 but not 23 then they saw a cryptoclidus' glow and not the doorway. If they made a DC 23 check then they saw multiple glows...in close proximity to one another.

If the PCs instead have approached from beneath the surface of the water, then they will certainly spot multiple glows, and note that half a dozen of them are located about halfway down the depth of the Lake while the other is at the bottom of the Lake.

Creatures: A school of 6 advanced guardian cryptoclidi dwell here and will attack any intruders into their territory. These creatures were not specifically bred as guardians, despite the template's name, but rather the template represents powers the creatures have gained from years of dwelling very near to the doorway. The spirits that travel to and from Gyrmashil's Realm are immune to the creatures due to their incorporeality.

ADVANCED GUARDIAN CRYPTOCLIDI (6) CR 7
Monster Manual II page 70
N Huge magical beast (augmented animal)
Init +2; Senses blindsense 60 ft, darkvision 120 ft, illuminated eyes, low-light vision, scent; Listen +15, Spot +15


AC 18, touch 10, flat-footed 16; Dodge
hp 93 (9 HD)
Immune sleep effects
Fort +12, Ref +8, Will +7; +2 vs mind-affecting spells or abilities

Spd swim 60 ft (12 squares)
Melee bite +12 (3d6+12)
Space 15 ft; Reach 10 ft
Base Atk +6; Grp +22
Atk Options improved grab
Special Actions swallow whole

Abilities Str 26, Dex 14, Con 22, Int 2, Wis 18, Cha 7
Feats Alertness, Blind-Fight, Dodge, Improved Natural Armour, Improved Natural Attack (bite)
Skills
Hide +0, Listen +15, Spot +15, Swim +16

Illuminated Eyes (Ex) A guardian monster's eyes glow strongly. While open, they illuminate a 60 ft radius area around the monster.

Improved Grab (Ex) If a cryptoclidus hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can try to swallow the opponent. Alternatively, the cryptoclidus has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but cryptoclidus is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Swallow Whole (Ex) Cryptoclidus can swallow a grabbed opponent that is at least two size categories smaller than itself by making a successul grapple check. Once inside the gullet, the opponent takes 1d8+4 points of bludgeoning damage plus 1d6+2 points of acid damage per round from the dinosaur's digestive juices. A successful grapple attempt allows the swallowed creature to climb out of the gullet and return to the mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 25 points of damage to the digestive tract (AC 12) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Huge cryptoclidus' gullet can hold 1 Medium, 4 Large, or 16 Tiny or smaller opponents.

Tactics: While normally such creatures might be content to eat and consume a PC or two, these creatures are especially possessive of the doorway and will guard it against all intruders and, even if one successfully swallows a PC and its gullet is full, it will continue to fight.

If the PCs, once they intrude to within 300 ft of the doorway and rile up the dinosaurs, then flee, the dinosaurs will follow to within 500 ft of the doorway before breaking off pursuit. This means were the PCs to swim up to their raft to flee the creature, it would follow and likely attack the raft.

The Doorway (EL 12):

The doorway is a crossroads, as described in Magic of Faerun page 44, although with some differences as noted below.


The doorway to Gyrmashil's Realm appears as a hole in the bottom of the lake bed about 20 ft in diameter. Despite the hole, no water seems to be draining down into it, and instead a bright golden light emanates from the hole. Surrounding the hole are various strange-looking plants that seem to be a combination of vines and kelp. These plants grow over a ring of flat stones framing the hole. The flat stones are carved with strange whorls and rune-like engravings.

The rune-like engravings are not actual runes and defy translation.

The glow from the doorway illuminates in a 60 ft area around the opening.

Creatures: Guarding the doorway is a massive crossroads guardian. The guardian appears as an amorphous argent shape with a vague head-like portion that bears wispy curled ram horns.

The guardian is charged with keeping unwanted creatures out of Gyrmashil's Realm, including the various creatures of the Lake as well as annoying mortals.

The guardian will observe with amusement the fight the PCs have with the cryptoclidi (see above) while hiding inside the lake bed surrounding the doorway and only when the PCs finish that battle or approach to within 50 ft of the doorway will it emerge. If the PCs are still tangling with the cryptoclidi, the guardian will telepathically urge the PCs to take care of or drive off that annoying creature so that they may communicate in peace.

In any event, the guardian will announce that it's charge is to ward the doorway into the realm of its master, the living spirit of the Land of Aladur, and it will inquire as to the PCs' reason for seeking entry to that realm to possibly disturb or annoy the master.

The PCs can make Diplomacy checks or Performance checks (though the latter would have to work underwater). Performance checks gain a +2 circumstance bonus as the guardian appreciates being entertained as a relief from the drudgery of its existence.

The guardian begins with an unfriendly attitude. This is in contradiction to the rules in Magic of Faerun, but reflects both the initial distrust of strangers (especially humans, if there are any amongst the PCs) and the anger of Gyrmashil, which affects the emotional state of the guardian as well.

A single Diplomacy check may be made by a single PC on behalf of the entire group of PCs. Each PC does not have to convince the guardian individually. If the guardian is made hostile, it will attack the PCs. If it remains unfriendly, it will deny them entry and speak no further to them. If made indifferent, the guardian will deny entry, but will offer to let the PCs through if they will do it a favour (see below). If made friendly, the guardian will allow the PCs to pass. If made helpful, the guardian will allow the PCs to pass and pronounce them "Friends of the Land". This blessing grants the PCs a +1 circumstance bonus on all Charisma-based skill checks when dealing with fey and lasts for each PC until he somehow desecrates the land or harms innocent fey.

The doorway cannot be passed through (whether my magical means or mundane) without the approval of the guardian or its demise.

ADVANCED CROSSROADS GUARDIAN CR 12
Magic of Faerun page 183
N Gargantuan fey (incorporeal)
Init +2; Senses darkvision 60 ft*, low-light vision; Listen +41, Spot +41
Languages telepathy 100 ft


AC 11, touch 11, flat-footed 9; Combat Expertise, Dodge, Mobility; Miss 50% (incorporeal)
hp 267 (32 HD)
Fort +17, Ref +22, Will +24

Spd 20 ft (4 squares), fly 40 ft (8 squares) (perfect)
Melee incorporeal touch +16 (1d12)
Space 20 ft; Reach 20 ft
Base Atk +16; Grp -
Atk Options Combat Expertise
Special Actions Combat Reflexes, summon giant gar

Abilities Str -, Dex 15, Con 20, Int 15, Wis 18, Cha 16
SQ guardian qualities, incorporeal traits
Feats Alertness, Combat Reflexes, Combat Expertise, Dodge, Flyby Attack, Ghostly Grasp, Great Fortitude, Improved Flyby Attack, Iron Will, Lightning Reflexes, Mobility
Skills
Bluff +31, Decipher Script +21, Diplomacy +17, Disguise +3 (+5 acting), Intimidate +40, Knowledge (nature) +30, Listen +41, Sense Motive +39, Spot +41, Survival +23 (+25 aboveground natural environments), Tumble +19

Guardian Qualities (Ex) Guardians must stay within 50 ft of the crossroads they protect. A guardian somehow forced out of this range must attempt to return to within 50 ft of its crossroads at the earliest opportunity.

Summon Giant Gar (Sp) Once per day, a crossroads guardian can attempt to summon 1d3+1 large giant gar (treat as large barracudas) with a 35% chance of success. This ability has a duration of 1 hour and is the equivalent of a 4th level spell.

*Due to the depth of its location, this crossroads guardian has darkvision as a bonus special quality.

GIANT GAR (Advanced Large Barracuda) CR n/a
Tome of Horrors 3.5 page 428
N Large animal (aquatic)
Init +2; Senses darkvision 60 ft*, low-light vision, scent; Listen +8, Spot +8


AC 14, touch 11, flat-footed 12; Dodge
hp 58 (9 HD)
Fort +8, Ref +8, Will +4

Spd swim 70 ft (14 squares)
Melee bite +8 (1d8+3)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +12

Abilities Str 15, Dex 14, Con 14, Int 1, Wis 12, Cha 2
Feats Alertness, Dodge, Power Attack, Weapon Focus (bite)
Skills
Listen +8, Spot +8, Swim +10

*This gar is a deepwater variety that has darkvision as an additional special quality.

Tactics: In combat, which the guardian is reluctant to undertake but will do so if the PCs press him, it will first summon the giant gar, then using its exceptional reach to inflict touch attack damage on its foes. The guardian will never surrender, though it will urge its foes to give up the fight. If reduced to half of its hit points or less, the guardian will simply sink into the lake bed and wait there, as it knows its foes cannot pass through the doorway as long as it lives.

If the guardian is hiding beneath the lake bed, the PCs may have to get creative in order to attack it. The loam of the lake bed is rather soft and since the guardian has to remain adjacent to the surface of the lake bed, the lake bed should be treated as concealment rather than cover to piercing and slashing weapons. The fully hidden guardian is assumed to have total concealment (50% miss chance [checked before incorporeal miss chance is checked] and the PCs must designate a square to be attacked) against such weapons. As the guardian can move around under the lake bed, the PCs will have to guess what square(s) it is in unless they have some means of detecting it beneath the loam.

With regard to spells and magic effects, the DM will have to adjudicate. Effects that roughly duplicate piercing or slashing attacks should have full effect, but rays, spells with bludgeoning-like effects and other effects would treat the lake bed as providing total cover. Even if a spell does affect the guardian through the loam, it will receive a +4 cover bonus to Reflex saves.

If the guardian is being effectively attacked beneath the lake bed, it will strike back, using the loam as cover. In this case treat the loam as normal cover for all purposes.

Developments: If the guardian is defeated or it allows the PCs to pass, then they are free to step or swim into the hole. A flash of light will envelop them and they will be translated into Gyrmashil's Realm.

The Favour (EL 11):

If the guardian is indifferent to the PCs, it will consider for a moment and then say that it might be willing to let the PCs through if they will grant him a boon. If the PCs seem amenable, the guardian will explain that centuries ago, one of the refugee spirits of earth presented the guardian with a beautiful chunk of crystal. The crystal was itself beautiful, but something of its structure allowed the glow from the doorway to be refracted by the crystal into all sorts of wondrous patterns and colours.

The guardian is sure the crystal has no magical powers. But due to its lonely, solitary existence as guardian of the doorway, the crystal provided him much amusement and diversion from its tedious task.

However, whether capriciously or in an act of jealousy, one of the water spirits eventually came to the guardian and engaged it in a contest. The guardian lost and the prize was the crystal. While the guardian admits that it was foolish of it to have wagered the crystal, it never thought it would lose the contest to the spirit (the contest happened so long ago that the guardian doesn't even remember what the contest involved). The spirit took the crystal and, knowing that the guardian cannot leave far from the doorway, it dropped it in a thick bed of kelp, close enough so that the guardian can see the kelp bed, but far enough that it cannot reach the crystal.

The guardian simply wants the crystal back, and sees no reason why the PCs could not simply go over there and retrieve it. The guardian knows of no dangers in the kelp if he is asked by the PCs.

If the PCs agree, the guardian will lead them to one edge of the radius it can stray from the doorway and will point to a kelp bed that begins about 60 ft away. The guardian will indicate that it saw the crystal drop amongst that kelp, somewhere towards the center of the bed.

The kelp bed is fairly thick, covering a radius of about 60 ft and fronds float up a good 20 ft to 30 ft and wave lazily in the underwater currents like bushes in an above-water breeze.

PCs should treat the kelp bed a heavy undergrowth for purposes of movement and combat and other skills.

Creatures: Within the kelp bed are six large patches of strangle weeds. They will attack any prey that they can reach. While the strangle weeds are mobile, they have been here for a few months and have found the feeding good enough to remain.

ADVANCED STRANGLE WEEDS (6) CR 6
Tome of Horrors 3.5 page 334
N Huge plant (aquatic)
Init +0; Senses blindsight 30 ft; Listen +9


AC 17, touch 8, flat-footed 17
hp 126 (12 HD)
Resistance fire 10
Fort +13, Ref +4, Will +5

Spd 5 ft (1 square)
Melee slam +16 (2d6+12)
Space 15 ft; Reach 25 ft
Base Atk +9; Grp +25
Atk Options improved grab
Special Actions constrict 1d8+12

Abilities Str 26, Dex 10, Con 20, Int 2, Wis 12, Cha 6
SQ camouflage, plant traits
Feats Improved Natural Armour, Improved Natural Attack (slam), Improved Toughness, Power Attack, Weapon Focus (slam)
Skills
Listen +9, Move Silently +7

Camouflage (Ex) A strangle weed appears like a normal bit of seaweed or freshwater kelp. A DC 25 Spot check or Knowledge (nature) check is required to identify a strangle weed before it attacks.

Constrict (Ex) A strangle weed deals 1d8+12 points of damage with a successful grapple check.

Improved Grab (Ex) To use this ability, a strangle weed must hit with its slam attack. It can then attempt to start a grapple check without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Tactics: The strangle weeds will attempt to grab and squeeze a victim each and will not let go until the victim is dead or unmoving, in which case they will then defend themselves against other attacks. The plants will fight to the death, as their speed does not allow them to flee from threats.

Treasure: Within the kelp bed is the crystal that the guardian seeks. It does not radiate magic, and although other light sources are refracted somewhat by the crystal, it is only the glow of the doorway that causes it to burst with amazing patterns and colours. The crystal is about the size of a human fist and weighs 5 lbs. It will take a DC 20 Search check to locate the crystal.

The Faerie Realm:

Gyrmashil's Realms has the following planar traits:

DMs (and players) familiar with another version of Faerie (the Seelie Realm in Jerranq) will note that Gyrmashil's Realm does not possess the enhanced magic trait. This is because there is no connection in Sazhansiir between the fey and arcane magic.

Gyrmashil's Realm is essentially very much like the land of Aladur and the surrounding region in miniature. By miniature is not meant that such features are tiny, but rather they are packed into a small, 10 mile radius. In addition, PCs who arrive in the Realm will note that there is a sort of heightened reality to the place. Colours are more vibrant, light is a little brighter, shadows a little darker, mountains a little steeper, and water a little clearer. Overall the effect is as if the PCs have stepped into a very realistic painting of a landscape.

The climate in the Realm is mild, and is not at all humid, as it reflects the conditions of the land before Kyuss changed the climate to a tropical one. Forests and trees are of the temperate variety, and not the jungle type that comprises the nearby Coatlizin Jungle. Day and night pass in 12 hour cycles as on the Material Plane, but there is no sun or moon. Light in daytime is simply a sort of bright glow that suffuses the sky and dims when night approaches, and at nighttime there are a great many stars that provide a gloaming light equal to a night of a full moon. During the day, there are shadows cast, as the daylight is brightest in the center of the top of the sphere and so shadows are cast relative to that position.

The Realm is a 10 mile diameter sphere, and technically, that includes the sky and underground as well. Beyond these boundaries is essentially nothing. Nothing can pierce these boundaries, and they appear as opaque blue crystal that is impervious to any sort of interaction and radiates no magic. If PCs insist on flying up to the top of the Realm, they will note that the stars are simply bright glowing crystals that are implanted into the top of the sphere. These crystals cannot be removed and are impervious to any sort of interaction.

Should the PCs engage in any sort of teleportation magic and end up off course in such a way that they would be placed outside of the crystal sphere, they will instead appear inside the Realm at the edge of the sphere closest to their off-course point of arrival.

The map above shows Gyrmashil's Realm. The terrain features in the Realm are briefly described below. Note that there is really no "north" in this Realm, but for convenience of description that direction has been arbitrarily assigned.

Below is a player's map that the DM can hand to the players to aid in their exploration of the place.

Mountains/Hills = These are designated in brown and each shade represents an increase in elevation of 500 ft, so that the tallest peaks are about 2000 feet high. The topmost elevation bears snow on it. Lower elevations have coniferous trees, in some cases gathered into small woodland areas. For purposes of overland travel, the highest two elevations should be treated as mountain and the lowest two as hills.

Forests = These are designated in dark green and are temperate deciduous forests similar to Irin Forest near the Azotchtlan Lands. They should be treated as sparse forest on any hex that is only partial forest, medium forest in any hex that is completely forested.

Marshes = These are designated in pink and are considered to be swamp if completely pink. Any hex that is partially pink and partially green is considered a moor.

Lake = The single large lake here is formed of placid, crystal clear water. The water is cold, as if it had just come from wintry runoff from the mountains above. The lake is shallower at its north end, but the other banks are fairly steep and drop precipitously t the lake bed below. The lake descends to a depth of about 200 ft.

The two rivers of the Realm are formed in the mountains, one from the Mirror of Loice (see area 6 below) and one simply from collected runoff of snow. The two join together about halfway down the mountains and then wind their way through the marshes and into the lake.

Both rivers are about 30 ft wide individually and range from 15 ft to 20 ft deep. They generally proceed at a fairly swift pace down the mountains and should be considered fast (DC 15 Swim check and a flow rate of about 30 ft per round) with occasional rapids (DC 20 Swim check and a flow rate of 70 ft per round). When the rivers join together they retain the same Swim DCs and flow rates, though rapids are somewhat scarcer and the river itself is now about 45 ft wide and 20 ft to 25 ft deep. When the river finally reaches the flatlands, it widens to over 60 ft wide and 30 ft to 35 ft deep and moves at a more placid pace (DC 12 Swim check and a flow rate of about 15 ft per round). When the river enters the marshes, it slows even further, widening out considerably and can be considered equivalent to still water.

Grassland = Light green areas represent normal grasslands. These are areas of rolling undulations of grass-covered terrain, including meadows, small valleys with streams and pools, and occasional copses of trees.

The fact that the Realm is only 10 miles in diameter will not, at first, be apparent to the PCs, since the blue crystal sphere enclosing the Realm will appear like sky that meets the horizon. It is only until the PCs come within about 2 miles of the edge of the Realm that they will have a chance to realize that the "sky" is actually a physical barrier. At 2 miles this requires a DC 25 Spot check. For each half mire closer, subtract 5 from the DC, so that at 1/2 mile away the DC is 10. From a quarter of a mile away the nature of the barrier will be apparent to anyone who can see it without a die roll.

DMs should note that many denizens of this Realm do not have statistics presented for them. This is because it is assumed that the PCs will not be fighting them, and therefore there is no need to present statistic blocks. If such are needed, the DM can refer to the appropriate source material and, in the case of spellcasters, choose spells on the fly.

Wandering Encounters:

Gyrmashil's Realm contains creatures that reflect the flora and fauna of Aladur as well as other creatures that were present in Aladur before the climate changed, though these creatures are not normal animals, but rather mystic reflections of these creatures. For each hex entered or traversed or for each 2 hours spent stationary in a hex, a wandering encounter check should be made. There is a 10% chance of an encounter, and if an encounter is indicated, another check should be made to see if a second encounter occurs in the hex or in the two hour period in question. If a second encounter is indicated, then a third check is made and so forth until a check is failed. Multiple encounters can be spaced randomly in time and/or space or they can be worked into combined encounters, as the DM prefers. If the PCs are resting in a manner that precludes encounters (i.e. in a rope trick), then the DM should forego encounters during this period of time unless the PCs are actively watching for them.

To consult the chart below, the DM should roll a d10. Lake includes any hex partially filled by the lake (so includes the shore as well). River only refers to an instance when the PCs are traveling on or under a river. If the PCs are traveling right next to a river, then assume a 50% chance an encounter is a river encounter and a 50% chance it is an encounter of the type of terrain through which the river flows.

Roll

Grassland

Forest

Marsh

Mountain

Lake/River

Deer [NDSW]

Deer [NDSW]

Dragonfly [NEH]

Deer [NDSW]

Dragonfly [NEH]

Bee [NEH]

Boar [NDESW]

Fly [NE]

Bee [NEH]

Crocodile [NDES]
3

Wasp [NEH]

Beetle [NE]

Centipede [NE]

Bat [NDEHSW]

Gar [NDES]
4

Bat [NDEHSW]

Badger [NDEHSW]

Bat [NDEHSW]

Weasel [DEHS]

Spider [NE]
5

Ape [NDEHLSW]

Spider [NE]

Crocodile [NDES]

Lion [NDESW]

Crayfish [NE]
6

Lion [NDESW]

Ape [NDEHLSW]

Lizard [NESW]

Ant [NE]

Eel [NDES]
7

Snake [NDELSW]

Snake [NDELSW]

Snake [NDELSW]

Snake [NDELSW]

Snake [NDELSW]
8

Toad [DE]

Toad [DE]

Toad [DE]

Toad [DE]

Toad [DE]
9

Hawk [NDEHSW]

Hawk [NDEHSW]

Hawk [NDEHSW]

Hawk [NDEHSW]

Hawk [NDEHSW]
10

Wolf [NDELSW]

Wolf [NDELSW]

Tick [NE]

Wolf [NDELSW]

Ibis [DEH]

For each animal or vermin, there is a corresponding set of letters that reveals the possible subtypes, usually templates, that the animal may possess. The fact that some of the above animals are not allowed to be encountered in their normal version should not indicate that such versions are not present in the Realm. Instead, it simply means that the normal version of the animal is of no threat or interest to the PCs and so is not included in the tables above. The DM should assume such normal animals are common to the terrain in question should the PCs seek to find one.

The letters are as follows:

N = Normal (this means either a normal version of the creature and/or a giant or monstrous version), in the case of bat meaning a swarm version of the creature
D = Dire Template (from Tome of Horrors 3.5 page 386) or the separate dire version of the creature
E = Element Template (from Manual of the Planes page 191), sometimes of the normal version and sometimes of the dire version and most creatures may only have access to some of the element types
H = Half-Fey Template (from Fiend Folio page 89), sometimes of the normal version and sometimes of the dire version
L = Legendary Animal (this is not a template, but found in Monster Manual II page 136)
S = Spirit Animal (from Frostburn page 155); statistics presented are as against non-ethereal opponents
W = Woodling Creature (from Monster Manual III page 197)

Normal creatures are treated as normal animals or vermin in all ways, though even to the untrained eye they seem, like the landscape here in Gyrmashil's Realm, a little too perfectly shaped and a bit too vibrant in colour and their calls a bit too loud or hitting a too perfect note or timbre. These are the normal denizens of the Realm and tend to behave like normal versions of their species.

Dire animals in this Realm are a manifestation of Gyrmashil's anger. In other words, normally such creatures are not found in Gyrmashil's Realm. As they represent his anger, they will tend to attack on sight and to the death. Where other templates are based on the dire version of an animal, the description of the temperament of the animal matches the description of the non-dire template.

Element creatures (air, earth, fire, and water) are manifest from the mixture of elemental influences and "leaks" of elemental essences into the Realm (via the elemental weird pools) that merge with Grymashil's essence and form these creatures. Despite their strange natures, these creatures will tend to act as their normal counterparts. Wood element creatures are mergings of the plant and animals natures of Gyrmashil and are not elementals, despite being based on the element creature template.

Half-Fey are animals that have more fully integrated with Gyrmashil's nature. In fact, most are or were created when the various spirits of refuge abided in Gyrmashil's Realm and the spirit mystically mated with them, producing these half-fey as offspring. They are generally mischievous but usually not downright hostile unless strangers show themselves to be aggressive or mean harm to the Realm.

Legendary animals are instances whereby a very powerful reflection of an animal has come into being, usually by being imbued directly with some of the essence of Gyrmashil himself. This occurs usually when the spirit of the land possesses one of the animals of his Realm for some time and leaves within the body a bit of his immortal will. They tend to be very protective of their territory and wary of strangers, but will usually not attack unless it is in their nature to do so or strangers do not show deference to their posturing.

Spirit animals are the reflections of animals that have lived and died in Aladur, whether now or in ancient times before Kyuss changed the climate. These beasts will often shadow or follow intruders for some time to see if they mean any harm, and will aid any denizens of the Realm against intruders, even if the denizens are the aggressors. The DM can assume that spirit animals follow the PCs for up to 1d6 hours or until they enter a terrain type that the animals cannot be encountered.

Woodling creatures are manifestations of the fertile nature of Gyrmashil. They would normally tend to be at peace with the Realm and decidedly non-hostile to strangers, but Gyrmashil's anger has manifest in these creatures and, as such, they will attack any strangers to the Realm.

The brief descriptions of the dispositions of the creatures encountered refer to the "Normal" variety, even (as in the case of the ibis) if none is given as an encounter. DMs should then modify this disposition for other types of that creature as described above. For example, a water element dire ibis would act like a normal ibis, not a dire ibis. It will not be as aggressive as a dire ibis, despite being based on the dire template.

DM's should note that, for the most part, these encounters are not meant to be a serious threat to the PCs. Rather, they should serve the purpose of representing the strangeness of the place and as reminders of the anger being manifested by Gyrmashil.

Ant, Giant Soldier:

These soldier ants will tend to be aggressive towards anyone they encounter.

01-33 = Giant Soldier Ant (2d6)
34-66 = Earth Element Giant Soldier Ant (2d6)
67-00 = Fire Element Giant Soldier Ant (2d6)

GIANT SOLIDER ANT CR 2
N Medium vermin
Init +0; Senses scent, Track; Listen +1, Spot +1


AC 17, touch 10, flat-footed 17
hp 11 (2 HD)
Fort +4, Ref +0, Will +1

Spd 50 ft (10 squares), climb 20 ft (4 squares)
Melee bite +3 (2d4+3)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +3
Atk Options improved grab
Special Actions acid sting

Abilities Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11
SQ vermin traits
Feats Track
Skills Climb +10

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

EARTH ELEMENT GIANT SOLIDER ANT CR 2
Manual of the Planes page 191
N Medium elemental (earth)
Init -1; Senses darkvision 60 ft, scent, Track, tremorsense 60 ft, ; Listen +1, Spot +1


AC 19, touch 9, flat-footed 19
hp 11 (2 HD)
Fort +4, Ref -1, Will +1

Spd 50 ft (10 squares), burrow 20 ft (4 squares), climb 20 ft (4 squares)
Melee bite +4 (2d4+4)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +4
Atk Options earth mastery, improved grab
Special Actions acid sting

Abilities Str 16, Dex 8, Con 13, Int -, Wis 13, Cha 11
SQ elemental traits
Feats Track
Skills Climb +11

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

FIRE ELEMENT GIANT SOLIDER ANT CR 2
Manual of the Planes page 191
N Medium elemental (fire)
Init +0; Senses darkvision 60 ft, scent, Track; Listen +1, Spot +1


AC 17, touch 10, flat-footed 17; burn
hp 11 (2 HD)
Immune fire
Vulnerable cold
Fort +4, Ref +0, Will +1

Spd 50 ft (10 squares), climb 20 ft (4 squares)
Melee bite +3 (2d4+3)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +3
Atk Options burn, improved grab
Special Actions acid sting

Abilities Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11
SQ elemental traits
Feats Track
Skills Climb +10

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 9.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 9 Reflex save.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.


Ape:

Normal apes are shy and reclusive (albeit curious) unless threatened or surprised at close range.

01-33 = Ape (1d6)
34-42 = Dire Ape (1d6)
43-51 = Earth Element Ape (1d6)
52-60 = Fire Element Ape (1d6)
61-69 = Wood Element Ape (1d6)
70-75 = Half-Fey Ape (1d6)
76-80 = Legendary Ape (1d3)
81-90 = Spirit Ape(1d6)
91-00 = Woodling Ape (1d6)

APE CR 2
N Large animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +6

AC 14, touch 11, flat-footed 12
hp 29 (4 HD)
Fort +6, Ref +6, Will +2

Spd 30 ft (6 squares), climb 30 ft (6 squares)
Melee 2 claws +7 (1d6+5) and bite +2 (1d6+2)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +12

Abilities Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Feats Alertness, Toughness
Skills
Climb +14, Listen +6, Spot +6
DIRE APE CR 3
N Large animal
Init +2; Senses low-light vision, scent; Listen +5, Spot +6

AC 15, touch 11, flat-footed 13
hp 35 (5 HD)
Fort +6, Ref +6, Will +5

Spd 30 ft (6 squares), climb 15 ft (3 squares)
Melee 2 claws +8 (1d6+6) and bite +3 (1d8+3)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +13
Atk Options rend 2d6+9

Abilities Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Feats Alertness, Toughness
Skills
Climb +14, Listen +5, Move Silently +4, Spot +6

Rend (Ex) A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.

EARTH ELEMENT APE CR 3
Manual of the Planes page 191
N Large elemental (earth)
Init +1; Senses darkvision 60 ft, low-light vision, scent, tremorsense 60 ft; Listen +6, Spot +6


AC 16, touch 10, flat-footed 15
hp 29 (4 HD)
Fort +6, Ref +5, Will +2

Spd 30 ft (6 squares), burrow 20 ft (4 squares), climb 30 ft (6 squares)
Melee 2 claws +8 (1d6+6) and bite +3 (1d6+3)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +13
Atk Options earth mastery

Abilities Str 23, Dex 13, Con 14, Int 2, Wis 12, Cha 7
SQ elemental traits
Feats Alertness, Toughness
Skills
Climb +15, Listen +6, Spot +6

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

FIRE ELEMENT APE CR 3
Manual of the Planes page 191
N Large elemental (fire)
Init +2; Senses darkvision 60 ft, low-light vision, scent; Listen +6, Spot +6


AC 14, touch 11, flat-footed 12; burn, heat
hp 29 (4 HD)
Immune fire
Vulnerable cold
Fort +6, Ref +6, Will +2

Spd 30 ft (6 squares), climb 30 ft (6 squares)
Melee 2 claws +7 (1d6+5 plus 1d4 heat) and bite +2 (1d6+2 plus 1d4 heat)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +12
Atk Options burn

Abilities Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
SQ elemental traits
Feats Alertness, Toughness
Skills
Climb +14, Listen +6, Spot +6

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 11.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 11 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.

WOOD ELEMENT APE CR 3
Manual of the Planes page 191
N Large plant
Init +2; Senses darkvision 60 ft, low-light vision, scent, woodsense 60 ft; Listen +6, Spot +6


AC 16, touch 11, flat-footed 14
hp 29 (4 HD)
Fort +6, Ref +6, Will +2

Spd 15 ft (3 squares), climb 30 ft (6 squares)
Melee 2 claws +7 (1d6+5) and bite +2 (1d6+2)
Ranged 1-4 spikes +5 (1d6+5)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +12

Abilities Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
SQ plant traits
Feats Alertness, Toughness
Skills
Climb +14, Listen +6, Spot +6

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

HALF-FEY APE CR 3
Fiend Folio page 89
CN Large fey
Init +3; Senses low-light vision, scent; Listen +10, Spot +10

AC 15, touch 12, flat-footed 12
hp 21 (4 HD)
Immune enchantment spells and effects
Fort +5, Ref +7, Will +3

Spd 30 ft (6 squares), climb 30 ft (6 squares), fly 60 ft (12 squares) (good)
Melee 2 claws +7 (1d6+5) and bite +2 (1d6+2)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +12
Spell-Like Abilities (CL 4):
1/day - glitterdust (DC 13), hypnotism (DC 13), sleep (DC 13)
At will - charm person (DC 13)

Abilities Str 21, Dex 17, Con 12, Int 2, Wis 14, Cha 11
Feats Alertness, Toughness
Skills
Climb +15, Listen +10, Spot +10

LEGENDARY APE CR 7
Monster Manual II page 136
N Medium animal
Init +3; Senses low-light vision, scent, Track; Listen +5, Spot +12

AC 19, touch 13, flat-footed 16
hp 103 (13 HD)
Fort +11, Ref +11, Will +11

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee 2 claws +19 (1d8+10) and bite +14 (2d6+5)
Space 5 ft; Reach 5 ft
Base Atk +9; Grp +19
Atk Options rend 2d8+15

Abilities Str 30, Dex 17, Con 16, Int 2, Wis 17, Cha 11
Feats Alertness, Endurance, Toughness (2), Track
Skills
Climb +19, Listen +5, Move Silently +11, Spot +12

Rend (Ex): If a legendary ape hits a single target with
both claws, it latches onto the opponent’s body and tears the flesh. This attack deals 2d8+15 points of damage.

SPIRIT APE CR 3
Frostburn page 155
N Large fey (incorporeal, augmented animal)
Init +2; Senses low-light vision, scent; Listen +10, Spot +10


AC 14, touch 14, flat-footed 12; Miss 50% (incorporeal)
hp 25 (4 HD)
Fort +6, Ref +6, Will +2

Spd 30 ft (6 squares), climb 30 ft (6 squares)
Melee 2 claws incorporeal touch +4 (1d6 nonlethal) and bite incorporeal touch -1 (1d6 nonlethal)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp -

Abilities Str -, Dex 15, Con 14, Int 2, Wis 16, Cha 11
SQ incorporeal traits, manifestation
Feats Alertness, Toughness
Skills
Climb +4, Hide +2, Listen +10, Search +0, Spot +10

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

WOODLING APE CR 4
Monster Manual III page 197
N Large animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +6


AC 21, touch 11, flat-footed 19
hp 29 (4 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +6, Ref +6, Will +2

Spd 30 ft (6 squares), climb 30 ft (6 squares)
Melee 2 claws +7 (1d6+5) and bite +2 (1d6+2)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +12
Spell-Like Abilities (CL 4):
1/day - entangle (DC 11), summon nature's ally II, summon nature's ally IV
3/day - speak with plants

Abilities Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
SQ plant traits
Feats Alertness, Toughness
Skills
Climb +14, Hide -2*, Listen +6, Move Silently +2*, Spot +6

* A woodling has a +4 bonus on Hide check and Move Silently checks in aboveground natural environments.


Badger:

Badgers are irrascible, aggressive creatures.

