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Dark Archive

Okay, so someone wanted every thing I have done in one place so here goes.

Dark Archive

The Arak

Overview

In the language of the Arak, the word arak means The First. This is the source of their pride, their noble carriage, and their isolation.

According to the other races of the world, the Arak are little more than blue-skinned barbarians. If you called an Araki a barbarian, he would probable snort and mutter, "What do you know? You are but a simple t'endrak." Unless you spoke Araki, the fact that you had just been named the worst insult than one of the Arak can utter would me lost on you. If you did speak it, you'd know that he'd just called you a Second.

That is the core of the Arak worldview. You are either one of the Arak, or you are just a Second…simple, foolish, and one of the lost.

Physical Characteristics

All Arak have blue skin, black hair and reddish colored eyes. There is almost no variation among them. Most wear their hair long. Warriors wear a single long braid with bands of color that signify the battles that they have won. Women, if they do not wear their hair long and loose, will wear two braids, and if married will wear the same bands as their warrior husband, but only in the right-hand braid. If their husband was killed, the bands will be transferred to the left-hand braid.

They stand between 5'4"-6'2", with males averaging toward the higher end. Due to a lean diet they usually weigh less than humans of the same height. You will see few bulky Arak -- even the strongest men in the clan tend to be thin and wiry rather than bulky. They move with practiced grace, and have excellent balance.

They tend to wear leathers or simple loincloths for clothing. Warriors and Shamans always drape themselves in the skins of their clan animal. (In the case of the Dragon clan, how they get their skins is a mystery known only to them and perhaps the clan elders of the other clans.) Women sometimes wear a shift or a halter, but sometimes not. Warriors, chiefs, and women rarely wear any jewelry, save for the most special of occasions. Shamans however, always have pendants, teeth, fetishes; bits of carved bone -- the usual tools of the trade.

Arak Racial Traits
+2 Constitution, -2 Intelligence, +2 Wisdom; Arak are healthy and intuative but they are primative and uneducated by the standards of other races.
Medium: Arak are medium sized creatures and have no bonuses or penalties due to size.
Normal Speed: Base speed for Arak is 30 feet.
Low-light Vision: Arak can see twice as far as humans in conditions of low light.
Beast Kin: Arak gain a +2 bonus to Handle Animal checks and unlike other races can use Handle Animal as an untrained skill.
Quick Reflexes: Arak gain a +2 racial bonus to Stealth checks.
Poverty: Arak characters recieve half as much starting gold at 1st level as other members of their class.
Languages: Arak speak Arak and Common, Arak with high Intelligence can learn to speak Giant, Goblin, Orc, or Terran.

Copyright R. Hyrum Savage, used with permission

Dark Archive

The Gadianti

Overview

The Gadianti are the decedents of the Jaguar and Tiger Clans, warped by their goddess Akish into the form of their totems. They are a foul, evil race, who delight in nothing short of blood and destruction. They are organized into three castes, the Priest, Warrior, and Slave. To be of the Priest caste, your mother must have been a priest. Everyone else who is not crippled, or retarded, or deformed in some way are Warriors and each grouping of Warriors are dedicated to a particular Lord of Darkness. Everyone else is a Slave.

Their goal is the complete subjugation of Diomin and the destruction of all sentient life.

Most Gadianti wear simple loin cloths and light cotton shirts in the cooler areas. With their natural fur they are protected from all but the harshest weather.

Gadianti warriors wear only their loin cloths into battle and sometimes they bathe in blood before combat. They are armed with whatever is the appropriate weapon for the God they are dedicated to. Gadianti Priests will wear robes when officiating in religious ceremonies and loin cloths most every time else.

Gadianti Racial Traits
+2 Dexterity, +2 Constitution, -2 Charisma; Gadianti are quick and hearty, but they have abrasive personalities.
Medium: Gadianti are medium sized creatures and have no bonuses or penelties due to size.
Normal Speed: Gadianti base speed is 30 feet.
Darkvision: Gadianti can see in the dark up to 60 feet.
Fur: The Gadianti's thick fur grants the a +2 bonus to saving throws to resist the effects of environmental extremes.
Natural Weapons: Gadianti possess claws that do 1d4 points of damage. They are considered secondary attacks that do not provoke attacks of opportunity. They also grant a +2 bonus to Climb checks.
Languages: Gadianti speak Common and Gadianti. Individuals with high Intelliegence can learn Abyssal, Draconic, Giant, Goblin, and Sylvan.

Copyright R. Hyrum Savage, used with permission

Dark Archive

The Hearthom

Overview

The Hearthom are the most mysterious race to walk the land of Diomin. No one knows where they come from, but records show that they suddenly appeared a little over 700 years ago. What is known is that they appear to be made of some sort of living stone, which while hard, is warm to the touch. They are also the merchants, diplomats, and arms dealers of Diomin. Almost anything can be obtained from a Hearthom merchant, for the right place.

The Hearthom worship the Children of the Vineyard, and live on the Isle of Assarion. No one is allowed to visit their island, and strange and wondrous inventions are said to exist there. Anyone who tries to visit Assarion is met with stiff resistance, and if they do not back down, they are killed.

The Hearthom refuse to trade with the Gadianti and most Hearthom warriors will attack a Gadianti almost on sight. They have been at war with the Gadianti for the past 100 years, although no one really knows the reason why.

Most Hearthom wear breeches and shirts, although they have no reason to. Their stone skin protects them from the elements, but it is said they do so out of respect for the other races of Diomin and to better fit in.

Hearthom Racial Traits
+2 Strength, +2 Wisdom, - 2 Dexterity; Hearthom are strong and alert to opportunities but are less agile than other races.
Medium: Hearthom are medium sized creatures and have no bonuses or penalties due to size.
Normal Speed: Hearthom base speed is 30 feet.
Skilled Merchant: Hearthom gain a +2 racial bonus to Appraise checks.
Double Talk: Hearthom gain a +1 bonus to Bluff checks.
Tough Skin: Hearthom's rocky skin grants the a +2 racial bonus to armor class and they do not suffer ill effects from normal temperature extremes, as per the Endure Elements spell.
Poor Healing: Without the aid of healing magic, a Hearthom can only heal a number of hit points equal to half its level per night of sleep.
Languages: Hearthom speak Common and Hearthom. Individuals with high Intelligence can learn any language.

Copyright R. Hyrum Savage, used with permission

Dark Archive

Orichalcum Dragon
This large reddish-gold dragon turns it's squarish head and stares at you with a mix of curiosity and concern.

Orichalcum Dragon CR 11
(12,800 XP)
Usually LN Large Dragon
Init:+3, Senses: Dragon Senses, Perception +20
Aura: Frightful Presence (180 ft radius, DC 19)
AC: 26, Touch: 8, Flat-footed 27
(-1 Dex, +28 natural, -1 size)
hp: 175 (13d12+39) DR 5/Magic
SR 20
Fort +16, Ref +12, Will +17
Immune to acid, paralysis and sleep effects
Speed: 60 ft, fly 150 ft (average)
Melee: Bite +24 (2d6+9), two claws +24 (1d8+6), two wings +19 (1d6+3), tailslap +19 (1d8+3)
Space:10 ft, Reach: 10 ft
S.A: Breath Weapon (80 ft stream, 12d4 acid damage, DC 19)
Spell-like Abilities: (CL 13) 3/day- Animate Breath*, Summon Monster III (snakes only)
Str 23, Dex 8, Con 17, Int 14, Wis 18, Cha 17
Base Atk: +13, CMB: +25, CMD: 34
Feats: Ability Focus (Breath Weapon), Combat Reflexes, Fly-by Attack, Hover, Improcved Initative, Snatch
Skills: Bluff +19, Diplomacy +19, Disguise +19, Knowledge (Arcana) +18, Knowledge (History) +18, Perception +20, Spellcraft +18, Use Magic Device +19
Languages: Common, Draconic, Elven, Sylvan
S.Q: Alternate Form
Environment: Temperate forests or ruins
Organization: Solitary
Treasure: Double
Alternate Form: Orichalcum dragons can take on the form of any humanoid or animal.

Orichalcum dragons live among ruins of ancient civilizations, commanding lesser creatures to rebuild the glories of yesteryear and recapture the magic of fallen empires. To those under its protection, an orium dragon is a wise but sometimes harsh monarch. Those who threaten the dragon’s dreams of renewed empire find themselves choking on its corrosive breath—while they watch the vapor coalesce into a smoky serpent that attacks at the dragon’s command.

*found in 3.5 Draconomicon

Dark Archive

Adamantine Dragon
The large dragon in front of you is covered with protruding spikes, like a bramble bush. It's dull gray scales barely glint in the sunlight as it approaches. It glares at you as it's beak-like mouth opens wide.
Adamantine Dragon CR 8
(4,800 XP)
Usually NC Large Dragon
Init: -1, Senses: Dragon Senses, Perception +14
Aura: Frightful Presences (180 ft, DC 18)
AC: 22, Touch 9, Flat Footed 23
(-1 Dex, +24 natural, -1 size)
hp: 135 (9d12+27) DR 5/+1
Fort +14, Ref +10, Will +13
Immune to paralysis, sleep, and sonic effects
Speed 40 ft, Fly 120 ft (Average)
Melee: Bite +14 (2d6+4), 2 claws +14 (1d8+4), 2 wing +9 (1d6+2), tail slap +9 (1d8+2)
Space: 10 ft, Reach: 10 ft
S.A: Breath Weapon (40 ft cone,8d6 sonic damage, DC 17 ), Stunning Burst
Str 19, Dex 8, Con 16, Int 10, Wis 14, Cha 13
Base Atk: +9, CMB: +14, CMD: 23
Feats: Cleave, Endurance, Great Cleave, Hover, Power Attack
Skills: Diplomacy +13, Intimidate +13, Knowledge (Dungeneering) +12, Knowledge (Geography) +12, Perception +14, Spellcrat +12, Use Magic Device +13
Languages: Common Draconic, Dwarven
Environment: Temperate and cold mountains
Organization: Solitary, Pair, Flight (3-12)
Treasure: Standard
Stunning Burst (Su): 20 ft radius, Will DC 19 or stunned for 2d4 rounds, usable every 1d6+1 rounds..

