Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin rakes with its feet as it strikes with its claws or a weapon. About half of any group of sahuagin are also armed with nets.
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers a -2 AC penalty. The sahuagin cannot end its frenzy voluntarily.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahuagin can use Animal Empathy to befriend and train sharks.
Underwater Sense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a sahuagin can locate such creatures only within a 15-foot radius. Sahuagin are not fooled by figments when underwater.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for 1 round. In addition to temporary blindness, they suffer a -1 morale penalty to all attack rolls, saves, and checks while operating in bright light.
Amphibious (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the sahuagin fails and cannot escape, it suffers a -4 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Skills: Sahuagin receive a +4 racial bonus to Hide, Listen, and Spot checks. *Underwater, the bonus improves to +8. They receive a +8 bonus to Wilderness Lore and Profession (hunt) checks within fifty miles of their homes.
A male sahuagin's favored class is ranger. Female sahuagin favor the cleric class. Sahuagin clerics can choose any two of the following domains: Evil, Law, Strength, and War.
If a community of aquatic elves is located within a hundred miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures are called malenti.
Malenti are savage fighters, asking for and giving no quarter. When swimming, a sahuagin rakes with its feet as it strikes with its claws or a weapon. About half of any group of sahuagin are also armed with nets.
Blood Frenzy: Once per day a malenti that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers a -2 AC penalty. The malenti cannot end its frenzy voluntarily.
Speak with Sharks (Ex): Malenti can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Malenti can use Animal Empathy to befriend and train sharks.
Underwater Sense (Ex): A malenti can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a malenti can locate such creatures only within a 15-foot radius. Malenti are not fooled by figments when underwater.
Light Sensitivity (Ex): Malenti suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Amphibious (Ex): Malenti can survive out of the water for 1 hour per point of Constitution.
Freshwater Sensitivity (Ex): A malenti fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the malenti fails and cannot escape, it suffers a -1 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Skills: Malenti receive a +4 racial bonus to Hide, Listen, and Spot checks. *Underwater, the bonus improves to +8. They receive a +8 bonus to Wilderness Lore and Profession (hunt) checks within fifty miles of their homes.
A male malenti's favored class is ranger. Female malenti favor the cleric class. Malenti clerics can choose any two of the following domains: Evil, Law, Strength, and War.
About one in two hundred sahuagin has four arms.
Sahuagin mutants are savage fighters like regular sahuagin. When swimming, a sahuagin rakes with its feet as it strikes with its four claws or uses extra weapons.
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers a -2 AC penalty. The sahuagin cannot end its frenzy voluntarily.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahuagin can use Animal Empathy to befriend and train sharks.
Underwater Sense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a sahuagin can locate such creatures only within a 15-foot radius. Sahuagin are not fooled by figments when underwater.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for 1 round. In addition to temporary blindness, they suffer a -1 morale penalty to all attack rolls, saves, and checks while operating in bright light.
Amphibious (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the sahuagin fails and cannot escape, it suffers a -4 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Skills: Sahuagin receive a +4 racial bonus to Hide, Listen, and Spot checks. *Underwater, the bonus improves to +8. They receive a +8 bonus to Wilderness Lore and Profession (hunt) checks within fifty miles of their homes.
A male sahuagin's favored class is ranger. Female sahuagin favor the cleric class. Sahuagin clerics can choose any two of the following domains: Evil, Law, Strength, and War.
Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Skills: Satyrs receive a +4 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks.
Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed at a Will save (DC 14) or be affected by charm person, sleep, or fear, as the spells cast by a 10th-level sorcerer (the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes again for one day. A satyr often uses its pipes to charm and seduce especially comely women or to put a party of adventurers to sleep and then steal their valuables.
Skills: Satyrs receive a +4 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks.
Rend (Ex): A sea lion that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an additional 2d6+6 points of damage.
Strength Damage (Su): The touch of a shadow deals 1d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed at a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that mastiff's bay for one day.
