Yes, I brought the Highbreed from Star Frontiers into Fading Suns. This was a setting decision because I felt that Fading Suns would bring in new dynamics with the church and all that. Some abilities are listed and others can be found in any d20 SRD
The Genesis: The Highbreed are born for battle with the symbiots, engineered by the wayward minds of a few engineers and scientists supported by a secret cabal of lords and guilder. This Cabal is referred to as the Committee and they talk of the project on Altrensia as the Project (officially named OperationHarokonis). There are few that know of their work, and they work hard to keep it secret. What they did not plan on was the Master.
On a habitable moon orbiting the same gas giant as the Project research station were what the scientists thought were unique crystalline formations. What they did not know was the crystalline formations were part of one large intelligent entity that dominated this world. A long forgotten self-aware world-spanning Second Republic crystalline-based computer, the Master – or Magnus Erus – had hundreds of years to evolve and change since it was abandoned towards the end of the Second Republic. It controlled a Second Republic colony on what is now called Morae’s Bane, a moon around Altrensia IV, an experiment into advanced AI and adaptive intelligence. However, once abandoned, it reached the peak of its self-awareness and engaged its self-preservation programming.
The Master remained silent and alone for centuries until the Altrensia system was rediscovered by the founders of the Project. Utilizing an old station the original colonist had left behind (naming it Tarlogad’s Keep), the Project founders already had an agenda to set into motion. The Project was something in the makings since the first symbiot attack. A group of conspirators, convinced that proscribed technology and knowledge from the Second Republic could help them fight the symbiots set out to find a place to expand on their theories and perform genetic experiments.
This group of cabalists included:
- League members of the Grisham Union, a group of pro-Third Republic Engineers who have access to some of the darker secrets of the League
- The al-David Family of the al-Malik – a group of Third Republicans who secretly fund projects of this nature.
- The Yun-lao Clan of Li-Halan, a less than Orthodox branch of the Li-Halan, still angry over the sudden conversion of their clan. They bring much of the lost Arcane knowledge of their House to the Project.
- The Mages of the Cyber-Evolutionary, a mysterious group of cybernetically-enhanced individuals who have explored ancient technologies as well as lost arcane knowledge to simulate magic effects with technology. They are a heavily hunted and proscribed group. They use alien-technologies combined with Second Republic cybernetics to accomplish their feats. Some suspect they are agents of the Vau, while others suspect they are agents of the enemies of the Vau.
- The Khitan Syndinate of Genetech, a rogue Decados cadre of nobles and their minions that not even Decoados want to recognize as part of their house.
- Third Republicans – Many of the members of this cabal are also Third Republicans and some funds come from that organization indirectly.
The Crystal Shard: This is the piece of the Master that he gives each and everyone of his disciples. Depending on the role of the disciple and the nature of the crystal, it is either warn around the neck (or equivalent part of the anatomy) as a amulet or imbedded in the chest or forehead (or equivalent anatomy). It is used to for multiple functions and is the symbol of their burgeoning cult.
The crystal is first the symbol of their movement. The use it to spread The Master’s message to his “children” – the Changed in the Known Worlds.
It is also used as a communication device to the Master. Those that have it imbedded in their chest can communicate to the Master directly. Those that wear the amulet have visions or dreams influenced by the Master. Some even can use the amulet as a weapon.
Equipping Disciples: The Master supplied his disciples with what he could and the rest, they are to find themselves. Each disciple was given trade goods and supplies, and a few weapons. Most carry some kind of melee weapon and a small handgun, as well as armor of some kind. Some where able to find larger weapons, stronger armor and even shields. Below are random tables for equipping any disciples of the Master.
If an exotic weapon or special armor requiring specific feats are rolled, assume the Highbreed has those feets as part of it’s “class”.
| Armor Table | Armor Bonus | |
| 1 | Padded | +1 |
| 2 | Leather | +2 |
| 3 | Studded leather | +3 |
| 4 | Chain shirt | +4 |
| 5 | Polymer knit, civilian | +1 |
| 6 | Synthsilk | +4 |
| 7 | Plasteel Chain shirt | +4 |
| 8 | Hephaestium Chain shirt | +5 |
| 9 | Mercurium Chain shirt | +5 |
| 10 | Stiffsynth | +5 |
| Energy Shield Table | DR (Phys/Blast/Fire/Elec) | DC Range/DC Melee/ Hits | |
| 1-5 | None | — | — |
| 6-8 | Standard | 15/7/10/15 | 15/17/10 |
| 9-10 | Dueling | 15/7/10/15 | 15/17/15 |
| Melee Weapon Table (Dmg/Critical/Range Increment/Type) | |
| 1 | Dagger (1d4/19-20 ×2/10 ft./Piercing or slashing) |
| 2 | Handaxe (1d6/×3/-/Slashing) |
| 3 | Vibro-Dagger (1d4/19-20 ×2/10 ft./Piercing or slashing) |
| 4 | Vibro-Handaxe (1d6/×3/-/Slashing) |
| 5 | Barbed Suresnake** Whip (1d4/19-20 x2/15 ft./Slashing+ |
| 6 | Heavy Mace (1d8/×2/-/Bludgeoning) |
| 7 | Battleaxe (1d8/×3/-/Slashing) |
| 8 | Longsword (1d8/19-20 ×2/—/Slashing) |
| 9 | Scimitar (1d6/18-20 ×2/—/Slashing) |
| 10 | Bastard Sword (1d10/19-20 ×2/—/Slashing) |
* – An energy shield’s activation DC against a vibro-blade attack is 20.
