Sonic Nightmare
| Statistic | Value |
|---|---|
| Size/Type | Small Elemental (Air) |
| Hit Dice | 2d8-2 (7 hp) |
| Initiative | +4 |
| Speed | Fly 10 ft. (good) (2 squares) |
| Armor Class | 15 (+1 size, +4 Dex), touch 15, flat-footed 11 |
| Base Attack/Grapple | +1/― |
| Attack | Vibrating touch +7 melee (1d4 sonic) |
| Full Attack | Vibrating touch +7 melee (1d4 sonic) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spell-like abilities, fascinate |
| Special Qualities | Blindsight 120 ft., elemental traits, immunities |
| Saves | Fort -1, Ref +7, Will +1 |
| Abilities | Str ―, Dex 18, Con 8, Int 9, Wis 13, Cha 15 |
| Skills | Hide +13, Listen +10, Move Silently +5, Perform (sing) +12 |
| Feats | Weapon Finesse |
| Environment | Elemental Plane of Air |
| Organization | Solitary |
| Challenge Rating | 2 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 3–5 HD (Small); 6–9 HD (Medium) |
| Level Adjustment | ― |
Description
A barely discernible ripple in the air emits a faint, high-pitched humming sound that sometimes warbles and changes tone. It resembles hot air rising from a fire.
The sonic is a being from the elemental plane of air that exists as a complex soliton wave in the atmosphere. Other beings will see this entity only as a slight rippling effect in the air that emits a high-pitched warbling sound resembling vibrating crystal. The sonic is attracted to any new noises in the vicinity, and will close to investigate. While not overtly hostile, the sonic is mysteriously enraged by certain low frequency sounds and will relentlessly attack until it has damaged or destroyed the source of the noise.
The sonic nightmare is a natural elemental phenomenon, as these beings do not breed with each other and rarely interact. Indeed they find each other's presence especially painful and will usually flee if another of their kind is present. The nightmare has no material needs and will continue to sustain itself as long as an atmosphere is present.
A sonic is actually capable of learning a language and communicating if a means can be found to train it. The nature of a nightmare allows it to produce perfect musical tones, and it can create beautiful, haunting musical patterns once it has been exposed to the concept of singing or chanting.
Combat
The primary attack of a sonic nightmare is a climbing hum that can cause painful muscle contractions and a headache in its victims. It is able to focus this sonic blast in a narrow area that impacts like a physical blow. It can also produce various sonic-based effects intended to deter or harm potential threats. While a sonic nightmare can exist inside an area of magical silence, it is unable to attack or use its blindsight while silenced.
Fascinate (Sp): This power works like the bard's fascinate class feature, except that the sonic nightmare has a +4 racial bonus on the Perform check.
Spell-like Abilities: At will―ghost sound; 3/day―shatter (DC 14), sound burst (DC 14), ventriloquism; 1/day―shout (DC 16). Caster level 8th. The save DCs are Charisma-based.
Blindsight (Ex): Sonic nightmares can sense their surroundings by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. Beyond that range, they treat all foes as having total concealment.
A silence spell negates this ability, effectively producing an area of darkness that the sound sense of the nightmare can not penetrate. If a sonic nightmare's sense of hearing is negated, a sonic nightmare is effectively blinded.
Immunities: Sonic nightmares are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. They are also immune to acid and sonic damage.
Skills: Sonic nightmares have a +8 racial bonus to Hide, Listen, and Perform (sing) checks.
Also in this section of the source
Spider Worg
Author: Robert J. Hall.
| Statistic | Value |
|---|---|
| Size/Type | Medium Magical Beast |
| Hit Dice | 3d10+3 (19 hp) |
| Initiative | +3 |
| Speed | 40 ft. (8 squares), climb 20 ft. |
| Armor Class | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 |
| Base Attack/Grapple | +3/+6 |
| Attack | Bite +6 melee (1d6+4) |
| Full Attack | Bite +6 melee (1d6+4) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | ― |
| Special Qualities | Darkvision 60 ft., low-light vision, spring |
| Saves | Fort +4, Ref +6, Will +2 |
| Abilities | Str 16, Dex 16, Con 13, Int 5, Wis 12, Cha 5 |
| Skills | Balance +8, Hide +4, Climb +8, Jump +9, Listen +4, Spot +4 |
| Feats | Alertness, Power Attack |
| Environment | Temperate mountains |
| Organization | Solitary, pair, or pack (5–10) |
| Challenge Rating | 1 |
| Treasure | 1/10 coins; 50% goods; 50% items |
| Alignment | Always neutral evil |
| Advancement | 4–6 HD (Medium); 7–9 HD (Large) |
| Level Adjustment | ― |
This monstrosity appears to be a cross between a giant spider and a wolf. It is covered with a hairy hide that is dark gray in hue and highlighted in brown. It has multiple eyes like a spider, but the fanged jaw of a beast.
This strange cross-breed resembles a giant spider, but is actually more closely related to a six-legged worg. Its limbs and body have an endoskeleton, and the outer flesh is covered by a tough, hairy hide. Rather than being tucked next to the body, the legs are splayed outward in the manner of a spider. The spider worg typically has a dark gray hue with brown highlights, allowing it to readily blend into rocky terrain.
The lifestyle of this creature is very similar to that of the worg, although it prefers to hunt in rugged, terrain. They can readily travel across even the most irregular landscape, making them difficult to escape once they are on the trail of a prey.
Combat
The spider worg work effectively in groups, utilizing surprise to surround and cut off their prey. They can leap remarkable distances, allowing them to spring upon a prey and bear it down with their body. Their powerful jaw can rip great strips of flesh out of an opponent.
Spring (Ex): Spider worgs can jump double the normal distance for their speed. Only half the distance moved by jumping during a round counts against the maximum movement during the round. Falls from a jump are treated as if it were 10 feet shorter when determining damage.
Skills: A spider worg have a +4 racial bonus on Balance, Climb, and Jump checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, spider worgs also gain the following special benefits.
- 5–8 HD ― Tremorsense 20 ft.
- 6+ HD ― Climb speed increases to 30 feet.
- 7+ HD ― Gain Improved Overrun as a bonus feat.
- 8+ HD ― Jump triple the normal distance for its speed.
- 9 HD ― Tremorsense 30 ft.