Addimagus Medium Elemental (earth, adamantine) Hit Dice: 16d8+80 (148 hp) Initiative: +2 Speed: 30ft (6 squares) AC: 24 (+10 natural, +4 mage armour) Base Attack Bonus/Grapple: +12/ +19 Attacks: Slam +19 melee or Spike +14 ranged Full Attacks: Slam +19 melee or Spike +14 ranged Damage: Slam (1d4+7), Spike (1d4+2) Face/Reach: 5ft/ 5ft Special Attacks: Spells, spell-like abilities, summon earth elemental, fear aura, ritual drain Special Qualities: DR 5/-, vibrosense, elemental traits Saves: Fort +15, Ref +7, Will +6 Abilities: Str 24, Dex 14, Con 20, Int 26, Wis 13, Cha 13 Skills: Concentration +24, Spot +20 Feats: Combat Casting, Extend Spell, Maximise Spell, Quicken Spell, Spell Penetration, Widen Spell Terrain: Elemental plane of earth Organization: Solitary or Cult (1-3 addimagus with 2-6 large earth elementals and 10-80 humanoid cultists) CR: 9 Treasure: Double standard Alignment: Usually Lawful Evil Advancement: 17-19 HD (medium), 20-26 (large), 27-39 (huge) Level Adjustment: +7
Before you stands a hulking humanoid form made completly of a glowing green rock. Its head is crowned with a ring of stony spikes with a large central spike dominating its forehead. The two cracks in its head that you assume are eyes glow a deeper emerald green than the almost blue green of its body. Suddenly it looks straight at you and you feel a low humming begin around you. It lifts its hands and begins to make strange rumbling noises in your direction.
Addimagus are adamantine elementals that are subordonate only to the eldest earth elementals on their home plane. They are the masters of earthy magic and prefer to use their spells and spell-like abilities to further their goals. On their forrays to the material plane they generally seek to start a cult to sate their hunger, and indeed need, for life energy. On their home plane Addimagus are rulers and schemers that herd their lesser brethreninto grand designes that further the satation of their own, undying hunger.
Combat An Addimagus prefers to use its nasty spells and spell-like abilitiesto kick its enemies good and proper. Even though it prefers to use its ranged powers it is no easy target in combat. Spells: An Addimagus casts spells as a 16th level Wizard Typical Wizard Spells Prepared(4,4,4,4,4,4,3,3,2) 0-Daze(2), Resistance(2) 1-Magic Missile(2), Enlarge person, Ray of enfeeblement 2-Resist Energy, Flaming sphere, Scorching ray, Melf's acid arrow 3-Rage, Fireball, Lightning bolt, Haste 4-Stoneskin, Wall of fire, Ice storm, Stone shape 5-Maximized scorching ray, Wall of stone, Cloudkill, Cone of cold 6-Quickened scorching ray, Acid fog, Circle of death 7-Maximized ice storm, Prismatic spray(2) 8-Quickened ice storm, Polar ray Spell-Like abilities (Sp): At will-Mage Armour 5/day-Stone shape, Stoneskin, Wall of stone 1/day-Earthquake, Iron body (Caster level 16th) Summon Earth Elemental (Sp): Once a day an Addimagus can summon 1d6 large Earth elementals with 75% chance of success or 1d4 huge Earth elementals with a 50% chance of success Fear Aura (Su): Addimagus are surrounded by a perpetual shroud of evil and death that causes other creatures to think twice before coming near it. Any creature within a 60ft radius of the Addimagus with half as many HD as the Addimagus or less (8 HD or less for an average Addimagus) must succeed on a DC 19 Will save (10+1/2 HD+Cha modifier) or be affected by a fear spell as if cast by a Sorcerer of 16th level. Any creature that succeeds on its save cannot be affected by the same Addimagus fear aura for 24-hours. Ritual Drain (Su): Addimagus require life force channeled from living subjects by this attack to survive. At least once a month an Addimagus must find a living target and either convince or force it to participate in the ritual. The ritual takes one hour per point of constitution that the target possesses and drains one point per hour. One hour can be taken of the time for every additional Addimagus participating in the ritual but they must share the Life force equaly between themselves. For every point of Con taken in the ritual the Addimagus recieves 10 temporary hit points that last for one week, so if three Addimagus used their ritual drain on a subject with 12 Con then they it would take 10 hours (2 additional Addimagus) and each would recieve 40 temporary hit points (120 divided by 3 equals 40 each). If an Addimagus does not perform its ritual drain within a month of the last it begins losing one point of permanent con drain per day until it performs the ritual. Vibrosense (Ex): An Addimagus constantly emits vibrations that allow it to feel hidden and invisible enemies. An Addimagus can always see hidden opponents and may attack invisible opponents as if they were visible.
Bladed grass has two stages. First it is a seedling and then it grows into full grown bladed grass after floating around long enough to find a suitable place to settle. The bladed grass seedling looks much like a dandelion seedling. However the bladed grass seedling is much bigger. Also the seedling has three green pouches below its wind catchers(the white stuff on a dandelion that makes it glide). These green pouches are filled with blood. Blood is the food of bladed grass. When the seedling roots down it bursts the blood pouches as needed in order to survive until it is fully grown. Bladed grass is, as the name implies, very sharp. It is also very hard allowing it to cut through flesh and even bone with relative ease. The seedling is almost as sharp and hard as its full grown counter part. Bladed grass is mostly the product of nature and little else, however it gained its arcane power and telepathic ability to sense blood from an arcane rift causing mutations in all nearby plants and animals. The mutated bladed grass was better avle to survive then normal grass and so the mutated grass was better able to survive and breed. the non-spell casting bladed rass is now nonexistant. Before the rift the grass had a strong sense of smell for detecting blood, but the arcane rift caused the glands to mutate so that they could sense blood telepathically. Bladed grass moves by creeping its roots forward into the earth, slowly moving forward. When determined however bladed grass can move quite quickly. Bladed grass breeds by sending out spores which fly through the air until they reach another bladed grass. The seedlings then besin to be made. When it is time to launch them , new shoots grow on the bladed grass with lots of seedlings attached to them. When the seedlings finally fly off the mother bladed grass usually casts major wind creation to speed them along.
Bladed Grass Seedling Small Plant HD: 5d8+20 (40) Initiative: +1 (+1 Dex) Speed: fly 20ft. clumsy AC: 15 (+1 Dex, +4 natural armor) Attacks: Spike-1 Damage: Spike 1d8-4 Face/reach: 5ft./ 5ft. Special qualities: Blindsight, Blood sense, Spell like abilities, Ironlike, movement limits, plant like traits, vulnerabilities Saves: Fort +6, Ref +1, Will +0 Abilities: Str 3, Dex 12, Con 14, Int 5, Wis 10, Cha 11 Skills: move silently +5* Environment: Temperate forest Challenge rating: 4 Organization: solitary or pod(2-4) Treasure: none Alignment: Usually neutral Advancement: 6-8 HD small 8-12HD medium Combat: The bladed grass seedling tries to avoid combat as it is not yet grown enough to be able to fight well. The seedling flees using Minor Wind Creation to be able to fly away. If forced into a fight the seedling casts Minor Wind Creation and flies up, stabbing at the enemies using its sharp wind catchers. When the Seedling senses blood however it goes into a frenzy, killing all the creatures it can find before rooting down in a suitably large patch. Blind sight (Ex.): the bladed grass seedling can sense tremors in the air, making it able to sense everything moving within 60 ft. of the seedling Blood sense (Su.): the seedling can sense all blood within 30 ft. of it Spell like abilities (spell like): 5 times per day, the seedling can cast minor wind creation as a 5th level sorcerer Ironlike (Ex.): The seedling is immensely hard for a plant. This gives it hardness 14 and also makes it able to stab with its wind catchers. This hardness is subject to spells that reduce or remove hardness. For every two points the hardness goes down lower the damage done by one die (hardness 12 use a d6, hardness 10 d4, hardness 8 d3, hardness 6 d2, hardness 4 1, hardness 2 and below the seedling can no longer deal damage. Movement limits (Ex.) The seedling cannot move unless there is at least a light breeze if it is only a light wind, then it can only tumble along the ground at 5ft. per round. The seedling needs a moderate or greater wind to move at its full speed. Vulnerabilities: Seedlings count as being two sizes smaller than usual for purposes of wind. This is opposed to the normal one size effective decrease for flying reatures Skills: seedlings get a +5 bonus to move silently checks because they float through the air which is quieter than walking, flying, etc.
