MONSTERS
ARACHNIS

A man of jet black skin, black pupils, four clawed hands and large fangs is before you.

Arachnis, often called Spider Vampires (although they have no connection to true vampires), are a race of solitary, shapeshifting preditors with many spider similarities. Female Arachnis are always larger is muscle than males and less in number. They can not create webs but usually have underground dens full of rubbish they instintively collect. When in large cities they usually inhabit quiet basements or attics, often trading poison for fresh meat (later stuffed into skins) and collecting odd items to fill their lairs with. The Drow have a special respect for Arachnis, being one of the few races they tolerate.

Arachnis are almost always solitary unless in the company of a mate.

Arachnis speak Undercommon or Drow, given rumor to the idea that they hail from the Underdark.

MALE ARACHNIS: Medium sized shapeshifter, HD: 2d8+6, (14 hp), Initiative: +9, Speed: 30ft, Armor Class: +19 (+5 Dex, natural +1, studded leather armor), touch +15, flatfooted +14, Base Attack/Grapple +2/+10, Attack: bite +6 melee (1d3+2 + poison), Full Attack: 2 claws +6 (1d4+4) and bite +6 (1d3+2 + poison), Space/reach: 10ft/10ft, special attacks: improved grapple, special qualities: mimic, sixth sense, scent, poison, Saves: Fort+4, Ref+8, Will+5, Abilities: Str 18, Dex 20, Con 16, Int 10, Wis 14, Cha 5, Skills: Move Silently +9, Hide +9, Spot +6, Listen +6, Bluff +0, Sense Motive +6, Feats: Improved initiative, Enviroment: Any, Organization: Solitary, or mates (2), Challenge rating: 4, Treasure: Double Standard, Alignment: Usually Chaotic, Advancement: By character class (rogue), level adjustment +2.

FEMALE ARACHNIS: Medium sized shapeshifter, HD: 4d8+16, (32 hp), Initiative: +9, Speed: 30ft, Armor Class: +20 (+5 Dex, natural +2, studded leather armor), touch +15, flatfooted +15, Base Attack/Grapple +4/+13, Attack: bite +10 melee (1d4+2 + poison), Full Attack: 2 claws +9 (1d6+4) and bite +10 (1d4+2 + poison), Space/reach: 10ft/10ft, special attacks: improved grapple, special qualities: mimic, sixth sense, scent, poison, Saves: Fort+7, Ref+9, Will+6, Abilities: Str 20, Dex 20, Con 18, Int 10, Wis 14, Cha 3, Skills: Move Silently +9, Hide +9, Spot +6, Listen +6, Bluff +0, Sense Motive +6, Feats: Improved initiative, weapon focus 'bite', Enviroment: Any, Organization: Solitary, or mates (2), Challenge rating: 6, Treasure: Double Standard, Alignment: Usually Chaotic, Advancement: By character class (rogue), level adjustment +4.

MIMIC: At will an Arachnis can mimic it's appearance as a change self spell, usually to blend into a particular society.

POISON: An Arachnis poison does 2d6 CON damage with a FORT save of DC 15 (male) 18 (female) and then an additional 1d6 damage. The save is Con based. 10 + CON + HD.

SIXTH SENSE: An Arachnis has a sixth sense that gives them a spot check at DC 20 to resist being surprised.


BRAZEN BULL

A large contruct, made of bronze and in the form of a muscular minotaur with extremely long horns, stands before you. From deep inside it comes an intense heat that makes it glow a pale red.

The Brazen Bull was an ancient torture device in which men were trapped inside an oven of bronze, shaped like a bull and cooked alive. The monstrous Brazen Bull does not capture the body of those it kills but absorbs the soul of anyone it kills and burns those who are still alive.

Brazen Bull's can not speak but understands basic commands. It wieghs about 1200 pounds.