** – Suresnake +3 bonus to attack
| Ranged Weapon Table (Dmg/Critical/Range Increment/Type) | |
| 1 | .40 Med. Autofeed (1d8/x2/30 ft./Piercing) |
| 2 | .47 Hvy. Autofeed (1d10/x2/40 ft./Piercing) |
| 3 | Laser Pistol (1d10/19-20/x3/40 ft./Piercing) |
| 4 | .40 Med. Revolver (1d8/x2/30 ft./Piercing) |
| 5 | .47 Hvy. Revolver (1d10/x2/40 ft./Piercing) |
| 6 | Blaster Pistol (2d6/x3/30 ft./Piercing) |
| 7 | .40 SMG(A) (1d8 +1/x2/30 ft./Piercing) |
| 8 | Assault Laser (2d6/19-20/x3/90 ft./Piercing) |
| 9 | 10mm Assault Rifle (A) (1d12/x3/60 ft./Piercing) |
| 10 | Blaster Rifle* (3d6/x3/80 ft./Piercing) |
Special Equipment
There is a 20% chance that a team of the disciples have special equipment
| 1 | Shield Dampner |
| 2 | Masterworked Melee Weapons 1-2 – Masterwork. +1 attack bonus and 1 damage. +2 nonstackable circumstance bonus to a related skill check. 3-4 – Exemplary. +2 attack bonus and 2 damage. +4 nonstackable circumstance bonus to a related skill check. 5-6 – Supreme. +3 attack bonus and 3 damage. +6 nonstackable circumstance bonus to a related skill check. |
| 3 | Masterworked Ranged Weapons 1-2 – Masterwork. +1 attack bonus and 1 damage. +2 nonstackable circumstance bonus to a related skill check. 3-4 – Exemplary. +2 attack bonus and 2 damage. +4 nonstackable circumstance bonus to a related skill check. 5-6 – Supreme. +3 attack bonus and 3 damage. +6 nonstackable circumstance bonus to a related skill check. |
| 4 | Special Ammunition (if ranged weapon is ballistic, else role again) 1-2 – Blast capsules: Blast capsules have a special charge of stored plasma that is released upon impact. Add +1 damage. Blast capsules inflict piercing and fire damage, and leak through energy shields like fire. They cannot be made in calibers below .40. 3-4 – Needler: An armor-piercing bullet. Add one to the attack roll but not to damage. 5-6 – Sunder Slug: Ceramsteel fragments in a gel medium, encased in steel. +2 attack and +2 damage. |
| 5 | Flux Sword (2d8/19-20 x3/Piercing and Slashing) |
| 6 | Wireblade Blade (1d6/18-20 x4/— /Slashing) Wireblade: A wireblade ignores armor and enhancement bonuses to AC, easily passing through physical objects. It also ignores object hardness. |
Clingers
Clingers are wall-crawling humanoid creatures with multiple joints and elastic-like muscles. They specialize in infiltration and scouting, as well as assassination and information gathering. They are extremely fast and have excellent vision.

| Name | Clinger Scout |
| Type | Medium Humanoid Aberration/Construct (Mutant) |
| Hit Dice: | 6D10 (35) |
| Initiative: | 4 |
| Speed: | 30 ft walking, 30 ft climbing |
| Armor Class: | 15 (+4 Dex, +1 Tough Skin) |
| BAB/Grapple: | 0.7142857143 |
| Attack: | Grapple +9 (1D4+2); Slam +8 (1D4+2); Melee Weapon +8 |
| Full Attack: | Grapple +9/+4 (1D4+2); Slam +8/+3 (1D4+2); Melee Weapon +8/+3 |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | Constrict 1d4+2; Improved Grab |
| Special Qualities: | Low Light Vision |
| Saves: | Fort +6 Ref +9 Wil +4 |
| Abilities: | Str 14 (+2) Int 10 (+0) Dex 18 (+4) Wis 12 (+1) Con 12 (+1) Cha 9 (-1) |
| Skills: | Climb +12, Spot +4, Jump +4, Hide +4, Tumble +3 |
| Feats: | |
| Environment | Any |
| Organization: | 1 |
| Challenge Rating: | CR 5 |
| Treasure: | – |
| Alignment: | Chaotic Neutral |
| Advancement: | 6-12 Medium, 7-18 Large, 19-26 huge |
| Level Adjustment: | – |
| Clinger Warrior | |
| Medium Humanoid Aberration/ /Construct (Mutant) | |
| Hit Dice: | 12D10 (70) |
| Initiative: | 5 |
| Speed: | 30 ft walking, 30 ft climbing |
| Armor Class: | 16 (+5 Dex, +1 Tough Skin) |
| BAB/Grapple: | 0.75 |
| Attack: | Grapple +14(1D6+3); Claws +12 (1D6+3); Melee Weapon +12 |
| Full Attack: | Grapple +14/+9/+4 (1D4+3); Slam +12/+7/+2(1D4+3); Melee Weapon +12/+7/+2 |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | Constrict 1d4+2; Improved Grab |
| Special Qualities: | Darkvision |
| Saves: | Fort +8 Ref +16 Wil +6 |
| Abilities: | Str 16 (+3) Int 10 (+0) Dex 20 (+5) Wis 12 (+1) Con 12 (+1) Cha 9 (-1) |
| Skills: | Climb +24, Spot +12, Jump +6, Tumble +4 |
| Feats: | Improved Natural Attack |
| Environment | Any |
| Organization: | 1 |
| Challenge Rating: | CR 10 |
| Treasure: | – |
| Alignment: | Chaotic Neutral |
| Advancement: | 6-12 Medium, 7-18 Large, 19-26 huge |
| Level Adjustment: | – |
| Clinger Leader | |
| Large Humanoid Aberration/ /Construct (Mutant) | |
| Hit Dice: | 16d10 (90) |
| Initiative: | 6 |
| Speed: | 30 ft walking, 30 ft climbing |
| Armor Class: | 18 (+6 Dex, +2 Tough Skin) |
| BAB/Grapple: | 0.75 |
| Attack: | Grapple +18 (1D8+4); Slam +18 (1D8+4), Melee Weapon +18 |
| Full Attack: | Grapple +18/+13/+8/+3 (1D4+4); Slam +18/+13/+8/+3 (1D4+4), Melee Weapon +18/+13/+8/+3 |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | Constrict 1d4+2; Improved Grab |
| Special Qualities: | Darkvision, Fast Healing 5 |
| Saves: | Fort +16 Ref +24 Wil +10 |
| Abilities: | Str 18 (+4) Int 10 (+0) Dex 22 (+6) Wis 12 (+1) Con 12 (+1) Cha 9 (-1) |
| Skills: | Climb +24, Spot +12, Jump +12, Tumble +8 |
| Feats: | Improved Natural Attack (x2) |
| Environment | Any |
| Organization: | 1 |
| Challenge Rating: | CR 15 |
| Treasure: | – |
| Alignment: | Chaotic Neutral |
| Advancement: | 6-12 Medium, 7-18 Large, 19-26 huge |
| Level Adjustment: | – |
Cloudwraiths
Cloudwraiths are mutant creatures that can glide and fly. They appear like average bald humans in appearance but can extend a leathery membrane between their arms and their torso. With this, they can glide and some of the more skilled can fly with them. They also can spray the membranous fluid as a weapon to entangle their opponents. They are skilled scouts and warriors.