Bladed Grass
Huge Plant HD: 15d8+60 (120) Initiative: +0 Speed: 5ft. AC: 18 (+8 natural armor) Attacks: 3 spikes +12/+7/+2 (see text) Damage: spike 1d4+1 Face/reach 15ft.x15ft./0 ft. (see text) Special qualities: tremorsense, blood sense, spell like abilities, Iron like, plant traits, immunites Saves: Fort +12 Ref +5 will +5 Abilities: Str 13 Dex 10 Con 16 Int 7 Wis 11 Cha 11 Skills: Hide +10 Move Silently +10* Environment: temperate forest Challenge rating: 10 Organization: solitary Treasure: none (1% chance of 1/10 coins 50% goods and 50% items) Alignment: Usually neutral Advancement: 16-18 HD huge 19-24HD gargantuan Combat: Bladed grass fights by pretending to be normal grass until an unsuspecting creature walks near it. It then uses Major Wind creation to get the creature too fall onto the razor sharp blades of grass. After killing something and absorbing its blood, bladed grass tends move to another area so as not to alert future prey to its presence by the corpses laying all over it. Unfortunately for those who manage to kill tem however this usually results in there being no treasure from previous kills of the bladed grass. Attacks: the three bladed attacks of bladed grass are for 1 five foot square. Standard bladed grass has 9 of these squares. The three attacks attack whatever is on their square and able to be attacked. Only what is actually touching the ground is hit. Hence if a 5 by 5 creature is standing on bladed grass that creature’s feet are hit by all three attacks. If that creature is wearing boots then the boots are attacked, likely shredding them. If a creature is prone on the grass it is hit by attacks on its feet, head, and back. At the DMs discretion different parts can be hit in different situations. Hits on a creatures feet count as caltrop attacks for purposes of movement. Finally the dexterity bonus to armor class doesn’t count when being hit by bladed grass and neither do parts of armor that don’t actually help the part being attacked, such as shields not helping protect attacks on the feet, etc. Tremorsense (ex.) bladed grass can feel anything moving on the ground within 90 ft. of it. Blood sense (su.) bladed grass can sense all blood within 60 ft. of it. It will often move over to nearby blood in order to absorb it. Spell like abilities: twice per day major wind creation as a 10th level sorcerer Iron like (ex.) Bladed grass is immensely hard for a plant. It has hardness 16 and can cause deadly wounds with its leaves. This hardness is subject to spells that reduce or remove hardness. For every four points the hardness goes down lower the damage done by one die (hardness 12 use a d4, hardness 8 d3, hardness 4 d2, hardness lower than 4can no longer deal damage.) Immunities: Bladed grass is immune to bludgeoning attacks because hitting it will not do any damage. The grass will spring back up and no real damage was done. Bladed Grass is immune to all winds except for tornado force winds. This is because of it's large size and extensive root network Skills: Bladed grass gets a +10 bonus to hide checks in the forest because it looks like all the other grass. It gets a +10 bonus to move silently because of its slow movement and that its roots are moving forward, not walking
New Spells Minor wind creation Evocation Level: Brd 0, Clr 0, Rgr 1, Drd 0, Sor/Wiz 0 Components: V, S, M/DF Casting time: 1 action Range: medium 100ft. + 10ft/level Effect: Emanation with a 10 ft. radius Duration: 1 round/caster level Saving throw: none Spell resistance: no This spell causes moderate winds to blow within the emanation’s radius. The winds continue to blow for the duration of the spell. Moderate winds have a 50% chance of extinguishing small unprotected flames such as candles. Material components: a feather from an exotic bird Major Wind creation Evocation Level: Drd 5, Sor/Wiz 5 Components: V, S, M Casting time: 1 action Range: medium 100ft. + 10ft/level Effect: emanation with a 40 foot radius Duration: 1 round/ caster level Saving throw: yes (see text) Spell resistance: no This spell brings forth windstorm strength winds. Windstorm strength winds make normal ranged attacks impossible, and siege weapon attacks get a -4 to attack. Unprotected flames are automatically put out and even protected flames have a 75% chance to be put out. If creatures fail at a fortitude save with a DC of 18 the following effects happen to them. Small or smaller creatures are knocked prone on the ground and roll 1d4x10 feet stopping if they reach the edge of the spells radius. They sustain 1d4 points of subdual damage per 10 ft they roll. Flying creatures count as one size category smaller than they actually are and small or smaller (after size change) flying creatures are blown 2d6x10 feet continuing for 10 feet after they leave the spell radius. They take 2d6 subdual damage. Medium size creatures are knocked prone by windstorm force winds, and flying creatures with effective medium size are blown back 1d6x 10 feet. Large and huge creatures are checked, meaning they can’t move against the force of the wind. Flying creatures that are effectively large or huge are blown back 1d6x5 feet. Gargantuan and colossal creatures are not affected. The spell caster gets to choose in which direction the wind blows when he casts the spell.
Medium Elemental (Fire, Extraplanar) Hit Dice: 7d8+14 (45 hp) Initiative: +8 Speed: 30 ft. Armor Class: 27 (+1 Dex, +6 natural, +8 Masterwork full plate armor, +2 heavy shield), touch 11, flat-footed 26 Base Attack/Grapple: +5/+7 Attack: Bastard Sword +9 melee (1d10+2 plus 1d6 fire) Full Attack: Bastard Sword +9 melee (1d10+2 plus 1d6 fire) Space/Reach: 5 ft./ 5 ft. Special Attacks: Heat, Turn Undead, Spell-like abilities Special Qualities: Darkvision 60 ft., True Light 30 ft., Elemental traits, Immunity to Energy Drain, Immunity to Fire, Vulnerability to Cold, Damage Reduction 5 / Magic, Positive Energy or Armor Dependency. Saves: Fort +4, Ref +9, Will +6. Abilities: Str 14, Dex 19, Con 15, Int 12, Wis 15, Cha 17. Skills: Craft (Armorsmithing) +10, Diplomacy +8, Knowledge: Religion +7, Listen +8, Search +7, Spot +8. Feats: Dodge, Improved Initiative (B), Weapon Finesse (B), Iron Will, Combat Reflexes. Environment: Any Organization: Solitary, pair, or clutch (3–4) Challenge Rating: 6 Treasure: Masterwork Full Plate Armor, Heavy Steel Shield, Bastard Sword. Alignment: Always Lawful Good Advancement: 8–10 HD (Medium); 11–21 HD (Large) Level Adjustment: +4 (Cohort)
You’re walking in the castle basement, trying to pierce the magical darkness surrounding the area. The darkness is oppressing, and you always wonder if it’s only your imagination or if you are attacked by some wraith or shadow. Suddenly, just as you turn a corner, you feel heartened as you see a pool of rainbow light with, at the center, what appears to be a knight in full plate armor. As you get closer, you remark that the light is coming from inside the armor. Through his helmet’s holes, you can see no skin, only this disturbing light…
Radiances are creatures living in the Elemental Plane of Fire, in an area where this Plane is coterminous with the Positive Energy Plane. Their very essence is that of light and life, making them powerful warriors against undeads. Unfortunately, they need positive energy to survive, otherwise they wither and disappear within a few hours.
In order to use those powerful allies on the material plane, some clerics of the forces of good created a spell binding the Radiances to suits of full plate armors. In addition to protecting them from physical blows, the armor protect their mere essence, neglecting their positive energy dependency.
Radiances speak Ignan and Celestial.
COMBAT
Armored Radiances live to fight undeads and negative energy users. They use their Detect Undead spell-like ability to find their sworn enemies. They like to charge their foe and engage them in melee to take advantage of their Heat special quality. When facing weaker undeads, they will usually attempt to turn them. If they encounter another kind of creature, they will usually discuss with them to know their allegiance. If it appears evident they are enemies, the armored radiance will charge them as well. If attacked by living creature which is impossible to determine the allegiance, the armored radiance will attampt to discuss while fighting defensively.
Immunity to Energy Drain (Ex): The essence of an armored radiance is composed of positive energy, making them immuned to Energy Drain attacks.
Positive Energy or Armor Dependency (Ex): A radiance needs a Positive Energy environment to survive. If deprived of this, it suffers 1 Constitution damage each hour until they reach 0, at which point it dies. A radiance bound to an armor (i.e. an armored radiance) can safely exist out of its homeplane. However, destroying the amor expose the radiance to the environment. A Shout, Greater Shout, Shatter or Disintegrate spell specifically targeted on the armor must bypass 10 points of hardness and deal 40 HP of damage to breach it. If a single attack doesn’t deal enough damage to breach the armor, each additional attack must also bypass the 10 points of hardness. A mithral armor can be breached by bypassing 15 points of hardness and dealing 60 HP of damage, and an adamantine armor can be breached by bypassing 20 points of hardness and dealing 80 HP of damage. A radiance losing its armor can use its Bind Radiance spell-like ability to bind itself to a new, intact armor before dying. It then regains 1 Constitution point by day.
True Light (Sp): An armored radiance can generate an aura of intense light, centered on itself. Anything within range appears to everyone as it truly is: doors hidden by magic, creatures or objects under blur or displacement effects, invisible creatures or objects, illusions, and creatures or objects on the Ethereal Plane. True Light suppress any Darkness spell of 5th level or lower. However, True Light doesn’t negate cover created by solid object or concealment created by fog or smoke.
Heat (Ex): An armored radiance’s body is intensely hot; merely touching or being touched by an armored radiance automatically deals 1d6 fire damage. The armored radiance’s armor and metallic weapon also conduct this heat. This fire damage is doubled against undeads.
Turn Undead (Su): An armored radiance can turn undeads as a cleric of a level equal to its HD amount; thus, a basic armored radiance turn undeads as a cleric of 7th level.
Spell-like abilities: At will – Daylight, Detect Undead; 3/day: Pyrotechnics (fireworks only, it can use itself as the fire source), Hyptnotic Patern, Heat Metal; 1/week: Bind Radiance*.
