Nil'spawn are evil outsiders that spontaneously and mysteriously originate across the cosmological multiverse, from extraplanar regions that are both desolate and inherently profane. They are native to the evil-aligned plane from which they spawned.
Unless otherwise noted its entry, each nil'spawn shares the following suite of traits.
Nil'spawn Traits
Darkvision 180 feet.
Low-Light Vision.
See in Darkness (Su) Nil'spawn can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Regeneration 1 (Ex) Nil'spawn possess regeneration that is negated for 1 round by any type of hit point damage.
Damage Reduction 5/magic
Spell Resistance (Ex) A nil'spawn gains SR equal to its CR + 11.
Immune to ability drain (taken as ability damage), death by massive damage, death effects, energy drain, paralysis, petrification, phantasms, involuntary polymorph effects and sleep effects.
Resistance to acid 5, cold 5, electricity 5, fire 5, negative energy damage 5, psychic energy damage 5, sonic 5.
Cosmic Defiance (Ex) When and wherever it is advantageous for them, stunned or cowering nil'spawn are only considered dazed.
Cosmic Strike (Su) The natural weapons of nil'spawn, as well as any weapons they wield, are considered ghost touch weapons and overcome all forms of damage reduction based on magic, alignment or material. For the purpose of negating regeneration, the damage such weapons deal is of every type. Nil'spawn also ignore the aquatic penalties for attack and damage rolls, as if they possessed freedom of movement.
Racial Bonus Feats Nil'spawn gain Conceal Scent, Diehard, Endurance and Lurker in Darkness as racial bonus feats.
Racial Modifiers Nil'spawn gain a +4 racial bonus on Perception and Sense Motive checks.
Telepathy (Su) A nil'spawn can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Languages Nil'spawn speak Abyssal, Infernal and at least one other language.
Absent Alignment (Ex) Nil'spawn radiate no alignment aura. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment.
Cosmic Recovery (Ex) As a standard action that provokes attacks of opportunity, a nil'spawn can remove all bleed effects from itself and gain another saving throw against each ongoing condition and effect currently upon itself. A successful saving throw granted by this ability ends its corresponding condition or effect immediately without restoring hit points or ability score damage. This ability can't be applied to conditions and effects that don't allow a saving throw.
Cosmic Tolerance (Su) Nil'spawn adapt to hostile environments as per adapt body (psionic power).
No Breath (Ex) Nil'spawn do not breathe, and are immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
Trackless Step (Ex) When desired, nil'spawn leave no trail in natural surroundings and cannot be tracked.
XP 800
Usually NE Large outsider (evil, extraplanar, nil'spawn)
Init +6; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +14
Defense
AC 16, touch 11, flat-footed 14 (+2 Dex, –1 size, +5 natural)
hp 26 (3d10+9); regeneration 1 (any)
Fort +6, Ref +5, Will +5
DR 5/magic; SR 14; Immune nil'spawn traits
Resist acid 5, cold 5, electricity 5, fire 15, negative energy damage 5, psychic energy damage 5, sonic 5
Defensive Abilities cosmic defiance
Offense
Speed 120 ft., swim 90 ft.
Melee bite +6 (1d4+4) and 2 hooves +4 (1d6+2 plus 1 fel'fire)
Space 10 ft.; Reach 5 ft.
Special Attacks cosmic strike, fel'fire hooves
Statistics
Str 19, Dex 15, Con 17, Int 10, Wis 15, Cha 11
Base Attk +3; CMB +8; CMD 20 (24 vs. trip)
Feats Improved Initiative, Iron Will
Racial Bonus Feats Alertness, Conceal Scent, Diehard, Endurance, Lurker in Darkness, Multiattack, Run
Skills Acrobatics +7, Bluff +4, Escape Artist +6, Knowledge (planes) +4, Intimidate +4, Perception +14, Sense Motive +14, Spellcraft +4, Stealth +4, Survival +6, Swim +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Ignan, Infernal; telepathy 300 ft.
SQ absent alignment, cosmic recovery, cosmic tolerance, no breath, trackless step
Special Abilities
Fel'fire Hooves (Su) The hooves of a pyrepony in true form glow like candles with fiendish green heat. One can suspend or resume this ability's effect as a free or immediate action. This ability's effect enables its originator to deal 1 extra point of fel'fire damage with each hoof attack. Damage dealt by this effect is not multiplied in the event of a critical hit. While not subject to resistance or immunity, fel'fire damage is considered fire damage.
This is a supernatural transmutation [evil, fire] effect that functions normally underwater and deals damage normally to incorporeal targets, but cannot start or spread fires.
This is a supernatural transmutation [evil, fire] effect that functions normally underwater and deals damage normally to incorporeal targets, but cannot start or spread fires.
Ecology
Typical Appearance Pyreponies are fiendishly fast equine nil'spawn, always black of hair, hoof and eye.