BRAZEN BULL: Large construct, HD: 10d10+30, (80 hp), Initiative: -1, Speed: 20ft, Armor Class: +24 (-1 size, -1 Dex, natural +16), touch 8, flatfooted 24, Base Attack/Grapple +9/+26, Attack: horns +18 melee (2d10+4 + heat), Full Attack: 2 slams +4 (2d8+9 + heat) and horns +18 (2d8+9 + heat), Space/reach: 10ft/10ft, special attacks: heat, trap the soul, improved grapple, heat weapon, Saves: Fort+3, Ref+2, Will+3, Abilities: Str 28, Dex 9, Con -, Int -, Wis 10, Cha 1, Skills: -, Feats: -, Enviroment: Any, Organization: Solitary, or gallery (3d4), Challenge rating: 2, Treasure: None, Alignment: Always Nuetral, Advancement:  -- , level adjustment --.

HEAT METAL: As the spell, cast by a 14th level caster. The first round the Brazen Bull is activated it's body becomes warm but does no damage. The second round the Brazen Bull's body becomes hot and does 1d4 points of damage. The thrid through firth round the Brazen Bull is searing hot and does 2d4 points of damage. The fifth round the Brazen Bull cools down at a hot temperature doing 1d4 points of damage and finally in the six round the Brazen Bull is once again warm doing no damage by heat.

HEAT WEAPON: Any weapons that hit the Brazen Bull take heat damage. However if the heat damage does not exceed the hardness of the weapon it simply becomes warm and takes no damage. Any magic weapon able to take damage gets a saving throw at DC 17.

IMPROVED GRAPPLE: When the Brazen Bull hits with both slams in a round it can make a grapple check as a free action. If successful it immediatly does double its normal heat damage for every round it has the subject grappled.

TRAP THE SOUL: Anyone slain by a Brazen Bull has their soul absorbed by the construct and thus can not be raised or ressurrected until the Brazen Bull is destroyed. When the Brazen Bull is destroyed each soul escapes and can be seen vanishing away from the construct.

CONSTRUCTION: A Brazen Bull is built entirely from bronze, costing at least 3000gp and requiring a craft: metalworking check o DC 18.
CL 15th: Craft construct,
animate objects, commune, bull's strength, trap the soul, heat metal, caster level must be at least 14th level; Price gp; Cost gp 3000+ XP.

CAT OF ILL-FORTUNE

This creature looks like a jet black house cat, only its eyes glow a hellish red and strange distortion surrounds it.

The Cat of Illfortune or Beshaban Cat, is a tiny feline that spreads curses and bad luck to all those it encounters. These cats are considered holy by the temple of Beshaba and will not harm anyone who pleads with Beshaba or follows her.

Giant cats of ill-fortune speak Infernal and can be rebuked by clerics of Beshaba or turned by clerics of Tymora as if it were undead.


CAT OF ILL-FORTUNE
: Tiny magical beast, HD: 1d4 (2 hp), Initiative: +2, Speed: 30ft, Armor Class: +14 (+2 size, +2 Dex), touch 14, flatfooted 12, Base Attack/Grapple +0/-12, Attack: claw +4 melee (1d2-4), Full Attack: 2 claws +4 (1d2-4) and bite -3 (1d3-4), Space/reach: 2-1ft/2ft, special attacks: bestow curse, aura of misfortune, shadow step, Saves: Fort+2, Ref+4, Will+1, Abilities: Str 3, Dex 15, Con 10, Int 4, Wis 12, Cha 12, Skills: Balance +10, Climb +6, Hide +14, Listen +3, move silently +6, jump +10, spot +3, Feats: weapon finesse 'claw', Enviroment: Warm Forests, Organization: Solitary, pair or pack (2d12), Challenge rating: 2, Treasure: None, Alignment: Usually Nuetral Evil, Advancement:  -- , level adjustment --.

Skills: Cats of illfortune have a +4 racial bonus on climb, hide and move silently checks and a +8 racial bonus on jump checks. They use their dexterity modifier instead of their strength modifier for climb and jump checks. In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Bestow Curse: Once per round a cat of ill-fortune can use a gaze attack that acts as a bestow curse spell as a 10th level sorcerer, WILL DC 14.

