Figmentary Dire Wolf

beast · CR 3 · from Book of Beasts I
Figmentary Dire Wolf
StatisticValue
Size/TypeLarge Animal (Extraplanar)
Hit Dice6d8+18 (45 hp)
Initiative+2
Speed50 ft. (10 squares)
Armor Class14 (-1 size, +2 Dex, +3 deflection), touch 14, flat-footed 12
Base Attack/Grapple+4/+15
AttackBite +11 melee (1d8+10 non-lethal)
Full AttackBite +11 melee (1d8+10 non-lethal)
Space/Reach10 ft./5 ft.
Special AttacksTrip
Special QualitiesQuasi-real, low-light vision, scent
SavesFort +6, Ref +7, Will +8
AbilitiesStr 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
SkillsHide +0, Listen +7, Move Silently +4*, Spot +7*, Survival +2*
FeatsAlertness, Run, Track, Weapon Focus (bite)
EnvironmentDomain of Dreams
OrganizationSolitary or pack (5–8)
Challenge Rating3
TreasureNone
AlignmentAlways neutral
Advancement7–18 HD (Large)
Level Adjustment―

Description

A beast born of the darkest nightmares, this huge slobbering wolf preys upon those who dream it into existence.

Combat

A figmentary dire wolf hunts alone or in packs, relentlessly running down the prey and then seeking to tear it into shreds with powerful fanged jaws. Due to their partially insubstantial form, however, the bite attacks of this manifestation merely inflict pain and psychological trauma upon the opponent. Figmentary dire wolves will use maneuver and tripping tactics to bring down their prey.

Trip (Ex): A figmentary dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Quasi-Real (Ex): A figmentary dire wolf has a continuous nondetection ability as the spell (caster level 6th). In addition, due to its transitory state, a figment creature gains a +2 bonus on all Willpower saving throws but suffers a -2 penalty on all Fortitude saving throws. (These are already factored into the statistics.)

Skills: A figmentary dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent. When not in its native domain of dreams, a figmentary dire wolf receives a +4 circumstance bonus on Move Silently checks and a -2 circumstance penalty on Listen and Spot checks.

Creating a Figment

"Figment" is an inherited template that can be added to any corporeal creature (referred to hereafter as the base creature).

A figment uses all the base creature's base statistics and abilities except as noted here.

Size and Type: The creature gains the extraplanar subtype, but otherwise the creature type is unchanged. Size is unchanged. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points.

Armor Class: Change any natural armor bonus to a deflection bonus, and adds this to any existing deflection armor bonus. Otherwise same as the base creature.

Attack: A figment retains all the attacks of the base creature. It does not receive a penalty to its attack bonus for using lethal attacks to inflict non-lethal damage. (See below).

Damage: Any lethal damage inflicted by the attacks of the figment becomes non-lethal damage. Otherwise same as the base creature.

Special Attacks: A figment retains all the special attacks of the base creature. However the effect of these special attacks changes as follows:

  • Any damage dealt by a special attack becomes non-lethal damage.
  • If an attack by the base creature deals damage to Strength, Dexterity, or Constitution, the figment instead deals damage to Intelligence, Charisma, or Wisdom, respectively. This damage is inflicted by persistent subconscious fears, nightmares, and delusions.
  • A petrification special attack of the base creature instead puts the target in a coma-like stupor with an intelligence of zero. This condition can not be removed by a stone to flesh spell, but can be remedied by a remove curse or restoration spell.
  • Energy drain attacks draw a portion of the life force into the domain of dreams. If an energy drain attack is sufficient to kill the subject, it instead gains the figment template with its full class levels and Hit Dice. This template can be removed only after the negative levels are lost, using the same means as is used to restore levels from energy drain. Special Qualities: A figment retains all the special qualities of the base qualities and also gains the following.

Quasi-Real (Ex): A figment creature has a continuous nondetection ability as the spell (caster level equal to HD). In addition, due to its transitory state, a figment creature gains a +2 bonus on all Willpower saving throws but suffers a -2 penalty on all Fortitude saving throws.

Skills: Outside their native domain, figments have a +4 circumstance bonus on Move Silently checks and a -2 circumstance penalty on Listen and Spot checks. Otherwise same as the base creature.

Treasure: None.

Also in this section of the source

Flame Enzine

Author: Robert J. Hall.

StatisticValue
Size/TypeTiny Elemental (Fire)
Hit Dice1/4d8 (1 hp)
Initiative+5
Speed50 ft. (10 squares)
Armor Class18 (+2 size, +5 Dex, +1 natural), touch 17, flat-footed 13
Base Attack/Grapple+0/-13
AttackSlam +7 melee (1 plus 1d4 fire)
Full AttackSlam +7 melee (1 plus 1d4 fire)
Space/Reach2-½ ft./0 ft.
Special AttacksSinge, swarm
Special QualitiesDarkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
SavesFort +0, Ref +7, Will +1
AbilitiesStr 1, Dex 21, Con 10, Int 1, Wis 12, Cha 10
SkillsHide +14*, Jump +4, Listen +2, Spot +2
FeatsWeapon Finesse
EnvironmentElemental Plane of Fire
OrganizationPack (5–9) or swarm (10–100)
Challenge Rating1/8
TreasureNone
AlignmentAlways neutral
Advancement1/6 HD (Small)
Level Adjustment―

A tiny, hot flame dances rapidly to and fro, its energetic body never standing still for a moment. It has no distinct features and just appears to be an ordinary flame acting of its own volition.

