Bestiary, Fell Beasts II.pdf

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paizo.com #1306174, D M <dm_123_456@yahoo.com>, Nov 26, 2009
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VOLUME THREE
Art by:
A. Nemo
Gareth Michael Skarka
Jupiter Media
Sandra delacourt
Kimagu
Pete
Series written by:
Ari Marmell
Hank woon
Jeb Boyt
Lizard
Stefen Styrsky
Walt Ciechanowski
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IN THIS VOLUME:
ARAMUS
BADJA
BLADED BATTLECLANK
DEEP ONE
DEEP ONE HYBRID
MAN-APE
NETHERLORD
SCORPION GUARD
SILVERFISH
SILVERFISH SWARM
SOKURAH CYCLOPS
SOUL KNIGHT
Compatibility with the Pathinder Roleplaying Game requires the Pathinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathinderRPG for more information on the Pathinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility,
and does not endorse this product.
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paizo.com #1306174, D M <dm_123_456@yahoo.com>, Nov 26, 2009
paizo.com #1306174, D M <dm_123_456@yahoo.com>, Nov 26, 2009
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.
Pathinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Fell Beasts: Volume Three. Copyright 2009, Adamant Entertainment: Authors: Ari Marmell, Hank Woon, Jeb Boyt, Lizard, Stefen Styrsky, Walt Ciechanowski.
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Pathinder is a registered trademark of Paizo Publishing, LLC, and the Pathinder Roleplaying Game and the Pathinder Roleplaying Game Compatibility Logo
are trademarks of Paizo Publishing, LLC, and are used under the Pathinder Roleplaying Game Compatibility License. See http://paizo.com/pathinderRPG/
compatibility for more information on the compatibility license.
Fell Beasts and all other Adamant Entertainment product names and their respective logos are trademarks of Adamant Entertainment in the U.S.A. and other
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ARAMUS, THE BLACK FLAME
A dark, twisting column of lames rises in a black wave. Malevolent features gaze about with a grim and awful intelligence, illed
with an ancient, undying hate.
A r A m u s t h e B l A c k F l A m e
cr 15
special abilities
Burn (Ex) Aramus’s slam attack deals bludgeoning damage plus
ire damage from its laming body. Those hit by Aramus’s slam
attack also must succeed on a Relex save or catch on ire. The
ire does 2d12 points of damage per round. The lame burns for
1d4 rounds. A burning creature can take a move action to put
out the lame. The save DC is Constitution-based.
Creatures hitting Aramus with natural weapons or unarmed
attacks take ire damage as though hit by Aramus’s attack, and
also catch on ire unless they succeed on a Relex save.
Condemn the Soul (Su) Any corporeal aberration, animal,
dragon, fey, giant, humanoid, magical beast, monstrous
humanoid, ooze, plant, or vermin that dies as a result from
Aramus’s burn ability returns in 1d4 rounds as a dark-ire
creature. Aramus literally consumes the victim’s soul, burning
it away, leaving behind a portion of its own essence. Creatures
that die in such a way cannot return except through a wish or
miracle spell. Those who return as dark-ire creatures look as
they did in life, though their eyes resemble orbs of solid-black
lames. They are completely under the control of Aramus,
though they can think and act on their own. Aramus can never
have more than 20 HD worth of dark-ire creatures at one time.
Firelash (Su) As a standard action, Aramus can lash out at a
target with a whip of black lame, making a CMB check against
the target’s CMD. If successful, the target is considered grappled
and automatically takes Aramus’s burn damage each round until
freed. Aramus can maintain the grapple as a free action.
51,200 x p
CE Huge outsider (elemental, evil, extraplanar, ire)
Init +14; Senses darkvision 60ft.; Perception +25
Defense
AC 30, touch 19, lat-footed 19; (+10 Dex, +1 dodge, +11
natural, –2 size)
hp 230 (20d10 + 120)
Fort +10, Ref +19, Will +11
Defensive Abilities elemental traits; DR 10/—; Immune ire
Weaknesses vulnerability to cold
Offense
Spd 60 ft.
Melee 2 slams +29 (2d12+11/19-20 plus burn)
Space 15 ft; Reach 15 ft.
Special Attacks burn, consume the soul, irelash
Spell-like Abilities (CL 20th)
At will— darkness
3/day— burning hands (DC 12), create undead , create greater
undead , ireball (DC 14)
1/day— control undead (DC 18), delayed blast ireball (DC
18), ire storm (DC 19), greater command (DC 16), meteor
swarm (DC 20)
statistics
Str 32, Dex 30, Con 20, Int 16, Wis 14, Cha 12
Base Atk +20; CMB +33; CMD 54
Feats Dodge, Improved Critical (slam), Improved Initiative,
Mobility, Power Attack, Spring Attack, Step Up, Toughness
Skills Bluff +24, Diplomacy +21, Intimidate +21, Knowledge
(history) +23, Knowledge (planes) +26, Knowledge (religion)
+23, Perception +27, Sense Motive +25, Stealth +25
Languages Common, Ignan
Gear none
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ecOlOgy
Environment any
Organization solitary
Treasure 19,500 gp
Resembling a towering ire elemental composed of dense, dancing black lames, Aramus is an ancient and terrible enity
of pure hate and bile.
HISTORY
No one knows from what black realm Aramus hails, though it is known that the fell enity does not wish to return.
For many years, Aramus had been under the control of the powerful nethermancer Solus the Fallen, bound to the
Brazier of Bavmaren and forced to do the mortal’s bidding. Ater Solus’s death, the Brazier of Bavmaren was lost for a
millennium and was only recently discovered by the cult calling itself the Keepers of the Black Flame . The cruel leaders
of this cult, powerful eniies known as the netherlords (q.v.), released Aramus and now worship the creature as a living
god.
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CREATING A DARK FIRE CREATURE
“Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant,
humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin (referred to hereafter as the base creature).
A dark ire creature uses all the base creature’s statistics and abilities except as noted here.
Size and Type : The creature’s type changes to undead and it gains the evil subtype. Do not recalculate Hit Dice,
base attack bonus, or saves. Size is unchanged.
Armor Class : Natural armor increases by +2 (this stacks with any natural armor bonus the base creature has).
Damage : A dark ire creature retains all of the attacks and damage of the base creature, but deals an additional 1d6
points of ire damage on all attacks.
Special Attacks : A dark ire creature retains all the special attacks of the base creature and gains the following
special attack.
Breath Weapon (Su) : 30-foot cone of black ire, once every 1d4 rounds, damage 6d6 ire. A successful Relex
save (DC 10 + 1⁄2 dark ire creature’s racial HD + dark ire creature’s Con modiier) reduces damage by half.
Special Qualities : A dark ire creature has all the special qualities of the base creature, plus darkvision out to 120
feet and low-light vision.
A dark ire creature gains undead traits.
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