| Cloud Wraith Sparrow | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 8d8 (36 hp) |
| Initiative: | 3 |
| Speed: | 30ft walking, 60 ft flying |
| Armor Class: | 14 (+3 Dex, +1 Natural, +) |
| BAB/Grapple: | +6 / +7 |
| Attack: | Ranged +11, Melee +9, Slam (1d4+1) +9 |
| Full Attack: | Ranged +11/+6/+1, Melee +11/+6/+1, Slam +11/+6/+1 (1d4+1) |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | None |
| Special Qualities: | Darkvision |
| Saves: | Fort +4 Ref +9 Wil +2 |
| Abilities: | Str 12 (+1) Int 10 (+0) Dex 16 (+3) Wis 11(+0) Con 14 (+2) Cha 11(+0) |
| Skills: | Perform (Acrobatics) +10 |
| Feats: | Flyby Attack |
| Challenge Rating: | 6 |
| Alignment: | Chaotic Neutral |
| Cloud Wraith Hawk | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 14d8 (63 hp) |
| Initiative: | 4 |
| Speed: | 30ft walking, 70 ft flying |
| Armor Class: | 15 (+4 Dex, +1 Natural) |
| BAB/Grapple: | +10 / +11 |
| Attack: | Ranged +20, Melee +17, Slam +17 (1d6+1) |
| Full Attack: | Ranged +20, Melee +17, Slam +17 |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | None |
| Special Qualities: | Darkvision, Improved Natural Attack |
| Saves: | Fort +8 Ref +18 Wil +6 |
| Abilities: | Str 12 (+1) Int 10 (+0) Dex 18 (+4) Wis 11(+0) Con 14 (+2) Cha 11(+0) |
| Skills: | Perform (Acrobatics) +16 |
| Feats: | Flyby Attack |
| Challenge Rating: | 12 |
| Alignment: | Chaotic Neutral |
| Cloud Wraith Eagle | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 22d8 (88 hp) |
| Initiative: | 5 |
| Speed: | 30ft walking, 80 ft flying |
| Armor Class: | 16 (+5 Dex, +1 Natural) |
| BAB/Grapple: | +16 / +17 |
| Attack: | Ranged +27, Melee +23, Slam +23 (1d8+1) |
| Full Attack: | Ranged +27, Melee +23, Slam +23 |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | None |
| Special Qualities: | Darkvision, Improved Natural Attack (x2) |
| Saves: | Fort +12 Ref +25 Wil +10 |
| Abilities: | Str 12 (+1) Int 10 (+0) Dex 20 (+5) Wis 11(+0) Con 14 (+2) Cha 11(+0) |
| Skills: | Perform (Acrobatics) +20 |
| Feats: | Flyby Attack |
| Challenge Rating: | 18 |
| Alignment: | Chaotic Neutral |
Crawlers
Crawlers are also wall-crawling humanoid creatures like the Clingers but have 8 spidery legs that emanate from their backs and wrap around the front. They can be used for crawling and climbing as well as a weapon. They are sharp and barbed.
| Crawler Minor | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 6d8+6 (33) |
| Initiative: | 4 |
| Speed: | 30ft walking, 40ft climbing |
| Armor Class: | 16 (+4 Dex, +2 Natural – Tough Hide) |
| BAB/Grapple: | +5/+8 |
| Attack: | +10 claws, +10 web spin, +8 slam, +9 ranged attack, +8 melee weapon |
| Full Attack: | +10/+5 claws, +10/+5 web spin, +8/+3 slam, +9/+4 ranged attack, +8/+3 melee weapon |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | Web |
| Special Qualities: | Immune to Poison, Darkvision 60 ft., tremorsense 60 ft. |
| Saves: | Fort +6 Ref +9 Wil +4 |
| Abilities: | Str 16 (+3) Int 10 (+0) Dex 18 (+4) Wis 14 (+2) Con 12 (+1) Cha 16 (+3) |
| Skills: | Climb +12, Spot +2, Jump +2, Hide +2 |
| Feats: | |
| Challenge Rating: | CR 5 |
| Alignment: | Chaotic Neutral |
| Crawler Major | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 12d8+12 (63) |
| Initiative: | 4 |
| Speed: | 30ft walking, 40ft climbing |
| Armor Class: | 17 (+4 Dex, +3 Natural – Tough Hide) |
| BAB/Grapple: | +7/+10 |
| Attack: | +15 claws, +15 web spin, +13 slam, +14 ranged attack, +13 melee weapon |
| Full Attack: | +15/+10/+5 claws, +15/+10/+5 web spin, +13 slam, +14 ranged attack, +13 melee weapon |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | Web |
| Special Qualities: | Immune to Poison, Darkvision 60 ft., tremorsense 60 ft. |
| Saves: | Fort +12 Ref +17 Wil +10 |
| Abilities: | Str 16 (+3) Int 10 (+0) Dex 18 (+4) Wis 14 (+2) Con 12 (+1) Cha 16 (+3) |
| Skills: | Climb +20, Spot +4, Jump +4, Tumble +2 |
| Feats: | |
| Challenge Rating: | CR 10 |
| Alignment: | Chaotic Neutral |
Hornblades
Hornblades are mutant humanoids with many hidden horn-like blades through out its body. Some are simple sword or dagger like or others can be launched. Hornblades have thick leathery skin and a reptilian appearance. They are very dexterous and skilled in Martial Arts. The are skilled assassins and guards.

