CHAPTER 5:MONSTERSit mouths obscenities. Its arms are too slender and its tinyhands end in cruelly sharpened nails, while its legs areatrophied, dead things that hang useless below it. Anatropal never walks, but always floats.When an atropal rises, the gods cringe, and seek tobanish the horrid remnant by sealing it away in a separatecemetery plane or beneath the crypts of dead civilizations.Woe to the adventuring party or wizardarcheologistwho untombs an atropal—once released,the atropal kills everything in a wider and wider swathuntil it is somehow neutralized. The undead nations ledby necromancer kings of past ages may have actuallybeen led by atropals.CombatAtropals send minion undead and nightcrawlers beforethem. They are quick to cast greater dispelling on foes,especially those using spells to protect them againstnegative energy and those who have the death wardspell cast.Spell-Like Abilities: At will—animate dead, blasphemy,create greater undead, create undead, cone of cold, desecrate,greater dispelling, finger of death, improved invisibility, planeshift, slay living, speak with dead, spectral hand, teleport withouterror, unholy aura; 5/day—haste, project image, weird.Caster level 30th; save DC 26 + spell level.Rebuke/Command Undead (Su): Atropals canrebuke or command undead as a cleric of the same levelas the atropals HD.Negative Energy Aura (Su): A 30-foot-radius spreadnegative energy aura spreads from each atropal. All undeadin the field (including the atropal) are treated as ifhaving turn resistance +20 and a negative energy versionof fast healing 20. Living creatures in the aura are treatedas having ten negative levels unless they have some sortof negative energy protection or protection from evil.Creatures with 10 or fewer HD or levels perish (and, atthe atropals option, rise as spectres under the atropalscommand 1 minute later).Constitution Drain (Su): When the atropal hits aliving opponent with a touch attack, the opponent takes5 points of permanent Constitution drain, or 10 pointson a critical hit. The atropal heals 20 points of damage, or40 points on a critical hit, whenever it drains Constitution,gaining any excess as temporary hit points. Theattack allows a Fortitude save (DC 59).Energy Drain (Su): When the atropal hits with a rangedtouch attack (a ray of utter darkness that it shoots from oneeye to a range of 400 feet), the resultant energy drainbestows four negative levels, or eight negative levels on a criticalhit. For each negative level bestowed on an opponent, theatropal heals 10 points of damage, or 20 on a critical hit,gaining any excess as temporary hit points. After 24 hourshave passed, the afflicted opponent must attempt a Fortitudesave (DC 59) for each negative level. If successful, the negativelevel goes away with no harm to the creature; otherwise, thecreature’s level decreases by one. The temporary hit points gainedby the atropal’s Constitution drain last a maximum of 1 hour.Regeneration (Ex): Atropals take normal damagefrom good weapons or sentient weapons (or otherwiseliving weapons).Summon Nightcrawler (Sp): Five times per day an atropalcan summon a nightcrawler (see the Monster Manual).Abomination Traits: Immune to polymorphing,petrification, and other form-altering attacks; not subjectto energy drain, ability drain, ability damage, ordeath from massive damage; immune to mind-affectingeffects; fire resistance 20; cold resistance 20; nondetection;true seeing at will; blindsight 500 ft.; telepathyout to 1,000 ft.Undead Traits: Immune to poison, sleep, paralysis,stunning, disease, death, effects, necromantic effects,mind-affecting effects, and any effect requiring a Fortitudesave unless it also works on objects. Not subject tocritical hits, subdual damage, ability damage, abilitydrain, or energy drain. Negative energy heals, Not atrisk of death from massive damage, but destroyed at 0hit points or less. Darkvision 60 ft. Cannot be raised,resurrection works only if creature is willing.CHICHIMECMedium-Size Outsider (Air)Hit Dice: 27d8+189 (405 hp)Initiative: +7Speed: 5 ft., fly 200 ft. (perfect)AC: 39 (+7 Dex, +22 natural)Attacks: 2 primary wing buffets +39 melee, 6 secondarywing buffets +37 melee, tail slam +37 meleeDamage: Primary wing buffet 2d6+12, secondary wingbuffet 1d6+6, tail slam 1d6+6 plus Cha drainFace/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Spell-like abilities, summon air elemental,Charisma drainSpecial Qualities: Abomination traits, fast healing 10,SR 33, DR 20/+6, electricity immunitySaves: Fort +22, Ref +22, Will +17Abilities: Str 34, Dex 25, Con 24, Int 12, Wis 14, Cha 30Skills: Diplomacy +12, Hide +37, Intimidate +40,Knowledge (the planes) +31, Knowledge (religion)+31, Listen +34, Move Silently +37, Search +17, SenseMotive +19, Spot +34Feats: Alertness, Dodge, Flyby Attack, Multiattack,Power Attack<strong>Epic</strong> Feats: Blinding Speed (×2)Climate/Terrain: AnyOrganization: Solitary, pair, or flock (6–9)Challenge Rating: 21Treasure: NoneAlignment: Always neutral evilAdvancement: 28–38 HD (Medium-size); 39–50 HD(Large)Chichimecs are the unwanted offspring of deities of thesky, air, and similar portfolios.A chichimec looks like a clump of madly flapping,fluttering, scrabbling wings (some chichimecs have160