01-36 = Badger (1d6)
37-48 = Dire Badger (1d6)
49-58 = Earth Element Badger (1d6)
59-68 = Fire Element Badger (1d6)
69-78 = Wood Element Badger (1d6)
79-84 = Half-Fey Badger (1d6)
85-92 = Spirit Badger (1d6)
93-00 = Woodling Badger (1d6)

BADGER CR 1/2
N Small animal
Init +3; Senses low-light vision, scent, Track; Listen +3, Spot +3

AC 15, touch 14, flat-footed 12
hp 6 (1 HD)
Fort +4, Ref +5, Will +1

Spd 30 ft (6 squares), burrow 10 ft (2 squares)
Melee 2 claws +4 (1d2-1) and bite -1 (1d3-1)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -5
Atk Options rage

Abilities Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Feats Agile, Track, Weapon Finesse
Skills
Balance +5, Escape Artist +9, Listen +3, Spot +3
Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

DIRE BADGER CR 2
N Medium animal
Init +3; Senses low-light vision, scent, Track; Listen +6, Spot +6


AC 16, touch 13, flat-footed 12
hp 28 (3 HD)
Fort +7, Ref +6, Will +4

Spd 30 ft (6 squares), burrow 10 ft (2 squares)
Melee 2 claws +4 (1d4+2) and bite -1 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options rage

Abilities Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Feats Alertness, Toughness, Track
Skills
Listen +6, Spot +6
Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

EARTH ELEMENT BADGER CR 1/2
Manual of the Planes page 191
N Small elemental (earth)
Init +2; Senses darkvision 60 ft, low-light vision, scent, Track, tremorsense 60 ft; Listen +3, Spot +3


AC 14, touch 13, flat-footed 12
hp 6 (1 HD)
Fort +4, Ref +4, Will +1

Spd 30 ft (6 squares), burrow 10 ft (2 squares)
Melee 2 claws +3 (1d2) and bite -2 (1d3)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -4
Atk Options earth mastery, rage

Abilities Str 10, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ elemental traits
Feats Agile, Track, Weapon Finesse
Skills
Balance +4, Escape Artist +8, Listen +3, Spot +3
Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.


FIRE ELEMENT BADGER CR 1/2
Manual of the Planes page 191
N Small elemental (fire)
Init +3; Senses darkvison 60 ft, low-light vision, scent, Track; Listen +3, Spot +3


AC 15, touch 14, flat-footed 12; burn
hp 6 (1 HD)
Immune fire
Vulnerable cold
Fort +4, Ref +5, Will +1

Spd 30 ft (6 squares), burrow 10 ft (2 squares)
Melee 2 claws +4 (1d2-1) and bite -1 (1d3-1)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -5
Atk Options burn, rage

Abilities Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Feats Agile, Track, Weapon Finesse
Skills
Balance +5, Escape Artist +9, Listen +3, Spot +3
Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 8.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 8 Reflex save.

Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

WOOD ELEMENT BADGER CR 1/2
Manual of the Planes page 191
N Small plant
Init +3; Senses darkvision 60 ft, low-light vision, scent, Track, woodsense 60 ft, ; Listen +3, Spot +3

AC 17, touch 14, flat-footed 14
hp 6 (1 HD)
Fort +4, Ref +5, Will +1

Spd 15 ft (3 squares), burrow 10 ft (2 squares)
Melee 2 claws +4 (1d2-1) and bite -1 (1d3-1)
Ranged spike +3 (1d6-1)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -5
Atk Options rage

Abilities Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
SQ plant traits
Feats Agile, Track, Weapon Finesse
Skills
Balance +5, Escape Artist +9, Listen +3, Spot +3
Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
HALF-FEY BADGER CR 1
Fiend Folio page 89
CN Small fey
Init +4; Senses low-light vision, scent, Track; Listen +4, Spot +4

AC 16, touch 15, flat-footed 12
hp 4 (1 HD)
Immune enchantment spells and effects
Fort +3, Ref +6, Will +2

Spd 30 ft (6 squares), burrow 10 ft (2 squares), fly 60 ft (12 squares) (good)
Melee 2 claws +5 (1d2-1) and bite +0 (1d3-1)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -5
Atk Options rage
Spell-Like Abilities (CL 1):
1/day - glitterdust (DC 10), hypnotism (DC 10)
At will - charm person (DC 10)

Abilities Str 8, Dex 19, Con 13, Int 2, Wis 14, Cha 10
Feats Agile, Track, Weapon Finesse
Skills
Balance +7, Escape Artist +11, Listen +5, Spot +5
Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

SPIRIT BADGER CR 1
Frostburn page 155
N Small fey (incorporeal, augmented animal)
Init +3; Senses low-light vision, scent, Track; Listen +9, Spot +9


AC 17, touch 17, flat-footed 14; Miss 50% (incorporeal)
hp 5 (1 HD)
Fort +4, Ref +5, Will +3

Spd 30 ft (6 squares)
Melee 2 claws incorporeal touch +4 (1d2 nonlethal) and bite -1 incorporeal touch (1d3 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -
Atk Options rage

Abilities Str -, Dex 17, Con 15, Int 2, Wis 16, Cha 10
SQ incorporeal traits, manifestation
Feats Agile, Track, Weapon Finesse
Skills
Balance +5, Escape Artist +9, Hide +11, Listen +9, Search +0, Spot +9
Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

WOODLING BADGER CR 2
Monster Manual III page 197
N Small animal
Init +3; Senses low-light vision, scent, Track; Listen +3, Spot +3


AC 22, touch 14, flat-footed 19
hp 6 (1 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +4, Ref +5, Will +1

Spd 30 ft (6 squares), burrow 10 ft (2 squares)
Melee 2 claws +4 (1d2-1) and bite -1 (1d3-1)
Melee slam +4 (1d4-1)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -5
Atk Options rage
Spell-Like Abilities (CL 1):
1/day - entangle (DC 8)

Abilities Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
SQ plant traits
Feats Agile, Track, Weapon Finesse
Skills
Balance +5, Escape Artist +9, Hide +4*, Listen +3, Move Silently +3*, Spot +3
Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

* A woodling has a +4 bonus on Hide check and Move Silently checks in aboveground natural environments.

Bat:

Even in swarm form bats are generally not aggressive unless roused or threatened.

01-36 = Bat Swarm (1d4)
37-48 = Dire Bat (1d8)
49-58 = Air Element Dire Bat (1d8)
59-68 = Fire Element Dire Bat (1d8)
69-78 = Wood Element Dire Bat (1d8)
79-84 = Half-Fey Dire Bat (1d8)
85-92 = Spirit Bat Swarm (1d4)
93-00 = Woodling Bat Swarm (1d4)

BAT SWARM CR 2
N Diminutive animal (swarm)
Init +2; Senses blindsense 20 ft, low-light vision; Listen +11, Spot +11


AC 16, touch 14, flat-footed 12
hp 13 (3 HD)
Immune weapon damage
Fort +3, Ref +7, Will +3

Spd 5 ft (1 square), fly 40 ft (8 squares) (good)
Melee swarm (1d6)
Space 10 ft; Reach 0 ft
Base Atk +2; Grp -
Atk Options wounding
Special Actions distraction

Abilities Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
SQ swarm traits
Feats Alertness, Lightning Reflexes
Skills
Listen +11, Spot +11
Blindsense (Ex) A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

DIRE BAT CR 2
N Large animal
Init +6; Senses blindsense 40 ft; Listen +12*, Spot +8*


AC 20, touch 15, flat-footed 14
hp 30 (4 HD)
Fort +7, Ref +10, Will +6

Spd 20 ft (4 squares), fly 40 ft (8 squares) (good)
Melee bite +5 (1d8+4)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +10

Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Feats Alertness, Stealthy
Skills
Hide +4, Listen +12*, Move Silently +11, Spot +8*
Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

* Dire bats have a +4 racial bonus on Spot and Listen checks (already included in their statistics). These bonuses are lost if its blindsense is negated.

AIR ELEMENT DIRE BAT CR 3
Manual of the Planes page 191
N Large elemental (air)
Init +9; Senses blindsense 40 ft, darkvision 60 ft; Listen +12*, Spot +8*


AC 23, touch 18, flat-footed 14; air mastery
hp 30 (4 HD); air mastery
Fort +7, Ref +13, Will +6

Spd 20 ft (4 squares), fly 100 ft (20 squares) (perfect)
Melee bite +5 (1d8+4)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +10

Abilities Str 17, Dex 28, Con 17, Int 2, Wis 14, Cha 6
SQ elemental traits
Feats Alertness, Flyby Attack, Stealthy
Skills
Hide +7, Listen +12*, Move Silently +14, Spot +8*
Air Mastery (Ex) Airborne creatures suffer a –1 penalty
on attack and damage rolls against an air element creature.

Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

* Dire bats have a +4 racial bonus on Spot and Listen checks (already included in their statistics). These bonuses are lost if its blindsense is negated.


FIRE ELEMENT DIRE BAT CR 3
Manual of the Planes page 191
N Large elemental (fire)
Init +6; Senses blindsense 40 ft, darkvision 60 ft; Listen +12*, Spot +8*


AC 20, touch 15, flat-footed 14; burn, heat
hp 30 (4 HD)
Immune fire
Vulnerable cold
Fort +7, Ref +10, Will +6

Spd 20 ft (4 squares), fly 40 ft (8 squares) (good)
Melee bite +5 (1d8+4 plus 1d4 heat)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +10
Atk Options burn

Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
SQ elemental traits
Feats Alertness, Stealthy
Skills
Hide +4, Listen +12*, Move Silently +11, Spot +8*
Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 11.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 11 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.

* Dire bats have a +4 racial bonus on Spot and Listen checks (already included in their statistics). These bonuses are lost if its blindsense is negated.

WOOD ELEMENT DIRE BAT CR 3
Manual of the Planes page 191
N Large plant
Init +6; Senses blindsense 40 ft, darkvision 60 ft, woodsense 60 ft; Listen +12*, Spot +8*


AC 22, touch 15, flat-footed 16
hp 30 (4 HD)
Fort +7, Ref +10, Will +6

Spd 10 ft (2 squares), fly 40 ft (8 squares) (good)
Melee bite +5 (1d8+4)
Ranged 1-4 spikes +9 (1d6+3)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +10

Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
SQ plant traits
Feats Alertness, Stealthy
Skills
Hide +4, Listen +12*, Move Silently +11, Spot +8*
Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

* Dire bats have a +4 racial bonus on Spot and Listen checks (already included in their statistics). These bonuses are lost if its blindsense is negated.

HALF-FEY DIRE BAT CR 3
Fiend Folio page 89
CN Large fey
Init +7; Senses blindsense 40 ft, low-light vision; Listen +14*, Spot +10*


AC 21, touch 16, flat-footed 14
hp 22 (4 HD)
Immune enchantment spells and effects
Fort +6, Ref +11, Will +7

Spd 20 ft (4 squares), fly 40 ft (8 squares) (good)
Melee bite +5 (1d8+4)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +10
Spell-Like Abilities (CL 4):
1/day - glitterdust (DC 12), hypnotism (DC 12), sleep (DC 12)
At will - charm person (DC 12)

Abilities Str 17, Dex 24, Con 15, Int 2, Wis 16, Cha 10
Feats Alertness, Stealthy
Skills
Hide +8, Listen +14*, Move Silently +13, Spot +10*
Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

* Dire bats have a +4 racial bonus on Spot and Listen checks (already included in their statistics). These bonuses are lost if its blindsense is negated.


SPIRIT BAT SWARM CR 3
Forstburn page 155
N Diminutive fey (incorporeal, swarm, augmented animal)
Init +2; Senses blindsense 20 ft, low-light vision; Listen +17, Spot +17


AC 20, touch 18, flat-footed 16; Miss 50% (incorporeal)
hp 11 (3 HD)
Immune weapon damage
Fort +3, Ref +7, Will +5

Spd 5 ft (1 square), fly 40 ft (8 squares) (good)
Melee swarm (1d6 nonlethal)
Space 10 ft; Reach 0 ft
Base Atk +2; Grp -
Atk Options wounding
Special Actions distraction

Abilities Str -, Dex 15, Con 10, Int 2, Wis 18, Cha 8
SQ incorporeal traits, manifestation, swarm traits
Feats Alertness, Lightning Reflexes
Skills
Hide +10, Listen +17, Search +0, Spot +17
Blindsense (Ex) A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

WOODLING BAT SWARM CR 4
Monster Manual III page 197
N Diminutive animal (swarm)
Init +2; Senses blindsense 20 ft, low-light vision; Listen +11, Spot +11


AC 23, touch 14, flat-footed 19
hp 13 (3 HD)
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning, weapon damage
Vulnerable fire
Fort +3, Ref +7, Will +3

Spd 5 ft (1 square), fly 40 ft (8 squares) (good)
Melee swarm (1d6)
Space 10 ft; Reach 0 ft
Base Atk +2; Grp -
Atk Options wounding
Special Actions distraction
Spell-Like Abilities (CL 3):
1/day - entangle (DC 8), summon nature's ally II

Abilities Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
SQ plant traits, swarm traits
Feats Alertness, Lightning Reflexes
Skills
Hide +6*, Listen +11, Move Silently +2*, Spot +11
Blindsense (Ex) A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

* A woodling has a +4 bonus on Hide check and Move Silently checks in aboveground natural environments.

Bee:

Giant bees are usually not aggressive except when defending themselves or their hive.

01-50 = Giant Bee (2d6)
51-70 = Air Element Giant Bee (2d6)
71-90 = Fire Element Giant Bee (2d6)
91-00 = Half-Fey Giant Bee (2d6)

GIANT BEE CR 1
N Medium vermin
Init +2; Senses darkvision 60 ft; Listen +1, Spot +5


AC 14, touch 12, flat-footed 12
hp 13 (3 HD)
Fort +3, Ref +3, Will +2

Spd 20 ft (4 squares), fly 80 ft (16 squares) (good)
Melee sting +2 (1d4 plus poison)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2

Abilities Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9
SQ vermin traits
Skills Spot +5, Survival +1*

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

* Giant bees have a +4 racial bonus on Survival checks to orient themselves.

AIR ELEMENT GIANT BEE CR 2
Manual of the Planes page 191
N Medium elemental (air)
Init +5; Senses darkvision 60 ft; Listen +1, Spot +5


AC 17, touch 15, flat-footed 12; air mastery
hp 13 (3 HD); air mastery
Fort +3, Ref +6, Will +2

Spd 20 ft (4 squares), fly 100 ft (20 squares) (perfect)
Melee sting +2 (1d4 plus poison)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2

Abilities Str 11, Dex 20, Con 11, Int -, Wis 12, Cha 9
SQ elemental traits
Feats Flyby Attack
Skills Spot +5, Survival +1*

Air Mastery (Ex) Airborne creatures suffer a –1 penalty
on attack and damage rolls against an air element creature.

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

* Giant bees have a +4 racial bonus on Survival checks to orient themselves.

FIRE ELEMENT GIANT BEE CR 2
Manual of the Planes page 191
N Medium elemental (fire)
Init +2; Senses darkvision 60 ft; Listen +1, Spot +5


AC 14, touch 12, flat-footed 12; burn
hp 13 (3 HD)
Immune fire
Vulnerable cold
Fort +3, Ref +3, Will +2

Spd 20 ft (4 squares), fly 80 ft (16 squares) (good)
Melee sting +2 (1d4 plus poison)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Atk Options burn

Abilities Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9
SQ elemental traits
Skills Spot +5, Survival +1*

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 10.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 10 Reflex save.

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

* Giant bees have a +4 racial bonus on Survival checks to orient themselves.


HALF-FEY GIANT BEE CR 2
Fiend Folio page 89
CN Medium fey
Init +3; Senses darkvision 60 ft, low-light vision; Listen +2, Spot +8


AC 15, touch 13, flat-footed 12
hp 8 (3 HD)
Immune enchantment spells and effects
Fort +2, Ref +4, Will +3

Spd 20 ft (4 squares), fly 80 ft (16 squares) (good)
Melee sting +2 (1d4 plus poison)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Spell-Like Abilities (CL 3):
1/day - faerie fire, hypnotism (DC 12), sleep (DC 12)
At will - charm person (DC 12)

Abilities Str 11, Dex 16, Con 9, Int -, Wis 14, Cha 13
Skills Spot +8, Survival +7*

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

* Giant bees have a +4 racial bonus on Survival checks to orient themselves.

Beetle:

Giant bombardier beetles are aggressive if approached or threatened.

01-52 = Giant Bombardier Beetle (1d12)
53-68 = Air Element Giant Bombarider Beetle (1d12)
69-84 = Earth Element Giant Bombarider Beetle (1d12)
85-00 = Water Element Giant Bombarider Beetle (1d12)

GIANT BOMBARDIER BEETLE CR 2
N Medium vermin
Init +0; Senses darkvision 60 ft; Listen +0, Spot +0

AC 16, touch 10, flat-footed 16
hp 13 (2 HD)
Fort +5, Ref +0, Will +0

Spd 30 ft (6 squares)
Melee bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Special Actions acid spray

Abilities Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9
SQ vermin traits

Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

AIR ELEMENT GIANT BOMBARDIER BEETLE CR 2
Manual of the Planes page 191
N Medium elemental (air)
Init +3; Senses darkvision 60 ft; Listen +0, Spot +0


AC 19, touch 13, flat-footed 16; air mastery
hp 13 (2 HD); air mastery
Fort +5, Ref +3, Will +0

Spd 30 ft (6 squares), fly 100 ft (20 squares) (perfect)
Melee bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Special Actions acid spray

Abilities Str 13, Dex 16, Con 14, Int -, Wis 10, Cha 9
SQ elemental traits
Feats Flyby Attack

Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Air Mastery (Ex) Airborne creatures suffer a –1 penalty
on attack and damage rolls against an air element creature.

EARTH ELEMENT GIANT BOMBARDIER BEETLE CR 2
Manual of the Planes page 191
N Medium elemental (earth)
Init -1; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +0


AC 18, touch 9, flat-footed 19
hp 13 (2 HD)
Fort +5, Ref -1, Will +0

Spd 30 ft (6 squares), burrow 20 ft (4 squares)
Melee bite +3 (1d4+2)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +3
Atk Options earth mastery
Special Actions acid spray

Abilities Str 15, Dex 8, Con 14, Int -, Wis 10, Cha 9
SQ elemental traits

Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.


FIRE ELEMENT GIANT BOMBARDIER BEETLE CR 2
Manual of the Planes page 191
N Medium elemental (fire)
Init +0; Senses darkvision 60 ft; Listen +0, Spot +0


AC 16, touch 10, flat-footed 16; burn
hp 13 (2 HD)
Immune fire
Vulnerable cold
Fort +5, Ref +0, Will +0

Spd 30 ft (6 squares)
Melee bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options burn
Special Actions acid spray

Abilities Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9
SQ elemental traits

Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 9.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 9 Reflex save.

WATER ELEMENT GIANT BOMBARDIER BEETLE CR 2
Manual of the Planes page 191
N Medium elemental (water)
Init +0; Senses darkvision 60 ft; Listen +0, Spot +0


AC 16, touch 10, flat-footed 16
hp 13 (2 HD)
Fort +5, Ref +0, Will +0

Spd 30 ft (6 squares), swim 90 ft (18 squares)
Melee bite +2 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options drench, water mastery
Special Actions acid spray

Abilities Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9
SQ elemental traits
Skills Swim +9

Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 4th. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

Boar:

Boars can be quite aggressive if approached or surprised.

01-42 = Boar (1d8)
43-60 = Dire Boar (1d8)
61-68 = Earth Element Boar (1d8)
69-76 = Fire Element Boar (1d8)
77-84 = Wood Element Boar (1d8)
85-92 = Spirit Boar (1d8)
93-00 = Woodling Boar (1d8)

BOAR CR 2
N Medium animal
Init +0; Senses low-light vision, scent; Listen +7, Spot +5

AC 16, touch 10, flat-footed 16
hp 25 (3 HD)
Fort +6, Ref +3, Will +2

Spd 40 ft (8 squares)
Melee gore +4 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4

Abilities Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Feats Alertness, Toughness
Skills
Listen +7, Spot +5
Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
DIRE BOAR CR 4
N Large animal
Init +0; Senses low-light vision, scent; Listen +8, Spot +8

AC 15, touch 9, flat-footed 15
hp 52 (7 HD)
Fort +8, Ref +5, Will +8

Spd 40 ft (8 squares)
Melee gore +12 (1d8+12)
Space 10 ft; Reach 5 ft
Base Atk +5; Grp +17

Abilities Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Feats Alertness, Endurance, Iron Will
Skills
Listen +8, Spot +8
Ferocity (Ex) A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

EARTH ELEMENT BOAR CR 3
Manual of the Planes page 191
N Medium elemental (earth)
Init -1; Senses darkvision 60 ft, low-light vision, scent, tremorsense 60 ft; Listen +7, Spot +5


AC 18, touch 9, flat-footed 19
hp 25 (3 HD)
Fort +6, Ref +2, Will +2

Spd 40 ft (8 squares), burrow 20 ft (4 squares)
Melee gore +5 (1d8+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options earth mastery

Abilities Str 17, Dex 8, Con 17, Int 2, Wis 13, Cha 4
SQ elemental traits
Feats Alertness, Toughness
Skills
Listen +7, Spot +5
Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


FIRE ELEMENT BOAR CR 3
Manual of the Planes page 191
N Medium elemental (fire)
Init +0; Senses low-light vision, scent; Listen +7, Spot +5


AC 16, touch 10, flat-footed 16; burn
hp 25 (3 HD)
Immune fire
Vulnerable cold
Fort +6, Ref +3, Will +2

Spd 40 ft (8 squares)
Melee gore +4 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options burn

Abilities Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
SQ elemental traits
Feats Alertness, Toughness
Skills
Listen +7, Spot +5
Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 10.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 10 Reflex save.

Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

WOOD ELEMENT BOAR CR 3
Manual of the Planes page 191
N Medium plant
Init +0; Senses darkvision 60 ft, low-light vision, scent, woodsense 60 ft; Listen +7, Spot +5


AC 18, touch 10, flat-footed 18
hp 25 (3 HD)
Fort +6, Ref +3, Will +2

Spd 20 ft (4 squares)
Melee gore +4 (1d8+3)
Ranged 1-3 spikes +2 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4

Abilities Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
SQ plant traits
Feats Alertness, Toughness
Skills
Listen +7, Spot +5
Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

SPIRIT BOAR CR 3
Frostburn page 155
N Medium fey (incorporeal, augmental animal)
Init +0; Senses low-light vision, scent; Listen +13, Spot +11


AC 13, touch 13, flat-footed 13; Miss 50% (incorporeal)
hp 25 (3 HD)
Fort +6, Ref +3, Will +4

Spd 40 ft (8 squares)
Melee gore +2 incorporeal touch (1d8 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp -

Abilities Str -, Dex 10, Con 17, Int 2, Wis 17, Cha 8
SQ incorporeal traits, manifestation
Feats Alertness, Toughness
Skills
Hide +4, Listen +13, Search +0, Spot +11
Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.


WOODLING BOAR CR 4
Monster Manual III page 197
N Medium animal
Init +0; Senses low-light vision, scent; Listen +7, Spot +5


AC 23, touch 10, flat-footed 23
hp 25 (3 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +6, Ref +3, Will +2

Spd 40 ft (8 squares)
Melee gore +4 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Spell-Like Abilities (CL 3):
1/day - entangle (DC 8), summon nature's ally II

Abilities Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
SQ plant traits
Feats Alertness, Toughness
Skills
Hide +0*, Listen +7, Move Silently +0*, Spot +5
Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

* A woodling has a +4 bonus on Hide check and Move Silently checks in aboveground natural environments.

Centipede:

Huge Monstrous Centipedes are consummate hunters and are almost always aggressive.

01-40 = Huge Monstrous Centipede (1d6)
41-55 = Earth Element Huge Monstrous Centipede (1d6)
56-70 = Fire Element Huge Monstrous Centipede (1d6)
71-85 = Water Element Huge Monstrous Centipede (1d6)
86-00 = Wood Element Huge Monstrous Centipede (1d6)

HUGE MONSTROUS CENTIPEDE CR 2
N Huge vermin
Init +2; Senses darkvision 60 ft; Listen +0, Spot +4

AC 16, touch 10, flat-footed 14
hp 33 (6 HD)
Fort +6, Ref +4, Will +2

Spd 40 ft (8 squares), climb 40 ft (8 squares)
Melee bite +5 (2d6+4 plus poison)
Space 15 ft; Reach 10 ft
Base Atk +4; Grp +15

Abilities Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
SQ vermin traits
Skills Climb +11, Hide +2, Spot +4

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

EARTH ELEMENT HUGE MONSTROUS CENTIPEDE CR 3
Manual of the Planes page 191
N Huge elemental (earth)
Init +1; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4


AC 18, touch 9, flat-footed 17
hp 33 (6 HD)
Fort +6, Ref +3, Will +2

Spd 40 ft (8 squares), burrow 20 ft (4 squares), climb 40 ft (8 squares)
Melee bite +6 (2d6+5 plus poison)
Space 15 ft; Reach 10 ft
Base Atk +4; Grp +16
Atk Options earth mastery

Abilities Str 19, Dex 13, Con 12, Int -, Wis 10, Cha 2
SQ elemental traits
Skills Climb +12, Hide +1, Spot +4

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. .

FIRE ELEMENT HUGE MONSTROUS CENTIPEDE CR 3
Manual of the Planes page 191
N Huge elemental (fire)
Init +2; Senses darkvision 60 ft; Listen +0, Spot +4


AC 16, touch 10, flat-footed 14; burn, heat
hp 33 (6 HD)
Immune fire
Vulnerable cold
Fort +6, Ref +4, Will +2

Spd 40 ft (8 squares), climb 40 ft (8 squares)
Melee bite +5 (2d6+4 plus poison plus 1d4 heat)
Space 15 ft; Reach 10 ft
Base Atk +4; Grp +15
Atk Options burn

Abilities Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
SQ elemental traits
Skills Climb +11, Hide +2, Spot +4

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 13.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 13 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. .


WATER ELEMENT HUGE MONSTROUS CENTIPEDE CR 3
Manual of the Planes page 191
N Huge elemental (Water)
Init +2; Senses darkvision 60 ft; Listen +0, Spot +4


AC 16, touch 10, flat-footed 14
hp 33 (6 HD)
Fort +6, Ref +4, Will +2

Spd 40 ft (8 squares), climb 40 ft (8 squares), swim 90 ft (18 squares)
Melee bite +5 (2d6+4 plus poison)
Space 15 ft; Reach 10 ft
Base Atk +4; Grp +15
Atk Options drench, water mastery

Abilities Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
SQ elemental traits
Skills Climb +11, Hide +2, Spot +4, Swim +11

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 6th. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

WOOD ELEMENT HUGE MONSTROUS CENTIPEDE CR 3
Manual of the Planes page 191
N Huge plant
Init +2; Senses darkvision 60 ft, woodsense 60 ft; Listen +0, Spot +4


AC 18, touch 10, flat-footed 16
hp 33 (6 HD)
Fort +6, Ref +4, Will +2

Spd 20 ft (4 squares), climb 40 ft (8 squares)
Melee bite +5 (2d6+4 plus poison)
Ranged 1-4 spikes +6 (1d6+3)
Space 15 ft; Reach 10 ft
Base Atk +4; Grp +15

Abilities Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
SQ plant traits
Skills Climb +11, Hide +2, Spot +4

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

Crayfish:

Monstrous crayfish are usually hungry and opportunistic hunters.

01-50 = Monstrous Crayfish (1d6)
51-75 = Earth Element Monstrous Crayfish (1d6)
76-00 = Water Element Monstrous Crayfish (1d6)

MONSTROUS CRAYFISH CR 3
Tome of Horrors 3.5 page 73
N Large vermin (aquatic)
Init +0; Senses darkvision 60 ft; Listen +0, Spot +4


AC 15, touch 9, flat-footed 15
hp 26 (4 HD)
Fort +6, Ref +1, Will +1

Spd 20 ft (4 squares), swim 40 ft (8 squares)
Melee 2 claws +5 (1d6+3/19-20)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +10
Atk Options improved grab
Special Actions constrict 1d6+3

Abilities Str 16, Dex 10, Con 14, Int —, Wis 10, Cha 2
SQ vermin traits, water dependency
Feats Improved Critical (claw)
Skills Hide +0, Spot +4, Swim +11

Constrict (Ex) On a successful grapple check, a monstrous crayfish deals 1d6+3 points of damage.

Improved Grab (Ex) To use this ability, a monstrous crayfish must hit with a claw 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.

Water Dependency (Ex) A monstrous crayfish can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules in the DMG).

EARTH ELEMENT MONSTROUS CRAYFISH CR 4
Tome of Horrors 3.5 page 73 and Manual of the Planes page 191
N Large elemental (earth)
Init -1; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4


AC 17, touch 8, flat-footed 18
hp 26 (4 HD)
Fort +6, Ref +0, Will +1

Spd 20 ft (4 squares), burrow 20 ft (4 squares), swim 40 ft (8 squares)
Melee 2 claws +6 (1d6+4/19-20)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +11
Atk Options earth mastery, improved grab
Special Actions constrict 1d6+4

Abilities Str 18, Dex 8, Con 14, Int —, Wis 10, Cha 2
SQ elemental traits
Feats Improved Critical (claw)
Skills Hide -1, Spot +4, Swim +12

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Constrict (Ex) On a successful grapple check, a monstrous crayfish deals 1d6+3 points of damage.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Improved Grab (Ex) To use this ability, a monstrous crayfish must hit with a claw 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.

WATER ELEMENT MONSTROUS CRAYFISH CR 4
Tome of Horrors 3.5 page 73 and Manual of the Planes page 191
N Large elemental (water)
Init +0; Senses darkvision 60 ft; Listen +0, Spot +4


AC 15, touch 9, flat-footed 15
hp 26 (4 HD)
Fort +6, Ref +1, Will +1

Spd 20 ft (4 squares), swim 90 ft (18 squares)
Melee 2 claws +5 (1d6+3/19-20)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +10
Atk Options drench, improved grab, water mastery
Special Actions constrict 1d6+3

Abilities Str 16, Dex 10, Con 14, Int —, Wis 10, Cha 2
SQ elemental traits
Feats Improved Critical (claw)
Skills Hide +0, Spot +4, Swim +11

Constrict (Ex) On a successful grapple check, a monstrous crayfish deals 1d6+3 points of damage.

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 4th. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Improved Grab (Ex) To use this ability, a monstrous crayfish must hit with a claw 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.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

Crocodile:

Crocodiles can be quite placid or aggressive as their hunger and circumstances dictate.

01-40 = Crocodile (1d12)
41-60 = Dire Crocodile (1d6)
61-70 = Earth Element Crocodile (1d12)
71-80 = Water Element Crocodile (1d12)
81-90 = Wood Element Crocodile (1d12)
91-00 = Spirit Crocodile (1d12)

CROCODILE CR 2
N Medium animal
Init +1; Senses low-light vision; Listen +4, Spot +4


AC 15, touch 11, flat-footed 14
hp 22 (3 HD)
Fort +6, Ref +4, Will +2

Spd 20 ft (4 squares), swim 30 ft (6 squares)
Melee bite +6 (1d8+6)
Melee tail slap +6 (1d12+6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options improved grab

Abilities Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
SQ hold breath
Feats Alertness, Skill Focus (hide)
Skills
Hide +7*, Listen +4, Spot +4, Swim +12
Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex) To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

DIRE CROCODILE CR 4
Tome of Horrors 3.5 page 386
N Large animal
Init +1; Senses low-light vision; Listen +5, Spot +5


AC 18, touch 10, flat-footed 17
hp 84 (7 HD)
Fort +12, Ref +6, Will +8

Spd 30 ft (6 squares), swim 40 ft (8 squares)
Melee bite +14 (2d6+15)
Melee tail slap +14 (3d6+15)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +19
Atk Options improved grab

Abilities Str 31, Dex 12, Con 24, Int 1, Wis 12, Cha 2
SQ hold breath
Feats Alertness, Iron Will, Skill Focus (hide)
Skills
Hide +8*, Listen +5, Spot +5, Swim +19
Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex) To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

EARTH ELEMENT CROCODILE CR 3
Manual of the Planes page 191
N Medium elemental (earth)
Init +0; Senses darkvision 60 ft, low-light vision, tremorsense 60 ft; Listen +4, Spot +4


AC 17, touch 10, flat-footed 17
hp 22 (3 HD)
Fort +6, Ref +3, Will +2

Spd 20 ft (4 squares), burrow 20 ft (4 squares), swim 30 ft (6 squares)
Melee bite +7 (1d8+7)
Melee tail slap +7 (1d12+7)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +7
Atk Options earth mastery, improved grab

Abilities Str 21, Dex 10, Con 17, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Skill Focus (hide)
Skills
Hide +6*, Listen +4, Spot +4, Swim +13
Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Improved Grab (Ex) To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.