XP 800
Usually NE Tiny outsider (evil, extraplanar, nil'spawn)
Init +4; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +12
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 22 (4d10); regeneration 1 (any)
Fort +3, Ref +8, Will +5
DR 5/magic; SR 14; Immune nil'spawn traits
Resist acid 5, cold 5, electricity 5, fire 15, negative energy damage 5, psychic energy damage 5, sonic 5
Defensive Abilities cosmic defiance
Offense
Speed 40 ft., climb 20 ft., swim 30 ft.
Melee 2 claws +10 (1d2–1)
Ranged +1 sini'star +10/+10 touch (1d4+4 fel'fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks cosmic strike, sini'star
Statistics
Str 9, Dex 19, Con 11, Int 13, Wis 12, Cha 17
Base Attk +4; CMB +6; CMD 15
Feats Great Fortitude, Run
Racial Bonus Feats Conceal Scent, Diehard, Endurance, Lurker in Darkness, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus [sini'star]
Skills Acrobatics +11, Bluff +7, Escape Artist +10, Climb +16, Knowledge (planes) +5, Perception +12, Sense Motive +12, Sleight of Hand +8, Spellcraft +8, Stealth +18, Swim +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Aklo, Ignan, Infernal; telepathy 300 ft.
SQ absent alignment, cosmic recovery, cosmic tolerance, momentary freedom, no breath, trackless step, urgent resurgence
Special Abilities
Momentary Freedom (Su) As a free or immediate action, a pyreling can enable itself to move unhindered for 1 round as per freedom of movement. This ability has an unmodified activation cooldown of 1d4+2 rounds.
Sini'star (Su) As a free or immediate action, a pyreling may evoke a single sini'star it can hold between two hands without harm. Any sini'star evoked with this ability ends when no longer held by its evoker or its evoker evokes another.
A sini'star is a supernatural evocation [evil, fire] effect that functions normally underwater and sheds green light with the brightness of a torch, but cannot start or spread fires. Such an effect is also a two-handed projectile weapon with a +1 enhancement bonus per 4 effective caster levels. Anyone evoking a sini'star may wield it with proficiency to launch bolts of fel'fire out to medium range (100 ft. + 10 ft./level) as ranged touch attacks (no range penalty). Each sini'star must be evoked to correspond with a weapon size its evoker can wield with or without penalty. A bolt from a Tiny sini'star deals a 1d4 base amount of fel'fire damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any sini'star attack. While not subject to resistance or immunity, fel'fire damage is considered fire damage.
A sini'star is a supernatural evocation [evil, fire] effect that functions normally underwater and sheds green light with the brightness of a torch, but cannot start or spread fires. Such an effect is also a two-handed projectile weapon with a +1 enhancement bonus per 4 effective caster levels. Anyone evoking a sini'star may wield it with proficiency to launch bolts of fel'fire out to medium range (100 ft. + 10 ft./level) as ranged touch attacks (no range penalty). Each sini'star must be evoked to correspond with a weapon size its evoker can wield with or without penalty. A bolt from a Tiny sini'star deals a 1d4 base amount of fel'fire damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any sini'star attack. While not subject to resistance or immunity, fel'fire damage is considered fire damage.
Urgent Resurgence (Su) As a free or immediate action, a pyreling may grant one target creature within medium range (100 ft. + 10 ft./level) another attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person. If that creature is affected by more than one ongoing magical effect, it chooses one of them to retry the save against. If that creature succeeds on the saving throw gained from this ability, the effect ends immediately. This ability never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability. If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), then this ability won’t help a creature recover from it. This ability has an unmodified activation cooldown of 1d4+1 rounds.
Ecology
Typical Appearance No more than two feet tall and long of limb, pyrelings appear very much like wiry goblins with long horns, oversize clawed hands and feet, and pigmentation patterns that vary widely.
XP 1,200
Usually NE Medium outsider (elemental, evil, extraplanar, nil'spawn)
Init +1; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +13
Defense
AC 17, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 57 (5d10+15+15); regeneration 2 (any)
Fort +7, Ref +7, Will +7
DR 5/magic; SR 15; Immune elemental traits, nil'spawn traits
Resist acid 5, cold 15, electricity 5, fire 5, negative energy damage 15, psychic energy damage 15, sonic 5
Defensive Abilities cosmic defiance, reign of darkness, shadow blend
Offense
Speed fly 40 ft. (perfect), swim 30 ft.
Melee 2 adaptive arms +9 (1d8+4)
Space 5 ft.; Reach 5 ft.
Special Attacks adaptive arms, cosmic strike
Statistics
Str 19, Dex 13, Con 17, Int 13, Wis 12, Cha 17
Base Attk +5; CMB +10; CMD 24
Feats Iron Will, Lightning Reflexes, Seize the Opportunity
Racial Bonus Feats Combat Patrol, Combat Reflexes, Conceal Scent, Diehard, Endurance, Improved Natural Attack [claw, slam], Lurker in Darkness, Mobility, Pin Down, Stand Still
Skills Acrobatics +9 (+13 /w going gravity), Bluff +7, Escape Artist +9, Fly +16, Intimidate +7, Knowledge (planes) +5, Perception +13, Sense Motive +13, Spellcraft +9, Stealth +9 (+13 w/ going gravity), Swim +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Auran, Celestial, Infernal; telepathy 300 ft.