Skills: Armored Radiances have a +4 racial bonus on Craft (Armorsmithing) checks.
*NEW SPELL: Bind Radiance: Bind Radiance Conjuration (Calling) (Fire) [see text] Level: Clr 6 Components: V, S, F, XP Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels); see text Target: One elemental or outsider with 6 HD or less Duration: Instantaneous Saving Throw: Will negates Spell Resistance: No and Yes; see text
This spell is a specific application of thePlanar Ally spell in which you ask your deity to send you a radiance to serve you. In addition, this spell bind the radiance to its armor, allowing it to safely exist out of its home plane.
A radiance usually requires payment for its service. The rules for calculating the payment are the same than the spell Planar Ally.
XP cost: 100 XP.
Focus: The focus for this spell is a Masterwork, non-magical suit of full-plate mail, including an helmet with full-face visor. The spellcaster must also provide the weapon and shield the armored radiance will use for its duty; however, it is not bound to those elements, and can freely drop and grab them. If the spellcaster attempts to summon a radiance of 11 HD or more, she must use a suit of full-plate mail of large size as focus. If the armor is too small, the summoning is successful, but not the binding, causing the radiance to take the Constitution damage each hour, until it die.
Radiance (unarmored)
Large Elemental (Fire, Extraplanar, Incorporeal) Hit Dice: 7d8+14 (45 hp) Initiative: +8 Speed: fly 60 ft. (perfect) Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 Deflection), touch 18, flat-footed 16 Base Attack/Grapple: +5/+7 Attack: Incorporeal Touch +9 melee (1d6 plus 1d6 fire) Full Attack: Incorporeal Touch +9 melee (1d6 plus 1d6 fire) Space/Reach: 10 ft./ 10 ft. Special Attacks: Heat, Turn Undead, Spell-like abilities Special Qualities: Darkvision 60 ft., True Light 60 ft., Elemental traits, Immunity to Energy Drain, Immunity to Fire, Vulnerability to Cold, Damage Reduction 5 / Magic, Positive Energy or Armor Dependency. Saves: Fort +4, Ref +9, Will +6 Abilities: Str -, Dex 19, Con 15, Int 12, Wis 15, Cha 17. Skills: Craft (Armorsmithing) +10, Diplomacy +8, Knowledge: Religion +7, Listen +8, Search +7, Spot +8. Feats: Dodge, Improved Initiative (B), Weapon Finesse (B), Iron Will, Combat Reflexes. Environment: Elemental Plane of Fire Organization: Solitary, pair, or clutch (3–4) Challenge Rating: 6 Treasure: None Alignment: Always Lawful Good Advancement: 8–10 HD (Large); 11–21 HD (Huge) Level Adjustment: +4 (Cohort)
Combat:
A radiance’s natural weapon is treated as magic weapon for the purpose of overcoming damage reduction.
Outside its armor, a radiance is an incorporeal entity one size larger than its armored version. It gains a fly speed of 60 feet with perfect manoeuvrability, an incorporeal touch attack, and its True Light special quality is augmented to a 60 feet radius. Outside its homeplane, it usually keeps a spare suit of full-plate armor in a safe place; if its armor is breached, the radiance attempt to reach its spare armor the quickest it can.
"Through moonlit night, and windows sneak, the sandman comes to take a peak. The children, at nights desire, that do not rest, will soon expire"
Oleluki (Olay Lu Ki) Medium Fey Hit Dice: 4d6 (15 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13 Base Attack/Grapple: +2/+2 Attack: Dagger +6 melee Claws (natural weapons) Full Attack: +6 melee Claws (natural weapons) Space/Reach: 5 ft. /5 ft. Special Attacks: Spell-like abilities Special Qualities: immune to sleep, damage reduction 5/+1 Saves: Fort +3, Ref +8, Will +6 Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 17 Skills: Escape Artist +11, Hide +11(+13 when in their natural habitat), Knowledge (nature) +11, Listen +9, Move Silently +11, , Spot +9, Survival +9, Use Rope +4 (+6 with bindings)craft(Alchemy)+5(sleep powder), survival +9 Feats: weapon finesse claws Environment: Temperate forests Organization: Solitary or lair (4–7) Challenge Rating: 5 Treasure: Standard (also littered with tokens from their victims, like glasses, books, tops, and other such non
valuable Treasure) Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: —
A notorious and malignantly evil aligned fey creature that puts to sleep little Children, with the sole purpose to steal them away and devour them. The Oleluki is a whimsical woodsy creature, with large pointy ears, and round bulging eyes. He would look almost cute if it were not for his razor sharp teeth and dirty blood dripping claws. The Oleluki are nocturnal and carnivorous. They seek living flesh, and like to use their powers on the young, but will attack anyone that they think they can kill. These woodland creatures tend to set up dens and lairs near small settlements and villages. Their skin is a light dirty brown, with tinges of green giving it the appearance of bark and allowing them to blend in to their environment. Oleluki, are not opposed to covering themselves with dirt and leaves to appear more concealed.
Oleluki are the legendary boogey men of children everywhere. Parents tell stories to frighten children who are bad, and do not want to sleep. Legends tell of a creature that will come into rooms and steal away bad children who refuse to sleep. These legends are based on a true creature that does not discriminate from good or bad children.
COMBAT: Olelukis are cowards and tend to hide in combat. They use their spell like ability of entangle to trap enemies, and then try to put them to sleep. They will then perform a coup de grace. They use their incorporeal spell like ability to remain safely hidden. But in order for them to attack or use other spell like abilities they must become corporeal. These little creatures will use their Dream spell like ability to lure children to seek out their "friend" of the dream, in the forest. When these children follow the instructions of the Dream spell and walk into the clutches of the Oleluki, he devours them, or at least tries to. Fear and deception are his traits.
Some Olelukis have be known to settle down in huge cities, where they can perform their nightly duties at will, and without appraisal. these Oleluki tend to set up lairs in a local wooded area, or sometimes in sewers, and abandoned buildings. If there are not enough plants for their entangle spell like ability they will attempt to grow some in pots.
Oleluki make a sleeping powder. This powder has a Reflex save and a Will save. A reflex DC attack roll of Oleluki to be blinded 1d3 rounds. And a will save to fall a sleep DC half D20 +5 for 1d3 rounds. This powder is used more of a trap, or a diversionary tactic.
Spell-Like Abilities: At will— Charm Person (DC 14), Deep Slumber (DC 16), Dream (DC 18), Entangle (DC 14), Fear Aura (DC 17). Incorporeal(self only)(see insert). The save DCs are Wisdom-based. Caster level 6th.
Special Qualities: Oleluki are immune to sleep. Due to its extensive use with making sleeping powders, and constant usage of spell like ability of deep slumber, it has acquired an immunity to Sleep. This is not to say that they do not sleep. Damage reduction to +1 weapons.
This spell is not in the srd. Incorporeal(New spell) Illusion (Glamer) Level: Brd 3, Sor/Wiz 3 Components: V, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of this spell is granted the Incorporeal ability for the duration of the spell, Attacking, casting a spell, or using any spell like ability dispels this spell, and the subject immediately reverts to Corporeal status. Material: a piece of wool wrapped around a piece of leather
Hit Dice: 14d8+70 (133 hp) Initiative: -2 Speed: 15 ft. (3 squares) Armor Class: 25 (+18 natural armor, -1 size, -2 Dex), touch 7, flat-footed 25 Base Attack/Grapple: +10/+21 Attack: Bite +20 (2d6+10 +2d6 fire, 19-20/x2) and 5 tendrils +17 (1d6+6 +1d6 fire) Full Attack: Bite +20 (2d6+10 +2d6 fire, 19-20/x2) and 5 tendrils +17 (1d6+6 +1d6 fire) Space/Reach 10 ft./10 ft. (15 ft. with tendrils) Special Attacks: Fire sap, Improved grab, thorns of magic Special Qualities: Low-light vision, plant traits, Spell Resistance 19, fire immunity, cold vulnerability, devour spells, sense thoughts, damage reduction 10/piercing or slashing Saves: Fort +14, Ref +4, Will +7 Abilities: Str 25, Dex 6, Con 20, Int 2, Wis 12, Cha 6 Skills: Listen +15, Sense Motive +5, Spot +16 Feats: Alertness, Improved Critical (bite), Iron Will, Lightning Reflexes, Multiattack (b), Weapon Focus (bite) Environment: Any Organization: Solitary, pair, or colony (3-10) Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: 12-14 HD (Large); 15-20 HD (Huge); 21-28 HD (Gargantuan) Level Adjustment: --
A great bush guards the mouth of the cave. It pulses red, as though fire flowed through its branches, which are devoid of leaves. It seems to turn its attention in your direction, a gaping mouth full of thorns opens hungrily and five thorn encrusted tendrils begin to whip around the odd beast.
These bizarre bushes are roughly 9 feet tall, and about as wide. Their shape is roughly conical, with the bottom of the bush being significantly wider than the top. Thorny tendrils sprout from the creature's hide; a large maw filled with sharp thorns occupies the center of the creature. A fire seed guardian's bark is dark brown, and it pulses with red as its fiery sap flows through its body. It has no leaves, as it does not require photosynthesis to generate energy. Sharp thorns cover its surface. A fire seed guardian's thorns - including those in its mouth - are hollow; when they come in contact with a creature, the sticky sap oozes out of the thorns.