Aura of Misfortune: An aura of bad luck surrounds a cat of ill-fortune, forcing any successful attack roles to be rerolled and giving the cat of ill-fortune a second save if they fail a save on a spell. This is a free action that can be suppressed at will.

Shadow Step: A cat of misfortune can use dimension door three times a day, vanishing into the shadows. If there are no shadows then the giant cat of Ill-fortune can not use this ability.

CAT OF ILL-FORTUNE, GIANT


This creature looks like a great jet black cat, only its eyes glow a hellish red and strange distortion surrounds it.

The Giant Cat of Illfortune or Beshaban Giant Cat, is a large feline that spreads curses and bad luck to all those it encounters. These great cats are considered holy by the temple of Beshaba and will not harm anyone who pleads with Beshaba or follows her.

Giant cats of ill-fortune speak Infernal and can be rebuked by clerics of Beshaba or turned by clerics of Tymora as if it were undead.

CAT OF ILL-FORTUNE, GIANT: Large Magical Beast, HD: 5d10+15 (40 hp), Initiative: +4, Speed: 40ft, Armor Class: +16 (-1 size, +4 Dex, +3 natural), touch 13, flatfooted 12, Base Attack/Grapple +5/+13, Attack: claw +8 melee (1d4+4), Full Attack: 2 claws +8 (1d4+4) and bite +3 (1d8+2), Space/reach: 10ft/5ft, special attacks: pounce, bestow curse, aura of misfortune, improved grab, rake, shadow step, Saves: Fort+7, Ref+7, Will+5, Abilities: Str 18, Dex 19, Con 16, Int 4, Wis 15, Cha 14, Skills: Hide +8, Listen +3, move silently +8, jump +12 spot +3, Feats: iron will, stealthy, Enviroment: Warm Forests, Organization: Solitary, pair or pride (6-10), Challenge rating 7, Treasure: None, Alignment: Usually Lawful Evil, Advancement: 6-9HD (large), 10-18 HD (huge), level adjustment +6.

Improved Grab
: To use this ability, a Giant Cat of Ill-fortune must hit wiht its bite attack. It can then attempt to start a grapple as a free action without provoking an attack opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce
: If a Giant Cat of Ill-fortune charges a foe, it can make a full attack, including two rake attacks.

Rake:
Attack bonus +8, damage 1d4+4.

Skills:
Giant Cats of Illfortune have a +8 racial bonus on jump checks and a +4 bonus on Hide and Move Silently checks.

Bestow Curse:
Once per round a Giant Cat of Ill-fortune can use a gaze attack that acts as a bestow curse spell as a 10th level sorcerer, WILL DC 16.

Aura of Misfortune:
An aura of bad luck surrounds a Giant Cat of Ill-fortune, forcing any successful attack roles to be rerolled and giving the cat of ill-fortune a second save if they fail a save on a spell. This is a free action that can be suppressed at will.

Shadow Step
: A Giant Cat of Ill-fortune can use dimension door three times a day, vanishing into the shadows. If there are no shadows then the giant cat of Ill-fortune can not use this ability.

GAMBADO

This extraordinary-looking creature is man-sized, with a powerful human torso, two arms, each ending in three curved claws. Supported on the strong, flat neck is what appears to be the creatures head, which appears to be the skull of another creature. It's lower body is on colorful leg-like appentage, supported by three mighty clawed toes.

The Gambado or Springing Skull of Doom is an amoral ambush preditor that wears the skulls of their victoms over their heads for intimidation. They often dig pits and leap up to ambush their prey.