Adamantine dragons are brawlers who prefer to get their claws dirty and use their thunderous abilities to augment their melee abilities. Many of them are master tacticians and often work with groups of allies to achieve thir aims. Becaue they share the same territory, these allies are often dwarves.

Dark Archive

Iron Dragon
This mighty dragon has three horns curling back from it's skull and it's scale gleam like a well oiled sword. You get the feeling that you only see it because it wants you to know it is here.
Iron Dragon CR 10
(9,600 XP)
Usually NE Large Dragon
Init: +2, Senses: Dragon Senses, Perception +21
Aura: Frightful Presence (150 ft radius, DC 19 )
AC: 25, Touch: 11, Flat Footed 21
(+2 Dex, +23 natural, +1 dodge -1 size)
hp: 154 (11d12+22), DR 5/Magic
Fort +14, Ref +14, Will +19
Immune to electricity, paralysis and sleep effects
Speed: 50 ft, Fly 120 t (Average)
Melee: Bite +15 (2d6+4), 2 claws +15 each (1d8+3), 2 wing +10 (1d6+1), tail slap +10 (1d8+1)
Spce: 10 ft, Reach: 10 ft
S.A: Breath eapon (80 ft line, 6d8 electricity damage, Reflex DC 17 for half, usable every 1d4 rounds)
Spell-like Abilities: (CL 11)2/day: Greater Invisibility, Nightmare (DC 19), Teleport
3/day: Dominate Person (DC 19), Hypnotism (DC 15), Suggestion (DC17)
At Will: Charm Monster (DC 18), Darkness, Daze (DC 14)
Str 17, Dex 14, Con 14, Int 15, Wis 20, Cha 19
Base Atk: +11, CMB: +15, CMD: 27
Feats: Dodge, Intimidating Prowess, Iron Will, Lightning Stance, Mobility, Wind Stance
Skills: Acrobatics +16, Bluff +18, Diplomacy +18, Intimidate +21, Knowledge (Nature) +16, Perception +21, Spellcraft +16, Use magic Device +18
Languages: Comon, Draconic, Giant, Gnoll
Environment: Temperate Hills and forests
Organization: Solitary, Pair, Skulk (3-20)
Treasure: Double

Iron dragons are ambush predators. They are deceptive and manipulative by nature and prefer to strike from the shadows and do battle from range. They prefer to manipulte others into doing thir fighting for them, particularly hobgoblins, ogres, and gnolls. If their intervention will win the day, then they strike when the time is right, otherwise an iron dragon is more than willing to abandon their erstwhile allies to save their own necks.

Dark Archive

Pearl Dragon
The pinkish white scales of this dragon seem to shimmer in the sun as it hauls itself from the sea.
Pearl Dragon
CR 10 (9,600 XP)
Usually N Large Dragon
Init:-1, Senses: Dragon Senses, Perception +21
Aura: Frightful Presences (150 ft radius, DC 19 )
AC 20, Touch 9, Flat footed 21
(-1 Dex, +12 natural, -1 size)
hp 204 (14d12+36) DR 5/Magic
Cold Resistance 10
Fort +15, Ref +11, Will +14
Immune to Fire, Paralysis, and Sleep effects
Speed: 40 ft, Fly 120 ft (Average), Swim 60 ft
Melee: Bite +18 (2d6+6), 2 claws +18 each (1d8+4), 2 wing +13 (1d6+2), tail slap +13 (1d8+2)
Space: 10 ft, Reach: 10 ft
S.A: Breath Wepon (60 ft cloud of steam, 6d4+6 heat damage, Reflex DC 20 for half, usable every 1d3 rounds), Encapsulate, Spell-like Abilities (CL 14): 6/day: Blink
At Will: Suggestion: (DC 15)
Str 18, Dex 8, Con 17, Int 14, Wis 14, Cha 20
Base Atk: +14, CMB: +18, CMD: 27
Feats: Alertness, Athletic, Blind Fight, Deadly Aim, Fly by Attack, Hover, Wingover
Skills: Appraise +19, Climb +23, Diplomacy +22, Knowledge (Geography) +19, Perception +21, Sense Motive +4, Spellcraft +19, Swim +23, Use Magical Device +22
Languages: Aquan, Common, Draconic. Elven
S.Q: Amphibious, Improved Grapple, Telepathy
Environment: Temperate coastline
Organization: Solitary, Pair, Trio
Treasure: Triple +5,000 gp worth of pearls per age catagory

Amphibious (Ex): The pearl dragon is at home both in water and on land. It can breath underwater andtakes no penelties for fighting in water.
Encapsulate (Ex): When a pearl dragon makes a successful bite attack against a Medium sized or smaller targer it may attempt to grapple the target of that attack. If the grapple is successful, it is considered held inside the dragon's mouth and must make a Dc 22 Fortitude save to avoid being wrapped up in a pearl like substance or be considered petrified. Once it successfully encapsulates a victim the pearl dragon will retreat and use the target to decorate it's lair. A target who makes the saving throw may attempt a DC 22 Strength check to escape the dragon's mouth.
Improved Grapple (Ex): The pearl dragon may initiate a grapple attempt without provoking an attack of opportunity.
Telepathy (Su): Pearl Dragons can telepathically communicate with any creature that has an 8 or better Intelligence, even if they do not share a common language.

Pearl Dragons live along the coasts of the world. They make their lairs both in rocky cliffs and on long sandy beaches. They love the smell of salt air and the roar of the waves. They are also expert pearl divers and spend hour each day in that pursuit.

Although they rarely interact with humans or demihumans they have a hatred for pirates and will attack and destroy and who sail in the territory claimed by a pearl dragon. They also have been know to drive fishing boats out of their territory if they feel that they are harming the local ecology. They do enjoy the company of aquatic fey and aquatic elves however, and spend much of their time frolicing with these creatures.

Dark Archive

Amber Dragon
This goldish-yellow and brown dragon is on the smaller side. With a razor sharp horn and a triangular beak shaped mouth it slips through the trees looking for shelter.
Amber Dragon
CR 10 (9,600 XP)
Usually N Large Dragon
Init: +1, Senses: Dragon Senses, Perception +21
Aura: Frightful Presences (180 ft, DC 21)
AC: 24, Touch 10, Flat footed 23
(+1 Dex, +25 natural, -1 size)
hp 149 (12d12+70)
Fort +15, Ref +9, Will +12
DR 5/Magic, Immune to Cold, paralysis, and sleep effcts, SR 21
Speed: 60 ft, Fly 200 ft(Poor)
Melee: Gore +19 (2d6+12), 2 claws +19 (1d8+8), 2 wings +14 (1d6+4), tail slap +14 (1d8+4)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath weapon (80 ft cone, Reflex DC 22 or subject is petrified, DC 22 strength check to break free), Magnetize
Spell-like Abilities (CL 12): 3/day: Blink
At Will: Detect Magic, Read Magic
Str 25, Dex 12, Con 20, Int 15, Wis 19, Cha 18
Base Atk: +12, CMB: +20, CMD: 31
Feats: Alertness, Combat Expertise, Critical Focus, Great Fortitude, Hover, Stealthy
Skills: Bluff +19, Diplomacy +19, Escape Artist +3, Handle Animal +19, Knowledge (Geography) +17, Knowledge (Nature) +17, Perception +21, Sense Motive +6, Stealth +18, Use Magic Device +16
Languages:Common, Draconic, Druidic
SQ: Shape Change
Environment: Temperate Forest
Organization: Solitary, Pair
Treasure: Standard

Magnetize (Su): Three times a day an amber dragon can magnatize all metal in a 120 ft radius. All opponents using metal weapons or wearing metal armor in that radius must make a DC 22 Fortitude save or be staggered and suffer a -2 penalty to their AC for 3d4 rounds.
Shape Change (Su): Amber dragons can assume the form of any humanoid or animal 4 times per day.

Amber dragons are one of the most reclusive types of dragons around. They live only in the deepest and oldest forests in the world. They are constantly in tune with the forest around them and their nature reflect that of their natural homes.
They do not actively seek out humanoid companionship, but they do not reject it either. They are commonly found in the company of druids and elves when they have humanoid companions. In fact, unlike other dragons, amber dragons spellcasting abilities advance as a druid.
Amber dragons teeth are small and flimsy and totally unfit for biting. Instead they have a triangular horn that they use to split open tree trunks to get the thick sap inside. They have a reservoir of sap that they can spit at opponents, trapping them in a thick sappy amber while the amber dragon seels refuge.

Dark Archive

Electrum Dragon
You have seen people who remind you of animals before but this is the first dragon to remind you of a person. It makes you think of a thoughtful old librarian even as it rubs one silvery gray hand across it's chin as it contemplates what to do with you.
Electrum Dragon
CR 14 (38,400 XP)
Usually NG Large Dragon
Init: +4, Senses: Dragon Senses, Perception +25
Aura: Frightful Presence (180 ft, DC 23)
AC 29, Touch 9, Flat footed 29
(+10 natural, -1 size)
hp: 195 (17d12+85)
Fort: +17, Ref: +12, Will: +19
Speed: 40 ft, fly 200 ft (average)
DR 5/Magic, Immune to cold paralysis, and sleep effects, SR 21
Melee: Bite +25 (2d6+12), 2 claws +25 (2d6+8), 2 wings +20 (1d8+4), tail slap +20 (1d8+12)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon (40 ft cone, Will DC 23 or suffer the effects of a Confusion spell)
Spell-like Abilities (CL 16) 3/day-Dispel Magic, Legend Lore
At Will-Detect Magic, Identify, Read Magic
Str 27, Dex 10, Con 21, Int 17, Wis 20, Cha 21
Base Atk: +17, CMB: +26, CMD: 36
Feats: Flyby Attack, Great Fortitude, Improved Initative, Iron Will, Magical Apptitude, Persuasive, Scribe Scroll, Vital Strike, Wingover
Skills: Appraise +23, Diplomacy +29, Intimidate +7, Knowledge (Arcana) +23, Knowledge (History) +23, Knowledge (Local) +23, Knowledge (Planes) +23, Perception +25, Spellcraft +27, Use Magic Device +29
Languages: Common Draconic, Dwarven, Elven, Orc
SQ: Change Shape
Environment: Any temperate
Organization: Solitary
Treasure: Standard (Double Magic)

Change Shape (Su): Electrum dragons can assume the form of any humanoid at will.