Trip (Ex): A shadow mastiff that hits with its 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 shadow mastiff.
Shadow Blend (Su): During any conditions other than full daylight, a shadow mastiff can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills: A shadow mastiff receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers receive a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a +12 bonus to Hide checks when in a swampy or forested area.
A shield guardian when fashioned is keyed to a particular amulet. Henceforth, it regards the wearer of that amulet to be its master, protecting and following that person everywhere (unless specifically commanded not to do so).
Spell Storing (Sp): The shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It "casts" this spell when commanded or when a predetermined situation arises. Once this is used, it can store another spell (or the same spell).
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Shield Other (Sp): The wearer of the keyed amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this transfers to the guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell's AC or save bonuses, but see below).
Guard (Ex): The shield guardian moves swiftly to defend the amulet wearer by its side, blocking blows and disrupting foes. All attacks against the amulet wearer suffer a -2 deflection penalty.
Find Master (Su): No matter the distance, as long as they are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).
A shield guardian costs 100,000 gp to create. This cost includes the construct's physical body, the keyed amulet, and all the materials and spell components that are consumed or become a permanent part of them. This cost includes 1,000 gp for the body and 500 gp for the amulet.
Creating the body requires a successful Profession (engineering) or Craft (sculpture) check (DC 16).
The second requirement is creating the keyed amulet from bronze, which requires a successful Craft (metalworking) check (DC 12).
After the body and amulet are fashioned, the creature must be animated through an extended magical ritual that requires a week to complete. Understanding the ritual requires a 12th-level character with the Craft Wondrous Item feat. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to both an alchemist's laboratory and a smithy and costs 1,000 gp to establish.
When not working on the ritual, the character must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the creature's body, the creator can perform the building and ritual together. If the creator misses a day of the ritual, the process fails and must be started again. Money spent is lost, but XP spent are not. The shield guardian's body can be reused, as can the chamber.
Completing the ritual drains 2,000 XP from the creator and requires limited wish, locate object, make whole, shield, and shield other, which must be cast on the final day of the ritual. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
Amulet
If the keyed amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command given.
A shocker lizard relies on its electrical abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. Lone lizards flee once they deliver their shocks, but if others are nearby, they all home in on their comrade's discharges and administer deadly shocks to the foe.
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of subdual damage to living opponents (Reflex half DC 12).
Lethal Shock (Su): Whenever two or more shocker lizards are within 25 feet of each other, they can work together to create a lethal shock. This effect has a radius of 25 feet, centered on any one contributing lizard. The shock deals 2d8 points of damage for each lizard contributing to it (Reflex half DC 10 + number of lizards contributing).
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
Skills: Shocker lizards receive a +4 racial bonus to Hide checks due to their coloration.
Skum can breathe both air and water. They speak Aquan.
In the water, skum are dangerous enemies who attack by biting, clawing, and raking with their rear legs. On land they are less dangerous, for they cannot rake and suffer a -2 circumstance penalty to all attack rolls. Skum serving an aboleth are sometimes trained to fight with weapons, usually two-handed melee weapons with reach (such as longspears) and simple ranged weapons such as javelins, tridents, or slings.
Skills: *Skum receive a +4 racial bonus to Hide, Listen, and Spot checks underwater.
In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
Energy Drain (Su): Living creatures hit by a spectre's incorporeal touch attack receive two negative levels. The Fortitude save to remove a negative level has a DC of 15.
Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Sunlight Powerlessness (Ex): Spectres are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only partial actions.
A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect. Spider eaters do not like to give up their prey, and foes who harry them with spells or ranged attacks provoke a determined counterattack.
Poison (Ex): Bite, Fortitude save (DC 17); initial damage none, secondary damage paralysis for 1d8+5 weeks.
Implant (Ex): Female spider eaters lay their eggs inside paralyzed creatures of Huge or larger size. The young emerge about six weeks later, literally devouring the host from inside.