These tiny elemental creatures resemble an unusually intense, gold and blue flame. They are normally found traveling in a pack, dancing rapidly from place to place and rarely stopping in one spot for more than a second. They have no readily discernible features detectable with normal sight, although beings with darkvision will see three dim spots arranged in a triangle near the base.

Flame enzines are hardy elemental creatures and can live in relatively cool areas that are little favored by other beings from their plane. Although they will never voluntarily leave their home plane, they can be surprisingly at home in cooler locations, such as the prime material plane, save for the unpleasant presence of moisture.

These are relatively long-lived creatures, despite their small size, and are capable of reproducing well into old age. To breed, all they need is a source of readily combustible materials and a dry environment. They reproduce asexually, and have no gender.

The flame enzine can exist for long periods without food, but become ravenous when a combustible material is nearby. They particularly enjoy stirring among the ashes of a fire looking for small kernels of unburned materials to consume. Flame enzines also like to bask in the warmth of an open flame for as long as the fire continues to burn. They have sometimes been known to accompany fire elementals when summoned to the prime material plane.

Combat

When alone, the flame enzine is a meek creature, seeking only to preserve its existence. In larger numbers, however, the enzine become more curious and aggressive, actively searching and poking about their environment. They never initiate combat with significantly larger creatures, even when amongst a pack. If threatened, they will form a shifting, darting mass that makes it difficult to target individuals.

Singe (Ex): A flame enzine's slam attack deals bludgeoning damage plus fire damage from the flame enzine's burning body. Creatures hitting a flame enzine with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack.

Vulnerability to Cold (Ex): Double damage from cold except on a successful save. Due to their unusual resilience to cold, they gain a +2 bonus to this save. They suffer damage from exposure to water, automatically becoming stunned by fog or mist and are completely snuffed out when submerged.

Swarm (Ex): Each group of sixteen flame enzines behaves as a swarm and gains the swarm traits. But in all other respects a swarm can be treated as a single medium fire elemental with 4 HD.

Skills: Due to its agile and wispy nature, a flame enzine gains a +8 bonus to its Jump skill. *In a dark or dimly illuminated area, a flame enzine is as noticeable as a torch and so suffers a -16 penalty to its Hide skill.

Fleshbound Vampire

Author: Sean K. Reynolds. (Pav's description by editor.)

Fleshbound vampires are bloodsucking undead creatures possessing superior physical abilities. Although they are undead, they can breed with each other to produce young or infect humanoids by forcing them to ingest vampire blood. Damaged by sunlight, garlic, and silver, vampires are not bound to coffins and lack many of the strange abilities often attributed to supernatural vampires.

Vampires appear just as they did in life, although they are often more pale than their living counterparts and their eyes sometimes have an unnatural glow in firelight. They cast shadows and have reflections in mirrors.

Vampires speak any languages they knew in life.

Sample Fleshbound Vampire

This example uses a 2nd-level human fighter as the base creature.

StatisticPav, Human Male Fleshbound Vampire, 2nd-Level Fighter
Size/TypeMedium-Size Undead
Hit Dice2d12+6 (19 hp)
Initiative+5
Speed20 ft. (4 sqaures)
Armor Class25 (+7 masterwork half-plate, +2 masterwork large steel shield, +6 natural), touch 10, flat-footed 25
Base Attack/Grapple+2/+6
AttackMasterwork longsword +8 melee (1d8+4/19–20); or masterwork mighty (+4) composite longbow +8 ranged (1d8+4/x3)
Full AttackMasterwork longsword +8 melee (1d8+4/19–20); or masterwork mighty (+4) composite longbow +8 ranged (1d8+4/x3)
Space/Reach5 ft./5 ft.
Special AttacksBlood drain, create spawn
Special QualitiesDamage reduction 10/silver, fast healing 5, resistance to cold and electricity 10, slow regeneration, turn resistance +4, darkvision 60 ft., fleshbound vampire weaknesses
SavesFort +3, Reflex +7, Will +0.
AbilitiesStr 19, Dex 21, Con ―, Int 10, Wis 10, Cha 12.
SkillsHandle Animal +6, Hide +6, Jump +2, Listen +8, Move Silently +6, Ride +12, Spot +8
FeatsAlertness, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Quick Draw, Toughness (x2), Weapon Focus (longsword).
Challenge Rating3
AlignmentLawful Evil

A gaunt, almost cadaverous man with a pasty complexion is wearing a suit of reinforced chain mail, and he is armed with a long sword and a kite shield. His eyes almost seem to flash in the light.

