Monster Name (Size Type) BV XX HD XdX+X CHP HD*3+CON XHP XX CP (pg7/149) ML ((6+WIS mod)×Character Level)+30 STR DEX CON XX XX XX INT WIS CHA XX XX XX Initiative +X Defense XX (+X DEX, +X Size, +X natural) Touch X | Flat-Footed X BAB +X Grapple +X Attack(s) Reach 5’ Fighting Space 5ft Special Qualities Saves Fort +X | Ref +X |Will +X Skills Feats None Organization Solitary Treasure None Advancement ------------------------------------------------------------------- Swallower (Small Aberration) BV 7 HD 2d8 CHP 8 XHP 13 CP 13 STR DEX CON 16 6 14 INT WIS CHA 2 18 10 Initiative -2 Defense 12 (-2 DEX, +1 Size, +3 natural) Touch 8 | Flat-Footed 12 BAB +1 Grapple +4 Attack(s) Bite (Melee) +4 attack, 1d6+3 Slam(Melee) +4 attack, 1d4+3 Reach 5’ Fighting Space 5ft Special Qualities Death Wail Blindsight 10ft, Scent Saves Fort +4 | Ref -2 |Will +6 Skills Perception +10 Feats None Organization Solitary, pair, or Buffet(1d3+1) Treasure None Advancement 3-6 HD (Medium size) 7-10 HD (Large size, swallow whole) Death Wail: When killed, various air filled sacs within it's body slowly deflate. This creates a distinctive loud whining noise for 2d3 rounds. The swallower resembles something like an armored terrestrial cuttlefish, pulling itself through the ship's corridors on short, muscular tentacles. It's primarily a scavenger, wandering through the ship looking for corpses. Upon finding one, it can spend several minutes breaking it apart and shoving the pieces into it's gullet, until it's entire body is grossly distended by it's 'meal'. In this way, a swallower can consume an entire human body, though it must first crush the bones. Rather than digesting what it eats, it slinks away and regurgitates the flesh for it's masters to use. ------------------------------------------------------------------- Synthlurker (Medium Aberration) BV 10 HD 3d8+3 CHP 10 XHP 16 CP 9 STR DEX CON 14 14 12 INT WIS CHA 2 10 10 Initiative +5 Defense 14 (+2 dex +2 natural) Touch 12 | Flat-Footed 12 BAB +2 Grapple +9 Attack(s) Tentacle(Melee) 3CP, +4 attack, 1d4+2 Reach 5’ Fighting Space 5ft Special Qualities Improved Grab Saves Fort +1 | Ref +1 |Will +4 Skills Feats Improved Initiative, Weapon Focus (Grapple) Organization Solitary, Pair, or Colony (2d6) Treasure none Advancement Most often clad in a disabled synth's hollowed outer shell but found wherever an unsuspecting victim might wander too close, this creature is little more than a collection of thin fleshy tentacles, each tipped with a sharp metallic talon. Often, their lair opens near some desirable object and when an unsuspecting victim wanders too close they strike, latching on with their talons and tearing them apart. ------------------------------------------------------------------- Slitherer (Diminutive Aberration) BV 1/8 HD 1/8 d12 CHP 1 XHP 2 CP 9 STR DEX CON 1 20 10 INT WIS CHA 1 10 1 Initiative +5 Defense 17 (+5 DEX, +2 Size) Touch 15 | Flat-Footed 12 BAB +0 Attack(s) Bite (Melee) +3, 1d3 damage Reach 0’ Fighting Space 1ft Special Qualities Saves Fort +0 | Ref +2 |Will +4 Skills Feats None Organization Solitary, pair, or brood (3d6 slitherers) Treasure None Advancement This creature resembles a leech with jaws full of sharp needle-like teeth. It feasts on any flesh it finds and when it's eaten enough it divides into two slitherers. ------------------------------------------------------------------- Slitherer Swarm (Huge Aberration) BV 20 HD 8d12 CHP 24 XHP 52 CP 9 STR DEX CON 1 20 10 INT WIS CHA 1 10 1 Initiative +5 Defense 13 (+5 DEX, -2 Size) Touch 13 | Flat-Footed 10 BAB +4 Grapple +12 Attack(s) Bite (Melee) +6, 6d2 damage Reach 0’ Fighting Space Nine 5' squares Special Qualities Swarm Saves Fort +0 | Ref +6 |Will +4 Skills Feats Focused Saving Throw (Reflex) Organization Solitary Treasure None Advancement Swarm: As a large group of individual creatures, a swarm is immune to spells and non-damaging effects that can only affect a specific number of targets. Swarms take half damage from standard attacks, but take twice as much damage from effects targeting an area. This writhing swarm of creatures tears at any flesh their minuscule jaws can reach. ------------------------------------------------------------------- Resembling a floating light, electricity occasionally arcs from this wisp-like creature to nearby surfaces Electromorph (Small Elemental) BV 7 HD 3d8 CHP 9 XHP 14 CP 16 STR DEX CON -- 13 10 INT WIS CHA 2 6 10 Initiative +4 Defense 12 (+1 DEX, +1 Size) Touch 11 | Flat-Footed 11 BAB +2 Attack(s) Zap (Ranged) 4 CP, +3 attack, 1d8 electric, 20ft Arc(15ft cone) 8 CP, 2d8 Electric, Reflex TN 13 half, after using this attack the electromorph must wait 1d3+1 rds before using it again. Reach 5’ Fighting Space 5ft Special Qualities Elemental Traits, Vulnerability to Electricity, DR 3/B P S Ba, Fast Healing 1 Saves Fort +1 | Ref +4 |Will -1 Skills Perception +6 Feats Improved Initiative Organization Solitary Treasure None 6 HD (Medium) 10HD (Large) ------------------------------------------------------------------- Resembling ball lightning, this creature is surrounded by a collection of loose metal objects like bolts, jagged sections of plating and toolboxes. Magnemorph (Medium Elemental) BV 31 HD 6d8+6 CHP 19 XHP 33 CP 14 STR DEX CON -- 11 12 INT WIS CHA 2 6 10 Initiative +0 Defense 18 (+8 natural) Touch 10 | Flat-Footed 18 BAB +4 Grapple +4 Attack(s) Shrapnel Projectile (Ranged) 5CP, +7 3d6 Bludgeoning, Piercing, or Slashing 30' Shrapnel Spray (20ft cone) 8CP, 5d6 TN 16 reflex half. After using this ability, it's defense is reduced by 4 and it may not use shrapnel spray or shrapnel blast for 1d3 rounds. Shrapnel Blast (15' Burst) 14 CP, 8d6 TN 16 reflex half. After using this ability, it's defense is reduced by 8, and it may not use shrapnel spray or shrapnel blast for 2d4 rounds. EMP (20ft blast) 10 CP, This attack disables electronic devices within it's radius as an EMP Grenade does. Reach 5ft' Fighting Space 5ft Special Qualities Elemental Traits, Vulnerability to Electricity, Shrapnel, Damage Reduction 5/B P S Ba, Fast Healing 2 Shrapnel: The large volume of metal that surrounds the magnemorph also protects it from harm, deflecting blows and intercepting projectiles. Saves Fort +3 | Ref +5 |Will +0 Skills Perception +7, Acrobatics +7 Feats Weapon Focus (Shrapnel) Organization Solitary Treasure None Advancement 10HD (Large) ------------------------------------------------------------------- Travelling slowly down the ships' passages, this animate mass of burning plasma leaves only ashes and warped plating in it's wake. Plasmamorph(Large Elemental) BV 40 HD 10d8+30 CHP 30 XHP 75 CP 12 STR DEX CON -- 9 16 INT WIS CHA 2 6 10 Initiative -1 Defense 9 (-1 size) Touch 9 | Flat-Footed 9 BAB +7 Attack(s) Plasma Projectile (Ranged) 4CP, +8 3d8 plasma 40' Plasma Spray (20ft cone) 8CP, 8d8 TN 16 reflex half. After using this ability, it's HP is reduced by 25 as a significant amount of it's plasma is lost. Plasma Blast (15' Burst) 12 CP, 12d8 TN 16 reflex