SQ absent alignment, compression, cosmic recovery, cosmic tolerance, going gravity, insulated, no breath, powerful build, shadow bulwark, greater shadow slip, trackless step
Special Abilities
Adaptive Arms (Ex) As an anytime free action, an umbrawler in true form may alter any number of its hands to feature a claw or slam attack. Any such slam attack may include spikes to deal both bludgeoning and piercing damage.
Going Gravity (Ex) Although legless, umbrawlers in true form manipulate gravity and need not make Fly or Swim checks to undertake complex maneuvers. They still require such checks to resist external influences against them, such as strong winds or currents, with the option of applying their Strength modifier instead of their Dexterity modifier to Fly checks they make when doing so. Umbrawlers also gain a +4 racial bonus on Acrobatics and Stealth checks while employing the extraordinary fly or swim speed listed in the base statistics for their kind.
Insulated (Ex) Against umbrawlers in true form, damage dealt by diffuse blunt trauma via battering, buffeting, compression, constriction, crushing, falling, impact collisions, shockwaves or trampling is halved and rounded down.
Reign of Darkness (Ex) An umbrawler adds its Charisma bonus (if any) to hit points gained per Hit Die, to Fortitude saving throws, to CMD, and to the number of attacks of opportunity it can make each round. In addition, the enemies of an umbrawler treat its threatened area as difficult terrain.
Shadow Blend (Su) For each step of illumination below bright light where it would receive an attack, an umbrawler in true form gains a degree of concealment (10% miss chance per step, up to 40%) from blending with shadows, overlapping with any gained from a lack of light. An umbrawler can suspend or resume this ability as an anytime free action.
Shadow Bulwark (Su) As a free or immediate action, an umbrawler may gain temporary hit points equal to its Hit Dice for each step of illumination below bright light through most its space. These temporary hit points last for 1d4+2 rounds. This ability has an unmodified activation cooldown of 1d4+1 minutes.
Shadow Slip, Greater (Su) For each step of illumination below bright light through most its space, an umbrawler gains a +4 racial bonus on Stealth checks.
Ecology
Typical Appearance With a luminous pair of eye spots peering out from within, an umbrawler is composed of nebulous shadowstuff that shapes itself into a vaguely humanoid figure which tapers to a point below its apparent waist.
XP 1,200
Usually NE Medium outsider (evil, extraplanar, nil'spawn)
Init +3; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +13
Defense
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 deflection)
hp 32 (5d10+5); regeneration 1 (any)
Fort +4, Ref +7, Will +5
DR 5/magic; SR 15; Immune nil'spawn traits
Resist acid 5, cold 5, electricity 15, fire 5, negative energy damage 15, psychic energy damage 15, sonic 5
Defensive Abilities cosmic defiance, unearthly grace
Offense
Speed 40 ft., fly 40 ft. (poor), climb 20 ft., swim 30 ft.
Melee +1 netherlash +8/+8 touch (1d8+4 fel'volt)
Melee 2 slams +8 (1d3)
Space 5 ft.; Reach 5 ft. (15 ft. w/ netherlash)
Spell-like Abilities (CL 6th, concentration +9)
At will—invisibility (self only), seduce (DC 16, see below)
At will—invisibility (self only), seduce (DC 16, see below)
Special Attacks cosmic strike, netherlash, rapid lash, sneak attack +2d6
Statistics
Str 11, Dex 17, Con 13, Int 13, Wis 12, Cha 17
Base Attk +5; CMB +8; CMD 18
Feats Great Fortitude, Improved Feint, Shadow Strike
Racial Bonus Feats Agile Maneuvers, Combat Casting, Conceal Scent, Diehard, Endurance, Lurker in Darkness, Weapon Finesse, Weapon Focus [scorpion whip], Whip Mastery
Skills Acrobatics +11, Bluff +11, Climb +12, Escape Artist +8, Fly +7, Knowledge (planes) +5, Perception +13, Sense Motive +13, Sleight of Hand +7, Spellcraft +9, Stealth +7, Swim +12
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Common, Infernal, Undercommon; telepathy 300 ft.
SQ absent alignment, cosmic recovery, cosmic tolerance, no breath, trackless step
Special Abilities
Netherlash (Su) As a free or immediate action, a flaymate may evoke a single netherlash it can hold in one hand without harm. Any netherlash evoked with this ability ends when no longer held by its evoker or its evoker evokes another.