Druids or clerics with either the Fire or Sun domains create fire seed guardians as a means of protection. When the original was created is a tale long lost to history; the process requires a mix of spellcasting and alchemical substances. To begin the process, the caster must first cast the fire seeds spell on up to four acorns. These imbued acorns are then carefully placed in an alchemical mixture that preserves the fire seeds spell, and begins the germination process. Placing the seeds in the solution is dangerous, and there is a 20% chance per acorn of it exploding and dealing damage normally. This substance is difficult to make; it requires a Craft (alchemy) check against a DC 35, and the expenditure of 400 gold pieces worth of herbs and reagents. Each successful Craft (alchemy) check creates enough of the substance to nurture four acorns.
During the acorn's first 30 days in incubation, the following spells must be cast daily: barkskin, bull's strength, greater magic fang, plant growth, and spike growth. When cast for this purpose, these spells do not have their normal effect; instead, the energy from the spells feeds the altered acorns, giving them the power they need to develop into a fire seed guardian sprout.
The acorns must then soak in the alchemical fluid for 2 years. At the end of this period, the acorn will split and sprout the beginnings of a fire seed guardian. This sprout must then be planted in the ground; it must be feed spells constantly, requiring 10 spell levels per day in order to grow properly. The sprout's Spell Resistance is equal to 10 plus the number of years it has been planted. If a sprout is not fed enough spell levels for 5 consecutive days, it withers and dies. This growth stage requires 3 years.
During the final year of this stage, the plant grows rapidly. During this final year of maturation, the spells awaken and detect thoughts must be cast on the sprout a total of three times. As before, these spells do not have their normal effects; instead, the sprout subsumes the energy as it grows. At the end of the third year, the fire seed guardian has matured; it rips itself from the ground, leaving behind its unneeded root complex. Once mature, a fire seed guardian’s need for magical energy subsides. It can survive on just 10 spell levels per month. If it goes under-nourished for 6 consecutive months, it begins to lose hit dice at the rate of one per month. An injured fire seed guardian must first heal all its wounds before it can begin to gain any nourishment from spells.
Combat
A fire seed guardian is brutal in combat; its tendrils lash out, seeking victims to drag into its mouth. It attacks any creature within reach, even the caster who created it.
Improved Grab (Ex): To use this ability, a fire seed guardian must hit a creature at least one size smaller than itself with at least two tendrils. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. Creatures held in this manner can be picked up and transferred to its mouth the next round as a move action, automatically dealing bite and tendril damage to the creature.
Thorns of Magic (Su): A fire seed guardian is infused with magic; its natural attacks gain a +3 enhancement bonus, and overcome Damage Reduction as magical weapons.
Fire Sap (Su): A fire seed guardian's body pulses with a substance similar to alchemist's fire. On any successful attack, this sticky, hot sap causes damage above and beyond the normal damage of the attack. A bite attack deals 2d6 points of fire damage; a tendril attack deals 1d6 points of additional fire damage. There is no save against this damage.
In addition, any piercing or slashing weapon that strikes the fire seed guardian causes the sap to spurt out in a 5' burst. Any creature in the area must make a Reflex save (DC 22) or suffer 1d6 points of fire damage. The save is Constitution based.
Devour Spells (Su): A fire seed guardian is an unusual plant, in that it does not use photosynthesis or even a root system to gain nourishment. Instead, it thrives on the power of spells. Any time a fire seed guardian's spell resistance protects it from a spell, the creature is healed. The amount of damage healed is 1d4 points per level of the spell resisted.
Sense Thoughts: (Sp): Fire seed guardians are imbued at creation with the ability to detect the surface level thoughts of any creature with an Intelligence score of 3 or greater with 100' of it. This ability functions like the detect thoughts spell, except the fire seed guardian cannot concentrate to dig deeper into the thoughts, as a spellcaster can with the spell. Creatures receive a Will saving throw to resist this prying sense when they first enter the area. The DC for this save is 15, and is Charisma based. Creatures who exit the area of effect then return must make a new save, regardless of whether they were previously successful or not. If the fire seed guardian detects the thoughts of at least one creature, it cannot be surprised.
Skills: Fire seed guardians receive a +2 racial bonus on Listen and Spot checks, and a +4 racial bonus on Sense Motive checks.
***
I've created lots of stuff in the d20 system, but this is the first monster I've created. I'm interested in any feedback.
Bright violet blossoms emerge from dark green triangular stems, which disappear into thick, dark soil. The blossoms stretch nearly 10 inches across, tip to tip, and move slightly, even without a breeze. A number of them sprout from the wooden planter, decorating the home of a well-to-do family.
Lilak (seed form) Tiny Plant 1d8 (6hp) Init –5 Speed: 0 (sessile) Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 11 BAB/Grapple: - Attack: Slam - Full Attack: - Space/Reach: 2 ½ / 0 Special Qualities: Lifesense, Plant Traits, Vitality Consumption Saves: Fort +5, Ref +2, Will +2 Abilities: Str 8, Dex -, Con 11, Int -, Wis 10, Cha 11 Skills: - Feats: - Challenge Rating: 1/4
Lifesense: The Lilak senses the world through its flower. The surface of the flower is sensitive to the positive energy that all living things generate and emit. Any creature of at least small size emits bright “light” to the Lilak in a 30 foot radius, and shadowy “light” to 60 feet. A Large creature emits bright “light” to 60 ft, and shadowy to 120. Each size category higher doubles the radius of emission, to a maximum of 480 feet for a Colossal creature. The Lilak notices any such creature when they enter the outer edge of their “light-sphere”, turning the center of the flower to the largest (or largest collection) of life sources. (DC 20 spot [-1 per 10’ of distance] will notice the reorientation of the blossom)
Plant Traits:
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Proficient with its natural weapons only.
Proficient with no armor.
Plants breathe and eat, but do not sleep.
Vitality Consumption Normal plants use sunlight to create food within themselves. By some happenstance of creation, Lilaks are sensitive to the life-energy that emanates from living creatures. So long as a creature of Small or larger size spends at least 10 minutes a day within its light-area, the Lilak has sufficient energy present to survive. This is harmless to the creature providing the light, and is functionally similar to photosynthesis. When fed a minimal amount of vitality, a Lilak will gain 1/2 HD per month of exposure. Increase in availability of vitality will lead to more rapid growth, such that up to 50 times the normal exposure will double HD increase, and 50-100 times exposure will triple it. It is unknown if greater increase will follow a similar pattern, as few have had the resources to devote that much attention to a single specimen. Upon reaching 6 HD, a Lilak seed hatches, shedding it’s purple petals and uncurling at the surface of the soil. A small humanoid female climbs out, with dark green, leafy skin, bright purple eyes, and thin, reed like violet hair. Hatchlings share all traits with seeds, except as noted below. (Multiple sized-entries follow for differing sized Lilaks.)
Lilak (hatchling form) Tiny Plant 6d8 (36 hp) Init +0 Speed: 20 Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 11 BAB/Grapple: +4/-4 Attack: Slam +6 (1) Full Attack: Slam +6 (1) Space/Reach: 2 ½ / 0 Special Attacks: Intoxicating Aroma (DC 15) Special Qualities: Empathy, Lifesense, Plant Traits, Vitality Consumption Saves: Fort +5, Ref +2, Will +2 Abilities: Str 8, Dex 10, Con 11, Int 11, Wis 10, Cha 12 Skills: Bluff +14, Diplomacy + 14, Hide +8, Sense Motive +4 Feats: Ability Focus (Intoxicating Aroma), Negotiator, Persuasive Challenge Rating: 2
A small, green-skinned woman stands before you, perhaps 18 inches tall. Her bright purple hair and piercing eyes draw your attention, and a wonderful, half-familiar scent wafts forth.
Empathy: The Lilak, when hatched, has a highly developed sense of “feel” for the lives of those around it. Emotions fuel life, and life fuels the Lilak. Subsequently, the Lilak is able to communicate by projecting emotions to those around, to a range of 100 feet. This ability functions similarly to telepathy, save that only emotions are conveyed. Very complicated ideas (or particularly unemotional ones, like mathematics or law) are all but impossible to convey, while simple ones are easy (strong urges of hunger, fear, acceptance, love, etc) to express. The Lilak also gains a +2 bonus to Bluff, Diplomacy, and Sense Motive. Since the Lilak is unable of normal speech, empathy is its primary means of communication.
Lifesense: The Lilak hatchling senses the world through its whole skin. The outer surface is sensitive to the positive energy that all living things generate and emit. Any creature of at least small size emits bright “light” to the Lilak in a 30 foot radius, and shadowy “light” to 60 feet. A Large creature emits bright “light” to 60 ft, and shadowy to 120. Each size category higher doubles the radius of emission, to a maximum of 480 feet for a Colossal creature. The Lilak notices any such creature when they enter the outer edge of their “light-area” with a spot check. The Lilak gains +20 to this check, due to its sensitivity to these life-force emissions.
Plant Traits see above.