Electrum dragons are peaceful and contemplative being by nature. They love company and knowledge and often dwell in caves under stone towers where they live as a hermit mage or a quiet librarian. They often sit motionless on a hill or mountaintop, sometimes for weeks or even monthes on end, observing what goes on around them. They are obsessed with things of beauty and with magic, which they veiw as the ultimate expression of art. Some electrum dragons have even set themselves up as philosopher-kings over tribes of primative humanoids.

Dark Archive

Cobalt Dragon
This dark blue scaled dragon has a double row of spikes running down it's back from it's cat lik head to it's tail.
Cobalt Dragon
CR 10 (9,600 xp)
NG Large Dragon (Cold)
Init: +4, Senses: Dragon Senses, Snow Vision, Perception +2
Aura: Frightful Presence (180 ft, DC 17)
AC: 24, Touch: 9, Flat Footed: 24
(+15 natural, -1 size)
hp: 138 (12d12+60)
Fort +13, Ref +8, Will +10
DR 5/Magic, Immune to cold, paralysis, and sleep effects, SR 21
Vulnurable to Fire
Speed: 30 ft, Fly 200 ft (Poor)
Melee: Bite +20 (2d6+10), 2 claw +20 (1d8+7), 2 wing +15 (1d6+3), tail slap +15( 1d8+3)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon (80 ft line, DC 21, 12d4 cold), Frostbite
Spell-like Abilities: 2/day Baleful Polymorph, Cone of Cold
1/day Enervation
Str 24, Dex 10, Con 21, Int 16, Wis 14, Cha 12
Base Atk: +12, CMB: +25, CMD: 35
Feats: Cleave, Fly-by Attack, Hover, Improved Initative, Power Attack, Wingover
Skills: Bluff +16, Climb +20, Diplomacy +16, Knowledge (Arcana) +18, Knowlege (Local) +18, Knowledge (Nature) +18, Spellcraft +18, Survival +16, Use Magic Device +16
Languges: Common, Draconic, Elven, Dwarven, Sylvan
SQ: Ice Walking
Environement: Cold Forest
Organization: Solitary
Treasure: Triple
Frostbite (Su): 3 times per day a cobalt dragon can unleash a focused wave of intense cold at a target withing 60 ft of it. The target of this attack has to make a DC 19 Fortitude save or be daved for 1d6+2 rounds.
Ice Walking (Ex): The cobalt dragon takes no penelties for walking, running or charging on ice or snow.
Snow Vision (Ex): A cobalt dragon can see perfectly in snowy conditions. they do not suffer any penelties to Perception due to snow.

Cobat dragons are cat-like in more than just apperance. They can be playful or fickle. Their attitudes can change in an instant from playful and friendly to deadly. Unlike most dragons, cobalt dragons prefer to fight on the ground, playing with their foes much like a cat plays with a mouse. Cobalt dragons often take over the leadership of barbarian tribes and guide them ito become protectors of the natural world.

Dark Archive

Mercury Dragon
This serpentine dragon has two large spikes on the back of it's head and is covered in shiny bluish silver scales
Mercury Dragon
CR 11 (12,800 XP)
CG Large Dragon
Init: +2, Senses: Dragon Senses, Perception +17
Aura: Frightful Presence (180 ft, DC 20)
AC 25, Touch 13, Flat Footed 23
(+2 Dex, +1 dodge, +13 natural, -1 size)
hp: 175 (13d12+91)
Fort +15, Ref +10, Will +9
DR 5/Magic, Immune to acid, paralysis and sleep effects
Speed 30 ft, Fly 200 ft (Poor)
Melee: Bite +22 (2d6+12), 2 claws (1d8+8), 2 wings (1d6+4), tail slap +17 (1d8+4)
Space: 10 ft, Reach 10 ft
Special Attacks: Breath Weapon (40 ft cloud, DC 23, 12d6 acid)
Str 27, Dex 14, Con 24, Int 10, Wis 13, Cha 22
Base Atk: +13, CMB: +22, CMD: 34
Feats: Blind Fight, Cleave, Critical Focus, Dodge, Lunge, Power Attack, Sickening Critical
Skills: Bluff +22, Climb +24, Perception +17, Spellcraft +16, Stealth +18, Use Magic Device +22
Languages: Common, Draconic
SQ: Alternate Form, Quicksilver Form
Environment: Temperate Forest or urban
Organization: Solitary
Treasure: Triple
Alternate Form (Su):6 times per day, a mercury dragon can assume humanoid form. This power works in the same way as the Alter Self spell, except that the effect lasts until dismissed by the dragon or dispelled.
Quicksilver Form (Su): 3 times per day as a move action a mercury dragon can assume a form that has all the traits of an ooze. In this form, it loses the ability to fly and cannot use it's breath weapon or natural weapons, but gains a slam attack that uses the same attack bonus and damage as the dragon's claw attack. In this form it can also fit through ay oppening and can maintain this form for 1d8+Constitution modifer rounds.

Mercury Dragons are stealthy shapechangers. Often the work as assassins, scouts, and ambassadors for various kingdoms. They spend much of their time living among humanoids, although always as a member of a different race or culture to hide their ignorance of local customs. Mercury dragons are obsessed with transmutation magic and shapchanging in general. They will often ally themselves with good lycanthropes and other shapeshifting races. They also keep small menageries consisting of animals that change their appearance or shape.

Dark Archive

Brown Dragon
This brown scaled dragon has two large spikes on it chin and a row of blade like spikes running down each flank.
Brown Dragon
CR 8 (4,800 XP)
E Large Dragon
Init: +0; Senses: Dragon Senses, Perception +17
Auras: Frightful Presence (180 ft, DC 18)
AC: 21, Touch: 9, Flat Footed: 21
(+1 dodge, +11 natural, -1 size)
hp: 105 (10d12+40)
Fort +17, Ref:+7, Will: +11
DR 5/Magic, Immune to Fire, Paralysis, and Sleep effects
Speed: 30 ft, Burrow 20 ft, Fly 120 ft (Poor)
Melee: Bite +18 (2d6+10), 2 claws +18 (1d8+7), 2 wings +13 (1d6+3), tail slap +13 (1d8+3)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon (40 ft cone, DC 19, 10d4 slashing), Sandstorm
Str: 24, Dex: 11, Con: 19, Int: 14, Wis: 18, Cha: 16
Base Atk: +10, CMB: +18, CMD: 28
Feats: Diehard, Dodge, Endurance, Great Fortitude, Mobility
Skills: Appraise +15, Climb +20, Diplomacy +16, Intimidate +16, Knowledge (Local) +15, Perception +17, Survival +17, Use Magic Device +16
Languages: Common, Draconic, Gnoll, Goblin
Environment: Warm Desert
Organization: Solitary
Treasure: Double

Sandstorm (Su): The brown dragon can create a brief intense gust of wind 3/day. All creatures withing 30 ft of the brown dragon takes 8d6 slashing damage from flying sand and is knocked prone by the wind. A DC 19 reflex save lets a target take half damage frome the sand and avoid being knocked down.

Of all the chromatic dragons, brown dragons are the least interested in establishing kingdoms and ruling empires. Nor will you find them leading vast armies. Instead, the prefer the comforting warmth of their desert homes.

They prefer to avoid work and conflict as much as possible. When hungry they would rather raid a shepards flocks then demand tribute and run the risk of attracting adventurers. They also will selectively cull the herd to avoid having to look for another food source another time. Of course if the shepard objects he could find his entire village being destroyed as an object lesson.

The brown dragon is not unrelentingly evil, and is driven by an overwhelming need to try new things. They love to enjoy new foods, particularly ones with exotic spices. Often they will try to bite an opponent in combat, just to see how they taste. Their favorite flesh is elf flesh, but disdane dwarves as being too tough and gamey. They sometimes team with gnolls or goblins and raid travelling caravans in search of new and exotic items.

Dark Archive

Fell Dragon
This dragon has greenish brown scales and a long serpentine neck. As it rises to take to the sky you realize that what you though were it's front legs are really wings.
N Large Dragon
CR 7 (2,400 xp)
Init: +0, Senses: Dragon Senses, Perception +13
AC: 20, Touch: 9, Flat Footed: 20
(+11 natural, -1 size)
hp: 92 (8d12+40)
Fort: +13, Ref: +10, Will: +10
DR 5/+1, Immune to Fire
Speed: 20 ft, Fly 150 ft (Clumsy)
Melee: Bite +13 (1d8+6 plus Poison), 2 claws +13 (1d6+4), tail slap +8 (1d8+2)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon (40 ft cone, DC 19, 4d8 fire), Poison
Str 19, Dex 10, Con 20, Int 4, Wis 14, Cha 10
Base Atk: +8, CMB: +13, CMD: 23
Feats: Flyby Attack, Hover, Lightning Reflexes, Lunge
Skills: Intimidate +11, Perception +13, Survival +13
Environment: Temperate forests and mountains
Organization: Solitary
Treasure: Incidental

Poison (Ex): Bite, Save Fort 19, Primary 1d4 Str, Secondary 1d4 Con

Fell dragons are not considered by many to be true dragons. In many ways they have as much in common with wyverns as they do with dragons. The truth is that they are a form of primordial dragon, a throwback that is similar to what ancient dragons were like. They are only moderately intelligent, but have a cunning wit.