WATER ELEMENT CROCODILE CR 3
Manual of the Planes page 191
N Medium elemental (water)
Init +1; Senses low-light vision; Listen +4, Spot +4


AC 15, touch 11, flat-footed 14
hp 22 (3 HD)
Fort +6, Ref +4, Will +2

Spd 20 ft (4 squares), swim 90 ft (18 squares)
Melee bite +6 (1d8+6)
Melee tail slap +6 (1d12+6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options drench, improved grab, water mastery

Abilities Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Skill Focus (hide)
Skills
Hide +7*, Listen +4, Spot +4, Swim +12
Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 3rd. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Improved Grab (Ex) To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

WOOD ELEMENT CROCODILE CR 3
Manual of the Planes page 191
N Medium plant
Init +1; Senses darkvision 60 ft, ow-light vision, tremorsense 60 ft; Listen +4, Spot +4


AC 17, touch 11, flat-footed 16
hp 22 (3 HD)
Fort +6, Ref +4, Will +2

Spd 10 ft (2 squares), swim 30 ft (6 squares)
Melee bite +6 (1d8+6)
Melee tail slap +6 (1d12+6)
Ranged 1-3 spikes +3 (1d6+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options improved grab

Abilities Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
SQ hold breath, plant traits
Feats Alertness, Skill Focus (hide)
Skills
Hide +7*, Listen +4, Spot +4, Swim +12
Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex) To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

SPIRIT CROCODILE CR 3
Frostburn page 155
N Medium fey (incorporeal, aumented animal)
Init +1; Senses low-light vision; Listen +6, Spot +6


AC 14, touch 14, flat-footed 13; Miss 50% (incorporeal)
hp 20 (3 HD)
Fort +6, Ref +4, Will +4

Spd 20 ft (4 squares)
Melee bite incorporeal touch +6 (1d8 nonlethal)
Melee tail slap incorporeal touch +6 (1d12 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp -
Atk Options

Abilities Str -, Dex 12, Con 17, Int 1, Wis 16, Cha 6
SQ incorporeal traits, manifestation
Feats Alertness, Skill Focus (hide)
Skills
Hide +11*, Listen +10, Search -1, Spot +10
Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Deer:

Deer are normally shy and reclusive and quick to flee from danger.

01-60 = Deer (1d20)
61-85 = Dire Deer (1d10)
86-92 = Spirit Deer (1d20)
93-00 = Woodling Deer (1d20)

DEER CR 1/4
Tome of Horrors 3.5 page 429
N Medium animal
Init +2; Senses scent; Listen +8, Spot +3


AC 13, touch 12, flat-footed 11; Dodge, Mobility
hp 11 (2 HD)
Fort +1, Ref +5, Will +2

Spd 40 ft (8 squares); Run
Melee 2 hooves +2 (1d4+1)
Melee gore +2 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2

Abilities Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Feats Dodge, Mobility, Run
Skills
Hide +7*, Listen +8, Move Silently +8, Spot +3, Swim +5

* In forested areas, the Hide bonus increases to +8. In plains and mountains the deer is a black-tailed deer and has a Jump +5 skill bonus.

DIRE DEER CR 2
Tome of Horrors 3.5 page 386 and 429
N Large animal
Init +3; Senses scent; Listen +9, Spot +4


AC 17, touch 12, flat-footed 14; Dodge, Mobility
hp 43 (5 HD)
Fort +8, Ref +7, Will +6

Spd 50 ft (10 squares); Run
Melee 2 hooves +9 (1d6+7)
Melee gore +9 (1d8+7)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +14
Special Actions Powerful Charge

Abilities Str 24, Dex 16, Con 18, Int 2, Wis 14, Cha 6
Feats Dodge, Mobility, Powerful Charge, Run
Skills
Hide +9*, Listen +9, Move Silently +9, Spot +4, Swim +11

* In forested areas, the Hide bonus increases to +8. In plains and mountains the deer is a black-tailed deer and has a Jump +5 skill bonus.

SPIRIT DEER CR 1
Tome of Horrors 3.5 page 429 and Frostburn page 155
N Medium fey (incorporeal, augmented animal)
Init +2; Senses scent; Listen +14, Spot +9


AC 16, touch 16, flat-footed 14; Dodge, Mobility; Miss 50% (incorporeal)
hp 8 (2 HD)
Fort +1, Ref +5, Will +4

Spd 40 ft (8 squares); Run
Melee 2 hooves +3 incorporeal touch (1d4 nonlethal)
Melee gore +3 incorporeal touch (1d6 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2

Abilities Str -, Dex 15, Con 12, Int 2, Wis 18, Cha 10
SQ incorporeal traits, manifestation
Feats Dodge, Mobility, Run
Skills
Hide +11*, Listen +14, Move Silently +8, Search +0, Spot +9

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

* In forested areas, the Hide bonus increases to +8. In plains and mountains the deer is a black-tailed deer and has a Jump +5 skill bonus.


WOODLING DEER CR 2
Tome of Horrors 3.5 page 429 and Monster Manual III page 197
N Medium animal
Init +2; Senses low-light vision, scent; Listen +8, Spot +3


AC 20, touch 12, flat-footed 18; Dodge, Mobility
hp 11 (2 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +1, Ref +5, Will +2

Spd 40 ft (8 squares); Run
Melee 2 hooves +2 (1d4+1)
Melee gore +2 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Spell-Like Abilities (CL 2):
1/day - entangle (DC 9), summon nature's ally II

Abilities Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6
SQ plant traits
Feats Dodge, Mobility, Run
Skills
Hide +7*, Listen +8, Move Silently +8*, Spot +3, Swim +5

* In forested areas, the Hide bonus increases to +8. In plains and mountains the deer is a black-tailed deer and has a Jump +5 skill bonus. In addition, a woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

Dragonfly:

Monstrous dragonflies are aggressive hunters of prey smaller than they.

01-50 = Monstrous Dragonfly (1d6)
51-65 = Air Element Monstrous Dragonfly (1d6)
66-80 = Fire Element Monstrous Dragonfly (1d6)
81-95 = Water Element Monstrous Dragonfly (1d6)
96-00 = Half-Fey Monstrous Dragonfly (1d6)

MONSTROUS DRAGONFLY CR 4
Tome of Horrors 3.5 page 169
N Medium vermin
Init +2; Senses darkvision 60 ft; Listen +1, Spot +1

AC 17, touch 12, flat-footed 15
hp 45 (7 HD)
Fort +7, Ref +4, Will +3

Spd 20 ft (4 squares), fly 80 ft (16 squares) (good)
Melee bite +8 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8

Abilities Str 17, Dex 15, Con 14, Int -, Wis 12, Cha 9
SQ vermin traits
AIR ELEMENT MONSTROUS DRAGONFLY CR 5
Tome of Horrors 3.5 page 169 and Manual of the Planes page 191
N Medium elemental (air)
Init +5; Senses darkvision 60 ft; Listen +1, Spot +1

AC 20, touch 15, flat-footed 15; air mastery
hp 45 (7 HD); air mastery
Fort +7, Ref +7, Will +3

Spd 20 ft (4 squares), fly 100 ft (20 squares) (perfect)
Melee bite +8 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8

Abilities Str 17, Dex 21, Con 14, Int -, Wis 12, Cha 9
SQ elemental traits
Feats Flyby Attack

Air Mastery (Ex) Airborne creatures suffer a –1 penalty
on attack and damage rolls against an air element creature.

FIRE ELEMENT MONSTROUS DRAGONFLY CR 5
Tome of Horrors 3.5 page 169 and Manual of the Planes page 191
N Medium elmental (fire)
Init +2; Senses darkvision 60 ft; Listen +1, Spot +1


AC 17, touch 12, flat-footed 15; burm, heat
hp 45 (7 HD)
Immune fire
Vulnerable cold
Fort +7, Ref +4, Will +3

Spd 20 ft (4 squares), fly 80 ft (16 squares) (good)
Melee bite +8 (1d8+3 plus 1d4 heat)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Atk Options burn

Abilities Str 17, Dex 15, Con 14, Int -, Wis 12, Cha 9
SQ elemental traits

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 14.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 14 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.


WATER ELEMENT MONSTROUS DRAGONFLY CR 5
Tome of Horrors 3.5 page 169 and Manual of the Planes page 191
N Medium elemental (water)
Init +2; Senses darkvision 60 ft; Listen +1, Spot +1


AC 17, touch 12, flat-footed 15
hp 45 (7 HD)
Fort +7, Ref +4, Will +3

Spd 20 ft (4 squares), fly 80 ft (16 squares) (good), swim 90 ft (18 squares)
Melee bite +8 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Atk Options drench, water mastery

Abilities Str 17, Dex 15, Con 14, Int -, Wis 12, Cha 9
SQ elemental traits
Skills Swim +11

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 7th. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

HALF-FEY MONSTROUS DRAGONFLY CR 5
Tome of Horrors 3.5 page 169 and Fiend Folio page 89
CN Medium fey
Init +3; Senses darkvision 60 ft, low-light vision; Listen +4, Spot +6

AC 18, touch 13, flat-footed 15
hp 32 (7 HD)
Immune enchantment spells and effects
Fort +6, Ref +5, Will +4

Spd 20 ft (4 squares), fly 80 ft (16 squares) (good)
Melee bite +8 (1d8+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +8
Spell-Like Abilities (CL 7):
1/day - confusion (DC 14), faerie fire, hypnotism (DC 14), sleep (DC 14)
3/day - protection from law
At will - charm person (DC14)

Abilities Str 17, Dex 17, Con 12, Int -, Wis 14, Cha 12
SQ vermin traits
Skills Intimidate +5, Listen +4, Spot +6

Eel:

Eels are voracious predators, but only of prey smaller than they.

01-60 = Eel (1d3)
61-80 = Dire Eel (1d2)
81-92 = Water Element Eel (1d3)
93-00 = Spirit Eel (1d3)

EEL CR 1/2
Stormwrack page 166
N Medium animal (aquatic)
Init +6; Senses low-light vision, scent; Listen +3, Spot +4


AC 13, touch 12, flat-footed 11
hp 11 (2 HD)
Fort +4, Ref +5, Will +1

Spd swim 30 ft (6 squares)
Melee bite +3 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options attach

Abilities Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Feats Improved Initiative, Weapon Finesse
Skills
Hide +6 (+10 in coral or rock), Listen +3, Spot +4, Swim +9

Attach (Ex) If an 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 11.

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.

DIRE EEL CR 1/2
Stormwrack page 148
N Large animal (aquatic)
Init +5; Senses low-light vision, scent; Listen +5, Spot +6


AC 13, touch 10, flat-footed 12
hp 42 (6 HD)
Fort +7, Ref +6, Will +3

Spd swim 30 ft (6 squares)
Melee bite +8 (1d8+6)
Space 10 ft; Reach 5 ft
Base Atk +4; Grp +12
Atk Options attach

Abilities Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2
Feats Improved Initiative, Toughness, Weapon Focus (bite)
Skills
Hide +1 (+5 in coral, rock, or kelp), Listen +5, Spot +6, Swim +12

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.

WATER ELEMENT EEL CR 1/2
Stormwrack page 166 and Manual of the Planes page 191
N Medium elemental (water)
Init +6; Senses darkvision 60 ft, low-light vision, scent; Listen +3, Spot +4


AC 13, touch 12, flat-footed 11
hp 11 (2 HD)
Fort +4, Ref +5, Will +1

Spd swim 90 ft (18 squares)
Melee bite +3 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options attach, drench, water mastery

Abilities Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Improved Initiative, Weapon Finesse
Skills
Hide +6 (+10 in coral or rock), Listen +3, Spot +4, Swim +9

Attach (Ex) If an 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 11.

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.

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 2nd. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.


SPIRIT EEL CR 1
Stormwrack page 166 and Frostburn page 155
N Medium fey (incorporeal, augmented animal)
Init +6; Senses low-light vision, scent; Listen +9, Spot +10


AC 15, touch 15, flat-footed 13; Miss 50% (incorporeal)
hp 8 (2 HD)
Fort +4, Ref +5, Will +3

Spd swim 30 ft (6 squares)
Melee bite +3 incorporeal touch (1d4 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -

Abilities Str -, Dex 15, Con 12, Int 1, Wis 16, Cha 6
SQ incorporeal traits, manifestation
Feats Improved Initiative
Skills
Hide +10 (+14 in coral or rock), Listen +9, Search -1, Spot +10

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

Fly:

Giant flies are opportunistic scavengers.

01-60 = Giant Fly (1d12)
61-70 = Air Element Giant Fly (1d12)
71-80 = Earth Element Giant Fly (1d12)
81-90 = Fire Element Giant Fly (1d12)
91-00 = Water Element Giant Fly (1d12)

GIANT FLY CR 2
Tome of Horrors 3.5 page 202
N Medium vermin
Init +2; Senses darkvision 60 ft, scent; Listen +0, Spot +4

AC 14, touch 12, flat-footed 12
hp 16 (3 HD)
Fort +4, Ref +3, Will +1

Spd 30 ft (6 squares), fly 60 ft (12 squares) (average)
Melee bite +4 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4

Abilities Str 14, Dex 15, Con 12, Int -, Wis 10, Cha 9
SQ vermin traits
Skills Spot +4
AIR ELEMENT GIANT FLY CR 3
Tome of Horrors 3.5 page 202 and Manual of the Planes page 191
N Medium elemental (air)
Init +5; Senses darkvision 60 ft, scent; Listen +0, Spot +4

AC 17, touch 15, flat-footed 12; air mastery
hp 16 (3 HD); air mastery
Fort +4, Ref +6, Will +1

Spd 30 ft (6 squares), fly 100 ft (20 squares) (perfect)
Melee bite +4 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4

Abilities Str 14, Dex 21, Con 12, Int -, Wis 10, Cha 9
SQ elemental traits
Feats Flyby Attack
Skills Spot +4

Air Mastery (Ex) Airborne creatures suffer a –1 penalty
on attack and damage rolls against an air element creature.

EARTH ELEMENT GIANT FLY CR 3
Tome of Horrors 3.5 page 202 and Manual of the Planes page 191
N Medium elemental (earth)
Init +1; Senses darkvision 60 ft, scent, tremorsense 60 ft; Listen +0, Spot +4


AC 16, touch 11, flat-footed 15
hp 16 (3 HD)
Fort +4, Ref +2, Will +1

Spd 30 ft (6 squares), burrow 20 ft (4 squares), fly 60 ft (12 squares) (average)
Melee bite +5 (1d6+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options earth mastery

Abilities Str 16, Dex 13, Con 12, Int -, Wis 10, Cha 9
SQ elemental traits
Skills Spot +4


Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.


FIRE ELEMENT GIANT FLY CR 3
Tome of Horrors 3.5 page 202 and Manual of the Planes page 191
N Medium elemental (fire)
Init +2; Senses darkvision 60 ft, scent; Listen +0, Spot +4


AC 14, touch 12, flat-footed 12; burn
hp 16 (3 HD)
Immune fire
Vulnerable cold
Fort +4, Ref +3, Will +1

Spd 30 ft (6 squares), fly 60 ft (12 squares) (average)
Melee bite +4 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options burn

Abilities Str 14, Dex 15, Con 12, Int -, Wis 10, Cha 9
SQ elemental traits
Skills Spot +4


Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 10.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 10 Reflex save.

WATER ELEMENT GIANT FLY CR 3
Tome of Horrors 3.5 page 202 Tome of Horrors 3.5 page 202 and Manual of the Planes page 191
N Medium elemental (water)
Init +2; Senses darkvision 60 ft, scent; Listen +0, Spot +4


AC 14, touch 12, flat-footed 12
hp 16 (3 HD)
Fort +4, Ref +3, Will +1

Spd 30 ft (6 squares), fly 60 ft (12 squares) (average), swim 90 ft (18 sqaures)
Melee bite +4 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options drench, water mastery

Abilities Str 14, Dex 15, Con 12, Int -, Wis 10, Cha 9
SQ elemental traits
Skills Spot +4, Swim +10


Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 3rd. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

Gar:

Gar are aggressive hunters, and will attack creatures even as big as themselves if in sufficient numbers.

01-45 = Gar (1d6)
46-70 = Dire Gar (1d6)
71-85 = Water Element Gar (1d6)
86-00 = Spirit Gar (1d6)

GAR CR 1/2
Stormwrack page 166 (as barracuda)
N Medium animal (aquatic)
Init +3; Senses low-light vision, scent; Listen +3, Spot +4

AC 14, touch 13, flat-footed 11
hp 9 (2 HD)
Fort +3, Ref +6, Will +1

Spd swim 60 ft (12 squares); sprint
Melee bite +4 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1

Abilities Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Feats Weapon Finesse
Skills
Listen +3, Spot +4, Swim +8
Sprint (Ex): A gar can move up to three times its normal speed (180 feet) when it makes a charge.
DIRE GAR CR 1/2
Stormwrack page 147 (as dire barracuda)
N Large animal (aquatic)
Init +2; Senses low-light vision, scent; Listen +6, Spot +6

AC 17, touch 11, flat-footed 15
hp 52 (8 HD)
Fort +8, Ref +8, Will +5

Spd swim 80 ft (16 squares); Run, sprint
Melee bite +9 (1d8+6)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +14

Abilities Str 19, Dex 15, Con 14, Int 1, Wis 12, Cha 2
Feats Alertness, Iron Will, Run
Skills
Listen +6, Jump +29, Spot +6, Swim +12
Sprint (Ex): A dire barracuda can move up to three times
its normal speed (240 f eet) when it makes a charge.

WATER ELEMENT GAR CR 1/2
Stormwrack page 166 (as barracuda) and Manual of the Planes page 191
N Medium elemental (water)
Init +3; Senses darkvision 60 ft, low-light vision, scent; Listen +3, Spot +4


AC 14, touch 13, flat-footed 11
hp 9 (2 HD)
Fort +3, Ref +6, Will +1

Spd swim 90 ft (18 squares); sprint
Melee bite +4 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1
Atk Options drench, water mastery

Abilities Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Weapon Finesse
Skills
Listen +3, Spot +4, Swim +8
Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 2nd. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Sprint (Ex): A gar can move up to three times its normal speed (180 feet) when it makes a charge.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.


SPIRIT GAR CR 1/2
Stormwrack page 166 (as barracuda) and Frostburn page 155
N Medium fey (aincorporeal, augmented animal)
Init +3; Senses low-light vision, scent; Listen +5, Spot +6


AC 16, touch 16, flat-footed 13; Miss 50% (incorporeal)
hp 7 (2 HD)
Fort +3, Ref +6, Will +3

Spd swim 60 ft (12 squares); sprint
Melee bite +4 incorporeal touch (1d4 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -

Abilities Str -, Dex 17, Con 10, Int 1, Wis 16, Cha 6
SQ incorporeal traits, manifestation
Skills
Hide +7, Listen +9, Search -1, Spot +10
Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

Sprint (Ex): A gar can move up to three times its normal speed (180 feet) when it makes a charge.

Hawk:

Hawks are inclined only towards prey that are smaller than themselves (although this can include prey in the Tiny size category).

01-35 = Hawk (1d2)
36-58 = Dire Hawk (1d2)
59-66 = Air Element Dire Hawk (1d2)
67-74 = Fire Element Dire Hawk (1d2)
75-82 = Water Element Dire Hawk (1d2)
83-87 = Half-Fey Dire Hawk (1d2)
88-95 = Spirit Hawk (1d2)
96-00 = Woodling Hawk (1d2)

HAWK CR 1/3
N Tiny animal
Init +3; Senses low-light vision; Listen +4, Spot +16

AC 17, touch 15, flat-footed 14
hp 4 (1 HD)
Fort +2, Ref +5, Will +2

Spd 10 ft (2 squares), fly 60 ft (12 squares) (average)
Melee talons +5 (1d4-2)
Space 2.5 ft; Reach 0 ft
Base Atk +0; Grp -10

Abilities Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Feats Alertness, Weapon Finesse
Skills
Listen +4, Spot +16

DIRE HAWK CR 2
Races of the Wild page 189
N Medium animal
Init +6; Senses low-light vision; Listen +8, Spot +10*


AC 19, touch 16, flat-footed 12
hp 32 (5 HD)
Fort +6, Ref +10, Will +6

Spd 10 ft (2 squares), fly 80 ft (16 squares) (average)
Melee talons +9 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4

Abilities Str 12, Dex 22, Con 15, Int 2, Wis 15, Cha 11
Feats Alertness, Weapon Finesse
Skills
Listen +8, Move Silently +8, Spot +10*

* A dire hawk receives a +8 racial bonus on Spot checks in daylight.

AIR ELEMENT DIRE HAWK CR 3
Races of the Wild page 189 and Manual of the Planes page 191
N Medium elemental (air)
Init +6; Senses darkvision 60 ft, low-light vision; Listen +8, Spot +10*


AC 22, touch 19, flat-footed 12; air mastery
hp 32 (5 HD); air mastery
Fort +6, Ref +13, Will +6

Spd 10 ft (2 squares), fly 100 ft (20 squares) (perfect)
Melee talons +12 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4

Abilities Str 12, Dex 28, Con 15, Int 2, Wis 15, Cha 11
SQ elemental traits
Feats Alertness, Flyby Attack, Weapon Finesse
Skills
Listen +8, Move Silently +11, Spot +10*

Air Mastery (Ex) Airborne creatures suffer a –1 penalty
on attack and damage rolls against an air element creature.

* A dire hawk receives a +8 racial bonus on Spot checks in daylight.


FIRE ELEMENT DIRE HAWK CR 3
Races of the Wild page 189 and Manual of the Planes page 191
N Medium elemental (fire)
Init +6; Senses darkvision 60 ft, low-light vision; Listen +8, Spot +10*


AC 19, touch 16, flat-footed 12; burn
hp 32 (5 HD)
Immune fire
Vulnerable cold
Fort +6, Ref +10, Will +6

Spd 10 ft (2 squares), fly 80 ft (16 squares) (average)
Melee talons +9 (1d4+1 plus 1d4 heat)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4
Atk Options burn

Abilities Str 12, Dex 22, Con 15, Int 2, Wis 15, Cha 11
SQ elemental traits
Feats Alertness, Weapon Finesse
Skills
Listen +8, Move Silently +8, Spot +10*

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 12.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 12 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.

* A dire hawk receives a +8 racial bonus on Spot checks in daylight.

WATER ELEMENT DIRE HAWK CR 3
Races of the Wild page 189 and Manual of the Planes page 191
N Medium elemental (water)
Init +6; Senses darkvision 60 ft, low-light vision; Listen +8, Spot +10*


AC 19, touch 16, flat-footed 12
hp 32 (5 HD)
Fort +6, Ref +10, Will +6

Spd 10 ft (2 squares), fly 80 ft (16 squares) (average), swim 90 ft (18 squares)
Melee talons +9 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4
Atk Options drench, water mastery

Abilities Str 12, Dex 22, Con 15, Int 2, Wis 15, Cha 11
SQ elemental traits
Feats Alertness, Weapon Finesse
Skills
Listen +8, Move Silently +8, Spot +10*, Swim +9

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 5th. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

* A dire hawk receives a +8 racial bonus on Spot checks in daylight.

HALF-FEY DIRE HAWK CR 3
Races of the Wild page 189 and Fiend Folio page 89
CN Medium fey
Init +7; Senses low-light vision; Listen +11, Spot +11*


AC 20, touch 17, flat-footed 12
hp 23 (5 HD)
Fort +5, Ref +11, Will +7

Spd 10 ft (2 squares), fly 80 ft (16 squares) (average)
Melee talons +10 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4
Spell-Like Abilities (CL 5):
1/day - glitterdust (DC 14), hypnotism (DC 14), sleep (DC 14)
3/day - protection from law

Abilities Str 12, Dex 24, Con 13, Int 2, Wis 17, Cha 15
Feats Alertness, Weapon Finesse
Skills
Listen +11, Move Silently +15, Spot +11*

* A dire hawk receives a +8 racial bonus on Spot checks in daylight.


SPIRIT HAWK CR 1
Frostburn page 155
N Tiny fey (incorporeal, augmented animal)
Init +3; Senses low-light vision; Listen +10, Spot +22


AC 17, touch 17, flat-footed 14; Miss 50% (incorporeal)
hp 3 (1 HD)
Fort +2, Ref +5, Will +4

Spd 10 ft (2 squares), fly 60 ft (12 squares) (average)
Melee talons +5 incorporeal touch (1d4 nonlethal)
Space 2.5 ft; Reach 0 ft
Base Atk +0; Grp -10

Abilities Str -, Dex 17, Con 10, Int 2, Wis 18, Cha 10
SQ incorporeal traits, manifestation
Feats Alertness
Skills
Hide +9, Listen +10, Search +0, Spot +22

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

WOODLING HAWK CR 2
Monster Manual III page 197
N Tiny animal
Init +3; Senses low-light vision; Listen +4, Spot +16


AC 24, touch 15, flat-footed 21
hp 4 (1 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +2, Ref +5, Will +2

Spd 10 ft (2 squares), fly 60 ft (12 squares) (average)
Melee talons +5 (1d4-2)
Space 2.5 ft; Reach 0 ft
Base Atk +0; Grp -10
Spell-Like Abilities (CL 1):
1/day - entangle (DC 8)

Abilities Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
SQ plant traits
Feats Alertness, Weapon Finesse
Skills
Hide +5*, Listen +4, Move Silently +3*, Spot +16

* A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

Ibis:

Ibis are normally non-aggressive and tend to prey on smaller creatures.

01-50 = Dire Ibis (2d6)
51-70 = Air Element Dire Ibis (2d6)
71-90 = Water Element Dire Ibis (2d6)
91-00 = Half-Fey Dire Ibis (2d6)

DIRE IBIS CR 1
Races of Faerun page 174 and Tome of Horrors 3.5 page 386
N Small animal
Init +3; Senses Listen +7, Spot +11

AC 17, touch 14, flat-footed 14
hp 6 (1 HD)
Fort +3, Ref +5, Will +5

Spd 30 ft (6 squares), fly 60 ft (12 squares) (poor); wading
Melee bite +4 (1d3+2)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -2

Abilities Str 14, Dex 17, Con 12, Int 2, Wis 16, Cha 6
Feats Alertness, Weapon Finesse
Skills
Listen +7, Spot +11

Wading (Ex) Although it does not have a swim speed, an ibis suffers no movement penalty when walking through water less deep than the length of its legs.

AIR ELEMENT DIRE IBIS CR 1
Races of Faerun page 174, Tome of Horrors 3.5 page 386 and Manual of the Planes page 191
N Small elemental (air)
Init +6; Senses darkvision 60 ft; Listen +7, Spot +11


AC 20, touch 17, flat-footed 14; air mastery
hp 6 (1 HD); air mastery
Fort +3, Ref +8, Will +5

Spd 30 ft (6 squares), fly 100 ft (20 squares) (perfect); wading
Melee bite +7 (1d3+2)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -2

Abilities Str 14, Dex 23, Con 12, Int 2, Wis 16, Cha 6
SQ elemental traits
Feats Alertness, Flyby Attack, Weapon Finesse
Skills
Listen +7, Spot +11

Air Mastery (Ex) Airborne creatures suffer a –1 penalty
on attack and damage rolls against an air element creature.

Wading (Ex) Although it does not have a swim speed, an ibis suffers no movement penalty when walking through water less deep than the length of its legs.

WATER ELEMENT DIRE IBIS CR 1
Races of Faerun page 174, Tome of Horrors 3.5 page 386 and Manual of the Planes page 191
N Small elemental (water)
Init +3; Senses Listen +7, Spot +11


AC 17, touch 14, flat-footed 14
hp 6 (1 HD)
Fort +3, Ref +5, Will +5

Spd 30 ft (6 squares), fly 60 ft (12 squares) (poor), swim 90 ft (18 squares)
Melee bite +4 (1d3+2)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -2
Atk Options drench, water mastery

Abilities Str 14, Dex 17, Con 12, Int 2, Wis 16, Cha 6
SQ elemental traits
Feats Alertness, Weapon Finesse
Skills
Listen +7, Spot +11, Swim +10

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 1st. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.


HALF-FEY DIRE IBIS CR 2
Races of Faerun page 174, Tome of Horrors 3.5 page 386 and Fiend Folio page 89
CN Small fey
Init +4; Senses Listen +8, Spot +12

AC 18, touch 15, flat-footed 14
hp 4 (1 HD)
Fort +2, Ref +6, Will +6

Spd 30 ft (6 squares), fly 60 ft (12 squares) (poor); wading
Melee bite +5 (1d3+2)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -2
Spell-Like Abilities (CL 1):
1/day - faerie fire, hypnotism (DC 10)
At will - charm person (DC 10)

Abilities Str 14, Dex 19, Con 10, Int 2, Wis 18, Cha 10
Feats Alertness, Weapon Finesse
Skills
Listen +8, Search +0, Spot +12

Wading (Ex) Although it does not have a swim speed, an ibis suffers no movement penalty when walking through water less deep than the length of its legs.

Lion:

Lions are dangerous when hungry, but can be quite placid otherwise.

01-40 = Lion (1d8)
41-60 = Dire Lion (1d4)
61-70 = Earth Element Lion (1d8)
71-80 = Fire Element Lion (1d8)
81-85 = Wood Element Lion (1d8)
86-95 = Spirit Lion (1d8)
96-00 = Woodling Lion (1d8)

LION CR 3
N Large animal
Init +3; Senses low-light vision, scent; Listen +5, Spot +5


AC 15, touch 12, flat-footed 12
hp 32 (5 HD)
Fort +6, Ref +7, Will +2

Spd 40 ft (8 squares); Run
Melee 2 claws +7 (1d4+5) and bite +2 (1d8+2)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +12
Atk Options improved grab
Special Actions pounce, rake 1d4+2

Abilities Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Feats Alertness, Run
Skills
Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5

Improved Grab (Ex) To use this ability, a lion 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 lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +7 melee, damage 1d4+2.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

DIRE LION CR 5
N Large animal
Init +2; Senses low-light vision, scent; Listen +7, Spot +7


AC 15, touch 11, flat-footed 13
hp 60 (8 HD)
Fort +9, Ref +8, Will +7

Spd 40 ft (8 squares); Run
Melee 2 claws +13 (1d6+7) and bite +7 (1d8+3)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +17
Atk Options improved grab
Special Actions pounce, rake 1d6+3

Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Run, Weapon Focus (claw)
Skills
Hide +2*, Listen +7, Move Silently +5, Spot +7

Improved Grab (Ex) To use this ability, a dire lion 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 dire lion charges, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +12 melee, damage 1d6+3.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

EARTH ELEMENT LION CR 4
Manual of the Planes page 191
N Large elemental (earth)
Init +2; Senses darkvision 60 ft, low-light vision, scent, tremorsense 60 ft; Listen +5, Spot +5


AC 17, touch 11, flat-footed 15
hp 32 (5 HD)
Fort +6, Ref +6, Will +2

Spd 40 ft (8 squares), burrow 20 ft (4 squares); Run
Melee 2 claws +8 (1d4+6) and bite +3 (1d8+3)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +13
Atk Options earth mastery, improved grab
Special Actions pounce, rake 1d4+3

Abilities Str 23, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ elemental traits
Feats Alertness, Run
Skills
Balance +6, Hide +2*, Listen +5, Move Silently +10, Spot +5

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Improved Grab (Ex) To use this ability, a lion 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 lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +7 melee, damage 1d4+2.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.


FIRE ELEMENT LION CR 4
Manual of the Planes page 191
N Large elemental (fire)
Init +3; Senses darkvision 60 ft, low-light vision, scent; Listen +5, Spot +5


AC 15, touch 12, flat-footed 12; burn, heat
hp 32 (5 HD)
Immune fire
Vulnerable cold
Fort +6, Ref +7, Will +2

Spd 40 ft (8 squares); Run
Melee 2 claws +7 (1d4+5 plus 1d4 heat) and bite +2 (1d8+2 plus 1d4 heat)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +12
Atk Options bur, improved grab
Special Actions pounce, rake 1d4+2 plus 1d4 heat

Abilities Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
SQ elemental traits
Feats Alertness, Run
Skills
Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 12.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 12 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.

Improved Grab (Ex) To use this ability, a lion 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 lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +7 melee, damage 1d4+2.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

WOOD ELEMENT LION CR 4
Manual of the Planes page 191
N Large plant
Init +3; Senses darkvision 60 ft, low-light vision, scent, woodsense 60 ft; Listen +5, Spot +5


AC 17, touch 12, flat-footed 14
hp 32 (5 HD)
Fort +6, Ref +7, Will +2

Spd 20 ft (4 squares); Run
Melee 2 claws +7 (1d4+5) and bite +2 (1d8+2)
Ranged 1-4 spikes +6 (1d6+5)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +12
Atk Options improved grab
Special Actions pounce, rake 1d4+2

Abilities Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
SQ plant traits
Feats Alertness, Run
Skills
Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5

Improved Grab (Ex) To use this ability, a lion 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 lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +7 melee, damage 1d4+2.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

SPIRIT LION CR 4
Frostburn page 155
N Large fey (incorporeal, augmented animal)
Init +3; Senses low-light vision, scent; Listen +11, Spot +11


AC 15, touch 15, flat-footed 12; Miss 50% (incorporeal)
hp 28 (5 HD)
Fort +6, Ref +7, Will +4

Spd 40 ft (8 squares); Run
Melee 2 claws +6 incorporeal touch (1d4 nonlethal) and bite +1 incorporeal touch (1d8 nonlethal)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp -
Special Actions pounce

Abilities Str -, Dex 17, Con 15, Int 2, Wis 16, Cha 10
SQ incorporeal traits, manifestation
Feats Alertness, Run
Skills
Balance +7, Hide +7*, Listen +11, Move Silently +11, Search +0, Spot +11

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

Pounce (Ex) If a lion charges a foe, it can make a full attack.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.