half. After using this ability, it's HP is reduced by 50, as a significant amount of it's plasma is lost. EMP (30ft blast) 10 CP, 1d8-2 TN 12 reflex half. This attack disables electronic devices within it's radius as an EMP Grenade does. Small amounts of plasma are sent flying throughout the radius. Reach 5ft Fighting Space 10ft Special Qualities Elemental Traits, Vulnerability to Electricity, Slow, Engulf, Damage Reduction 10/B P S Ba, Immune to Plasma and Fire, Fast Healing 10 Slow: The plasmamorph must spend 4CP to move 5ft. Engulf: Any creature inside the plasmamorphs space takes 6d8 plasma damage per round. Saves Fort +10 | Ref +6 |Will +1 Skills Perception +14, Acrobatics +8 Feats Weapon Focus (Plasma), Focused Saving Throw(Fortitude) Organization Solitary Treasure None Advancement ------------------------------------------------------------------- A very long length of decayed flesh with many articulations is anchored to the floor. At each joint is an eye, and at the end is an oversized set of bony claws. Flesh Tentacle (Claw) (Medium Undead) BV 4 HD 3d12 CHP 9 XHP 19 CP 9 STR DEX CON 14 10 -- INT WIS CHA -- 12 1 Initiative +0 Defense 10 Touch 10 | Flat-Footed 10 BAB +1 Grapple +1 Attack(s) Attack (Melee) 3 CP +6 attack, 1d6+2 damage Reach 15’ Fighting Space 5ft Special Qualities Anchored, Undead Traits Saves Fort +1 | Ref +1 |Will +3 Skills Perception +5 Feats Weapon Focus(Claw) Organization Solitary Treasure None Advancement Undead Traits: Flesh Tentacles have the strengths and weaknesses common to undead. Anchored: The base of a Flesh tentacle is firmly attached to a surface with a secreted adhesive. Detaching it forcefully requires TN15 STR check. ------------------------------------------------------------------- A length of decayed flesh with several articulations is anchored to the floor. At each joint is an eye, and at the end is a human hand, holding a weapon. Flesh Tentacle (Hand) (Small Undead) BV 5-8(by weapon) HD 3d12 CHP 9 XHP 19 CP 12 STR DEX CON 12 12 -- INT WIS CHA -- 12 1 Initiative +0 Defense 11 (+1 DEX) Touch 11 | Flat-Footed 10 BAB +1 Grapple +1 [PEP-25 w/ Semi/Grid Emitter 16 heat] BV 8 6 CP, Single, +5 , 2d8 Plasma 5 CP, Gridshot, +1 vs 10, 2d8 Plasma TN 18 half in 10x10ft 8 heat [PEP-08 w/ Semi/Stun Emitter 10 heat] BV 6 6 CP, Single, +5, 1d8-2 Plasma 4 CP, Potshot, -1, 1d8-2 Plasma Reach 5’ Fighting Space 5ft Special Qualities Anchored, Undead Traits Saves Fort +1 | Ref +1 |Will +3 Skills Perception +5 Feats Weapon Focus Organization Solitary Treasure One Plasarm Advancement Undead Traits: Flesh Tentacles have the strengths and weaknesses common to undead. Anchored: The base of a Flesh tentacle is firmly attached to a surface with an organic adhesive. Detaching it forcefully requires TN15 STR check. The flesh tentacle has the weapon focus feat for whichever weapon it is given when first created. ------------------------------------------------------------------- The quadrapus has four tentacles tipped with sharp claws extending from it's bottom, four contorted humanoid faces flanking each side of it's bulbous body, and a gaping maw on it's top side, from which a long, grasping tongue extends. Quadrapus (medium undead) BV 7 HD 2d12 CHP 6 XHP 13 CP 12 STR DEX CON 14 14 -- INT WIS CHA -- 10 1 Initiative +2 Defense 12 Touch 12 | Flat-Footed 10 BAB +1 Grapple +8 Attack(s) Claw (Melee) 3cp, +3 1d3+2 slashing Bite (Melee) 3cp, +3 Bite, 1d6+2 Piercing Reach 5’ Fighting Space 5ft Special Qualities Undead Traits, Improved