Note: This is not an actual conversion, but was inspired by a program on the Discovery Channel where scientists attempted to design a scientfically plausable dragon.

Dark Archive

Gray Dragon
This ash colored dragon has a "beard" of spikes on his chin, and a row of bony spikes along it's back and at its knee joints.
Gray Dragon
CE Large Dragon
CR 10 (9,600 xp)
Init: +1, Senses: Drgon Senses, Perception +18
Auras: Aura of Fear (DC 19), Frightful Presence (180 ft, DC 20)
AC: 24, Touch: 11, Flat Footed: 23
(+1 Dex, +14 natural, -1 size)
hp: 138 (12d12+60)
Fort: +13, Ref: +9, Will: +11
DR 5/Magic, Immune to Acid, paralysis, and Sleep effects, SR 21
Speed: 40 ft, Fly 200 ft (Poor)
Melee: Bite +19 (3d6+9), 2 claw +19 (1d8+6), 2 wings +14 (1d6+3), tail slap +14 (1d8+3)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon ((80 ft stream, DC 21, 12d6 acid damage), Embrace of Stone
Str 22, Dex 12, Con 21, Int 12, Wis 16, Cha 18
Base Atk: +12, CMB: +19, CMD: 30
Feats: Cleave, Flyby Attack, Hover, Improved Natural Attack (Bite), Power Attack, Wingover
Skills:Climb +21, Intimidate +19, Knowledge (Local) +16, Perception +18, Spellcraft +16, Survival +18, Use Magical Device +19
Languages: Common, Draconic, Orc
Environemnt: Cold Mountains
Organization: Solitary
Treasure: Triple

Aura of Fear (Su): 25 ft radius, Willpower DC 19 or suffer Fear for 1d6 rounds.
Embrace of Stone (Su): Once every 1d4+1 rounds, turn to stone permanately, 40 ft, one target. Fortitude DC 20 to avoid, Save is Charisma based.

Gray Dragons are the most brutish and war-like of the chromatic dragons. Unlike other dragons, they go out of their way to hunt down and battle humanoids. They actually prefer to battle dangerous foes so as to test themselves against powerful opponents. they travel far and wide and often establish several different lairs to facilitate this. Many become so engrossed in the hunt that they will become mercenaries or bounty hunters to give them more chances to hunt and battle dangerous enemies.

Dark Archive

Purple Dragon
This serpentine dragon has a large frill at the base of his skull and is covered in deep purple scales.
Purple Dragon
CR 11 (12,800 xp)
CE Large Dragon
Init: +4, Senses: Dragon Senses, Perception +20
Aura: Frightful Presnce (180 ft, DC 23)
AC 25, Touch 13, Flat-footed: 21
(+4 Dex, +12 natural, -1 size)
hp: 123 (13d12+39)
Fort: +11, Ref: +12, Will: +12
DR 5/Magic, Immune to Acid, Paralysis, and Sleep effects
Speed: 35ft, Fly 20 (Poor)
Melee: Bite +17 (2d6+4), 2 claw +17 (1d8+3), 2 wing +12 (1d6+1), Tail slap +12 (1d8+1)
Space: 10 ft, Rech: 10 ft
Special Attacks: Breath Weapon (40 ft cloud, DC 19, 12d6 acid)
Spell-like Abilities: 2/day-Nightmares (DC 22)
3/day- Dominte Person (DC 22)
At-will: Spiderclimb
Str 16, Dex 19, Con 16, Int 17, Wis 18, Ch 24
Base Atk: +13, CMB: +17, CMD: 31
Feats: Acrobatic Steps, Blind Fight, Combat Expertise, Combat Reflexes, Diehard, Endurance, Nimble Moves
Skills: Climb +19, Diplomacy +23, Disable Device +17, Intimidate +23, Knowledg (Dungeoneering) +19, Knowledge (Geography) +19, Perception +20, Spellcraft +19, Use Magic Device +23
Environment Underground
Organization: Solitary
Treasure: Triple

Purple dragons are the greatest explorers among dragonkind. They are also born hunters, andmake up for the relative weakness by being master manipulators. They love to explore the reaches of th Darklands, sarching for cavarens and mysteries never seen by sentient eyes. In fact, purple dragons are only rarely seen above ground. They love company and are particularly fond of drow. They often learn spells or seek magical items that allow them to walk among drow unnoticed, and more than one drow noble house has purple dagon blood in their family tree.

Dark Archive

Mithril Dragon
The regal looking dragon has an array of horns that almost look like an emperor's crown and another row of spines running down it's back.
Mithril Dragon
CR 15 (51,200 xp)
LG Large Dragon
Init: +12, Senses: Dragon Senses, Perception: +31
Aura: Frightful Presence (DC 24)
AC: 30, Touch: 17, Flat Footed 23
(+8 Dex, +14 natural, -1 size)
hp: 225 (18d12+108)
Fort: +17, Ref: +19, Will: +17
DR 5/Magic, Immune to Fire, Paralysis, and Sleep effects, SR 26
Speed:40 ft, Fly 200 ft (Poor)
Melee: Bite +25 (2d6+9), 2 claw +25 (1d8+6), 2 wing +20 (1d6+3), Tail slap +20 (1d8+3)
Space: 10 ft, Reach: 10 ft
Special Attackes: Breath Weapon (80 ft stream, DC 25, 12d10 fire)
Spell-like Abilities: 1/day-Greater Teleport
3/day-Teleport
Str 22, Dex 27, Con 22, Int 15, Wis 22, Cha 20
Base Atk: +18, CMB: +25, CMD: 41
Feats: Alertness, Bleeding Critical, Cleave, Critical Focuse, Endurance, Great Cleave, Improved Initative, Power Attack, Sickening Critical
Skills: Bluff +26, Diplomacy +26, Knowledge (Arcana) +23, Knowledge (Local) +23, Knowledge (Religion) +23, Perception +31, Sense Motive +8, Spell Craft +23, Use Magic Device +26
Languages: Common, Draconic, Celestial
SQ: Precognition
Environment: Temperate Hills and Forests
Organization: Solitary, Pair, Conclave (3-8)
Treasure: Triple

Precognition (Su): Three times per day as a full round action, the mithral dragon can peer into the future. For the next minute it gains a +2 insight bonus that may be added to attack or damage rolls, armor class, or saving throws. The mithral dragon decides what it will use it for at the start of it's turn and the bonus may only be used once per round.

Mithril dragons consider themselves to servents of the divine. There seems to be some truth to this belief as they gain divine spells while all other dragons gain arcane spells. They are whole dedicated to the cause of good and are single minded in their pursuit. Only the word of a deity can sway them once they have set their mind to something, and even then it must be a diety the dragon respects.

Some mithral dragons also establish themselves as guardians of sacred places. They protect and preserve holy shrines and sacred groves with single minded devotion. Such dragons are reclusive, only showing themselves to mortals only when their charges are threatened.

Dark Archive

Amethyst Dragon
This dragon has deep purple scales and a rough hide, almost as if it's skin was actually composed of stones.
Amethyst Dragon
CR 14 (38,400 xp)
N Large Dragon
Init: +5, Senses: Dragons Senses, Perception +23
Aura: Frightful Presence (180 ft, DC 21)
AC: 29, Touch: 10, Flat footed: 28
(+1 Dex, +19 natural, -1 size)
hp: 212 (17d12+102)
Fort: +15, Ref +11, Will +13
DR 5/Magic, Immune to Paralysis, Poison, and Sleep effects, SR 25
Speed: 40 ft; Fly 150 ft
Melee: Bite +26 (2d6+12), 2 claw +26 (1d8+8), 2 wing +21 (1d6+4), tail slap + 21 (1d8+4)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon (75 ft, 20 ft radius, DC 23, 14d8 force), Stomp
Spell-like Abilities: 1/day-Invisibility, Suggestion (DC 16), Water Walking
Str 27, Dex 12, Con 20, Int 16, Wis 17, Cha 16
Base Atk: 17, CMB: + 26, CMD: 37
Feats: Diehard, Endurance, Flyby Attack, Hover, Improved Initative, Intimidating Prowess, Power Attack, Toughness, Vital Srike
Skills: Climb +28, Diplomacy +23, Intimidate +31, Knowledge (Dungeonering) +23, Knowledge (Nobility) +23, Perception +23, Spellcraft +23, Survival +23, Use Magic Device +23
Languages: Common, Draconic, Terran, Undercommon
Environment: Solitary, Pair
Treasure: Triple

Stomp (Su): Three times per day as a standard action, an amethyst dragon can stomp its foot and set off a seismic wave in the ground around it. Everyone in a 50 ft cone in front of the dragon must make a DC 23 Reflex save or be knocked prone and take 1d4 points of non-lethal damage.

Amethyst dragons are on of the most reclusive dragons known to exist. They live deep underground where they are natural enemies of the purple dragon. Unlike most dragons, an amethyst dragon does not have a true breath weapon, but instead "spits" an explosive lozenge shaped jewel that explodes when it hits the ground.

Amethyst dragons prize peace above all else. They are employeed as negotiator among warring kingdoms when they can be found. In combat they would rather incapacitate a foe and then flee then fight. If battle can not be avoided then the amethyst dragon is a most implacable foe, fighting tooth and claw with the sole intent of finishing off it's opponent as quickly as possible.