WOODLING LION CR 5
Monster Manual III page 197
N Large animal
Init +3; Senses low-light vision, scent; Listen +5, Spot +5


AC 22, touch 12, flat-footed 19
hp 32 (5 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +6, Ref +7, Will +2

Spd 40 ft (8 squares); Run
Melee 2 claws +7 (1d4+5) and bite +2 (1d8+2)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +12
Atk Options improved grab
Special Actions pounce, rake 1d4+2
Spell-Like Abilities (CL 5):
1/day - entangle (DC 10), summon nature's ally II

Abilities Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
SQ plant traits
Feats Alertness, Run
Skills
Balance +7, Hide +3*, Listen +5, Move Silently +11*, Spot +5

Improved Grab (Ex) To use this ability, a lion 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 lion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +7 melee, damage 1d4+2.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

Lizard:

Giant lizards are aggressive hunters and will tend to attack any creatures smaller than themselves.

01-49 = Giant Lizard (1d3)
50-58 = Earth Element Giant Lizard (1d3)
59-67 = Fire Element Giant Lizard (1d3)
68-76 = Water Element Giant Lizard (1d3)
77-85 = Wood Element Giant Lizard (1d3)
86-95 = Spirit Giant Lizard (1d3)
96-00 = Woodling Giant Lizard (1d3)

GIANT LIZARD CR 3
Forgotten Realms Campaign Setting page 308 and the Sazhansiir Gazetteer
N Large animal
Init +1; Senses low-light vision; Listen +6, Spot +6


AC 15, touch 10, flat-footed 14
hp 76 (8 HD)
Fort +11, Ref +7, Will +3

Spd 30 ft (6 squares), climb 30 ft (6 squares)
Melee bite +13 (2d6+10)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +17

Abilities Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2
Feats Alertness, Power Attack, Weapon Focus (bite)
Skills
Climb +18, Hide +3*, Listen +6, Move Silently +5, Spot +6

* In jungle terrain, a giant lizard's Hide bonus improves to +8.

EARTH ELEMENT GIANT LIZARD CR 5
Forgotten Realms Campaign Setting page 308, Manual of the Planes page 191, and the Sazhansiir Gazetteer
N Large elemental (earth)
Init +0; Senses darkvision 60 ft, low-light vision, tremorsense 60 ft; Listen +6, Spot +6


AC 17, touch 9, flat-footed 17
hp 76 (8 HD); DR 5/magic
Fort +11, Ref +6, Will +3

Spd 30 ft (6 squares), burrow 20 ft (4 squares), climb 30 ft (6 squares)
Melee bite +14 (2d6+12)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +18
Atk Options earth mastery

Abilities Str 27, Dex 11, Con 21, Int 2, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Power Attack, Weapon Focus (bite)
Skills
Climb +19, Hide +1*, Listen +6, Move Silently +4, Spot +6

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

* In jungle terrain, a giant lizard's Hide bonus improves to +8.

FIRE ELEMENT GIANT LIZARD CR 5
Forgotten Realms Campaign Setting page 308, Manual of the Planes page 191, and the Sazhansiir Gazetteer
N Large elemental (fire)
Init +1; Senses darkvision 60 ft, low-light vision; Listen +6, Spot +6


AC 15, touch 10, flat-footed 14; burn, heat
hp 76 (8 HD); DR 5/magic
Immune fire
Vulnerable cold
Fort +11, Ref +7, Will +3

Spd 30 ft (6 squares), climb 30 ft (6 squares)
Melee bite +13 (2d6+10 plus 1d6 heat)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +17
Artk Options burn

Abilities Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Power Attack, Weapon Focus (bite)
Skills
Climb +18, Hide +3*, Listen +6, Move Silently +5, Spot +6
Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 15.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 15 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.

* In jungle terrain, a giant lizard's Hide bonus improves to +8.


WATER ELEMENT GIANT LIZARD CR 5
Forgotten Realms Campaign Setting page 308, Manual of the Planes page 191, and the Sazhansiir Gazetteer
N Large elemental (water)
Init +1; Senses darkvision 60 ft, low-light vision; Listen +6, Spot +6


AC 15, touch 10, flat-footed 14
hp 76 (8 HD); DR 5/magic
Fort +11, Ref +7, Will +3

Spd 30 ft (6 squares), climb 30 ft (6 squares), swim 90 ft (18 squares)
Melee bite +13 (2d6+10)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +17
Atk Options drench, water mastery

Abilities Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Power Attack, Weapon Focus (bite)
Skills
Climb +18, Hide +3*, Listen +6, Move Silently +5, Spot +6, Swim +15


Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 8th. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

* In jungle terrain, a giant lizard's Hide bonus improves to +8.

WOOD ELEMENT GIANT LIZARD CR 5
Forgotten Realms Campaign Setting page 308, Manual of the Planes page 191, and the Sazhansiir Gazetteer
N Large plant
Init +1; Senses darkvision 60 ft, low-light vision, woodsense 60 ft; Listen +6, Spot +6


AC 17, touch 10, flat-footed 16
hp 76 (8 HD); DR 5/magic
Fort +11, Ref +7, Will +3

Spd 15 ft (3 squares), climb 30 ft (6 squares)
Melee bite +13 (2d6+10)
Ranged 1-4 spikes +7 (1d6+7)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +17

Abilities Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2
SQ plant traits
Feats Alertness, Power Attack, Weapon Focus (bite)
Skills
Climb +18, Hide +3*, Listen +6, Move Silently +5, Spot +6


Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

* In jungle terrain, a giant lizard's Hide bonus improves to +8.

SPIRIT GIANT LIZARD CR 4
Forgotten Realms Campaign Setting page 308, Frostburn page 155, and the Sazhansiir Gazetteer
N Large fey (incorporeal, augemented animal)
Init +1; Senses low-light vision; Listen +12, Spot +12


AC 13, touch 3, flat-footed 12
hp 68 (8 HD)
Fort +11, Ref +7, Will +5

Spd 30 ft (6 squares), climb 30 ft (6 squares)
Melee bite +7 incorporeal touch (2d6 nonlethal)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp -

Abilities Str -, Dex 13, Con 21, Int 2, Wis 16, Cha 6
SQ incorporeal traits, manifestation
Feats Alertness, Power Attack, Weapon Focus (bite)
Skills
Hide +7*, Listen +12, Move Silently +5, Search +0, Spot +12


Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

* In jungle terrain, a giant lizard's Hide bonus improves to +8.


WOODLING GIANT LIZARD CR 5
Forgotten Realms Campaign Setting page 308, Monster Manual III page 197, and the Sazhansiir Gazetteer
N Large animal
Init +1; Senses low-light vision; Listen +6, Spot +6


AC 22, touch 10, flat-footed 21
hp 76 (8 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +11, Ref +7, Will +3

Spd 30 ft (6 squares), climb 30 ft (6 squares)
Melee bite +13 (2d6+10)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +17
Spell-Like Abilities (CL 8):
1/day - entangle (DC 10), summon nature's ally II, summon nature's ally IV
3/day - speak with plants

Abilities Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2
SQ plant traits
Feats Alertness, Power Attack, Weapon Focus (bite)
Skills
Climb +18, Hide +3*, Listen +6, Move Silently +5*, Spot +6

* In jungle terrain, a giant lizard's Hide bonus improves to +8. A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

Snake:

Both types of snakes (constrictors and large vipers) are aggressive against smaller prey but otherwise prone to attack only in defense.

01-22 = Constrictor Snake (1)
23-44 = Large Viper Snake (1d3)
45-56 = Dire Snake (1d2)
57-60 = Earth Element Constrictor Snake (1)
61-64 = Earth Element Large Viper Snake (1d3)
65-68 = Fire Element Constrictor Snake (1)
69-72 = Fire Element Large Viper Snake (1d3)
73-76 = Water Element Constrictor Snake (1)
77-80 = Water Element Large Viper Snake (1d3)
81-84 = Wood Element Constrictor Snake (1)
85-88 = Wood Element Large Viper Snake (1d3)
89-90 = Legendary Snake (1)
91-93 = Spirit Constrictor Snake (1)
94-96 = Spirit Large Viper Snake (1d3)
97-98 = Woodling Constrictor Snake (1)
99-00 = Woodling Large Viper Snake (1d3)

CONSTRICTOR SNAKE CR 2
N Medium animal
Init +7; Senses scent; Listen +7, Spot +7


AC 15, touch 13, flat-footed 12
hp 19 (3 HD)
Fort +4, Ref +6, Will +2

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +5 (1d3+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options improved grab
Special Actions constrict 1d3+4

Abilities Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Feats Alertness, Improved Initiative, Toughness
Skills
Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Improved Grab (Ex) To use this ability, a constrictor snake 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 constrict.

LARGE VIPER SNAKE CR 2
N Large animal
Init +7; Senses scent; Listen +5, Spot +6

AC 15, touch 12, flat-footed 12
hp 13 (3 HD)
Fort +3, Ref +6, Will +2

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +4 (1d4 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +6

Abilities Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Feats Improved Initiative, Weapon Finesse
Skills
Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

DIRE SNAKE CR 5
Monster Manual II page 74
N Huge animal
Init +5; Senses low-light vision, scent; Listen +8, Spot +8


AC 18, touch 13, flat-footed 13
hp 55 (7 HD)
Fort +8, Ref +10, Will +6

Spd 30 ft (6 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +10 (2d6+1 plus poison)
Space 15 ft; Reach 10 ft
Base Atk +5; Grp +20
Atk Options improved grab
Special Actions constrict 1d6+10

Abilities Str 24, Dex 20, Con 16, Int 1, Wis 13, Cha 11
Feats Alertness, Endurance, Toughness
Skills
Balance +14, Climb +15, Hide +6, Listen +8, Spot +8, Swim +15

Constrict (Ex) With a successful grapple check, a dire
snake can constrict a grabbed opponent, dealing 1d6+10
points of bludgeoning damage.

Improved Grab (Ex) If a dire snake hits an opponent
that is at least one size category smaller than itself with a
bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of
opportunity. If it gets a hold, it can also constrict in the same round. Thereafter, the dire snake has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the dire snake is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite and constrict
damage.

Poison (Ex) A dire snake delivers its poison (Fortitude
save DC 16) with each successful bite attack. The initial
and secondary damage is the same (1d6 points of Constitution damage).


EARTH ELEMENT CONSTRICTOR SNAKE CR 3
Manual of the Planes page 191
N Medium elemental (earth)
Init +6; Senses darkvision 60 ft, scent, tremorsense 60 ft; Listen +7, Spot +7


AC 17, touch 12, flat-footed 15
hp 19 (3 HD)
Fort +4, Ref +5, Will +2

Spd 20 ft (4 squares), burrow 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +6 (1d3+6)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options earth master, improved grab
Special Actions constrict 1d3+6

Abilities Str 19, Dex 15, Con 13, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Improved Initiative, Toughness
Skills
Balance +10, Climb +15, Hide +9, Listen +7, Spot +7, Swim +12

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Improved Grab (Ex) To use this ability, a constrictor snake 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 constrict.

EARTH ELEMENT LARGE VIPER SNAKE CR 3
Manual of the Planes page 191
N Large elemental (earth)
Init +6; Senses darkvision 60 ft, scent, tremorsense 60 ft; Listen +5, Spot +6


AC 17, touch 11, flat-footed 15
hp 13 (3 HD)
Fort +3, Ref +5, Will +2

Spd 20 ft (4 squares), burrow 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +5 (1d4+1 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +7

Abilities Str 12, Dex 15, Con 11, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Improved Initiative, Weapon Finesse
Skills
Balance +10, Climb +12, Hide +7, Listen +5, Spot +6, Swim +9

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

FIRE ELEMENT CONSTRICTOR SNAKE CR 3
N Medium elemental (fire)
Init +7; Senses darkvision 60 ft, scent; Listen +7, Spot +7


AC 15, touch 13, flat-footed 12; burn
hp 19 (3 HD)
Immune fire
Vulnerable cold
Fort +4, Ref +6, Will +2

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +5 (1d3+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options burn, improved grab
Special Actions constrict 1d3+4

Abilities Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Improved Initiative, Toughness
Skills
Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 10.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 10 Reflex save.

Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Improved Grab (Ex) To use this ability, a constrictor snake 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 constrict.


FIRE ELEMENT LARGE VIPER SNAKE CR 3
Manual of the Planes page 191
N Large elemental (fire)
Init +7; Senses scent; Listen +5, Spot +6


AC 15, touch 12, flat-footed 12; burn
hp 13 (3 HD)
Immune fire
Vulnerable cold
Fort +3, Ref +6, Will +2

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +4 (1d4 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options burn

Abilities Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Improved Initiative, Weapon Finesse
Skills
Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 10.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 10 Reflex save.

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

WATER ELEMENT CONSTRICTOR SNAKE CR 3
Manual of the Planes page 191
N Medium elemental (water)
Init +7; Senses darkvision 60 ft, scent; Listen +7, Spot +7


AC 15, touch 13, flat-footed 12
hp 19 (3 HD)
Fort +4, Ref +6, Will +2

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 90 ft (18 squares)
Melee bite +5 (1d3+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options drench, improved grab, water mastery
Special Actions constrict 1d3+4

Abilities Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Alertness, Improved Initiative, Toughness
Skills
Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 3rd. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Improved Grab (Ex) To use this ability, a constrictor snake 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 constrict.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

WATER ELEMENT LARGE VIPER SNAKE CR 3
Manual of the Planes page 191
N Large elemental (water)
Init +7; Senses darkvision 60 ft, scent; Listen +5, Spot +6


AC 15, touch 12, flat-footed 12
hp 13 (3 HD)
Fort +3, Ref +6, Will +2

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 90 ft (18 squares)
Melee bite +4 (1d4 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options drench, water mastery

Abilities Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
SQ elemental traits
Feats Improved Initiative, Weapon Finesse
Skills
Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 3rd. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.


WOOD ELEMENT CONSTRICTOR SNAKE CR 3
Manual of the Planes page 191
N Medium plant
Init +7; Senses darkvision 60 ft, scent, woodsense 60 ft; Listen +7, Spot +7


AC 17, touch 13, flat-footed 14
hp 19 (3 HD)
Fort +4, Ref +6, Will +2

Spd 10 ft (2 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +5 (1d3+4)
Ranged 1-3 spikes +5 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options improved grab
Special Actions constrict 1d3+4

Abilities Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
SQ plant traits
Feats Alertness, Improved Initiative, Toughness
Skills
Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Improved Grab (Ex) To use this ability, a constrictor snake 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 constrict.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

WOOD ELEMENT LARGE VIPER SNAKE CR 3
Manual of the Planes page 191
N Large plant
Init +7; Senses darkvision 60 ft, scent, woodsense 60 ft; Listen +5, Spot +6


AC 15, touch 12, flat-footed 12
hp 13 (3 HD)
Fort +3, Ref +6, Will +2

Spd 10 ft (2 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +4 (1d4 plus poison)
Ranged 1-3 spikes +5 (1d6+3)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +6

Abilities Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
SQ plant traits
Feats Improved Initiative, Weapon Finesse
Skills
Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

LEGENDARY SNAKE CR 8
Monster Manual II page 136
N Large animal
Init +7; Senses low-light vision, scent; Listen +12, Spot +12


AC 22, touch 16, flat-footed 15
hp 193 (16 HD)
Fort +7, Ref +17, Will +12

Spd 30 ft (6 squares), climb 30 ft (6 squares), swim 30 ft (6 squares)
Melee bite +19 (1d8+12 plus poison)
Space 10 ft; Reach 10 ft
Base Atk +12; Grp +24
Atk Options improved grab
Special Actions constrict 1d8+12

Abilities Str 27 Dex 24, Con 24, Int 1, Wis 14, Cha 7
Feats Alertness, Athletic, Endurance, Toughness (3)
Skills
Balance +27, Climb +24, Hide +14, Listen +15, Spot +15, Swim +18

Constrict (Ex) With a successful grapple check, a legendary snake can constrict a grabbed opponent, dealing 1d8+12 points of bludgeoning damage.

Improved Grab (Ex) If a legendary snake hits a Large or
smaller opponent with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict in the same round. Thereafter, the legendary snake has the option to conduct the grapple normally, or simply use its coils to hold the opponent (–20 penalty on grapple check, but the legendary snake is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite and constrict damage.

Poison (Ex) A legendary snake delivers its poison (Fortitude save DC 25) with each successful bite attack. The initial and secondary damage is the same (1d8 points of Constitution damage).


SPIRIT CONSTRICTOR SNAKE CR 3
Frostburn page 155
N Medium fey (incorporeal, augmented animal)
Init +7; Senses scent; Listen +13, Spot +13


AC 16, touch 16, flat-footed 13; Miss 50% (incorporeal)
hp 17 (3 HD)
Fort +4, Ref +6, Will +4

Spd 20 ft (4 squares)
Melee bite +5 incorporeal touch (1d3 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp -

Abilities Str -, Dex 17, Con 13, Int 1, Wis 16, Cha 6
SQ incorporeal traits, manifestation
Feats Alertness, Improved Initiative, Toughness
Skills
Hide +14, Listen +13, Search -1, Spot +13

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

SPIRIT LARGE VIPER SNAKE CR 3
Frostburn page 155
N Large fey (incorporeal, augmented animal)
Init +7; Senses scent; Listen +11, Spot +12


AC 15, touch 15, flat-footed 12; Miss 50% (incorporeal)
hp 11 (3 HD)
Fort +3, Ref +6, Will +4

Spd 20 ft (4 squares)
Melee bite +5 incorporeal touch (1d4 nonlethal)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp -

Abilities Str -, Dex 17, Con 11, Int 1, Wis 16, Cha 6
SQ incorporeal traits, manifestation
Feats Improved Initiative
Skills
Hide +12, Listen +11, Search -1, Spot +12

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

WOODLING CONSTRICTOR SNAKE CR 4
Monster Manual III page 197
N Medium animal
Init +7; Senses low-light vision, scent; Listen +7, Spot +7


AC 22, touch 13, flat-footed 19
hp 19 (3 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +4, Ref +6, Will +2

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +5 (1d3+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options improved grab
Special Actions constrict 1d3+4
Spell-Like Abilities (CL 3):
1/day - entangle (DC 7), summon nature's ally II

Abilities Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
SQ plant traits
Feats Alertness, Improved Initiative, Toughness
Skills
Balance +11, Climb +14, Hide +10*, Listen +7, Move Silently +3*, Spot +7, Swim +11

Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Improved Grab (Ex) To use this ability, a constrictor snake 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 constrict.

* A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.


WOODLING LARGE VIPER SNAKE CR 4
N Large animal
Init +7; Senses low-light vision, scent; Listen +5, Spot +6


AC 22, touch 12, flat-footed 19
hp 13 (3 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +3, Ref +6, Will +2

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +4 (1d4 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +2; Grp +6
Spell-Like Abilities (CL 3):
1/day - entangle (DC 7), summon nature's ally II

Abilities Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
SQ plant traits
Feats Improved Initiative, Weapon Finesse
Skills
Balance +11, Climb +11, Hide +8*, Listen +5, Move Silently +3*, Spot +6, Swim +8

Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

* A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

Spider:

Large Monstrous Spiders are generally aggressive and opportunistic hunters, and will certainly tend to attack creatures as large or smaller than themselves. Web-spinning spiders will be encountered in Forest encounters and diving spiders in Lake/River encounters.

Forests:

01-50 = Large Monstrous Web-Spinning Spider (1d6)
51-75 = Earth Element Large Monstrous Web-Spinning Spider (1d6)
76-00 = Wood Element Large Monstrous Web-Spinning Spider (1d6)

Lakes/Rivers:

01-65 = Large Monstrous Diving Spider (1d6)
66-00 = Water Element Large Monstrous Diving Spider (1d6)

LARGE MONSTROUS WEB-SPINNING SPIDER CR 2
N Large vermin
Init +3; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4


AC 14, touch 12, flat-footed 11
hp 22 (4 HD)
Fort +5, Ref +4, Will +1

Spd 30 ft (6 squares), climb 20 ft (4 squares)
Melee bite +4 (1d8+3 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +9
Special Actions web

Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
SQ vermin traits
Skills Climb +11, Hide +3*, Jump +2, Move Silently +3*, Spot +4

Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Web (Ex) Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 13 Escape Artist check or burst it with a DC 17 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 30 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

* Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

LARGE MONSTROUS DIVING SPIDER CR 2
Stormwrack page 169
N Large vermin
Init +3; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4


AC 14, touch 12, flat-footed 11
hp 22 (4 HD)
Fort +5, Ref +4, Will +1

Spd 30 ft (6 squares), climb 20 ft (4 squares), swim 30 ft (6 squares)
Melee bite +4 (1d8+3 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +9

Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
SQ hold breath, vermin traits, web
Skills Climb +11, Hide +3*, Jump +2, Move Silently +3*, Spot +4, Swim +10

Hold Breath (Ex) A diving spider can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning. For a typical diving spider (Medium or Large), this is 48 rounds, or almost 5 minutes.

Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Tremorsense (Ex) A diving spider’s tremorsense allows it to detect and pinpoint creatures in the water as easily as those on land.

Web (Ex) Monstrous diving spiders cannot throw a web net, nor do they create sheets of sticky webbing.

* Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

EARTH ELEMENT LARGE MONSTROUS WEB-SPINNING SPIDER CR 3
Manual of the Planes page 191
N Large elemental (earth)
Init +2; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4


AC 16, touch 11, flat-footed 14
hp 22 (4 HD)
Fort +5, Ref +3, Will +1

Spd 30 ft (6 squares), burrow 20 ft (4 squares), climb 20 ft (4 squares)
Melee bite +5 (1d8+4 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +10
Atk Options earth mastery
Special Actions web

Abilities Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
SQ elemental traits
SQ vermin traits
Skills Climb +12, Hide +2*, Jump +3, Move Silently +2*, Spot +4

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Web (Ex) Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 13 Escape Artist check or burst it with a DC 17 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 30 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

* Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


WATER ELEMENT LARGE MONSTROUS DIVING SPIDER CR 3
Stormwrack page 169 and Manual of the Planes page 191
N Large elemental (water)
Init +3; Senses darkvision 60 ft, tremorsense 60 ft; Listen +0, Spot +4


AC 14, touch 12, flat-footed 11
hp 22 (4 HD)
Fort +5, Ref +4, Will +1

Spd 30 ft (6 squares), climb 20 ft (4 squares), swim 90 ft (18 squares)
Melee bite +4 (1d8+3 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +9
Atk Options drench, water mastery

Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
SQ elemental traits, web
Skills Climb +11, Hide +3*, Jump +2, Move Silently +3*, Spot +4, Swim +10

Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 4th. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Tremorsense (Ex) A diving spider’s tremorsense allows it to detect and pinpoint creatures in the water as easily as those on land.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

Web (Ex) Monstrous diving spiders cannot throw a web net, nor do they create sheets of sticky webbing.

* Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

WOOD ELEMENT LARGE MONSTROUS WEB-SPINNING SPIDER CR 3
N Large plant
Init +3; Senses darkvision 60 ft, tremorsense 60 ft, woodsense 60 ft; Listen +0, Spot +4


AC 16, touch 12, flat-footed 13
hp 22 (4 HD)
Fort +5, Ref +4, Will +1

Spd 15 ft (3 squares), climb 20 ft (4 squares)
Melee bite +4 (1d8+3 plus poison)
Ranged 1-4 spikes +6 (1d6+5)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +9
Special Actions web

Abilities Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
SQ plant traits
Skills Climb +11, Hide +3*, Jump +2, Move Silently +3*, Spot +4

Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Web (Ex) Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 13 Escape Artist check or burst it with a DC 17 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 30 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

* Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Tick:

Giant ticks are aggressive parasites.

01-64 = Giant Tick (1d12)
65-82 = Earth Element Giant Tick (1d12)
83-00 = Wood Element Giant Tick (1d12)

GIANT TICK CR 1
Tome of Horrors 3.5 page 344
N Small vermin
Init +0; Senses darkvision 60 ft, scent, Track; Listen +0, Spot +0


AC 17, touch 11, flat-footed 17
hp 9 (2 HD)
Fort +3, Ref +0, Will +0

Spd 10 ft (2 squares)
Melee bite +2 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -3 (+1 when attached)
Atk Options attach
Special Actions blood drain, disease

Abilities Str 11, Dex 10, Con 11, Int —, Wis 10, Cha 2
SQ vermin traits
Skills Climb +4

Attach (Ex) If a giant tick hits with a bite attack, it uses it latches onto the opponent’s body. An attached giant tick is effectively grappling its prey. The giant tick has an AC of 17, and holds on with great tenacity. Giant ticks have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached giant tick can be struck with a weapon or grappled itself. To remove an attached giant tick through grappling, the opponent must achieve a pin against the giant tick.

Blood Drain (Ex) A giant tick drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches crawls off to digest the meal. If its victim dies before the giant tick’s appetite has been sated, the giant tick detaches and seeks a new target.

Disease (Ex) Fifty percent of all giant ticks carry and deliver red ache with a bite attack. Roll individually for each giant tick in the cluster or nest.

Red ache: Fortitude DC 11, incubation period 1d3 days, 1d6 Strength damage. The save DC is Constitution-based.

EARTH ELEMENT GIANT TICK CR 1
Tome of Horrors 3.5 page 344 and Manual of the Planes page 191
N Small elemental (earth)
Init -1; Senses darkvision 60 ft, scent, Track, tremorsense 60 ft; Listen +0, Spot +0


AC 19, touch 10, flat-footed 20
hp 9 (2 HD)
Fort +3, Ref -1, Will +0

Spd 10 ft (2 squares), burrow 10 ft (2 squares)
Melee bite +3 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -2 (+2 when attached)
Atk Options attach, earth mastery
Special Actions blood drain, disease

Abilities Str 13, Dex 8, Con 11, Int —, Wis 10, Cha 2
SQ elemental traits
Skills Climb +5

Attach (Ex) If a giant tick hits with a bite attack, it uses it latches onto the opponent’s body. An attached giant tick is effectively grappling its prey. The giant tick has an AC of 17, and holds on with great tenacity. Giant ticks have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached giant tick can be struck with a weapon or grappled itself. To remove an attached giant tick through grappling, the opponent must achieve a pin against the giant tick.

Blood Drain (Ex) A giant tick drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches crawls off to digest the meal. If its victim dies before the giant tick’s appetite has been sated, the giant tick detaches and seeks a new target.

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Disease (Ex) Fifty percent of all giant ticks carry and deliver red ache with a bite attack. Roll individually for each giant tick in the cluster or nest.

Red ache: Fortitude DC 11, incubation period 1d3 days, 1d6 Strength damage. The save DC is Constitution-based.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

WOOD ELEMENT GIANT TICK CR 1
Tome of Horrors 3.5 page 344 and Manual of the Planes page 191
N Small plant
Init +0; Senses darkvision 60 ft, scent, Track, woodsense 60 ft; Listen +0, Spot +0


AC 19, touch 11, flat-footed 19
hp 9 (2 HD)
Fort +3, Ref +0, Will +0

Spd 5 ft (1 square)
Melee bite +2 (1d4)
Ranged 1-2 spikes +2 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -3 (+1 when attached)
Atk Options attach
Special Actions blood drain, disease

Abilities Str 11, Dex 10, Con 11, Int —, Wis 10, Cha 2
SQ plant traits
Skills Climb +4

Attach (Ex) If a giant tick hits with a bite attack, it uses it latches onto the opponent’s body. An attached giant tick is effectively grappling its prey. The giant tick has an AC of 17, and holds on with great tenacity. Giant ticks have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached giant tick can be struck with a weapon or grappled itself. To remove an attached giant tick through grappling, the opponent must achieve a pin against the giant tick.

Blood Drain (Ex) A giant tick drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches crawls off to digest the meal. If its victim dies before the giant tick’s appetite has been sated, the giant tick detaches and seeks a new target.

Disease (Ex) Fifty percent of all giant ticks carry and deliver red ache with a bite attack. Roll individually for each giant tick in the cluster or nest.

Red ache: Fortitude DC 11, incubation period 1d3 days, 1d6 Strength damage. The save DC is Constitution-based.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

Toad:

Toads are normally aggressive against creatures they are capable of swallowing whole.

01-52 = Dire Toad (1d20)
53-64 = Earth Element Dire Toad (1d20)
65-76 = Fire Element Dire Toad (1d20)
77-88 = Water Element Dire Toad (1d20)
89-00 = Wood Element Dire Toad (1d20)

DIRE TOAD CR 1
Monster Manual II page 74
N Medium animal
Init +2; Senses low-light vision; Listen +7, Spot +8


AC 15, touch 12, flat-footed 13
hp 26 (4 HD)
Fort +6, Ref +6, Will +6

Spd 30 ft (6 squares)
Melee bite +5 (1d4 plus poison)
Ranged tongue +5 (-)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Atk Options improved grab
Special Actions swallow whole

Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7
Feats Alertness, Weapon Finesse
Skills Hide +8, Jump +10, Listen +7, Spot +8


Improved Grab (Ex)
If a dire toad hits an opponent that
is at least one size category smaller than itself with a bite
attack or a tongue attack, it deals normal damage and
attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Poison (Ex) A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).

Swallow Whole (Ex) A dire toad can swallow a
grabbed opponent that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +3). Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad’s mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Medium dire toad’s stomach can hold 2 Small
or 8 Tiny or smaller opponents.

EARTH ELEMENT DIRE TOAD CR 2
Monster Manual II page 74 and Manual of the Planes page 191
N Medium elemental (earth)
Init +1; Senses darkvision 60 ft, low-light vision, tremorsense 60 ft; Listen +7, Spot +8


AC 17, touch 11, flat-footed 16
hp 26 (4 HD)
Fort +6, Ref +5, Will +6

Spd 30 ft (6 squares)
Melee bite +5 (1d4+1 plus poison)
Ranged tongue +5 (-)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4
Atk Options earth mastery, improved grab
Special Actions swallow whole

Abilities Str 12, Dex 12, Con 15, Int 2, Wis 15, Cha 7
SQ elemental traits
Feats Alertness, Weapon Finesse
Skills Hide +7, Jump +11, Listen +7, Spot +8


Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Improved Grab (Ex) If a dire toad hits an opponent that
is at least one size category smaller than itself with a bite
attack or a tongue attack, it deals normal damage and
attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Poison (Ex) A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).

Swallow Whole (Ex) A dire toad can swallow a
grabbed opponent that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +3). Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad’s mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Medium dire toad’s stomach can hold 2 Small
or 8 Tiny or smaller opponents.

FIRE ELEMENT DIRE TOAD CR 2
Monster Manual II page 74 and Manual of the Planes page 191
N Medium elemental (fire)
Init +2; Senses darkvision 60 ft, low-light vision; Listen +7, Spot +8


AC 15, touch 12, flat-footed 13; burn, heat
hp 26 (4 HD)
Immune fire
Vulnerable cold
Fort +6, Ref +6, Will +6

Spd 30 ft (6 squares)
Melee bite +5 (1d4 plus poison plus 1d4 heat)
Ranged tongue +5 (-)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Atk Options burn, improved grab
Special Actions swallow whole

Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7
SQ elemental traits
Feats Alertness, Weapon Finesse
Skills Hide +8, Jump +10, Listen +7, Spot +8


Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 11.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 11 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.

Improved Grab (Ex) If a dire toad hits an opponent that
is at least one size category smaller than itself with a bite
attack or a tongue attack, it deals normal damage and
attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Poison (Ex) A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).

Swallow Whole (Ex) A dire toad can swallow a
grabbed opponent that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +3). Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad’s mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Medium dire toad’s stomach can hold 2 Small
or 8 Tiny or smaller opponents.


WATER ELEMENT DIRE TOAD CR 2
Monster Manual II page 74 and Manual of the Planes page 191
N Medium elemental (water)
Init +2; Senses darkvision 60 ft, low-light vision; Listen +7, Spot +8


AC 15, touch 12, flat-footed 13
hp 26 (4 HD)
Fort +6, Ref +6, Will +6

Spd 30 ft (6 squares), swim 90 ft (18 squares)
Melee bite +5 (1d4 plus poison)
Ranged tongue +5 (-)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Atk Options drench, improved grab, water mastery
Special Actions swallow whole

Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7
SQ elemental traits
Feats Alertness, Weapon Finesse
Skills Hide +8, Jump +10, Listen +7, Spot +8, Swim +8


Drench (Ex) The water element creature's touch puts out
torches, campfires, exposed lanterns, and other open
flames of nonmagical origin, if these are of Large size or
smaller. The creature can dispel magical fire it touches as
dispel magic cast at caster level 4th. It gains no benefit or disadvantage against creatures from the Elemental plane of Fire.

Improved Grab (Ex) If a dire toad hits an opponent that
is at least one size category smaller than itself with a bite
attack or a tongue attack, it deals normal damage and
attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Poison (Ex) A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).

Swallow Whole (Ex) A dire toad can swallow a
grabbed opponent that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +3). Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad’s mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Medium dire toad’s stomach can hold 2 Small
or 8 Tiny or smaller opponents.

Water Mastery (Ex) A water element creature gains a +1
bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or water element creature is land-bound, the water element creature suffers a –4 penalty on attack and damage rolls.

WOOD ELEMENT DIRE TOAD CR 2
Monster Manual II page 74 and Manual of the Planes page 191
N Medium plant
Init +2; Senses darkvision 60 ft, low-light vision, woodsense 60 ft; Listen +7, Spot +8


AC 17, touch 12, flat-footed 15
hp 26 (4 HD)
Fort +6, Ref +6, Will +6

Spd 15 ft (3 squares)
Melee bite +5 (1d4 plus poison)
Ranged tongue +5 (-)
Ranged 1-4 spikes +5 (1d6)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Atk Options improved grab
Special Actions swallow whole

Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7
SQ plant traits
Feats Alertness, Weapon Finesse
Skills Hide +8, Jump +10, Listen +7, Spot +8


Improved Grab (Ex)
If a dire toad hits an opponent that
is at least one size category smaller than itself with a bite
attack or a tongue attack, it deals normal damage and
attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Poison (Ex) A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Swallow Whole (Ex) A dire toad can swallow a
grabbed opponent that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +3). Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad’s mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Medium dire toad’s stomach can hold 2 Small
or 8 Tiny or smaller opponents.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

Wasp:

Wasps are very aggressive hunters, usually carrying prey (or bits and pieces of it) back home to their nest.

