Chapter Ten: Creatures
Special Attacks: A vrykolaka retains all the special attacks of the base creature and also gains those listed below. Blood Drain (Ex): A vrykolaka 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 temporary Constitution damage each round it maintains the pin. On each successful attack, the vrykolaka gains 5 temporary hit points. Create Spawn (Ex): A humanoid slain by a vrykolaka’s blood drain attack rises as a vrykolaka 1d10 days after its death (possessed by a different fiendish spirit than the one inhabiting its killer). These new vrykolakas are not under the control of the original creature in any way. Because they dislike competition, vrykolakas usually eat the corpses of their victims to prevent them from rising as undead. Soul Damnation (Ex): A creature killed by a vrykolaka’s blood drain attack becomes corrupted by the presence of the fiendish spirit, and its soul is damned to Hell. This does not prevent it from being raised from the dead, but that is poor comfort for most people (who never have the option of life-restoring magic) when compared to the thought of spending eternity in Hell instead of paradise. Special Qualities: A vrykolaka enjoys all the special qualities of the base creature those listed below. It also gains the undead type. Daylight Weakness (Ex): A vrykolaka can be active during the day but is weakened by sunlight, suffering a –4 penalty to Strength and Dexterity. Most choose to rest while the sun is up. They normally rest in the coffin where they were buried, but they are not required to do so. Fast Healing (Ex): A vrykolaka heals 1 point of damage each round, even if reduced to 0 hit points. A vrykolaka cannot heal fire damage in this way. To destroy a vrykolaka permanently, an attacker must reduce it to 0 hit points and burn it. Dismembering the corpse first makes it more difficult for the creature to recover before it is burned. If reduced to 0 hit points by fire damage alone, it is instantly destroyed. Fiendish Possessor (Ex): Because the spirit of a fiend animates it, a vrykolaka is affected by spells as if it were an evil outsider. For example, spells that ward against such creatures hedge out vrykolakas, and spells that banish evil outsiders can drive away the spirit, leaving the corpse to fall over inert and truly dead. Resistance (Ex): A vrykolaka has resistance to cold and electricity 10. Turn Resistance (Ex): A vrykolaka has +2 turn resistance. Saves: Same as the base creature’s Abilities: Increase from the base creature’s as follows: Strength +2, Wisdom +2, Charisma +2. As undead creatures, vrykolakas have no Constitution score. Skills: Vrykolakas receive a +4 racial bonus to Hide, Move Silently, and Spot checks. Otherwise, same as the base creature’s. Feats: Vrykolakas gain Toughness as a bonus feat. Environment: Any land Organization: Solitary Challenge Rating: Same as the base creature’s +1 Treasure: As base creature’s. (Though most lose their treasure when buried, they can steal it back from their former “homes” when they return to them.) Alignment: Any evil Advancement: By character class Level Adjustment: —
Angel NPCs To integrate angel NPCs into your game quickly, just pick up one or more of these general statistics blocks, and you’re ready to go! Each set of statistics represents a typical angel of its race. Cherub; CR 4; Medium outsider (good, extraplanar); HD 4d8+4; hp 22; Init +0; Speed 40 feet, fly 40 feet (average); AC 15; touch 10; flat-footed 15; Base Atk +4; Grp +5; Atk +6 melee (1d4+1, claw); Full Atk +6 melee (1d4+1, 2 claws); Space/Reach 5 feet/5 feet; SA Improved grab, rake, roar (DC 12), spell-like abilities; SQ DR 5/magic, heavenborn traits, resistances (acid, cold, sonic 5); AL LG; SV Fort +5, Ref +4, Will +6; Str 12, Dex 10, Con 12, Int 12, Wis 10, Cha 10. Skills and Feats: Balance +3, Concentration +8, Hide +7, Intimidate +7, Knowledge (religion) +7, Jump +7, Listen +11, Move Silently +8, Search +12, Sense Motive +7, and Spot +11; Iron Will, Weapon Focus (claw). Dynama; CR 3; Medium outsider (good, extraplanar); HD 2d8+2; hp 11; Init +0; Speed 30 feet; AC 12; touch 10; flat-footed 12; Base Atk +2; Grp +2; Atk +2 melee (1d8/19–20, longsword); Full Atk +2 melee (1d8/19–20, longsword); Space/Reach 5 feet/5 feet; SA Spell-like abilities, summon blessed child‡; SQ DR 5/magic, governance of the soul, heavenborn traits, resistances (cold, fire 5); AL LG; SV Fort +4, Ref +3, Will +4; Str 10, Dex 10, Con 12, Int 10, Wis 12, Cha 12. Skills and Feats: Concentration +6, Diplomacy +10, Gather Information +6, Heal +6, Intimidate +10, Knowledge (local) +5, Sense Motive +6, and Spot +10; Detect Angels and Fiends†, Glory†. Grigori; CR 2; Medium outsider (good, extraplanar); HD 2d8+2; hp 11; Init +0; Speed 30 feet; AC 12; touch 10; flat-footed 12; Base Atk +2; Grp +2; Atk +2 melee (1d8/19–20, longsword); Full Atk +2 melee (1d8/19–20, longsword); Space/Reach 5 feet/5 feet; SA Spell-like abilities; SQ Celestial fertility, DR 5/magic, grigori doom, heavenborn traits, resistances (cold, fire, sonic 5); AL NG; SV Fort +4, Ref +3, Will +3; Str 10, Dex 10, Con 12, Int 12, Wis 10, Cha 10. Skills and Feats: Concentration +6, Craft (any two) +10, Diplomacy +5, Heal +5, Knowledge (any one) +10, Listen +2, Profession (any one) +9, Search +6, Spot +11; Alertness. Hashmalite; CR 3; Medium outsider (good, lawful, extraplanar); HD 3d8+3; hp 16; Init +0; Speed 30 feet; AC 12; touch 10; flat-footed 12; Base Atk +3; Grp +3; Atk +3 melee (1d8/19–20, longsword); Full Atk +3 melee (1d8/19–20, longsword); Space/Reach 5 feet/5 feet; SA Hashmal burst
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