Dark Archive

Steel Dragon
This gray scaled dragon has a gargoyle-like quality to it. It has a fringed frill that extends of the base of the skull, spike like projections on each knee, and large wings that look like stone feathers.
Steel Dragon
CR 12 (19,200 xp)
CG Large Dragon
Init: +8, Senses: Dragon Senses, Perception +21
Aura: Frightful Presence (180 ft, DC 23)
AC: 27, Touch: 13, Flat Footed: 23
(+4 Dex, +14 natural, -1 size)
hp: 161 (14d12+70)
Fort: +14, Ref: +15, Will: +15
DR 5/Magic, Immune to Paralysis, Poison, and Sleep effects, SR 23
Speed: 30 ft, Fly 200 ft (Poor)
Melee: Bite +21, (2d6+9), 2 claw +21 (1d8+6), 2 wing +16 (1d6+3), tail slap +16 (1d8+3)
Space: 10 feet, Reach: 10 feet
Special Attacks: Breath Weapon (60 foot line, DC 21, 12d8 force damage)
Spell-like Abilities: 3/day: Suggestion (DC 20)
Str 22, Dex 18, Con 20, Int 16, Wis 19, Cha 24
Base Atk: +14, CMB: +21, CMD: 35
Feats:Blind Fight, Deceitful, Improved Initiative, Iron Will, Lightning Reflexes, Magical Aptitude, Vital Strike
Skills: Bluff +28, Diplomacy +24, Disguise +23, Handle Animal +21, Knowledge (History) +20, Knowledge (Local)+20, Perception +21, Spellcraft +24, Use Magic Device +30
Languages: Common, Draconic, Elven, Halfling
SQ: Alternate Form
Environment: Temperate Plains or urban
Organization: Solitary
Treasure: Triple

Alternate Form (Su): The steel dragon can take on humanoid form at will. At birth the dragon selects a humanoid form it desires to turn into and from then on it can only transform into the selected form.

Steel dragons are the most likely dragon to be encountered by the average person, but you wuld never know it. That is because steel dragons use their abilities to blend in with the general public and live among humanoids, often for years. Only when their long lifespans begin to draw attention do they pack up and move to another city. On occasion a steel dragon becomes attached to a city and will reveal their secret to city leaders and offer to become the city's protector.

Steel dragons hate authority of any kind. This leads them to avoid contact with other metallic dragons, particularly gold dragons. They promote liberty and freedom where ever they go, encouraging peple to make their own way so long as they do not harm others. Even in battle, steel dragons hate to be pinned in and will use every trick at their disposal to maneuver around the battlefield.

Dark Archive

Crystal Dragon
This dragon's smooth crystal-like body appears pure white at first glance, but as you look longer you realize that it is a swirl of color.
Image
Crystal Dragon
CR 12 (19,200 xp)
CN Large Dragon
Init: +0, Senses: Dragon Senses, Perception +20
Aura: Frightful Presence (180 ft, DC 20)
AC: 27, Touch: 10, Flat Footed: 27
(+1 dodge, +17 natural, -1 size)
hp: 161 (14d12+70)
Fort:+17, Ref: +9, Will +14
DR 5/Magic, Immune to Cold, Paralysis, and Sleep effects, SR 23
Speed: 40 ft, Fly 150 ft (Poor)
Melee: Bite +23 (2d6+12), 2 claw +23 (1d8+8), 2 wing (1d6+4), tail slap +18 (1d8+4)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon (80 ft line, DC 23, 12d6 cold and blinded for 1d4 rounds)
Spell-like Abilities: 1/day-Control Wind, Dominate Person (DC 18)
3/day-Charm Person (DC 14), Color Spray (DC 14)
Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 17
Base Atk: +14, CMB: +23, CMD: 33
Feats: Combat Reflexes, Dodge, Iron Will, Mobility. Persuasive, Stand Still, Wind Stance
Skills: Craft (Weaponsmith) +20, Diplomacy +20, Disguise +17, Knowledge (Local) +20, Knowledge (Nobility) +20, Perception +20, Sense Motive +20, Spellcraft +20, Use Magic Device +20
Languages: Common, Draconic, Elven, Giant
Environment: Temperate or Cold mountains
Organization: Solitary
Treasure: Triple

Crystal dragons are one of the most outgoing and friendly of all dragons. They love conversation and will go out of their way to find individuals to converse with. They also love life and everything in it. They are known for being free and generous with their affection and many unsuspecting humanoids have found themselves the parents of half crystal dragon offspring after a breif but passionate relationship.

The one thing that crystal dragons hate is white dragons. They will attack and attempt to slay any white dragon that they come across. Some speculate that it is competition for territory that drives this behavior, but the does not entirely explain their behavior. Some crystal dragons will go so far as to steal and foster white dragon eggs in an effort to change the white dragon's behavior.

Dark Archive

Urgal
Urgal are a race that is distantly related to orcs. Some even believe that they may have ogre blood as well or that at some point in the past they were created by melding orcs and minotaurs using unknown magic. The urgal are a warlike species, but one that is also bound by a strict honor code. Female urgal will not even consider a ram as a mate until they have killed at least three opponents in battle. Status among urgal is also determined based on strength and prowess at war. They have long been at war with humans, with atrocities being commited on both sides. However, some urgal have begin looking for ways to ally with humans, realizing that thir race may face extermination if they can't change their own behavior and humans attitudes towards them.
+2 Strength, +2 Wisdom, -2 Charisma; Urgal are strong and in tune with the world around them, but struggle to relate with other races.
Medium: Urgal are medium sized creatures and do not get and special bonuses and penalties due to size.
Fast: Urgal have a base speed of 40 feet.
Darkvision: Urgal see in the dark up to 60 feet.
Natural Weapons: Urgal have ram-like horns that does 1d6 on a hit. These are considered secondary attacks and Urgal only use them as a last resort or in ritual combat.
Tough Skin: Urgal gain a +2 AC bonus due to their thicker skin.
Languages: Urgal begin play speaking Urgal and Common. Urgal with above average intelligence can learn Elven, Dwarven, Gnomish, Orc, and Sylvan as bonus languages.

Image

Dark Archive

Grue
It is pich black. You are unlikely to see the creature which attacked you.
Grue
CR 7 (3,200 XP)
NE Small Abberation
Init: +8, Senses: Darkvision 120 ft, Perception +13
AC: 22, Touch 14, Flat Footed 17
(+4 Dex, +1 size, +7 natural)
hp: 63 (9d8+27)
Fort: +8, Ref: +12, Will +8
Speed: 20 ft
Melee: Claw +8 (1d4-1)
Speial Attacks: Mind Worm, Whispers of Madness
Spell-like Abilities (CL 9) At Will-Darkness
Str 8, Dex 19, Con 16, Int 11, Wis 10, Cha 16
Base Atk: +9, CMB +7, CMD 21
Feats: Blind Fight, Improved Initative
Skills: Perception +13, Stealth +18
Languages: Common, Undercommon
Enviroment: Underground
Organization: Solitary, Pair, Gang (3-12)
Treasure: Standard
Mindworm (Su): 50 ft range, Will DC 20 or stunned for 1d6 rounds, you are infected by a psionic parasite that does a number on your nerveous system.
Whispers of Madness: 25 ft range, Will DC 17 or 1d6 Wisdom damage as you slowly go insane as the grue's psionics whisper dark things to you.

Grue are strange humanoid abberations that dwell in the dark underbelly of the world. Some think they are an offshoot of dark creepers and dark stalkers, while others think they were once gnomes or halfling that delved too deep and discovered things better left buried. What ever they once were they have turned into killers with incredible abilities to warp people's minds. They prowl the dark tunnels of the Darklands searching for prey. Sometimes they even prowl the sewers of humanoid cities. Anytime you head into the darkness underground be prepared, for you are likely to be eaten by a grue.

Dark Archive

Dreamborn, Lustspawn
Approaching you from the alleyway is a beautiful woman. She has an unearthly quality to her and something about the way she moves and looks seems familiar. It is almost as though all your dreams have come true.
Dreamborn, Lustspawn
CR 5 (1,600 XP)
NE Medium Outsider
Init: +2, Senses: Low-light Vision, Perception +1
AC: 18, Touch: 12, Flat footed: 16
(+2 Dex, +6 natural)
hp: 52 (7d10+14)
Fort +6, Ref +7, Will +6
Speed 30 ft
Melee: Slam +8 (1d6+1)
Special Attacks: Energy Drain, Inspire Lust
Str 12, Dex 14, Con 15, Int 10, Wis 12, Cha 19
Base Atk: +7, CMB: +8, CMD 19
Feats: Decietful, Great Fortitude, Improved Great Fortitude, Persuasive
Skills: Bluff +19, Diplomacy +19, Disguise +19, Intimidate +7, Knowledge (Local) +10, Sense Motive +11, Stealth +12
Languages: Common
SQ: Minor Shape Change, Telepathy
Environment: Any urban
Organization: Solitary
Treasure: Standard
Energy Drain (Su): By making flesh to flesh contact, the lustspawn can drain a person's vital essence. If they succeed on a touch attack they force the target of the attack to make a DC 18 Fortitude save or be drained of 1d6 Con. This ability is usable at will. Each week that they go without draining energy from someone, their Constitution score, and all attributes tied to it, drop by 1 point.
Inspire Lust (Su): The lustspawn has the ability to inspire feelings of lust and desire in other beings. Three times per day they can use this ability to force anyone within a 60 ft radius to make a DC 20 Will save. Anyone who fails this save is effect as though they had been affected by a Charm Person spell. The lustspawn can choose who is effected by this ability, regardless of gender or preference.
Minor Shape Change (Sp): The lustspawn can change their apperance in an effect similar to the Disguise Self Spell, save that the effect is permenant until the lustspawn desires a new shape.
Telepathy (Sp): Lustspawn can read the surface thought and erotic desires of any being within a 1/2 mile of it, even if they do not share a common language.

Born from the ethereal essence of dreams, Dreamborn represent the deepest desires and fears of all humanoid creatures. Lustspawn, as their name implies, are born from the erotic desires that most beings are afraid to express. They live only to take advantage of the weak willed, tempting them with their deepest fantasies and then draining them of their vital energy. Generally they target deviants, not because of any sense of morality but because deviants are less like to report an attack or where they are going. Lustspawn do not gather together and have no culture of their own.

