MONSTERS
CHAPTER 7
Attack: A lost retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the lost retains this ability. A creature with natural weapons retains those natural weapons. A lost fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A lost armed with a weapon uses its slam or a weapon, as it desires. Full Attack: A lost fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack. Damage: Losts have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the lost’s size. If the base creature already had a slam attack, it retains its old damage value or uses the appropriate value from the table below, whichever is better. A lost’s natural weapon attacks deal the same base damage as the corresponding attacks of the base creature did. Size Up to Tiny Small Medium Large Huge Gargantuan Colossal
Base Slam Damage 1 1d3 1d4 1d6 1d8 2d6 2d8
Special Attacks: A lost has all the special attacks of the base creature, except for any spells that it can no longer cast because of its reduced Intelligence score. In addition, it gains a new special attack based on the particular emotion that has been fused to its soul, as given on the following table. Emotion Despair Hatred Misery Wrath
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Special Attack Mirror of despair Bile of hatred Song of misery Fury of wrath
Bile of Hatred (Ex): Once every 1d4 rounds, a hateful lost can spew acidic bile in a 30-foot cone as a standard action. Every creature in the area takes 1d4 points of acid damage per character level of the lost. A successful Reflex save halves this damage. The save DC is Constitution-based. Fury of Wrath (Ex): A wrathful lost automatically enters a ragelike state on its first turn in combat. While in this state, it gains a number of temporary hit points equal to twice its character level and a bonus on damage rolls equal to one-half its character level (rounded up). Its fury lasts for 10 rounds. Mirror of Despair (Ex): The gaze of a despairing lost is unsettling to sentient creatures. Any creature with an Intelligence score of 3 or higher that is within 30 feet of the lost and can see it must make a Will save or become shaken for 2d6 rounds. Success indicates that the creature cannot be affected again by the same lost’s mirror of despair for 24 hours. Mirror
of despair is a mind-affecting fear effect. The save DC is Charisma-based. Song of Misery (Ex): As a free action, a miserable lost can begin a droning song. Every creature within 30 feet who can hear it is fascinated for as long as the song continues, plus 1 round thereafter (Will negates). The mere sight of the lost does not allow a new saving throw, but any attack made against an affected character—even if the attack comes from the lost itself—automatically ends the effect. Song of misery is a mind-affecting effect. The save DC is Charisma-based. All lost are immune to the emotion-based special attacks of other lost, even if they don’t share the same emotion. Special Qualities: A lost has all the special qualities of the base creature, plus the following special qualities. Damage Reduction (Su): A lost has damage reduction equal to one-half its character level (rounded up) that can be bypassed by magic weapons (maximum 10/magic at character level 20). A lost’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Twisted Mind (Ex): A lost’s mind is demented and difficult to control. If the creature fails its saving throw against a mind-affecting spell or effect, it can attempt to save again 1 round later at the same DC. The lost gets only this one extra chance to succeed on its saving throw. Abilities: Alter from the base creature as follows: Str +4, Con +4, Int –6 (minimum 1). If the lost’s Intelligence score falls to 2 or 1, the creature regresses to an animal state and commences living off the wild as best it can. Organization: Any. Challenge Rating: Same as the base creature +1. Alignment: Always evil (any). Level Adjustment: —
MIDNIGHT CONSTRUCT MIDNIGHT CONSTRUCT, LESSER Medium Construct (Incarnum) Hit Dice: 4d10+20 (42 hp) Initiative: +2 Speed: 40 ft. (8 squares) AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 Base Attack/Grapple: +3/+8 Attack: Slam +8 melee (1d6+8) Full Attack: Slam +8 melee (1d6+8) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Construct traits, damage reduction 2/magic, darkvision 60 ft., low-light vision Saves: Fort +1, Ref +3, Will +1 Abilities: Str 21, Dex 15, Con —, Int —, Wis 11, Cha 10 Skills: Hide +2* Feats: — Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Same as creator Advancement: — Level Adjustment: —