A netherlash is a supernatural evocation [electricity, evil] effect and a scorpion whip that gains a +1 enhancement bonus per 4 effective caster levels. Anyone evoking a netherlash may wield it with proficiency to deliver melee touch attacks and attempt combat maneuvers. Each netherlash must be evoked to correspond with a size of scorpion whip its evoker can wield in one hand without penalty. A netherlash of medium size deals a 1d8 base amount of fel'volt damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any netherlash attack. While not subject to resistance or immunity, fel'volt damage is considered electricity damage.
A netherlash is a supernatural evocation [electricity, evil] effect and a scorpion whip that gains a +1 enhancement bonus per 4 effective caster levels. Anyone evoking a netherlash may wield it with proficiency to deliver melee touch attacks and attempt combat maneuvers. Each netherlash must be evoked to correspond with a size of scorpion whip its evoker can wield in one hand without penalty. A netherlash of medium size deals a 1d8 base amount of fel'volt damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any netherlash attack. While not subject to resistance or immunity, fel'volt damage is considered electricity damage.
Rapid Lash (Ex) A flaymate can use a whip during a full attack action to make one additional attack at its highest base attack bonus. Doing so imposes a –2 penalty on all attack rolls one makes using that action.
Seduce (Sp) As calm emotions, but only with respect to one target humanoid or monstrous humanoid, rather than creatures in an area. The subject of this ability's effect is also nauseated. The save DC of this Charisma-based spell-like ability increases by 1 per 2 caster levels beyond the first 4.
Sneak Attack (Ex) A flaymate has a sneak attack identical to a rogue with a class level equaling half its racial Hit Dice (rounded up). This ability stacks with any sneak attack damage one might gain through taking rogue levels.
Unearthly Grace (Su) A flaymate adds its Charisma bonus (if any) as a deflection bonus to AC when wearing no armor.
Ecology
Typical Appearance If not for their hooved digitigrade legs, small horns, leathery wings and short tails, flaymates would resemble attractive female humans with black hair and ashen skin tones.
XP 1,200
Usually NE Small outsider (evil, extraplanar, nil'spawn)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness, scent, spellsight, Perception +14
Defense
AC 16, touch 13, flat-footed 14 (+2 Dex, +1 size, +3 natural)
hp 37 (5d10+10); regeneration 1 (any)
Fort +5, Ref +6, Will +6
DR 5/magic; SR 15; Immune nil'spawn traits
Resist acid 10, cold 10, electricity 10, fire 10, negative energy damage 10, psychic energy damage 10, sonic 10
Defensive Abilities cosmic defiance
Offense
Speed 80 ft., climb 40 ft., swim 60 ft.
Melee bite +9 (1d8+4 plus 1d4 bleed plus trip)
Space 5 ft. (long); Reach 5 ft.
Special Attacks bleed (1d4), cosmic strike, eldritch lock (DC 16)
Statistics
Str 15, Dex 15, Con 15, Int 10, Wis 15, Cha 15
Base Attk +5; CMB +7; CMD 19 (23 vs. trip)
Feats Blind-Fight, Combat Reflexes, Great Fortitude
Racial Bonus Feats Ability Focus [eldritch lock], Conceal Scent, Diehard, Endurance, Improved Natural Attack [bite], Lurker in Darkness, Mobility, Spring Attack, Weapon Focus [bite]
Skills Acrobatics +8, Bluff +6, Climb +14, Escape Artist +8, Knowledge (planes) +4, Perception +14, Sense Motive +10, Spellcraft +8, Stealth +14, Survival +10, Swim +14
Racial Modifiers +4 Perception, +4 Sense Motive, +4 Survival when tracking by scent
Languages Abyssal, Aklo, Infernal; telepathy 300 ft.
SQ absent alignment, cosmic recovery, cosmic tolerance, deft drop, devour dweomer, no breath, powerful bite, powerful build, swift tracker, trackless step
Special Abilities
Deft Drop (Ex) A dweomawgrel in true form may ignore the first 30 feet of any fall when calculating falling damage. When taking no damage from a fall, one does not fall prone.
Devour Dweomer (Su) As a free or immediate action, a dweomawgrel can attempt an effective caster level check to dispel one harmless spell or spell-like ability it can perceive with its spellsight. Doing so successfully heals that dweomawgrel for hit points equal to the spell level + the caster level of the effect dispelled. This ability has an unmodified activation cooldown of 1d4+1 rounds.
Eldritch Lock (Su) As a free or immediate action, a dweomawgrel can nullify one target creature within medium range (100 ft. + 10 ft./level) for 1 round (Will negates) as a Charisma-based abjuration effect. For the purpose of this ability, a nullified creature is unable to utilize any function of a spell, spell-like ability, supernatural ability or item that requires casting, concentration, or an activation method other than use-activation. This ability has an unmodified activation cooldown of 1d4+3 rounds.
Powerful Bite (Ex) A dweomawgrel in true form applies twice its strength bonus to bite damage.
Spellsight (Su) Dweomawgrels gain the continuous benefit of greater arcane sight out to medium range (100 ft. + 10 ft./level). They can use that benefit to freely ascertain the location, identity, function, spell level, caster level and remaining duration of each ongoing spell and spell-like ability. When used to locate the subject of an ongoing effect indirectly, this Charisma-based divination effect does not allow one to overcome any miss chance from concealment that subject may have.