GAMBADO: Medium Aberration, HD: 4d8+12 (28 hp), Initiative: +2, Speed: 30ft, Armor Class: +18 (+2 Dex, +6 natural), touch 12, flatfooted 16, Base Attack/Grapple +3/+5, Attack: bite +4 melee (1d8+1), Full Attack: bite +4 melee (1d8+1/x2), claw +5 melee (1d4+2) melee, Space/reach: 10ft/5ft, special attacks: None, Special Qualities: Darkvision 60ft, Saves: Fort+7, Ref+3, Will+5, Abilities: Str 14, Dex 14, Con 16, Int 6, Wis 10, Cha 6, Skills: Hide +10*, intimidate +6*, Feats: great fortitude, multi-attack, Enviroment: Temporate plains or underground, Organization: Solitary or gang (2-8), Challenge rating 2, Treasure: Standard, Alignment: Usually Chaotic Nuetral, Advancement: 5-9 HD (Medium); 10-14 (large), level adjustment -

*Gambados recieve a natural +4 to hide checks and intimidate checks.


GORGANATAU
R

This creaute looks like a minotaur, only larger and covered in dark metal skin. It has sinister glowing red eyes and snorts a thick fog out of its nostri
ls.

The Gorganataur is a cross between a minotaur and gorgon. It is rumored to have been created by the Illythids as a weapon against the Drow but sages can not confirm this. It does possess the minotaurs fighting ability with the magical powers of a gorgan.
Although less intellegent that a minotaur, gorganataurs are stronger and more powerful, often leading packs of minotaurs. Gorgonataurs, like minotaurs are always male.

GORGANATAUR
: Large magical humanoid, HD: 7d10+28 (63 hp), Initiative: +2, Speed: 30ft, Armor Class: +17 (-1 size, +0 Dex, +8 natural), touch 9, flatfooted 17, Base Attack/Grapple +7/+16, Attack: huge great ax +12 melee (3d6+5/x3) or gore +12 melee (1d8+5), Full Attack: huge great ax +12/+7 (3d6+5) and gore +7 melee (1d8+5) melee, Space/reach: 10ft/10ft, special attacks: Powerful charge 4d6+6, breath weapon, Special Qualities: Natural Cunning, scent, Saves: Fort+10, Ref+6, Will+5, Abilities: Str 20, Dex 10, Con 18, Int 4, Wis 11, Cha 8, Skills: Listen +7, spot +7, Feats: great fortitude, power attack, iron will, Enviroment: Underground, Organization: Solitary, pair, gang (3-4) or tribe (1-6 + 2-20 minotaurs), Challenge rating 6, Treasure: Standard, Alignment: Usually Nuetral Evil, Advancement: by character class, level adjustment +4.

BREATH WEAPON
: 30 foot cone, once every 1d4 rounds (but no more than three times per day), turn to stone permanently, Fortitude, DC 18 negates. The save DC is Constitution based.

Natural Cunnin
g: Although Gorganataurs are not especially intellegent, they posess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost and enables them to track enemies. Further, they are never caught flatfooted.

HANGING PHANTOM


A ghostly phantom of a man, rope drawn tight around his neck, itself hanging from nowhere, floats eerily towards you. A hellish red light burns in its eyes and strange dim blue illuminates from its wraith like body
.

A Hanging Phantom is a wraith like form of undead that is created when an evil man is hung and then a
create greater undead spell is cast on him.

HANGING PHANTOM: Medium Undead (Incorporeal), HD: 8d12 (48 hp), Initiative: +7, Speed: 60ft (fly), Armor Class: +16 (+3 Dex, +3 deflection), touch 16, flatfooted 13, Base Attack/Grapple +4/ -, Incorporeal Touch +7 melee (1d6 plus 1d6 constitution drain), Full Attack: Incorporeal Touch +7 melee (1d6 plus 1d6 constitution drain), Space/reach: 5ft/5ft, special attacks: Choking Gaze, Blight Foliage, Constitution drain, create spawn, Special Qualities: Darkvision 60ft, daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura, Saves: Fort+2, Ref+4, Will+8, Abilities: Str -, Dex 17, Con -, Int 15, Wis 15, Cha 8, Skills: Diplomacy +6, Hide +15, Intimidate +14, Listen +17, Search +14, Sense Motive +17, Spot +17, Survival +3 (following tracks), Feats: alertness, blind-fight, combat reflexes, improved initiative, Enviroment: Any, Organization: Solitary, Challenge rating 8, Treasure: None, Alignment: Always Chaotic Evil, Advancement: , level adjustment: 9-13 (Medium).