Freedom of Movement (Su): Spider eaters have freedom of movement as though from the spell cast by a 12th-level sorcerer. The effect can be dispelled, but the spider eater can create it again the next round as a free action. When the spider eater serves as a mount, this effect does not extend to its rider.
Skills: Spider eaters receive a +4 racial bonus to Listen and Spot checks.
Training a spider eater as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult). A spider eater matures in six months.
Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater. Riding a trained spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a spider eater is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.
A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.
Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge has an AC of 12.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once it has drained 4 points of Constitution, it detaches and flies off to digest the meal.
Flamebrothers speak only Ignan.
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to one size larger than itself.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: Salamanders receive a +4 racial bonus to Craft (metalworking) skill checks.
Feats: Salamanders have the Multiattack feat even without the requisite three natural weapons.
Flamebrothers have no favored class. They sometimes become adepts or warriors.
Salamanders speak Ignan. Some average salamanders also speak Common.
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to one size larger than itself.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: Salamanders receive a +4 racial bonus to Craft (metalworking) skill checks.
Feats: Salamanders have the Multiattack feat even without the requisite three natural weapons.
Average salamanders may be clerics, sorcerers, or fighters (their favored class).
All noble salamanders speak Ignan and Common.
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to one size larger than itself. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Spell-Like Abilities: 3/day-burning hands, fireball, flaming sphere, and wall of fire; 1/day-dispel magic and summon monster VII (huge fire elemental). These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level).
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: Salamanders receive a +4 racial bonus to Craft (metalworking) skill checks.
Feats: Salamanders have the Multiattack feat even without the requisite three natural weapons.
Noble salamanders may be clerics, sorcerers, or fighters (their favored class).
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
Pounce (Ex): If a red slaad leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent's body. The affected creature must succeed at a Fortitude save (DC 17) to avoid implantation. Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (-10 to all ability scores). A remove disease spell rids a victim of the pellet, as does a successful Heal check (DC 20) by someone with that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature within 20 feet must succeed at a Fortitude save (DC 16) or be stunned for 1d3 rounds.
Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.
Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.
Slaadi rarely have the focus to devote themselves to a character class.
Spell-Like Abilities: At will: hold person, passwall, and telekinesis. These abilities are as the spells cast by a 10th-level sorcerer (save DC 10 + spell level).
Once per day three blue slaadi working together can produce chaos hammer (save DC 16) as the spell cast by a 15th-level sorcerer.
Disease (Ex): The bite of a blue slaad can cause a terrible transformation. Affected creatures must succeed at a Fortitude save (DC 17) or be infected with a disease that transforms the victim over the next week into a red slaad. The infected creature can attempt a new save each day to throw off the infection. If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
Summon Slaad (Sp): Once per day a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.
Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.
Slaadi rarely have the focus to devote themselves to a character class.
Spell-Like Abilities: At will: chaos hammer, deeper darkness, detect magic, detect thoughts, dispel law, fear, protection from law, see invisibility, and shatter. These abilities are as the spells cast by a 12th-level sorcerer (save DC 10 + spell level).
Alternate Form (Su): A green slaad can shift between its natural form and any humanoid form at will as a standard action. A green slaad whose personal treasure includes useful equipment or magic items will employ these when in humanoid form. A green slaad remains in humanoid form indefinitely. The ability is otherwise similar to polymorph self cast by a 9th-level sorcerer.
Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.
Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.
Slaadi rarely have the focus to devote themselves to a character class.
Spell-Like Abilities: At will: animate objects, chaos hammer, deeper darkness, detect magic, dispel law, fly, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, and power word blind. These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level).
Alternate Form (Su): A gray slaad can shift between its natural and any humanoid form at will as a standard action. A gray slaad whose personal treasure includes useful equipment or magic items will use these when in humanoid form. A gray slaad remains in humanoid form indefinitely. The ability is otherwise similar to polymorph self cast by a 10th-level sorcerer.