Ecology
Typical Appearance Dweomawgrels are swift quadrupeds each featuring a quill-covered backside, a pair of dorsal stalk feelers and a large snapping maw with countless teeth.
XP 1,600
Usually NE Medium outsider (evil, extraplanar, nil'spawn)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +14
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d10+24); regeneration 2 (any)
Fort +6, Ref +7, Will +6
DR 5/magic; SR 16; Immune nil'spawn traits
Resist acid 5, cold 5, electricity 5, fire 5, negative energy damage 5, psychic energy damage 5, sonic 5
Defensive Ability cosmic defiance
Offense
Speed 50 ft., climb 30 ft., swim 40 ft.
Melee +1 greataxe +12/+7 (2d6+8/x3)
Melee +1 lucerne hammer +12/+7 (2d6+8)
Melee 2 slams +11 (1d6+5)
Space 5 ft.; Reach 5 ft.
Special Attacks brutal heft (DC 18), cosmic strike
Statistics
Str 21, Dex 15, Con 19, Int 13, Wis 12, Cha 11
Base Attk +6; CMB +12; CMD 24
Feats Combat Reflexes, Furious Focus, Two-Handed Thrower
Racial Bonus Feats Conceal Scent, Cornugon Smash, Diehard, Endurance, Intimidating Prowess, Lurker in Darkness, Power Attack, Throw Anything, Whirlwind Attack
Skills Acrobatics +11, Bluff +4, Climb +17, Escape Artist +10, Intimidate +15, Knowledge (planes) +5, Perception +14, Sense Motive +13, Spellcraft +9, Stealth +10, Swim +17
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Draconic, Giant, Infernal; telepathy 300 ft.
SQ absent alignment, access arms, cosmic recovery, cosmic tolerance, no breath, powerful build, trackless step
Special Abilities
Access Arms (Su) Once per round as a free or immediate action, a hellbent brawnpawn may call weaponry (as the power) to obtain a melee weapon as if spending power points to match the effective manifester level of this ability. Summoning effects never interfere with use of this ability.
Brutal Heft (Ex) A hellbent brawnpawn can apply its Strength modifier instead of its Dexterity modifier to one ranged attack roll using a thrown weapon. A creature hit and damaged by that attack is also dazed for 1 round (Fort negates) as a Strength-based effect. This ability has an unmodified activation cooldown of 1d4+4 rounds.
Ecology
Typical Appearance Standing nearly eight feet tall, hellbent brawnpawns resemble muscular humanoids, with hairless skin of fiery or mineral tones. Much like gladiators, they often eschew covering their torso when donning armor.
XP 1,600
Usually NE Large outsider (evil, extraplanar, nil'spawn)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +14
Defense
AC 17, touch 15, flat-footed 15 (+2 Dex, –1 size, +2 natural, +4 deflection)
hp 51 (6d10+18); regeneration 2 (any)
Fort +5, Ref +7, Will +6
DR 5/magic; SR 16; Immune nil'spawn traits
Resist acid 5, cold 5, electricity 5, fire 5, negative energy damage 15, psychic energy damage 15, sonic 5
Defensive Abilities cosmic defiance, unearthly grace
Offense
Speed 50 ft., climb 30 ft., swim 40 ft.
Melee +1 short sword +10/+5 (1d8+5/19-20)
and three +1 short swords +10 (1d8+3/19-20)
and two +1 light maces +10 (1d8+3)
and three +1 short swords +10 (1d8+3/19-20)
and two +1 light maces +10 (1d8+3)
Melee 6 slams +9 (1d4+4)
Space 10 ft.; Reach 10 ft.
Spell-like Abilities (CL 7th, concentration +11)
At will—invisibility (self only), mesmerize (DC 17, see below)
At will—invisibility (self only), mesmerize (DC 17, see below)
Special Attacks cosmic strike, multiweapon focus
Statistics
Str 19, Dex 15, Con 17, Int 13, Wis 12, Cha 19
Base Attk +6; CMB +11 (+15 grapple); CMD 23 (25 vs. grapple)
Feats (3 undetermined)
Racial Bonus Feats Combat Casting, Conceal Scent, Diehard, Endurance, Greater Grapple, Improved Grapple, Lurker in Darkness, Multiweapon Fighting
Skills Acrobatics +11, Bluff +9, Climb +16, Escape Artist +11, Knowledge (planes) +5, Perception +14, Sleight of Hand +6, Sense Motive +14, Spellcraft +10, Stealth +7, Swim +16
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Celestial, Giant, Infernal; telepathy 300 ft.
SQ absent alignment, access arms, cosmic recovery, cosmic tolerance, no breath, trackless step
Special Abilities
Access Arms (Su) Up to six times per round as a free or immediate action, a deepsixtrix may call weaponry (as the power) to obtain a light melee weapon as if spending power points to match the effective manifester level of this ability. Any such weapon returns to its point of origin instantly upon release from its caller's grasp. Summoning effects never interfere with use of this ability.