| Hornblade Assassin | |
| Large Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 10d10+20 (75) |
| Initiative: | 7 |
| Speed: | 30 ft |
| Armor Class: | 15 (+3 Dex, +2 Natural) |
| BAB/Grapple: | +7/+10 |
| Attack: | +12 Horn-blades (melee), +12 Horn-blades (ranged) |
| Full Attack: | +12/+7/+2 Horn-blades (melee), +12/+7/+2 Horn- darts (ranged) |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Horn-blades (melee), Horn-darts (ranged) |
| Special Qualities: | Darkvision, Low-light vision, Sneak Attack +3d6 |
| Saves: | Fort +8 Ref +12 Wil +6 |
| Abilities: | Str 16 (+3) Int 10 (+0) Dex 17 (+3) Wis 11 (+0) Con 14 (+2) Cha 12 (+1) |
| Skills: | |
| Feats: | Alertness, Dodge, Improved Initiative |
| Challenge Rating: | CR 8 |
| Treasure: | Listen +8, Move Silently +12, Spot +8 |
| Alignment: | Chaotic Neutral |
| Honrblade Scout | |
| Large Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 14d10+28 (105) |
| Initiative: | 8 |
| Speed: | 40 ft |
| Armor Class: | 16 (+3 Dex, +3 Natural) |
| BAB/Grapple: | +10/+13 |
| Attack: | +18 Horn-blades (melee), +18 Horn-blades (ranged) |
| Full Attack: | +19/+14/+9/+4 Horn-blades (melee), +18/+13/+8/+3 Horn- darts (ranged) |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Horn-blades (melee), Horn-darts (ranged) |
| Special Qualities: | Darkvision, Low-light vision, Sneak Attack +2d6 |
| Saves: | Fort +12 Ref +18 Wil +10 |
| Abilities: | Str 16 (+3) Int 10 (+0) Dex 18 (+4) Wis 11 (+0) Con 14 (+2) Cha 12 (+1) |
| Skills: | |
| Feats: | Alertness, Dodge, Improved Initiative, Weapon Focus (Horn blades) |
| Challenge Rating: | CR 12 |
| Treasure: | Listen +12, Move Silently +8, Spot +14 |
| Alignment: | Chaotic Neutral |
| Hornblade Warrior | |
| Large Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 18d10+36 (135) |
| Initiative: | 8 |
| Speed: | 40 ft |
| Armor Class: | 17 (+3 Dex, +4 Natural) |
| BAB/Grapple: | +13/+16 |
| Attack: | +22 Horn-blades (melee), +22 Horn-blades (ranged) |
| Full Attack: | +25/+20/+15/+10/+5 Horn-blades (melee), +24/+19/+14/+9/+4 Horn- darts (ranged) |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Horn-blades (melee), Horn-darts (ranged) |
| Special Qualities: | Darkvision, Low-light vision, Sneak Attack +1d6 |
| Saves: | Fort +24 Ref +18 Wil +16 |
| Abilities: | Str 16 (+3) Int 10 (+0) Dex 18 (+4) Wis 12 (+1) Con 14 (+2) Cha 12 (+1) |
| Skills: | |
| Feats: | Alertness, Dodge, Improved Initiative, Weapon Focus (Horn blades), Power Attack |
| Challenge Rating: | CR 16 |
| Treasure: | Listen +8, Move Silently +8, Spot +8, Intimidate +12 |
| Alignment: | Chaotic Neutral |
Horn blades: In the first round of combat, a creature with this ability will have up to 1d4 random bony appendages (long daggers to medium sword size). It can make a full attack with all of these appendages at its maximum attack bonus and can make a standard attack with any of these. An appendage juts out from the body and can take the form of a blade like weapons. In every round after the first, a creature produces another appendage, up to a maximum number equal to its Hit Dice. Each weapon’s attack bonus and damage is the same regardless of what type of damage it inflicts (1d6 for Medium creatures).
Horn Dart: A Hornblade has the ability to launch horn darts at opponents up to 30 feet away. A Hornblade has many launchers, each one containing multiple darts. A dart does 1d6 damage.
Sneak Attack: If a Hornblade can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Hornblade’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Hornblade flanks her target. This extra damage is listed according to the Hornblade type. Should the Hornblade score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Hornblade can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Hornblade can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Hornblade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Hornblade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Keeper
| Keeper Scout | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 2d8+8 (17 hp) |
| Initiative: | 3 |
| Speed: | 40ft walk, 20 ft climb |
| Armor Class: | 19 (+3 Dex, +4 Natural, +2 Leather) touch 13, flatfooted 16 |
| BAB/Grapple: | +2/+6 |
| Attack: | Knives (mimic) +6 attack (1d4), short sword (mimic) +6 attack (1d6), +5 Ranged |
| Full Attack: | Knives (mimic) +6/+1 attack (1d4), short sword (mimic) +6/+1 attack (1d6), +5 Ranged |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Mimic Melee Weapon, Poison Spit |
| Special Qualities: | Blindsight, Body Switch, Scent, Resistance (acid, cold, fire, sonic 10), immunity (poison, paralysis, stunning, disease, Psychic effects) |
| Saves: | Fort +2 Ref +3 Wil +1 |
| Abilities: | Str 19 (+4) Int 15 (+2) Dex 16 (+3) Wis 9 (-1) Con 14 (+2) Cha 6 (-2) |
| Skills: | Climb +12, Escape Artist +10, Hide +8, Listen +6, Jump +6, Knowledge (arcane) +4, Knowledge (Second Republic) +6, Move Silently +8, Open Lock +6, Spot +2 |
| Feats: | Dodge, Mobility |
| Challenge Rating: | 5 |
| Alignment: | Chaotic Evil |
| Keeper Lieutenant | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 4d8+8 (26) |
| Initiative: | 3 |
| Speed: | 40ft walk, 20 ft climb |
| Armor Class: | 19 (+3 Dex, +4 Natural, +2 Leather) touch 13, flatfooted 16 |
| BAB/Grapple: | +3/+6 |