Vitality Consumptionas above, except: A hatched Lilak typically grows twice as fast as a seed, gaining 1 HD per month of minimal life-force exposure. Further, a hatchling grows in size category for every 3 HD gained (from Tiny to Small at 9 HD, Small to Medium at 12 HD, etc.). Standard rules for size increase apply.
Intoxicating Aroma: Anyone approaching within 10 feet of an active Lilak hatchling must make a fort save (DC 10 + ½ HD + Con Mod +2) or become slightly intoxicated and open to emotional conversation. Failure indicates the target takes a –2 on subsequent fort saves and wisdom-based skills, and feels whatever emotion the Lilak had been at the time she entered the radius of effect. The effect lasts for as long as the target remains within 10 feet of the Lilak, and for 1d4+1 rounds thereafter. Success negates these penalties, and mutes the emotion greatly. The target knows what emotion the Lilak was feeling, but does not experience it themselves. Regardless of saving throw, anyone approaching within 20 feet becomes aware of a faint, pleasant, half-remembered scent. Those in the area generally do not smell exactly the same thing, but such scents as fresh stew, cold ale, woodsmoke, perfume, and incense have been described. This is generally a scent that evokes strong, fond memories in the subject.
For ability descriptions, see above. Below are advanced Lilak, representative of 3 months, 6 months, and 9 months of growth, under average conditions.
Lilak (hatchling form) Small Plant 9d8+9 (54 hp) Init -1 Speed: 20 Armor Class: 11 (+1 size, +1 natural –1 Dex), touch 11, flat-footed 12 BAB/Grapple: +8/+4 Attack: Slam +8 (1d2+1) Full Attack: Slam +8 (1d2+1) Space/Reach: 5 / 5 Special Attacks: Intoxicating Aroma (DC 17) Special Qualities: Empathy, Lifesense, Plant Traits, Vitality Consumption Saves: Fort +7, Ref +2, Will +4 Abilities: Str 12, Dex 8, Con 12, Int 11, Wis 10, Cha 12 Skills: Bluff +20, Diplomacy + 17, Hide +3, Sense Motive +4 Feats: Ability Focus (Intoxicating Aroma), Negotiator, Persuasive, Skill Focus: Bluff Challenge Rating: 3
A small, thin, green-skinned woman stands before you, perhaps 3 feet tall. Her bright purple hair and piercing eyes draw your attention, and a wonderful, half-familiar scent wafts forth.
Lilak (hatchling form) Medium Plant 12d8+24 (100 hp) Init -2 Speed: 30 Armor Class: 10 (+2 natural, -2 dex), touch 8, flat-footed 12 BAB/Grapple: +9/+12 Attack: Slam +12 (1d3+3) Full Attack: Slam +12 (1d3+3) Space/Reach: 5 / 5 Special Attacks: Intoxicating Aroma (DC 20) Special Qualities: Empathy, Lifesense, Plant Traits, Vitality Consumption Saves: Fort +10, Ref +2, Will +4 Abilities: Str 16, Dex 6, Con 14, Int 11, Wis 10, Cha 13 Skills: Bluff +22, Diplomacy + 20, Sense Motive +5 Feats: Ability Focus (Intoxicating Aroma), Negotiator, Persuasive, Skill Focus: Bluff, Improved Natural Armor Challenge Rating: 5
A thin, green-skinned woman stands before you, nearly six feet tall. Her bright purple hair and piercing eyes draw your attention, and a wonderful, half-familiar scent wafts forth.
Lilak (hatchling form) Large Plant 15d8+60 (143 hp) Init -3 Speed: 40 Armor Class: 10 (+4 natural, -3 dex, -1 size), touch 6, flat-footed 14 BAB/Grapple: +12/+23 Attack: Slam +19 (1d4+7) Full Attack: Slam +12 (1d4+7) Space/Reach: 10 / 10 Special Attacks: Intoxicating Aroma (DC 23) Special Qualities: Empathy, Lifesense, Plant Traits, Vitality Consumption Saves: Fort +13, Ref +4, Will +7 Abilities: Str 24, Dex 4, Con 18, Int 11, Wis 10, Cha 13 Skills: Bluff +25, Diplomacy + 25, Sense Motive +5 Feats: Ability Focus (Intoxicating Aroma), Negotiator, Persuasive, Skill Focus: Bluff, Improved Natural Armor, Skill Focus: Diplomacy Challenge Rating: 6
A large, thin, green-skinned woman stands before you, more than ten feet tall. Her bright purple hair and piercing eyes draw your attention, and a wonderful, half-familiar scent wafts forth.
Combat: Lilaks generally try to avoid melee combat if possible. They thrive on the life of those around them and try not to destroy what they live on. If pressed into combat, Lilaks attempt to negotiate a surrender as soon as possible, promising great rewards, impossible tasks, or favors of the gods, in an attempt to be spared. They then try to escape as soon as possible, or, if treated well and sufficiently fed, stay happily.
History/ Ecology: Little is truly know about the genesis of these strange, life-absorbing plants. Even stranger than their feeding is their means of seed propagation, creating sentient humanoid hatchlings. These creatures, as described above, appear to be humanoid, in proportion to their general size. Their features are elfin, or fey-like, depending on the species, with bright, luminescent eyes. Their skin is dark-green, smooth, and hard as chitin. When clothed or otherwise disguised, they can pass for clumsy, old, or intoxicated humans. As to the origination of their life-sensing and consuming system, there is much speculation. Some theories hold that they were designed to live off that which is most prevalent on long-distance ships, or deep underground, the heat or life energy of its occupants. Others believe they were mutated due to exposure to necromantic magicks, imbuing the strain with the ability to sense the living. The consumption of this energy can be explained if the perception came first; normal plants are sensitive to light, and turn it into food. The Lilak is sensitive to life-energy, and turns that into food.
Swampie Size/Type: Small Fey (Aquatic) Hit Dice: 4d6+8 (22 hp) Initiative: +3 Speed: 20 ft. (4 squares), swim 30 ft. (6 squares) Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15 Base Attack/Grapple: +2/-4 Attack: claw +6 melee (1d3-2) or javelin +6 ranged (1d4-2) Full Attack: 2 claws +6 melee (1d3-2) or javelin +6 ranged (1d4-2) Space/Reach: 5 ft./5 ft. Special Attacks: spell-like abilities Special Qualities: Amphibious, low-light vision, damage reduction 5/cold iron, resistance to acid 20, spell resistance 16, eyes of the crocodile, at home in the marshes Saves: Fort +7, Ref +7, Will +6 Abilities: Str 7, Dex 16, Con 15, Int 11, Wis 15, Cha 10 Skills: Bluff +3, Escape Artist +6, Handle Animal +3, Hide +14 (+19 in swamps), Knowledge [nature] +9, Listen +7, Search +3, Spot +7, Survival +9 (+11 in above ground natural environments), Swim +14 Feats: Alertness, Weapon Finesse Environment: Any marshes Organization: band (4-11, incuding 1-2 2nd or 3rd level ranger(s)), tribe (12-40, including 1 5th to 7th level ranger, 1 3rd to 5th level druid, and 2-4 2nd or 3rd level rangers) Challenge Rating: 3 Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls) Alignment: Usually neutral evil Advancement: by character class Level Adjustment: +3
Swampies are cruel and cunning little beings that lurk in the deepest and darkest corners of marshes. Despite their small size, they are very tough and resistant. The have dull silver scales that appear brown as they are usually covered in mud. They have dark brown skin and no hair. Males and females alike wear loincloths made of seaweed and shells. Swampies prefer not to leave their swamps. A swampie stands about 3.5 feet tall and weighs about 55 pounds. Swampies speak Aquan. Depending on what other creatures inhabit their marsh, they can also speak common, draconic, giant, goblin and sometimes even elven or dwarven.
Combat
Swampies are very protective of their territory. There is always one of them on watch, using its eyes of the crocodile ability to spy on the swamp surface. If an unwelcome creature is spotted, swampies will not wait for the intruder to attack first. They generally use sniper-like tactics, coming to the surface to cast Melf's acid arrow, only to disappear below the surface soon after. If that doesn't work, they will either use the same tactic with javelins or simply wait until the intruder enters the swamp's water and use their acid bubble spell-like ability. When they have already use their Melf's acid arrows for the day, swampies sometimes try to intimidate intruders by having a large group use their eyes of the crocodile ability at the same time, creating the illusion that the swamp is infested with crocodiles (although individual eyes are difficult to spot, intruders will tend to notice more when there are many of them). In the rare instance that they would like to interrogate an intruder, they use their water breathing spell-like ability on him and bring him in their caverns under the marshes' surface. They generally try to avoid melee combat, especially out-of water melee combat, as their small claws are not really efficient enough.
Amphibious (Ex): Although swampies are aquatic, they can survive indefinitely on land.
Low-light vision (Ex): a swampie can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
Spell resistance (Ex): Swampies have spell resitance equal to 14 + ½ HD.
Eyes of the crocodile (Su): A swampie gains a supernatural ability that resembled a cross between the “prying eyes” and the “arcane eye” spells. It is only usable when the caster is underwater. It creates two semitangible, visible magical orbs that resembled the eyes of a crocodile. The eyes appear on the water’s surface directly above the caster. They can move around as the swampie direct them, as long as they remain on the water’s surface, within 100ft. of the swampie controlling them. Swampies can see through the eyes just as they would through their own eyes.