Grab, Rake 2d3+3, Climb (1CP/5ft) Saves Fort +1 | Ref +1 |Will +3 Skills Athletics +4 (climb +12) Feats Weapon Focus (Grapple) Organization Solitary, Pair, or Pack (2d6) Treasure None Advancement ------------------------------------------------------------------- The abomination that comes through the hatch resembles a centipede, with a body seemingly made from countless humanoid heads fused together, and legs consisting of dozens of mismatched arms. It's 'head' consists of a humanoid torso with a gaping three-section mouth over it's chest and abdomen, and a numerous writhing tentacles attached where it's arms and head should be. Fleshopede (Large Undead) BV 13 HD 9d12 CHP 27 XHP 58 CP 15 STR DEX CON 22 12 -- INT WIS CHA -- 10 1 Initiative -1 Defense 10 (+1 DEX, -1 Size) Touch 10 | Flat-Footed 9 BAB +6 Grapple +16 Attack(s) Bite (Melee) 4cp +15 2d6+6 Tentacle(melee) 3CP +12 1d4+6 Bludgeoning Reach 5’ (10' with Tentacles) Fighting Space 5ft x 15ft Special Qualities Undead Traits, Improved Grab Saves Fort +3 | Ref +7 |Will +3 Skills Evasion Feats Reflexive Martial Arts, Improved Reflexive Martial Arts, Weapon Focus(Bite) Organization Solitary Treasure None Advancement ------------------------------------------------------------------- This creature has a humanoid face, but the rest of it's body is a twisted mockery of it's original form. Balanced on three spears of bone, both of it's legs have fused together into a single appendage. Tripod (Basic) (Medium Undead) BV 5 HD 4d12 CHP 12 XHP 26 CP 9 STR DEX CON 13 11 -- INT WIS CHA -- 10 1 Initiative +0 Defense 10 Touch 10 | Flat-Footed 10 BAB +2 Grapple +3 Attack(s) Claw 3CP +6 attack, 1d4+1 Piercing Reach 5’ Fighting Space 5ft Special Qualities Undead Traits Saves Fort +1 | Ref +1 |Will +4 Skills Feats Weapon Focus(Claw) Organization Solitary, Pair, or Pack (3d4 basic tripods) Treasure None Advancement ------------------------------------------------------------------- This tripod was once a command officer, and his officer's sword has taken the place of one of tripod's front appendages. Tripod (Officer) (Medium Undead) BV 9 HD 4d12 CHP 12 XHP 26 CP 9 STR DEX CON 14 11 -- INT WIS CHA -- 10 1 Initiative +0 Defense 10 (EPS System soaks the first Plasma or Electric Attack) Touch 10 | Flat-Footed 10 BAB +2 Grapple +3 Attack(s) Claw 3CP, +4 attack, 1d4+2 Piercing Officer' Sword (Microwire Broadsword) 4CP, +7 attack, 1d6+8 Reach 5’ Fighting Space 5ft Special Qualities Undead Traits Saves Fort +1 | Ref +1 |Will +4 Skills Feats Weapon Focus(Broadsword) Organization Solitary Treasure Microwire Broadsword with Finish and Detailing upgrades, EPS Advancement ------------------------------------------------------------------- This tripod still has some of their equipment, including a deadly looking electrified heavy mace in place of one of their front appendages. Tripod (Riot) (Medium Undead) BV 12 HD 4d12 CHP 13 XHP 30 CP 9 STR DEX CON 16 11 -- INT WIS CHA -- 10 1 Initiative +0 Defense 13 (DR7 Sl,Pi; DR4 Ba; DR3 BL,Un; 45AP) + (DR10 Ba;50 AP); Helmet (DR8 Bl 18 AP) Touch 10 | Flat-Footed 13 BAB +2 Grapple +3 Attack(s) Claw 3CP, +5 attack, 1d4+3 Piercing Electrified Heavy Mace(melee) 4CP, +5 attack, 2d12+3 Bl + 1d12 Electric Reach 5’ Fighting Space 5ft Special Qualities Undead Traits Saves Fort +1 | Ref +1 |Will +4 Skills Feats Toughness Organization Solitary Treasure Riot Vest with Plate carrier. (Carbon Nanotube),Riot Helmet, Electified Heavy Mace Advancement ------------------------------------------------------------------- This