Mesmerize (Sp) As calm emotions, but only with respect to one target creature, rather than creatures in an area. The subject of this ability's effect is also nauseated. The save DC of this Charisma-based spell-like ability increases by 1 per 2 caster levels beyond the first 4.
Multiweapon Focus (Ex) Any attack roll penalties a deepsixtrix incurs for fighting with multiple weapons are reduced by –2.
Unearthly Grace (Su) A deepsixtrix adds its Charisma bonus (if any) as a deflection bonus to AC when wearing no armor.
Ecology
Typical Appearance Standing nearly twelve feet tall, deepsixtrix resemble willowy female humanoids with luminous eyes, chromatic skin tones and three pairs of arms.
XP 1,600
Usually NE Large outsider (evil, extraplanar, nil'spawn)
Init +2 (+2 Wis); Senses darkvision 180 ft., low-light vision, see in darkness, spellsight, Perception +15
Defense
AC 17, touch 12, flat-footed 17 (–1 size, +5 natural, +3 deflection)
hp 51 (6d10+18); regeneration 2 (any)
Fort +7, Ref +7, Will +7
DR 5/magic; SR 16; Immune nil'spawn traits
Resist acid 10, cold 10, electricity 10, fire 10, negative energy damage 10, psychic energy damage 10, sonic 10
Defensive Abilities cosmic defiance, unearthly acuity, unearthly wake
Offense
Speed 20 ft., fly 50 ft. (good), swim 40 ft.
Melee bite +10 (2d6+5) and 8 tentacles +8 (1d6+2)
Melee tongue lash +10 (1d6+5) and 8 tentacles +8 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. w/ tentacles, 20 ft. w/ tongue lash)
Special Attacks cosmic strike, eldritch lockvice (DC 18)
Statistics
Str 21, Dex 11, Con 17, Int 15, Wis 14, Cha 17
Base Attk +6; CMB +12; CMD 25 (can't be tripped)
Feats Blind-Fight, Great Fortitude, Lightning Reflexes
Racial Bonus Feats Ability Focus [eldritch lockvice], Combat Reflexes, Conceal Scent, Diehard, Endurance, Improved Natural Attack [bite, tentacles, tongue lash], Lurker in Darkness, Multiattack
Skills Acrobatics +9, Bluff +8, Escape Artist +13, Fly +11, Knowledge (planes) +6, Intimidate +8, Perception +15, Sense Motive +15, Spellcraft +11, Stealth +5, Swim +17
Racial Modifiers +4 Escape Artist, +4 Perception, +4 Sense Motive
Languages Aboleth, Abyssal, Aquan, Auran, Infernal; telepathy 300 ft.
SQ absent alignment, cosmic recovery, cosmic tolerance, drain dweomer, no breath, trackless step
Special Abilities
Drain Dweomer (Su) As a free or immediate action, a xenocular eightentacloid can attempt an effective caster level check to dispel one harmless spell or spell-like ability it can perceive with its spellsight. Doing so successfully gives that xenocular eightentacloid two options—heal hit points equal to the spell level + the caster level of the effect dispelled (or) gain the remaining duration of the dispelled effect as its new subject provided that xenocular eightentacloid can serve as an eligible target for it. This ability has an unmodified activation cooldown of 1d4+1 rounds.
Eldritch Lockvice (Su) As a free or immediate action, a xenocular eightentacloid can deal one target creature within medium range (100 ft. + 10 ft./level) an amount of typeless energy damage equaling 1d4 + 1 point per level and also nullify it for 1 round (Will negates) as a Charisma-based abjuration effect. For the purpose of this ability, a nullified creature is unable to utilize any function of a spell, spell-like ability, supernatural ability or item that requires casting, concentration, or an activation method other than use-activation. This ability has an unmodified activation cooldown of 1d4+3 rounds.
Spellsight (Su) Xenocular eightentacloids gain the continuous benefit of greater arcane sight out to medium range (100 ft. + 10 ft./level). They can use that benefit to freely ascertain the location, identity, function, spell level, caster level and remaining duration of each ongoing spell and spell-like ability. When used to locate the subject of an ongoing effect indirectly, this Charisma-based divination effect does not allow one to overcome any miss chance from concealment that subject may have.
Unearthly Acuity (Ex) A xenocular eightentacloid adds its Wisdom bonus (if any) to initiative and the number of attacks of opportunity it can make each round.
Unearthly Wake (Su) A xenocular eightentacloid adds its Charisma bonus (if any) as a deflection bonus to AC and CMD.
Ecology
Typical Appearance Xenocular eightentacloids are similar to beholders lacking eyestalks, with eight tentacles emerging from their underside.