BLIGHT FOLIAGE (Su)
: Any plants within 30 feet of the Hanging Phantom must make a Fortitude save at DC 17 or be Blighted.

CHOKING GAZE (Su
): Whoever the Hanging Phantom gazes at must make a Fortitude save at DC 17 or begin choking until they pass a save or the Hanging Phantom gazes at someone else. The Hanging Phantom can suppress this ability at will and can use if as a free action.

CONSTITUTION DRAIN (Su):
Living creatures hit by a Hanging Phantoms incorporeal touch attack must succeed on a DC 17 Fortitude save or take 1d6 constitution drain. The save is Charisma based. On each such successful attack, the wraith gains 5 temporary hit points.

CREATE SPAWN (Su):
Any humanoid slain by a Hanging Phantom becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

DAYLIGHT POWERLESSNESS (Ex):
Hanging Phantoms are utterly powerless in natural sunlight (not merely a daylight spells) and flee from it.

UNNATURAL AURA (Su)
: Animals, whether wild or domesticated, can sense the unnatural presnece of a Hanging Phantom at a distance of 30 feet. They will not willingly approach nearer than that and pani if forced to do so; they remain panicked as long as they are within that range.

LILIT
H

This creature looks like a beautiful naked woman, but for its hooved feet, black raven wings, clawed hands and maw of a hundred fanged teeth! It sneers at you with heathenous red eyes
.

The Lilith is a magical creature, said to be related to an Harpy, that seduces married men, eat human flesh (especially babies) and terrorizes villages.
Liliths speak Giant.

LILITH: Medium Monstrous Humanoid, HD: 9d8, (36 hp), Initiative: +3, Speed: 30ft - 80ft (fly), Armor Class: +16 (+3 Dex, natural +3), touch 13, flatfooted 13, Base Attack/Grapple +9/+11, Attack: bite +10 melee (1d4+1 + poison), Full Attack: 2 claws +11 (1d6+2) - bite +10 melee (1d4+1 + poison), Space/reach: 5ft/5ft, special attacks: rake, poison, special qualities: darkvison 60ft, Saves: Fort+3, Ref+9, Will+11, Abilities: Str 15, Dex 17, Con 10, Int 11, Wis 15, Cha 17, Skills: bluff +13, Intimidate +9, listen +9, spot +9, Feats: iron will, dodge, flyby attack, wingover, Enviroment: Any, Organization: Solitary, Challenge rating: 5, Treasure: Standard, Alignment: Always Chaotic Evil, Advancement: by character class, level adjustment +4.

Rake
: If the Lilith hits with both claw attacks it can rake, doubling the damage dealt by each claw.

Poison:
The Lilith does 2d6 points of Dexterity damage, with a Fortitude save of DC 19. The following round the poison does an additional 1d6 Dexterity damage. Creatures dropped to 0 Dexterity die when all their muscles fail, including the heart.

LURKING STRANGER SWAR
M

A swarm of 3-foot-long strands of straited muscles, connecting two eyeballs comes at you. They flex and twist as if in agony
.

Lurking Strangers sometimes form swarms of twenty or so individuals.

LURKING STRANGER SWARM
: Tiny Aberration (Swarm), HD: 12d8+12, (50 hp), Initiative: +4, Speed:  5ft (1 square), 20ft (good), Armor Class: +16 (+4 Dex, size+2), touch 16, flatfooted 12, Base Attack +9, Attack: swarm (3d6), Space/reach: 10ft/0ft, special attacks: eye rays, sufficate, special qualities: darkvison 60ft, flight, all around vision, Saves: Fort+1, Ref+8, Will+5, Abilities: Str 5, Dex 19, Con 13, Int 6, Wis 10, Cha 10, Skills: Hide +7, Listen +5, Search +1, Spot +8, Feats: alertness, weapon finesse, Enviroment: Underground, Organization: Solitary, twist (2-4) or colony (7-12), Challenge rating: 5, Treasure: Standard, Alignment: Always Usually Lawful Evil, Advancement: None, level adjustment -

Eye Rays (Su)
: Each of a Lurking Stranger's two eye rays resembles a spell cast by a 3rd-level caster. One eye acts as the cause fear spell, and the other produces a sleep effect. Each effect is negated with a DC 11 Will save. The save DC's are Charisma based. Having so many eye rays any target within 30 feet is affected by the cause fear effect each round and anything within 130 feet are effected by the sleep spell per round.

