ELEMENTALMAGE48ELEMENTAL MAGEElemental magi are giants descended from ogres, similar inappearance to ogre mages. Despite their rarity, elementalmagi are not unique individuals, but rather different membersof the same race with varying appearances and abilities.From the highlands, they emerge without warning, eithersingly or as a group, to conquer and scourge the lands ofweaker people.KEN-KUNIThe ground splits in front of you, and rocks tumble down intoyour path. Sliding down in a shower of dust and pebbles comes ahorned giant clad in banded armor, carrying an enormous swordin its hand. “Trespassers!” it intones in a voice that shakes the earthbeneath your feet.Ken-Kuni CR 8Usually NE Large giant (earth)Init +0; Senses low-light vision; Listen +7, Spot +7Languages Common, GiantAC 23, touch 9, flat-footed 23(–1 size, +6 armor, +8 natural)hp 84 (8 HD); fast healing 5; DR 10/magicFort +12, Ref +2, Will +3Speed 30 ft. (6 squares) in banded mail, base speed 40 ft.,burrow 10 ft.Melee mwk greatsword +15/+10 (3d6+12/19–20) orMelee 2 slams +13 each (1d4+8) orMelee gore +13 (1d8+8)Space 10 ft.; Reach 10 ft.Base Atk +6; Grp +18Atk Options Cleave, Power Attack, magic strikeSpecial Actions earthshockAbilities Str 27, Dex 11, Con 23, Int 10, Wis 12, Cha 11SA earthshock, magic strikeSQ shared strengthFeats Cleave, Power Attack, Weapon Focus (greatsword)Skills Climb +3, Intimidate +4, Knowledge (nature) +2,Listen +7, Search +2, Spot +7Advancement by character class; Favored Class fighterPossessions masterwork banded mail, masterworkgreatswordEarthshock (Su) Once every 1d4 rounds, a ken-kuni cancause an earth tremor. This can affect either everysquare adjacent to the ken-kuni or a 30-foot lineextending out from the creature. Anyone in the areamust succed on a DC 20 Reflex save or be knocked proneand take 1d4 points of nonlethal damage. The save DC isConstitution-based.If a ken-li and a ken-sun are both within 60 feet, theken-kuni can use this ability every round. Elemental magiare immune to this ability.Shared Strength (Su) When a ken-kuni is within 60 feet ofone or more elemental mages and must make a savingthrow, it uses the highest save bonus among the group.Ken-kunis are three-horned, ogrelike giants of great strengthand martial prowess. Not as clever or as ambitious as theother elemental magi, they prefer to stake a claim anddefend it.Most often encountered alone on hillside paths or inrocky terrain where they have settled, ken-kunis demandtribute from anyone passing through their territory. Otherelemental magi press ken-kunis into military service. At war,ken-kunis shatter settlement defenses and break up enemytroop formations.KEN-LIA wave of heat presages the arrival of this towering, horned giant.Smoke flows from the creature’s mouth and spirals around its bodyas it laughs, long and deep, at the sight of you. Firelight gleams fromits bronzed flesh. Raising its sword, it inhales deeply, and flamequickens in its gaping mouth.Ken-Li CR 10Usually CE Large giant (fire)Init +3; Senses low-light vision; Listen +8, Spot +8Aura wreathed in flame (5 ft.)Languages Common, GiantAC 20, touch 12, flat-footed 17(–1 size, +3 Dex, +8 natural)hp 138 (12 HD); fast healing 10Immune fireFort +15, Ref +7, Will +11Weakness vulnerability to coldSpeed 50 ft. (10 squares)Melee +1 greatsword +15/+10 (3d6+8) orMelee 2 slams +13 each (1d4+5) orMelee gore +13 (1d8+5)Space 10 ft.; Reach 10 ft.Base Atk +9; Grp +18Atk Options Cleave, Great Cleave, Power AttackSpecial Actions flame breathAbilities Str 20, Dex 17, Con 25, Int 10, Wis 18, Cha 10.SA flame breath, wreathed in flameSQ shared strengthFeats Cleave, Great Cleave, Iron Will, Power Attack, WeaponFocus (greatsword)Skills Balance +5, Climb +9, Handle Animal +4,Intimidate +4, Knowledge (nature) +4, Listen +8,Search +4, Spot +8Advancement by character class; Favored Class fighterPossessions +1 greatswordWreathed in Flame (Su) Creatures take 1d3 points of firedamage at the end of a ken-li’s turn if they are within5 feet of it. Furthermore, creatures that strike or toucha ken-li with their body or a weapon take 1d3 points offire damage. A creature can take damage from touchingor striking a ken-li only once per turn. The creature cansuppress this ability at will.Elemental magi are immune to this ability.Flame Breath (Su) 30-foot line, once every 1d4 rounds,damage 6d6 fire, Reflex DC 23 half. The save DC isConstitution-based.If a ken-kuni and a ken-sun are both within 60 feet,the ken-li can use this ability every round. Elemental magiare immune to this ability.Shared Strength (Su) When a ken-li is within 60 feet of one ormore elemental mages and must make a saving throw, ituses the highest save bonus among the group.