Summon Slaad (Sp): Twice per day a gray slaad can attempt to summon 1-2 red slaadi or 1 blue slaad with a 40% chance of success, or 1 green slaad with a 20% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.
Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.
Slaadi rarely have the focus to devote themselves to a character class. Grays sometimes become sorcerers.
Stun (Ex): A death slaad can use Stunning Fist as the feat, three times per day. The save DC is 21.
Spell-Like Abilities: At will: animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, detect magic, dispel law, fear, finger of death, fireball, fly, identify, invisibility, magic circle against law, power word blind, see invisibility, shatter, and word of chaos; 1/day-implosion. These abilities are as the spells cast by an 18th-level sorcerer (save DC 14 + spell level).
Alternate Form (Su): A death slaad can shift between its natural and any humanoid form at will as a standard action. A death slaad whose personal treasure includes magic weapons will use these when in humanoid form.
A death slaad remains in humanoid form indefinitely. The ability is otherwise similar to polymorph self cast by a 15th-level sorcerer.
Summon Slaad (Sp): Twice per day a death slaad can attempt to summon 1-2 red or blue slaadi with a 40% chance of success, or 1-2 green slaadi with a 20% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.
Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.
Telepathy (Su): Death slaadi can communicate telepathically with any creature within 100 feet that has a language.
Slaadi rarely have the focus to devote themselves to a character class. The most powerful death slaadi take on evil aspects and train as rogues to take the assassin class.
Pounce (Ex): If a sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +18 melee, damage 2d4+3.
Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed at a Will save (DC 19) or be affected as though by a fear spell for 12 rounds. If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed at a Fortitude save (DC 19) or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed at a Fortitude save (DC 19) or take 2d4 points of temporary Strength damage for 2d4 rounds. In addition, any Medium-size or smaller creature within 90 feet must succeed at a Fortitude save (DC 19) or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a successful Reflex save (DC 19). Other androsphinxes are immune to these effects.
Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.
Pounce (Ex): If a sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +15 melee, damage 1d6+3.
Pounce (Ex): If a sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +11 melee, damage 1d6+2.
Spell-Like Abilities: 3/day-clairaudience/clairvoyance, detect magic, read magic, and see invisibility; 1/day-comprehend languages, locate object, dispel magic, remove curse, and legend lore. These abilities are as the spells cast by a 14th-level sorcerer (save DC 14 + spell level).
Once per week a gynosphinx can create a symbol of death, discord, insanity, pain, persuasion, sleep, and stunning (one of each) as the spell cast by an 18th-level sorcerer (save DC 22).
Pounce (Ex): If a sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +13 melee, damage 1d6+2.
Skills: *Hieracosphinxes gain a +4 racial bonus to Spot checks in daylight.
Spell-Like Abilities: 3/day-change self, entangle, invisibility (self only), pyrotechnics, and ventriloquism. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed at a Will save (DC 15) or be affected as though by Otto's irresistible dance as long as the playing continues.
Skills: All sprites receive a +2 racial bonus to Search, Spot, and Listen checks. Grigs receive a +8 racial bonus to Jump checks. *They also receive a +5 racial bonus to Move Silently checks in a forest setting.
Water Breathing (Sp): Once per day a nixie can use water breathing as the spell cast by a 6th-level sorcerer. (They usually bestow this effect on those they have charmed.)
Charm Person (Sp): A nixie can charm person three times per day as the spell cast by a 4th-level sorcerer. Those affected must succeed at a Will save (DC 15) or be charmed for 24 hours, performing heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking.
Skills: All sprites receive a +2 racial bonus to Search, Spot, and Listen checks. *Nixies receive a +5 racial bonus to Hide checks when in the water.
Natural Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities: 1/day-confusion (the pixie must touch the target), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only), and polymorph self. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
One pixie in ten can use Otto's irresistible dance once per day as cast by an 8th-level sorcerer.
Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.
Skills: All sprites receive a +2 racial bonus to Search, Spot, and Listen checks.