Dark Archive

Mind Ripper
The tall figure in front of you could be an elf, except for the tentacles that surround it's mouth.
Mind Ripper
CR 6 (2,400 XP)
LE Medium Abberation
Init: +3, Senses: Darkvision 60 ft, Low-light Vision, Perception +1
AC: 19, Touch: 13, Flat footed: 16
(+3 Dex, +6 natural)
hp: 52 (8d8+16)
Fort: +8, Ref: +9, Will: +10
Speed: 30 ft
Melee: shortsword +7 (1d6+1/19-20), tentacles +2 (1d4+1)
Ranged: Masterwork light crossbow +10
Special Attacks: Mind Blast (60 ft cone, Will DC 17 or stunned for 3d4 rounds.)
Sorcerer Spells Known: (CL 6)
3rd (4/day) Fireball
2nd (6/day) False Life, Summon Monster II
1st (7/day) Burning Hands, Charm Person (DC 14), Mage Armor, Summon Monster I
Str 12, Dex 17, Con 14, Int 12, Wisdom !2, Cha 16
Base Atk: +6, CMB: +9, CMD 20
Feats: Agile Maneuvers, Combat Casting, Combat Reflexes, Eschew Materials, Spell Focus (Evocation)
Skills: Diplomacy +15, Knowledge (Arcana) +12, Spellcraft +12
Languages: Common, Undercommon
Enviroment: Underground
Organization: Solitary, Pair, Coven (3-12)
Treasure: Standard

Drow legends tell of an erly tribe that delved too deep into places where even drow fear to go. These drow were captured by the neothelid and experemented on, twisting them in body and mind. The most successful of these experements became known as mind rippers, because of their ability to freeze groups of people usng just the power of their mind.
Some say that the neothelids granted the mind rippers a portion of the essence of their own dark maters. For some reason, know only o them, the neothelids turned the mind rippers loose and they now haunt the hidden grottos and dark caverns of the Darklands.

Dark Archive

Sthein
Crawling out of the woods comes a bizzare looking creature. From the waist up, it resembles and very attractive elf. However, from the waist down it has the body of a large serpent.
Sthein
CR 4 (1,200 XP)
Usually CG Large Monsterous Humanoid
Init:+2, Senses: Darkvision 60 ft, Low-light Vision, Perception +3
AC: 17, Touch: 10, Flat footed: 16
(+1 Dex, +7 natural, -1 size)
Fort: +6, Ref: +9, Will: +6
Speed: 40 ft
Melee: masterwork ranseur +6 (2d4+3/x3), bite +1 (1d6+2 plus poison)
Space: 10 ft, Reach: 5 ft
Special Attacks: Posion (Injury, Fortitude DC 15, Inital and secondary 1d4 Con)
Sorcerer Spells Known (CL 4): 1st (5/day)-Cause Fear (DC 13)
0-Detect Magic, Daze (DC 12), Flare, Ray of Frost
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 15
Base Atk: +4, CMB +6, CMD: 18
Feats: Alertness, Combat Casting
Skills: Perception +3, Sense Mtive +10, Spellcraft +7
Languages: Common, Elven
SQ: Alternate Form
Enviroment: Warm forests
Organization: Solitary, Pair, Family (3-10)
Treasure: Standard
Alternate Form (Su): Sthein have the inate ability to assume humanoid form. They can assume the unique form of a humanoid of elven origin. their tail is replaced by a pair of legs, but otherwise they have the same apperance and coloration as their natural form.

In ancient times some groups of elves worshiped snakes and were allies with Guardian Naga. The most powerful of their priests and preistesses developed a true ritual which bound their blood to the blood of their naga allies to become a new people. Eventually these new people, known as sthein, faded from eleven society as the elves turned to other gods. However, they are still among us, moving in secret and advancing plots that only they know or understand.

Dark Archive

Urgal
This savage looking humanoid looms over you with wicked looking claws and sharp curving ram-like horns on it head. Despite it's formidable natural weapons, it is the sword in it's hands that worries you most.
Urgal
CR 4 (1,200 XP)
Usually LN Medium Monsterous Humanoid
Init: +2, Senses: Darkvision 60 ft, Scent, Perception +1
AC: 17, Touch: 12, Flat footed: 15
(+3 armor, +2 Dex, +2 natural)
hp: 42 (5d10+15)
Fort: +4, Ref: +7, Will: +6
Speed: 40 ft
Melee: Shortsword +7 (1d6+2/19-20), Spear +7 (1d8+3/x3), Gore +2 (1d6+2), Claw +2 (1d4+2)
Ranged: Spear +7 (1d8+2), Sling +7 (1d4)
Str: 15, Dex: 14, Con: 17, Int: 10, Wis: 12, Cha: 8
Base Atk: +5, CMB: +7, CMD: 19
Feats: Combat Reflexes, Power Attack, Run
Skills: Climb +10, Intimidate +7, Stealth +10, Survival +9
Languages: Urgal
Environment: Temperate Forest
Organization: Solitary, Pair, Tribe (3-100)
Treasure: NPC Gear: (Studded leather, sghortsword, spear, sling, other treasure)

Urgal are a race that is distantly related to orcs. Some even believe that they may have ogre blood as well or that at some point in the past they were created by melding orcs and minotaurs using unknown magic. The urgal are a warlike species, but one that is also bound by a strict honor code. Female urgal will not even consider a ram as a mate until they have killed at least three opponents in battle. Status among urgal is also determined based on strength and prowess at war. They have long been at war with humans, with atrocities being commited on both sides. However, some urgal have begin looking for ways to ally with humans, realizing that thir race may face extermination if they can't change their own behavior and humans attitudes towards them.

This is an adaptation from a race that appears in the Inheritance saga by Christopher Paolini.

Dark Archive

Gnoll Berserker
This massive gnoll looks even more feral than usual.
Gnoll Berserker
CR 5 (1,600 xp)
Gnoll Barbarian 4
CE Medium Humanoid (gnoll)
Init: +1, Senses: Darkvision 60 ft, Perception +10
AC 17, Touch 11, Flat Footed 16
(+4 armor, +1 Dex, +1 dodge, +1 natural)
hp: 58 (2d8 plus 4d12+18)
Fort: +6, Ref: +4, Will: +2
Speed: 40 ft
Melee: +1 greatsword +10 (2d6+7/19-20), greataxe +9 (1d12+6), Bite +3 (1d4+2)
Ranged: Masterwork longbow +7 (1d8/x3)
Special Attacks: Animal Fury, Rage (21 rounds/day)
Str 19, Dex 12, Con 17, Int 8, Wis 13, Cha 10
Base Attack: +5, CMB: +9, CMB: 20
Feats: Combat Reflexes, Dodge, Extra Rage, Mobility
Skills: Climb +13, Knowledge (Nature) +8, Perception +10
Language: Gnoll
SQ: Fast Movement, Knockback, Trap Sense +1, Ucanny Dodge
Environment: Warm Plains or Deserts
Organization: Solitary, Pair, Raiding Party (3-6)
Treasure: NPC Gear (Chain shirt, +1 greatsword, greataxe, masterwork longbow w/20 arrows, other treasure.

Gnolls are feirce warriors when aroused and none is more destructive than a gnoll berserker. They have mastered the art of pure mayhem and have even learned to put themselves in a trance like state that allpws them the maximize their destructive potential. They often rise to leadership in their tribes, although their rule tends to be short and bloody.

Dark Archive

Gnoll Claw Fighter
This gnoll seems more disciplined that the rest, but only by a little. He seems eager to rip you apart with his bare hands.
Gnoll Claw Fighter
CR 4 (1,200 xp)
Gnoll Monk 3
LE Medium Humanoid (gnoll)
Init: +3, Senses: Darkvision 60 ft, Perception +10
AC 16, Touch 15, Flat Footed 13
(+3 Dex, +1 Natural, +2 Wis)
hp: 32 (5d8+10)
Fort: +8, Ref +6, Woll +5 (+7 vs. enchantments)
Speed: 40 ft
Melee: Unarmed Strike +7 (1d6+2), Kukri +6 (1d4+2/18-20)
Special Attacks: Furry of Blows
Str 15, Dex 17, Con 14, Int 13, Wis 14, Cha 8
Base Atk: +4, CMB: +6, CMD 19
Feats: Combat Expertise, Combat Reflexes, Dodge, Stunning Fist, Two Weapon Fighting, Weapon Finess (Unarmed Strike)
Skills: Acrobatics +11, Intimidate +7, Perception+10, Sense Motive +10, Stealth +11
Languages: Common Gnoll
SQ: Evasion, Fast Movement, Manuever Training, Still Mind
Environement: Warm Plains and deserts
Organization: Solitary
Treasure: NPC Gear (Two kukri, other treasure)

Very few gnolls ever display the disipline needed to learn the skills to become a claw fighter, but those that do are both respected and despised by their more chaotic bretheren. Because they are so rare there a seldom more than one or two in a tribe, but they are always at the forefront of any gnoll attack, using their skills to aid their tribe. Amongst their own kind their are loners, prefering solitude to the disorder that is a gnoll camp. They are also the most likely of all gnolls to be encountered on thir own.

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Gnoll, Deathtouched
This gnoll seems strange, almost as if life and death don't matter to him. Strange patches on it's fur almost appear to form a skull like pattern.
Gnoll, Deathtouched
CR 4 (1,200 xp)
Init: +2, Senses: Darkvision 60 ft, Perception +2
AC 17, Touch 13, Flat Footed 15
(+3 Armor, +2 Dex, +1 dodge, +1 natural)
hp: 39 (6d8+12)
Fort: +3, Ref: +5, Will: +1
Speed: 30 ft
Melee: Claw Bracers +5 (1d6+2/19-20)
Str 15, Dex 15, Con 14, Int 10, Wis 11, Cha 8
Base Atk +3, CMB: +5, CMD: 17
Feats: Alertness, Dodge, Two Weapon Fighting
Skills: Handle Animal +6, Perception +2, Sense Motive +2, Survival +7
Languages: Gnoll
SQ: Deathtouched
Environemnt: Warm plains and deserts
Organization: Solitary, Pair, Group (3-10)
Treasure: NPC Gear (Studded leather armor, two claw bracers, other treasure)
Deathtouched (Su): When a deathtouched gnoll is reduced to below zero hit points it automatically dies and is raised as a 5 HD zombie on the next turn.