ELEMENTALMAGEKen-kuni, ken-li, ken-sunKen-lis are two-horned, ogrelike giants of keen insight andmalicious temperament. This behavior is tempered by anarrogance that prevents them from using their perceptivenessto the fullest.Without leadership of some kind, a ken-li lives to destroy,indulging that desire at every opportunity. Left to its whims,it burns villages, roasts herds of cattle, and torches forestssimply for enjoyment. When encountered alone, ken-lis arealmost always engaged in one of these rampages. Otherwise,they are found as troops in ken-sun armies, where they arekept under control.KEN-SUNA craggy, horned giant turns its baleful gaze upon you, blue lipscurling into a wicked smile and exposing sharp, serrated teeth. Itspale robe swirls around it as it gestures to summon its allies.Ken-Sun CR 13Usually LE Large giant (air)Init +7; Senses low-light vision; Listen +12, Spot +12Aura deflecting windsLanguages Common, GiantAC 21, touch 12, flat-footed 18( –1 size, +3 Dex, +9 natural)hp 161 (17 HD); fast healing 10Fort +15, Ref +8, Will +13Speed 50 ft. (10 squares), fly 20 ft. (perfect); freedom ofmovementMelee +2 spear +21/+16/+11 (2d6+14/×3) orMelee 2 slams +19 each (1d6+8) orMelee gore +19 (1d8+8)Space 10 ft.; Reach 10 ft.Base Atk +12; Grp +24Atk Options Awesome Blow, Improved Bull Rush, PowerAttackSpecial Actions wind breathSpell-Like Abilities (CL 17th):2/day—control weather1/day—sleet stormAbilities Str 27, Dex 17, Con 20, Int 21, Wis 21, Cha 21SA deflecting winds, spell-like abilities, wind breathSQ shared strengthFeats Alertness, Awesome Blow, Improved Bull Rush,Improved Initiative, Iron Will, Power AttackSkills Balance +9, Bluff +18, Climb +18, Concentration +15,Decipher Script +11, Diplomacy +17, Disguise +5(+7 acting), Gather Information +11, Handle Animal +11,Heal +9, Intimidate +21, Jump +22, Knowledge(arcana) +14, Knowledge (nature) +9, Listen +12, Ride +5,Search +11, Sense Motive +15, Spellcraft +17, Spot +12,Survival +5 (+7 following tracks, +7 in abovegroundnatural environments)Advancement by character class; Favored Class fighterPossessions +2 spearDeflecting Winds (Su) A ken-sun is surrounded by atempest of air that affects every square adjacent to itwith windstorm-level effects (DMG 95). The creature cansuppress this ability at will.Elemental magi are immune to this ability.Freedom of Movement (Su) As the freedom of movementspell; continuous; caster level 15th. The effect can beIllus. by W. Reynolds49
- Page 4 and 5: MONSTERS BY CRMonsterCRTirbana eyew
- Page 6: INTRODUCTIONMelee masterwork longsw
- Page 9 and 10: peaceful harmony of Arcadia. Certai
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- Page 17 and 18: and ogres view Dalmosh as the ultim
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- Page 21 and 22: it. It fearlessly combines Dodge, M
- Page 23 and 24: Sample EncountersCarnage demons are
- Page 25 and 26: Acid Spray (Ex) Whenever a draudnu
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- Page 29 and 30: as long as possible. A solamith tha
- Page 31 and 32: Taking the plant as a sign of the r
- Page 33 and 34: Strategies and TacticsA gulthir has
- Page 35 and 36: erinyes and other devils that have
- Page 37 and 38: of devil flesh. The night hag stitc
- Page 39 and 40: DRAGONS OF THEGREAT GAMESurvivors o
- Page 41 and 42: Strategies and TacticsChorranathau
- Page 43 and 44: or other athletic feat. If the char
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- Page 47: ole. Chorranathau the Inscrutable c
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- Page 53 and 54: ECOLOGYIt is said that when a minio
- Page 55 and 56: Portal Predator (EL 16): An etherea
- Page 57 and 58: Swamp Surprise (EL 3): The PCs need
- Page 59 and 60: ECOLOGYFrostwind viragos are imbued
- Page 61 and 62: STRATEGIES AND TACTICSWhen a garngr
- Page 63 and 64: gem scarabs, because the beetles ea
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- Page 67 and 68: -4 penalty on saves against spells
- Page 69 and 70: Sample EncounterThough force golems
- Page 71 and 72: A magmacore golem is a humanoid-sha
- Page 73 and 74: enemies to flee. Once it has sent i
- Page 75 and 76: War Party (EL 7): A greenspawn zeal
- Page 77 and 78: Like worgs, guulvorgs are baleful w
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- Page 81 and 82: Sample EncountersA forest haunt wai
- Page 83 and 84: Taunting haunts are roleplaying cha
- Page 85 and 86: HOBGOBLINHobgoblin duskblade and sp
- Page 87 and 88: granted by their torturous upbringi
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- Page 95 and 96: KUO-TOA EXALTED WHIPA red flush suf
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Madness on an individual scale pose
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to what follows when four young, re
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SAMPLE ENCOUNTERMerchurions are rar
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Mind flayers of Thoon have a vastly
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SHADOW FLAYERIn the shadows, you se