The individual eyes are small and quite fragile: each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), swims at a speed of 30 feet, and has a +16 Hide modifier should the caster try to keep them hidden. Furthermore, a DC20 knowledge [nature] check is necessary to distinguish them from normal crocodile eyes, as long as both eyes remain intact. Each eye has a spot modifier of +4 and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch. These eyes can’t enter another plane of existence, even through a gate or similar magical portal. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
Swampies must concentrate to use the eyes of the crocodile. If they cease to concentrate, the eyes disappear within one round. However, they can recreate the eyes at will as a full-round action. However, each use of this supernatural ability is tiresome and drains 1hp.
At home in the marshes (Ex): Because they are used to live in the stinking area surrounding their marshes, swampies are completely immune to nausea and nauseating spell effects, such as stinking cloud. Their long co-existence with many venomous creatures in their marsh has made swampies completely immune to all poisons and has granted them a +4 racial bonus on all Fortitude saving throws. Finally, their hostile environment has granted swampies complete immunity to fear effects.
Spell-like abilities: 3/day - Acid bubble (DC14, see below), Melf's acid arrow (DC14); 1/day - water breathing. The save DCs are Wisdom-based. The effective caster level is 4th.
Skills: A swampie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Swampies use technique rather than strength when swimming: they can use their dexterity modifier instead of their strength modifier. Swampies have a +5 racial bonus on Hide checks when in swamps.
New spell
Acid bubble Conjuration (Creation) Level: Drd 2; Sor/Wiz 2 Components: V, S Casting Time: standard action Range: Close (25ft. + 5ft./2 levels) Target: One creature of size large or smaller Duration: 1 round/level (D) Saving Throw: Fortitude half Spell Resistance: No
This spell allows the caster to manipulate the acid level naturally found in the water to form an acidic bubble around the target. Target in the bubble suffer 1d4 acid damage per round in flowing water or mud, 2d4 in stagnant water (like swamps), each round on the caster's turn. The bubble moves along with the target, as long as the target remains at least half of his body in water. A different fortitude save is required each round. This spell has no effect if its target does not have at least half of its body in water.
Swampies as characters
• -4 Strength, +6 Dexterity, +4 Constitution, +4 Wisdom • Small: As a Small creature, a swampie gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. • A swampie has a base land speed of 20 feet and a swim speed of 30feet. • Aquatic • Amphibious: a swampie can survive indefinitely on land. • Low-light vision: a swampie can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions. • Natural armor of +4 • Natural attacks: 2 claw attacks that deal 1d3 slashing damage. • Damage reduction 5/cold iron • Resistance to acid 20 • Spell resistance 16 • Eyes of the crocodile: see description above. • At home in the marshes: immune to nausea and nauseating spell effects, immunity against poison, immunity against fear effects, +4 racial bonus on fortitude saving throws. • Spell-Like Abilities: 3/day - Acid bubble, Melf's acid arrow; 1/day - water breathing. The save DCs are Wisdom-based. Caster level 4th. • Favored Class: Ranger. A multiclass swampie’s ranger class does not count when determining whether he takes an experience point penalty. • Racial Hit Dice: A swampie begins with four levels of fey, which provide 4d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. • Racial Skills: A swampie’s fey levels give it skill points equal to 7
Diminutive Fey Hit Dice: 2d6 (5) Initiative: +4 Speed: 5 ft (1 square), 40 ft (Good) Armor Class: 18 (+4 Size, +4 Dex) Base Attack/Grapple: +1/-16 Attack: Short Sword +9 melee (1d2-5/19-20 x2), or light crossbow +9 ranged (1d3/19-20x2) Full Attack: Short Sword +9 melee (1d2-5/19-20 x2), or light crossbow +9 ranged (1d3/19-20x2) Space/Reach: 1 ft. (1/25 squares)/0 ft (0 squares) Special Attacks: Singe Special Qualities: Damage Reduction 5/Cold Iron, Glimmer, Nature Sense, Repressed Healing, Sun Dance Saves: -1/+7/+5 Abilities: Str 1, Dex 18, Con 8, Wis 15, Int 10, Cha 17 Skills: Concentration +4, Handle Animal +8, Hide +16, Listen +4, Perform (Dance) +9, Perform (Sing) +9, Sense Motive +8, Spot +5 Feats: Weapon Finesse Environment: Temperate Forest Organization: Solitary, pair, band (6-11), or tribe (20-80) Challenge Rating: 2 Treasure: None Alignment: Usually chaotic good Advancement: 2-5 HD (Diminutive); 6 HD (Tiny) Level Adjustment: +2
This being looks something like a tiny elf with wings. It seems to radiance with beauty and light. It has golden skin, pointed ears, and wide golden eyes.
Sun dance fairies are naturally shy, and rarely socialize with creatures not native to forests. Although naturally shy, they have a strong sense of loyalty to nature and will always defend it at the cost of their lives. They also have a strong sense of loyalty to their own kind and will do great feats in order to help one another.
Sun dance fairies are known for their spectacular beauty, curious habits, and unwavering loyalty. They love to dance and sing, the most probable time to find them would be when they are together in groups dancing in the sun. They stand about 6-8 inches tall and weight no more than 1 lb.Most are silver or golden skinned, with similar hair and eyes. They usually don't wear armor and prefer to wear robes or light clothing. Some of the most famous sun dance fairies had their beauty compared to that of a Nymph's.
Combat
Sun dance fairies usually tend to avoid combat, but when forced to fight they fall towards an ambush like habit. They will flock in large groups and hide in order to gain the advantage. Using crossbows they attack from far. When any one fairy is forced into melee combat the rest will come to rescue the fairy and surround the creature on all sides using their singe ability - if singe is not an option they may use their swords instead.
Similarly if any sun dance is threatened then other sun dance fairies will often come to the rescue.
Singe (Sp): Sun Dance Fairy is able to use as the spell Singe (See Below) with the following exceptions: Sun Dance Fairy can use Singe at will. When in direct sunlight the Sundance Fairy uses the energy from the sun to power the spell and therefore takes no penalty for use. When no direct sunlight is within sight the Sun Dance Fairy must use her own power in order to use Singe, and half the damage of the spell returns to the fairy – This damage is not reduced by damage reduction. (Caster level 5)
Glimmer (Su): The Sun Dance Fairy is able to channel the energy of the sun through her form. For up to 10 minutes the Sundance Fairy lights up the area around her as though under the Light spell. She can continue to use Glimmer after these ten minutes, but each minute afterward causes one damage and she must succeed on a fortitude save equal to 10 + Damage accumulated from glimmer. This supernatural effect is unique that if any creature with light sensitivity were to directly look at the fairy while using glimmer, it would be as though they had proceeded into daylight (Normal light sensitivity penalties). After the fairy has used glimmer she must rest for one minute before using this effect again, if the fairy failed a fortitude save to continue using this effect then she must wait until she has used Sundance before she can use this ability again.
Nature Sense (Su): The Sun Dance fairy has a strong attachment to nature, which causes them to feel more comfortable in nature settings. When in any form of nature setting the Sundance Fairy is able to feel when any non-friendly non-nature aligned creature is within 30 ft. This ability replaces the Fey type’s normal low-light vision quality.
Repressed Healing (Su): Due to the nature of the Sundance fairy, if she does not use Sun Dance for one hour a day she will become tired and fatigued. If the fairy does not use Sundance within 24 hours of resting she is unable to heal as normal. If the fairy does not Sun Dance for one week she is at risk of dying and must succeed on fortitude saves each day equal to 10 + number of days after one week of not using Sundance, or die.
Sun Dance (Su): The sun dance is a normal daily part of every sun dance fairy’s life - it’s how they gain energy to live throughout the day. The sun dance is a unique mix of dancing, sun energy (Photosynthesis), and nature energy. The fairy must sun dance for at least one minute before gaining the positive benefits of sun dance. The sun dance fairy can only sun dance when in direct sunlight. If sun dancing while in nature setting she gains Fast Healing 3, if sun dancing with only direct sunlight she gains Fast Healing 1. These effects only last for one hour each day. If the sun dance fairy does not use this ability at least once per day she takes the repressed healing penalties, as described above, until she uses this ability again.
New Spell:
Singe Evocation Level: Drd 1, Sor/Wiz 1 Components: V Casting Time: Standard action Range: Touch Target: Creature Touched Duration: See text. Saving Throw: Fortitude half Spell Resistance: Yes
This spell allows the user to send flame through their hands and burn the flesh of their enemy. This spell lasts for 1 + caster level rounds (Maximum 10 rounds) as long as they continue their grasp on the enemy. This spell causes 1d4 fire damage per round.