Although gnolls are creations and servants of Lamashtu, a few have been touched by the power of Urthaga. Whetehr these gnolls are born this way or are created in some obscure ritual is something that only gnolls themselves know. Such creatures are embraced by the tribe and are treated with great respect for evry gnoll knows that should one of these deathtouched die, they will rise again to continue to fight for their tribe.

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Gnoll Slaver
This gnoll is followed closely by a heyena. It looks at you with greed in its eyes, as it grips the manacles on its belt.
Gnoll Slaver
CR 6 (2,400 xp)
Gnoll Ranger 5
CE Medium Humanoid (gnoll)
Init: +2, Senses: Dark Vision 60 ft, Perception +9
AC 19, Touch 12, Flat Footed 17
(+5 armor, +2 Dex, +1 dodge, +1 natural)
hp: 57 (7d8+26)
Fort: +9, Ref: +6, Will: +1
Speed: 20 ft, 30 ft unarmored
Melee: Shortsword +7 (1d6+1/19-20), Handaxe +7 (1d6+1/x3)
Ranged: Masterwork longbow +10 (1d8/x3)
Special Attacks: Favored Enemy(Humanoid(Human))+4, Favored Enemy (Humanoid(Elf))+2, Favored Terrain (Desert)
Str 13, Dex 14, Con 17, Int 10, Wis 11, Cha 10
Feats: Blind Fight, Combat Reflexes, Endurance, Point Blank Shot, Precise Shot, Toughness
Skills: Clim +11, Handle Animal +10, Knowledge (Geography) +10, Knowledge (Nature)+10, Perception +10, Survival +10
Language: Gnoll
SQ: Hunter's Bond (Heyena), Track, Wild Empathy
Environment: Warm plains and deserts
Organization: Solitary, Pair, Gang (3-6)
Treasure: NPC Gear (Scale mail, masterwork longbow with 20 arrows, shortsword, hand axe, three potion of Stabilize, other treasure)

Gnolls are known for taking slaves, both to serve them and to trade with other races. Some gnolls specialize in hunting down other humanoids to enslave. Working together with trained heyenas, they search their homelands for those who might fetch a decent price.

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Gnoll War Priest
This gnoll stands tall and proudly displays the unholy symbol of Lamashtu as he rushes forward, howling prayers to the Mother of Monsters and waving a falchon as he does.
Gnoll War Priest
CR 6 (2,400 xp)
Gnoll Cleric 5 of Lamashtu
CE Medium Humanoid (gnoll)
Init: +0, Senses: Darkvision 60 ft, Perception +2
Auras: Chaos, Evil, Madness
AC 20, Touch 10, Flat Footed 20
(+9 armor, +1 natural)
hp: 49 (7d8+21)
Fort: +11, Ref: +1, Will: +6
Speed: 20 ft, 30 ft unarmored
Melee: Masterwork falchon +8 (2d4+1/18-20), dagger +0 (1d4+1/19-20)
Ranged: Light crossbow +4 (1d8/19-20), dagger +4 (1d4+1/19-20)
Special Attacks: Channel Negative Energy (3d6, DC 13 for half, 4/day), Visions of Madness (4/day)
Spells Prepared: 3rd- Animate Dead, Rage (d)
2nd-Bull's Strength (x2)(d), Deathknell, Sonic Burst (DC 14)
1st-Cause Fear (x2) (DC 13), Doom (DC 13), Lesser Confusion (DC 13)(d), Magic Weapon
Str 12, Dex 10, Con 17, Int 10, Wis 14, Cha 12
Base Atk: +4, CMB: +5, CMD: 15
Feats: Command Undead, Heavy Armor Proficency, Selective Channeling, Weapon Focus (Falchion)
Skills: Knowledge (Religion) +10, Sense Motive +12
Language: Gnoll
SQ: Orisons, Strength Surge
Environment: Warm plains and deserts
Organization: Solitary
Treasure: NPC Gear (Half plate, masterwork falchion, four daggers, light crossbow w/10 bolts, silver unhoy symbol, other treasure)

Chosen by Lamashtu to lead her faithful into battle, gnoll war priests are the most fanatic and driven members of their tribes. Although some have abitions to rule, most prefer the roll of advisor to the chief, a position with power, but not as much risk of losing ones head if things go badly. In battle they use their divine powers to both weaken their enemies and strengthen their allies, all while claiming a share of the glory for themselves.

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Shadow Elf
Shadow elves are a race of subterranian humanoids, similar to elves. They are somewhat thinner and shorter than elves and have white hair and very pale skin. Their ears are larger than a normal elves ears so that they can hear better underground. They also speak in high pitched voices which sound very squeaky to other races. They have a very insular society and tend to dislike all surface dwellers. Despite this trait they tend towards neutral alignments rather than evil ones.
+2 Dexterity, +2 Intelligence, -2 Charisma; Shadow elves are quick and smart, but they do not work and play well with others.
Darkvision: Shadow elves can see in the dark upto 90 ft.
Elven Immunities: Shadow elves are immune to magical sleep effects and recieve a +2 bonus to saving throws against enchantment spells and effects.
Keen Senses: Shadow elves get a +2 racial bonus to Perception checks.
Weapon Familiarity: Shadow eleves are proficent with longswords, short swords and halbards.
Languages: Shadow elves begin play speaking Elven and Undercommon. Shadow elves with high Intelligence can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Goblin, Infernal, Orc, and Terran.

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Creesh
Creesh are a humanoid race that has definite feline features. They are most common among the woods and plains of the norther Mwangi Expanse and are thought by most scholars to have originated there. Their features and coloration resemble that of ordinary house cats, and they have a similar fickle nature. They are curious by nature and many are possessed with an incurable wanderlust which makes them likely to be found in any part of Golarion. Many have had distinguished, if quite careers as members of the Pathfinder Society.
+2 Dexterity, +2 Charisma, -2 Wisdom; Creesh are quick and attractive but they are flighty and unpredictable.
Medium: Creesh are medium sized creatures and have no special bonuses or penalties based on their size.
Normal Speed: Creesh have a base speed of 30 feet.
Low-light Vision: Creesh can see twice as far as normal in dim lighting.
Heightened Senses: Creesh gain a +2 species bonus to Perception.
Supernatural Sensitivity: Creesh are highly attuned to the supernatura. They can use Detect Magic twice per day as a spell like ability.
Natural Weapons: Creesh have claws which they can use as natural weapons. Their claws inflict 1d4 plus strength bonus damage, and do not provoke attacks of opportunity.
Languages: Creesh speak Common and Elven. Creesh with high intellegence can speak Draconic, Gnomish, Goblin, Halfling, Orc, or Sylvan as bonus languages.

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Svartalfar
Svartalfar are the descendents of a group of fey that left the First World long ago and settled on the Plane of Shadow. By bonds of oath and bonds of blood they became servants of the dark god Zon-Kuthon. As such, they are most commonly seen in Nidal, although they can be found anywhere that the dark god's work is being done. Often they take the role of the leaders or protectors of cults dedicate to Zon-Kuthon. Other times they use their darkly seductive nature to lead others astray, as they seem to prefer inflicting spiritual pain to physical. Thy are often blamed for bringing nightmares or tragedy, even if they had no role in the events.

+2 Dexterity, +2 Charisma, -2 Constitution: Svartalfar are fast and darkly seductive, but they are frailer than most other races.
Medium: Svartalfar are Medium creatures and have no bonuses or penalties for their size.
Normal Speed: Svartalfar have a base speed of 30 feet
Low-light Vision: Svartalfar can see twice as far as humans in conditions of dim light.
Fey Type: Svartalfar are fey for the purposes of any effect related to type.
Shadowblend: Svartalfar have an innate connection to the Plane of Shadow. Anytime they are in dim lighting conditions they have total concealment rather than partial concealment
Light Sensitivity: Svartalfar are dazzled by bright sunlight or a Daylight spell.
Shadow Magic: Svartalfar get a +1 racial bonus to all saving throws to resist the effects of spell with the shadow sub school. They also receive a +2 racial bonus to the save DCs of all spells with the shadow sub school that they cast.
Weapon Familiarity: Svartalfar treat the Spiked Chain as a Martial weapon
Languages: Svartalfar begin play speaking Common and Sylvan. Svartalfar with high Intelligence scores can choose any language they want (except secret languages)

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Avenger
Avengers are divine warriors. They are raised in hidden temples away from the eyes of others where they are taught to become weapons of divine justice. Imbued with power through secret rites, they are living insrumets of destruction and vengence.
Alignment: The avenger’s alignment must be the same as the deity that he serves. An avenger must have a chosen deity.
Hit Die: d10

Class Skills
The avenger’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex)
Skill Ranks per Level: 4 + Int Modifier

Table: The Avenger
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special Spells per Day

1/2/3/4/5/6
1st +1 +2 +0 +2 Oath of Enmity, Fast Movement +10 ft, Armor of Faith, Domain, Spells 2
2nd +2 +3 +0 +3 Radiant Vengeance 3
3rd +3 +3 +1 +3 Divine Strike +1d6 4
4th +4 +4 +1 +4 Divine Guidance 4/2
5th +5 +4 +1 +4 Bond of Foresight 4/3
6th +6/+1 +5 +2 +5 Bestow Curse 4/4
7th +7/+2 +5 +2 +5 Divine Strike +2d6 5/4/2
8th +8/+3 +6 +2 +6 5/4/3
9th +9/+4 +6 +3 +6 Oath of Enduring Wrath 5/4/4
10th +10/+5 +7 +3 +7 5/5/4/2
11th +11/+6/+1 +7 +3 +7 Divine Strike +3d6 6/5/4/3
12th +12/+7/+2 +8 +4 +8 6/5/4/4
13th +13/+8/+3 +8 +4 +8 Channel Endurance 6/6/5/4/2
14th +14/+9/+4 +9 +4 +9 6/6/5/4/3
15th +15/+10/+5 +9 +5 +9 Divine Strike +4d6 6/6/5/4/4
16th +16/+11/+6/+1 +10 +5 +10 6/6/5/5/4/2
17th +17/+12/+7/+2 +10 +5 +10 Oath of Final Judgment 6/6/6/5/4/3
18th +18/+13/+8/+3 +11 +6 +11 6/6/6/5/4/4
19th +19/+14/+9/+4 +11 +6 +11 Divine Strike +5d6 6/6/6/6/5/4
20th +20/+15/+10/+5 +12 +6 +12 6/6/6/6/5/5