| Attack: | Knives (mimic) +8 attack, short sword (mimic) +8 attack (1d6), +6 Ranged |
| Full Attack: | Knives (mimic) +8/+3 attack, short sword (mimic) +8/+3 attack (1d6), +6/+1 Ranged |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Mimic Melee Weapon, Poison Spit |
| Special Qualities: | Blindsight, Body Switch, Scent, Resistance (acid, cold, fire, sonic 10), immunity (poison, paralysis, stunning, disease, Psychic effects) |
| Saves: | Fort +6 Ref +7 Wil +3 |
| Abilities: | Str 19 (+4) Int 15 (+2) Dex 16 (+3) Wis 9 (-1) Con 14 (+2) Cha 6 (-2) |
| Skills: | Climb +16, Escape Artist +10, Hide +10, Listen +6, Jump +6, Knowledge (arcane) +9, Knowledge (Second Republic) +9, Move Silently +10, Open Lock +8, Spot +6 |
| Feats: | Dodge, Mobility, Spring Attack |
| Challenge Rating: | 7 |
| Alignment: | Chaotic Evil |
| Keeper Leader | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 12d8+8 (74) |
| Initiative: | 4 |
| Speed: | 40ft walk, 20 ft climb |
| Armor Class: | 20 (+4 Dex, +4 Natural, +2 Leather) touch 13, flatfooted 16 |
| BAB/Grapple: | +9/+13 |
| Attack: | Knives (mimic) +18 attack, short sword (mimic) +18 attack (1d6), +6 Ranged |
| Full Attack: | Knives (mimic) +18/+13/+8/+3 attack, short sword (mimic) +18/+13/+8/+3 attack (1d6), +13/+8/+3 Ranged |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Mimic Melee Weapon, Poison Spit |
| Special Qualities: | Blindsight, Body Switch, Scent, Resistance (acid, cold, fire, sonic 10), immunity (poison, paralysis, stunning, disease, Psychic effects) |
| Saves: | Fort +14 Ref +18 Wil +12 |
| Abilities: | Str 19 (+4) Int 15 (+2) Dex 18 (+4) Wis 9 (-1) Con 14 (+2) Cha 6 (-2) |
| Skills: | Climb +18, Escape Artist +16, Hide +16, Listen +10, Jump +6, Knowledge (arcane) +12, Knowledge (Second Republic) +12, Move Silently +18, Open Lock +8, Spot +12 |
| Feats: | Dodge, Mobility, Spring Attack, Alertness, Stealthy |
| Challenge Rating: | 16 |
| Alignment: | Chaotic Evil |
(Inspired by the Keeper in D&D Fiend Folio, pg 111)
SPECIAL ABILITIES:
Poison Spit: Once every 1d4 rounds, a keeper can spit a nauseating contact poison in a 20-foot cone. (Contact DC 14; Initial damage nauseated for 2d6 rounds; Secondary damage 2d6 Con.)
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Mimic Weapon: A keeper can form the malleable flesh and bone of its arms into melee weapons it has witnessed in use, and then wield the weapon with proficiency. It can form either arm into any melee weapon up to medium size. It must fuse and form both its arms to mimic a weapon Large size or a double weapon. It can not create a weapon larger than it can wield. A mimicked weapon has all the properties of the standard weapon.
A keepers attacks with a mimicked weapon is treated as a natural attack.; thus, keepers do not incur the normal penalties for fighting with two weapons, can not be disarmed, and do not gain interative attacks with their mimicked weapons.
Blindsight: Keepers are blind, but maneuver and fight as if they had sight. They use the nonvisual sense echolocation or sonar, like a bat. This ability enables the keepers to discern creatures up to 200 feet. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature. The keeper does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight is continuous, and the keeper need do nothing to use it.
- Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
- Blindsight does not subject a creature to gaze attacks (even though darkvision does).
- Blinding attacks do not penalize creatures using blindsight.
- Deafening attacks thwart blindsight if it relies on hearing.
- Blindsight works underwater but not in a vacuum.
- Blindsight negates displacement and blur effects.
Body Switch: A Keeper is able to tap the power of the Crystal to establish a unique metal link to other keepers in their party. This grants them a supernatural ability to exchange places physically with another living Keeper within 500 ft. As a standard action, can phase-shift/teleport to reach the exact location of another keeper while at the same time teleporting the other keeper away, effecting switching positions.
Dissolution: If the keeper is captures, pinned or held helpless, it has 10 rounds to free itself or be freed by some other means. If it is not freed before this time, it dissolves into a 5ft wide puddle of the same contact poison the keeper’s spit. This puddle and any other poisons evaporates in 4 rounds. This also occurs if a Keeper dies.
Immunities (poison, paralysis, stunning, disease, Psychic effects)
Outsider Traits
- Resistance – Acid, cold, fore and electricity resistance 10.
- Scent – A keeper can detect approaching enemies, sniff out hidden foes and track by sense of smell
Medusa Alpha
Highbreed Medusas are, on the outside, humanoid creatures that appear like beautiful female humans with dreadlocks. However, those dreadlocks are actually very deadly tentacles they use for their special talents.
They use their talents of seduction and persuasion to get close to their target. Once close enough, the tentacles inject a paralyzing poison followed by a memory extracting enzyme that feeds memories of the target into the Medusa Alpha, which she stores for later use. At the same time, it drains the victim’s Intelligence to the point that the victim is left with no brain function and eventually dies.