Medium Ooze Hit Dice: 3d10+9 (25 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armour Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: 0.75 Attack: Slam +4 melee (1d6+2) Full Attack: Slam +4 melee (1d6+2) Space/Reach: 5 ft/5 ft Special Attacks: - Special Qualities: Amorphous, blindsight, DR 5/bludgeoning or magic, electricity consumption, sonic vulnerability, ooze traits, mindless traits Saves: Fort +4, Ref +2, Will -1 Abilities: Str 15, Dex 12, Con 17, Int -, Wis 7, Cha 3 Skills: - Feats: - Environment: Any Organization: Solitary or servant (1 helper ooze + 1 spellcaster) Challenge Rating: 2 Treasure: None Alignment: always neutral Advancement: 4-8 HD (medium), 9-11 HD (large) Level Adjustment: -
Helper oozes do not occur in nature. They are created by wizards or sorcerors to serve as a go'fer and servant. Though they make poor combatants compared to golems, they are usually easier to create and, due to their nonsolid construction, can often go where goles cannot. A helper ooze is a collection of originally inert minerals, slimes, and goo given life through electricity and magic. The electricity keeps the materials together and creates a network among its particles, allows the helper ooze to form messy, clumsy limbs. It can stretch itself into any shape, so long as it remains in one piece; though clumsy, it uses this flexibility to its advantage. A spellcaster that wants to keep its helper ooze alive has to "feed" it electricity daily. Helper oozes take no actions of their own when fed, but tirelessly obey the orders of their creators. Because of their mindlessness, orders must be simple for the helper ooze to understand. They do not attack other creatures unless ordered to do so by their creators, or starving. In many ways, the helper ooze is similar to a construct. They are artificially created. However, for all mechanical purposes - hit dice, flanking, et cetera - they are oozes. The fine detail of a helper ooze's features is dependent upon the care and skill of its creator, but since they are usually built to use tools and traverse the creator's abode, they generally have at least the same shape as their crafter (generally humanoid). Their colour is dependant upon whatever materials their creator used to craft them. Helper oozes cannot speak. If instructed to make a sound, they can occasionally produce a high whistling sound.
Combat The helper ooze attacks by forming a pseudopod from its body and slamming it into the enemy with as much force as possible. Since this makeshift club is formed of its own body, it lacks the mass to create a second pseudopod. Amorphous: Helper oozes can stretch themselves into any shape and always succeeds on escape artist checks to squeeze into a tight space. The helper ooze has no head, and can squeeze into spaces as small as an inch across. Blindsight: The helper ooze lives off of electricity (see electricity consumption, below) and can detect its presence. It can detect the electrical impulses in the nervous systems of living creatures and can detect them by use of the blindsight feat at the range of forty feet. Increase this range by ten feet for every size category the creature is larger than medium, and decrease it by ten feet for every size category smaller than medium. The helper ooze cannot detect the presence of fine creatures at all unless the creature actively touches or attacks the helper ooze. Helper oozes can also detect the use of spells or items with the electricity subtype at a range of 50 ft for each caster level. For example, a fifth level character casting shocking grasp would be detected at 250 ft. If a helper ooze somehow becomes immune to electricity, they lose the benefit of this blindsight ability. Helper oozes are deaf, and completely dependant upon this blindsight ability to detect creatures or objects. A newly created helper ooze is created with knowledge of the layout of the area the creator intended to use the ooze in. Any spell or effect that would disguise or cease the biological functions of a creature (eg, a statue spell) makes it invisible and undetectable to the helper oozes, unless the creature actively touches or attacks the helper ooze. Constructs, elementals, plants, undead, and particularly abberant abberations are invisible to this blindsight ability. These creatures are either not alive or do not have nervous systems based on electrical impulses. There may be exceptions to these rules as the DM rules appropriate (an elemental based on electricity, for example, or a shambling mound benefitting from temporary electricity-based constitution). Helper oozes are mindless and stupid. If they bump into a creature invisible to their blindsight, they will not react to the creature unless it obviosuly makes its presence known (attacking the helper ooze, for example). Electricity consumption: Helper oozes do not eat as other oozes do. Instead, they live off of electricity. Electric attacks do no damage, but instead heal an amount of damage equal to that which would normally be dealt. This number cannot exceed the helper ooze's normal maximum and does not grant temporary hit points. Helper oozes do not heal naturally. A helper ooze must be dealt two points of electricity "damage" (really healing) per HD per day in order to stay in good health. If the helper ooze has been wounded, the damage must be healed before it can recieve its "nutritional electricity". A starving helper ooze begins to lose its elasticity. After 24 hours without recieving its required electric "damage", the helper ooze loses the amorphous trait (see above). After three days of starving, the helper ooze begins to lose hit points equal to its HD every day it goes without food. This is real, not nonlethal damage, and will kill the helper ooze when it hits an HP of 0. Starving helper oozes attack any creature it can detect, hoping to devour the electricity in their nervous systems. Of course, a dead creature creates no electrical impulses in its nervous system, so this is a futile endeavor. Starving helper oozes fight to the death. Helper oozes will go after magical electric items, but lacks the ability to coax the electricity out of the item (even items that do not require a use magic device check) unless it is actually throwing off electricity damage already, or if it has been instructed on the use of the item in the past. Sonic vulernability: Sonic attacks and other blunt traumas disrupt the electrical pathways of the helper ooze. Whenever the helper ooze takes damage from an attack or effect with the sonic descriptor, it is slowed (as the spell) for 3 rounds, with no save. The helper ooze is also affected by this slowing if it is dealt a critical hit by a bludgeoning weapon.
River God River gods are not true divinities. They are powerful nature spirits tied to rivers that are often worshipped, or at least placated, by those who live on the banks of their rivers. River gods rarely bother those that live along their river, but their anger can be great and very destructive.
Most people know to drop a few copper coins, or other offerings, into a river when crossing a bridge or using a ferry to appease the local river god. Many river communities have holidays to honor the local river god and to gain its favor with gifts and offerings.
River gods cannot travel that far from their river and their personality often reflects the nature of the river, for example a fast-flowing and rocky river where many battles have been fought will be protected by a quick-tempered and violent river god, while a placid river flowing through a peaceful land would be protected by a calm and friendly river god. River gods can be controlled with bridges, dams, and other efforts to control a river; once a river has been ‘civilized’ a river god will find it difficult to act and keep to seclusion.
A river god has three different life stages. The first stage is as a river guardian, an elemental creature, which protects its river often physically. The second stage is as a river blight, an ooze which forms at the death of a river guardian. If the river blight can reach the headwaters of the river, it reforms back into the river guardian, if it is slain then the river god enters its last stage as a river spirit. River spirits are incorporeal fey creatures, that if slain are the end of the life of the river god. Some river guardians who are on ‘civilized’ rivers (those controlled by artificial structures) have been known to evolve directly into river spirits, but this is actually very rare.
Most river gods rarely communicate with others, but sometimes they will have ‘priests’ who speak for them and occasionally they will even have consorts who are humanoids or fey creatures that dwell in or on their river. It is through these intermediaries that the secrets of the river gods, and their rivers, can most easily be gleaned.
River Guardian Large Elemental (Water) HD: 15d8+60 (127 hp) Init: +2 Speed: 20 ft, swim 70 ft Armor Class: 25 (-1 size, +4 breast plate, +2 Dex, +10 natural), 11 touch, 23 flat-footed Base Attack/Grapple: +11/+20 Attack: +16 great sword (2d8+7) or +12 javelin (1d8+5) Full Attack: +16/+11/+6 great sword (2d8+7) Space/Reach: 10 ft./10 ft. Special Attacks: River mastery, spell-like abilities Special Qualities: Damage reduction 5/--, elemental traits, fast healing 10, limited immortality, river sense Saves: Fort +15, Ref +7, Will +8 Attributes: Str 21, Dex 14, Con 18, Int 9, Wis 16, Cha 13 Skills: Intimidate +13, Listen +10, Spot +10, Swim +13 Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Power Attack, Weapon Focus (Great Sword) Environment: Rivers Organization: Solitary Challenge Rating: 11 Treasure: Double standard Alignment: Usually neutral Advancement: 16-30 (Large), 31-45 (Huge) Level Adjustment: --
Rising from the splashing water is a shimmering water creature with the upper torso of a human male and the lower torso that is long and serpentine. The whole body appears as solid water with varying shades of blue and green rippling and reflecting the river beneath it. The creature is wearing an ancient bronze breastplate and brandishing a massive great sword.
River guardians have a temperament that matches the nature of the river to which they are bonded. The nature, surroundings, and status of the river influence the mood of a river guardian. For example, if a river is mostly frozen over then the river guardian will likely be slumbering over the winter and unresponsive. Therefore while as a whole river guardians vary greatly in personality, an individual river guardian is fairly predictable. River guardians can be male or female.
A river guardian is bonded to a river and cannot move farther than 200 feet from the river. This connection gives them a sense of ownership over their rivers, which can lead to conflict with those who live and work on and along a river. Depending upon the personality of the river guardian they can be angered by someone simply fishing in their river without permission. Most river communities have specific traditions to placate their local river guardian, such as tossing offerings into the river or simply asking for permission before taking some action involving the river. While river guardians rarely directly respond they are aware of these activities on their behalf and if given their due will not become involved.
River guardians usually establish their home in caverns underneath a waterfall or similar location along their river. It is not unknown for river guardians to take consorts and their very rare offspring are often genasi or half-elementals. River guardians also often have an envoy who dwells along the river and serves as an intermediary with humanoids living in the area.