Cause Fear: This ray works like the spell. It has a range of 30 feet.
Sleep: This ray works like the spell, excpet that it effects one creature with up to 4HD. It has a range of 130 feet.

Sufficate (E
x): If a Lurking Stranger hits a helpless foe with its lash attack, it wraps itself around the victoms throat and begins to choke it. In the first round, the victim falls unconscience (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round she suffocates and dies.

MINOTAUR, HALF HILL GIANT (GIANT HILL MINOTAUR)


This creature appears to be a giant minotaur, with a slight simian appearance, overlong arms, stooped shoulders, a low forehead and thick, powerful, hairy legs. Long bull horns come out
of its head.

This is an example of a rare mating, usually through wizardly manipulation, of a Hill Giant female and a minotaur. The Giant Hill Minotaur is always male, like any other although much larger and stronger. It is often a loner, wanderering the land in confused rages or leading a small pack of lesser minotaurs.

GIANT HILL MINOTAUR: Large Giant, HD: 9d10+27 (72 hp), Initiative: -1, Speed: 40ft, Armor Class: +15 (-1 size, -1 Dex, +7 natural), touch 8, flatfooted 15, Base Attack/Grapple +7/+17, Attack: huge great ax +13 melee (3d6+6/x3) or gore +13 melee (1d8+6), Full Attack: huge great ax +13/+8 (3d6+6) and gore +8 melee (1d8+6) melee, Space/reach: 10ft/10ft, special attacks: Powerful charge 5d6+6, rock throwing, Saves: Fort+12, Ref+6, Will+5, Abilities: Str 22, Dex 9, Con 17, Int 6, Wis 10, Cha 7, Skills: Climb +5, Jump +5, Listen +5, spot +6, Special Qualities: low light vision, rock catching, natural cunning, scent, Feats: great fortitude, power attack, cleave, track, Enviroment: Temperate Hills, Organization: Solitary, pair, gang (1 plus 1-4 minotaurs), Challenge rating 6, Treasure: Standard, Alignment: Usually Chaotic Evil, Advancement: by character class, level ad
justment +3.

R
ock Throwing: The range increasement is 120 feet for a Giant Hill Minotaur's thrown rocks.

Na
tural Cunning: Although Giant Hill Minotaurs are not especially intellegent, they posess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost and enables them to track enemies. Further, they are never caught flatfooted.

ORT

This creature looks like a man, only his skin seems to be made of ornate armor, from his toes to his
head.

The Ort are a race of humanoids who'se skin acts as heavy armor. They form organized cities and create great weapons of war and siege engines rivialed in quality only by the dwarf lords of old.

There are various races of Ort, each with body armor made of a different type of metal.

COPPER ORT 'GUARD': Medium Humanoid (Earth), HD: 1d8+2, (6 hp), Initiative: -1, Speed: 30ft, Armor Class: +17 (natural +6, DEX -1, large copper shield), touch 9, flatfooted 17, Base Attack/Grapple +1/+2, Attack: copper longsword -1 (1d8-3/19-20x2) or unarmed strike (1d6-3/x2), Full Attack: copper longsword -1 (1d8-3/19-20x2) - unarmed strike (2) (1d6-3/x2), Space/reach: 5ft/5ft, special qualities: metalic type, darkvison 60ft, unarmed strike, Saves: Fort+4, Ref-1, Will+3, Abilities: Str 12, Dex 8, Con 14, Int 10, Wis 12, Cha 8, Skills: craft (weaponsmithing) +4, survival +6, knowledge 'dungeoneering' +2, knowledge 'engineering' +4, Feats: weapon focus 'maul', Enviroment: Any Mountain, Organization: Solitary, pair or clan (10-40), Challenge rating: 2, Treasure: Standard, Alignment: Usually Lawful Nuetral, Advancement: by character class, level adjustment +1.