tripod has both of it's frontal claws replaced with ShokSticks, which arc with electricity as it scuttles it's way across the deck. Tripod (Shok) (Medium Undead) BV 7 HD 4d12 CHP 12 XHP 26 CP 9 STR DEX CON 13 11 -- INT WIS CHA -- 10 1 Initiative +0 Defense 10 Touch 10 | Flat-Footed 10 BAB +2 Grapple +3 Attack(s) ShokStick 3 CP +6 attack, 1d6+1 Bludgeoning + 1d3 electric + Paralyze 1d2 (Fort TN10 negates) Reach 5’ Fighting Space 5ft Special Qualities Undead Traits Saves Fort +1 | Ref +1 |Will +4 Skills Feats Weapon Focus(shokstick) Organization Solitary Treasure Two Shoksticks Advancement ------------------------------------------------------------------- This tripod is practically dragged along as the two microwire chainsaws that have replaced it's frontal claws chew their way across the deck's plating. Tripod (Chainsaws) (Medium Undead) BV 13 HD 4d12 CHP 12 XHP 26 CP 9 STR DEX CON 13 11 -- INT WIS CHA -- 10 1 Initiative +0 Defense 10 Touch 10 | Flat-Footed 10 BAB +2 Grapple +3 Attack(s) Microwire Chainsaw 3 CP +6 attack, 2d6+9 Slashing Reach 5’ Fighting Space 5ft Special Qualities Undead Traits Saves Fort +1 | Ref +1 |Will +4 Skills Feats Weapon Focus(Microwire Chainsaw) Organization Solitary Treasure Two Microwire Chainsaws Advancement ------------------------------------------------------------------- This bulky tripod used to be a security officer, still having much of their equipment in use. It's rear limb has been partially replaced with a fully automatic caseless firearm, leaving it unbalanced in melee, but allowing it the use of deadly auto-fire attacks. Tripod (Security) (Medium Undead) BV 15(M7A) 18(MA5K) HD 6d12 CHP 18 XHP 39 CP 11 STR DEX CON 15 14 -- INT WIS CHA -- 10 1 Initiative +2 Defense 15 (14/Pl, El; 40 soak)+(6/Ba;42 AP)+(DR10 Ba 50 AP) Touch 12| Flat-Footed 13 BAB +2 Grapple +3 Attack(s) Claw (melee) 3cp +5 attack, 1d4+3 damage MA5K (Ranged) 6cp Autofire +1 (3d12+6) 12 rds 5cp Sprayfire -1 (7d12+6) 12 rds 5cp Suppressive Fire -1 (3d12+6) 12 Rds M7A (Ranged) 6cp Autofire +3 (1d12+3) 10 Rds. 5cp Sprayfire -1 (1d12+3) 10 Rds. 5cp Suppressive Fire+1 (1d12+3) 10 Rds. 6 CP Reach 5’ Fighting Space 5ft Special Qualities Undead Traits Saves Fort +1 | Ref +1 |Will +5 Skills Feats Armor Proficiency, PFP, Autofire Proficiency, Autofire Mastery Organization Solitary Treasure Ballistic Combat Helmet, Charged Tactical Vest w/ Plate carrier & exarmor cool (Carbon Nanotube), MA5K w/ 120rd Magazine or M7A w/ 35 Rd Magazine Advancement ------------------------------------------------------------------- An almost shapeless mass of flesh scuttles towards you on six legs resembling exposed rib bones. A single tendril becomes taut around the pin of a grenade embedded in it's body. Grenadier (Small Undead) BV (By Grenade Type) HD 1d12 CHP 3 XHP 6 CP 12 STR DEX CON 8 12 -- INT WIS CHA -- 10 1 Initiative +1 Defense 12 (+1 DEX, +1 Size) Touch 11 | Flat-Footed 11 Attack(s) Grenades Defensive (3d4 S 25') BV 4 Stun (nodmg 25') BV 4 TN16 Will or blind 1d6, TN 16 Fort or deaf 1d6 Sting (4d6 B 15') BV 6 TN 11 Fort + TN 13 Will or stunned 1d3 Concussion (4d6 C 20') BV 6 Frag (5d6 S 15') BV 8 Reach 0' Fighting Space 2.5ft Special Qualities Undead Traits Saves Fort +1 | Ref +1 |Will +2 Skills Feats None Organization Solitary, Pair, or Bandolier (3d4) Treasure One Grenade (if not detonated) Advancement ------------------------------------------------------------------- Legio Breed BV 10 HD 4d8+8 CHP 14 XHP 26 CP 16 STR