A river guardian is about 11 feet tall and weighs about 1200 pounds. They speak Aquan, Common, and Sylvan, but prefer to communicate through actions and not words.
COMBAT River guardians are straightforward combatants, but they prefer to engage an enemy in their river and will only fight on land if greatly angered or deceived. As such they will usually wait to strike till an enemy is in or on the river, such as traveling on a boat. Drowning is their preferred way of killing hated enemies. Fast Healing (Ex): As long as a river guardian is in physical contact with her river, the river guardian has Fast Healing 10. Limited Immortality (Su): If a river guardian is reduced to -10 hit points it transforms into a river blight which will travel to the headwaters of the river where the river guardian will merge with the river and be restored to full strength in 1d4+1 weeks. If the river blight is destroyed then the river guardian will return as a river spirit in 1d4+1 months. River Mastery (Ex): A river guardian gains a +2 bonus on attack and damage rolls if both it and its opponent are touching the river. If the opponent or the river guardian is touching the ground, the river guardian takes a -4 penalty on attack and damage rolls. River Sense (Ex): A river guardian is completely aware of anything touching its river within 500 ft. This does not extend to ethereal creatures occupying the same space as the river. Spell-Like Abilities: At will – control water, create water, fog cloud, plant growth, quench, and water breathing. Caster level 15th. The save DCs are Charisma-based. Skills: A river guardian has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
River Blight Huge Ooze (Water) HD: 15d10+60 (142 hp) Init: -1 Speed: 20ft, climb 20ft, swim 40ft Armor Class: 7 (-2 size, -1 dexterity), touch 7, flat-footed 7 Base Attack/Grapple: +11/+24 Attack: Slam +14 (2d6+5 plus 2d6 acid) Full Attack: Slam +14 (2d6+5 plus 2d6 acid) Space/Reach: 15 ft./ 10 ft. Special Attacks: Acid, constrict 2d6+5 plus 2d6 acid, improved grab, river mastery Special Qualities: Fast healing 10, limited immortality, ooze traits, river bound Saves: Fort +9, Ref +4, Will +0 Attributes: Str 21, Dex 8, Con 18, Int --, Wis 1, Cha 1 Skills: Climb +13, Swim +13 Feats: -- Environment: Rivers Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Usually neutral Advancement: 16-30 (Medium), 31-45 (Large) Level Adjustment: --
As the river guardians falls his body dissolves in a dark red blood which floats upon the surface and expands across the river and starts moving upstream, leaving a wake of dead fish and plants.
River blights only exist to reach the headwaters of the river, they will destroy anything that blocks their passage, including dams. They are mindless creatures incapable of communication or complex thought. As the river blight is going upstream this can be a difficult passage, and may required the climbing of waterfalls and similar obstacles. The creatures killed by a river blight are used to fuel the restoration of the river guardian, fortunately the river blight floats on the water and does not harm much of the ecosytem below the surface, still the devastation can be awesome.
A river blight is bonded to a river and cannot move farther than 100 feet from the river. A river blight is about 16 feet wide and 8 inches thick and weighs about 10,000 pounds, but can float upon the river easily.
COMBAT River blights will attempt to grapple, drown, and destroy with its toxic touch anything that gets in its way. They have no tactics, their goal is to reach the headwaters of the river and to consume as much as possible before it gets there. The consumption of plants and animals is what fuels the restoration of the river guardian, this is also what truly sets the pace of the river blight as it goes upstream. Acid (Ex): A river blight secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage. Constrict (Ex): A river blight deals automatic slam and acid damage with a successful grapple check. The opponents clothing and armor take a -4 penalty on Reflex saves against the acid. Fast Healing (Ex): As long as a river blight is in physical contact with her river, the river blight has Fast Healing 10. Improved Grab (Ex): To use this ability, a river blight must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack or opportunity. If it wins the grapple check, it establishes a hold and can constrict. Limited Immortality (Ex): If a river blight travels to the headwaters of the river then the river guardian, from which it spawned, will be restored to full strength in 1d4+1 weeks. Once a river blight reaches the headwaters it dissolves away. If the river blight is destroyed then the river guardian will return as a river spirit in 1d4+1 months. River Mastery (Ex): A river blight gains a +2 bonus on attack and damage rolls if both it and its opponent are touching the river. If the opponent or the river guardian is touching the ground, the river guardian takes a -4 penalty on attack and damage rolls. Skills: A river blight has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A river blight has a +10 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
River Spirit Medium Fey (Incorporeal, Water) HD: 15d6+15 Init: +7 Speed: Fly 50 ft. (good) Armor Class: 16 (+3 dexterity, +3 deflection), touch 16, flat-footed 13 Base Attack/Grapple: +7/-- Attack: +10 touch (5d8, fort save for half) Full Attack: +10 touch (5d8, fort save for half) Space/Reach: 5 ft./5ft. Special Attacks: Desiccating touch, spell-like abilities Special Qualities: Damage reduction 10/magic, fey traits, river sense Saves: Fort +6, Ref +12, Will +14 Attributes: Str --, Dex 16, Con 12, Int 14, Wis 16, Cha 17 Skills: Appraise +11, Bluff +16, Concentration +10, Diplomacy +18, Gather Information +15, Hide +13, Intimidate +14, Listen +17, Knowledge (History) +15, Knowledge (Local) +23, Knowledge (Nature) +17, Sense Motive +16, Sleight of Hand +5, Spot +17, Survival +5 Feats: Alertness, Improved Initiative, Iron Will, Negotiator, Persuasive, Skill Focus: Knowledge (Local) Environment: Rivers Organization: Solitary Challenge Rating: 11 Treasure: None (see below) Alignment: Usually neutral Advancement: 16-30 (Medium), 31-45 (Large) Level Adjustment: --
You see a shimmering elven female just beneath the surface of the river, she is beautiful and sad and disappears as quickly as she appeared.
River spirits represent the last life stage of a river god and while still connected to their river spiritually are forever separated from it due to their incorporeal nature. River spirits are more sophisticated in personality than river guardians, but most of them avoid contact due to their fear of destruction. As such they are reclusive creatures, but they are drawn to observe those who live along the banks of its river. River spirits are incredible sources of information, though most of their knowledge comes from the perspective of living within a river. A river spirit can be male or female.
A river spirit is bonded to a river and cannot leave the river, they must keep some part of their incorporeal body within the river, even though they are no longer physically connected. River spirits eschew maintaining a lair and their treasure is really their knowledge of hidden wealth lying on the bottom of their river. River spirits consider all items lost in their river as there personal property, but only keep track of the most important.
Like river guardians, river spirits will have an emissary among the dominate society to speak for them and to keep them informed of events. River spirits are too detached to take consorts and have offspring, but this does not keep them from favoring certain creatures. Often river spirits will come to the rescue of favored creatures who come into danger in the river. There are many stories of a ghost rescuing someone from drowning. It should be mentioned though, that some rivers have tales of ghosts who seek to drown those on the river, like river guardians, river spirits have a variety of personalities.
A river spirit takes the form of the dominate humanoid species that lives along their river. This form is chosen when the river spirit forms and cannot be changed, thus it is likely that after many centuries a river once dominated by centaurs is now home to orcs, but the form would remain the same. A river spirit as an incorporeal creature is weightless.
River spirits speak Aquan, Common, and Sylvan, but prefer to communicate through symbolic gestures and not words.
COMBAT River spirits avoid combat. They are passive observers of life upon their river and their fear of destruction makes them very cautious. If cornered or angry a river spirit will use its spell-like abilities to get a target into the river where it can use its dessicating touch. If seriously threatened or even slightly harmed a river spirit will flee. Desiccating Touch (Su): A river spirit’s touch can draw the moisture from a living creature causing 5d6 points of damage. The damages increased to 5d8 to plant creatures or elementals with the water subtype. The touched creature can make a DC 18 fortitude save to reduce the damage to half. River Sense (Ex): A river spirit is completely aware of anything touching its river within 1000 ft, this does extend to ethereal creatures. Spell-Like Abilities: At will – control water, create water, fog cloud, plant growth, quench, and water breathing. Caster level 15th. Caster level 15th. The save DCs are Charisma-based.
VARIATIONS It is easy to give an individual river god special powers to make it more unique. You could add additional spell-like abilities, such as animate trees, control weather, summon nature’s ally spells and similar to reflect a more powerful river god. It is also possible to give them character levels as a druid or sorcerer, this is most common with river spirits. Some river gods are shapechangers and can assume animal or humanoid forms of creatures that live in or near their river. Also don’t forget that river gods may have unusual magical items in their possession to give them unexpected abilities.
LAKE & SEA GODS These cousins to river gods are slightly more powerful with the ability to control weather three times a day and typically greater hit dice. If slain in their lake guardian stage their lake blight must travel to some sacred place in their body of water, possibly the center of a lake or sea.
TRUE DIVINITY It is an easy modification to make river gods quasi-deities or even true deities with one divine rank as per Deities & Demigods, but this will make them significantly more powerful. It would also make river gods far more important in the campaign world, therefore unless you are running a high-powered campaign or one rich in divine magic this modification should be reserved for only the river gods tied to the most important and known rivers of the campaign world.