IRON ORT 'MONK': Medium Humanoid (Earth), HD: 1d8+2, (6 hp), Initiative: -1, Speed: 30ft, Armor Class: +20 (natural +10, DEX -1, WIS+1), touch 9, flatfooted 20, Base Attack/Grapple +0/+5, Attack: unarmed strike +1 (1d8+1/x2), Full Attack: unarmed strike -1 (x2) (1d8+1/x2), Space/reach: 5ft/5ft, special qualities: metalic type, darkvison 60ft, unarmed strike, Saves: Fort+4, Ref+1, Will+5, Abilities: Str 12, Dex 8, Con 14, Int 10, Wis 12, Cha 8, Skills: balance +3, escape artist +3, knowledge 'dungeoneering' +2, knowledge 'engineering' +2, sense motive +5, spot +5, survival  Feats: weapon focus 'unarmed strike', improved grapple, Enviroment: Any Mountain, Organization: Solitary, pair or clan (10-40), Challenge rating: 2, Treasure: Standard, Alignment: Usually Lawful Nuetral, Advancement: by character class, level adjustment +1.

ADAMANTINE ORT 'FIGHTER': Medium Humanoid (Earth), HD: 1d8+5, (9 hp), Initiative: -1, Speed: 30ft, Armor Class: +29 (natural +20, DEX -1), touch 9, flatfooted 29, Base Attack/Grapple +1/+2, Attack: unarmed strike +4 (1d6+3/x2) or adamantine greatsword +5 (2d6+4/19-20x2), Full Attack: unarmed strike +4 (1d6+3/x2) - greatsword +5 (2d6+4/19-20x2), Space/reach: 5ft/5ft, special qualities: metalic type, darkvison 60ft, unarmed strike, Saves: Fort+4, Ref-1, Will+3, Abilities: Str 12, Dex 8, Con 14, Int 10, Wis 12, Cha 8, Skills: craft (weaponsmithing) +4, survival +6, knowledge 'dungeoneering' +2, knowledge 'engineering' +4, Feats: weapon focus 'greatsword', toughness, Enviroment: Any Mountain, Organization: Solitary, pair or clan (10-40), Challenge rating: 2, Treasure: Standard, Alignment: Usually Lawful Nuetral, Advancement: by character class, level adjustment +1.

METALIC TYPE: An Ort must consume a pound of ore per day as part as of his diet or he begins to loose his natural armor at 1 point per day and eventually his unarmed strike ability. Once his natural armor has been reduced to 0 he becomes pale and begins to loose 1 point of Constitution per day until death.

An Orts metalic type is determined by what ore it consumes. An Ort's natural armor, bonus attack bonus and extra damage are based on what type of metal it consumes. If an Ort changes ore it's bonuses are stacked and then divided to equil it's new bonus, rounded down.

In an extreme case an Ort can survive on weak metals such as carbon but they gain no natural armor or bonuses with
this.
METAL                         HARDNESS   AB/ DAMAGE         COST PER POUND

WEAK METALS             0                   NONE                    NONE
COPPER                        6                   -4                           5cp
TIN                               6                   -4                           2sp
BRONZE                        8                   -2                           5sp
SILVER                          7                  -3                           1gp
GOLD                            6                   -4                          10gp
PLATINUM                    7                   -3                          100gp
ELECTRUM                    5                   -5                         1000gp
IRON                              10                +0                          5gp
STEEL                            12                 +1                         10gp
MYTHRIL/TITANIUM     15                 +2                         50gp
ADAMANTINE                20                 +3                         500gp
LIBRAM ARCANA
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