feathered wings, others batlike). A single long taildepends from the center of the mass, trailing behindthe creature. Their coloration is usually pale white tobeige, giving way to sickly blue in some areas. Unlessa chichimec is slain and dissected, its tiny mouths,eyes, and other sensory organs dotting its body trunkare never seen. Chichimecs are usually about 4 feetin diameter.These creatures are sometimes confined to sealeddemiplanes of air, or some far reach of the ElementalPlane of Air, or even distant, uninhabited giant worldsmadeup only of poisonous gases.CombatChichimecs batter any being that crosses their pathwith many wings, and a tail buffet. If forewarned of athreat, they summon as many air elementals as theycan in the time available. Unless its elementals are inrange, a chichimec leads off combat with wail of thebanshee.Spell-Like Abilities: At will—darkness, telekinesis;1/day—improved invisibility, control weather, call lightning,lighting bolt, chain lightning, wail of thebanshee. Caster level 20th; save DC 20 +spell level.Summon Air Elemental (Sp):Three times per day a chichimeccan summon anelder air elemental.Charisma Drain (Su):This effect permanently reducesa living opponent’s Charismascore by 2 points when thechichimec hits is with a tailslam, or 4 points on a criticalhit. The chichimec heals 10points of damage, or 20 oncritical hit, whenever it drainsCharisma, gaining any excessas temporary points. Theattack allows a Fortitude save(DC 33)—on a successfulsave, only 1 point of Charismais drained and the chichimecheals 5 points of damage. Thetemporary hit points gained bythe chichimec Charisma drainlast a maximum of 1 hour.Abomination Traits:Immune to polymorphing,petrification, andother form-altering attacks;not subject to energy drain, abilitydrain, ability damage, or deathfrom massive damage; immune to mind-affectingeffects; fire resistance 20; cold resistance 20; nondetection;true seeing at will; blindsight 500 ft.; telepathy outto 1,000 ft.DREAM LARVALarge Outsider (Chaotic)Hit Dice: 40d8+360 (680 hp)Initiative: +3 (Dex)Speed: 80 ft.; fly 240 ft. (perfect)AC: 52 (–1 size, +3 Dex, +40 natural)Attacks: Bite +56 melee, 1 gore +51 melee, 4 pincers +51melee, 4 claws +51 meleeDamage: Bite 4d8+16, gore 4d6+8, pincers 4d6+8, claws4d6+8Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Worst nightmare, improved grab, sending,spell-like abilities, summon nightwalkerSpecial Qualities: Abomination traits, sonic immunity,regeneration 15, fast healing 15, SR 44, DR 40/+8Saves: Fort +31, Ref +25, Will +29Abilities: Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36Skills: Concentration +52, Craft (dreamweaving) +46,Diplomacy +17, Escape Artist +46, Hide +42, Knowledge(dreams) +46, Listen +50, Move Silently +46, Scry+46, Search +28, Sense Motive +35, Spot +50Feats: Cleave, Combat Reflexes, Flyby Attack, GreatCleave, Power Attack, Quicken Spell-LikeAbility, Sunder, Weapon Focus (pincers),Weapon Focus (gore), Weapon Focus(bite), Weapon Focus (claw)Climate/Terrain: AnyOrganization: Solitary, pair, or solitaryplus 1–4 nightwalkersChallenge Rating: 31Treasure: StandardAlignment: Always chaotic evilAdvancement: 41–65 HD (Large);66–84 HD (Huge); 85–110 HD(Gargantuan)Dream larvae are the misbegottenoffspring of deities of fancy, longing,and dream.Most creatures know thestartlement of a night terror—abolt of horror that wakes thesleeper from a dead sleep.Dream larva are night terrorsthat escape from dream into thewaking world, nightmares mademanifest. They have no specificform, but instead are every creature’sworst nightmare—eachobserver sees a dream larva forthe first time as the most fearsome,terrible creature imaginable.To those that survive thatsquamous vision, dream larvae appearas large humanoid shapes composed of thousands ofcrawling larval worms. Dream larvae have horns, a cruellyfanged mouth, four arms ending in claws, and fourarms tipped with pincers.CHAPTER 5:MONSTERS161
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318Indexability increases 6abominat