DEX CON 17 14 15 INT WIS CHA 6 14 3 Initiative +2 Defense 14 (+2 DEX, +2 Natural) Touch 12 | Flat-footed 12 BAB +3 Grapple +6 Attack(s) Bite (Melee) 3 CP, +6 2d6+3 piercing damage Claws (Melee) 3 CP, +4 1d4+4 slashing damage Tail Spear (Melee) 3 CP +1, 1d6+3 piercing damage Reach 5’ (10’ with tail spear) Fighting Space 5’ by 5’ Special Qualities Acidic Blood, Blindsight 90’, Exothermic Reaction(4), Climb (5 per 1 CP), Run (10 per 1 CP) Saves Fort +4 | Ref +3 |Will +6 Skills Acrobatics +4 Athletics +6 (+14 for climbing checks) Perception +6 Stealth +3 (+11 to avoid being seen in sufficient darkness) Knowledge(Tactics) +6 Feats None Organization Pair, group (2d6), or swarm (2d6+8 Legio) ------------------------------------------------------------------- This shadow crawler has a soft exoskeleton that lacks the dark color of it's brethren and a long proboscis hanging from it's slavering mouth. Auxilia Breed(Medium Aberration) BV 2 HD 1d8+2 CHP 5 XHP 6 CP 14 STR DEX CON 12 16 14 INT WIS CHA 6 12 4 Initiative +3 Defense 13 (+3 DEX) Touch 13 | Flat-Footed 10 BAB +0 Grapple +0 Attack(s) Proboscis(melee) 3 CP, +6 1d4+1 piercing Reach 5’ Fighting Space 5ft Special Qualities Blindsight 90', Hybrid Biology, Ovipositor, Climb (1cp/5ft) Saves Fort +2 | Ref +3 |Will +4 Skills Feats Weapon Focus(Proboscis), Weapon Finesse Organization Solitary, Pair, or Host (3d6) Treasure None Advancement Ovipositor: Same as the Infector Breed ability Hybrid Biology: The Auxilia breed shares some of the traits of the creatures it was created to infect. This makes it generally weaker than other shadow crawlers as a rule. The Auxilia does not have Acidic Blood, a bonus to stealth in dark areas, or the bonus weapon focus(bite) feat. ------------------------------------------------------------------- This shadow crawler has mathemagical sigils carved into the surface of it's exoskeleton and carries a sharpened piece of chitin. Architecti Breed (Medium Aberration) BV 23 HD 7d8 CHP 23 XHP 45 CP 16 ML 72 STR DEX CON 14 14 14 INT WIS CHA 18 12 10 Initiative +2 Defense 15 (+2 DEX, +3 natural) Touch 12 | Flat-Footed 13 BAB +5 Grapple +7 Attack(s) Claws(Melee) +7, 2d4+2 Bite +7, 1d4+2 Tail Spear +7, 1d3+2 Stylus(Ranged) 40' range increment 6CP, Fire a Stylus +9 6d3 Lethal Damage, untyped Reach 5’ (10' with tail spear) Fighting Space 5ft Special Qualities Acidic Blood, Blindsight 90', Exothermic Reaction (6 dmg) Saves Fort +4 | Ref +4 |Will +6 Skills Necromancy +25, Transmutation +15, Craft (Structural) +15, Stealth +13 (+21 in the dark), Knowledge (Tactics)+8 Feats Combat Caster, Engraver Scribe, Compress Spell, Savant(Necromancy) Skill Focus(Necromancy) Organization Solitary, Harvest (1 Architecti, 1 Venator, 1d3 swallowers, 1 infector), or Fortification ( 1 1 Architecti, 1d3+2 flesh tentacles, 1d3+2 tripods, and 1d2 legio) Treasure None Advancement Spells (Mental Limit 72/72): Harvest Flesh [ 5 SP/2] Transmutation(Ingot Manipulation) Transform raw materials into ingots. Shape Flesh [ 7 SP/2] Transmutation (Ingot Manipulation) Transform ingots of organic materials into a finished shape. Living Anathema [25 SP/2] Deal 1d2 CHP damage in a 10' radius up to 30' away for 3 rounds Steal Life [25 SP/2] 10' Range Increment Ray that deals 1d10 damage and heals the caster for the amount dealt. Lethargy [25 SP/2] Fire a 10' Range Increment Ray that deals 1d2 CHP damage and causes Exhaust for 4 rounds Subvert Ground [15 SP/2] Touch attack that shifts 4 squares of terrain up to 5ft for 3 