01-50 = Giant Wasp (1d6)
51-70 = Air Element Giant Wasp (1d6)
71-90 = Fire Element Giant Wasp (1d6)
91-00 = Half-Fey Giant Wasp (1d6)

GIANT WASP CR 3
N Large vermin
Init +1; Senses darkvision 60 ft; Listen +1, Spot +9


AC 14, touch 10, flat-footed 13
hp 32 (5 HD)
Fort +6, Ref +2, Will +2

Spd 20 ft (4 squares), fly 60 ft (12 squares) (good)
Melee sting +6 (1d3+6 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +11

Abilities Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11
SQ vermin traits
Skills Spot +9, Survival +1*

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

* Giant wasps have a +4 racial bonus on Survival checks to orient themselves.

AIR ELEMENT GIANT WASP CR 4
Manual of the Planes page 191
N Large elemental (air)
Init +4; Senses darkvision 60 ft; Listen +1, Spot +9


AC 17, touch 13, flat-footed 13; air mastery
hp 32 (5 HD); air mastery
Fort +6, Ref +5, Will +2

Spd 20 ft (4 squares), fly 100 ft (20 squares) (perfect)
Melee sting +6 (1d3+6 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +11

Abilities Str 18, Dex 18, Con 14, Int -, Wis 13, Cha 11
SQ elemental traits
Feats Flyby Attack
Skills Spot +9, Survival +1*

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Air Mastery (Ex) Airborne creatures suffer a –1 penalty
on attack and damage rolls against an air element creature.

* Giant wasps have a +4 racial bonus on Survival checks to orient themselves.

FIRE ELEMENT GIANT WASP CR 4
Manual of the Planes page 191
N Large elemental (fire)
Init +1; Senses darkvision 60 ft; Listen +1, Spot +9


AC 14, touch 10, flat-footed 13; burn, heat
hp 32 (5 HD)
Immune fire
Vulnerable cold
Fort +6, Ref +2, Will +2

Spd 20 ft (4 squares), fly 60 ft (12 squares) (good)
Melee sting +6 (1d3+6 plus poison plus 1d4 heat)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +11
Atk Options burn

Abilities Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11
SQ elemental traits
Skills Spot +9, Survival +1*

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 11.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 11 Reflex save.

Heat (Ex) In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons.

Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though
hit by the fire element creature's attack.

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

* Giant wasps have a +4 racial bonus on Survival checks to orient themselves.


HALF-FEY GIANT WASP CR 4
Fiend Folio page 89
CN Large fey
Init +2; Senses darkvision 60 ft, low-light vision; Listen +4, Spot +10


AC 15, touch 11, flat-footed 13
hp 23 (5 HD)
Immune enchantment spells and effects
Fort +5, Ref +3, Will +3

Spd 20 ft (4 squares), fly 60 ft (12 squares) (good)
Melee sting +6 (1d3+6 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +11
Spell-Like Abilities (CL 5):
1/day - glitterdust (DC 14), hypnotism (DC 14), hideous laughter (DC 14), sleep (DC 14)
At will - charm person (DC 14)

Abilities Str 18, Dex 14, Con 12, Int -, Wis 15, Cha 15
Skills Listen +4, Spot +9, Survival +3*

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. .

* Giant wasps have a +4 racial bonus on Survival checks to orient themselves.

Weasel:

Weasels are crafty opportunistic hunters who will attack opponents smaller than themselves or who appear unwary or otherwise vulnerable.

01-50 = Dire Weasel (1d2)
51-65 = Earth Element Dire Weasel (1d2)
66-80 = Wood Element Dire Weasel (1d2)
81-90 = Half-Fey Dire Weasel (1d2)
91-00 = Spirit Weasel (1d2)

DIRE WEASEL CR 2
N Medium animal
Init +4; Senses low-light vision, scent; Listen +3, Spot +5


AC 16, touch 14, flat-footed 12
hp 13 (3 HD)
Fort +3, Ref +7, Will +4

Spd 40 ft (8 squares)
Melee bite +6 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain

Abilities Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
Feats Alertness, Stealthy, Weapon Finesse
Skills
Hide +8, Listen +3, Move Silently +8, Spot +5
Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

EARTH ELEMENT DIRE WEASEL CR 3
Manual of the Planes page 191
N Medium elemental (earth)
Init +4; Senses darkvision 60 ft, low-light vision, scent, tremorsense 60 ft; Listen +3, Spot +5


AC 18, touch 13, flat-footed 15
hp 13 (3 HD)
Fort +3, Ref +6, Will +4

Spd 40 ft (8 squares), burrow 20 ft (4 squares)
Melee bite +5 (1d6+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +5
Atk Options attach, earth mastery
Special Actions blood drain

Abilities Str 16, Dex 17, Con 10, Int 2, Wis 12, Cha 11
SQ elemental traits
Feats Alertness, Stealthy, Weapon Finesse
Skills
Hide +7, Listen +3, Move Silently +7, Spot +5
Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 15. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

WOOD ELEMENTAL DIRE WEASEL CR 3
Manual of the Planes page 191
N Medium plant
Init +4; Senses darkvision 60 ft, low-light vision, scent, woodsense 60 ft; Listen +3, Spot +5


AC 18, touch 14, flat-footed 14
hp 13 (3 HD)
Fort +3, Ref +7, Will +4

Spd 20 ft (4 squares)
Melee bite +6 (1d6+3)
Ranged 1-3 spikes +6 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain

Abilities Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
SQ plant traits
Feats Alertness, Stealthy, Weapon Finesse
Skills
Hide +8, Listen +3, Move Silently +8, Spot +5
Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 14. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.


HALF-FEY DIRE WEASEL CR 3
Fiend Folio page 89
CN Medium fey
Init +5; Senses low-light vision, scent; Listen +6, Spot +8


AC 17, touch 15, flat-footed 12
hp 8 (3 HD)
Immune enchantment spells and effects
Fort +2, Ref +8, Will +5

Spd 40 ft (8 squares), fly 80 ft (16 squares) (good)
Melee bite +7 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options attach
Special Actions blood drain

Abilities Str 14, Dex 21, Con 8, Int 2, Wis 14, Cha 15
Feats Alertness, Stealthy, Weapon Finesse
Skills
Hide +10, Listen +6, Move Silently +10, Spot +8
Spell-Like Abilities (CL 3):
1/day - glitterdust (DC 13), hypnotism (DC 13), sleep (DC 13)
At will - charm person (DC 13)

Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

SPIRIT WEASEL CR 1
N Tiny fey (incorporeal, augmented animal)
Init +2; Senses low-light vision, scent; Listen +3, Spot +9


AC 17, touch 17, flat-footed 15; Miss 50% (incorporeal)
hp 2 (1/2 HD)
Fort +2, Ref +4, Will +3

Spd 20 ft (4 squares), climb 20 ft (4 squares)
Melee bite +4 incorporeal touch (1d3 nonlethal)
Space 2.5 ft; Reach 0 ft
Base Atk +0; Grp -

Abilities Str -, Dex 15, Con 10, Int 2, Wis 16, Cha 9
SQ incorporeal traits, manifestation
Feats Agile
Skills
Escape Artist +4, Hide +15, Listen +7, Search +0, Spot +9
Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

Wolf:

Wolves can be aggressive when hungry, and are clever pack hunters in that case. However, they are smart enough to recognize tough prey and unless outnumbering such prey, will tend to back off or watch and wait for a moment of vulnerability.

01-40 = Wolf (1d20)
41-60 = Dire Wolf (1d8)
61-67 = Earth Element Wolf (1d20)
68-74 = Fire Element Wolf (1d20)
75-81 = Wood Element Wolf (1d20)
82-86 = Legendary Wolf (1d20)
87-93 = Spirit Wolf (1d20)
94-00 = Woodling Wolf (1d20)

WOLF CR 1
N Medium animal
Init +2; Senses low-light vision, scent, Track; Listen +3, Spot +3


AC 14, touch 12, flat-footed 12
hp 13 (2 HD)
Fort +5, Ref +5, Will +1

Spd 50 ft (10 squares)
Melee bite +3 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options trip

Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Feats Track, Weapon Focus (bite)
Skills
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

* Wolves have a +4 racial bonus on Survival checks when tracking by scent.

DIRE WOLF CR 3
N Large animal
Init +2; Senses low-light vision, scent, Track; Listen +7, Spot +7


AC 14, touch 11, flat-footed 12
hp 45 (6 HD)
Fort +8, Ref +7, Will +6

Spd 50 ft (10 squares)
Melee bite +11 (1d8+10)
Space 0 ft; Reach 5 ft
Base Atk +4; Grp +5
Atk Options trip

Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Run, Track, Weapon Focus (bite)
Skills
Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*

Trip (Ex) A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 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 dire wolf.

* A dire wolf has a +4 racial bonus on Survival checks when tracking by scent.

EARTH ELEMENT WOLF CR 1
Manual of the Planes page 191
N Medium elemental (earth)
Init +1; Senses darkvision 60 ft, low-light vision, scent, Track, tremorsense 60 ft; Listen +3, Spot +3


AC 16, touch 11, flat-footed 15
hp 13 (2 HD)
Fort +5, Ref +4, Will +1

Spd 50 ft (10 squares), burrow 20 ft (4 squares)
Melee bite +4 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +3
Atk Options earth mastery, trip

Abilities Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 6
SQ elemental traits
Feats Track, Weapon Focus (bite)
Skills
Hide +1, Listen +3, Move Silently +2, Spot +3, Survival +1*

Burrow (Ex) An earth element creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish moves through water, in a manner similar to a xorn's.

Earth Mastery (Ex) An earth element creature gains a +1
bonus on attack and damage rolls if both it and its foe
touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a –4 penalty on attack and damage rolls.

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

* Wolves have a +4 racial bonus on Survival checks when tracking by scent.


FIRE ELEMENT WOLF CR 1
Manual of the Planes page 191
N Medium elemental (fire)
Init +2; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +3, Spot +3


AC 14, touch 12, flat-footed 12; burn
hp 13 (2 HD)
Immune fire
Vulnerable cold
Fort +5, Ref +5, Will +1

Spd 50 ft (10 squares)
Melee bite +3 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options burn, trip

Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ elemental traits
Feats Track, Weapon Focus (bite)
Skills
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

Burn (Ex): Those hit by the natural weapons of a fire
element creature must succeed at a Reflex save or catch
fire. The flame burns for 1d4 rounds (See Catching on Fire in Chapter 3 of the Dungeon Master's Guide). The save DC is 9.

Creatures hitting a fire element creature with natural weapons or unarmed attacks also catch fire unless they succeed at a DC 9 Reflex save.

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

* Wolves have a +4 racial bonus on Survival checks when tracking by scent.

WOOD ELEMENT WOLF CR 1
Manual of the Planes page 191
N Medium plant
Init +2; Senses darkvision 60 ft, low-light vision, scent, Track, woodsense 60 ft; Listen +3, Spot +3


AC 12, touch 12, flat-footed 14
hp 13 (2 HD)
Fort +5, Ref +5, Will +1

Spd 25 ft (5 squares)
Melee bite +3 (1d6+1)
Ranged 1-2 spikes +3 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options trip

Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ plant traits
Feats Track, Weapon Focus (bite)
Skills
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

Spikes (Ex) A wood element creature can release volleys
of bark, splinters, or wood shards, up to four such spikes
per round, as a standard action. This attack has a range of 120 feet with no range increment. Damage is 1d6 +
Strength bonus. The wood element creature can launch up to its HD total in spikes per day.

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

Woodsense (Ex) A wood element creature can automatically sense the location of anything within 60 feet that is in contact with vegetation, even if the wood element creature is not in contact with the same vegetation.

* Wolves have a +4 racial bonus on Survival checks when tracking by scent.

LEGENDARY WOLF CR 7
Monster Manual II page 136
N Medium animal
Init +9; Senses low-light vision, scent, Track; Listen +12, Spot +12


AC 24, touch 19, flat-footed 15
hp 133 (14 HD)
Fort +14, Ref +18, Will +11

Spd 60 ft (12 squares)
Melee bite +19 (2d6+10)
Space 5 ft; Reach 5 ft
Base Atk +10; Grp +17
Atk Options trip

Abilities Str 25, Dex 28, Con 21, Int 2, Wis 15, Cha 10
Feats Alertness, Endurance, Stealthy, Track, Weapon Finesse
Skills
Hide +16 Listen +12, Move Silently +15, Spot +12, Survival +4*

Trip (Ex) A legendary wolf that hits with a bite attack can attempt to trip the opponent 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 legendary wolf.

* Legendary wolves have a +8 racial bonus on Survival checks when tracking by scent.


SPIRIT WOLF CR 2
Frostburn page 155
N Medium fey (incorporeal, augmented animal)
Init +2; Senses low-light vision, scent, Track; Listen +9, Spot +9


AC 15, touch 15, flat-footed 13; Miss 50 % (incoproreal)
hp 13 (2 HD)
Fort +5, Ref +5, Will +3

Spd 50 ft (10 squares)
Melee bite +3 incorporeal touch (1d6 nonlethal)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -
Atk Options trip

Abilities Str -, Dex 15, Con 15, Int 2, Wis 16, Cha 10
SQ incorporeal traits, manifestation
Feats Track, Weapon Focus (bite)
Skills
Hide +6, Listen +9, Search +0, Spot +9, Survival +3*

Manifestation (Su) A spirit animal dwells on the Ethereal
Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a spirit animal manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested spirit animal can strike with its natural
attacks (see above); these attacks deal nonlethal damage
to physical creatures. A manifested spirit animal remains
partially on the Ethereal Plane, where is it not incorporeal.

A manifested spirit animal can be attacked by opponents
on either the Material or Ethereal planes. A spirit animal’s
incorporeality helps protect it from foes on the Material
Plane, but not against foes on the Ethereal Plane.

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

* Wolves have a +4 racial bonus on Survival checks when tracking by scent.

WOODLING WOLF CR 3
Monster Manual III page 197
N Medium animal
Init +2; Senses low-light vision, scent, Track; Listen +3, Spot +3


AC 21, touch 12, flat-footed 19
hp 13 (2 HD); DR 5/slashing
Immune critical hits, magic sleep effects, mind-affecting spells and abilities, paralysis, poison, polymorph, stunning
Vulnerable fire
Fort +5, Ref +5, Will +1

Spd 50 ft (10 squares)
Melee bite +3 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +2
Atk Options trip
Spell-Like Abilities (CL 2):
1/day - entangle (DC 9)

Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ plant traits
Feats Track, Weapon Focus (bite)
Skills
Hide +2*, Listen +3, Move Silently +3*, Spot +3, Survival +1*

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

* Wolves have a +4 racial bonus on Survival checks when tracking by scent. A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

Realm Locations:

Refer to the Realm map above.

Note: If the PCs attack any of the elemental weirds here, the rest of the weirds will instantly know about it and will be hostile to the PCs, making the chance of the PCs completing this scenario slim to none.

1. Entrance

It is here that the PCs will arrive through the doorway at the bottom of the Lake of Refuge at about 10 AM (no matter what the time was on the Material Plane. While time progresses on this demiplane at roughly the same rate as on the Material Plane, the two planes are not in sync when it comes to day and night. If it becomes necessary to calculate the relative time of day between the two planes, the DM can simply compare 10 AM in the Realm to whatever time it was on Therra when they entered and then establish a correspondence between the two from that. However, it is desirable that no matter when the PCs enter the Realm, it is daylight so that they can get their bearings and a lay of the land.

When the PCs first arrive, the DM should read the following to them:


You have appeared in a blaze of golden light with green grass under your feet and the smell of lavender in the air. You stand on a grassy knoll overlooking rolling meadows and plains of lush green grasses that sway in a cool breeze. The temperature is quite mild and the humidity normal to Sazhansiir seems to be gone. Overhead, it is bright daylight, though you can see no sun; the very air itself seems suffused with golden light. and there are no clouds to mar the strangely deep blue sky overhead.

Behind you is a pair of stone megaliths each 25 ft tall and spaced 15 ft apart. Another megalith lies horizontally across the top of these, forming the upper lintel of the doorway. Between the megaliths, the air crackles with a lavender energy.

You seem to be standing in a wide vale between two large forests. The forests, though thick, appear to be normal forests of the temperate variety and not jungles. To your right, the forest continues behind and away from you for miles as it curves around a large lake. A wide river seems to flow into the lake through a marshy area after emerging from a set of hills to your left.

The forest on your left climbs into the foothills of a range of mountains that dominate the horizon to your left, eventually rising several thousand feet into the air, the peaks of which are dusted in white snow.

Straight ahead, about a mile away and set midway between the two forests, is a tall stone structure that looks like an impossibly narrow and tall needle of stone that must rise at least 300 ft into the air.

Beyond that, an strange curved mesa-like structure of stone rises steeply from a set of hills about 500 ft into the air before levelling off, though what is on top of the structure and whether the mesa is actually a circle cannot be determined from only this direction.

Overall, the place seems...perfect. Too perfect in some sense. The colours are normal, but a bit more vibrant than normal. Trees are a bit taller and straighter than normal. The sky is too deep and rich a hue of blue. Shadows are darker and more distinct. The mountains rise up in angles that are a little too steep and come to peaks that are a bit too narrow. On the whole, it seems like you have stepped into a very realistic painting.



At this point in time the DM should inform the PCs in what direction north has been arbitrarily assigned, so that they can understand direction references in the Realm.

Anyone passing through the megaliths, which is a crossroads just like the one at the bottom of the Lake of Refuge (albeit there is no guardian here) will appear in a flash of purple haze outside of the doorway at the bottom of the Lake of Refuge.

2. The Pinnacle of Air

When the PCs approach this structure to within about a quarter of a mile, they will begin to notice more details.


This is a tall stone structure that looks like an impossibly narrow and tall needle of stone that must rise at least 300 ft into the air. A stone staircase seems to spiral its way up the spire, beginning at ground level and facing southwest and apparently proceeding all the way to the top. The bottom of the spire is 50 ft in diameter and the top is about 30 ft in diameter. The stairs appear to be cut into the rock and are a precarious 5 ft wide with no rail facing the sheer dropoff on the left as one ascends.


The walls of the spire are sheer and smooth, and as such cannot normally be climbed, even with a Climb check. The stairs are considered to be steep spiral stairs.

When the PCs reach the top of the spire (likely after a long and exhausting ascent), they will arrive at a 30 ft diameter flat top, of which the central 20 ft is taken up by a a circle of billowing, gusty grey mist, leaving a narrow 5 ft wide ring of stone around the misty area.

This misty area is actually a pool of mist 40 ft deep etched into the top of the stone spire. The bottom of the pool is a portal to the Elemental Plane of Air.

Creatures: Within the pool dwells a air weird (Monster Manual II page 91). A round after the first PCs arrive at the top of the spire or flies to the top of the spire and within 30 ft of the pool, the air weird will appear. Should any being try to enter the pool or touch it, he will hear a strange, ghostly female voice urge them to "Halt! Do not touch the mist!" in his own native language. If any being insists on still touching the vapour pool, he must make a DC 20 Fortitude save or be irrevocably translated into mist, gone forever.


The vapours in the center of the circle start to ripple and billow and suddenly a ghostly, translucent woman composed of flowing vapours rises up out of the mist. Her eyes are deep blue and her hair appears windblown. The lower half of her body is a tendril of mist that trails back into the vapour pool.


The air weird often comes to this Realm to chat with the nature spirits that occasionally have entered the Realm, and to sometimes converse with Gyrmashil himself. Like all air weirds, she is a spirit who offers direction and guidance to those traveling in unknown areas.

As such, she is an excellent resource for the PCs who seek guidance as to where to go or what to do next in this Realm. Suggestions to the DM as to what her responses might be to various questions the PCs have are dealt with below and in later sections that deal with specific quests the PCs might undertake.

Developments: The weird will introduce herself and pronounce her name, which is comprised of syllables that are merely gusts of wind and others that are fluting and piping sounds. In short, her name is unpronounceable, but she will allow the PCs to think of a name to call her that they can pronounce. If the name is flattering, she will be most pleased. If it is insulting, she will be angry and refuse to help the PCs unless they can change her attitude from unfriendly to friendly by way of Diplomacy and provide her with a sincere name.

Assuming she is not displeased, she will speak to the PCs. When she does, it is apparent to the PCs that she is physically speaking, and not using telepathy, and the PCs can hear her voice speak in a myriad of languages simultaneously, but they can only make out the words of the language that is their native tongue.

Now that you have named me, I welcome to Gyrmashil's Realm travelers! You come to this hidden place seeking answers to questions, some you know and some you have not yet even thought to ask. This is well, and a noble task you undertake. I am privileged to name some of the orphaned spirits from lands now ravaged as my friends, though I have not seen most for years beyond reckoning. But even though I know the reasons for your journey, it is still appropriate that you name them and tell me what you seek.

She will then wait for the PCs to answer. She does, indeed, know exactly why the PCs have come...to find out why Gyrmashil is angry, and to find out what has happened to Hlavanaque. If the PCs divulge this to the weird, she will continue. If they lie precipitously about their reasons, she will become displeased and refuse to speak to the PCs further until they make a Diplomacy check and change her attitude from unfriendly to friendly and divulge the true reason of their presence in the Realm.

The answers you seek are one and the same, as I am sure you suspected. Gyrmashil's anger and Hlavanaque's disappearance are related to each other.

Other Questions will be answered as follows:

Q: Is Hlavanaque here in the Realm?

A: The betrothed is indeed here. That is the problem is it not? She is here and not there, where she is needed and needs to be needed.

Q. Where is Hlavanaque?

A: She is grasped protectively in love's embrace.

Q: Is she with Gyrmashil?

A: Indeed she is with him, though she is not with him.

Q: Is she held against her will?

A: She is held by his will and her will is as a breeze in a tornado.

Q: Where is Gyrmashil?

A: This is his Realm, and so he is the Realm and the Realm is he. But he is also with her, and that part of him, his love for her, dwells in his fane, high upon the plateau of the standing stones [and she will point to the northeast].

Q: Do you have any advice as to how to deal with Gyrmashil?

A: Very carefully, as an insect with a hurricane.

Q: Do you know how we can free Hlavanaque?

A: That is a question you are not prepared to ask, though ask it you do. I, on the other breeze, am prepared to answer, though I shan't. Return to me when you are prepared, and ask it you shall and answer it I shall.

[Note: By this answer she means for the PCs to first travel to Gyrmashil's fane and speak with him and then return to her.]

Q: Is there anything else we should know?

A: There is limitless knowledge that is beyond your grasps. You should know it all, though it would surely kill you. But as far as your current needs, only you can answer that question for yourselves.

She will respond to other questions, though if not related to this scenario they will be fairly cryptic and useless. If she is asked to elaborate or explain one of her answers, she will say:

It is not my privilege to change the course of a gale. I merely observe its path and sing its song.

If the PCs return to the air weird after having met with Gyrmashil (in area 2), then proceed to the section below entitled "Choosing a Path".

3. The Fane of Gyrmashil

The Fane of Gyrmashil sits atop a steep mesa that rises from lush green hills. Below is the view of the mesa from the southwest

The hills are about 500 ft in height and the mesa rises another 500 ft above it. The mesa itself is about half a mile in diameter, though its top is somewhat irregular, being shaped like a circle with the southern side collapsed in towards the center.

Ascending the hills to the base of the mesa is not too difficult, but the mesa itself has no stairs or any other means of egress beyond climbing its walls. The climb is a 500 ft ascent and abut half of the climb is a DC 15 Climb check and the rest a DC 20 Climb check (assume these are spaced in alternating bands of 100 ft beginning with the DC 15 check).

Once the PCs can see the top of the mesa, they will be able to see the Fane.


The top of the mesa is relatively flat, bare stone. There are few plants visible. mostly small shards of grass and a few low bushes. A large ring of stone menhirs is present, being about 350 ft in diameter and some 30 ft tall. The menhirs are shaped like leafless, twisted stone trees or , alternatively, stone lightning bolts blasting out of the ground and forking skyward.

Within the ring of menhirs is a dolmen, comprised of three large flat stones some 15 ft high topped by a 20 ft wide stone roof.



The dolmen is pictured above.

The top of the mesa was once quite green and lush, but Gyrmashil's recent anger has permeated out of his Fane and onto the mesa, and this anger has caused most of the lush greenery to wither away.

Within the dolmen is a set of 15 ft wide stone stairs descending into the ground. The stairs descend at a steep angle for some 60 ft before turning to the right and descending another 60 ft. They then turn right again for another 60 ft and right one more time for another 60 ft, until it is relatively certain that the stairway as a whole has returned to a spot directly under the dolmen (by about 120 ft). The last flight of stairs opens into a chamber.


The chamber at the foot of the staircase is hemispherical, being 60 ft in diameter and 30 ft high at its center. The floor and walls are all completely smooth. In the center of the place on the floor is a 20 ft diameter hole that is filled with a purple miasma. A mauve glow emanates from the miasma, lighting the chamber, but strangely the glow seems to lose its colour as it emanates from the hole, such that most of the room is bathed in white light. Hovering above the miasma is a clear pillar of crystal. The pillar is cylindrical, and about 20 ft tall and 10 ft in diameter and it floats 5 ft above the miasma and a pulsing glow seems to ripple up and down its length. Within the crystal can be seen the shape of a translucent woman some 15 ft tall and composed entirely of what appears to be skin the colour of water. Despite the woman's odd appearance, her face and form is stunningly beautiful, almost painfully so. This beauty is not just from her physical appearance, but seems to actually radiate as a palpable force from her very being.


The miasma fills a 10 ft deep hole in which Gyrmashil's manifestation dwells. The figure entrapped within the crystal is Hlavanaque. She cannot be communicated with nor reached in any way. Much of Gyrmashil's might is involved in maintaining the pillar and trying to convince Hlavanaque to submit to him and as such the pillar is impervious to anything the PCs can throw at it or do to it.

Creatures: Gyrmashil is a spirit of the land (Monster Manual II page 189). His combat capabilities are likely far beyond the ability of the PCs to handle. Fortunately, Gyrmashil is not looking for a fight. Instead, he will rise up invisibly out of the miasma (appearing to those who can see invisible objects as a shapeless mist) and will telepathically converse with the PCs.

Developments: Gyrmashil's telepathic voice is deep and resonates with power. He is somewhat haughty and more than a little angry and frustrated, though currently his emotions are not directed at the PCs. He will inquire as to why the PCs have come to his Realm and intruded upon his inner-sanctum.

Gyrmashil does not, by any means, intend to dissemble with the PCs. He believes his actions are right simply because of his power and status and because he believes the fact that he is in love to justify his actions from a moral point of view. Sample questions and Gyrmashil's answers are given below, but the DM should use these to extrapolate other answers to other questions.

Q: Are you Grymashil?

A: Yes, I am He, who is the spirit of the land of Aladur. I am the land...and the land is me.

Q: Where is Hlavanaque?

A: Ah, she who is the most beauteous being in the entire multiverse? She is here with me, as my guest.

Q: Is that being inside the floating pillar Hlavanaque?

A: Yes, that is she. Is not her beauty beyond measure?

Q: Is she being held here against her will?

A: She came into my Realm of her own free will, and now I seek to convince her of my undying love for her, so that we may be side by side in my Realm for eternity.

Q: Is that pillar her prison?

A: There is no prison! She is sheltered within a protective blanket, enfolded by my power in the caress of my love for her.

Q: Has she expressed a desire to leave your Realm?

A: Like a child she wishes to return to that which she knows, but like a child she must follow her own destiny and learn to give into her passions.

Q: Do you know that if Hlavanaque remains in your Realm she will eventually perish or be driven mad?

A: Preposterous! My Realm is a place of beauty and serenity...it is a reflection of myself. And our love will sustain her more than any other food or any other sight or any other sound. In the face of a love such as this all is overwhelmed...all reduces to insignificance.

Q: This is not true love. You cannot force someone to truly love you.

A: What do you know of the truth of anything? You are mere mortals...your understanding of cosmic forces and true emotion is as limited as your lifespans! Do not question the depth of my love! And do not question the depth of her eventual love for me. What you perceive, perhaps, as an inordinate amount of courtship and persuasion is of no consequence to beings to persist forever.

Q: The killoren need to consummate the marriage between themselves and Hlavanaque, for her own good.

A: The killoren marry the spirits because the spirits do not have anyone or anything to whom they can assuage their eternal grief. Hlavanaque will have a marriage to me. And I cannot die. She will never be alone again. And she will know the joys of union with the immortal to which a union with mortals cannot compare.

Q: Why is the land angry? Why are angry manifestations appearing throughout Aladur?

A: I am the land, and although I may grow angry at these questions from such as you, I am not wroth. I am, perhaps, somewhat frustrated by my beloved's refusal to give into her passions and surrender to our love, but I am patient and will persist.

In short, Gyrmashil believes without a doubt that, given enough time, he can make Hlavanaque love him. Should the PCs ask too many questions or press the spirit too much, or make any importune demands, Gyrmashil will grow angry and the air in the chamber will begin to smell of ozone, as the air does on a balmy day just before a thunderstorm. He will demand that the PCs leave his sanctum and trouble him no more. He will instruct the killoren to fear not for Hlavanaque, for she is safe with him and will eventually be married and, when this happens, then peace will return to the land of Aladur and all will be well.

The PCs may now remain or leave. If they leave the sanctum, Gyrmashil will not hinder them in any way. If they remain, Gyrmashil will not care unless they provoke him. Refer to the section below entitled "The Path of Battle" for details on conflict with Gyrmashil.

4. The Well of Water

As the PCs come within viewing distance of this location they will espy the well from a nearby grassy ridge.


Near the shore of the lake, perhaps 200 ft to the north, is a 40 ft diameter hole in the ground. A small stream runs from the lake into the hole, which is surrounded by a 5 ft tall stone wall.


An opening is cut into the stone wall on the northern face, and if the PCs have approached from the north they will notice it.

When the PCs get near the hole and the opening, they will notice a set of stone stairs carved in the side of the well that spiral down from the opening into the depths. The stairs are 5 ft wide and steep and there is no rail to ward against the sheer dropoff to the right as the stairs descend.

The well is 80 ft deep, and at the bottom the stairs end in a circular ledge 10 ft wide that surrounds a pool of water 20 ft in diameter. The stream from above falls gently down the side of the well and into the pool with only a slight ripple.

The pool is 40 ft deep. The bottom of the pool is a portal to the Elemental Plane of Water.

Creatures: Within the pool dwells a water weird (Monster Manual II page 91). A round after the first PCs arrive at the ledge at the bottom of the well or flies to within 10 ft of the pool, the water weird will appear. Should any being try to enter the pool or touch it, he will hear a strange, burbling female voice urge him to "Halt! Do not touch the water!" in his own native language. If any being insists on still touching the pool, he must make a DC 20 Fortitude save or be irrevocably translated into water, gone forever.


The water in the center of the pool starts to ripple and bubble and suddenly a translucent blue woman composed of water rises up out of the pool. Her ankles just break the surface of the pool and her feet remain hidden beneath the water.


The water weird sometimes comes to this Realm to chat with the nature spirits that occasionally have entered the Realm, and to sometimes converse with Gyrmashil himself. Like all water weirds, she is a spirit who offers hope to those who are in need of a better way or for those who seek a means to snatch victory from the jaws of defeat. Hopeless causes are her forte.

Developments: The weird will introduce herself and pronounce her name, which is comprised of syllables that are merely the burbling of water over rocks and others that are as of the crashing of waves. In short, her name is unpronounceable.

If the PCs are coming to this weird at the direction of the air weird (area 2) in order to find a way to convince Gyrmashil of the futility and hollowness of his supposed love for Hlavanaque, then the water weird will guide them as outlined in the section entitled "The Path of Enlightenment" below.

On the other hand, if the PCs are merely wandering the Realm, then the water weird will answer their questions by saying:

The questions you seek are bidden on the air. Look on high for the wisdom you seek in the whispers in the winds.

5. The Cave of Earth

When the PCs top a ridge and enter this hex they will see the following:


A tall, thin pole of what appears to be rock rises up from a craggy vale. The pole is only about a foot thick and towers some 200 ft into the air. The base of the pole seems to sprout from the floor of the wave, and the top of the pole branches off into crystalline-like structures, giving the whole the appearance of a strange, elongated and horribly thin petrified tree.


In the vale with this structure is a cave opening some 10 ft in diameter.

A DC 20 Listen check will hear what sounds like grinding of stones upon stones...many such...echoing from deep within. The DC of this check will decrease by 1 for each 10 ft the PCs come closer to the source (which is the elemental pool mentioned below).

The opening leads to a 5 ft wide passage that winds into the mountainside for about 120 ft before opening into a cavern about 60 ft in diameter that is replete with beautiful mineral structure, including glistening stalactites and stalagmites, fluted columns, and crystal trees.

The center of the cavern is dominated by a 20 ft diameter area where the floor of the cavern is dominated by a pool of churning mud, rocks, and earth. The clashing rocks make a fairly loud din in the cave.

The pool is 40 ft deep and held in a pit in the cavern floor.

Creatures: Within the pool dwells an earth weird (Monster Manual II page 91). A round after the first PCs enter the cavern and come within 15 ft of the pool, the earth weird will appear. Should any being try to enter the pool or touch it, he will hear a strange, rumbling female voice urge them to "Halt! Do not touch the mud and rocks!" in his own native language. If any being insists on still touching the pool, he must make a DC 20 Fortitude save or be irrevocably translated into mud, gone forever.