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Shadow flayers have a natural rival
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of heritage. Unlike the other follo
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Special Qualities: A Thoon thrall r
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Abilities Str 30, Dex 10, Con 26, I
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Feats —Skills Listen +1, Spot +1A
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Strategies and TacticsA stormcloud
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they’re getting in the way of a m
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utterly confident in its abilities.
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Eberron (the Inspired, the dragons,
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about sentient humanoids, consuming
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their kind or to remain among their
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Type: Animal and vermin base creatu
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SAMPLE ENCOUNTERRuin chanters are s
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chanter masters create them to guar
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A harridan has little interest in t
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SAMPLE ENCOUNTERSRylkar colonies ar
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RYLKARTYPICAL TREASUREThough rylkar
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that foe. The sanguineous drinkers
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Slinger scorpions cannot attack in
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ut these constructs are passive unt
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Like drow, shaedlings are a true ra
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abilities on foes whose will is wea
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ECOLOGYSiege beetles require ample
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Bone Shard (Su) A skull lord’s sp
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Though a bonespur is of limited int
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difficult for foes to follow, such
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Typical Physical Characteristics:Wh
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attacks of opportunity and does not
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tied to Juiblex or are of potential
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any enemies not affected by its ind
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of the plane. They are sometimes ca
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If a Thrym hound eats voraciously f
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arcane spellcaster level of 5th, an
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driving the colony to conquer popul
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SOCIETYTirbanas are disciplined and
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1. River (EL 1-2): The river moves
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Environment: Bladerager trolls are
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Tusk terrors mate seasonally. A pai
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turlemoi are happy to acquiesce to
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Lashemoi are the drudge workers, lo
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Environment: Ushemoi preferforests
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vampire or spawn is under the Black
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THE RED WIDOWFrom out of nowhere, a
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Widow, the vampire cornered her in
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and they are forced to scramble for
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Skills Vinespawns have a +8 racial
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ECOLOGYVivisectors do notconsume th
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The Wild Hunt sends the bravest her
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IMPROVED TOUGHNESSA creature that h
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overcoming damage reduction. When i
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The DR entry starts by denoting amo
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Fast Healing (Ex): A creature that
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Incorporeal Subtype: Some creatures
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—8-sided Hit Dice; good Reflex an
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—Not subject to flanking.—Some
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Creature SizesSize AC/Attack Grappl
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Swarms do not threaten creatures, a