Pav was born the child of a fleshbound vampire, and so came naturally to his condition. His family dwelled in an abandoned underground safe-house beneath a sprawling city. Since the night his parents were slain by a self-righteous paladin, Pav has earned a living performing various nefarious tasks for a power-hungry member of the city council. He has been well-rewarded for his actions, and now has plans to build up a band of fleshbound vampiric followers. When he is ready, he will seek vengeance against the man who slew his family.

Gear: masterwork longsword, masterwork mighty (+4) composite longbow, 20 arrows, masterwork half-plate, masterwork large steel shield, potions (inflict moderate wounds, Bull's strength).

Creating a Fleshbound Vampire

"Fleshbound vampire" is a template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). The fleshbound vampire template can be inherited (for natural fleshbound vampires) or acquired (for risen fleshbound vampires).

Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus or saves. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12.

Armor Class: The base creature's natural armor improves by +6.

Special Attacks: A fleshbound vampire retains all the base creature's special attacks and gains those described below.

Blood Drain (Ex): A fleshbound vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of Constitution drain each round the pin is maintained.

Create Spawn (Ex): A humanoid or monstrous humanoid slain by a fleshbound vampire's blood drain attack rises as a fleshbound vampire 1d3 days after its death. These new vampires are not under the control of the fleshbound vampire that created it in any way.

Special Qualities: A fleshbound vampire retains all the special qualities of the base creature and gains those listed below.

Damage Reduction (Su): A fleshbound vampire has damage reduction 10/silver.

Fast Healing (Ex): A fleshbound vampire heals 5 points of damage each round so long as it has at least 1 hit point. A fleshbound vampire harmed by silver or magic weapons cannot heal that damage until all of its other damage has been healed, and even then only heals at a rate of 1 point of damage per round.

Slow Regeneration (Ex): Fleshbound vampires can slowly regenerate lost limbs over the course of 1d4 days, but cannot reattach severed limbs.

Resistances (Ex): A fleshbound vampire has resistance to cold 10 and electricity 10.

Turn Resistance (Ex): A fleshbound vampire has +4 turn resistance.

Abilities: Increase from the base creature as follows: Str +6, Dex +6, Wis +2, Cha +2. As undead creatures, fleshbound vampires have no Constitution score.

Skills: Fleshbound vampires receive a +8 racial bonus on Hide, Listen, Move Silently, and Spot checks. Otherwise same as the base creature.

Feats: Fleshbound vampires gain Alertness, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats.

Environment: Any, usually same as the base creature.

Organization: Solitary, pair, gang (2–5), or troop (1–2 plus 2–5 fleshbound vampire spawn).

Challenge Rating: Same as the base creature +1.

Alignment: Always evil (any).

Level Adjustment: Same as the base creature +4.

Fleshbound Vampire Weaknesses

Like supernatural vampires, fleshbound vampires have a number of weaknesses.

Garlic: Fleshbound vampires can be killed by garlic. A single clove of garlic crushed onto a weapon allows the weapon to inflict one negative level upon a fleshbound vampire in addition to its normal damage (this is an exception to the rule that undead are immune to negative levels); each application has a limit of one successful strike, in the manner of poisoned weapons. An entire vial of garlic juice injected into or consumed by the vampire inflicts 2d4 negative levels. If the vampire's negative levels ever meet or exceed its actual hit dice, the fleshbound vampire is destroyed.

Sunlight: Fleshbound vampires cannot withstand sunlight. Exposing one to sunlight for a full round causes it to take damage equal to its maximum hit points, killing it instantly. A fleshbound vampire exposed to sunlight for less than a full round loses half its maximum hit points. Cover or concealment reduces the amount of damage by the amount of cover or concealment (so being exposed to sunlight for a full round through nine-tenths cover, such as an arrow slit, means the fleshbound vampire only loses one-tenth of its maximum hit points).

Staking a Fleshbound Vampire's Heart: A fleshbound vampire's heart vulnerable to certain attacks. A wooden stake or a silver weapon thrust into its heart can destroy it instantly (a weapon with a metal blade and wooden shaft, such as a spear, can be used in this manner at a -4 penalty to hit because of the extra force needed to push past the blade). To strike its heart, an opponent must use a full-round action to aim for its heart with a melee weapon (the opponent may use a bow or crossbow if they are adjacent to the vampire).

Making a heart strike draws an attack of opportunity from the defender and from all threatening foes. The attacker then makes an attack roll at -4 (the penalty for using a spear or similar weapon stacks with this penalty); if the attack succeeds, the vampire suffers normal damage and must make a Fortitude save or be destroyed instantly. The save DC is 10 + damage dealt. The attack is not a critical hit, nor does sneak attack damage apply.

All 820 monsters in the Netbook Bestiary