| Medusa Alpha Scout | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 4d8+4 (30) |
| Initiative: | 1 |
| Speed: | 35 ft |
| Armor Class: | 17 (+1 Dex, +6 Natural) |
| BAB/Grapple: | +6/+7 |
| Attack: | +8 Grapple, +8 Slam, +7 Melee Attack, +7 Range Attack. |
| Full Attack: | +8/+3 Grapple, +8/+3 Slam, +7/2 Melee Attack, +7/+2 Range Attack |
| Space/Reach: | Standard Medium |
| Special Attacks: | Slam, Tentacle |
| Special Qualities: | Memory Drain, Pyschic Ability: Mind Sway (Will DC 16), Paralyzing Poison (DC 14), Darkvision |
| Saves: | Fort +1 Ref +2 Wil +3 |
| Abilities: | Str 12 (+1) Int 10 Dex 13 (+1) Wis 13 (+1) Con 13 (+1) Cha 16 (+3) |
| Skills: | Diplomacy +4, Sense Motive +5, Bluff +6, Spot +5 |
| Feats: | Improved Unarmed Strike, Improved Grapple |
| Environment | Any |
| Organization: | 1 |
| Challenge Rating: | CR 4 |
| Alignment: | Chaotic Neutral |
| Medusa Alpha Officer | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 10d8+8 (55) |
| Initiative: | 2 |
| Speed: | 35 ft |
| Armor Class: | 21 (+1 Dex, +10 Natural) |
| BAB/Grapple: | +11/+12 |
| Attack: | +14 Grapple, +14 Slam, +12 Melee Attack, +13 Range Attack. |
| Full Attack: | +18/+13/+8 Grapple, +8/+3 Slam, +8/+3 Melee Attack, +8/+3 Range Attack. |
| Space/Reach: | Standard Medium |
| Special Attacks: | Slam, Tentacle, Improved Grab |
| Special Qualities: | Memory Drain, Pyschic Ability: Mind Sway (DC 18), Psychic Resistance (10) ), Paralyzing Poison (DC 16), Darkvision |
| Saves: | Fort +2 Ref +4 Wil +8 |
| Abilities: | Str 12 (+1) Int 10 Dex 15 (+2) Wis 13 (+1) Con 13 (+1) Cha 16 (+3) |
| Skills: | Diplomacy +8, Sense Motive +8, Bluff +6, Spot +6, Intimidate +3 |
| Feats: | Improved Unarmed Strike, Improved Grapple, Persuasive |
| Environment | Any |
| Organization: | 1 |
| Challenge Rating: | CR 8 |
| Alignment: | Chaotic Neutral |
SPECIAL ABILITIES
Psychic Ability: Mind Sway
The power is automatic to manifest and the Will save DC is 15. (FS d20 147).
Paralyzing Poison
Poison: Target must make a Fortitude saving throw. If he fails, the poison takes effect. The Fortitude save DC is equal to 15
Paralysis: A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round.
Memory Drain – Has the effect of Int Drain (Monster Manual p305) however it also has a secondary effect. It drains the victim of memories, which she in turn absorbs and stores. The victim is reduced to a vegetable and his memories are transferred to the Medusa for storage. The rate of Int drain is 1d3 per round grappled.
Medusa Beta
Medusa Beta are similar to their Alpha sisters except instead of injecting memory extracting enzyme, they inject mind-control enzyme. They must stay within a certain range of the victims and more powerful Betas can control more than one victim.
| Medusa Beta Scout | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 7d8+7 (39) |
| Initiative: | 3 |
| Speed: | 30 ft walk |
| Armor Class: | 15 (+3 Dex, +2 Natural Armor) |
| BAB/Grapple: | +5/+7 |
| Attack: | +11 Grapple, +11 Tentacle, +8 ranged, +7 melee |
| Full Attack: | +11/+6/+1 Grapple, +11/+6/+1 Tentacle, +8/+3 ranged, +7/+2 melee |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Slam, Tentacle |
| Special Qualities: | Enslave, Pyschic Ability: Mind Sway, Paralyzing Poison, Darkvision |
| Saves: | Fort +4 Ref +6 Wil +9 |
| Abilities: | Str 14 (+2) Int 12 (+1) Dex 16 (+3) Wis 13 (+1) Con 12 (+1) Cha 16 (+3) |
| Skills: | Diplomacy +4, Sense Motive +5, Bluff +6, Spot +5 |
| Feats: | Improved Unarmed Strike, Improved Grapple |
| Challenge Rating: | CR 6 |
| Alignment: | Chaotic Evil |
| Medusa Beta Officer | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 13d8+12 (70) |
| Initiative: | 3 |
| Speed: | 30 ft walk |
| Armor Class: | 15 (+3 Dex, +2 Natural Armor) |
| BAB/Grapple: | +9/+11 |
| Attack: | +19 Grapple, +19 Tentacle, +12 ranged, +11 melee |
| Full Attack: | +19/+14/+9/+4 Grapple, +19/+14/+9/+4 Tentacle, +12/+7/+2 ranged, +11/+6/+1 melee |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Slam, Tentacle |
| Special Qualities: | Enslave, Pyschic Ability: Mind Sway, Paralyzing Poison, Darkvision |
| Saves: | Fort +10 Ref +12 Wil +18 |
| Abilities: | Str 15 (+2) Int 12 (+1) Dex 16 (+3) Wis 13 (+1) Con 12 (+1) Cha 16 (+3) |
| Skills: | Diplomacy +8, Sense Motive +8, Bluff +6, Spot +6, Intimidate +3 |
| Feats: | Improved Unarmed Strike, Improved Grapple, Persuasive |
| Challenge Rating: | CR 12 |
| Alignment: | Chaotic Evil |
| Medusa Beta Queen | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 17d8+16 (92) |
| Initiative: | 7 |
| Speed: | 30 ft walk |
| Armor Class: | 15 (+3 Dex, +2 Natural Armor) |
| BAB/Grapple: | +12/+15 |
| Attack: | +22 Grapple, +22 Tentacle, +15 ranged, +15 melee |
| Full Attack: | +22/+17/+12/+7/+2 Grapple, +22/+17/+12/+7/+2 Tentacle, +15/10/+5 ranged, +15/10/+5 melee |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Slam, Tentacle |
| Special Qualities: | Enslave, Pyschic Ability: Mind Sway, Paralyzing Poison , Darkvision |
| Saves: | Fort +12 Ref +16 Wil +22 |
| Abilities: | Str 16 (+3) Int 12 (+1) Dex 16 (+3) Wis 13 (+1) Con 12 (+1) Cha 16 (+3) |
| Skills: | |
| Feats: | mproved Unarmed Strike, Improved Grapple, Persuasive, Improved Initiative |
| Challenge Rating: | CR 16 |
| Alignment: | Chaotic Evil |
SPECIAL ABILITIES
Psychic Ability (Mind Sway): The power is automatic to manifest and the Will save DC is 15. (FS d20 147) (Will DC 16) –
Paralyzing Poison.
Poison: Target must make a Fortitude saving throw. If he fails, the poison takes effect. The Fortitude save DC is equal to 10 + ½ HD + Con bonus
Paralysis: A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round.
Enslave: The enslave special attack of the Medusa Beta can dominate the will of another creature that she has implanted her enzymes into. An enslaved creature obeys their enslaver’s telepathic commands until she has deactivated her enzymes. The Will save DC to break the control is 15 + HD of the Medusa Beta.