XP 2,400
Usually NE Large outsider (evil, extraplanar, nil'spawn)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness, accursed acuity, Perception +15
Defense
AC 20, touch 11, flat-footed 18 (+2 Dex, –1 size, +9 natural)
hp 66 (7d10+28); regeneration 3 (any)
Fort +8, Ref +7, Will +8
DR 5/magic; SR 17; Immune nil'spawn traits
Resist acid 5, cold 10, electricity 10, fire 5, negative energy damage 10, psychic energy damage 10, sonic 5
Defensive Ability cosmic defiance
Offense
Speed 50 ft., fly 50 ft. (average), climb 30 ft., swim 40 ft.
Melee 2 claws +11 (1d6+5)
Ranged +1 obliviorb +8/+8/+3 touch (2d6+4 fel'frost)
Space 10 ft.; Reach 10 ft.
Special Attacks cosmic strike, obliviorb
Statistics
Str 21, Dex 15, Con 19, Int 15, Wis 12, Cha 17
Base Attk +7; CMB +13; CMD 25
Feats Combat Reflexes, Great Fortitude, Iron Will, Vital Strike
Racial Bonus Feats Conceal Scent, Diehard, Endurance, Lurker in Darkness, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus [obliviorb]
Skills Acrobatics +12, Bluff +7, Climb +17, Escape Artist +12, Fly +10, Intimidate +9, Knowledge (planes) +6, Perception +15, Sense Motive +15, Spellcraft +12, Stealth +8, Swim +17
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Celestial, Draconic, Infernal, Giant; telepathy 300 ft.
SQ absent alignment, cosmic recovery, cosmic tolerance, no breath, trackless step
Special Abilities
Accursed Acuity (Su) A befellion can perceive the subject(s) of any curse effect(s) within medium range (100 ft. + 10 ft./level) as if by means of blindsight.
Obliviorb (Su) As a free or immediate action, a befellion may evoke an obliviorb it can hold between two hands without harm. Any obliviorb evoked with this ability ends when no longer held by its evoker or its evoker evokes another.
An obliviorb is a supernatural evocation [cold, evil] effect that functions normally underwater, but also a two-handed projectile weapon with a +1 enhancement bonus per 4 effective caster levels. Anyone evoking an obliviorb may wield it with proficiency to launch bolts of fel'frost out to medium range (100 ft. + 10 ft./level) as ranged touch attacks (no range penalty). Each obliviorb must be evoked to correspond with a weapon size its evoker can wield with or without penalty. A bolt from a Large obliviorb deals a 2d6 base amount of fel'frost damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any obliviorb attack. While not subject to resistance or immunity, fel'frost damage is considered cold damage.
An obliviorb is a supernatural evocation [cold, evil] effect that functions normally underwater, but also a two-handed projectile weapon with a +1 enhancement bonus per 4 effective caster levels. Anyone evoking an obliviorb may wield it with proficiency to launch bolts of fel'frost out to medium range (100 ft. + 10 ft./level) as ranged touch attacks (no range penalty). Each obliviorb must be evoked to correspond with a weapon size its evoker can wield with or without penalty. A bolt from a Large obliviorb deals a 2d6 base amount of fel'frost damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any obliviorb attack. While not subject to resistance or immunity, fel'frost damage is considered cold damage.
Ecology
Typical Appearance Standing nearly ten feet tall, befellions otherwise resemble shadowy balors.
XP 2,400
Usually NE Large outsider (elemental, evil, extraplanar, nil'spawn)
Init +0; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +15
Defense
AC 20, touch 9, flat-footed 20 (–1 size, +11 natural)
hp 87 (7d10+35+14); regeneration 4 (any)
Fort +9, Ref +7, Will +8
DR 5/magic and adamantine; SR 17; Immune elemental traits, nil'spawn traits
Resist acid 15, cold 10, electricity 10, fire 30, negative energy damage 5, psychic energy damage 5, sonic 5
Defensive Abilities cosmic defiance, stability, volcanic reign
Offense
Speed 40 ft., climb 20 ft., swim 30 ft.
Melee 2 slams +14 (1d8+8 plus 1d6 fel'fire)
Space 10 ft.; Reach 10 ft.
Special Attacks cosmic strike, fel'fire blastwave (DC 18), fel'fire corona
Statistics
Str 27, Dex 11, Con 21, Int 13, Wis 12, Cha 15
Base Attk +7; CMB +16; CMD 28 (32 vs. trip)
Feats Ability Focus [fel'fire blastwave], Iron Will, Lightning Reflexes, Vital Strike
Racial Bonus Feats Combat Reflexes, Conceal Scent, Cornugon Smash, Diehard, Endurance, Improved Natural Attack [slam], Intimidating Prowess, Lurker in Darkness, Power Attack
Skills Acrobatics +10, Bluff +6, Climb +20, Escape Artist +10, Intimidate +20, Knowledge (planes) +5, Perception +15, Sense Motive +15, Spellcraft +11, Stealth +2, Swim +20
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Ignan, Infernal, Terran; telepathy 300 ft.