The mud and rocks in the center of the pool start to shudder and congeal together and suddenly the body of a beautiful human female rises up out of the pool. The woman has gemstones for eyes and hair the brown colour of earth, streaked with veins of gold and silver. Her lower body is a shifting column of stone and dirt that connects to the earthen pool.


The earth weird sometimes comes to this Realm to chat with the nature spirits that occasionally have entered the Realm, and to sometimes converse with Gyrmashil himself. Like all earth weirds, she is a spirit who makes pronouncements of doom or weal as well as success or failure in matters of fortune.

Developments: The weird will introduce herself and pronounce her name, which is comprised of syllables that are merely the rumbling of earthquakes over rocks and others that are as of an avalanche. In short, her name is unpronounceable.

If the PCs are coming to this weird at the direction of the air weird (area 2) in order to retrieve the rare gems that the fire weird (area 7) desires in order to fashion a simulacrum of Hlavanaque, then the earth weird will guide them as outlined in the section entitled "The Path of Deception" below.

On the other hand, if the PCs are merely wandering the Realm, then the earth weird will answer their questions by saying:

The questions you ask are laden with the doom of the land of Aladur. But your doom is a fickle thing, as if decided by which way the wind blows. Seek ye to see which way the wind blows, for in that lies the answers you seek.

6. The Mirror of Loice

The Mirror of Loice is located here. Details about this location are presented in the section entitled "The Path of Enlightenment" below. If the PCs are not following this Path but manage to stumble onto this place anyways, the DM should allow them to enter the cave and face the creatures therein, though they will not likely know of the powers of the Mirror and, if they try it out, they will likely not make the connection of its use against Gyrmashil. Nevertheless, it is possible that the PCs could essentially come to the solution to the Path of Enlightenment by accident, and if so the DM should allow them to pursue it.

7. The Mound of Fire

A column of smoke can be seen rising from behind a spur of the mountains when the PCs are within 2 hexes of this location (or 4 or more hexes if airborne depending upon the altitude).

When the PCs get close enough they will observe the source of the smoke.


A cone of black rock rises from a spur ridge of the hillside. The cone is curve inward, so that it resembles a mound, and is some 50 ft high and 150 ft in diameter at its base. At its top, a 20 ft wide ledge of black rock surrounds a 20 ft diameter area of dancing flames. The smoke rises from the flames.


The rock is lava rock, which will be obvious to any of the PCs.

The flames dancing in the center of the area rise up about 15 ft into the air. Anyone coming within 5 ft of the flames will begin to suffer 1d6 fire damage per round from the heat. Non-damaging heat can be felt from as far as 20 ft away from the flames.

The flames fill a pit in the lava mound that is 40 ft deep.

Creatures: Within the pool dwells an fire weird (Monster Manual II page 91). A round after the first PCs come within 20 ft of the pool, the fire weird will appear. Should any being try to enter the pool or touch it, he will hear a strange, crackling female voice urge them to "Halt! Do not touch the flames!" in his own native language. If any being insists on still touching the pool, he must make a DC 20 Fortitude save or be irrevocably translated into flame, gone forever.


The flames in the center of the area start to flicker and writhe and suddenly a feminine humanoid form of flickering flames rises up out of the pool. The figure is wreathed in smoke and her lower body snakes away in a fiery trail into the hazy, flame-filled pool.


The fire weird sometimes comes to this Realm to chat with the nature spirits that occasionally have entered the Realm, and to sometimes converse with Gyrmashil himself. Like all fire weirds, she is a spirit who sheds light on matters of lore and guide the suffering to peace.

Developments: The weird will introduce herself and pronounce her name, which is comprised of syllables that are merely the crackling of flames and others that are as of a conflagration. In short, her name is unpronounceable.

If the PCs are coming to this weird at the direction of the air weird (area 2) in order to fashion a simulacrum of Hlavanaque, then the fire weird will guide them as outlined in the section entitled "The Path of Deception" below.

On the other hand, if the PCs are merely wandering the Realm, then the fire weird will answer their questions by saying:

A fire burns brightly, but the smoke that rises up into the air is carried by the wind to lands unknown. The smoke is seen for leagues even if the fire is seen for only a matter of feet. Your ignorance is as wide as the smoke carried aloft, and it is fitting, then, that you seek your answers aloft.

Part Three - Freeing Hlavanaque

Choosing a Path:

There are three different ways to free Hlavanaque and resolve the killoren's predicament. Each of these is called a path. There is the Path of Battle, the Path of Enlightenment, and the Path of Deception. Any of these three methods can be chosen by the PCs, and they can even begin one and then, circumstances permitting, switch to another.

The Path of Battle involves, basically, attacking Gyrmashil and defeating his physical manifestations in order to free Hlavanaque. This is a very straightforward method for those players that prefer combat. While Gyrmashil, as a whole, is far too strong to defeat (he is a CR 23 creature, after all), the PCs are fortunate in that much of the spirit's energy and capabilities are allocated to maintaining the prison of Hlavanaque and in trying to woo her. As such, the PCs will face manifestations of Gyrmashil, rather than Gyrmashil himself in his entirety.

The Path of Enlightenment involves the PCs convincing Gyrmashil that his love is obsession and not true love. To do this, the PCs must travel to the Mirror of Loice and return to Gyrmashil with water from that mirror, which will allow Gyrmashil to see his own horrific behaviour clearly and to see how his actions have hurt the one he professes to love.

The Path of Deception involves the PCs having a simulacrum of Hlavanaque fashioned and then using it to replace her, so that the impostor can be the object of Gyrmashil's misguided love.

It is unlikely that the PCs will become aware of these three options on their own. Of course, they can always just decide to fight Gyrmashil, but presumably the warnings of the killoren and Gyrmashil's obvious power will likely make this an unpopular choice without advice. The other two Paths are even less likely to be divined and attempted by the PCs on their own.

Fortunately, the PCs have the air elemental weird (from area 2) to advise them. When the PCs return to her after having met and interacted with Gyrmashil, she will ask them if they spoke with the spirit of the land and if so, what he said and what they said. After this is relayed, she will ask the PCs what are their inclinations and what do they plan to do next.

From this information, the air elemental weird will choose one of the paths and advise the PCs on it. The weird will essentially choose whichever path seems to fit the PCs' mood, inclinations, etc. If no indication is at all given, then the air elemental weird can simply choose a path at random or the DM can choose a path depending upon his own inclinations or whichever he thinks the PCs will find most enjoyable. If, after being advised of a path, the PCs ask if there is another way, she will choose another of the paths. If they ask a third time, she will inform them of the final path. After that, she will indicate that there are not other ways of which she knows.

If the PCs embark on a path and then decide not to complete it (or cannot complete it, they can return to the air weird and she will advise them on another path.

Note: One all three paths there is a chance for PCs to gain bonuses to their characteristics. These bonuses are inherent bonuses and the DM should refer to the description of the wish spell for details on inherent bonuses, including their limits.

The Path of Battle (EL 15*):

* Note that the EL of this encounter is reduced because the manifestations occur sequentially instead of simultaneously.

If the Path of Battle is indicated, the air elemental weird will say:

You cannot hope to slay such as Gyrmashil, for he is the land and the land is he. He is as mighty as a tidal wave, as staunch as a mountain, as swift as the air, and as destructive as a conflagration.

However, much of his will is, I think, bent towards Hlavanaque. It is not easy keeping a spirit trapped against her will, for the harder you grasp water, the more quickly it slips through your grasp.

Therefore, can you have a chance to prevail, and in prevailing, perhaps take within you some of what makes him mighty. But know you that you will face him more than once, for each of his natures manifests and must be defeated, and each manifestation is a deadly and taxing foe. Only then can the prison be broken and can you flee with your prize. And flee you should, for his recovery will be swift and his wrath great once he does recover, though this will fade in time.

No more will she say on the matter, and it will be up to the PCs whether they want to implement this plan.

If the PCs do decide to pursue this path, then they must simply return to the Fane of Gyrmashil and descend into the chamber below. There they must provoke and challenge Gyrmashil. Given his state of mind, this should not be too difficult. The PCs can simply insult Hlavanaque or disparage her beauty or her nature. This will drive him into an absolute rage and provoke his manifestation. Similarly, threatening to take her from Gyrmashil will also provoke him into conflict, even despite the fact that she can only be taken in this manner through combat with his manifestations.

Creatures: In combat, Gyrmashil will manifest as a large elemental-like creature. He has four such manifestations, and will manifest as each one in turn after the preceding manifestation is destroyed. A destroyed manifestation will break up into pieces of its component element and scatter around the entire chamber and then fade away in 1 round. The time to form between manifestations is 1d3+1 rounds. The order of manifestations can be determined randomly or placed in the order given below.

EARTH MANIFESTATION CR 12
Monster Manual II page 189 (with extensive modifications)
N Huge elemental (earth)
Init +1; Senses all-around vision; Listen +15, Spot +17
Languages Terran, Aquan, Auran, Ignan, Sazhan, telepathy


AC 19, touch 9, flat-footed 18; all-around vision (cannot be flanked), Dodge, Mobility
hp 270 (20 HD), fast healing 10; DR 10/-
SR 22
Fort +16, Ref +13, Will +16

Spd 40 ft (6 squares)
Melee 2 slams +14 (2d8+6)
Space 15 ft; Reach 15 ft
Base Atk +10; Grp +24
Atk Options Cleave, earth mastery, Great Cleave, Power Attack
Special Actions
Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip
Spell-Like Abilities (CL 20):
At will - spike stones (DC 27)

Abilities Str 23, Dex 13, Con 30, Int 20, Wis 19, Cha 25
SQ elemental traits, wild empathy +14
Feats Cleave, Combat Expertise, Dodge, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Mobility, Power Attack
Skills Concentration +23, Diplomacy +9, Knowledge (nature) +16, Listen +15, Search +9, Sense Motive +18, Spellcraft +18, Spot +17, Survival +18


All-Around Vision (Ex)
A spirit of the land is a part of all the terrain that surrounds it, so it sees from all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked, regardless of its form.

Earth Mastery (Ex) A spirit of the land manifested as earth gains a +1 bonus on attack and damage rolls if its foe is touching the ground.

Telepathy (Su) A spirit of the land can communicate telepathically with any creature within 5 miles that has a language.


AIR MANIFESTATION CR 12
Monster Manual II page 189 (with extensive modifications)
N Huge elemental (air)
Init +1; Senses all-around vision; Listen +15, Spot +17
Languages Auran, Aquan, Ignan, Sazhan, Terran, telepathy


AC 19, touch 9, flat-footed 18; air mastery, all-around vision (cannot be flanked), Dodge, Mobility
hp 270 (20 HD), air mastery, fast healing 10; DR 10/-
SR 22
Fort +16, Ref +13, Will +16

Spd 30 ft (6 squares), fly 120 ft (24 squares) (perfect)
Melee 2 slams +14 (2d8+6)
Space 15 ft; Reach 15 ft
Base Atk +10; Grp +24
Atk Options Cleave, Great Cleave, Power Attack
Special Actions
Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip
Spell-Like Abilities (CL 20):
At will - sleet storm

Abilities Str 23, Dex 13, Con 30, Int 20, Wis 19, Cha 25
SQ elemental traits, wild empathy +14
Feats Cleave, Combat Expertise, Dodge, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Mobility, Power Attack
Skills Concentration +23, Diplomacy +9, Knowledge (nature) +16, Listen +15, Search +9, Sense Motive +18, Spellcraft +18, Spot +17, Survival +18


Air Mastery (Ex)
Any airborne creature takes a –1 penalty on attack and damage rolls made against a spirit of the land manifested as air.

All-Around Vision (Ex) A spirit of the land is a part of all the terrain that surrounds it, so it sees from all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked, regardless of its form.

Flight (Ex) A spirit of the land manifested as air is naturally buoyant. At will as a free action, it can produce an effect like that of the fly spell (caster level 5th), except that the effect applies only to itself. This ability gives it a fly speed of 120 feet (perfect).

Telepathy (Su) A spirit of the land can communicate telepathically with any creature within 5 miles that has a language.


FIRE MANIFESTATION CR 12
Monster Manual II page 189 (with extensive modifications)
N Huge elemental (fire)
Init +1; Senses all-around vision; Listen +15, Spot +17
Languages Ignan, Aquan, Auran, Sazhan, Terran, telepathy


AC 19, touch 9, flat-footed 18; all-around vision (cannot be flanked), burn, Dodge, Mobility
hp 270 (20 HD), fast healing 10; DR 10/-
Immune fire
SR 22
Vulnerable cold
Fort +16, Ref +13, Will +16

Spd 60 ft (6 squares)
Melee 2 slams +14 (2d8+6)
Space 15 ft; Reach 15 ft
Base Atk +10; Grp +24
Atk Options burn, Cleave, Great Cleave, Power Attack
Special Actions
Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip
Spell-Like Abilities (CL 20):
At will - heat metal (DC 27), produce flame

Abilities Str 23, Dex 13, Con 30, Int 20, Wis 19, Cha 25
SQ elemental traits, wild empathy +14
Feats Cleave, Combat Expertise, Dodge, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Mobility, Power Attack
Skills Concentration +23, Diplomacy +9, Knowledge (nature) +16, Listen +15, Search +9, Sense Motive +18, Spellcraft +18, Spot +17, Survival +18

Burn (Ex) Any creature that is hit by the slam attack of a spirit of the land manifested as fire, or that hits the monster with a natural weapon or an unarmed attack, must succeed at a Reflex save (DC 15) or catch on fire. The target takes an additional 1d6 points of damage per round. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. The fire burns for 1d4 rounds and multiple incidents of burn do not stack.

All-Around Vision (Ex) A spirit of the land is a part of all the terrain that surrounds it, so it sees from all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked, regardless of its form.

Telepathy (Su) A spirit of the land can communicate telepathically with any creature within 5 miles that has a language.


WATER MANIFESTATION CR 12
Monster Manual II page 189 (with extensive modifications)
N Huge elemental (water)
Init +1; Senses all-around vision; Listen +15, Spot +17
Languages Ignan, Aquan, Auran, Sazhan, Terran, telepathy


AC 19, touch 9, flat-footed 18; all-around vision (cannot be flanked), Dodge, Mobility
hp 270 (20 HD), fast healing 10; DR 10/-
SR 22
Fort +16, Ref +13, Will +16

Spd 40 ft (6 squares), swim 60 ft (12 squares)
Melee 2 slams +14 (2d8+6)
Space 15 ft; Reach 15 ft
Base Atk +10; Grp +24
Atk Options Cleave, Great Cleave, Power Attack, water mastery
Special Actions
Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip
Spell-Like Abilities (CL 20):
At will - solid fog

Abilities Str 23, Dex 13, Con 30, Int 20, Wis 19, Cha 25
SQ elemental traits, wild empathy +14
Feats Cleave, Combat Expertise, Dodge, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Mobility, Power Attack
Skills Concentration +23, Diplomacy +9, Knowledge (nature) +16, Listen +15, Search +9, Sense Motive +18, Spellcraft +18, Spot +17, Survival +18, Swim +14

All-Around Vision (Ex) A spirit of the land is a part of all the terrain that surrounds it, so it sees from all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked, regardless of its form.

Telepathy (Su) A spirit of the land can communicate telepathically with any creature within 5 miles that has a language.

Water Mastery (Ex) A spirit of the land manifested as water gains a +1 bonus on its attack and damage rolls if its opponent is touching water.

Tactics: With most of his spell-like abilities being used to maintain Hlavanaque's prison and to bend her will to his, Gyrmashil's tactics are relatively limited. He will not leave his chamber to pursue the PCs, though in reality he could as there is no way for the PCs to penetrate the pillar even if he is not in the vicinity. Instead, he will rely on his fast healing ability to negate hit-and-run tactics.

Developments: When all four manifestations of Gyrmashil are destroyed, he will be incorporeal for 24 hours and unable to maintain his hold on the pillar prison of Hlavanaque. The glow on the pillar will fade and the pillar can be shattered fairly easily (hardness 10, 320 hp). Hlavanaque will awaken and accompany the PCs as long as she is relatively sure they are attempting to rescue her.

If the PCs manage to destroy one or more manifestations of Gyrmashil, such destroyed manifestations will return in 24 hours.

Treasure: When each manifestation of Gyrmashil is destroyed, the PCs can gather pieces of his essence before they fade away and consume them. Each PC can only consume one piece of essence from any and all of his manifestations. Consuming a bit of essence is a full round action (a move action to pick up and a standard action to consume). Doing so will cause a strange sensation to wash through the PC's body. The PC must then make a a DC 20 save (of the type specified below). If the save is successful, the viewer will gain +1 inherent bonus to a given characteristic. If the save is failed, then he will gain a permanent -1 penalty to that characteristic. This penalty cannot be cured or reversed by any means, though it can be effectively negated by increasing the characteristic by a point when the PC next is allowed to increase a characteristic by advancing every 4th level. Once a piece of a manifestation is consumed (whether positive or negative), no further benefits or penalties can be gained or incurred from consumption of any further pieces of any manifestations. Where the sensation is given below, first the sensation of swallowing the piece is described. Then S tell the sensation on a successful save and F on a failed save.

Manifestation

Sensation

Save
Characteristic
Air  You feel a rush of chill air through your body. S The chill sweeps through your muscles, making them twitch and feel alive and vigourous. F The chill freezes your muscles, making you feel somewhat heavy and slow. Reflex  Dexterity
Earth You feel your muscles harden like rock. S Your muscles seem capable of withstanding strain as if your sinews had hardened. F Your muscles feel somewhat brittle, as if made of crumbling stone. Fortitude Strength
Fire A painful wash of flame sweeps through your body. S The pain passes and your body feels cleansed and reborn. F The main fades, but a lingering memory of it remains and makes your actions a bit more tentative. Reflex Dexterity
Water Your body feels as if it were plunged into an ice cold pool of water. S The water seeps into your skin and through your bones, cleansing your body and purifying it. F The water leeches a bit of the vitality of your bones and muscles and carries them away out of your body. Fortitude Constitution

The pieces of manifestations must be consumed in the round after the manifestation is destroyed, or it, too, will fade away like the rest of the manifestation.

The Path of Enlightenment:

If the Path of Enlightenment is indicated, the air elemental weird will say:

Gyrmashil is a wise and intelligent being, but he has spent untold centuries alone in his Realm. True, he has visitors such as us to speak with from time to time, but otherwise most of the beings in his Realm are merely reflections of, or pieces of, himself. This is why Hlavanaque is so enticing to him. To one who has spent years in the dark, even a smallest flickering candle is as a noonday sun. And she is no flickering candle, but a beacon of spiritual beauty.

Her beauty blinds him in his darkness. He does not see what is truly to be seen. You must help him. You must help him to see that possession of a thing is not true ownership. Love must be given freely...it cannot be taken.

But how does one make a blind man see? How does one describe the concept of colour to one who has always been sightless? Gyrmashil has only known himself for these long aeons. And so you must show him himself. I cannot do this. I do not know how. For what is the air but a transparent thing? I know how to see through things. I do not know how to show someone himself. But as most living creatures first catch a glimpse of themselves in a lake or stream, so, too, do I believe that in water can be found the truth.

Visit you my sister, who dwells by the shore of the lake yonder, and perhaps she can guide you, for she knows the words of healing and in her reflection can often be seen a better way when there is little hope or chance.

No more will she say on the matter, and it will be up to the PCs whether they want to implement this plan.

Visiting the Water Weird:

The water elemental weird can be found at area 4 (see above for a description).

The water elemental weird will address the PCs as follows:

I know why you have come. It has been whispered on the winds that brush my surface. Whispers of a love that is a cruel mockery of love. Whispers of one who is blind to his true nature and his actions. Whispers of torment by one imprisoned and of wounds that will never heal.

One such as Gyrmashil will not hearken to your words, no matter well spoken. What can a mortal know of love that is immortal between spirits? The blade of your words will fall upon a heart of adamantine.

But there is a way. Within this very Realm is a sacred place, a gift to Gyrmashil given to him by the many spirits of water whom he gave refuge in ancient times. It is a sacred pool known as the Mirror of Loice and its waters have the power to reflect back not physical images but images of the soul...of the true nature of a thing. Gyrmashil must be shown the true nature of his supposed love for Hlavanaque. Only then is there any chance he might relent and release her.

If the PCs agree and ask where the Mirror is located, she will say:

The Mirror of Loice is at the headwaters of a tributary of the river that feeds this lake high upon the tallest peak, within a cave there. You must take the water in a covered container and make haste, for the potency of the water loses its effect over time...moreso when exposed to light, but even in complete darkness once removed from its source.

She knows nothing of what guardians might be present at the Mirror.

The Mirror of Loice:

The Mirror of Loice is located in a cavern set into the tallest peak in the Realm. When the PCs come within view they will see the entrance.


The river plunges out of the cavern opening some 20 ft wide and 15 ft tall and down a 75 ft sheer cliff face to form the river below. To the left of the waterfall a series of narrow and steep steps forms a set of switchbacks that rise up the face of the cliff to the cave.

In daylight hours the spray from the waterfall forms a rainbow in an arch halfway down the fall.

The steps are treated as steep steps and are a mere 5 ft wide. They are also somewhat wet and although a person proceeding carefully will not slip and fall, anyone running or charging must make a DC 15 Balance check, with failure by 5 or more indicating a fall. In addition, for each size category beyond Large, add +5 to the DC and even proceeding carefully, any creature above Medium size must make a DC 0 Balance check, with +5 to the DC for each size category above Medium. Thus, a Large creature attempting to proceed up the steps carefully will have to make DC 5 Balance checks, and on a modified check of 0 or lower will fall.

The cave is of unworked stone walls (DC 15 Climb check) and natural stone floor (it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5; running and charging are impossible). Unless otherwise indicated, there is no light inside the cave.

The river is fast flowing, at a rate of 30 ft per round (Swim DC 15) and the channel through which is flows is approximately 8 ft deep. The level of the river is 4 ft below the level of the cave. In the passageways the dry cave floor drops straight down into the channel. In the wider caverns, the ground slopes down to the channel. The water is cold and pure.

1. Entrance


The narrow steps lead up to a very narrow ledge, some 2.5 ft wide, the skirts into the south edge of the cave entrance. Just beyond this narrow ledge, the river flows out from the west and plunges down the cliff face. Within, the cave passageway is between 15 ft and 10 ft high and proceeds more or less in a westerly direction. Within the passage, along the southern wall there is a stone ledge that is approximately 5 ft wide that skirts the edge of the river, which races in its channel about 4 ft below the ledge. Along the north wall, the ledge is much thinner, varying from 2.5 ft in one spot to as narrow as 6 inches.


The ledge here is slippery (+5 to Balance checks) and if the PCs insist on crossing along the narrow northern ledge, the DM should require Balance checks as per the Player's Handbook using the width ranges mentioned in the text above. Towards the western end of the passageway even the southern ledge narrows down to 1 ft wide, and crossing this stretch will require a DC 15 Balance check (DC 10 for the width plus 5 for severely slippery conditions).

Any creature failing a Balance check by 5 or more will slip and fall. Such a fall will have a 50% chance of being towards the river. In this case, a DC 15 Reflex save is needed to grasp onto the ledge and cling there. A Climb check (DC 15) will be needed then to clamber back up fully onto the ledge (or assistance from someone) and if the Climb check fails by 5 or more the person will fall into the river.

Falling down the waterfall will result in 4d6 damage from the fall and then another 2d6 from the rocks below.

The river is quite loud here, and so there is an overall -5 penalty to Listen checks as well as a -2 penalty to Listen checks for every 10 ft of distance (instead of the normal -1 per 10 ft).

2. First Cavern (EL 13)

Light sources brought into this cavern will illuminate a myriad of phosphorescent crystals embedded into the floor, walls, and ceiling of this chamber. Such crystals will effectively double the shadowy illumination radius of any light sources. The crystals are not active without the presence of light sources, and so darkvision will not benefit from them. The portion of the below description that assumes the PCs are using a light source is denoted in red. These crystals are natural to the Realm and have no phosphorescent powers outside of Gyrmashil's Realm. They are otherwise not valuable.


This large cavern's ceiling arcs some 25 ft overhead in the center of the place, down to around 10 ft toward the edges. A myriad of what seem to be crystals seem to react to your light source and reflect it in soft glows around the cavern. The river emerges out of a 15 ft wide and 10 ft tall passageway to the west and roughly bisects the cavern before continuing down a somewhat taller passageway to the east towards the entrance. Several large columns of calcified minerals and stone stretch from floor to ceiling, and many stalagmites and stalactites dot the place.

The passageway to the west seems to be entirely taken up by the river, at least at one point.



The floor within 5 ft of the river is considered severely slippery and that within 10 ft slippery for purposes of Balance checks.

Creatures: A colony of shadow dire bats is here. These are not normal residents of the Realm, but are, in fact, created by Gyrmashil in a subconscious attempt to deny access to the Mirror of Loice. In essence, Gyrmashil doesn't want to be forced to look at his true current nature, and although the spirit of the land has not consciously thought about being exposed to the Mirror of Loice, it is a subconscious worry and that worry has created these creatures. Although they have the shadow creature template, they are not actually from or of the Plane of Shadow. Rather, their nature reflects the dark and brooding state of mind of Gyrmashil when he created them. These creatures do not need to eat or drink, though they can engage in both activities.

The bats will initially be hanging from stalactites on the ceiling and using their shadow blend ability. Eight of the bats are hanging along the north wall of the cavern and four are along the southern wall.

SHADOW CREATURE ADVANCED DIRE BATS (12) CR 6
Lords of Madness page 167
NE Large magical beast
Init +6; Senses blindsense 40 ft, darkvision 60 ft, low-light vision; Listen +14*, Spot +10*


AC 20, touch 15, flat-footed 14; Dodge, Mobility
hp 102 (12 HD), fast healing 3; DR 5/magic
Resist cold 15
Fort +12, Ref +14, Will +10; evasion

Spd 30 ft (6 squares), fly 60 ft (12 squares) (good); Hover
Melee bite +12 (1d8+6)
Space 10 ft; Reach 5 ft
Base Atk +9; Grp +17

Abilities Str 18, Dex 22, Con 18, Int 2, Wis 14, Cha 6
SQ shadow blend
Feats Alertness, Dodge, Hover, Mobility, Stealthy
Skills Hide +6, Listen +14*, Move Silently +19, Spot +10*

Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Shadow Blend (Su) In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

* Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Tactics: The dire bats will charge to the attack, using their fast healing and shadow blend abilities to withdraw from combat, in general on whatever side of the river the PCs are not on, and heal and then rejoin the fray. They will relentlessly pursue any intruders anywhere in the cave, though they will not exit the cave and enter the outside, even at night. While the bats will withdraw in order to heal, they will otherwise fight to the death and will never surrender.

Developments: The passageway to the west narrows to varying degrees, and in many places is a mere 6 inches wide. The DM should have PCs crossing along either ledge make Balance checks as appropriate, adjusting for the severely slippery conditions.

3. Second Cavern (EL 14)

Towards the end of the passageway leading into this cavern from the east, both the north and south ledges narrow until they briefly disappear and the cave wall drops straight down into the river. The gaps formed by these drops are small, being no more than 2 ft wide, but they will require an extra DC 15 Balance check to negotiate.

Light sources brought into this cavern will illuminate a myriad of phosphorescent crystals embedded into the floor, walls, and ceiling of this chamber. Such crystals will effectively double the shadowy illumination radius of any light sources. The crystals are not active without the presence of light sources, and so darkvision will not benefit from them. The portion of the below description that assumes the PCs are using a light source is denoted in red. These crystals are natural to the Realm and have no phosphorescent powers outside of Gyrmashil's Realm. They are otherwise not valuable.


This large cavern's ceiling arcs some 25 ft overhead in the center of the place, down to around 10 ft toward the edges. A myriad of what appear to be crystals seem to react to your light source and reflect it in soft glows around the cavern. The river emerges out of a 15 ft wide and 4 ft tall crack in the wall to the west and roughly bisects the cavern before continuing down a somewhat taller passageway to the east towards the entrance. Several large columns of calcified minerals and stone stretch from floor to ceiling, and many stalagmites and stalactites dot the place.

To the north, natural stone steps lead up a passageway that proceeds out of sight.



The crack in the western wall, from which the river emerges, is not readily navigable and leads out of the cave and into a myriad of cracks and small tunnels that grow tinier and tinier as they wend their way into the heart of the mountain's peak. These cracks and tunnels lead nowhere and merely siphon off runoff from the peak and join to eventually form the headwater of the river.

Creature: A pair of shadow dire lions dwell in this cavern. These are not normal resident of the Realm, but is, in fact, created by Gyrmashil in a subconscious attempt to deny access to the Mirror of Loice. In essence, Gyrmashil doesn't want to be forced to look at his true current nature, and although the spirit of the land has not consciously thought about being exposed to the Mirror of Loice, it is a subconscious worry and that worry has created these creatures. Although it has the shadow creature template, they are not actually from or of the Plane of Shadow. Rather, their nature reflects the dark and brooding state of mind of Gyrmashil when he created them. These creatures do not need to eat or drink, though they can engage in both activities.

The dire lions normally lounge in the northern portion of the chamber, flanking the entrance to area 4 and behind the stones column there, using their shadow blend ability to remain under total concealment.

SHADOW CREATURE ADVANCED DIRE LIONS (2) CR 12
Tome of Horrors 3.5 page 386 and Lords of Madness page 167
NE Huge magical beast
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +7, Spot +7


AC 20, touch 12, flat-footed 16; mirror image 1/day
hp 188 (18 HD), fast healing 3; DR 5/magic
Resist cold 15
Fort +13, Ref +11, Will +8; evasion

Spd 75 ft (15 squares); Run
Melee 2 claws +22 (1d6+12) and bite +17 (2d6+6)
Space 15 ft; Reach 10 ft
Base Atk +13; Grp +32
Atk Options improved grab
Special Actions
pounce, rake 1d6+6

Abilities Str 34, Dex 18, Con 22, Int 2, Wis 12, Cha 6
SQ shadow blend
Feats Alertness, Run
Skills Balance +10, Hide +5*, Listen +7, Move Silently +20, Spot +7

Improved Grab (Ex) To use this ability, a lion 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.

Mirror Image (Sp) As the spell 1/day, caster level 5th.

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

Rake (Ex) Attack bonus +22 melee, damage 1d6+6.

Shadow Blend (Su) In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Tactics: They are unable to use their pounce ability, due to the natural stone floors, but will patiently wait until prey passes the stone columns to the north, at which point they will attack. The lions will relentlessly attack any intruders in the cave, but will not emerge outside, even at night.

If sorely pressed, the lions will leap over the river (which they can do automatically if they get a 20 ft running start) and use their shadow blend ability to hide and heal, rejoining the fray when they are better able to fight. This could mean that the lions attack the PCs in area 4 or as they exit that area and pass through area 3 again. Under no circumstances will the lions allow the PCs to leave area 3 and head towards the cave entrance without re-engaging them in a fight to the death.

4. The Mirror of Loice


At the top of the natural stone steps, which rise up 10 ft above the floor of the cavern to the south, is a small natural chamber 15 ft high and devoid of mineral growths. In the center of the floor of the place is a pool of water roughly 10 ft in diameter. The water of this pool is absolutely still and calm and seems to give off the faintest tinge of a silvery hue.


This is the Mirror of Loice. Its waters are magical, and radiate overwhelming divination magic if a detect magic spell is used here.

The water feels cold to the touch and, if tasted, tastes like normal pure water, though bitingly cold and with a strange thickness that verges on the consistency of a fine oil.

The pool is 20 ft deep and the sides are sheer. There is no obvious source for the pool, and although it is likely beyond the scope of this scenario, the pool refills itself every night at dusk.

The water can be gathered into containers, and it pours strangely, again as if it had a viscosity that verged on that of the fine oil.

Water from the Mirror gathered into a container will remain potent for 24 hours if kept out of exposure to any light source. If exposed to light, then the rate of loss of potency is quadrupled during the time it is exposed to any light source more than starlight (the nighttime of Gyrmashil's Realm is comparable to a full moon and thus would qualify as exposing the Mirror water to light).

If a PCs glances into the Mirror of Loice or looks at its potent waters in a container suitable for viewing one's reflection, the PC will be exposed to his true self, his soul stripped bare for him to see (as well as anyone else looking over his shoulder). For the one being reflected, this is almost always a highly traumatic experience, even for one who has led an exemplary life. The reflected person will be held by his image in a trance for 10 rounds. He will not react in any way to outside stimuli unless attacked for lethal damage (this has to be an attack, not damage caused by environmental conditions or conditions such as thirst or starvation), in which case he will gain a DC 20 Will save to pull himself away from his reflection. This save can be made each round in which he takes damage.

Otherwise, at the end of 10 rounds, the reflected person must make a DC 20 Will save or be entranced for another 10 rounds. Every 10 rounds he can make another DC 20 Will save to pull away from his trance. In theory, it is possible for a person to literally die of thirst staring at his own reflection, though the DC of the Will save makes this very unlikely except for the very weak-willed.

Once a person has pulled away from his trance, he can view his reflection again, but the same trance-like state will occur, except that for each time the reflected person has been in a previous trance of 10 or more rounds the DC of the Will save decreases by 1 as the person becomes accustomed to seeing himself in this fashion.