Rounds. Mend Chitin [15 SP/2] The target heals 8 HP per round for 3 rounds No Escape [15 SP/2] Square hit by 15' Range Increment Ray becomes covered in Glue [TN15] for 3 rounds ------------------------------------------------------------------- This hulking shadow crawler has thick armored plates all across it's body. Triarii Breed (Large Aberration) BV 28 HD 9d8+27 CHP 30 XHP 68 CP 12 STR DEX CON 22 10 16 INT WIS CHA 10 12 10 Initiative +0 Defense 21 (-1 Size, +12 natural) Touch 9 | Flat-Footed 21 BAB +6 Grapple +16 Attack(s) Bite (Melee) 4cp, +14, 2d8+9 damage Claw(Melee) 4cp, +11, 1d6+9 Tail Spear(Melee) 4cp, +11, 1d8+9 Reach 10’ (20' with tail spear) Fighting Space 10ft by 10ft Special Qualities Acidic Blood, Blindsight, Exothermic Reaction(10 damage), Damage Reduction DR10/Ballistic, Slashing, Piercing, Bludgeoning Saves Fort +6 | Ref +3 | Will +7 Skills Athletics +19(+27 to climb), Stealth -4 (+4 in darkness), Knowledge(Tactics)+13 Perception +10 Feats Weapon Focus (Bite), Power Attack, Forceful Strike Organization Solitary, Pair, or Formation (1 Aquilifer, 1d3 Triarii, 1d6+2 Legio) Treasure None Advancement ------------------------------------------------------------------- This shadow crawler has a prominently crested head and a long developed tail. Aquilifer Breed Monster Name (Medium Aberration Type) BV 21 HD 6d8+18 CHP 21 XHP 45 CP 16 STR DEX CON 12 14 16 INT WIS CHA 14 12 18 Initiative +1 Defense 18 (+2 DEX, +6 natural) Touch 12 | Flat-Footed 16 BAB +4 Grapple +5 Attack(s) Bite (melee) 3cp +6, 2d4+1 Piercing Claw (Melee) 3cp +6, 1d4+1 piercing Tail(Melee) 4cp +6, 1d12+1 Reach 5’ (15' with tail spear) Fighting Space 5ft Special Qualities Acidic Blood, Blindsight 120', Exothermic Reaction(7 damage), Developed Tail Saves Fort +5 | Ref +8 |Will +6 Skills (38 points, max rank 10) Knowledge(Tactics) +12, Speechcraft +14, Presence +14, Stealth +6(+14 in the dark), Perception +5 Feats Combat Expertise, Evasion, Focused Saving Throw (Reflex) Organization Solitary, Formation (1 Aquilifer, 1d3 Triarii, 1d6+2 Legio), or Legion(1d4 Aquilifers, 2d3 Triarii, 1 Constructor, 1 Venator, 3d6 Tripods, 2d6 Legio) Treasure None Advancement Developed Tail: The tail of the Aquilifer is particularly developed, long enough to strike even from behind the cover of it's brethren, and viciously sharp. The Aquilifer's tail threatens a critcal on a 13-18 and has a 15' reach. ------------------------------------------------------------------- This bulky shadow crawler drags a paralyzed humanoid through cramped corridors to an unknown destination. Venator Breed (Large Aberration) BV 21 HD 7d8+21 CHP 24 XHP 32 CP 16 STR DEX CON 19 12 16 INT WIS CHA 8 12 14 Initiative +1 Defense 17 (+1 DEX, +6 natural) Touch 11 | Flat-Footed 16 BAB +5 Grapple +16 Attack(s) Claws(Melee) +9, 1d6+4 Bite +9, 2d6+4 Tail Spear +9, 1d8+4 Piercing + Dendrotoxin (DC16) Reach 5’ (10' with tail spear) Fighting Space 5ft Special Qualities Acidic Blood, Blindsight 90', Exothermic Reaction (8 damage), Climb (5ft/1CP), Dendrotoxic Sting (DC16) Saves Fort +5 | Ref +3 |Will +6 Skills Athletics +15 (+23 to climb), Perception +12, Knowledge(Tactics) +5 Feats Weapon Focus(Grapple) Organization Solitary, Pair, or Raid (1 Venator, 1 auxillia, 2d3 drones) Treasure None Advancement Dendrotoxic Sting: The tail of the Venator breed has developed glands that secrete a powerful paralytic toxin. It can be applied as part of an attack with it's tail spear, or as a non-damaging sting used against a pinned creature.