Class Features
All of the following are class features of the avenger.
Weapons and Armor Proficiency: An avenger is proficient with all simple and martial weapons. They are not proficient with any armor.
Oath of Enmity (Su): The avenger designates one opponent as the target of his antagonism as a swift action. All attacks made against that target gain a +2 power bonus. If the target of the Oath of Enmity is killed or disabled, the avenger may shift this oath to another target.
Fast Movement (Ex): An avenger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the avenger’s speed because of any load carried or armor worn.
Armor of Faith (Su): As long as the avenger is not wearing any armor they receive a bonus equal to their Wisdom bonus + ¼ their avenger level to their Armor Class, in addition to their Dexterity bonus.
Domains (Su): At first level the avenger may pick one domain from those of his deity. The avenger is able to use all powers from that domain as if he were a cleric of equal level. However, the avenger is not able to cast spells from this domain.
Spells: An avenger casts divine spells which are drawn from the avenger spell list. His alignment may restrict him from casting certain spells that are opposed to his moral or ethical outlook. An avenger may cast any spell he knows without prior preparation. When an avenger gains access to a new level of spells, he automatically knows all the spells for that level listed on the avenger spell list.
To cast a spell, an avenger must have a Wisdom score equal to at least 10+the spell level. the Difficulty Class for a saving throw against an avenger’s spell is equal to 10 + the spell level + the avenger’s Wisdom modifier.
Like other spellcasters, an avenger can only cast a certain number of spells per day. His base daily allotment of spells is given on the class table. In addition, he receives bonus spells per day if he has a high Wisdom.
Radiant Vengeance (Sp): Starting at 2nd level the avenger may add his Wisdom bonus to attack and damage rolls made with melee weapons. This ability is usable a number of times per day equal to his Wisdom bonus.
Divine Strike (Sp): If an avenger can catch an opponent when he is unable to defend himself effectively from his attack he is able to call on his god to provide him with insight into how best to dispatch his foe.
The avenger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the avenger flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every four avenger levels thereafter. Should the avenger score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Unlike a rogue’s sneak attack, the avenger’s Divine Strike can affect undead, but it cannot affect constructs. Like a rogue’s sneak attack, the avenger must be able to see his target and must be able to reach the main body of the target.
Divine Guidance (Su): Starting at 4th level, the avenger begins to gain greater insight from his god. This insight allows him to add his Wisdom bonus + ½ his avenger level to any roll to confirm a critical hit.
Bond of Foresight (Su): At 5th level, the avenger’s bond with his deity allows him to add his Charisma bonus to attack rolls made on attacks of opportunity.
Oath of Enduring Wrath (SU): By spending a move action the avenger gains a morale bonus equal to 2 + his Wisdom bonus for one minute. This ability can be used Charisma bonus number of times per day.
Channel Endurance (Su): By sacrificing all attacks for one round the avenger is able to gain DR 2/- for a number of rounds equal to his Wisdom bonus + ½ the avenger level.
Oath of Final Judgment (Su): Beginning at 17th level, the avenger becomes so dedicated to his cause that he can continue to fight when lesser men would fall. When he falls below 0 hps, he can spend a full round action to restore himself to 1 hp. This ability can be used a number of times per day equal to his Wisdom bonus.

Avenger Spell List
1st: Bane, Cause Fear, Deathwatch, Divine Favor, Doom, Entropic Shield, Inflict Light Wounds, Magic Weapon, Shield of Faith, True Strike
2nd: Align Weapon, Bear’s Endurance, Bull’s Strength, Death Knell, Detect Thoughts, Hold Person, Inflict Moderate Wounds, Owl’s Wisdom, Resist Energy, See Invisibility, Shatter, Silence, Zone of Truth
3rd: Blindness/Deafness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestments, Nondetection, Protection from Energy, Speak with Dead, Wind Wall
4th: Dimension Door, Dimensional Anchor, Discern Lies, Dismissal, Divination, Inflict Critical Wounds, Magic Weapon, Greater, Scrying
5th: Commune, Disrupting Weapon, Mark of Justice, Spell Resistance, Teleport
6th: Banishment, Find the Path, Forbiddance, Harm, Planar Ally, Shadow Walk, Word of Recall


Fun stuff.


Excellent stuff here, David! I especially like the dragons, and will be using them in future games.

Dark Archive

Thanks.


Pathfinder Rulebook Subscriber

I hope these are already in PathfinderDB.com? That sure seems like the best place for this sort of stuff!

Dark Archive

All of them have been submitted.

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Emerald Dragon
This green scaled dragon has a pair of curving ram-like horns on it's head and a frilled fin that runs down it's back.
Emerald Dragon
CR 14 (38,400 xp)
LN Large agon
Init: +0, Senses: Dragon Senses, Perception +26
Aura: Frightful Presence (180 ft, DC 21)
AC: 29, Touch: 9, Flat footed: 29
(+20 natural, -1 size)
hp: 237 (19d12+114)
Fort: +16, Ref: +13, Will: +16
DR 5/Magic, Immune to Fire, Paralysis, Sleep, and Sonic effects, SR 25
Sped: 40 ft, fly 150 ft (Poor), Swim 60 ft
Melee: Bite +28 (2d6+14), 2 claw +28 1d8+8), 2 wing +23 (1d6+4), tail slap +23 (1d8+4)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon (40 ft cone, DC 26, 1d6 sonic and deafened for 1d4+6 rounds)
Spell-ik Abilitis: 3/day Control Weather, Fog Cloud, Greater Invisibility
At will-Identify, Legend Lore
Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Base Atk: +19, CMB: +28, CMD: 38
Feats: Ability Focus (Breath Weapon), Awesome Blow, Flyby Attack, Iproved Bullrush, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Step Up, Toughness, ital Srike
Skills: Crat (Trapmaking) +26, Craft (Weaponsmiting) +26, Diplomacy+26, Disable Device +19, Intimidae +26, Knowledge (Enginering) +26, Knowledge (History) +26, Knowledge (Lcal) +26, Perception +26, Stealth +25, Use Magic Device +26
Languages: Celestial, Common, Draconic, Giant, Ignan, Terran
Environement: Warm Mountains and forests
Organization: Soliary, Pair, Family (3-6)
Treasure: Triple

Emerald dragons are obsessed with knowledge. Tey usually now more about a region and it's history then any of the brightest sages of that region and are excellent sources of information, if you can reach them. Emerald dragons are also notoriously paranoid of humanoids and equip their lairs with multitudes of fiendishly designed traps. Often they will partner with local kobold tribes, adding another layer to their defenses.

Emerald dragons love water, and will alway lair near a large body of water. They tend to lair on islands as the also love to lair in volcanos and befriend the creatures that live inside. Emerald dragons mate for life and rais their young well into adulthood, so their lairs are rarely undefended or unoccupied.

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Saphire Dragon
This deep blue scaled serpentine dragon has a pair of bull-like horns on it's head and a twitching whip-like tail.
Sapphire Dragon
CR 13 (25,600 xp)
LN Large Dragon
Init: +3, Senses: Dragon Senses, Perception +22
Aura: Frightful Presence (180 ft, DC 21)
AC: 28, Touch: 12, Flat footed: 26
(+3 Dex, +16 natural, -1 size)
hp: 184 (16d12+80)
Fort: +14, Ref: +13, Will: +15
DR 5/Magic, Immune to Electricity, Paralysis, and Sleep effects, SR 24
Speed: 40 ft, Fly 150 ft (Poor)
Melee: Bite +23 (2d6+9), 2 claw +23 (1d8+6), 2 wing +18, (1d6+3), tail slap+18, (1d8+3)
Space: 10 ft, Reach: 10 ft
Special Attacks: Breath Weapon ($0ft cone, DC 22, 12d4 sonic and panicked for 1d4 rounds)
Spell-like Abilities: 1/day-Move Earth, Wall of Earth
2/day-Stoneshape, Teleport
At Will-Spiderclimb
Str 23, Dex 16, Con 19, Int 16, Wis 17, Cha 16
Base Atk: +16, CMB: +23, CMD: 36
Feats: Blind Fight, Combat Expertise, Improved Disarm, Improved Iron Will, Iron Will, Power Attack, Toughness
Skills: Climb +25, Diplomacy +22, Knowledge (Dungeoneering) +22, Knowledge (Engineering) +22, Knowledge (Local)+22, Perception +22, Sense Motive +22, Spellcraft +22, Use Magic Device +22
Languages: Common, Draconic, Terran, Undercommon
Environment: Any underground
Organization: Solitary
Treasure: Triple

Sapphire dragons are wxtremely territorial, particularly when it comes to other dragons. They re antisocal in the extreme but reserve their hatred for the evil races of the Darklands. They love games of strategy and the surest way to get on a sapphire dragon's good side is to challenge him to one. However it is wise to always let the dragon win.

Sapphire dragon lairs are filled with trophies of it's past victories. It particularly prizes trophies taken from drow or aboleth opponents. It allows giant spiders to share it's lair, mainly as a handy food source. To keep the spiders there sapphire dragons will take great pains to lure the spider's favorite food sources to it's lair.

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