The first time a person stares at his reflection for 10 consecutive rounds, he will gain an insight about his inner nature. This insight can either make the viewer wiser or drive him just a tiny bit insane. After the 10th round of viewing, the reflected person must make a DC 20 Will save. If the save is successful, the viewer will gain +1 inherent bonus to his Wisdom score. If the reflected person fails the Will save, then he will gain a permanent -1 penalty to his Wisdom score. This penalty cannot be cured or reversed by any means, though it can be effectively negated by increasing Wisdom by a point when the PC next is allowed to increase a characteristic by advancing every 4th level. Once an insight is gained (whether positive or negative), no further insights can be so gained.

Note: DMs should not allow the PCs to, in any way, exploit the powers of the Mirror of Loice. Gyrmashil and the killoren and the spirits will not allow it and would eventually use force to stop the PCs from doing so. Exploitation would include such actions as encouraging others to enter the Realm and partake of the Mirror's waters, or trying to bottle the water and use teleport spells to get it to persons in order to increase their Wisdom.

Retreating from the Cave:

The shadow creatures within the cave are creations of the subconscious will of Gyrmashil. As such, if slain they will reform in 24 hours. In addition, each time one more more creatures of each type are reformed, there is a 10% chance that an additional such creature will appear, reflecting Gyrmashil's subconscious bolstering of his defense of the Mirror.

Returning to Gyrmashil:

If the PCs return to Gyrmashil with water from the Mirror of Loice, they will then need to either convince him to gaze into the water, or simply present the water to him in a manner in which he can see his own reflection.

It should be noted that the Mirror of Loice will reflect the "internal image" even of a normally invisible and/or incorporeal being like the spirit of the land.

If the PCs wish to convince Gyrmashil to view himself in the water, they will have to present a good reason for him to do so. Appealing to his arrogance and pride is a good way to do this (e.g. in simple terms to name him "afraid of his own shadow"). For the purposes of this situation, Gyrmashil will begin with an attitude of either unfriendly or indifferent, depending upon how angry he became at his first meeting with the PCs. He must be made friendly in order to convince him to voluntarily look into the water of the Mirror. Strong appeals to his pride and arrogance will grant a +2 circumstance bonus on the Diplomacy check.

If Gyrmashil agrees to view the waters, he will cause a portion of the floor of his chamber near the pillar to rise up a foot and then curve downward to form a bowl. He will instruct the PCs to fill the bowl with the water. Gyrmashil will then hover over his image, instructing the PCs to back away from the bowl.

Gyrmashil will then hover quietly over the bowl for 10 rounds. During this time, PCs that can observe invisible creatures will see Gyrmashil's shape shudder periodically during this time. After 10 rounds, a telepathic wail will be heard coming from the spirit of the land. He will lament his greed and arrogant pride and rail at his folly at trying to force that which cannot be forced and contain that which should not be contained. He will then acknowledge his true nature and inform the PCs that he only needs to learn one more thing.

With that, he will cause the earthen bowl of water to separate from the floor and hover near the top of the pillar. The top of the pillar will then peel down almost like a banana revealing Hlavanaque's head. Gyrmashil will tilt the bowl slightly towards Hlavanaque and ask his beloved to gaze into the waters. She will do this, and Grymashil will hover behind her, looking at her reflection over her shoulder. While Hlavanaque is entranced by the Mirror water for 10 rounds, Gyrmashil will once again wail and sob telepathically, saying that he sees his beloved's true image and now sees that she is withering away in his Realm and that she would, in truth, fade into nothing or into something much less than herself were she to stay here with him. Furthermore, seeing her true inner self, he realizes that Hlavanaque does not love him and likely never will love him, though he marvels even now at her capacity to forgive him despite his heinous actions.

If the PCs cannot convince Gyrmashil to voluntarily look into the water, they will have to get him to do so. This will not be difficult, if the PCs have some sort of bowl or bowl-like container in which to pour the water. There is no way to use a waterskin or similar container to do this, nor a bottle or vial or flask of any sort. The water, to function, must be viewed as a flat surface and of enough size to encompass a good portion of the reflected being's face or body. Simply splashing the water onto the ground of the chamber will not suffice, as the water will scatter even in its slightly oily form. In theory, the PCs could simply find some sort of hoop or other barrier to form a circle on the floor to contain the water and then pour the water into the circle. A steel shield or buckler will also suffice if flipped over, though a wooden one will not as the water will tend to dribble through the seams of the wood.

If the PCs do not have a bowl or other container sufficient to make a suitable viewing surface, then they will have to exit the chamber and, at worst, craft one from the nearby woods.

If they have a sufficient container, then the PCs merely need to engage Gyrmashil in conversation and thrust the water in front of him. Determining exactly where is face is might present a problem if the PCs cannot see him while he is invisible, but some adroit questioning could determine his location or a simple ruse could entice him to come close to the PCs. The DM should not make it too difficult for the PCs to get the spirit of the land to glance into the Mirror waters.

Once they get him to glance at the water, then events will proceed as described above.

Once Gyrmashil has seen his own true inner self and that of Hlavanaque, he will be full of remorse. He will thank the PCs for showing him his folly and for saving Hlavanaque from a horrific fate. He will inform the PCs that they are his friends and are always welcome to his Realm and that they should now take Hlavanaque back to the killoren, for he does not wish to cause her even a moment's additional distress. He also asks the PCs to convey his sorrow at his actions to the killoren, and that he commends them as guardians of the land and he will double his efforts to make sure they and the land prosper and that no outside influences threaten Aladur.

The Path of Deception:

If the Path of Deception is indicated, the air elemental weird will say:

It is possible to deceive one into giving up the object of his desire. Many are the fiends who have convinced mortals to give up their very souls. But deceiving an immortal is no easy task. Only one steeped in the ways of lore can possibly tell you how to manage this. You must seek the light of knowledge...the burning flame of insight to aid you in this task. My sister who dwells in this Realm knows such lore, or if she does not then there is no such lore to be had.

Seek her out where the hills reach towards the water. There you will see the grey column of her existence and it will guide you to her.

Visiting the Fire Weird:

The fire elemental weird can be found at area 7 (see above for a description).

The fire elemental weird will address the PCs as follows:

I know why you have come. It has been told to me by the breeze that feeds my flames and the zephyrs that cause me to dance and flicker.

You seek to deceive the spirit of the land, so that he will release the object of his desire. I am the diviner of hope, the illuminator of lore that has been long lost but which can guide the suffering and ignorant to their goals. I have a way, though it will be not easy and will require your perseverance and bravery.

I can fashion for you a duplicate of Hlavanaque, for though she is of water and I of flame, still I know her from centuries ago when she abided here. And I know the lore of magic to fashion a duplicate, a simulacrum, of her. And I know the way to fashion such a thing without the need of a piece of her body. But even with my lore, it is not enough, for to fashion a convincing duplicate of such a being as her requires great magic and an expenditure of my own powers, to be lost to me forever. Even these are not enough, for the simulacrum must be bound together with the power of certain gemstones, and to bind her form in such a fashion requires the rarest and most valuable of these.

I require a great many rubies, of flawless composition. But even moreso, I need special rubies, known as fire-star rubies, for they harness within them a bit of the essence of fire that formed them. These rubies are rare indeed, and I do not know where to find them, but I will need at least four such rubies of proper size [and she will gesture the size with her finger, about a quarter inch in diameter] to fashion the simulacrum. In addition, I will require nineteen more in recompense for the power I must sacrifice to animate the form.

Bring me these twenty three gems and I will make for you the simulacrum you require.

Seek you my sister who dwells deep in a cave near the tree of stone. She can guide you to where these gems might be found, or no one can. Follow you the bane of my existence to its source and do not deviate from this path, and you will find the tree.

With that, she will say no more, simply urging the PCs to bring her the gems.

Visiting the Earth Weird:

The directions given to the PCs by the fire elemental weird should be sufficient to direct them to the earth elemental weird at area 5 (see above). The reference to "follow the bane of my existence" refers to the water of the river that flows down out of the mountains and into the lake. Following the river to its source, and not deviating by following the tributary to the west (which will lead to area 6 and the Mirror of Loice) will lead the PCs to find area 5.

The earth elemental weird will address the PCs as follows:

Welcome to my cavern mortals, who seek their destiny with me. What is it you seek, though I have an idea already I should hear it asked from your own lips, so as to set more firmly in stone your fate as writ.

Assuming the PCs tell her that they seek fire-star rubies, she will say:

You seek a very rare prize. For my sister of flame takes great satisfaction in the belief that all earth was originally born of fire, and she believes the evidence of this is in the presence of the fire-star rubies. But I believe that those gems show that fire is subservient to and contained by the forces of earth.

But no matter, for you have not come to debate theosophy. You seek the gems. Yet they cannot be found anywhere in this Realm, nor anywhere on Therra.

But I know where they can be found. And I will guide you to this place if you will agree to provide to me three such gems for my own pleasure.

If asked where this place is, she will say:

It is in my home, which is not here in this cavern in which I reside.

She will not elaborate on this statement.

If asked why she cannot gather for herself such gems, she will say:

All actions have consequences, and even for the same action, the consequences are different for every being.

She will not elaborate on this statement.

Assuming the PCs agree to her request (and if they don't they cannot complete the Path of Deception), then she will float to one side of her pool and raise her hands and concentrate upon her pool for a full minute. The pool will start to swirl in a single direction, instead of the random undulations previously, and within a few rounds a whirlpool of earth will be formed. If any PCs wish to closely observe her ritual, they can make a DC 22 Spellcraft check to identify the casting of two limited wish spells during her ritual.

The earth elemental weird will turn to the PCs and say:

Into the maelstrom you shall go, and into the maelstrom shall you return. But be warned, for this shall abide for a day's time and no more, and then it will shut and you will be lost.

The PCs can now jump into the maelstrom and enter the Elemental Plane of Earth. The weird can hold the portal open for 24 hours, and so if the PCs wish to delay their entrance they can, but that will take time off of their 24 hours. Normally, an elemental weird cannot allow others to use her portal, but in this case she is casting a limited wish spell to alter the portal to open it for 24 hours and another limited wish to guide the portal to the desired location on the Elemental Plane of Earth. Once the 24 hours period is ended, the effects of the limited wish spells will end and her portal will close and snap back to its original location on a far distant part of the Elemental Plane of Earth.

Should this happen, the PCs will find themselves not only trapped on the Elemental Plane of Earth, but without access to any oxygen, as they portal itself is allowing air to flow from Gyrmashil's Realm into this location of the Elemental Plane of Earth. Once closed, the air will leech away fairly quickly through small cracks in the earth walls and PCs will begin to have to hold their breaths in a matter of an hour or so. Of course, PCs with access to spells like plane travel can attempt to flee the plane and PCs with the means to survive the lack of oxygen can remain on the plane indefinitely.

Note: DMs should note that in Therra, creatures with the earth subtype can breathe on the Elemental Plane of Earth even without the presence of oxygen.

The Elemental Plane of Earth:

The Elemental Plane of Earth of Therra has the following traits:

In all respects the Elemental Plane of Earth is as described in the Manual of the Planes.

The area that the PCs will have entered through the weird's maelstrom is a fissure area of the plane where a known network of cracks exist, forming tunnels through the earth. Several pockets to the Elemental Plane of Fire exist in the area and contribute to the fissures as well as its unstable nature. Certainly, the presence of the pockets also explains the presence of the fire-star rubies.

This network is also the feeding and nesting ground of a large colony of crysmals, which have become quite enamoured with the fire-star rubies and feed on them from time to time in order to reproduce. The fire-star rubies and their inherent nature may explain the large size and prodigious capabilities of this group of crysmals.

Fire-star rubies are uniform in size and shape. All are about 1/2 inch in diameter and spherical. They are a deep lustrous red with a tiny spark of orange flame flickering deep within and are worth 1000 gp.

The above map shows the network of tunnels in the region. For convenience, the top of the map will be referred to as "north", despite the fact that no such designation technically applies.

The tunnels are generally between 20 ft and 35 ft wide and just as tall, though these are not rounded tunnels by any means, but tend to narrow significantly as one approaches the sides or center of the ceiling. The floor is also anything but even. Numerous small niches, cracks, and even side tunnels of less than 50 ft length pierce the walls, floor, and ceiling of the network. In all cases floors should be treated as natural stone floors (it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5; running and charging are impossible) and walls are unworked stone walls (DC 15 Climb, per 5 ft: hardness 8, hp 900, break DC 65).

There is no light in any of the network except for the two fire pockets (FP).

There is a 1 in 12 chance of a wandering monster encounter, to be checked for each square traversed or for every hour stationary. If an encounter is indicated, the DM should keep checking for additional encounters in that square or hour until an encounter is not indicated. Multiple encounters can be combined or spaced out randomly or as the DM desires.

Roll (d100)

Encounter
01-22 Earth Elemental
23-44 Earth Elementite Swarm
45-51 Geodite Elemental Steward
52-72 Mephit
73-86 Stone Spike
87-00 Xorn

Earth Elemental:

Encounter will be with with a single elemental of a type as follows:

01-40 = Small
41-70 = Medium
71-85 = Large
86-95 = Huge
96-99 = Greater
00 = Elder

Earth elementals are not particularly aggressive creatures and will tend to disregard the PCs unless the latter make themselves a threat or an annoyance. If the PCs can communicate with the smarter elementals, they may parley with them and, if friendly or helpful, may agree to assist the PCs for a small time. Earth elementals do not eat and do not particularly value gems and precious metals. They will not consent to search for fire-star rubies even if friendly.

It is quite possible for the elemental to come right out of the walls, floor, or ceiling of a network tunnel.

Because the PCs are unlikely to actually get into conflict with an earth elemental, no statistics have been provided. Should they be needed, the DM can refer to the Monster Manual.

Earth Elementite Swarm:

Encounters will be with 1d4 swarms. Elementite swarms are not aggressive at all unless harmed, but they do cause damage simply by moving into a PC's square, and the swarms are curious enough to stop for a round to examine an living creatures they encounter. Such curiousity is likely to be viewed by the PCs as an attack, since it will cause damage, and if the PCs then attack the swarm(s), they will regard the PCs as enemies. Otherwise, after pausing for 1 round at each living being they encounter, the swarms will move on. It is quite possible for the swarms to come right out of the walls, floor, or ceiling of a network tunnel.

EARTH ELEMENTITE SWARM CR 4
Planar Handbook page 115
N Tiny elemental (earth, swarm)
Init +3; Senses darkvision 60 ft; Listen +5, Spot +5


AC 16, touch 11, flat-footed 16
hp 48 (7 HD), half damage from slashing and piercing weapons
Fort +2, Ref +8, Will +2

Spd 20 ft (6 squares), earth glide
Melee swarm (2d6)
Space 10 ft; Reach 0 ft
Base Atk +5; Grp -
Atk Options distraction (DC 14)

Abilities Str 15, Dex 8, Con 12, Int 2, Wis 11, Cha 11
SQ elemental traits, swarm traits
Feats Toughness (3)
Skills Hide +11, Listen +5, Spot +5

Distraction (Ex) Any living creature vulnerable to a swarm's damage that begins its turn with an earth elementite swarm in its square must succeed on a DC 14 Fortitude save of be nauseated for 1 round. The save DC is Constitution-based.

Earth Glide (Ex) Earth elementite swarms can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The swarm's burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elementite swarm flings the swarm back 30 ft and stuns the swarm for 1 round unless it succeeds on a DC 15 Fortitude save.

Geodite Elemental Steward:

Encounters will be with 1d20 geodites. These creatures are curious and seek to press themselves into the service of a worthy psionic manifester. If none of the PCs are psionic, then the geodites will certainly converse with them, but will offer no other help and will quickly grow bored of the PCs and move on.

On the other hand, if a psionic PC is present, the geodites will clamour for him to remember each geodite's name and to one day call him personally to the Material Plane to act as an elemental envoy (see the feat Elemental Envoy in Complete Psionic). Such a PC could convince one or more geodites to accompany him on his quest in this tunnel network. If the PC requests aid and the geodites are indifferent (which is what they start the encounter as), then a single geodite will help. If they are made friendly, then 2 will offer to help. If made helpful, then 4 will offer to aid the PC while on the Elemental Plane of Earth.

Geodites are only aggressive if threatened or attacked, and even then will attempt to flee after using their energy rays by burrowing into the ground.

They are not particularly adept at locating gems and will refuse to do so.

GEODITE ELEMENTAL STEWARD CR 2
Complete Psionic page 131
N Small elemental (earth, psionic)
Init -1; Senses darkvision 60 ft; Listen +0, Spot +0
Languages Terran

AC 17, touch 10, flat-footed 17
hp 16 (3 HD); DR 5/-
Fort +4, Ref +0, Will +1

Spd 30 ft (4 squares), burrow 10 ft (2 squares)
Melee slam +6 (1d4+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +1
Atk Options Power Attack
Psi-Like Abilities (ML 2):
2/day - energy ray (sonic, +2 ranged touch, 2d6-2 damage). create sound, stomp (DC 12)

Abilities Str 16, Dex 8, Con 13, Int 12, Wis 11, Cha 12
SQ elemental traits
Feats Combat manifestation, Improved Natural Attack (slam), Power Attack
Skills Concentration +7, Craft (stonemasonry) +7, Psicraft +7

Mephit:

Encounters will be with 1d12 mephits of the following types:

01-40 = earth mephit
41-70 = glass mephit
71-00 = salt mephit

Mephits are a wildly unpredictable species, and the DM should basically roll a d100 to determine the initial attitude towards the PCs:

01-15 = Hostile (they will attack on sight)
16-35 = Unfriendly (they will threaten the PCs and warn them away; if the PCs react belligerently or do not leave they become Hostile)
36-70 = Indifferent (they will basically ignore the PCs, or speak if conversed with)
71-90 = Friendly (they will be curious about the PCs and ask questions and examine their items and basically make a nuisance of themselves, but will not harm the PCs unless they are threatened by the PCs)
91-00 = Helpful (they will offer to help the PCs find fire-star gems and will accompany the PCs as they journey through the tunnel network)

The PCs can have only one encounter worth of mephits accompanying them at one time. If another group is Helpful, the PCs can choose to accept the new group and dismiss the old group or retain the old group.

Mephits of a given type look down on other mephits, and will insult them and disdain them, though outright hostilities are rare.

EARTH MEPHIT CR 3
N Small outsider (earth)
Init -1; Senses darkvision 60 ft; Listen +6, Spot +6
Languages Terran


AC 16, touch 10, flat-footed 16
hp 19 (3 HD), fast healing 2; DR 5/magic
Fort +4, Ref +2, Will +3

Spd 30 ft (6 squares), fly 40 ft (8 squares) (average)
Melee 2 claws +7 (1d3+3)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +2
Atk Options Power Attack
Special Actions breath weapon, summon mephit
Spell-Like Abilities (CL 6):
1/day - soften earth and stone

Abilities Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
SQ change size
Feats Power Attack, Toughness
Skills Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)

Breath Weapon (Su) 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. A mephit can use its breath weapon once every 1d4 rounds as a standard action.

Change Size (Sp) Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.

Fast Healing (Ex) An earth mephit heals only if it is underground or buried up to its waist in earth.

Summon Mephit (Sp) Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

GLASS MEPHIT CR 3
Sandstorm page 175
N Small outsider (earth)
Init +4; Senses darkvision 60 ft; Listen +6, Spot +6
Languages Terran


AC 16, touch 11, flat-footed 16
hp 16 (3 HD), fast healing 2; DR 5/magic
Fort +4, Ref +3, Will +3

Spd 30 ft (6 squares), fly 40 ft (8 squares) (average)
Melee 2 claws +7 (1d3+3 plus 1 fire)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +2
Atk Options Power Attack
Special Actions breath weapon, summon mephit
Spell-Like Abilities (CL 3):
1/hour - blur (mephit only, when the mephit activates its blur ability, its skin becomes translucent.)
2/day - heat metal

Abilities Str 16, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Feats Improved Initiative, Power Attack
Skills Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +6, Hide +10, Intimidate +4, Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings)

Breath Weapon (Su) 10-ft. cone of molten glass, damage 1d4 fire, Reflex DC 13 half. Living creatures that fail their saves are exposed to splashes of hot glass that continue to burn their skin. The molten glass deals an extra 1d4 points of fire damage per round for 3 rounds. The creature can take a full-round action to scrape off the burning material; doing so means the creature stops taking the additional damage. The save DC is Constitution-based and includes a +1 racial bonus. A mephit can use its breath weapon once every 1d4 rounds as a standard action.

Change Size (Sp) Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.

Fast Healing (Ex) A glass mephit heals only if it is touching molten glass or a flame at least as large as a torch..

Summon Mephit (Sp) Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

SALT MEPHIT CR 3
N Small outsider (earth)
Init -1; Senses darkvision 60 ft; Listen +6, Spot +6
Languages Terran


AC 16, touch 10, flat-footed 16
hp 19 (3 HD), fast healing 2; DR 5/magic
Fort +4, Ref +2, Will +3

Spd 30 ft (6 squares), fly 40 ft (8 squares) (average)
Melee 2 claws +7 (1d3+3)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +2
Atk Options Power Attack
Special Actions breath weapon, draw moisture 1/day, summon mephit
Spell-Like Abilities (CL 3):
1/day - glitterdust (DC 14)

Abilities Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Feats Power Attack, Toughness
Skills Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)

Breath Weapon (Su) 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. A mephit can use its breath weapon once every 1d4 rounds as a standard action.

Draw Moisture (Sp) Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a -2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.

Fast Healing (Ex) A salt mephit heals only if in an arid environment.

Summon Mephit (Sp) Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Stone Spike:

Encounters will be with 1d6 stone spikes.

These creatures will tend to ignore any beings that do not molest them. They feed on rocks of various sorts and are unconcerned with gems. However, if spoken to in Therran or Dwarven, they can be convinced to help the PCs if their attitude is changed to helpful. They begin the encounter as indifferent. If a dwarf is amongst the PCs then they will begin as friendly. If a PC speaks to them in Dwarven, that PC will gain a +2 circumstance bonus on his Diplomacy check. They dwell in these fissures, as they cannot easily burrow or earth glide like many of the other denizens of the Elemental Plane of Earth.

If a stone spike is friendly to the PCs, it can be convinced to go and search for fire-star rubies. Allow each stone spike a 15% chance of locating a ruby after 4d100 rounds of searching and if a roll indicates success, then roll another 15% chance to indicate whether a second one was found during this time and keep rolling 15% chances indicating additional fire-star rubies found during the search period until a chance is unsuccessful.

A given stone spike will only search once, no matter its attitude.

STONE SPIKE CR 2
Monster Manual II page 191
N Medium elemental (earth)
Init -1; Senses darkvision 60 ft; Listen +6, Spot +4
Languages Terran, Dwarven

AC 18, touch 10, flat-footed 18
hp 25 (3 HD)
Fort +7, Ref +1, Will +1

Spd 20 ft (4 squares)
Melee 2 slams +6 (1d8+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +6
Atk Options Alertness, Power Attack

Abilities Str 18, Dex 8, Con 19, Int 4, Wis 11, Cha 11
SQ elemental traits
Feats Power Attack
Skills Listen +6, Spot +4

Xorn:

Encounter will be with xorn as follows:

01-50 = 1d6 minor xorns
51-90 = 1d6 xorns
91-00 = 1d3 elder xorns

Xorns will be passing through the region looking for gems to eat. They can be quite aggressive if the PCs are carrying large quantities of gems, likely demanding whatever gems the PCs carry (including gem dust for spell components) if the amount is more than 100 gp worth unless it is sealed away in airtight containers. Diplomacy or Intimidate can be used to lower the amount demanded. Xorns that smell gems will begin unfriendly. If made indifferent they can be bargained down to demanding half of the germs, and if made friendly can be bargained down to 25%. If made helpful, they will not demand any gems.

Even if helpful, the xorns consider all gems on this Plane to be more rightly theirs than creatures from the Material Plane and they will resent such beings coming to their home plane to plunder their gems, especially gems as tasty as fire-star rubies. They will never consent to actually mining and retrieving such gems from the PCs even if helpful. Only some sort of magic compulsion will accomplish this.

If somehow the PCs do compel the xorns to search for gems, use the chances given above for stone spikes but the time to search is decreased to 4d10 rounds.

MINOR XORN CR 3
N Small outsider (earth)
Init +0; Senses all-around vision, darkvision 60 ft, tremorsense 60 ft; Listen +6, Spot +8
Languages Terran

AC 23, touch 11, flat-footed 23; all-around vision (cannot be flanked)
hp 22 (3 HD); DR 5/bludgeoning
Immune cold, fire
Resist electricity 10
Fort +5, Ref +3, Will +3

Spd 20 ft (4 squares), burrow 20 ft (4 squares); earth glide
Melee bite +6 (2d8+2) and 3 claws +4 (1d3+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +1

Abilities Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Feats Multiattack, Toughness
Skills Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)

Earth Glide (Ex) A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

XORN CR 6
N Medium outsider (earth)
Init +0; Senses all-around vision, darkvision 60 ft, tremorsense 60 ft; Listen +10, Spot +10
Languages Terran

AC 24, touch 10, flat-footed 24; all-around vision (cannot be flanked)
hp 48 (7 HD); DR 5/bludgeoning
Immune cold, fire
Resist electricity 10
Fort +7, Ref +5, Will +5

Spd 20 ft (4 squares), burrow 20 ft (4 squares); earth glide
Melee bite +10 (4d6+3) and 3 claws +8 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Atk Options Power Attack
Special Actions
Cleave

Abilities Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Feats Cleave, Multiattack, Power Attack, Toughness
Skills Hide +10, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground)

Earth Glide (Ex) A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

ELDER XORN CR 8
N Large outsider (earth)
Init +0; Senses all-around vision, darkvision 60 ft, tremorsense 60 ft; Listen +18, Spot +22
Languages Terran

AC 25, touch 9, flat-footed 25; all-around vision (cannot be flanked)
hp 130 (15 HD); DR 5/bludgeoning
Immune cold, fire
Resist electricity 10
Fort +13, Ref +9, Will +9

Spd 20 ft (4 squares), burrow 20 ft (4 squares); earth glide
Melee bite +21 (4d8+7) and 3 claws +19 (1d6+3)
Space 10 ft; Reach 10 ft
Base Atk +15; Grp +26
Atk Options Power Attack
Special Actions
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush

Abilities Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness
Skills Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)

Earth Glide (Ex) A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Finding Gems:

Note: The below rules are not meant to be an accurate treatise on gem mining, nor is it meant to be carefully play balanced should the PCs decide to remain in the fissure or return to it and begin mining operations. The DM should, in this case, come up with workable mining rules that do not unbalance the game. The chances below of finding gems are meant to be a somewhat blended chance for the PCs to find gems and for such gems to be present there in the first place. DMs should not take these percentages as being indicative of the overall dispersal of fire-star rubies in the fissure.

The PCs have a chance of finding fire-star rubies during their wandering through the network. Fire-star rubies to be found in encounter locations are dealt with in those locations. However, there is a 2% chance that a fire-star ruby is simply lying around in any given square on the network map (further consecutive rolls of 2% mean multiple gems in the same square). These are generally dislodged by the earthquakes and tremors that plague the fissure, though occasionally they are left behind by burrowing creatures that either missed them or do not care about them. There is no chance of finding other gems here. There are plenty of crystals and semi-precious quartz and other stones here, but only the fire-star rubies are valuable. All fire-star rubies are of the same size, spherical, and worth a base 1000 gp. They cannot be cut, as this will extinguish the fire within.

If a fire-star ruby is present in a square, the PCs will need to make a DC 35 Spot check if moving at normal speed and not really trying to find them. If moving at normal speed but keeping their attention focused on the ground and walls looking for rubies, then they will be more likely to be surprised by wandering creatures, but only need a DC 25 Spot check to find them.

If moving at half speed and searching, then a DC 20 Spot check is needed.

If a square contains no fire-star rubies, then it will not contain one during the 24 hours the PCs have to explore the fissure. Should the PCs somehow remain here for a long period of time (after the maelstrom closes), then the DM can allow a new chance for such gems to appear every 30 days or so. If the PCs are determined to return here later to mine gems, the DM should feel free to lower the frequency so that the PCs do not end up making bag loads of gold pieces by retrieving and selling fire-star rubies.

If the PCs, instead of simply trusting to serendipity to stumble across the gems, actually make an effort to look for gems, they may do so. The ability of a PC or summoned creature smart enough to recognize gems, to travel into the walls of the fissure tunnels will help here, as will mining equipment or capabilities.

Basically, just taking hammers or improvised tools or weapons and smashing at the walls will tend to be unproductive. Allow, only for the purposes of this adventure, a 1% chance per 10 ft cube of stone smashed through that a fire-star gem will be found (further consecutive rolls of 1% mean multiple gems in the same cube). Given that the walls are unworked stone, it will take 1800 hp of damage (after hardness of 8) to mine such a section. If another PC is not available to sift through the rubble, then at least 100 rounds will be needed to sift through and find the gem(s). Needless to say, this is not the best way to find gems.

If a PCs has the Profession (miner) skill, then he can make a skill check in each network map square while traveling at half speed. During this time he is examining the walls, floor, and ceiling for telltale signs as to where a gem lode might be. A DC 20 Profession (miner) check is needed to locate 1d8-1 potential gem lodes in a square. Once a square is checked, it can be rechecked, but there will never be more than the 1d8-1 potential lodes in the square. The chance of a potential gem lode actually having gems is equal to 5% plus an additional 1% for every point by which the Profession (miner) check exceeded 20. Thus a Profession (miner) check of 35 will allow each node to have a 20% chance of actually panning out.

A given lode will be 1d10x10 ft deep in the walls, floor, or ceiling of the fissure (assume 30% floor, 60 % walls, and 10% ceiling [the latter simply because it will be more difficult to note lode indicators on the ceilings]). If a lode pans out, it will contain 1d3 fire-star rubies.

If the PCs have applicable treasure-finding magic to aid them, the DM should set a Profession (miner) skill level appropriate to the magic being used and then use this skill check to locate lodes as detailed above.

Note that any mining done by means other than earth glide or the like will result in a potential collapse (see below).

Collapses and Earthquakes:

Collapses:

Collapses can occur in the fissure area if creatures not native to the plane attempt to carelessly dig into the walls, floor, or ceiling. Any smashing or digging into the stone walls has a chance of causing a collapse. For each 10 ft cube dug, allow a 25% chance of a collapse. A Knowledge (architecture and engineering), Craft (stonemasonry), or Profession (miner) check can mitigate this chance by the amount of the check result. The stonecunning racial trait applies to this check as well.

A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A collapse will occur with a bury zone of d10 x 5 ft radius from the point of disturbance and a slide zone of half that amount (rounded up).

Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.

Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check. If it fails, he takes 1d6 points of lethal damage each minute thereafter until freed or dead.

Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs one ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. You may allow a buried character to free himself with a DC 25 Strength check.

Earthquakes:

DMs should allow a 5% chance per hour that an earthquake occurs in the fissure. 95% of the time such quakes will be minor tremors that the PCs note but have no other effect.

5% of the time such quakes will be big, acting like a earthquake spell in a 150 ft radius. In addition, characters in caverns or passages must make Reflex saves (DC 17) or wind up in the bury zone of a cave-in (see above for details, those PCs caught will then get the DC 15 Reflex save mentioned in the previous section to take half damage from the cave-in).

The frequency of earthquakes here is heightened due to the presence of the maelstrom and the rush of air that is coming into the fissure from it. Normally, earthquakes are much less common that indicated here.

C. Crysmals (EL varies)

These are three caverns some 60 ft to 80 ft in diameter and about 35 ft tall.

Creatures: Within each cavern are 1d4+2 crysmals. These creatures have widened the fissure here in order to find fire-star gems and are quite possessive of their caverns. They will tend to attack intruders on sight, though if any PC can speak Terran he can attempt to change their attitude from unfriendly to friendly by speaking out and convincing them to stop and listen long enough to make a Diplomacy check (DM's discretion).

Friendly or helpful crysmals will allow the PCs to pass through, but will not allow them to mine for gems in their caverns or to retrieve gems from their cavern. They will not trade their fire-star rubies, even for other gems, as these rubies are useful for reproducing large crysmal specimens that other gems cannot. Indifferent or unfriendly crysmals will threaten the PCs and unless they retreat out of sight the way they came they will be attacked. Hostile crysmals will simply attack.

A close look at the crysmals (Spot DC 20) will show that inside of each, below the eyes and past the mouth, is a tiny orange flicker of flame reminiscent of the flame inside a fire-star ruby. A DC 35 Knowledge (planes) check will reveal that crysmals reproduce with gems and that normal crysmals do not have such a flickering flame within their bodies.

ADVANCED CRYSMAL CR 7
Expanded Psionics Handbook page 194
LN Large elemental (earth, psionic)
Init +1; Senses darkvision 60 ft; Listen +3, Spot +11
Languages Terran (understand only)


AC 20, touch 10, flat-footed 19; Dodge, Mobility
hp 153 (18 HD); DR 5/bludgeoning
Immune cold, fire
Resist electricity 15
Fort +17, Ref +9, Will +6

Spd 30 ft (6 squares), burrow 20 ft (4 squares)
Melee sting +21 (1d8+13/19-20)
Space 10 ft; Reach 10 ft
Base Atk +13; Grp +26
Psi-Like Abilities (ML 2):
3/day - psionic dimension door
At will - control object, control sound, detect psionics, empty mind, mind thrust (2d10, DC 13)*

Abilities Str 28, Dex 12, Con 18, Int 6, Wis 10, Cha 14
SQ elemental traits
Feats Alertness, Dodge, Great Fortitude, Improved Critical (sting), Improved Natural Attack (sting), Lightning Reflexes, Mobility
Skills Appraise +10, Climb +17, Jump +16, Listen +3, Spot +11

* Includes augmentation for the crysmal's manifester level.