SQ absent alignment, cosmic recovery, cosmic tolerance, no breath, trackless step
Special Abilities
Fel'fire Blastwave (Su) As a free or immediate action, a hellrock hulk can evoke fel'fire in a self-centered radial burst extending any desired distance within close range (25 ft. + 5 ft./2 levels), dealing 1d6 fel'fire damage to other creatures and unattended objects in the area (Reflex negates) as a Constitution-based effect. While not subject to resistance or immunity, fel'fire damage is considered fire damage.
This is a supernatural evocation [evil, fire] effect that functions normally underwater and deals damage normally to incorporeal targets, but cannot start or spread fires. Nil'spawn are immune to this ability's effect. This ability has an unmodified activation cooldown of 1d4+1 rounds.
This is a supernatural evocation [evil, fire] effect that functions normally underwater and deals damage normally to incorporeal targets, but cannot start or spread fires. Nil'spawn are immune to this ability's effect. This ability has an unmodified activation cooldown of 1d4+1 rounds.
Fel'fire Corona (Su) As a free or immediate action, a hellrock hulk can suspend or resume the continuous green flames that burn harmlessly around it with the brightness of a torch. The originator of this effect deals an extra 1d6 fel'fire damage with each melee attack. Damage dealt by this effect is not multiplied in the event of a critical hit. While not subject to resistance or immunity, fel'fire damage is considered fire damage.
This is a supernatural evocation [evil, fire] effect that functions normally underwater and deals damage normally to incorporeal targets, but cannot start or spread fires.
This is a supernatural evocation [evil, fire] effect that functions normally underwater and deals damage normally to incorporeal targets, but cannot start or spread fires.
Volcanic Reign (Ex) A hellrock hulk adds its Charisma bonus (if any) to hit points gained per Hit Die, to Fortitude saving throws, to CMD, and to the number of attacks of opportunity it can make each round. In addition, nonmagical acid and fire damage dealt to a hellrock hulk is halved and rounded down prior to the application of energy resistance.
Ecology
Typical Appearance Standing nearly twelve feet tall, hellrock hulks appear as crudely-shaped humanoid forms composed of befouled volcanic rock.
XP 2,400
Usually NE Large outsider (evil, extraplanar, nil'spawn)
Init +2; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +15
Defense
AC 20, touch 11, flat-footed 18 (+2 Dex, –1 size, +9 natural)
hp 73 (7d10+35); regeneration 3 (any)
Fort +9, Ref +7, Will +8
DR 5/magic; SR 17; Immune nil'spawn traits
Resist acid 5, cold 5, electricity 5, fire 5, negative energy damage 5, psychic energy damage 5, sonic 5
Defensive Ability cosmic defiance
Offense
Speed 50 ft., climb 30 ft., swim 40 ft.
Melee +1 longsword +13/+8 (2d6+7/19-20)
and +1 morningstar +13/+8 (2d6+7)
and tail slap +7 (1d8+3)
and +1 morningstar +13/+8 (2d6+7)
and tail slap +7 (1d8+3)
Melee 2 slams +12 (1d6+6)
and tail slap +7 (1d8+3)
and tail slap +7 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks brutal heft (DC 19), cosmic strike, two-weapon focus
Statistics
Str 23, Dex 15, Con 21, Int 15, Wis 12, Cha 13
Base Attk +7; CMB +14; CMD 26
Feats Combat Reflexes, Great Fortitude, Iron Will, Vital Strike
Racial Bonus Feats Conceal Scent, Diehard, Double Slice, Endurance, Improved Two-Weapon Fighting, Lurker in Darkness, Prodigious Two-Weapon Fighting, Throw Anything, Two-Weapon Fighting
Skills Acrobatics +12, Bluff +8, Climb +18, Escape Artist +12, Intimidate +11, Knowledge (planes) +5, Perception +15, Sense Motive +15, Spellcraft +12, Stealth +8, Swim +18
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Celestial, Draconic, Giant, Infernal; telepathy 300 ft.
SQ absent alignment, access arms, cosmic recovery, cosmic tolerance, no breath, trackless step
Special Abilities
Access Arms (Su) Up to twice per round as a free or immediate action, a fiendborn wrathsworn may call weaponry (as the power) to obtain a melee weapon as if spending power points to match the effective manifester level of this ability. Summoning effects never interfere with use of this ability.
Brutal Heft (Ex) A fiendborn wrathsworn can apply its Strength modifier instead of its Dexterity modifier to one ranged attack roll using a thrown weapon. A creature hit and damaged by that attack is also dazed for 1 round (Fort negates) as a Strength-based effect. This ability has an unmodified activation cooldown of 1d4+4 rounds.
Two-Weapon Focus (Ex) Any attack roll penalties a fiendborn wrathsworn incurs for fighting with two weapons are reduced by –2.
Ecology
Typical Appearance Standing nearly eleven feet tall, fiendborn wrathsworn resemble mighty saurian bipeds with long tails and digitigrade legs.
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