Psi Blazer

Psi Blazers are deformed humanoids with one large muscular arm sticking out their chest. It bends a full 360 degrees and can by used normally however manipulation was not its primary purpose when this creature was genetically constructed. The Psi Blazer’s body is a large Psi-power battery that stores and absorbs Wyrd. That energy can be released in one power beam. Some can also can absorb psi-energy if they grapple a psychically talented enemy in its huge hand.
They also have a head with only one large eye and no mouth. They have small breath holes on the fac. They feed through the mouth in the palm of their hand.
| Psi_Blazer, Light | |
| Large Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 14d10 |
| Initiative: | 6 |
| Speed: | 30 ft |
| Armor Class: | 23 (Dex +2. Natural Armor +11) |
| BAB/Grapple: | +17 |
| Attack: | +19 Ray |
| Full Attack: | +19/+14/+9/+4 Ray |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Ray |
| Special Qualities: | Pyschic Resistance +15, Clairvoyance Shot, |
| Saves: | Fort +10 Ref +8 Wil +15 |
| Abilities: | Str 16 (+3) Int 9 (-1) Dex 14(+2) Wis 10(0) Con 14(+2) Cha 2(-4) |
| Skills: | Spot +, Listen +, Search +, Climb +, Jump +, |
| Feats: | Improved Initiative |
| Challenge Rating: | 10 |
| Psi_Blazer, Heavy | |
| Large Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 20d10 |
| Initiative: | 6 |
| Speed: | 30 ft |
| Armor Class: | 31 (Dex +2. Natural Armor +19) |
| BAB/Grapple: | +27 |
| Attack: | +29 Ray |
| Full Attack: | +29/+24/+19/+14/+9/+4 Ray |
| Space/Reach: | 5ft/5ft |
| Special Attacks: | Ray |
| Special Qualities: | Pyschic Resistance +20, Clairvoyance Shot, Drain |
| Saves: | Fort +18 Ref +10 Wil +25 |
| Abilities: | Str 16 (+3) Int 9 (-1) Dex 14(+2) Wis 10(0) Con 14(+2) Cha 2(-4) |
| Skills: | Spot +, Listen +, Search +, Climb +, Jump +, |
| Feats: | Improved Initiative |
| Challenge Rating: | 18 |
SPECIAL ABILITIES
Ray (Su): The Psi Blazers can fire a Ray from their arm. They can manifest three different types of blasts:
1. Psionic Blast (Mind-Affecting) – The air ripples with the force of a mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1d8 rounds. Manifesting Time: 1 standard action. Range: 60 ft.. Area: 30-ft. cone-shaped burst. Duration: Instantaneous. Saving Throw: Will negates DC 20 for light psi-blazers and DC 25 for psi-blazers.
2. Energy Ray: The Psi-blazer can manifest an plasma energy ray (fire damage). If it succeeds on a ranged touch attack with the ray, the ray deals 6d6 for light psi-blazers and 8d6 for heavy psi-blazers points of damage. Manifesting Time: 1 standard action; Range: Close (60 ft.); Duration: Instantaneous; Saving Throw: None
3. Ultrablast: The Psi-Blazer can release a blast that disrupts the brains of all enemies in the power’s area, dealing 9d6 points of damage for light psi-blazers and 13d6 points of damage for heavy psi-blazers to each enemy. Manifesting Time: 1 standard action; Range: 15 ft.; Area: 15-ft.-radius spread centered on Psi-Blazer; Duration: Instantaneous; Saving Throw: Will half. Limit: This can only be attempted once every 5 rounds.
Clairvoyance Shot: The Psi-Blazer can see a distant location almost as if it were there. The Psi-Blazer does not need line of sight or line of effect, but the locale must be known—a place familiar to the Psi-Blazer or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once the Psi-Blazer has selected the locale, the focus of the Psi-Blazerr clairvoyant sense doesn’t move, but the Psi-Blazer can rotate it in all directions to view the area as desired.
If the chosen locale is dark through some occult means, the Psi-Blazer sees nothing. If it is naturally pitch black, the Psi-Blazer can see in a 10-foot radius around the center of the power’s effect or out to the extent of the Psi-Blazer’s natural darkvision.
With this power, it can manifest a Ray in the area it can see at a target as if it is standing at the point of clairvoyance.
Shiftling
Shiftlings are shape changers that can disguise themselves as anyone they have touched. Contact must be made with the target to be able to assimilate them.
| Shifting I | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 6d8+2 |
| Initiative: | 5 |
| Speed: | 30 FT walking |
| Armor Class: | 11 (+1 Dex) |
| BAB/Grapple: | +6/+7 |
| Attack: | +7 Range, +7 Melee |
| Full Attack: | +7/+2 Range, +7/+2 Melee |
| Space/Reach: | Space/Reach: |
| Special Attacks: | None |
| Special Qualities: | Minor Change Shape I |
| Saves: | Fort +6. Ref +2 Wil +2 |
| Abilities: | Str 12 (+1) Int 10 (+0) Dex 13 (+1) Wis 9 (-1) Con 14 (+2) Cha 11 (+0) |
| Skills: | Bluff +4, Disguise +4, Intimidate +4, Sense Motive +4 |
| Feats: | Improved Initiative |
| Challenge Rating: | 6 |
| Alignment: | Chaotic Neutral |
| Shifting II | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 10d8+2 |
| Initiative: | 5 |
| Speed: | 30 FT walking |
| Armor Class: | 11 (+1 Dex) |
| BAB/Grapple: | +10/+11 |
| Attack: | +11 ranged, +11 melee |
| Full Attack: | +11/+6 ranged, +11/+6 melee |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | None |
| Special Qualities: | Minor Change Shape II |
| Saves: | Fort +8 Ref +4 Wil +3 |
| Abilities: | Str 12 (+1) Int 10 (+0) Dex 13 (+1) Wis 9 (-1) Con 14 (+2) Cha 11 (+0) |
| Skills: | Bluff +6, Disguise +6, Intimidate +6, Sense Motive +6 |
| Feats: | Improved Initiative, Dodge |
| Challenge Rating: | 10 |
| Alignment: | Chaotic Neutral |
| Shftling III | |
| Medium Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 14d8+2 |
| Initiative: | 5 |
| Speed: | 30 FT walking |
| Armor Class: | 11 (+1 Dex) |
| BAB/Grapple: | +14/+15 |
| Attack: | +14 ranged, +14 melee |
| Full Attack: | +14/+9/+4 ranged, +14/+9/+4 melee |
| Space/Reach: | 5ft / 5ft |
| Special Attacks: | None |
| Special Qualities: | Minor Change Shape III |
| Saves: | Fort +10 Ref +5 Wil +4 |
| Abilities: | Str 12 (+1) Int 10 (+0) Dex 13 (+1) Wis 9 (-1) Con 14 (+2) Cha 11 (+0) |
| Skills: | Bluff +7, Disguise +7, Intimidate +8, Sense Motive +8 |
| Feats: | Improved Initiative, Dodge, Mobility |
| Challenge Rating: | 14 |
| Alignment: | Chaotic Neutral |
SPECIAL ABILITIES
Minor Change Shape
Shiflings have the ability to alter their appearance to some humanoid form totally different. They can seem 1 foot shorter or taller, thin, fat, or in between. They cannot change their body type. Otherwise, the extent of the apparent change is up to the shiftling. They can add or obscure a minor feature or look like an entirely different person. The ability does not provide the abilities or mannerisms of the chosen form, nor does it alter the shiftlings perceived tactile (touch) or audible (sound) properties. This effects only the shiftling body and not his clothing or equipment. This ability can be used at will, and it lasts as long as the shiftling wants it to. However, a shiftling recerts back to his natural form upon death. This ability takes a full-round action to perform completely.