Tactics: The crysmals will attack en masse, using their mind thrust ability from range while closing to use their sting. They will use their dimension door to surround or catch up to enemies, as opposed to fleeing.

Treasure: Each crysmal has in its center a fire-star ruby. In addition a casual search of the cavern will turn up a pile of 1d3 fire-star rubies, which the crysmals have gathered in order to later reproduce.

E. Entrance

This is a small cave about 30 ft in diameter and 20 ft tall. The maelstrom is present on the east wall and a passage leads west out of the chamber.

EG. Earth Glider (EL 12)

The PCs will hear the sounds of fighting when they come within 250 ft of this cavern.

The cave is about 60 ft deep and 40 ft wide and 40 ft tall.

Creatures: An earth glider has just burst into a cavern that was being mined by a group of pech (companions to those in area P). The earth glider has just slain two of the pech here and rendered two more unconscious and bleeding (at -2 and -4 hit points respectively) and is now going after the rest of the pech, who are reluctant to flee and leave their dying comrades. The earth glider is between the peches and the entrance to the cavern, with its back to the PCs as they approach.

EARTH GLIDER CR 12
Underdark page 84
NE Large outsider (earth, evil)
Init +2; Senses darkvision 60 ft, tremorsense 60 ft; Listen +18, Spot +18
Languages Terran


AC 29, touch 11, flat-footed 27
hp 142 (15 HD), Die Hard; DR 5/bludgeoning
Immune fire
Resist electricity 10
Fort +14, Ref +11, Will +9

Spd 20 ft (4 squares), burrow 50 ft (10 squares); earth glide
Melee gore +23 (2d10+9) and bite +21 (2d8+4 plus poison) and 2 wing buffets +21 (1d6+4) and tail slap +21 (2d6+4)
Space 10 ft; Reach 10 ft
Base Atk +15; Grp +28
Atk Options Cleave, Great Cleave, Power Attack

Abilities Str 28, Dex 14, Con 21, Int 10, Wis 11, Cha 10
Feats Cleave, Die Hard, Endurance, Great Cleave, Multiattack, Power Attack
Skills Hide +16, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +20, Search +18, Spot +18, Survival +18 (+20 following tracks or underground)

Earth Glide (Ex) An earth glider can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples or other signs of its presence. A move earth spell cast on an area the earth glider occupies flings it back 30 ft but has no other effect.

Poison (Su) Bite, Fortitude DC 22, initial and secondary damage 1d6 points of Charisma damage. An opponent deduced to 0 Charisma by the earth glider's poison is petrified, as if by the flesh to stone spell.

PECHES (8 + 2 unconscious) CR 3
Tome of Horrors 3.5 page 291
N Small fey (earth)
Init +1; Senses darkvision 60 ft, light blindness; Listen +10, Spot +10
Languages Terran


AC 17, touch 12, flat-footed 16
hp 18 (4 HD); DR 10/cold iron
Immune petrification
SR 16
Fort +2, Ref +5, Will +5

Spd 20 ft (4 squares)
Melee heavy pick +7 (1d4+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Combat Gear heavy pick
Atk Options earth mastery, Power Attack, stone knowledge
Spell-Like Abilities (CL 10 [CL 16 for special]):
4/day - stone shape, stone tell
Special 1/day - 4 peches together can cast a wall of stone, 8 peches together can cast a stone to flesh (DC 17)

Abilities Str 19, Dex 13, Con 13, Int 12, Wis 13, Cha 12
Feats Alertness, Power Attack
Skills Climb +8, Craft (stonemasonry) +12, Hide +5, Knowledge (architecture and engineering) +8, Listen +10, Move Silently +4, Profession (miner) +12, Spot +10, Survival +4
Possessions Combat gear plus pouches (some with fire-star rubies, refer to Treasure below)

Earth Mastery (Ex) A pech gains a +1 bonus on attack and damage bonus if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pech takes a -4 penalty on attack and damage rolls.

Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a pech for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Stone Knowledge (Ex) The extensive knowledge of stone that a pech possesses grants it a +1 racial bonus on attack and damage rolls against creatures made of stone or earth (such as earth elementals, stone golems, and so on).

Tactics: The earth glider will attack the peches remorselessly, until and unless it is attacked by the PCs, in which case it will respond to the greatest threat. The peches know they are quite outmatched, despite their damage resistance, and if left to their own will eventually decide to retreat after more of their number fall by rushing past the earth glider and then trying to make their way to their comrades in area P. Given the speed and capabilities of the earth glider, this is likely to be a futile endeavour, and so it will be up to the PCs to save the peches.

If the earth glider is reduced to 15 hp, it will flee, using its earth glide ability.

Developments: The peches are here mining fire-star rubies. If the PCs intervene and save them, they will be very thankful, though mourning the death of their comrades. They will offer the PCs their fire-star rubies and advise them to come with them and speak with the rest of their group, whom they believe would also gratefully give up their rubies to the PCs.

On the other hand, if the PCs allow the peches to die and remain hidden from the earth glider, it will begin to feed and, if allowed to feed, will take 2 hours to do so, not consuming all of the pech bodies, before gliding out of the fissure area.

Once the pech have survived the earth glider attack, they will wish to warn their comrades that there may be more earth gliders afoot and the whole group will wish to beat a hasty retreat from the area (using their stone shape ability and stone to flesh ability to tunnel out of the area and to a nearby tunnel that leads eventually back to their homes).

Treasure: There are a total of a dozen fire-star rubies amongst the peches here (including the unconscious and dead peches). If the earth glider is allowed to feed for 2 hours, then it will have swallowed four of the gems, leaving 8 behind. If it is necessary to determine how many rubies a given pech has, roll 1d3-1 and assign that many rubies to that pech (including the dead and unconscious ones). When the total number present have been allocated, the remaining pech have none.

FP. Fire Pockets (EL varies)

PCs will begin to feel the air heating up in the square adjacent to these locations.

These are locations where permanent pockets from the Elemental Plane of Fire have opened. These locations are comprised of a floating sphere of magma some 30 ft in diameter from which flames shoot out up to 20 ft. The sphere floats in a 100 ft diameter spherical cavern whose walls are made of blackened glass (caused by the heat from the pocket).

The cavern is hot. Just entering the place will subject PCs to 1d6 points of fire damage per round. Approaching to within 20 ft of the magma sphere will cause 3d6 points of fire damage per round.

Touching the magma is exactly like touching normal magma, except that the PC will also take the 3d6 points of fire damage from being within 20 ft of the sphere. Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).

An immunity or resistance to fire serves as an immunity or resistance to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava.

Within these caverns, in addition to the planar traits of the Elemental Plane of Earth, some traits of the Elemental Plane of Fire also apply:

Creatures: Each fire pocket contains a group of creatures.

The eastern most fire pocket contains 4 magma paraelementals. Like all paraelementals, their dual nature makes them unstable and dangerous, as a DC 20 Knowledge (planes) check will reveal. The elementals will attack any non-fire and non-earth creatures they see, bellowing in a combination of Ignan and Terran of intruders from the profane world encroaching on their domain. There will be no parleying with these creatures.

HUGE MAGMA PARALEMENTALS (4) CR 7
Manual of the Planes page 182
N Huge elemental (earth, fire)
Init -1; Senses darkvision 60 ft; Listen +9, Spot +10
Languages Ignan, Terran

AC 17, touch 7, flat-footed 17; burn
hp 152 (16 HD); DR 5/-
Immune fire
Vulnerable cold
Fort +15, Ref +4, Will +5

Spd 30 ft (6 squares)
Melee slam +19 (2d10+13)
Space 15 ft; Reach 15 ft
Base Atk +12; Grp +29
Atk Options burn. Power Attack
Special Actions Cleave, Greater Cleave, Improved Bull Rush

Abilities Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
SQ elemental traits
Feats Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills Listen +9, Spot +10

Burn (Ex) Those grappled by a magma paraelemental or hit by its slam attack must succeed at a Reflex save or catch fire. The fire burns for 1d4 rounds (see Catching on Fire, page 86 of the Dungeon Master’s Guide). The Reflex save DC is 17. A burning creature can take a move equivalent action to put out the flame. Creatures hitting a magma paraelemental with natural weapons or unarmed attacks must likewise make a DC 17 Reflex save to avoid catching fire.

The westernmost pocket contains 10 magmin. These beings have just come through the pocket from the Elemental Plane of Fire and are looking for some sport. They are certainly not expecting to encounter the PCs, and will be quite amused and apt to tease them, threaten them, play pranks, or other make themselves annoying. They will not, however, attack unless threatened, and they know nothing about the fire-star rubies (though they are apt to claim they do and make the PCs go through any number of humiliating or pointless antics in exchange for the supposed location of a motherlode of such gems). If left to their own devises, they will explore this isolated section of the fissure and remain playing around for 24 hours before retreating back into the fire pocket.

MAGMIN (10) CR 3
CN Small elemental (fire)
Init +0; Senses darkvision 60 ft; Listen +0, Spot +3
Aura fiery aura (20 ft, 1d6 fire damage, DC 12 Fortitude)
Languages Ignan


AC 17, touch 11, flat-footed 17; melt weapons
hp 11 (2 HD); DR 5/magic
Immune fire
Vulnerable cold
Fort +3, Ref +3, Will +0

Spd 30 ft (6 squares)
Melee burning touch +4 (1d8 fire plus combustion)
Melee slam +4 (1d3+3 plus combustion)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -1
Atk Options combustion

Abilities Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
SQ elemental traits
Feats Great Fortitude
Skills Climb +4, Spot +3

Combustion (Ex) Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.

Fiery Aura (Ex) Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.

Melt Weapons (Ex) Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.

Treasure: The easternmost fire pocket contains 1d6 fire-star rubies half buried into the floor, walls, and ceiling (determine randomly). There are no further rubies to be had deeper in the walls of the cave.

The westernmost fire pocket has no rubies anywhere within it.

G. Gem Lode

Note, this area is not directly connected to the network of tunnels emanating from the entrance cave (area E) and the PCs, to access it, must somehow dig or travel through stone or teleport to reach the passages that lead to this place.

This cavern is actually an intersection of several cracks and faults in the rock. It is a large lode of fire-star rubies, and upon entering the place 6 will be visible sticking out of the walls. 8 man-hours of searching and lightly chipping away at the walls will turn up another 6, plus 1 for every 5 points that a Search check exceeds DC 20 (one cannot take 20 on this check). A Profession (miner) check will also add 1 for every 5 points that it exceeds DC 20.

Actual mining here has a double chance of turning up additional gems, and there will be an additional 2d8-2 gems to find, but the place is somewhat unstable (a DC 20 Knowledge [architecture and engineering] or Craft [stonemasonry] or Profession [miner] to note this fact) and the chances of a collapse are doubled.

P. Peches

PCs will hear the sound of mining (rhythmic metal on stone) from adjacent squares on the network map.This is a small widening at the junction of several cracks and fissures.

Creatures: 12 peches are here mining away for fire-star rubies. They are the compatriots of the peches in area EG.

They will be surprised to see the PCs and will be very wary, though they will neither attack nor flee unless threatened. The peches will initially be indifferent to the PCs and rather guarded, suspecting that perhaps the PCs intend to steal their gems. If made friendly they will relax and speak more openly with the PCs and mention that this is an ideal area to find fire-star rubies and even admit that they have had some luck in finding some. They will also mention that another group of their folk went south to look for a promising lode there. The peches will be willing to sell half of their fire-star rubies to the PCs at a rate of 2000 gp in gems, coins, or useful magic items in exchange for each fire-star ruby. They will not haggle or bargain from this price.

If made helpful, the peches will offer to give the PCs 2 gems and trade up to half of the remainder at a rate of 1500 gp in gems, coins, or useful magic items per fire-star ruby. They will not haggle or bargain from this price.

PECHES (12) CR 3
Tome of Horrors 3.5 page 291
N Small fey (earth)
Init +1; Senses darkvision 60 ft, light blindness; Listen +10, Spot +10
Languages Terran


AC 17, touch 12, flat-footed 16
hp 18 (4 HD); DR 10/cold iron
Immune petrification
SR 16
Fort +2, Ref +5, Will +5

Spd 20 ft (4 squares)
Melee heavy pick +7 (1d4+4)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
Combat Gear heavy pick
Atk Options earth mastery, Power Attack, stone knowledge
Spell-Like Abilities (CL 10 [CL 16 for special]):
4/day - stone shape, stone tell
Special 1/day - 4 peches together can cast a wall of stone, 8 peches together can cast a stone to flesh (DC 17)

Abilities Str 19, Dex 13, Con 13, Int 12, Wis 13, Cha 12
Feats Alertness, Power Attack
Skills Climb +8, Craft (stonemasonry) +12, Hide +5, Knowledge (architecture and engineering) +8, Listen +10, Move Silently +4, Profession (miner) +12, Spot +10, Survival +4
Possessions Combat gear plus pouches (some with fire-star rubies, refer to Treasure below)

Earth Mastery (Ex) A pech gains a +1 bonus on attack and damage bonus if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pech takes a -4 penalty on attack and damage rolls.

Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a pech for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Stone Knowledge (Ex) The extensive knowledge of stone that a pech possesses grants it a +1 racial bonus on attack and damage rolls against creatures made of stone or earth (such as earth elementals, stone golems, and so on).

Developments: If the PCs have intervened on behalf of the peches in area EG and at least one pech who was conscious when the PCs intervened is still alive, then the peches here will offer the PCs their thanks and, if they find out that the PCs seek fire-star rubies will gladly hand over all they possess.

If the PCs return only with peches who were unconscious before the PCs intervened against the earth glider, then the peches will at first be suspicious that the PCs somehow harmed or robbed them. Upon reviving one of the peches (which will require healing by the PCs), that pech can confirm the attack by the earth glider, in which case these peches will thank the PCs for bringing the wounded to them and offer the PCs 1 fire-star ruby for each pech they have returned to them alive.

The pech will not, even if helpful, do any mining for the PCs. A few hours after they meet the PCs they will begin to wonder about their companions and head to area EG where they will find the aftermath of the attack there or, if the PCs never visited that area yet, they will join their fellows for a little extra mining and rest and be attacked by the earth glider when the PCs do arrive.

Once this group learns about the earth glider attack, they will worry that there may be more earth gliders afoot and the whole group will wish to gather up all thier folk and beat a hasty retreat from the area (using their stone shape ability and stone to flesh ability to tunnel out of the area and to a nearby tunnel that leads eventually back to their homes).

Treasure: These peches have a total of 8 fire-star rubies (if it is necessary, assume a given pech has 1d3-1 such rubies and once all 8 are allocated the rest have none).

Returning to the Earth Weird:

When the PCs return through the maelstrom, they will arrive back in the cave of the earth weird. She will welcome them and ask them if they have succeeded.

If the PCs have not succeeded, the earth weird will not open another portal for them, but will advise the PCs that there is always another way and tell them to speak to her sister of the air. The air elemental will then advise the PCs on one of the other paths (The Path of Battle or the Path of Enlightenment).

If the PCs have gems, then the earth weird will demand her 3 for opening the portal. She will demand this even if the PCs do not have enough gems to complete this path and even if her taking the 3 gems would render them unable to satisfy the fire weird. The earth weird will simply say that this failure is their destiny and advise them to speak to her sister of the air.

It will be very difficult for the PCs to lie to the weird and sneak gems by her. Her Sense Motive skill is +13 and she has access to a great many divination spells, such that the DM can assume she will use detect thoughts and various other spells to determine if the PCs carry fire-star rubies. The DM can either game this out by choosing which spells she might have, or he can simply assume she knows precisely how many gems the PCs obtained (this is not unreasonable due to her connection with the earth).

If the PCs refuse to turn over the gems she will be quite angry and will threaten them, eventually attacking them. If the PCs do not submit and pay the gems, or if they attack her back, or if they flee with the gems, her sisters will instantly know of this and be hostile to the PCs, effectively diminishing any chance that the PCs can finish this scenario.

Assuming the PCs pay the earth weird and have enough gems to satisfy the fire weird, she will then say the following to them:

Now take the rest to my fiery sister, that you may set the land aright.

Returning to the Fire Weird:

If the PCs return to the fire weird with enough rubies (22 in total), the fire weird will be quite pleased. She will take her 19 in payment and immediately begin to take three of them and gather up magma from her pool and, using the three as a sort of crystalline heart, will begin to shape a simulacrum. The weird will remark that it will take her 12 hours to fashion the being. Normally a simulacrum needs ice or snow, but the fire-star rubies and the fire weird's very nature allows her to form the duplicate from magma, even despite the fact that it is a water spirit being duplicated!

The fire weird knows the Eschew Materials feat, which allows it to fashion the duplicate without the need of body parts from Hlavanaque. It is enough that the fire weird knows her and has met and seen her.

After 12 hours, the duplicate will be complete. The fire weird will finish the last bits of the spell and then admire her creation, which is an amazingly beautiful duplicate of Hlavanaque (refer to the section below entitled "Hlavanaque" for details of her appearance).

The fire weird will speak to the duplicate:

You are not Hlavanaque, the spirit of water. You are her sister, a twin in all respects who is also called Hlavanaque. Your sister is captive of the spirit of the land of Aladur named Gyrmashil. Gyrmashil is enamoured of your sister, but she is not in love with him. Even moreso, she will perish should she remain captive, and the land will suffer.

You, however, love Gyrmashil. He is the only thing worthy in your existence and only to such a wise and powerful being such as he could you ever give your love. You desire to give it to him more than anything you have ever felt. You feel you will fade away and die should you not love him for an eternity.

It is your destiny to be one with Gyrmashil. That this destiny means your sister should be released and the land be healed is merely proof that even the fates want your love to happen.

These good folk you see with me will take you to Gyrmashil's abode. There you will pledge your undying love to him and plead that your sister be released, for your love will be all-consuming and allow no place for your sister. You will not rest until you and he are one. Do you understand?

The duplicate will nod and speak in Aquan:

I do understand milady and I thank you from all my heart that you have made my deepest desires bear fruit. I am eager to go and take my place beside my love for ever!

The fire weird will nod in approval and then turn to the PCs:

If fortune as well as fate has smiled upon you, and an extra bounty of the gems are in your grasp, I can grant a book to you, for I can manipulate the flame within each gem in a special way. You can each once gaze into the heart of a stone and crush it quickly and consume the flame within before it fizzles away. If you do so, I will cause the flame will burn your heart and mind and if you can withstand it you will gain greater insight and compassion. But there is a danger that such fire will consume you and you will live in memory of its pain and your loss forever.

Each PC can do as the weird has described. This ritual must be performed in the presence of this fire elemental weird, and she will only make this offer once, now. Each PC will require a gem to perform the ritual. On swallowing the flame, the PC will feel its heat flash up and down his body.

If the save is successful, the eater will gain +1 inherent bonus to his Intelligence and Charisma scores. If the person fails the Will save, then he will gain a permanent -1 penalty to his Intelligence and Charisma scores. This penalty cannot be cured or reversed by any means, though it can be effectively negated by increasing Intelligence and/or Charisma by a point when the PC next is allowed to increase a characteristic by advancing every 4th level. Once an insight is gained (whether positive or negative), no further insights can be so gained.

Making the Switch:

Making the switch should be relatively easy. The PCs have already done the hard part, and so the DM should allow them to make the switch with a bit of thought. The simulacrum speaks Aquan and Sazhan.

The PCs should return to Gyrmashil's chamber (area 3), and the simulacrum will be extremely eager to do so as quickly as possible, convinced of her immense love for the spirit of the land and of his love for her and a bit jealous of her "sister".

When the PCs do return to Gyrmashil's chamber, he will emerge in his amorphous and invisible form and ask the PCs what trickery is this (referring to the simulacrum)?

A dialogue of what comes next is set forth below, but the DM should feel free to allow the PCs to chime in and alter the dialogue accordingly. The simulacrum will speak Aquan during the below dialogue.

Gyrmashil: What trickery is this? How is it that my most beloved appears before me, and yet still remains within my loving embrace?

Simulacrum: I am Hlavanaque, twin sister of Hlavanaque that you hold. You have chosen the wrong sister. I have come here to offer my unconditional and undying love for you, that I may join with and be one with you and sit by your side for eternity. It is a desire that infuses my very being. It is a desire that, should you refuse me, I would perish from grief.

Gyrmashil: Hah! I find this difficult to believe. How could you come to know me so that you have such a desire for me?

Simulacrum: I and my sister are two facets of the same gem. We are as a one and its reflection gazing at each other in a placid lake. We are two, but are also two halves of the one. In having me, in some real sense, will you also have her. And because of this sharing between us, I have known of you as much as my sister. And every entreaty made to her that she has rejected has instead pierced my heart and my soul.

Gyrmashil: This is a trick...and illusion or some magic done by you mortals to dupe me. But I am not fooled so easily. I shall embrace her, and if she prove false, your lives are forfeit!

With that he will hover over to her and surround her with himself, and a translucent pillar similar to the one enfolding Hlavanaque will appear, though this is not solid. The simulacrum will tilt back her head and moan in ecstasy for a minute while he enfolds her.

Gyrmashil: She...is...real. Her beauty is that of Hlavanaque's. Her soul is that of Hlavanaque. And her love for me is abiding and deep!

But why should I not keep two where I had one?

Simulacrum: My love for you is all-consuming. I will not share you. I am worthy of you, she is not. She rejects you, I embrace you. Would you hold in your grasp two who will not love you or one who will? Are two, who want you not, really the measure of one who wants you more than anything?

Free my sister that my love for you is not diminished and your love in return is not diluted. Let us revel in each other forever!

Gyrmashil: Yes! I cannot be fooled. I feel your love. It is genuine. It is real. You are real. I do not need your sister! She is hard and cold like water turned to ice, but you are the lilting of waves against a serene shoreline. You are the gentle rain on the meadows. You are the clean, pure lake that cleanses. Come and be with me my love. Your sister shall leave.

And with that the pillar around Hlavanaque will dissolve into tiny shards. The real Hlavanaque will be a bit bewildered, and will ask in Aquan what is going on (repeating it in Sazhan if necessary).

Grymashil will tell her she is free to leave, as her sister has provided him with the love that she has denied. It is her loss that she will have to satisfy herself with the love of mortals.

Even if the PCs cannot understand her, they will see Hlavanaque's bewildered state and a DC 10 Sense Motive check will reveal that she is likely to say something that will possibly ruin the current resolution (e.g. "But I don't have a sister!") if the PCs do not immediately hustle her out of there.

If the PCs do not do this, then the DM should have her stutter and come near to asking damaging questions or making damaging pronouncements, to give the PCs a chance to react. If they still do not, then she will deny having a sister and the simulacrum will be offended, asking how she could deny her own twin simply out of jealousy. Again, Hlavanaque will protest and begin to suggest that Gyrmashil has been duped. Gyrmashil will helpfully repeat everything Hlavanaque says telepathically, mainly in disbelief.

If the PCs still don't get the hint, then they get what they deserve. At some point the DM will have to rule that Gyrmashil becomes suspicious and entraps both of them inside pillars. At this point, the PCs will either have to use Diplomacy (consider Gyrmashil indifferent if he is not completely convinced in the deception and unfriendly otherwise) and some very good arguments to explain why Hlavanaque does not acknowledge her own sister or they will have to accept that the Path of Deception has failed and resort to one of the other paths. If the PCs manage to make Gyrmashil hostile, then he will attack as outlined in the Path of Battle (and the PCs can free Hlavanaque in that fashion).

Note: PCs might worry when resolving the Path of Deception that Gyrmashil will find out about the deception and the manifestations of his anger will not subside (and might actually grow!). This is not the case, as the spirit of the land's infatuation with Hlavanaque was not true love but "skin deep" and the simulacrum is just as beautiful as Hlavanaque and just as long-lived. So, in a sense, he will be quite satisfied!

A final note: The PCs could, in theory, try to pass of the simulacrum to the killoren as the rescued Hlavanaque. The killoren will be overjoyed initially, but when the marriage ceremony is performed (see Denouement below), the simulacrum will melt and the deception exposed. The killoren will be quite unfriendly to the PCs and will ask them to leave their lands at once. Only some extremely fast talking and Bluff checks will allow the PCs to wriggle out of this one (i.e. somehow concocting a story that the PCs themselves were duped by someone or even Gyrmashil). If they do wriggle out of their deception, the killoren will ask them to return to Gyrmashil's Realm and rescue the real Hlavanaque.

Hlavanaque:

Hlavanaque is a spirit of water, native to the lands near Tir Lake. Such spirits occupy a grey area in the hierarchy of Dungeons & Dragons creatures. They are not technically gods, in the sense that their level of power does not rise even to a Divine Rank of 0. Nevertheless, they are divine beings in that they are immortal and possess some of the powers and traits of divine beings, albeit on a much smaller scale. Such spirits are essentially minor reflections of the gods with whom they are associated, where that god's creative forces were concentrated in such a way that a bit of their divine essence lingered and merged with the stuff of the land and became a conscious entity.

Because such beings are somewhat outside of the normal scope of the game and its rules, no statistics are presented for Hlavanaque. Any means to harm her or destroy her or imprison her would have to involve epic level or unique methods and circumstances (such as the means Gyrmashil has used) that are best left as plot points.


The being before you is extraordinary. She appears as a Large, 15 ft diameter cloud of water spray that ripples and foams in place. At some point in the cloud is a feminine face that shifts from place to place within it almost as if being tossed about by some internal current or perhaps at whim. The face is amazingly beautiful, the eyes and expression combining an almost divine sense of innocence, joy, purity, and insight. The rippling water drops and foamy spray emit a sonourous watery sound into which laughter seems to be interwoven.


The above is Hlavanaque's "natural" form. She can, and often does, assume the form of a watery-skinned translucent female, as well as a watery serpent or a standard water elemental. All of her forms tend to be size Large.

Leaving the Realm:

The PCs are free to leave and return to the Realm. Having slain or convinced the guardian of the crossroads to let them pass, the PCs may now come and go as they like. In theory, a new guardian (if this one was slain) will arise in a year, at which time the PCs will be treated as hostile by the new guardian (though they may attempt to convince it anew).

The killoren hold a vigil at the side of the lake, waiting for the return of Hlavanaque. Sighting the PCs will cause a cry and hue to be raised and the Most Sacred Elders will hurry down to the lake shore to speak with the PCs.

If the PCs leave to return to the killoren and explain the situation, the killoren Elders will assure the PCs that Gyrmashil is wrong. Hlavanaque cannot remain forever in his Realm before she will lose her connection with the land. She will eventually either fade away or go mad. Marriage to Gyrmashil might even delay this for a time, but not for long, as Gyrmashil is not of the Material Plane and while his consciousness and essence feeds the land and vice versa, his connection to the land is too intimate and too all-encompassing, so that there is no distinction between the two and no way for Hlavanaque to share in that bond. Gyrmashil could not share his bond in the same way a human could not share his actual heart with another.

The killoren Elders will urge the PCs to attempt some way to return Hlavanaque from Gyrmashil's Realm, though they have no advice to give the PCs as to how to accomplish this.

Finally, the killoren will urge the PCs to make some haste in their endeavours, for they worry that Hlavanaque cannot long abide her time away from the land. In addition, the manifestations of anger grow stronger and more pronounced with each passing day, and the elders read ominous portents from the land itself.

The Price of Delay:

There is no set time limit for this scenario, but the DM should have transmitted the killoren's eagerness to complete the task and their anxiety at the current state of affairs persisting, that the PCs feel a need to press forward with some haste. Nevertheless, if the PCs take too long in or out of Gyrmashil's Realm, the DM can feel free to give the PCs signs of continuing and growing manifestations.

If the PCs leave Gyrmashil's Realm and spend too long back at the Settlement, the DM can have a beast of malar attack the Settlement, slaying a couple of killoren. The Elders will be astonished that the land's anger has struck at the very heart of the killoren, and they will become quite worried and anxious. If the PCs remain ensconced in the Settlement, then the DM can up the number and frequency of beast of malar attacks until a literal horde of beasts of malar (say two dozen or so) attack the Settlement, slaying many killoren. At this point if the PCs do not embark and complete the quest at once, the killoren will assume the PCs are the cause of the land's problems and will order them to leave Aladur forever.

If the PCs, on the other hand, dawdle or take too much time in Gyrmashil's Realm or out in the wilderness of Aladur or on the Lake of Refuge, then the DM can have manifestations of Gyrmashil's anger begin to appear directly in the land or the Realm. These can, at first, be ominous signs such as strange thunderstorms or angry winds coming out of nowhere. If this does not suffice, then there should be a single one of Gyrmashil's manifestations as described in the Path of Battle, determined randomly or (for example, water or air forms if the PCs are on the lake) whichever form(s) prove most logical or effective, appearing and attacking the PCs. Such manifestations should grow in frequency until the PCs get moving towards their task.

Denouement:

The killoren hold a vigil at the side of the lake, waiting for the return of Hlavanaque. Sighting the PCs with or without Hlavanaque will cause a cry and hue to be raised and the Most Sacred Elders will hurry down to the lake short to speak with the PCs.

If the PCs somehow fail at all three paths (though in the case of the Path of Battle they will simply have to give up and conclude that Gyrmashil is too tough for them), then the killoren will be downcast but will thank the PCs for their efforts. The killoren as a whole will now be indifferent to the PCs unless they slew ambacras, in which case they will be friendly. They will remain one level of attitude lower to humans as a whole than they are to the PCs. They will allow the PCs to remain in Aladur and the Settlement as long as they desire and will welcome them to return to visit them. They will also present each PC with a single potion of his choice from the following:

potion of bulls' strength (CL 3)
potion of bear's endurance (CL 3)
potion of cat's grace (CL 3)
potion of fox's cunning (CL 3)
potion of owl's wisdom (CL 3)
potion of eagle's splendour (CL 3)

And if friendly, they will also present each PC with a potion of cure serious wounds (CL 5).

If the PCs free Hlavanaque, the elders will be overjoyed. They will bow to the spirit and will ask her if she is ready to be married to the Uryltimbre. She will agree and be most eager to do so after her confinement in Gyrmashil's Realm. A hasty gathering will be called and within an hour or so a new marriage ceremony will take place, as described at the beginning of this scenario. At the end of the ceremony, Hlavanaque will arise out of the pool and her form will merge with the Uryltimbre. The merged form will hurtle off of the cliff and into the Lake, where it will sink amidst a churning froth of water. The assembled killoren will cheer, and if asked the Elders can tell the PCs that the Uryltimbre will emerge in a few days unharmed by his immersion.

The killoren will now be very grateful to the PCs. They will be helpful to the PC if they also slew ambacras, or friendly otherwise, and they will remain one level of attitude lower to humans as a whole than they are to the PCs.

The PCs will be invited to remain with the killoren for as long as they like and to return whenever they like.

The killoren will treat the PCs as honoured guests and query them as to their homelands. They will also offer to make the PCs Alanilwyi, or "Boons of the Land", a status of friendship and honour amongst the killoren. Should any of the PCs agree to this, the killoren will perform a ceremony at the next full moon at midnight on the promontory. This ritual will take several hours and at the end of it the PCs will gain the following:

  1. All PCs will bear a green diamond shape on their foreheads. This diamond is elongated at the top and bottom and if examined shows to be below the outer layer of the skin, so that it is apparent it is not simply dye or even a tattoo. All killoren will recognize this mark as a sign of Alanilwyi and will be friendly to the bearer. This mark will disappear if the PC bearing it intentionally harms killoren or becomes a desecrator of nature.
  2. The PCs will gain a +1 bonus to saves against enchantment spells and effects. This stacks with any racial bonuses.

Whether or not the PCs accept the ritual, they will also be presented with the items listed above (the various potions) and, in addition, each Most Sacred Elders will present the PCs with a torc.

Awarentimbel will step forward with a jet-black torc crafted in the form of clasped hands. She will say:

You proved yourselves willing to sacrifice your own lives on behalf of my people. In thanks, we give you this, which will put such selflessness to good use.

And she will hand to the PCs a torc of heroic sacrifice.

Erybrumettig will step forward with a green glass torc that is partially silvered. From some angles it is perfectly transparent; from others it reflects like a mirror. He will say:

Heroes such as you, who wander strange lands, are often the target of violence, whether meant or inadvertent. Use this in such times, that you can then slay your enemies or speak with potential friends.

And he will hand to the PCs a torc of displacement.

Kyrphanitemb will step forward with a thick golden neck ring covered with dramatic but simple images of clouds and lighting bolts. He will say:

I will not deny that I mistrusted you at first. Your ancestors did great harm to the land, though I know you will claim it was done for good reason. But you have proven the strength of your goodwill, and in exchange I give you this, to prove the strength of your sinews to be as strong as your goodwill.

And he will hand to the PCs a torc of the titans.

With that, the PCs will be free to remain with the killoren as honoured quests. In addition, the DM should now feel free to allow PC and NPC (cohorts, etc.) killoren in the campaign.

The manifestations of anger plaguing the land will stop once one of the paths is resolved. In the case of the Path of Battle, the manifestations will stop for several days as Gyrmashil recovers from his defeat, then increase with a vengeance for a single day, and then cease Gyrmashil's fury is spent and he comes to the self-realization that his love for her was not true love (the DM can even have beasts of malar attack the Settlement en masse during that one day and then suddenly disappear just as the battle reaches its apex). In the case of the other two paths, the manifestations will stop immediately.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

 

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