This ability in conjunction with creating a disguise gains the shiftling a +10 bonus on the Disguise check.
The varying degress of this ability denotes the level of detail the change is.
- Level I – The change is only physical. Electronic devices will detect the shiftling.
- Level II – Electronic scanners such as retinal scans, finger print detection or the like are easily fooled by the change (tech level 5 and lower)
- Level III – DNA scans are fooled, tech level 6 to 8.
Arcane detection methods (psychic or theurge) can see through this change.
Wrathspawns

Wrathspawns are beasts constructed for stealth and destruction. Sheer muscle and rage, these beasts’ fur have a unique quality that only reflects UV light, making it appear as a walking shadow. They are soldiers, body guards and sometimes messy assassins for the cause. They usually are hard to control but have a “thing” for the Medusas and follow their orders (most of the time).
| Wrath Spawn, Mark I | |
| Large Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 8d10+25 (75 hp) |
| Initiative: | 2 |
| Speed: | 40 ft walking, 40 ft climbing |
| Armor Class: | 20 (+2 Dex, +8 Natural) |
| BAB/Grapple: | +6 / +12 |
| Attack: | +12 Claw, +12 Slam, +10 melee, +8 ranged |
| Full Attack: | +12 Claw, +12 Slam, +10 melee, +8 ranged |
| Space/Reach: | 10 ft / 10 ft |
| Special Attacks: | Claws (1d8) , Slam (1d8), melee, ranged |
| Special Qualities: | Camouflage, Rage |
| Saves: | Fort +8 Ref +6 Wil +2 |
| Abilities: | Str 23 (+6) Int 9 (-1) Dex 14 (+2) Wis 11 (0) Con 23 (+6) Cha 6 (-2) |
| Skills: | Climb +4, Hide +6, Move Silently +4 |
| Feats: | Stealthy |
| Organization: | |
| Challenge Rating: | 5 |
| Wrath Spawn, Mark II | |
| Large Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 12d10+45 (100 hp) |
| Initiative: | 3 |
| Speed: | 40 ft walking, 40 ft climbing |
| Armor Class: | 21 (+3 Dex, +8 Natural) |
| BAB/Grapple: | +9 / +17 |
| Attack: | +17 Claw, +17 Slam, +14 melee, +12 ranged |
| Full Attack: | +17 Claw, +17 Slam, +14 melee, +12 ranged |
| Space/Reach: | 10 ft / 10 ft |
| Special Attacks: | Claws , Slam , melee, ranged |
| Special Qualities: | Camouflage, Rage |
| Saves: | Fort +12 Ref +8 Wil +4 |
| Abilities: | Str 26 (+8) Int 9 (-1) Dex 16 (+3) Wis 11 (0) Con 23 (+6) Cha 6 (-2) |
| Skills: | Climb +6, Hide +8, Move Silently +6, Listen +4, Spot +4 |
| Feats: | Stealthy |
| Organization: | |
| Challenge Rating: | 8 |
| Wrath Spawn, Mark III | |
| Large Humanoid Aberration/Construct (Mutant) | |
| Hit Dice: | 18d10+50 (150 hp) |
| Initiative: | 4 |
| Speed: | 40 ft walking, 40 ft climbing |
| Armor Class: | 22 (+4 Dex, +8 Natural) |
| BAB/Grapple: | +13/+22 |
| Attack: | +22 Claw, +22 Slam, +18 melee, +16 ranged |
| Full Attack: | +22 Claw, +22 Slam, +18 melee, +16 ranged |
| Space/Reach: | 10 ft / 10 ft |
| Special Attacks: | Claws , Slam , melee, ranged |
| Special Qualities: | Camouflage, Rage |
| Saves: | Fort +18 Ref +14 Wil +8 |
| Abilities: | Str 28 (+9) Int 9 (-1) Dex 18 (+4) Wis 11 (0) Con 23 (+6) Cha 6 (-2) |
| Skills: | Climb +8, Hide +12, Move Silently +8, Listen +6, Spot +6 |
| Feats: | Stealthy |
| Organization: | |
| Challenge Rating: | 12 |
SPECIAL ABILITIES
Rage (Ex): A Wrath Spawn can fly into a rage at will. In a rage, a Wrath Spawn temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the Wrath Spawn’s hit points by 2 points per HD, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Wrath Spawn cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. He can use any feat he has except Combat Expertise, item creation feats, and occult feats. A fit of rage lasts for a number of rounds equal to 3 + the Wrath Spawn’s (newly improved) Constitution modifier. A Wrath Spawn may prematurely end his rage at will. At the end of the rage, the Wrath Spawn loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Camouflage (Ex) : Wrath Spawn’s fur reflects only UV light, giving it a shadowy look. When at rest in a shadowy, low-light situation, it takes a DC 15 + HD Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.
